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Are the new eldar good enough to beat Chaos?
Yes, thanks to the randomness of daemons.
Draw. Eldar plays denial because they have problems with the Chaos armor.
No, Chaos just have too many vehicles and a 2++ FMC for eldar to handle.

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Made in us
Fixture of Dakka





San Jose, CA



Battle report completed.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Saratoga Springs, NY

My favorite part was definitely the turtle.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


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 jy2 wrote:
Portaglyph pops out 5 horrors....

....who then shoot at and only kill 1 biker.

I have a question about this. The BRB states that Warp Charges are generated at the start of the turn. So if a unit is created via Portalglyph at the end of the Movement phase, or turned into a Herald as a result of a Warp Storm result, it would have to wait unit its controller's next turn to use any Psychic powers.

Does that sound right?

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San Jose, CA

 undertow wrote:
 jy2 wrote:
Portaglyph pops out 5 horrors....

....who then shoot at and only kill 1 biker.

I have a question about this. The BRB states that Warp Charges are generated at the start of the turn. So if a unit is created via Portalglyph at the end of the Movement phase, or turned into a Herald as a result of a Warp Storm result, it would have to wait unit its controller's next turn to use any Psychic powers.

Does that sound right?
Similarly, psychic powers are themselves generated pre-battle, which means that a psyker created during the game would have no powers to cast anyway.

Most tournament FAQs seem to allow psykers created mid-game to generate powers & start casting immediately.

Quis Custodiet Ipsos Custodes? 
   
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San Jose, CA

 undertow wrote:
 jy2 wrote:
Portaglyph pops out 5 horrors....

....who then shoot at and only kill 1 biker.

I have a question about this. The BRB states that Warp Charges are generated at the start of the turn. So if a unit is created via Portalglyph at the end of the Movement phase, or turned into a Herald as a result of a Warp Storm result, it would have to wait unit its controller's next turn to use any Psychic powers.

Does that sound right?

This is a better question for YMDC. The BRB states that a psyker automatically generates all his Warp charge at the start of each turn. What it doesn't state is whether the psyker has to be in play or not. This is supported by the tactic that most Tyranid players use. The Doom comes in from reserves and on his shooting phase, casts Psychic Shriek, which is a common tactic and used all the time, even in the largest tournaments. If he had to be on the board to generate a warp charge, then everyone who plays tyranids would have played it wrong and so would all the TO's that allowed it.

The only restriction I see is on p.67 and that is "on a turn that a psyker arrives from reserve, he cannot attempt to manifest any psychic powers that must be manifested at the start of the Movement phase." That strongly implies that he still gets his Warp charges and can use them, just not at the beginning of the Movement phase because he is not in yet.

Thus, I am leaning on the side that it is legal to use a psychic power as long as the power isn't used before you come into play.



This message was edited 1 time. Last update was at 2013/06/21 19:26:19



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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San Jose, CA

 Red Corsair wrote:
This is an example of an eldar list that I think would give most people extreme difficulty. I first saw GJB new cost and was utterly jaw dropped but then realized that too many things like torrent flamers and vector strikes or even barrage weapons just shatter them. I think the Wave Serpent is going to play a huge roll for the new eldar. It;s the first book with vehicles that I think are viable again (excluding fliers and necrons).

115 Farseer, JB
120 Farseer, JB singing spear
235 (10) Guardians WaveSerpant, TL SC, ShC, Holo F
235 (10) Guardians WaveSerpant, TL SC, ShC, Holo F
235 (10) Guardians WaveSerpant, TL SC, ShC, Holo F
235 (10) Guardians WaveSerpant, TL SC, ShC, Holo F
171 (9) Warp Spiders
171 (9) Warp Spiders
240 Wraith Knight
240 Wraith Knight

1997

I agree that mechdar is viable once again. Even though I haven't played against the new serpents, serpent-spam appears to be a very good build IMO.

But no matter how good a unit is, sometimes, people just like to play a certain way. Whether the serpent is better than warwalkers or not isn't really a big deal, at least not to me. Rather, more important is which units you prefer to play with. Does it fit your theme/playstyle? Personally, I would rather play mechdar. Others such as Blackmoor or Reecius would rather play footdar no matter how superior we think serpents may be.

