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1500pt Tournament - hyv3mynd's Eldar + Grey Knights (game #3 and results added on 7/18)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





The July tournament at Millennium Games was a 1500pt format with judged painting and player ranked sportsmanship & comp. The breakdown was 15/7/3 battle points for win/draw/loss with up to 15pts for painting and 15pts for sportsmanship/comp. The new Eldar codex (and wraithknight in particular) was calling to me so I put together this list. My goal was to use as many painted models as possible with no special characters or duplicates (cept 2 rhinos) to max my soft scores.



Farseer + spirit stone of anath'lan (game #1 warlord - furious charge, prescience, guide, mind war)
Ordo Malleus Inquisitor + terminator armor, psycannon
Henchmen - acolytes x4 w/ melta x2, jokaero
Chimera + searchlight
Guardians x10 + bright lance platform (DE warriors proxy)
Rangers x5
Strike Squad x5 + psycannon, hammer
Rhino + searchlight
Strike Squad x5 + psycannon, halberds x2
Rhino + searchlight
War Walkers x3 + scatter lasers x6
Wraightknight (stock)
Nemesis Dreadknight + teleporter, hvy incinerator

Game #1 was against Bill and his pre-heresy Emperor's Children (C:SM). The mission was BGNT with Hammer/Anvil deployment. Coincidentally, Bill crushed me playing the same mission back at the May tournament. This was my chance for revenge!

Bill's list:
Marneus Calgar
Sternguard x10 + hvy flamer x2, drop pod, locator beacon
Tactical Squad x10 + melta, combi-melta, lascannon
Tactical Squad x10 + melta, combi-melta, missile launcher
Vanguard Vets x10 + relic blade
Thunderfire Cannon
Thunderfire Cannon
Aegis Defence Line + quad gun

We rolled up 5 objectives and Bill got the odd one. I won the roll and made him go first. We also had night fight for the first turn.

Deployment
Spoiler:



Bill placed his 3 objectives in a line and followed it with the ADL. The quad gun was in the middle with the two (scoring) thunderfires closer to me. Calgar joined the sternguard in the drop pod and the vanguard vets would deep strike.



I didn't want to make a mess of the terrain the TO meticulously arranged so I deployed loosely around it. I know first hand how much a sternguard alpha strike hurts so I put the more resilient units outside. I didn't want to lose the wraithknight or guardians w/ attached farseer to get punked by poison or ignores cover shots. I favored the far side due to a large fantasy building in the center that blocked LoS from his thunderfires to my guardians on foot. My rangers are outflanking.


Turn 1
Spoiler:



After pondering my blob, Bill decided the potential trades weren't worth it and dropped his pod back by his lines and sent the sternguard into the center. His first shots were mitigated by night fight.



My first roll in my turn was a perils on the farseer. I also forgot to use his ghost helm to block the wound. I followed that by immobilizing my rearmost rhino on terrain! The rest of my army shifted around for position and shots. War walkers were able to take out his quad gun as I didn't want that gunning for my walkers. The rest of my army fired on sternguard but his saves were hot and he only lost 3 or so.


Turn 2
Spoiler:



I think my big monsters were intimidating as Bill opted to bring the vanguard vets into his backfield instead of trying a tricky heroic intervention. Maybe he was playing safe since he started with 3 objectives to my 2. I've kept my foot units out of sight of his thunderfires so he puts 4 blasts on the chimera for no damage and the other 4 on war walkers for 1 hull point. Sternguard fire on the NDK causing 1 wound.



I shunt the NDK up the far flank for a long shot on the vanguard vets. Walkers get guide and the wraithknight gets prescience (this continues all game). My mobile rhino pushes around the central building. My shooting claims several sternguard, a few vanguard, and the wraithknight explodes the drop pod for first blood.


Turn 3
Spoiler:



Sternguard advance without Calgar. He drops the orbital strike on my chimera, blowing off the multi-laser. Thunderfires continue to be inefficient due to me keeping foot units out of sight. My NDK takes another wound from random shooting. My lead rhino takes a glancing hit also.



My rangers arrive on the far side and run for the woods by the vanguard vets (and an objective just over the ADL). The NDK jumps up to assault the vets.



