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Will full Warp Spider crews be better with Scorpions?
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Will War Walker spam out shoot the newer player?

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Made in us
Fixture of Dakka





Los Angeles

jy2 posts some of the best batreps on the site, so it was really cool to run into him a couple weeks back at my FLGS, play a game on the same side and get in some general kibitzing about 40k.

He even gave me a mention: http://www.dakkadakka.com/dakkaforum/posts/list/534765.page

As an homage, I'm going to totally rip off his style, as much as I can anyway.

- - - - - - - - - - - - -
This game is my third with new eldar. My first was a total nooB-fest loss, not deploying well or synergizing units. Second game, I walloped a DE enemy, leaving him with a raider and some retreating Kabalites. Warp Spiders were kings for that game.

This is toocool61's second game against me, lately. He played against my tau a few weeks back, for a very close game. So, we squared off again, this though, for my 3rd go at Space Elves.


My list:
Farseer - Singing Spear
Spiritseer - Singing Spear

DAs x10
DAs x10
WraithGuard x10
Guardians x12, Shuriken Can platform

Scorpions x10, Exarch, Claw, Stalker

Warp Spiders x9 Exarch Fast Shot
Warp Spiders x9 Exarch Fast Shot

War Walkers - x3, Scat-Las, Star Cans
WraithLord - dual flamers, BL, Scat Las, Ghost Glaive

1850


TooCool's:
Farseer x2

DAs x10
DAs x10
DAs x10
Rangers x5
Rangers x10

Warp S 5, Ex Fast Shot
Warp S 5, Ex Fast Shot

WarWs - ScatLas, BL, Star Engines, x3
WarWs - ScatLas, BL, Star Engines, x3
WarWs - ScatLas, BL, Star Engines, x3

ADL Icarus

Mission & Deployment:
Big Guns Never Tire & Crusade

Warlord traits and Psy powers, and pictures, next.

This message was edited 3 times. Last update was at 2013/07/02 02:37:40


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Longtime Dakkanaut





Nearly a mirror match.

Depending on terrain and deep striking luck, the first list could win. Poor deployment or reserve luck gives it to the second list.

My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in pl
Horrific Howling Banshee




I've got a feeling, that the first list's gonna win. Still it's hard to predict.
Good to know you're copying Jy2 style. I love it. It's simple, doesn't take loads of time and has photos of the most important things happening on he board which keeps tension.

Good luck with your report.

"I'm rather intrigued to discover that my opponent, who looks like a perfectly civilised person, is in fact mathematically capable" 
   
Made in us
Fixture of Dakka





Los Angeles

Here's a (nearly) overhead shot of the table lay-out. I'm short.






I rolled the eldar's first Warlord Trait, Ambush of Blades. Basically, it's a re-roll of 1s once per game for a bubble of units. My farseer ended up with Guide, Executioner and Mind War. Spiritseer would get Embolden and Enhance.

I forgot to get a good 'army' picture of toocool's models. Here's mine though. On the left, jumper marines and Swooping Hawks are both proxies for hard-to-attain Warp Spider models.



Mr. Center Piece: just painted, after a year+ of no-paint-at-all:



When toocool gets back to me via PM, I'll fill in his psy-powers & such as I can only remember Mind War & PuppetMaster.

This message was edited 2 times. Last update was at 2013/06/29 01:26:08


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in au
Dakka Veteran




Sweet Wraithlord pose.

To be 'That Guy', Spiritseers cannot take Singing Spears

Pretty much horrible psychic powers unfortunately :( Mindwar and Executioner are going to be inconsequential (eat my word I'm sure).

Interesting to know what order you rolled them as I probably would have bailed into the rulebook powers on the first failed-to-get-fortune roll. Only Guide and Fortune seem to have use in this mirror match.

I'm surprised you didn't go for Conceal/Reveal on the Spiritseer for 2+ cover Scorpions, which would be super annoying for the second list to deal with.

This message was edited 1 time. Last update was at 2013/06/29 01:45:17


 
   
Made in us
Fixture of Dakka





Los Angeles

Halfpast_Yellow wrote:
Sweet Wraithlord pose.
Thanks!

Halfpast_Yellow wrote:
To be 'That Guy', Spiritseers cannot take Singing Spears
Noted!