So for the audience, Red Corsair makes some very good suggestions and gives excellent advice on the eldar units. But really, most of the units in the new eldar codex are so good that you can't really go wrong playing any of them, so just play with what you think is cool.


 Red Corsair wrote:

Oh I should premise my posts as not being focused toward blackmoor but more at the eldar community, yes he was primarily a footdar player and I definitely would be playing my old units as well like most eldar players. I like footdar but am just6 playing devils advocate a bit

Thanks for a little bit of perspective.

There are many good builds with the new eldar. Whether going foot or mech or running deathstar builds, eldar can still be competitive and a lot of fun. Just go with whichever style you like.


GTKA666 wrote:
lol harlequins haven't changed and yet they got better, warwalkers only have a 10 pt increase for each model since who doesn't use scatter lasers along with a reliable save!, Dark reapers got a point decrease I thought O.o.

Seems like some of the players are complaining about the harlequin powers no longer being automatic. I also actually think they got better because now they can potentially get Veil of Tears as well as Stealth + Shroud (i.e. Invisibility or an IC joining them). Thus, they can potentially get double the protection.

Then again, I don't play harlequins. I just like to kill them.

As for warwalkers, I'm going to be in the camp that they got better even though they got more expensive (then again, so have the wave serpents).


 tanuvein wrote:
Actually, I've had a question as I read your last few battle reports - do you post them after the battle, or is the initial post before hand?

Usually after, but once in a while, I do do it beforehand. That is only if my opponent and I agree to a fight and we both submit lists to each other. Otherwise, I usually don't see the lists until the day we battle.


 Red Corsair wrote:
GTKA666 wrote:
lol harlequins haven't changed and yet they got better, warwalkers only have a 10 pt increase for each model since who doesn't use scatter lasers along with a reliable save!, Dark reapers got a point decrease I thought O.o.


I guess you don't mind a 10 point per model increase but I do. That's 210 for a unit that was 180, an increase of 16.67%. The abilities are a wash since they gained a 5++ in an edition where 5++ or better covers saves are stupid easy to get and yet they became opened topped making a 2HP walker all the more fragile. Battle focus is nice your definitely not getting it on the cheap at 10 points per model and lets be honest without reliable;e fortune they NEEDED something or would never be viable.

Dark reapers were insanely over priced before and are still over priced now. In an army where almost everything excels at horde control 30 points a piece for a T3 marine is awful. Buying krack missiles would be nice but it only inflates the issue since now 3 with crack missiles cost 114 while long fangs get 5 dudes with 4 crack rockets for 115 and long fangs are not very useful anymore so why would making reapers overpriced longfangs ever be a good idea?

Harlequins did change, veil is a psychic test which makes it unreliable but they still have potential its just the fact that better options exist point for point.

I want to like WW but when a wave serpent can average 6.23 S6 hits and and 4.02 S7 hits that ignore cover for 145 and have a 4++ and av12 AND transports 12 compared to 2 WW which average 10.72 S6 hits at 140 which takes up a HS slot I just can't see why I wouldn't just purchase more WS to keep my units safe in a hell drake filled meta. The Wave serpent literally outperforms every other vehicle in that book point for point.

To me, comparing warwalkers to serpents is like comparing apples to oranges. Yeah, they are both fruits that you eat. However, maybe one day you feel like eating oranges and another day, apples. While they all compete with each other on the eldar lists, they do have different roles that they play. It all depends on what you want to do with your list and what style of play you prefer on any given day.

And if you can't decide, you can even run both! Serpents supported by WW firepower is another scary, competitive eldar build IMO.


 hippesthippo wrote:
I predict a crushing victory for Chaos.. You have good answers to all of his threats. And rolled up Misfortune twice, plus Forewarning to boot!

I'm not a huge fan of the Chaos allies you took, but you're going for a theme, so hey.

I still would've found the points from a couple spare Horrors/Cultists to give your Sorcerer that ML3. I would've taken all 3 rolls on Telepathy as all of the spells are good against Eldar (w/ Avatar) and you would have had a good shot at rolling up a powerhouse WC2 spell. Who cares about Iron Arm on a 2w Sorcerer in a mixed toughness unit? Hallucination/Invisi/Terrify are gamechangers here.