I skirt my wraithknight around. I'm not playing aggressive with him since he's scoring and I think he loses a fight with Calgar. Strike knights get out of the rear immobilized rhino (I failed to repair it all game). The central strike knights disembark to fire. Their ride will flat-out in front of them during the shooting phase. My shooting takes out a thunderfire cannon, a couple more sternguard and vanguard, and 2 wounds off Calgar. I actually landed mind war on Calgar also, beating him by 3 but he made all his invulns. The NDK assaults the vanguard, takes a 3rd wound, kills 2, they elect to fail morale, and I catch them to keep them locked.


Turn 4
Spoiler:



The central tactical squad sends their melta gunners towards my rhino. Calgar gets as close to the strike knights as he can. Surviving sternguard advance on my war walkers. Meltas explode my rhino. The rest of his shooting is inconsequential. Calgar assaults my strike knights and challenges, I decline, lose 3 marines, and my hammer fails to wound. My NDK knocks over a couple more vets, they choose to fail morale and excape me this time. Sternguard fail their assault move on war walkers.



I push everything forward now into scoring positions. I disembark the inquisitor and henchmen to shoot the remaining sternguard and put the chimera between them and Calgar. My NDK jumps to the center to take on the tac squad. I finish off the sterguard and the techmarine without a thunderfire with my shooting. The NDK roasts a few tac marines and fails his assault move. In assault, my justicar challenges Calgar and dies, but the surviving hammer keeps him tied up.


Turn 5
Spoiler:



Bill's last VGV rallies and comes after my rangers. He survives overwatch, but my i5 Eldar knock him out before he can swing. The last thunderfire knocks over a war walker. The rest of his shooting tries to finish my NDK but fails. Calgar finishes my strike squad and is left standing in the open.



I line up my inquisitor, henchmen, and guardians on Calgar taking him out for slay the warlord. War walkers and NDK combine forces to finish off the central tac squad.


Post Game
Spoiler:

And with that, we call the game due to time amongst other things. I'm scoring 4 objectives to Bill's 1. I also claimed first blood, slay the warlord, linebreaker, and one heavy support kill for a 16-3 victory.

Well, this game went very well after my initial immobilization and perils rolls. The final result is more a result of rock/paper/scissors lists and beneficial terrain than anything else. Bill's army had very little anti-armor and I hid my foot units from his thunderfires for most of the game. I do think an aggressive drop with his pod and vanguard vets would have kept me back more, especially considering how strong Calgar is in assault. Either way, Bill is always a fun guy to play against and is one of a dwindling few hobbyists who builds his lists on theme and fluff first, and comes to events to have fun above all else. He also won "Best Sportsman" for this event.




This message was edited 2 times. Last update was at 2013/07/18 22:16:19


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A small, damp hole somewhere in England

Nice report with great looking armies, good work!

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Syracuse, NY

Very good report, look forward to seeing the rest of the tournament.

How do you think your opponent could have deployed differently? I would think the Helfire Rounds from Sternguard could be brutal against the Wraithknight.

Also, the army is looking very good, I think the GK/Eldar configuration you brought is stronger than the DE/Eldar you used in our game.

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Made in us
Longtime Dakkanaut





Given the range of TFCs, I would have deployed them on the elevated area terrain bases closer to the back table edge, and split them up with one on each side of the big central building.

Agreed on the sternguard. Calgar is a beast and if he would have podded right in my face, he could have torrented the wraithgknight and I would have had to dedicate my whole army to taking them all out, then dealing with Calgar.

I like the fact that eldar can join DE units and use psy powers on them, but they're still so fragile. I'm having a hard time choosing which to use as allies. I really like the NDK/wraithknight combo too.

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On to game #2...

My list is the same as game #1 in the OP with the following warlord trait/psychic powers:

Farseer + spirit stone of anath'lan (game #2 warlord - acute senses, prescience, guide, terrify)

Game #2 was against Craig's CSM. The mission was The Crusade with 4 objectives and Vanguard Strike deployment. Our table consisted of 2 rows of city ruins with a huge river running down the center.