Halfpast_Yellow wrote:
Pretty much horrible psychic powers unfortunately :( Mindwar and Executioner are going to be inconsequential (eat my word I'm sure).

Interesting to know what order you rolled them as I probably would have bailed into the rulebook powers on the first failed-to-get-fortune roll. Only Guide and Fortune seem to have use in this mirror match.
Yes, I wasn't terribly happy with the selection. I'm really rusty on the "fail to get a cool power, so-switch-to-the-Rule-Book" sequence of psy-selection.

Halfpast_Yellow wrote:
I'm surprised you didn't go for Conceal/Reveal on the Spiritseer for 2+ cover Scorpions, which would be super annoying for the second list to deal with.
Yes, continued nooBishness on my part. But you're helping me out for my next game.


PreGame thoughts:

nooB's Eldar or WarpWraith Elves:
a. 9 enemy War Walkers is going to be a lot of fire power, capable of wiping out a whole unit and a half, with decent rolls. Given that he's deploying and likely going first, I'm going to have my War Walkers Outflank.
b. The terrain *might* give my scorpions a place to Infiltrate. I don't give them much chance of Outflanking and then being productive, so there's a LOS-blocking wall that might yield the rangers, because they're going to Scout forward.
c. Without a points sink like my WraithGuard, he's got more units in general. TooCool is has a lot more Eldar experience than I do, so I feel I'm the under dog in this match.
d. It's Big Guns Never Tire, so we each have more scoring units to work with, on a 4 objective mission, meaning that there's room for mistakes.
e. I'm not worried about his two small crews of Warp Spiders, but given how much he can dish out with Walker fire, I'm going to Reserve *my* two units of 9.
f. Lastly, I won't try to Seize because of the objective nature of the mission.

War Walker spam:
(I'll have toocool chime in via PM for his thoughts)

This message was edited 2 times. Last update was at 2013/06/29 01:56:56


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Fixture of Dakka





San Jose, CA

Great to meet you, Brotherekerose. Next time I'm down in SoCal, I'll give you a holler and we can get a game in.

I'm going to say Toocool with his 9 WW takes this one. Actually, whoever goes first, which I assume is Toocool, will have the advantage since he will have the alpha-strike and will hit you before you've had a chance to cast any of your psychic powers. But when your spiders come in, they will do a lot of damage. It just may be a case of too little, too late however.



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Made in us
Fixture of Dakka





Los Angeles

 jy2 wrote:
Great to meet you, Brotherekerose. Next time I'm down in SoCal, I'll give you a holler and we can get a game in.
Sure thing.

 jy2 wrote:
I'm going to say Toocool with his 9 WW takes this one. Actually, whoever goes first, which I assume is Toocool, will have the advantage since he will have the alpha-strike and will hit you before you've had a chance to cast any of your psychic powers. But when your spiders come in, they will do a lot of damage. It just may be a case of too little, too late however.
I'll issue a, "No comment" statement.



From Toolcool:
One farseer went all Eldar Powers which were - mind war, guide, and death mission.
My warlord farseer had the legendary fighter warlord trait and took all powers from the telepathy powers. They were - Mental fortitude, Puppet master, and psychic shriek

Pre-game:
I was excited to see that I had gotten first turn. I usually outflank my warwalkers, but with this loadout I think keeping them on the first turn is the right move. Plus, with star engines I can pretty much guarantee a 6" run at the least meaning his units will generally always be around 42" away each turn after I battle focus away. This will be the first time I use star engines, and am not sure how much they will contribute. I hope they just increase the survivablity of my war walkers as I am paying a lot of points for them. With big guns never tire, I hope to outmaneuver his slow army. I also tried out a telepathy farseer, and think that it has a lot of potential. I thinkt has the best power to counter the new Tau Riptide, which would be puppet master. I did get it, and I want to see how effective it is this game. After looking at his list, his wraithguard are not really a priority for me They will have to footslog to get to me and hopefully I am not dumb enough to let them get within 12" of me. The warp spiders are scary, but they can only kill a unit a turn. I will hopefully be able to use my warwalkers maneuverability with the star engines to counter them if they threaten a side to much. What worries me the most is his Wraithlord. That thing is super tough, and while I have 9 Bright Lances, and 2 Icarus Cannon shots if fired by my warp spider exarch, I am not confident I can bring it down. In this game, I have 8 scoring units, and out range him pretty badly. I can only hope the dice gods are on my sides and my target priority during the game is good.


