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The Hive Tyrants and crones are deployed 7 inches back from their own deployment zone, with 3 Tyrants and 2 Crones in Ruins, the remaining Tyrant and Crone in a forest. Each group has Venomthropes for Shrouded. Toxicrene is in Tyrannocyte in reserve. Mucolids are deployed on the deployment line in front of the forest with Tyrant/Crone/Venomthrope in.
Eldar
Eldrad and Spiritseer (both have scout) are deployed in the Wraith Guard units on the deployment line opposite the tyrant and crone in forest. The Scythe Guard are deployed centrally. The Wraith Knight takes up residence in a ruin, whilst the jetbikes hide behind various buildings, the unit with no Warlock has the Farseer in it. The Vyper is similarly hidden, whilst the Conclave warlock is bravely on the deployment line with the Wraith Guard.
Eldar Scout 6 inches forward with each Wraith Guard squad.
Eldar seize the initiative.
Eldar Turn 1
Maelstrom: Objective 1, Big Game Hunter, Demolitions
Movement
The two squads of Wraith guard move 6" towards the forest, the scatter bikes come out of hiding. The lone warlock moves up towards the forest, whilst the Wraith Knight moves onto Objective 1 and the Wraithlord moves onto objective 3.
Psychic
2 Warp Charge are rolled, giving the Eldar 14 and the Nids 10. Eldrad uses 3 to cast Invis on his unit of Wraith Guard (using his reroll for success). The Spirit Seer uses 5 to cast Invis on his unit of Wraith Guard. The Warlock then uses 2 to cast Reveal on the Venomthrope in the forest. The Farseer uses the remaining dice to cast Fortune on his unit, but the Tyranids successfully Deny the Witch.
Shooting
Both units of Wraith Guard run towards the forest, now having moved 18" from their deploymetn zone! The first unit fires at the Venomthrope, killing it. The three untis of scatter bikes each target a Mucolid (which were close to the Wriathguard units), each destroying one. The second unit of Wraith Guard fire at the Hive Tyrant (Tyrant 1) And get 5 hits with rerolls from the Spirit Seer, they then roll a 6, killing the tyrant. The Wraith Knight fires at the crone in the forest, which Jinks to get a 4+ cover save. Both shots hit (thanks to rerolls) and the dice come up a 2 and a 4. Luckily the Crone passes both cover saves.
Maelstrom: Objective 2, Clear The Skies, Overwhelming Firepower
Movement
All FMCs took to the air, the Crones used Vector Strike against the Wraith Guard squad containing the Spirit Seer, killing 3 Wraith Guard adn positioning themsleves to be able to select several targets in the enemy deployment zone the following turn.
The Tyrants moved to be able to shoot the bike squad containing the Farseer, which had managed to get into cover, but not out of LoS.
A venomthrope moved onto Objective 2, whilst the other remaining venomthrope sloped onto Objective 4, each in the ruin the respective 'thropes had started in.
Psychic
4 Warp Charge are rolled, giving the Eldar 16 and the Nids 10. Tyrant 2 throws 5 dice at Warp Blast, manifesting it and successfully dealing 1 wound to the Wraith Knight. Tyrant 3 tried the same, but was Denied.
Shooting
All 3 Tyrants opened fire on the Farseers jetbike squad, dealing 25 wounds and wiping the entire squad.
The Spiritseer leaves his unit, joining Eldrad's unit and the whole thing moves towards Objective 6 (near the middle of the board). The remaining two Wraith Guard move up towards Objective 4 along with the lone warlock.
The Wraith Knight and Wraithlord remain on objectives, whilst the Scatterbikes retreat in opposite directions, lining up shots on the Poison Tyrant (warlord). The vyper moves to be able to shoot the same target.
Psychic
3 Warp Charge are rolled, giving the Eldar 12 and the Nids 9. Eldrad uses 4 to cast Invis on his unit of Wraith Guard and 2 to cast Guide on a unit of bikes. The Jetlocks then uses 2 each to cast Conceal on their units. The remaining dice are used to cast Reveal on the Venomthrope, but the power fails. Nids fail to deny anything.