Craig's list:

Typhus (gift of contagion, weapon virus)
Zombies x20
Zombies x10
Cultists x29 + 2 flamers
Plague Marines x5 + plasma x2
Rhino
Plague Marines x5 + plasma x2
Rhino
Obliterators x3 + MoN, VoTLW
Obliterators x3 + MoN, VoTLW
Havocs x5 + missile launchers x4

Well then, not exactly the list I was hoping to face in a "comp" tournament, but there's always a couple in the crowd ;-) I don't remember who won the roll but Craig would deploy first, and there would be night fighting turn 1.

Deployment
Spoiler:



Craig's deployment. One of his objectives is under the cultists (red bases) with Typhus attached and the other is in the ruin on the far right. 3 oblits are up front screening a rhino. Havocs are on the top level of the central ruin. 10 zombies are in the right ruin on the second objective. 20 zombies, 3 more oblits, and the second plague marine rhino are on the left.



Here's my walkers after their scout move. The bottom level of that ruin has no windows so they're out of sight of everything except the havocs in the high ruin. One of my objectives is just in front of the left walker.



I deploy very defensively. My opponent has way more scoring power so I'm betting on an objective draw, and I don't want to give up first blood. My second objective is just in front of that ruin. My 2 rhino squads are reserved and rangers are outflanking.


Turn 1
Spoiler:



The cultists move and run across the bridge. His lead rhino immobilizes itself in the water! Oblits also start crossing the bridge. His missile havocs fire on my walkers and score a glance despite my ruins and night fight.



It's right about here that I noticed some deployment errors I've made. My farseer cannot buff grey knights and my walkers are out of range of guide. I move the chimera 12" and flat out another 6". Guardians move and run towards the walkers. I keep my NDK back for now. Wraithknight jumps over the ruin. War walkers pull back and gun down all 4 missile launcher havocs despite night fight and the sole survivor passes morale. They then battle focus back into their safe spot.


Turn 2
Spoiler:



Cultists move and run again. Oblits advance followed by plague marines who disembark from the immobilized rhino. The second oblit unit climbs the tall black ruin while the unit of 20 zombies move up. The oblits closest to my wraithknight open up with lascannons and score 3 wounds. The second unit fails to wound, yay for t8!



My hammer strike squad arrives right behind my walkers. I continue bringing backup over with the chimera, NDK, and guardians moving and running. I realize now I may be in trouble as he has half his army very close to the objective the walkers are guarding. Wraithknight gets prescience and continues his flanking move. My rangers also arrive on the far left flank and jump into a ruin where they will sit all game. The wraithknight targets the oblits on the bridge who go to ground and kills 1. My inquisitor also claims a wound on an oblit. War walkers pop out to shoot the oblits trying for first blood, but they only fail 1 save. To top that, their battle focus with reroll for fleet fails to get them back into safety and they're stuck out in the open.


Turn 3
Spoiler:



Cultists with Typhus make the final push up to my walkers. Plague marines, rhino, and zombies advance. The oblits in the big black ruin cannot use lascannons again, so opt for assault cannons against the wraithknight but they fail to rend. Cultists assault my walkers, but Typhus only destroys 1.



My second rhino arrives and moves up 12" next to my objective. My farseer tries to terrify the cultists, but Typhus passes his DTW roll. The hammer squad disembarks. The chimera moves up and drops off the inquisitor and henchmen. Guardians move over and NDK jumps into assault range. I put most of my available shooting into the wounded oblits on the bridge and finally get first blood! The bright lance platform immobilizes Craig's second rhino. My NDK assaults the cultist blob and smashes their champion. Typhus explodes the remaining walkers and takes out about 8 cultists... man I really with that terrify would have stuck!


Turn 4
Spoiler:



Plague marines exit their immobilized ride. Plague marines on the bridge move up to the NDK. Oblits in the black ruin opt to fire plasma cannons into my hammer squad and kill 3, the survivors pass morale. My wraithknight proves too tough to wound again. My opponent successfully repairs both rhinos... Plague marines assault my NDK and feed him another champion buying Typhus one more turn.



My halberd squad disembarks from their rhino which drives across the river. Inquisitor and henchmen jump out of the ruins to join the giant melee.



