Swift Swooping Hawk
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My list...
Eldrad
5 Fire dragons - Wave serpent, TL-scatter laser, spirit stones
5 Fire dragons - Wave serpent, TL-scatter laser, spirit stones, shurican cannon
5 Dire avengers - Wave serpent, TL-scatter laser, spirit stones, shurican cannon
5 Dire avengers - Wave serpent, TL-scatter laser, spirit stones, shurican cannon
3 Guardian jetbikes - shurican cannon
2 War walkers - scatter lasers
Wraithlord - scatter laser, shurican cannon, 2x flamer
Night spinner - holo-fields, spirit stones
My opponents list...
MOTF - conversion beamer
Librarian - TDA
Sternguard - combi-melta
5 Terminators - chainfist, cyclone
5 Terminators - chainfist, heavy flamer
Dread - MM, DCCW
Dread - ML, TL-LC
Combat squad 1 - ML
Combat squad 2 - power fist, flamer
Razorback - TFC
Now before you say anything... This was very much a "friendly" game. He asked if he could use his TFC razorback, which was actually modelled and painted pretty nice... and had paid a tidy sum of points for it. He also had another tac squad that he forgot to bring, so we decided to just fill up the points elsewhere and play anyway!
KP and pitched battle. Sound boring? Wrong! I've played nothing but objectives for so long...
SM win the roll to go first and pick the side of the board with a large central ruin, and a smaller ruin off to his right flank. He deploys the TFC razor, and the MM dread on his right lurking in cover of the ruins. The sternguard, MOTF and both tac units take the middle ruin, which was bolstered. The dakka dread holds off in cover behind the corner of the central ruin, watching his left flank. Termies go into reserves.
I deploy everything!!! oddly, there was a nice ruin in my left corner that i could pretty much hide everything behind, so why not!
And i hide everything... then sieze the initiative!
Eldar Turn 1:
I move 1 DA and 1 FD serpents flatout (They were fortuned) right up my left flank, to take on his TFC and MM dread. The other FD and DA serpents scoot 12 along, drawing LoS to the TFC, as does the wraithlord. The bikes move flat-out behind the two advancing serpents and the walkers move into the ruins and take position.
I can't see much to shoot at yet... but 3 scatterlasers manage to wreck the razorback and the night-spinner manages to kill 2 marines, and pin the 3 survivors.
SM turn 1:
Some units shuffle within the ruins, the SM player had planned for an attack from all sides, so now had to move to occupy new windows. The MOTF however had LoS but failed to damage a serpent. The MM dread managed a glance, but the 4+ re-rollable cover on that particular serpent saved it.
Eldar turn 2:
With a slow first turn, and a significant portion of terminators about to DS i decide to stop cowering behing ruins and poke my turrets out...
The advancing FD WS disgorges its cargo who move towards the MM dread, that serpent then procedes to take cover behing the wreck of the TFC razorback, the DA serpent next to it peeks around the corner of the ruin near the MM dread to gain LoS to the tac units.
The two WS who were further back swing around the other side of the ruins, lining up shots on the MOTF along with the walkers and the lord who come into range of him. The GJB unit zips around aimlessy again, out of LoS.
The fire dragons them procede to explode the dread, and loose 3 in the process (typical...), the two advaning serpents bring down the 3 remaining men from the one tac squad while the mass of scatter laser fire manages to bring down the MOTF with some interesting saves. After that armour save roll, my opponent realises he had been using my dice that i had left over that side from earlier in my shooting phase, he then rolls them away and proclaims that i have jynxed them (which is standard theory in our group, they most likely are, which is why i like TL weapons so very much) The spinner failed to kill anything but "webbed" the tac squad.
SM turn 2:
Termies refuse to show up! Huzzah!
However... The dakka dread manages to move around the ruin this turn and takes out the serpent behind the razorback wreck. Not amused. The remaining tac unit then proceeds to wreck the other serpent in that area, the DA piling out the back. In that approximatly 12" by 12" square there were now 4 vehicles/craters.
Eldar turn 3:
The two remaining FD hide behing the mass of wrecks as its too far on foot to reach the other marines.
Eldrads DA WS moves into the vehicle graveyard (what could go wrong?) to take pot shots at the ML tac unit. The other FD WS hangs back as terminator insurance while the walkers, night spinner, and lord shuffle. Bikes zip around again.
My shooting yields 3 dead men from the tac unit.
SM turn 3:
Librarian terminators arrive, the ones with the heavy flamer. And he places them behing my spinner/walker units. Theres not much space, and he needs a hit... and he hits. The shooting phase rolls around and i assume the termies will fire at my AV10 walkers. Instead he fires at the spinners rear armour, managing to shake it, and blow the spinner off. The dakka dread plows onwards and (oh how surprising!) manages to wreck Eldrads serpent (which was in cover with fortune) Making the vehicle graveyard 5 strong, i wont be moving over there again...