On a side note, I predict the Shadowseer will blow himself up on a perils, rendering the unit utterly worthless. ^_^

Looks like a fun match either way. I'm addicted to your reports.. Can't wait for the read!

EDIT: Anybody who thinks Warwalkers aren't one of the top units in the codex is crazy. 10pts is worth bs4, alone.. Easily. Plus battlefocus, which is sooo good. Plus a 5+ if the get a bad BF run and are caught flat-footed. Seriously.

On the topic of good Eldar units.. Spiders, Serpents w/ min Avengers, Spiders, WarWalkers, Spiders, JetSeers, GJB, Wraithknights, Firedragons.. Those are the units you'll be seeing again and again, so get used to them.

I guess I could've dropped the 5 cultists and perhaps a horror to make my sorcerer Lvl 3. I suppose I also should have looked into Telepathy, but as a long-time tyranid player who was using a chaos sorcerer for the very first time, I was just so used to Biomancy powers. In the future, I will give your suggestions a try.


 DexKivuli wrote:
I vote Chaos too. The real strength of New Eldar is the pseudo rend and battlefocus. Looking at the two lists, pseudo rend is pointless (since all saves are invulns) and you're not going to get much mileage out of the run-shoot combo.

I think if the war walkers had scatter laser and lance, it would've been a lot tougher for you though. Also if there'd been a few wave serpents.

Does Eldrad HAVE to be the warlord? Personally, I'd have made the Avatar the warlord, because I suspect you're probably going to be trying to kill Eldrad anyway, so no sense in giving a warlord point.

My thoughts exactly.

Making the Avatar the Warlord is a mistake. Eldrad is much harder to kill, especially when he is in unit who is Fortuned and Fearless due to the avatar. And in the worst-case scenario, you can always move Eldrad into the bastion or hide him behind it.


 Red Corsair wrote:
But with holo fields you you just have to move the minimum to get a 4++ jink all while being AV12 and a dedicated transport AND putting out the equivalent fire power to warwalkers except with a weapon that has a higher strength, ignores cover and causes pining. Not to mention laser lock actually benefits the WS unlike scatter walkers. But I digress, proof is in the pudding, try them yourself if you don't believe.

Yeah, serpents are definitely very sturdy vehicles....with some awesome firepower. That's one of the reasons why I like them so much and if I were to play eldar, would most likely play mechdar.

Though good luck if you ever face the seer council.


This message was edited 2 times. Last update was at 2013/06/21 20:08:30



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Nice report. Blackmoor is a really solid player and probably plays more tournament games than anyone I've ever met. Eldar are a really good "come back" army with so much mobility and potent shooting. You can think you have them on the ropes all game and they will steal it back in the final turns.

Cheers for playing aggressively. Big risks can lead to big rewards if the dice don't let you down. The thing about daemon walkers is ws3 can let you down so often.

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Getting my broom incase there is shenanigans.

Well that was a learning experience.

It was a really close game and all I had left was:
Eldrad (warlord)
1 Jetbike
1 Warlock on a Jetbike
1 Harliquin
10 Guardians.

If he could have killed off some of the solo models he would have been in buisiness.

I really screwed up my harlequins assaulting the LoC. I finally had him on the ground without the grimore, and I ended up running and then not being able to assault. I thought at that point I had lost and it was just going to be an exercise in dice rolling until the LoC killed off my whole army. Then the Shadowseer came up huge and saved the game for me.

I am working on an army just like JY2’s but instead of Soulgrinders it has Demon Princes. I was surprised by all of the shooting that they can muster when they are large squads with a couple of heralds. The good news was that you kill a couple of Heralds and you kill off a few horrors and their shooting is diminished a lot. Also if you are able to get them into assault they go down hard with instability.

Going forward I am going with the Scatter Lasers/Starcannons on my War Walkers to take care of pesky things like Riptides and Broadsides.

I also like the mobility of the Spiders, but they are only T3 marines so they will die if you are not careful.

I am torn on the guardians. The BS 4 makes the heavy weapon much better, but the 12” range of their Shuriken Catapult is an issue.

The warlock’s viability is still in question. I rolled the worst power (quicken/restrain) and Conceal/Reveal was not much help.