On the other side of the table, my farseer hits the 20 zombies with terrify and they fail morale and fall back, but remain on the table. My wraithknight skirts the ruins to shoot oblits and drops one. The two remaining models from the hammer squad join the cultist brawl along with inquisitor and henchmen. My NDK issues a challenge which Typhus must now accept, I hit once and wound, and he fails his invuln giving me slay the warlord. I lose one marine and 4 henchmen but still win combat. Cultists flee while I remain locked with plague marines.


Turn 5
Spoiler:



20 zombies fail to rally and flee off the table. Plague marines in the river move and run onto the closest objective. My wraithknight takes another wound from oblits. I kill a few plague marines but my NDK remains locked in combat.

We're nearly out of time so I jump my wraithknight but he fails his assault into the plague marines holding the back objective.


Post Game
Spoiler:

We call the game at the end of turn 5 due to time.

Both of us hold 2 objectives while I claim first blood, slay the warlord, and linebreaker for a 9-6 victory. If the game would have continued, I would have broken free with my NDK and shunted onto one objective with my wraithknight potentially contesting the other. This was a really tough game that I nearly lost due to poor objective placement and deployment. I wanted to use my NDK to steal an objective late in the game, but needed him to take out Typhus and secure my objective which I placed too close to the bridge. The wraithknight proved invaluable being able to ID oblits and drawing tons of fire. I decided at the beginning to roll once on telepathy and that paid off with terrify. The war walkers were also key players as they took out 4 missile launchers turn 1, and their invulns prevented Typhus from getting first blood. My two victories send me to table #1 for the final round for the first time this year!







My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
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Been Around the Block




NW Suburban Chicago

In game 1 you disembarked and then flatout with a rhino. You can't do both in the same turn. Nice Recap and well played.

What is the reasoning for reserving the rangers? For late objective stealing wouldn't Jetbikes be better? Rangers seem like optimal objective campers in your deployment zone. I like the idea of shunting the dreadknight/using the wraithknight to deny objectives if it works into the game flow

This message was edited 1 time. Last update was at 2013/07/18 13:49:34


 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Was listening to the Pacific Rim soundtrack while reading this, and this shot really stuck out to me:



Giant mecha wading down a river in a war torn city, towards a bridge swarming with plague zombies and the occasional hulking techno-virus monstrosity

Enjoying the reports, keep 'em coming!

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Longtime Dakkanaut





eltrain728 wrote:
In game 1 you disembarked and then flatout with a rhino. You can't do both in the same turn. Nice Recap and well played.

What is the reasoning for reserving the rangers? For late objective stealing wouldn't Jetbikes be better? Rangers seem like optimal objective campers in your deployment zone. I like the idea of shunting the dreadknight/using the wraithknight to deny objectives if it works into the game flow


Good catch. Didn't know about that. Coulda sworn disembarking and then using the flat out move to cover the unit was a tactic I read somewhere else. Either way wouldn't have mattered as Calgar made his assault move anyways and took out the squad.

Game 1 I literally forgot to deploy the rangers so they reserved by default. Either way I like them as outflanking objective grabbers or linebreakers. One unit of 5 is typically too easy to focus down for first blood anyways. This tournament scored painting into the overall placing and I don't have any other troops painted. The eldar units were n allied detachment for my DE collection and I want to flesh them out now. The wraithknight is my newest addition and thts why I used kabalite warriors as guardian proxies.

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http://synaps3.blogspot.com/
 
   
Made in us
Been Around the Block




NW Suburban Chicago

That's cool. I like the paint jobs. Before the new Eldar Codex you could disembark and then Star Engines the vehicle ahead. Maybe thats what you are thinking of?
   
Made in us
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Eye of Terror

Oblits should have been shooting the NDK!

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Made in us
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 Dozer Blades wrote:
Oblits should have been shooting the NDK!


Turn 1 was night fight and he was buried in ruins.

Turn 2 oblits cannot fire lascannons and NDK is out of plasma gun/assault cannon range.

Turn 3 one oblit unit is pinned.

Turn 4 + NDK is in assault.

Based on deployment and movement, it was never a viable option.

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Made in cz
Deranged Necron Destroyer






plaguemarines should have moved to him for plasma and then tie him up in hth.