No Night Fighting for Turn 1. toocool61 gets the roll for going first and takes Table South.


TooCool's Deployment:
Spoiler:


He deploys his ADL from Center toward my left, with War Walkers behind the W-Spiders. War Walker unit #2 is just out of frame at the top of the picture, Table East's edge, waaay to my Left Flank. The Warp Spider Exarch will man the Icarus LasCannon. Dirty

Also, a unit of Dire Avengers and one Farseer line up behind the ADL. That pink-ish Eldrad looking model is just a regular farseer. The other farseer (primer with spear) joins the second set of Dire Avengers, at the picture's bottom.



Unit of 10 rangers in the tallest ruin:



Sorry for the blur; this is Table West, where 5 rangers are behind a ruin, and WarWalker unit #3 are holed up. Table West is my Right Flank.



We'll forget for a turn, but this Mysterious Objective will become a SkyFire nexus ... in a game without Fliers.




My deployment:
Spoiler:

I can just squeeze my guardians in behind LOS-blokcing ruin Table East, within reach of the Table East 'egyptian' objective. They will be on their own ...





... as I'm going to use a Denied Flank and deploy the rest of my army Table West, my Right Flank. This puts two units of his War Walkers somewhat out of range ... but those Star Engines will null this Denied Flank pretty quick.



The Swooping Hawk models are my Warp Spiders, in Reserve, actually passed the table edge.


I Infiltrate the Scorpions here, just ahead of the main body of my army. The enemy Dire Avengers are about 17 inches away. The enemy rangers with be nearly the same distance away.



Automatically Appended Next Post:
TooCool's 9 War Walker Turn 1

Spoiler:

Movement:
There's some shuffling of WarWalkers and Dire Avengers, combined with Battle Focus, leaves TooCool's army often where it started.


Shooting:
With the Icarus, WarWalkers, rangers, 2nd War Walkers, he'll shoot at my Dire Avengers and WL. His Scatter Laser dice on the War Walkers is pretty poor, wounding even worse.


Bad enough that I only had 2 Cover Saves to make on the WraithLord, but I made 'em both. TooCool's shooting for Turn 1 netted him nothing.


His assault phase has Warp Spiders jockey back from the Icarus, a mistake TooCool will pick up on later.




My Turn 1

Spoiler:
Movement:



I'll Guide the one set of DAs who might gain range on the enemy DAs in center or the rangers. My main force moves up. White helmet DAs pop center to try for range on the mirror enemy, but Battle Focus Run will be too short. This picture shows after shooting phase with 'Run' already for the WraithGuard.



Shooting:
I'll have the WraithLord put a couple shots at the War Walkers across the way, and they'll make saves behind the Ruins. My Dire Avengers won't target the one set of DAs the scorpions are after, but the rangers instead ... netting nada.


Scorpions get a 6 for Difficult Terrain, and TooCool's DAs are at 11 inches away, and with the rangers on the second floor of the ruin, it's going to have to be the DAs or nothing.




Here's the assault attempt by the Scorpions even with Fleet. It was a gamble, high stakes, good pay-off. Odds too high though. I needed 11 and rolled 7. The scorpions are going to get pounded.


Looks like both of our first turns were for crap.


This message was edited 7 times. Last update was at 2013/06/30 20:14:57


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Foolproof Falcon Pilot





When you said "toocool's shooting netted him nothing" it made me think of this:


This message was edited 4 times. Last update was at 2013/06/30 12:19:55


Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
   
Made in us
Fixture of Dakka





Los Angeles


TooCool's Turn 2
Spoiler:

Psy powers: Guide on Dire Avengers closest to my Right FLank.
Movement:
TooCool's Warp Spiders come in from Rerserves. The guardians I left cowering behind LOS-Blocking ruins are the target. TooCool puts the Deep Strike spot *really* close to the edge and the guardians. With Battle Focus, I think eldar players can be more conservative with Warp Spider spotting, but dang, TooCool braves a narrow placing. The scatter dice obliges nicely.



More general shuffling.