Everything else worked as intended. Multiple flyers will still be an issue, but that is to be expected.


 
   
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Los Angeles, CA

 undertow wrote:
 jy2 wrote:
Portaglyph pops out 5 horrors....

....who then shoot at and only kill 1 biker.

I have a question about this. The BRB states that Warp Charges are generated at the start of the turn. So if a unit is created via Portalglyph at the end of the Movement phase, or turned into a Herald as a result of a Warp Storm result, it would have to wait unit its controller's next turn to use any Psychic powers.

Does that sound right?


That is correct. Technically speaking a psyker created mid-turn should have no warp charges that turn and a psyker created mid-game should have no randomly generated psychic powers. However, this is very likely an oversight, as GW's own psychic power iOS app allows you to create psykers mid-turn and mid-game and in both cases they immediately generate their psychic powers and warp charge.


---


As for the Portalglyph giving up a VP when destroyed, I don't see any reason why it shouldn't. It is clearly labeled with a unit type, so it is a unit that can be destroyed.





Automatically Appended Next Post:
 jy2 wrote:

This is a better question for YMDC. The BRB states that a psyker automatically generates all his Warp charge at the start of each turn. What it doesn't state is whether the psyker has to be in play or not. This is supported by the tactic that most Tyranid players use. The Doom comes in from reserves and on his shooting phase, casts Psychic Shriek, which is a common tactic and used all the time, even in the largest tournaments. If he had to be on the board to generate a warp charge, then everyone who plays tyranids would have played it wrong and so would all the TO's that allowed it.

The only restriction I see is on p.67 and that is "on a turn that a psyker arrives from reserve, he cannot attempt to manifest any psychic powers that must be manifested at the start of the Movement phase." That strongly implies that he still gets his Warp charges and can use them, just not at the beginning of the Movement phase because he is not in yet.

Thus, I am leaning on the side that it is legal to use a psychic power as long as the power isn't used before you come into play.



This is a slightly different situation because the unit in question doesn't actually exist until the Portalglyph creates it. So at the start of the turn there is NO horror unit (even in reserve) to generate warp charge.

Again, the only real reason to allow this is because GW's psychic power app does (and probably because it is a simple oversight).

But it isn't the same situation as a psyker starting the turn in reserve. As you point out the reference of a psyker not being able to cast 'start of the turn' powers when he arrives from reserves tells you that psykers do generate warp charge while in reserve.

This message was edited 1 time. Last update was at 2013/06/21 22:49:37


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I haven't read a battle report in which these Daemons actually win. Does such a battle report exist or is Chaos now named Eternal Losing? As you probably know, I'm not after any players, only those sad Chaos codexs.

Andy Chambers wrote:
To me the Chaos Space Marines needed to be characterised as a threat reaching back to the Imperium's past, a threat which had refused to lie down and become part of history. This is in part why the gods of Chaos are less pivotal in Codex Chaos; we felt that the motivations of Chaos Space Marines should remain their own, no matter how debased and vile. Though the corrupted Space Marines of the Traitor Legions make excellent champions for the gods of Chaos, they are not pawns and have their own agendas of vengeance, empire-building vindication or arcane study which gives them purpose. 
   
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Daemons took 2nd and 4th at wargamescon. Nick and Kenny are both bloggers but I haven't seen them post battle reports here.

I think goatboy took 2nd at a recent GT with daemons.

Winning lists have been FMC spam or hounds+grinders.

This message was edited 1 time. Last update was at 2013/06/22 01:07:36


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Eye of Terror

Wow jy2 you were way too cocky. I hope others learn from your mistake in that regard. You weren't up enough on killpoints to go for it when you did.


Automatically Appended Next Post:
 hyv3mynd wrote:
Daemons took 2nd and 4th at wargamescon. Nick and Kenny are both bloggers but I haven't seen them post battle reports here.

I think goatboy took 2nd at a recent GT with daemons.

Winning lists have been FMC spam or hounds+grinders.


Daemons took 2nd and 3rd at WGC this year. The 5th place Nid army knocked them both out of contention for 1st place. SitW is still a beeotch.