But in the end your decision to hold him back payed off, still don't get how the opponent let them the dreadknight charge typhus, should have protected him better...
and he needs a helldrake... lol

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Longtime Dakkanaut





 Valek wrote:
plaguemarines should have moved to him for plasma and then tie him up in hth.

But in the end your decision to hold him back payed off, still don't get how the opponent let them the dreadknight charge typhus, should have protected him better...
and he needs a helldrake... lol


Typhus was leading 29 cultists who assaulted my walkers early on. Cultists cannot hurt walkers and they survived Typhus due to their invulns. NDK moves fast enough to make it into assault, is a character, and Typhus cannot refuse a challenge. He fed me the cultist champ and plague marine champ along the way, but it was only a matter of time.

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Made in us
Badass "Sister Sin"






Camas, WA

 hyv3mynd wrote:
Good catch. Didn't know about that. Coulda sworn disembarking and then using the flat out move to cover the unit was a tactic I read somewhere else. Either way wouldn't have mattered as Calgar made his assault move anyways and took out the squad.

Actually, this is okay. The thing you can't do after disembarking is tank shock or ram or flat out after embarking. I had to look it up when I saw you do it. (Page 79, if anyone is curious)

Good thing it came up because now I'm going to do it.

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Made in us
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 pretre wrote:
 hyv3mynd wrote:
Good catch. Didn't know about that. Coulda sworn disembarking and then using the flat out move to cover the unit was a tactic I read somewhere else. Either way wouldn't have mattered as Calgar made his assault move anyways and took out the squad.

Actually, this is okay. The thing you can't do after disembarking is tank shock or ram or flat out after embarking. I had to look it up when I saw you do it. (Page 79, if anyone is curious)

Good thing it came up because now I'm going to do it.


Yeah it's a really good tactic. Move 6", disembark 6", shoot with the unit, then flat out the transport in front to block LoS or assaults. I'll check myself but I'm pretty sure it's kosher. I love rhinos when using my GK despite what people say about this edition. Even the 18" per turn is great when making late game rushes for objectives or linebreaker, as long as you do it turn 4 so you can disembark turn 5.

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Camas, WA

I'm running a high AV spam SOB list soon so that tactic is a great reminder for me. I always forget flat out.

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Game #3... see above for list with the following warlord/psy powers this game:

Farseer + spirit stone of anath'lan (game #3 warlord : -1 enemy reserves, prescience, guide, fortune)

Game #3 was against Dave's IG. I should have taken more close-ups, but Dave's army was a gorgeous rogue trader counts-as "Last Chancer's" army with more infantry conversions than I've ever seen on an individual basis. The mission was Purge the Alien and Dawn of War deployment. I believe we had night fight also.

Dave's list:
CCS + banner, astropath (warlord: reroll reserves)
Chimera
Prymaris Psyker (puppet master, psychic shriek)
Guardsman Marbo
Vets x10 + demolitions (?), 3 flamers
PCS + flamers
Platoon blob (30) + power axes, melta bombs, autocannons x3
Platoon blob (20) + flamers
Platoon + sgt Harker, autocannon
Scout Sentinels x3 + lascannon x2, hvy flamer x1
Vendetta (PCS in here)
Vendetta (vets in here)

I won the roll and opted for first turn.

Deployment
Spoiler:



Despite having first turn, I deploy defensively because I always expect to be seized on. Eldar hold center and right flank. My farseer has joined guardians in the forest. Rangers are outflanking.



Grey knights are deployed on the left side using the forest and NDK as cover.



My opponent's CCS and primaris psyker are in the chimera alongside the 30 man blob. The "orks" count as his heavy weapons teams. The "kroot" count as Harker's platoon infiltrated in front of the chimera. Both flyers are reserved with Marbo. Sentinels are outflanking and the 20 man platoon will walk on.

My opponent decides to seize and gets his 6!


Turn 1
Spoiler:



Not a ton of movement, but the chimera shifts up the hill slightly. Poor dice rolls combined with night fight only cost me a hull point on a rhino.



Sooo... deploying first and going second in purge the alien against a refused flank/reserved deployment poses some issues, to say the least. War walkers get fortune and prescience, wraithknight gets guide. My 3 transports move up to get cover from the tower, all pass their terrain tests, and both rhinos pop smoke. Walkers and wraithnight shift towards my only targets.