Shooting
The big unit of Wriathguard runs onto Objective 6, whilst the two lone Wraith Guard move to engage the Venomthrope. The Scytheguard continue moving towards the remaining thrope, though won't be in range til next turn. The Wraith Knight shoots at the Poison Tyrant, which jinks, both shots hit thanks to the Spiritseer, but only one wounds and this is saved by cover (not a 6). The Wraith Guard then fire, getting one more hit, which deals 2 wounds to the Tyrant. The Scatterbikes and Vyper fire at the same target, managing to cause 1 more wound (it is now on 1 wound). The tyrant passes its grounding check.
The two Wraith Guard and lone Warlock fire at the venomthrope, but its 2+ cover saves it.
Assault
The Jetbikes shuffle about with jump moves.
Scores
Primary: 2 Kill Points
Maelstrom: 4 Points
Tertiary: First Blood
Tyranid Turn 2
Maelstrom: Objective 6, Demolitions, Hungry For Glory
Movement
The 3 Crones and the jinking Warlord vector strike the 2 remaining units of bikes, killing 2 bikes in 1 squad and 1 bike in the other. The other Tyrants move to draw so that they can shoot either a bike squad or the Vyper (each Tyrant is targeting a different bike squad.) The Venomthrope near the damaged Wraith Guard unit leaves the ruins, moving towards them.
The Toxicrene does not arrive.
The larger of the two bike squads (2 Bikes and a Warlock left) breaks and runs off the board.
Psychic
1 Warp Charge is rolled, giving the Eldar 7 and the Nids 7. Tyrant 2 uses 5 to cast Warp Blast targeting the Wraith Knight and succeeds, the Eldar fail to deny and a further wound is caused to the mighty monster. Catalyst is then cast on Tyrants 2 and 3.
Shooting
The Crones and the Jinking Tyrant run off the board. Tyrants 2 and 3 open fire on the small bike squad and the Vyper respectively, eliminating their targets.
Assault
The Venomthrope assaults the Wriathguard. One Wraith Guard hits with overwatch and rolls a 3, the 'Thrope passes it's 5+ cover save. The combat is a draw, with the venomthrope causing 1 wound which is then saved.
Maelstrom: Objective 4, Blood And Guts, Ascendancy
Movement
The large squad of Wraith Guard move towards Tyrant 2, the Wraithlord and Wraith Knight maintain their positions on objectives, whilst the lone Warlock moves to take Objective 4. The Scytheguard move into range of the remaining unengaged Venomthrope.
Psychic
2 Warp Charge are rolled, giving the Eldar 8 and the Nids 6. Eldrad casts Invisibility using 3 dice (and a reroll), Nids fail to Deny. The Spiritseer casts Invisibility on the Wraith Knight.
Shooting
The Wraith Knight fires at Tyrant 2 failing to hit. Eldrads squad then also fires at Tyrant 2, managing 2 Wraithcannon shots and rolling a 6. Tyrant 2 is dead! The scytheguard toast the venomthrope and move onto his objective.
Assault
The Venomthrope and Wraith Guard remain locked in combat.
Scores
Primary: 4 Kill Points
Maelstrom: 5 Points
Tertiary: First Blood
Tyranid Turn 3
Maelstrom: Objective 6, Domination, Hungry For Glory
Movement
The Toxicrene in Pod Deepstrikes from reserve, landing next to the Wraith Lord.
The Crones and Warlord return, each crone vector striking the Scytheguard on the way in, killing 2. The Warlord positions to shoot the remaining Scytheguard as does Tyrant 3.
Psychic
6 Warp Charge are rolled, giving the Eldar 12 and the Nids 10. Tyrant 3 casts Warp Blast on the Syctheguard and the Eldar fail to deny. One Scytheguard is killed.
Shooting
Both Tyrants fire at the remaining Scytheguard, killing them. The crones each fire a single Tentaclid at the lone Warlock. The final shot kills him. The Toxicrene fires at the Wraithlord, but the Wraithlord saves. Lastly the Tyrannocyte fires, managing to wound the Wraithlord 3 times and causing one unsaved wound!
Assault
The Venomthrope kills a Wraith Guard, it remains locked in combat with the last one.