This message was edited 1 time. Last update was at 2013/06/22 01:51:57


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You know what my big takeaway was from this? It's nice to know that even the regular, experienced, very good players like Blakmoor make the same mistakes that I do with rules changes. I started playing with Rogue Trader, and never completely stopped, but the last two editions I got in less than a dozen or so games each. I find myself blurring them together sometimes just because I don't get enough playing time. It's good to know I am not alone.

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Las Vegas, NV

Great report! That was a lot of fun to read, thanks for sharing it.

Great come back by Blakmoor, looked like he was going to get smoked. But he took out that beautifully painted Heldrake, painted by Frontline gaming! (haha, had to do it!) and that was huge. Had the Turkey lived, you would have cleaned up the VPs, possibly 2 a turn.

   
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A small, damp hole somewhere in England

Nice report!. I too know the pain of having so much fun killing my enemy that I lose sight of the mission...

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
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San Jose, CA

POST-GAME ANALYSIS:

Chaos:

If I could sum up my loss in 1 word, it would be this - hubris.

Yes, I loss because I became arrogant (though I did not exhibit this externally and attitude-wise). I thought I had this game "in the bag" early. I counted my chicken before they hatched. My head was swelling with the perceived death of one of my archrival armies, the eldar, that I began to play sloppy. I began to take unnecessary risks for small gain, like exposing my Heralds or dropping off my Portaglyph as well as brazenly deploying my heldrake right in front of my opponent's face and without cover. These moves, coupled with my inability to kill his units in the late game (taking 3 turns to kill his guardians with my grinder, inability to shoot down 1-2 man jetbike units, harlequins or his warwalkers, etc.), sealed my fate. This is not to discount Blackmoor's play. He did what he had to do, had some great offense in the end and fought back for the win. However, I could have denied him 4-5 easy VP's just by playing a little more conservatively. Blackmoor said he made some mistakes. That is true. However, I'd argue that the mistakes I made were even greater.

1. Although my heldrake could have still been intercepted, if I had deployed it a little more conservatively (i.e. behind the central LOS-blocking terrain for a 4+ cover), it might have lived to at least do some damage.

2. I exposed my horrors and heralds to try to kill his warwalkers. That is risking 3 VP's for only 1 VP. Not only did my shooting fail big time, but I ended up losing both of my Heralds, including the Grimoire, in the process.

3. Dropping my horrors in his deployment zone was at best exchanging VP's. At worst, I don't kill anything and lose the unit, which was what happened. Not only that, but the unit of horrors kept his unit of guardians from being swept by my soulgrinder for a turns.

4. Dropped off the Portaglyph. What did that do for me? Nothing besides giving my opponent 2 free VP's.

5. Instead of trying to assault the bastion with my maulerfiend (who railed a re-rollable 8" charge), I should have just charged the guardians in front of it (about 4" away), thus taking out an offensive unit as well as his screening unit.

In this game, someone mentioned that I wasn't playing the mission but to kill stuff. That is entirely true. I was playing pure offense without consideration for defense. What I should have been doing was playing offense as well as the denial game as well. Against a seasoned veteran like Blackmoor, you just can't do that....but that is precisely what I did. Great comeback, Blackmoor, and great game, even though I lost. I think every player needs a game like this once in a while to give them a little perspective.


Eldar: (by Blackmoor)

Well that was a learning experience.

It was a really close game and all I had left was:
Eldrad (warlord)
1 Jetbike
1 Warlock on a Jetbike
1 Harliquin
10 Guardians.

If he could have killed off some of the solo models he would have been in buisiness.

I really screwed up my harlequins assaulting the LoC. I finally had him on the ground without the grimore, and I ended up running and then not being able to assault. I thought at that point I had lost and it was just going to be an exercise in dice rolling until the LoC killed off my whole army. Then the Shadowseer came up huge and saved the game for me.

I am working on an army just like JY2’s but instead of Soulgrinders it has Demon Princes. I was surprised by all of the shooting that they can muster when they are large squads with a couple of heralds. The good news was that you kill a couple of Heralds and you kill off a few horrors and their shooting is diminished a lot. Also if you are able to get them into assault they go down hard with instability.

Going forward I am going with the Scatter Lasers/Starcannons on my War Walkers to take care of pesky things like Riptides and Broadsides.