My NDK shunts to the flank and burns down half of Harker's unit but they pass morale.

End of turn 1: IG 0 vs Eldar 0


Turn 2
Spoiler:



Sentinels arrive deep in my right flank and will burn down several guardians (I pass morale).



The vendetta with flamer vets flies on but is unable to wound my WK.



I spaced out my walkers in preparation for Marbo but totally forgot my transports... He chucks his bomb, pens all 3 vehicles, I fail all 3 cover saves, and all 3 explode yielding 4 victory points with first blood. I lose several marines in the explosions and one of the units gets pinned. The rear unit ends up with 1 survivor (psycannon) who flees and will auto-rally next turn.



His main force moves except for the heavy weapons. The 20 man blob arrives in the far back right corner. The rest of his shooting ends up ineffective against either my toughness or saves.



My rangers arrive on the right. I'm forced to bring them in next to the sentinels since his big blob is camping the back corner. Walkers get prescience and fortune, wraithknight gets guide. Guardians and rangers target sentinels but only kill 1 so I have to commit the walkers to finishing them off. My wraithknight fails to hit the vendetta. The strike squads and henchmen combine fire to kill Marbo. My NDK burns Harkers unit and finishes them in assault.

End of turn 2: IG 4vp vs Eldar 3vp


Turn 3
Spoiler:



He shuffles his blob again except the heavies. The second vendetta doesn't arrive.



The 20 man blob in the back shuffles up. The vendetta zooms up 18" and fires on walkers but fortune saves all damage. Autocannons bounce off my wraithknight. His primaris psyker hits my NDK with psychic shriek, I fail DtW, and roll triple 6's for my leadership test! He dies a horrible death.



I'm indecisive with my WK in the middle. His big blob has a commissar and melta bombs. I don't think he can finish off the 20 man squad in the back right so he mostly jumps around the middle. Walkers get fortune and guide again.



Rangers jump into the craters (blast markers) from the sentinels. Walkers are able to get 2 glances/hull points on the vendetta thanks to guide, then battle focus around. My GK group on the left is able to explode the chimera and take out half of the CCS.

End of turn 3: IG 5vp vs Eldar 4vp


Turn 4
Spoiler:



The last vendetta arrives up the middle. The damaged one hovers over and drops out the flamer vets who burn down all my rangers. My walkers survive all lascannon fire thanks to fortune again.



The enemy warlord and psyker try to duck for cover in the big blob. My saves are getting hotter as I only lose another knight and henchman. The psyker tries to puppet master my WK and fails. The 20 man blob in the back right moves and runs trying to get into rapid fire range of my guardians.



Fortune and prescience on the walkers, guide on the guardians. Walkers shoot down the flamer vets. Guardians run away from the 20 advancing guardsmen.



My WK finishes off the damaged, hovering vendetta. Marines and henchmen fire into the surviving CCS, claiming that unit, his warlord, and primaris psyker.

End of turn 4: IG 6vp vs Eldar 9vp


Turn 5
Spoiler:



The last vendetta zooms up (no stand due to WMS, it's fine). The 20 man blob moves up but it's just out of rapid fire range. I lose 2 guardians to lascannons, but my warlord survives and the unit passes morale.



The big blob moves up for shots and I lose the 2 lead henchmen, but my inquisitor tanks the remaining wounds for the unit.



I'm in a bad position in my corner so I try to put the walkers between the potential disembarking unit striking my guardians. I fail to shoot down the vendetta with my lance platform and WK. Walkers target the 20 man blob and kill half.



My infantry on the left focus fire guardsmen out of cover and kill a bunch. WK jumps over for linebreaker.

We roll for the end and it's game over!


Post game and results
Spoiler:

My opponent has killed my 3 transports, rangers, and NDK with first blood for 6vp's. I've killed his 2 HQ's plus transport, Marbo, Harker's unit, vets, vendetta, and sentinels with warlord and linebreaker for a 10-6 victory!

Man, I started this game really down in the dumps due to getting seized and giving up 4vp's to Marbo's alpha strike. It just goes to show you can't give up until it's really over. I shouldn't have spread out as much and allowed my opponent to split me up with a refused flank, but I really wanted to use those towers to cover my vehicles. Dave was a really nice guy with a great looking army. He didn't make many mistakes per say, but he did waste a bunch of shots on my WK early on that allowed my GK units to survive longer than expected.