Shooting:
TooCool has a far better round of shooting than last turn:
a. A small respite; the Icarus hits my WraithLord twice, but snake eyes for the wounding The rest is bad news
b. I lose 5 red helmet DAs from TooCool's Guided Dire Avengers. They'll pass Morale.
c. a WraithGuard to Ranger shooting, and 5 more to far hotter War Walker dice.




d. Scorpions will get creamed royally, leaving only the Exarch, and he will fail Morale and Fall Back. Poop.



e. Warp Spiders take out a couple Guardians and their weapon Platform, but the Guardians will pass Morale





My Turn 2
Spoiler:
Reserves: 1 outta 3 come in, WarpS. jy2, you called that, huh?

My notes for the batrep don't mention any Psy-casting. I might've guided the WraithGuard.

I would like to strengthen my Left Flank, as I the 12 guardians might not dish out enough fire power for 5 Warp Spiders. 24 shots, 16 will hit, likely 10 wound ... but that'd still leave a couple Warpies left given 3-up saves, even with a few Rends. So *my* Warp Spiders (Swooping H proxies) go here. I place the DeepStrike spot more conservatively ...




... and get a minor drift into the forrest, where Dangerous checks will be passed.





The Guardians have popped out to help annihilate the enemy Warp Spiders.




The Scorpion Exarch will not roll double s to rally. At this point I could have the Spiritseer go join him, Fall Back for a Turn and then cast Embolden, but it's a lot to risk for the gain of a single model, even if he's power-clawed. Basically I write him off, unless Snake Eyes come up.


Shooting:

Not shown:
1. With only 3 of them in range, the WraithGuard will pick off a ranger and Mind War will get another. The Rangers will pass Morale.
2. My WraithLord will get a hit on a Walker, but the ruin's Cover will Save it.
3. My Dire Avengers won't get great Fleet rolls, nor any good shooting of consequence.
4. However ...

... The Guardians go nuts with Rending ...



... and I actually score First Blood. Had I forseen this, the Warp Spiders might've helped out on the Right Flank.



My Warp Spiders (S-Hawks) will jet-pack into the ruins on the left there. A disappointing start with 2 units still in Reserve, and a third, the heavy-weight Warp Spiders being superfluous,
it actually turned slightly to sunshine with one of *his* WarpieS gone and First Blood mine.


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Foolproof Falcon Pilot





fyi, ICs cannot join units that are falling back =(.

Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
   
Made in us
Fixture of Dakka





Los Angeles

 mortetvie wrote:
fyi, ICs cannot join units that are falling back =(.
No kiddin'.
Page citation? I can't find it.



Automatically Appended Next Post:
TooCool's Turn 3

Spoiler:
Psy-casting - TooCool's farseer Perils but will expend another counter to dodge it.

Movement: Again, a general shuffling for ranges, without making any real changes in position.

His main body targets my Warp (SwoopingH) Spiders. From Rangers, Walkers and even Puppet Master, I'll lose 6 W-Spiders, including the Exarch. They'll pass Morale.



Red Helmet Dire Avengers will take one Ranger casualty and then get Pinned. I'm beginning to have a long running problem with failing Pinning checks against TooCool. Last match I'd failed 4 out of 6.




More good news for TooCool as his DAs and War Walkers get far better dice and I *don't* get decent saves. My WraithGuard, having only netted one enemy ranger are shot off the table, leaving the Farseer and Spiritseer unattached. They'll pass Morale.



My Turn 3
Spoiler:

Reserves - both units, the War Walkers and Warp Spiders come in this time.
Psy-Powers - I'm in range to Horrify his 3 Rangers. And I'll Guide the unPinned Dire Avengers.

Movement & Shooting

Scorpion Exarch will fail to get Heroic Morale and falls back, but not much, like he's taunting me to try an Embolden rescue ... if it is legal.

The Farseer and Spiritseet join the White Helmet, now Guided - Dire Avengers and behind the wall the scorpions used.

With the WraithGuard gone, much of a presence that I was hoping for, I bring the second unit of Warp (Jumper Muhreen) Spiders to the RH enemy. A 'hit' on placement.



Not in my notes, but I'd actually chopped those unpainted Dire Avengers down here and there in the second turn. With Guide on the White Helmet DAs, they'll get finished off. Unfortunately for me, I forgot to Battle Focus and leave them in the open, when there was a great LOS-blocking wall right behind them.
Still on the Right Flank, my Warp (JumpM) Spiders will only have range on one Walker, and they'll kill it. My WraithLord will fail to get any Pens. The Warp (JM) Spiders will Jet-pack partially in Cover, below the rangers I'd cast Horrify on ... but left alone as I'd felt the enemy Walkers needed more attention. One casualty was all that was needed to check Morale.