Maelstrom: Blood and Guts, Overwhelming Firepower, Hungry For Glory
Movement
Eldrad's squad moves up towards the warlord.
Psychic
4 Warp Charge are rolled, giving the Eldar 9 and the Nids 8. Eldrad casts Invisibility on his unit on 4 dice. The nids successfully deny! Then the Spiritseer casts Invis on 5 dice, rolling a perils and losing Invis for future turns.
Shooting
The Wraith Guard kill the Warlord Tyrant. The Wriathknight fires all of its weapons at the Tyrannocyte dropping it to 1 wound.
Assault
The Venomthrope and Wraith Guard remain locked in combat. The wriathlord charges the Toxicrene and is summarily ripped to bits.
Scores
Primary: 5 Kill Points
Maelstrom: 6 Points (Hungry For Glory discarded)
Tertiary: First Blood, Warlord
Tyranid Turn 4
Maelstrom: Blood and Guts, Objective 6, Hungry For Glory
Movement
The Tyrannocyte floats to within 3" of objective 6. The Crones vector strike Eldrads unit, killing 2 Wraith Guard, whilst the remaining tyrant
moves into a position whereby it can shoot at either the Wraith Knight or Eldrad's squad. The toxicrene moves towards the Wraith Knight.
Psychic
1 Warp Charge is rolled, giving the Eldar 6 and the Nids 3. The Tyrant manifests Warp Blast at the Wraith Knight, causing a further wound.
Shooting
The Crones fire Tentaclids at the Wraith guard, missing with all of them. The tyrant opens fire at the Wraith Knight. 10 Hits, 2 Wounds, 2 Failed Saves, 2 Failed Feel No Pain. The Wraith Knight is down to 1 wound. The Toxicrene runs.
Assault
The Venomthrope and Wraith Guard remain locked in combat.
Maelstrom: Blood and Guts, Objective 3, Objective 1
Movement
Eldrads squad moves to get line breaker. The Wraith Knight takes Objective 1.
Psychic
5 Warp Charge are rolled, giving the Eldar 10 and the Nids 7. Eldrad manifests Invisibility with 5 successes on 5 dice. Then manifests Fortune with 4 successes, the nids stop neither.
Shooting
Eldrads unit fires at the nearest Crone, failing to hit. The Wraith Knight fires at the Tyrant, which does not jink and takes 2 wounds from Wraith Cannon. The Knight uses its Scatter Lasers to finish the Tyrannocyte
Assault
The Venomthrope finally kills the Wraith Guard and consolidates into cover.
Scores
Primary: 6 Kill Points
Maelstrom: 7 Points (Blood and Guts discarded)
Tertiary: First Blood, Warlord
Tyranid Turn 5
Maelstrom: Blood and Guts, Objective 4, Objective 1
Movement
The Tyrant moves to be able to shoot Elrad's squad, whilst two Crones vector strike the Wraith Knight, leaving the board, and the third vector strikes Eldrad's squad (remaining on the board). The Venomthrope claims the objective. The Vector stirkes kill a Wraith Guard and finish the Wraith Knight!
Psychic
2 Warp Charge are rolled, giving the Eldar 7 and the Nids 4. The Tyrant manifests Catalyst and the Eldar fail to deny.
Shooting
The Tyrant fires at the Invisible, Fortuned unit. Does nothing. The Crone runs off the board.
6 Warp Charge are rolled, giving the Eldar 11 and the Nids 8. Eldrad Manifests Inivis with 5 dice, scoring a perils, rolling a 1 and passing his leadership then ignoring the wound because Eldar. He then manifests Fortune with the remaining dice. No successful Deny.
Shooting
The Eldar can't hit the Tyrant, then run back to keep Linebreaker.
The Tyrant lands, heading for Objective 3. The Toxicrene remains on Objective 1, whilst the Venomthrope remains on its objective. The Crones return, vector striking Eldrad's squad, hitting Eldrad, who fails his first Look Out Sir. Passes his invuln. Fails his second Look Out Sir. Fail his invuln. Twice. And is now dead. The third vector strike kills a Wraith Guard.