After painting and sports/comp was scored, final results were (sports+comp/battle/paint):
Jay - 11/45/15 = 71 (Mixed eldar w/ 2 serpents, aspects, and jetbikes)
Aaron - 7/45/15 = 67 (me w/ Eldar + GK)
Dave - 13/33/12 = 58 (round 3 opponent w/ IG)
Evan - 7/33/11 = 51 (GK + IG)
David - 3/33/15 = 51 (CSM w/ 2 drakes, 2 forgefiends)
Scott - 11/33/6 = 50 (DE w/ 3 raiders, 3 venoms)
Nogle - 7/25/15 = 47 (Eldar w/ solitaire, WK, crimson exarch)
Kevin - 11/21/15 = 47 (Eldar + Tau mixed)
Andy - 13/21/12 = 46 (C:SM w/ 10 assault terminators, stormtalon, TFC)
Craig - 3/25/15 =43 (CSM Typhus, zombies, plagues, oblits)
Jerry - 9/21/13 =43 (Tyranids)
Bill - 15/9/14 = 38 (C:SM Calgar w/ 40 marines, 2 TFC)
Clark - 9/21/6 = 36 (GK w/ 2 stormravens, 1 land raider)
Alex - 9/9/12 = 30 (IG w/ 3 vendettas)

*Included some army info so you get a feel for the group. #1 and #2 had no flyers or fortifications. Several lists had 2 flyers.*

Second place is my best showing at our shop's monthly event since 6th edition was released (took 2nd @ Syracuse in April also)! Perfect battle points and only losing out on sports/comp to my co-author by 4. Needless to say I was very pleased with the results, plus I played some really tough and close games. It was a hodge-podge list with no real drive other than to play a WK and NDK side by side. I like the new Eldar enough that I decided to flesh them out for my 2013 DaBoyz GT army.

My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Great posts, enjoyed reading.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in nl
Emboldened Warlock





Groningen

Love the reports and a great looking army!
   
Made in us
Longtime Dakkanaut





Eye of Terror

 hyv3mynd wrote:
 Valek wrote:
plaguemarines should have moved to him for plasma and then tie him up in hth.

But in the end your decision to hold him back payed off, still don't get how the opponent let them the dreadknight charge typhus, should have protected him better...
and he needs a helldrake... lol


Typhus was leading 29 cultists who assaulted my walkers early on. Cultists cannot hurt walkers and they survived Typhus due to their invulns. NDK moves fast enough to make it into assault, is a character, and Typhus cannot refuse a challenge. He fed me the cultist champ and plague marine champ along the way, but it was only a matter of time.


I am not a big fan of Typhus attached to a large squad of cultists and this illustrates one of its fundamental weaknesses... Sure this type of situation is probably not going to happen all that often but there are definitely some issues for CSM when it comes to challenges. Being in such a large unit it's hard to keep a fast enemy melee unit from having to charge through cover and the same thing could happen versus a Wraithknight.

I think your opponent should have been more wary but kudos to you for taking advantage - well played.

My blog... http://greenblowfly.blogspot.com

Facebook...
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DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in kw
Ferocious Blood Claw





That Marbo strike was crazy! Good job grabbing second place

I have no idea what I'm doing...

Raginmund, Jarl of Sepp 
   
Made in us
Been Around the Block




NW Suburban Chicago

Is comp how strong of a list you bring? Congrats on 2nd place finish. Definitely liked seeing the breakdown of types of armies brought to the tournament.
   
Made in us
Longtime Dakkanaut





Comp is worth mentioning as our city is the "home town" of DaBoyz who traditionally are one of the strongest proponents of comp in the country. In this case, each player ranked their 3 opponents based on comp or sportsmanship or both.

This creates an interesting field as a player can bring a really "hard" list and still score well if their opponents thought it was an enjoyable game.

When comp scoring is used, I typically avoid duplicate units and special characters as the best rule of thumb. I believe the only duplicates the first place player had were 2 wave serpents. That's why I included brief army summaries, so interested folk could see the range of armies.