The Outflank roll has my W-Walkers enter Table East. I'll eye-ball a relatively blocked LOS spot that will allow shots on his far left Walker squadron. Between a few Warp Spiders and them, I ought to bag his War-Walkers. That's the plan anyway.


What happens though is my screwing up the shooting. I shoot my Walkers first, destroying one enemy Walker. This will empty my Warp Spiders' range, so I'll have to use Battle Focus ... and I won't get enough of a good roll to make a difference. I'll shoot his rangers instead, but to no affect. The Spiders will Jet-pack two into LOS-blocked safety but the third will be visible.

Overall, crap:
a. neither Reserve unit did much on their arrival
b. I left another scoring unit (and Warlord!) in the open by forgetting Battle Focus
c. WraithLord shooting fail
d. Horrify not capitalized on
e I bagged 4 Dire Avengers and two walkers. Meh.

I'll need a really great Turn 4, with TooCool having a correspondingly bad one.

This message was edited 1 time. Last update was at 2013/06/30 21:47:54


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Foolproof Falcon Pilot





Pg 39 of the big version of the BRB, on the left side in the IC rules 2nd paragraph from the bottom, 3rd line:

"He cannot join a unit that is locked in combat or falling back."

=(

Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
   
Made in us
Fixture of Dakka





Los Angeles

Turn 4 for TooCool:

Spoiler:
I'll write this turn up per unit, instead of Move, Shoot, etc.



His Warp Spiders hop forward and kill my Warp (S-Hawk) Spider who couldn't get behind the wall. The other two are safely LOS-Blocked. They will pass Morale.




TooCool then goes after my Walkers. Below you can see the full 'main body' contingent of his force. -
a. His pack of 10 Rangers shoots but wiffs.
b. His DAs don't have range
c. His pair of War Walkers glance one to death ...





d. ... and the full strength trio will finish them. I figured the whole bunch would then head for the Center Objective.







Remember my failure to use Battle Focus to hide my White Helmet DAs? After a decent pounding, they'll fail morale (purple dice) and Fall Back (red dice). The glass beads mark the Psy-Charges they still have.



Post Turn thoughts:
Dang, a Heavy Support eliminated on Big Guns Never Tire. Which, I'd kinda lost track of in mid-turns. I realized the the WraithLord was a long way off of scoring and I might hafta sacrifice some shooting for a Run. Plus, I have two Warp Spiders, not a whole lot of threat. I'm definitely feeling the under-dog, overwhelmed, kicking in. This next Turn for me better be awesome.




My Turn 4

Spoiler:

The Scorpion Exarch will finally exit. Douche.
The Farseer's crew Regroups, so no need to cast Embolden.


Movement

My nearly full strength Warp (JM) Spiders target the two Walkers on my right flank. They'll handily wipe them out.
My WraithLord, puts shots into those 3 rangers in the ruins and clears 'em out! Wow. Thanks for putting something into the game, Mr. Center Piece.





Red Helmet Dire Avengers get up from being Pinned and make for the objective. I measure and I'm gonna need some 5s or 6s on Runs. Even with Fleet I'll only get 8 inches. I'm going to need *another* 9 or so to get to the Tall White Pole objective.



Okay, a couple things happen here that require explanation:
TooCool looks at his watch and says that he has time for Turn 5, but that's it, Friday afternoon traffic and all that.

I'm cool with this, as this happens in tourneys. Sometimes you get a "Dice up, in 20 minutes!" call from a TO. Problem for me though, I start rushing through things and start forgetting stuff (like I haven't already lost my mind a couple times already).




So, with little brain, I put my Warp (Jump Marine) Spiders on the objective marker. I space out forgetting that:
1. I will have the bottom of Turn 5, so no need to contest it now
2. Rending. The enemy Dire Avenger guns have Rending and I better get 'em in Cover.
3. Line Breaker. I just put them out of the enemy's Deployment Zone



Total. Freakin'. NooB.

