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2015/06/27 00:53:46
Subject: Warhammer 40K Full Length Video Bat Rep #16: Eldar vs Howling Gryphons
Love the "not optimal" commentary Reece, I was also surprised at the wraiths jumping out that early and their rides blowing their shields too.
As the marine player, scouting onto objectives is super powerful, but scouting into the face of the d-slap, wraith-stomp, and council smash was a ballsy move!
Thanks for sharing, although I do miss those summary style batreps FLG used to do.
Wet Coast GT 2015 Best Overall
TSHFT 3rd Place, Best Eldar
Guardian Cup 8.5 Best General
Attack-X Best Overall
WGWB Best Overall
Tanksgiving Best Overall, Best Painted
22-2 for 2015
2015/06/29 18:02:39
Subject: Warhammer 40K Full Length Video Bat Rep #16: Eldar vs Howling Gryphons
did they change the White Scar chapter tactics to allow Hit and Run being granted to Very bulky models? In the old codex you couldn't do that. IE: Khan giving hit and run to the Cents.
2015/06/29 18:58:26
Subject: Warhammer 40K Full Length Video Bat Rep #16: Eldar vs Howling Gryphons
ibushi wrote: Love the "not optimal" commentary Reece, I was also surprised at the wraiths jumping out that early and their rides blowing their shields too.
As the marine player, scouting onto objectives is super powerful, but scouting into the face of the d-slap, wraith-stomp, and council smash was a ballsy move!
Thanks for sharing, although I do miss those summary style batreps FLG used to do.
Yeah... the idea that someone is going to watch someone else play WH40k for 2.5 hours is kind of insane. Written or summary reports are much better.
Abadabadoobaddon wrote:
Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.
Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.
2015/06/30 16:02:18
Subject: Warhammer 40K Full Length Video Bat Rep #16: Eldar vs Howling Gryphons
ibushi wrote: Love the "not optimal" commentary Reece, I was also surprised at the wraiths jumping out that early and their rides blowing their shields too.
As the marine player, scouting onto objectives is super powerful, but scouting into the face of the d-slap, wraith-stomp, and council smash was a ballsy move!
Thanks for sharing, although I do miss those summary style batreps FLG used to do.
One of the reasons why you deploy your wraiths and pop your serpent shields early is because they are such a high priority target. If your opponent had any knowledge of Eldar, in most cases, he will blow up the wraithguard's serpent and then they will have to footslog. Thus, it is better to get them as close to the action and as early as possible. Then if your opponent wrecks your ride, the WG will be in range to do some damage. If not, then they can just disembark and do damage. Of course this is assuming your opponent has adequate ranged shooting to take out that wave serpent.
Also, by disembarking early, now you've got a huge threat to your opponent which will act as a bullet magnet for a little while, thus allowing the rest of the army to do their offense relatively unmolested until the threat of the WG is eliminated. And when you are talking about scatterbikes, the more time they have to shoot, the better.
It is in the Marine players best interest to get onto the objectives and start accumulating points from Maelstrom/Progressive objectives early. That's much better than to have your rides shot down in your own deployment zone and now you have to footslog to the objectives against crazy Eldar firepower and a deathstar to boot.
This message was edited 1 time. Last update was at 2015/06/30 17:15:10
ibushi wrote: Love the "not optimal" commentary Reece, I was also surprised at the wraiths jumping out that early and their rides blowing their shields too.
As the marine player, scouting onto objectives is super powerful, but scouting into the face of the d-slap, wraith-stomp, and council smash was a ballsy move!
Thanks for sharing, although I do miss those summary style batreps FLG used to do.
One of the reasons why you deploy your wraiths and pop your serpent shields early is because they are such a high priority target. If your opponent had any knowledge of Eldar, in most cases, he will blow up the wraithguard's serpent and then they will have to footslog. Thus, it is better to get them as close to the action and as early as possible. Then if your opponent wrecks your ride, the WG will be in range to do some damage. If not, then they can just disembark and do damage. Of course this is assuming your opponent has adequate ranged shooting to take out that wave serpent.
This makes no sense, you want to disembark your wraiths early so that when later when your opponent wrecks your ride they can be in range? and if they don't destroy the WS you plan on disembarking the already disembarked passengers? Getting closer to the fight is not disembarking after moving 6 inches out of your deployment, it is moving 12 then if needed a flat out move and be wherever you want/need to be. Also since you are a high priority target why get rid of one of the things that protects you from being destroyed before it ever got any defensive use?