I also like the mobility of the Spiders, but they are only T3 marines so they will die if you are not careful.

I am torn on the guardians. The BS 4 makes the heavy weapon much better, but the 12” range of their Shuriken Catapult is an issue.

The warlock’s viability is still in question. I rolled the worst power (quicken/restrain) and Conceal/Reveal was not much help.

Everything else worked as intended. Multiple flyers will still be an issue, but that is to be expected.




Automatically Appended Next Post:
 Reecius wrote:
Great report! That was a lot of fun to read, thanks for sharing it.

Great come back by Blakmoor, looked like he was going to get smoked. But he took out that beautifully painted Heldrake, painted by Frontline gaming! (haha, had to do it!) and that was huge. Had the Turkey lived, you would have cleaned up the VPs, possibly 2 a turn.

What, you mean this guy?



Oh yeah, great job on this beauty (the heldrake). But be forewarned. The next time your undefeated footdar meets my often-defeated chaos - which BTW will be next Friday, you just may see him and his buddy.


This message was edited 1 time. Last update was at 2013/06/22 17:57:04



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Las Vegas, NV

That would be the beautiful Heldrake we painted for you, yes

haha, thanks for the plug, Jim! And thanks for the report, always fun to read as usual.

   
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A small, damp hole somewhere in England

Just out of interest, did Blackmoor consider deep-striking the Warp Spiders? The ability to heat the rear armour of vehicles, as well as the chance of correcting a bad scatter through the use of Battle Focus, would seem like a better bet than being out in the open to be shot from turn 1...

This message was edited 1 time. Last update was at 2013/06/22 18:26:51


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
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San Jose, CA

Ithani wrote:
Do you guys remember when the new csm codex broke and everyone was trying to make it work and there was like a month or 2 of csm vs X battle reports when csm really struggled to get a win? I thought that was kind of weird at the time- in each game there should of been a player who knew his new csm codex pretty well as well as a good understanding of the other guys codex as while the other guy would have known his list well but have a pretty vague idea about the units coming at him. Add to that the fact that the meta hadnt had a chance to shift to accommodate the new codex and there were some really bad signs for csm that didnt really get solved till the cd codex.

Now consider the new Eldar codex...

1) I think the Eldar codex is great as hinted in its early success and the enjoyment their players seem to be reporting in reports and on the forums.
2) I think it is also particularly strong in the current meta (or possibly just 6e- time will tell).
3) I think the csm/cd is a very good counterlist to the elves based on the cd/csm's ability to close distances (mobility), weather the shooting storm (av+, 5++ and loc) and do significant damage from 12-24" or more.
4) I think Eldar are an army that will show (perhaps better against other lists) the ability to respond and evade while doing consistent damage all game and are a very strong comeback army.

Looking forward to the rest of the rep.

Good analysis. Agreed wholeheartedly.

CSM/CD is actually a very good counterlist to a lot of shooty armies because they can be so fast and very resilient. Most of the units there can be up-in-your-face in just 1 turn and that is all the time you have to react to it.


 dementedwombat wrote:
My favorite part was definitely the turtle.

The turtle was instrumental to my strategy. If I couldn't deploy my turtle, then I don't consider it a win.


 hyv3mynd wrote:
Nice report. Blackmoor is a really solid player and probably plays more tournament games than anyone I've ever met. Eldar are a really good "come back" army with so much mobility and potent shooting. You can think you have them on the ropes all game and they will steal it back in the final turns.

Cheers for playing aggressively. Big risks can lead to big rewards if the dice don't let you down. The thing about daemon walkers is ws3 can let you down so often.

Yeah, they are probably the 2nd best comeback army after necrons. On the other hand, daemons may be the best "letdown" army. They can be dominating and an army and breaking the opponent's spirits, and then a couple of random dice rolls later, they lose a game that they should have won.

Soulgrinders aren't quite the close-combat beasts everyone thinks they are, but they are a unit I use more for the intimidation factor and to control the movement of my opponents. With that said, I think I need to cast Prescience on them more often, though I tend to give my MC's first priority when it comes to that.


 yakface wrote:

As for the Portalglyph giving up a VP when destroyed, I don't see any reason why it shouldn't. It is clearly labeled with a unit type, so it is a unit that can be destroyed.