Psychic
4 Warp Charge are rolled. Tyranid player passes the phase.
Shooting
The Crones fire their remaining missiles at the Wraith Guard and Spiritseer, getting 1 Hit (on a 6). 1 Wound (On a 6). But the Wraith Guard passes his save.
Assault
Zip
Scores
Primary: 11 Kill Points
Maelstrom: 10 Points (Ascendant Kingslayers that they are!)
Tertiary: Warlord
Game Ends!
Scores
Primary: Eldar 6 Tyranids 11
Tyranid Victory
Secondary: Eldar 7 Tyranids 10
Tyranid Victory
Tertiary: Eldar 3 Tyranids 2
Eldar Victory
Final Score: Tyanids 18 Eldar 3
Tyranid Victory
Down to the wire.
This message was edited 29 times. Last update was at 2015/05/06 18:34:38
Wow. I just built an Eldar list almost identical. Just need to paint a Wraithlord and the army is done. Also, I think you left the WL out of your list.
This message was edited 1 time. Last update was at 2015/05/01 15:21:12
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
jy2 wrote: Yeesh. With those Eldar powers, Tyranids are going to have a real hard time trying to take down even 1 unit. What type of mission(s) are you playing?
Tyranid Turn 2 is up. The nids are pulling ahead on Kill Points by picking on the enemy's weak units, but falling behind on Maelstrom and Tertiary objectives.
Automatically Appended Next Post: Eldar Turn 3 is up. They've mostly made back the KP difference and are still winning in other areas. Looking bad for the nids.
This message was edited 1 time. Last update was at 2015/05/02 14:41:32
@Dozer Blades Don't know, am trying to figure that out through testing.
Automatically Appended Next Post: AS it stands at the end of Turn 5 the Eldar will win, just with an 11-10 victory (8 points for Secondary, 3 points for Tertiary), however the game may go another round.
This message was edited 1 time. Last update was at 2015/05/05 11:19:01
I wouldn't expect that honestly. The main staples of Eldar are bad news for Tyranid and Daemon Ground forces, but are much less effective vs their FMCs. Id expect both Daemon and Nid Flying Circuses to increase in the wake of Eldar. Mass Scatterlasers are less effective vs Flyers for obvious reasons, and their lack of TL hurts them here, plus D weapons will kill any ground MC, while D Scythes and D Cannons (the Vaul small blast weapon) can't hit FMCs at all. Meanwhile Eldar are probably the fastest army in the game, and only a Flyer army has the movement to keep up with them. While Eldar do have some decent AA options, none are any worse than Tau and other AA that already exists, and are all equally effective vs Ground forces, so I doubt they will be enough of a deterrent to lessen the popularity of Flying Circus builds in either of their army flavors.
The Hemlock and Crimson Hunter can both put a big hurt on FMC plus eldar now have ample access to skyfire. If anything it'll be more than they are used to handling.
Dozer Blades wrote: The Hemlock and Crimson Hunter can both put a big hurt on FMC plus eldar now have ample access to skyfire. If anything it'll be more than they are used to handling.
They are both good at Anti air, if they shoot first. Against Daemons they will do exceptionally well as those often lack the shots to make them jink. But, there will rarely be enough Flyers to outnumber a Tyranid Flying Circus. I wouldn't personally expect to see Hemlocks. With the D Scythe -1, a Crimson Hunter is cheaper and averages more wounds against an FMC if its in the Crimson Death formation. I would expect to see the Crimson Death as a viable option in list building as it gives plenty of Anti Air power. But, it will not be widespread enough to force Tyranid players or Daemon lists into dropping the Flying Circus. If you're on the ground, you get hit by all the same weapons plus a ton more D from the Wraith units. It simply isn't worth it to change what is the most competitive lists for Tyranids, when anything else will fare even worse. Now, there is always the possibility that it forces Flying Circus players to switch armies entirely, but that is... unlikely at best. I wouldn't yet say that Tyranids do "well" against the new Eldar, but on paper (and bare in mind I haven't played them yet, this is all anecdotal from other players I've talked to and math I've done) but I think Tyranids do better against Eldar than most other armies. Compered to Tau, non-vanilla SM, DEldar, Daemons, AdMech, IG, and basically every army besides Eldar and CenturionStars, Tyranids are better equipped to both close with Eldar (via Deep Strike options and FMCs) and have the firepower to hurt them, while also having enough psykers to at least complicate things for an Eldar player who isn't running a Seer Council.