My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in us
Badass "Sister Sin"






Camas, WA

Man, I thought he had you for a minute there, but just petered out. Great game!

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Longtime Dakkanaut





 Dozer Blades wrote:
 hyv3mynd wrote:
 Valek wrote:
plaguemarines should have moved to him for plasma and then tie him up in hth.

But in the end your decision to hold him back payed off, still don't get how the opponent let them the dreadknight charge typhus, should have protected him better...
and he needs a helldrake... lol


Typhus was leading 29 cultists who assaulted my walkers early on. Cultists cannot hurt walkers and they survived Typhus due to their invulns. NDK moves fast enough to make it into assault, is a character, and Typhus cannot refuse a challenge. He fed me the cultist champ and plague marine champ along the way, but it was only a matter of time.


I am not a big fan of Typhus attached to a large squad of cultists and this illustrates one of its fundamental weaknesses... Sure this type of situation is probably not going to happen all that often but there are definitely some issues for CSM when it comes to challenges. Being in such a large unit it's hard to keep a fast enemy melee unit from having to charge through cover and the same thing could happen versus a Wraithknight.

I think your opponent should have been more wary but kudos to you for taking advantage - well played.


The main difference with the wraithknight in the same situation is the WK is not a character so Typhus would be safe to wait for a 6 and force weapon it out.

I was initially very concerned at the speed in which Typhus and his cultists moved and ran across the bridge due to my placement of objectives and walkers. It actually ended up being the perfect trap since the walkers with invulns now actually make a decent tarpit and caused mass casualties to the cultists once they exploded. They bought me just enough time to get the NDK stuck in who is great at killing Typhus. One of his biggest weaknesses is when he's used both as a warlord and a beatstick as front line assault units rarely survive the duration.


Automatically Appended Next Post:
 pretre wrote:
Man, I thought he had you for a minute there, but just petered out. Great game!


Yeah, I actually wasn't keeping score during the game until I took out the chimera and some of his HQ's. After giving up 4vp to Marbo and rolling triple 6's on the NDK vs shriek, I had assumed a loss and was just going through the motions. Sometimes we are our own worst enemies. Tracking vp's turn by turn during purge the alien can be vital to making the proper target priority decisions.

This message was edited 1 time. Last update was at 2013/07/19 14:46:16


My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in us
Badass "Sister Sin"






Camas, WA

Yeah, I've been trying to track more often (on all games) at least in my head, but with any of the VP missions, I completely agree. You never know until you count it up.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Haemonculi Flesh Apprentice






Congrats on second! That guard player had it until a few wonky decisions. CCS should have stayed back in area terrain to go for ground with orders for the 2++ while the primaris should have joined the blob squad, that buys him 3 points there. Vendetta 2 goes for the lone striker while the other goes to your back corner to grab linebreaker T5 (your left corner not right if it out ranges the WW). Had he done these small changes I don't think you could have climbed back.

Again though congrats as you outplayed him late game and took it from him. Fekking Marbo eh?

Game three was epic and I love his army. Sad to see he only pulled a 12 for painting, I thought it was modeled at least as well as any of the other armies in your report including yours (which is looking great btw ) and it looks like you pulled max.

Would love to see another match with that guard player and plenty more pics on your blog maybe, I like to stop by the chapel for great looking games! I am in love with his rogue trader army!

P.S. Marbo rules!

This message was edited 4 times. Last update was at 2013/07/19 17:27:26


   
Made in us
Fixture of Dakka





San Jose, CA

Wow....Marbo....unbelievable.


Oh, and BTW, congrats!




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
 
   
Made in us
Haemonculi Flesh Apprentice






 jy2 wrote:
Wow....Marbo....unbelievable.


Oh, and BTW, congrats!




I know right? I spewed coffee! Plus that conversion is hopping gangster style over a rock!

   
Made in us
Fixture of Dakka





San Jose, CA

 Red Corsair wrote:
 jy2 wrote:
Wow....Marbo....unbelievable.


Oh, and BTW, congrats!




I know right? I spewed coffee! Plus that conversion is hopping gangster style over a rock!

I hereby dub thee....

Skip-to-my-Lou


or


Happy Feet



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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