Eldar turn 4:
The two DA units and Eldrad hide out of LoS from the sternguard who are being ever watchfull for infatry while the lord, GJB, war walkers and FD serpent all try to kill the termies. The walkers bring down two, while the lord does nothing. The scatter laser on the serpent manage nothing also... The fire dragons manage to pop the librarian, along with two terminators, only the heavy flamer remains! Oh dear!
SM turn 4:
The other terminators arrive near Eldrad, his unit of DA, and a nearby wraithlord. They manage to bring down two dire avangers. The lone terminator flames the firedragons, crisping two before charging and crushing two more. The lone FD holds his ground!
Eldar turn 5:
Well theres no helping the FD now... so everything converges on the new terminator unit, which was doomed. The walkers, a serpent, DA, Eldrad, bikes and lord all pour on the fire. 3 Terminators die. The remaining 2 flee however. The weaponless night spinner also moved flat out to get in the face of the dakka dread, if he wants to shoot at my now exposed units (i was gearing up for an all or nothing charge) then i should get cover from it.
Oh and that fire dragon died.
SM turn 5:
The lone terminator flames and charges the walkers, at the end of the flaming/smashing, one weaponles walker remains. As for the fleeing terminators, they keep fleeing, one DA unit was within 6". The sterguard pop aa few shots off at the bikes, to no avail and the ML wounds the wraithlord. The dakka dread bounces harmlessly off the spinner.
Eldar turn 6:
The 2 FD that were hiding for so long move out to be within 6" of the fleeing terminators, i cannot allow them to rally, and they should run off the board next turn, i shoot them just in case and down 1. The rest of my army gains range on the sternguard and wipe them out (3 wound alone from the jetbikes who finally do something useful!) The walker and termie continue to dance arond each other. The spinner got out of dodge and zoomed away from the dread. the GJB using their assault move to jump behind it, just in case the dread targetted them.
SM turn 6:
The termies run off the board, the dakka dread and ML tac marine all fire at the wraithlord in cover, knocking another wound off. The walker and the termie do nothing yet again.
Eldar turn 7:
Turn 7? wierd...
I finish off the last of the tacs and stun the dread a few times, just to be sure its stunned. The war walker kills the terminator!!! nah just messin... he did a roll 2 for a save though. They actually did nothing. Again. The bikes continued with moving around the table very fast, because its fun to do.
SM turn 7:
Stunned dread is stunned.
The terminator... the evil little thing that he is, managed to explode the war walker!
The blast wounds him...
The save is rolled...
And its a 2.
And the game ends there!
Kill points.
Eldar: 8
SM: 5
It was close for a while, alot close than i would have liked. Having those marine holed up in the ruins meant gaining LoS to them difficult, especially when i wanted to stay in cover after i lost two serpents in one turn. I suppose i could have avoided them or forced him to move to gain LoS to me, but sometimes i just want to roll lots of dice.
Scoring:
Eldrad --- B --- His powers were useful, the occasional doom and fortune helping out. I guided the war walkers more than once also. Not sure hes being used to his full potential, every time i take him out, i wish i had him, and every time he goes in, he fails to perform that great. His mind wars didn't even deserve a mention and he didn't get to use divination.
Forward Fire dragons --- A+ --- They... survived? Well, two of them did, then spend the rest of the game hiding to avoid falling to "free KP syndrome"
Backfield Fire dragons --- B- --- They killed the libby... but if they wounded one more time, they would have survived the game, and saved the walkers.
Forward Dire avengers --- C+ --- Mediocre, scored some hits on the sterguard, and the termies
Backfield Dire avengers --- C --- Same as above, but the above unit did keep the termies fleeing at least
Wave serpents --- A- --- They did well with their shots, shame about 3 out of the 4 going down relativly early on, will have to be more careful (even though they were in cover)
Guardian jetbikes --- A --- Zipped around, survived, and even killed some sternguard
War walkers --- A+ --- The amount of shots they put out killed the MOTF and several terminators, they did very well, and even lasted in combat for a few rounds.
Wraithlord --- B+ --- Did quite well, his 7 shots helped out with saturation and he drew alot of fireower in the later turns.
Night spinner --- B+ --- Didn't do much direct damage but did manage to pin one unit, webbed 3 units altogether which was very nice.
Edit: Yay for spelling... theres most likely still more mistakes... and heres deployment and end game. (It was a real game, just made the vassal pics to show the general layout of terrain and deployment, etc)
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