Eldar have good AA options, enough that a Flyer list is by no means an auto win vs them, but its still probably the best shot vs a TAC Eldar list. Most Eldar lists that I have seen have relied on Jetbikes for AA, and while this is pretty decent, it is not enough to kill 5+ FMCs. But, a Crimson Death formation is hard to fit in after a Wraithknight or two and a ton of ScatBikes. Its possible, but won't have room for much else.
Having tested nids vs crimson death I can tell you the Crimson death isn't close to threatening bid air superiority. Vector strikes really mess them up, particularly from crones and are very hard to avoid if the nid player is careful in placement when expecting the planes.
This message was edited 1 time. Last update was at 2015/05/06 07:56:50
Drager wrote: Having tested nids vs crimson death I can tell you the Crimson death isn't close to threatening bid air superiority. Vector strikes really mess them up, particularly from crones and are very hard to avoid if the nid player is careful in placement when expecting the planes.
Drager so what happened? The results pls.. dangit finish the report. haha
Drager wrote: Having tested nids vs crimson death I can tell you the Crimson death isn't close to threatening bid air superiority. Vector strikes really mess them up, particularly from crones and are very hard to avoid if the nid player is careful in placement when expecting the planes.
Drager so what happened? The results pls.. dangit finish the report. haha
OK OK bat rep finished. I actually replayed this game with swapped armies and the Nids won again. Very close again. Lost more crones and less Tyrants and the Wraith Knight survived.
Its worth pointing out that killing Eldrad didn't actually matter. Eldar still won tertiary and even without Kingslayer Ascendancy was enough to get the nids to 8 and take secondary. So it was dramatic and a cool way to end the game, but didn't really change the outcome at all.
This message was edited 1 time. Last update was at 2015/05/06 18:39:07
Drager wrote: Having tested nids vs crimson death I can tell you the Crimson death isn't close to threatening bid air superiority. Vector strikes really mess them up, particularly from crones and are very hard to avoid if the nid player is careful in placement when expecting the planes.
You and jfiel are both Nid players so its probably a little bias. Versus multi-Flyrants taking out two quickly really guts the army IMO. If the Flyrants start on the table they will invariably get beta striked.
PipeAlley wrote:Seems like Vector Strikes worked very well for you. Is that usually the case?
Depends what I'm facing. Against small numbers of things with no invuln, or against anything in the air they are really good. They also excel at 'sniping' priority targets with a bit of careful positioning (thunderfire cannon tech marines for instance).
Dozer Blades wrote:
Drager wrote: Having tested nids vs crimson death I can tell you the Crimson death isn't close to threatening nid air superiority. Vector strikes really mess them up, particularly from crones and are very hard to avoid if the nid player is careful in placement when expecting the planes.
You and jfiel are both Nid players so its probably a little bias. Versus multi-Flyrants taking out two quickly really guts the army IMO. If the Flyrants start on the table they will invariably get beta striked.
I'm an Eldar player too, been playing Eldar longer than Nids. You'll notice in this batrep I was seized on and lost a Tyrant turn 1, turn 3 and turn 4. The list was still trucking after this. Having played against Crimson Death its tough for them to kill a Flyrant, particularly with Catalyst.
Each Crimson Hunter does an average of 0.86 wounds to a Jinking or in Cover, FNP tyrant, 1.72 against one that doesn't jink. I will try to have my Tyrants in cover ready for the Hunters to arrive. When this isn't possible let the first one shoot without jinking then jink agaisnt the second or third (depending on wounds already dealt). All three together have a reasonable chance of killing the tyrant, but the reprisal will liekly see 1-2 dead Crimson Hunters at which point they can't threaten any of the FMCs in a single turn of shooting, which is all they are likely to get.
Good job. Eldar really need to semi-tailor against flyer lists, whether bringing the swooping hawks or more vehicles for the ML. The more they invest in anti-air, the less they can bring jet bikes and WGs.