Also, by disembarking early, now you've got a huge threat to your opponent which will act as a bullet magnet for a little while, thus allowing the rest of the army to do their offense relatively unmolested until the threat of the WG is eliminated. And when you are talking about scatterbikes, the more time they have to shoot, the better.
You know what is a bigger threat than WG outside of a transport? WG inside of a transport. More mobility and much less likely to lose models to shooting because they have this AV12 box in the way. I will admit that this could lead to them ignoring the WG because it is to much firepower to try and blow up the WS and then try and shoot the WG, but then you have 5 WG with D-scythes that can just disembark and to damage.
This message was edited 2 times. Last update was at 2015/07/01 06:21:36
2015/07/01 08:25:39
Subject: Warhammer 40K Full Length Video Bat Rep #16: Eldar vs Howling Gryphons
ibushi wrote: Love the "not optimal" commentary Reece, I was also surprised at the wraiths jumping out that early and their rides blowing their shields too.
As the marine player, scouting onto objectives is super powerful, but scouting into the face of the d-slap, wraith-stomp, and council smash was a ballsy move!
Thanks for sharing, although I do miss those summary style batreps FLG used to do.
One of the reasons why you deploy your wraiths and pop your serpent shields early is because they are such a high priority target. If your opponent had any knowledge of Eldar, in most cases, he will blow up the wraithguard's serpent and then they will have to footslog. Thus, it is better to get them as close to the action and as early as possible. Then if your opponent wrecks your ride, the WG will be in range to do some damage. If not, then they can just disembark and do damage. Of course this is assuming your opponent has adequate ranged shooting to take out that wave serpent.
This makes no sense, you want to disembark your wraiths early so that when later when your opponent wrecks your ride they can be in range? and if they don't destroy the WS you plan on disembarking the already disembarked passengers? Getting closer to the fight is not disembarking after moving 6 inches out of your deployment, it is moving 12 then if needed a flat out move and be wherever you want/need to be. Also since you are a high priority target why get rid of one of the things that protects you from being destroyed before it ever got any defensive use?
Also, by disembarking early, now you've got a huge threat to your opponent which will act as a bullet magnet for a little while, thus allowing the rest of the army to do their offense relatively unmolested until the threat of the WG is eliminated. And when you are talking about scatterbikes, the more time they have to shoot, the better.
You know what is a bigger threat than WG outside of a transport? WG inside of a transport. More mobility and much less likely to lose models to shooting because they have this AV12 box in the way. I will admit that this could lead to them ignoring the WG because it is to much firepower to try and blow up the WS and then try and shoot the WG, but then you have 5 WG with D-scythes that can just disembark and to damage.
What I meant was that you should deploy them as soon as you can get them into range to be a threat. Don't deploy them when they're 18"+ away from any enemy units. Do it earlier rather than later. Usually, I will opt to move my wave serpent flat-out on T1 rather than to just move 12" with them and fire (unless my opponent is coming towards me). Then if they destroy the WS, the WG's will be in range to do damage. That is better than to have your WS shooting from 18-24" away, then get wrecked by the opponent and now you have to footslog your WG's for probably 2-3 turns before they are in range to do anything, assuming they don't get shot to death.
ibushi wrote: Love the "not optimal" commentary Reece, I was also surprised at the wraiths jumping out that early and their rides blowing their shields too.
As the marine player, scouting onto objectives is super powerful, but scouting into the face of the d-slap, wraith-stomp, and council smash was a ballsy move!
Thanks for sharing, although I do miss those summary style batreps FLG used to do.
Yeah... the idea that someone is going to watch someone else play WH40k for 2.5 hours is kind of insane. Written or summary reports are much better.
I watched it and enjoyed it. It got less interesting once grant (that's the eldar players name right?) got called away. Primarily because it meant losing Reece's commentary but also because the game lost its tension.
Something i would enjoy is more discussion on why the 2 sides deploy how they deploy.
Overall very enjoyable. Overhead view would be a nice additional camera angle if possible. Could be nice for inbetween turns overview.l shot.
2015/07/08 10:12:48
Subject: Warhammer 40K Full Length Video Bat Rep #16: Eldar vs Howling Gryphons