If only the bastion gave up VP's as well. Le sigh....


 yakface wrote:

This is a slightly different situation because the unit in question doesn't actually exist until the Portalglyph creates it. So at the start of the turn there is NO horror unit (even in reserve) to generate warp charge.

Again, the only real reason to allow this is because GW's psychic power app does (and probably because it is a simple oversight).

But it isn't the same situation as a psyker starting the turn in reserve. As you point out the reference of a psyker not being able to cast 'start of the turn' powers when he arrives from reserves tells you that psykers do generate warp charge while in reserve.


Moral of the story is: discuss with your opponent pre-game with regards to how this would work (or to the TO in a tournament).


Chaospling wrote:
I haven't read a battle report in which these Daemons actually win. Does such a battle report exist or is Chaos now named Eternal Losing? As you probably know, I'm not after any players, only those sad Chaos codexs.

They can definitely win. I believe I have some reports where they have won. Just browse through my battle report link below in my signature and you will find them.

As for competitively, a few people have done well with daemons in some of the major tournaments. It's just that they have to resort to spamming FMC's in order to do so. And although I like running daemon MC's, it's something I'm trying to avoid. I more interested in running an armoured-based daemon/chaos army instead.


 Dozer Blades wrote:
Wow jy2 you were way too cocky. I hope others learn from your mistake in that regard. You weren't up enough on killpoints to go for it when you did.

Guilty as charged. Though in my defense, winning isn't always my number #1 priority. Sometimes, I like to experiment both with my lists and my tactics. Sometimes my tactics are somewhat unorthodox and sometimes it has rewarded me. Just not this time.


 Kyrolon wrote:
You know what my big takeaway was from this? It's nice to know that even the regular, experienced, very good players like Blakmoor make the same mistakes that I do with rules changes. I started playing with Rogue Trader, and never completely stopped, but the last two editions I got in less than a dozen or so games each. I find myself blurring them together sometimes just because I don't get enough playing time. It's good to know I am not alone.

Almost everyone have made mistakes one time or another. Blackmoor has. I certainly have as well. Even the winner of Nova the first 2 times made mistakes. Don't be too hard on yourself. Keep an open mind, learn from your mistakes and use them to improve your game. That's all anyone can ask for.


 Hedgehog wrote:
Nice report!. I too know the pain of having so much fun killing my enemy that I lose sight of the mission...

Yup, especially in casual games. But in a tournament, I'd probably be more careful. Can't afford to lose if your goal is to win the tournament.



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ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Getting my broom incase there is shenanigans.

 Hedgehog wrote:
Just out of interest, did Blackmoor consider deep-striking the Warp Spiders? The ability to heat the rear armour of vehicles, as well as the chance of correcting a bad scatter through the use of Battle Focus, would seem like a better bet than being out in the open to be shot from turn 1...



I normally almost always deep strike my spiders. This time I didn't because for the most part I out-ranged him in shooting, so I wanted them to be a threat for the horrors and keep them back as far as possible while I take out the advancing vehicles. So I basically used them as a board control unit.


 
   
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 Blackmoor wrote:
 Hedgehog wrote:
Just out of interest, did Blackmoor consider deep-striking the Warp Spiders? The ability to heat the rear armour of vehicles, as well as the chance of correcting a bad scatter through the use of Battle Focus, would seem like a better bet than being out in the open to be shot from turn 1...



I normally almost always deep strike my spiders. This time I didn't because for the most part I out-ranged him in shooting, so I wanted them to be a threat for the horrors and keep them back as far as possible while I take out the advancing vehicles. So I basically used them as a board control unit.

It was also probably because of the way I deployed, with a horde covering their (the grinders') asses. It would've made deepstriking that much riskier.

Though if I was playing eldar and deepstruck them, I'd probably try to take out the Grimoire Herald's unit instead.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Eye of Terror

Perfectly played by Blackmoor to get back in the game. It really looked bad for eldar.

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Great rep guys! Gg. Looking forward to the next one.
   
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Ithani wrote:
Great rep guys! Gg. Looking forward to the next one.

Thanks.

The next one is going to be a rematch between my Chaos and Grant's Seer Council Deldar. Time for some payback!



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
 
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