The way things stand at Turn 4's End:
TooCool has Table South objective ('egyptian' objective) in his Deployment Zone. He's had it all game.
Table Center is a long walk for my White Helmet DAs (can be seen in the picture above). Pretty far for TooCool to get, IMHO.
Table East objective *could* be grabbed by TooCool's 2 sets of Walkers, or his other DAs. This is the other 'egyptian' objective near where my Warp (SwoopingHs) Spiders have been dying.
Above, the tall white objective his another long Move/Run for both my Red Helmet DAs and the WraithLord.

I have First Blood. Both of us could gain Line Breaker easily with near full units of Warp Spiders. Warlord is going to be harder to achieve as neither of us have really been dealing out any real horrible salvos.

Amazingly, though I've taken the worse beating, the game is still close.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Fixture of Dakka





Los Angeles

TooCool's Turn 5


Spoiler:

Night Fight does not kick in.





For the last narrative, I'll again combine whole sections, as opposed to a Move Phase, Summary Phase, etc.

The Warp Spiders who had been manning the Icarus move up and finish off my last two Warp (S-Hawk) Spiders. They really under performed.





One set of Dire Avengers continue to hold Objective South/Center. TooCool dithers about using his Walkers, where to take them, with Battle Focus boosted with Star Engines. I think even after considering it, he made a wrong decision in not sending these walkers forward for the Center/Center objective during Turn 4. He'd pull them back for the objective that the DAs already have in hand, while getting ready to send them after the objective in front of my main force.




With a good Move (Diif-Terrain) and Run, the other Dire Avengers secure the Table East objective.



My fault for leaving my Warp (JumpM) Spiders in the open, when it was totally unnecessary. TooCool rolled several Rends that might've been halved had my boys been behind ruins. TooCool's Farseer tried Mind War on my Exarch, and amazingly, he Denied the Witch! More whip-saw emotions, though, as they'll fail Morale, Falling Back 7 inches.



As his Turn ends, he has two objectives secured and Line Breaker. His Warp Spiders have parked their butts in front of my guardians (no picture), with intent to make their 'go' for the Table East objective tough.

I don't have any objectives. My guardians can reach Table East. My WraithLord and Red Helmet DAs *might* reach the Tall Pole objective and the White Helmets *might* get to Center/Center objective.


My Turn 5

Spoiler:
Orders: Run for the Objectives!

My guardians get a great Difficult Terrain roll, a full 6, so flow around the enemy W-Spiders to go after his DAs. You can just see an enemy's base around the corner of the ruin. Assault and contest is my goal. It's going to be a long throw, assaulting through terrain, so the dreaded 3 die, take the highest out will need to be made ...




... And Success!! I skipped shooting so as to not pre-empt the assault range.




Sorry for more dice pictures, but these are my guardians' Armor Saves in the assault. Yes, they made 4 out of 6 saves.





The Dire Avengers will lose two, so combat ties!


Less performing: The Warp (JM) Spiders will rally, but lacking the ability to actually Move, their range to get Line Breaker is gone. Battle Focus and Jet-Packing won't cut it. Nor would they have reached the Table South objective to contest it. One failed Morale check. Oy.

Mr. Center Piece takes on a tad more responsibility and just gets enough Run to secure the objective. The Red Helmet DAs, even with Fleet rolls were right behind the WraithLord. Under achievers.


Not shown, my White Helmet DAs would also find their foot-work slow, a low Diff Terrain and a low Run ... and the winning points would slip away.

TooCool's War Walker spam has one objective 3 points, Line Breaker (Warp Spiders), a total of 4.
I have the WraithLord on one for 3 points and First Blood. 4

Tie game.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
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Everyone will now say....

Spoiler:
"hey that's the guy that forgot about line breaker and tied the game instead of winning"

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Los Angeles

GTKA666 wrote:
Everyone will now say....

"hey that's the guy that forgot about line breaker and tied the game instead of winning"


No kiddin'.


- - - - - - - - - - - - - -

As already stated in the beginning, with 9 War Walkers and TooCool being a regular eldar player, I felt I had the underdog role in this match up.

Jy2 - Your instincts were spot on; you nearly called it. Two Reserve units were tardy for a round, and one of them, the Walkers, bagged one enemy WW before getting canned. Oy.


I ought to have lost for so many reasons:
Tactically -
a. I forgot multiple times to Battle Focus
b. a less conservative deployment might've yielded the Center Objective more handily
c. poor psy-power use & selection
d. poor management of the Warp Spiders on both sides of the table
e. Scorpion use. Outflank with their STR4 pistols might've done worse for his back line. Maybe.
f. Wraith GUARD. WraithFAIL. I'm going to have to find out what is so damned cool in the Iyanden supplement, otherwise these guys are a points sink.
g. Out gunned

Negative Dice/Luck
a. three failed Morale Checks, & one failed Pin
b. poor WraithLord shooting & great enemy Walker saves
c. low, low Run & Dif-terrain rolls for the last turn dash for the goals
d. Lotsa Rends against my WG and correspondingly bad saves (and no Fortune!)

The positives for me:
1. Guardians. Unholy gods, they had boss saves and hella Rending. They did their job to (near) perfection. Battle Focusing out to shoot and back to hiding. It'd make a Shas'O choke up with pride. If they'd actually won the assault and driven the DAs away, they'd have won the game, but I had so many other opportunities.
2. Mr. Center Piece. I deliberately call him that as he did soak up quite a bit of TooCool's fire early on, and nab the one objective at Game's End


Negatives for TooCool
I think he played awfully conservatively, even when he figured that Turn 5 was going to be it. A little more Movement aggression on his part and the other two objectives would have been contested or taken. He selected targets well and capitalized on my mistakes.

- - - - - - - - - - - - - -

I learned to better select psy-powers better by defaulting to the RB in case rolling in the eldar book goofs me.
Scorpions. I dunno if I learned anything here, other than they're papered on the Scissors of Battle Focus. Catching fellow elves in assault is going to be really tough.

Qs & Input from the Dakka community:
General C&C:
and ...
... Who predicted the tie?


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Regular Dakkanaut





even with your bad dice rolls you could have pulled off the win....by having linebreaker......

WG are not a point sink. you need to stick a spiritseer with primaris and then what ever the hell the farseer gets (fortune is always the prime option) and then cast powers w/o failing. Even w/o any powers they are durable as all hell (other than Scatter Walker spam who can can spam out S6 shots? Pretty damn few people.) and once they get in range then pick and chose what you want gone...and its gone.

This message was edited 1 time. Last update was at 2013/07/03 00:01:03


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San Jose, CA

It's a tough battle when you're pitting part of your army against your opponent's full army, and that problem is only exacerbated when your reserves don't come in. I almost lost to Reece's footdar with my triple-heldrake list because I only had 1 heldrake come in on Turn 3 (and none on Turn 2). If only I had them on Turn 2, I have no doubt it would've been my game.

I think the best way to beat your opponent when you are playing such a handicap is to play the Denial game. Wait a turn until your reserves starts to come in, assuming you can hide from his shooting or stay out of his range. You played too aggressively with your scorpions for little reward and it made target priority definitely much easier for your opponent - shoot down the scorpions. However, had you held back a turn with them and waited for the spiders to come in next turn, then now your opponent has a much tougher target prioritization. That's actually a strategy I've learned with my necrons. I don't necessarily have to charge in my wraiths all the time. Sometimes, it's better to hold off for a turn (by trying to deny or at least minimize your opponent's shooting if possible) until reinforcements come in.





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
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Los Angeles

 jy2 wrote:
It's a tough battle when you're pitting part of your army against your opponent's full army, and that problem is only exacerbated when your reserves don't come in. I almost lost to Reece's footdar with my triple-heldrake list because I only had 1 heldrake come in on Turn 3 (and none on Turn 2). If only I had them on Turn 2, I have no doubt it would've been my game.
Watched it. Good to see Mr. Wraith knight go down.
:thumbs up:
I think the best way to beat your opponent when you are playing such a handicap is to play the Denial game. Wait a turn until your reserves starts to come in, assuming you can hide from his shooting or stay out of his range. You played too aggressively with your scorpions for little reward and it made target priority definitely much easier for your opponent - shoot down the scorpions. However, had you held back a turn with them and waited for the spiders to come in next turn, then now your opponent has a much tougher target prioritization. That's actually a strategy I've learned with my necrons. I don't necessarily have to charge in my wraiths all the time. Sometimes, it's better to hold off for a turn (by trying to deny or at least minimize your opponent's shooting if possible) until reinforcements come in.
Good advice to take to the next tourney.

Thanks.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
 
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