My second game with the allies list and I’m up against imperial guard
in a 1500 point game of the relic with vanguard strike deployment. With a loss
with this list under my belt already I feel that I may have learnt something
and will hopefully use this list a bit better tactically.
So for those of you who haven’t seen my past posts, I’m attempting to learn from my
past mistakes and get a list that I am happy with that won’t get beaten every
time. Currently I am on my second incarnation of the list and here it is:
Eldar 1499
Farseer –
148 (warlord) w/ guardians
Runes of
warding, runes of witness, spirit stones, singing spear, Guide, Doom
10
Guardians - 95
Scatter
laser
10
Guardians - 95
scatter
laser
10 Dire
avengers - 120
Wave
serpent - 115
scatter
laser
6 Fire
dragons - 96
Wave
serpent - 115
scatter
laser
6 Fire
dragons - 96
Falcon -
135
Missile launcher
3 War
walkers - 180
scatter
laser x 6
Haemonculus
- 55
venom
blade
7 Wyches -
84
haywire
grenades
Raider -
60
Ravager -
105
So from what I learnt last game and the advice I have been given in
the comments section I need to remember to keep the war walkers in cover so
they don’t get wrecked in the first turn again. This is paramount as they have
a lot of shots I don’t want to lose. Then after that it’s just a case of
looking after what I think will be most important in the game, so against IG, I’m
guessing it will be the ravager with its triple dark lance arsenal. Then the
dragons (but if they do kill something big, I doubt they will last long after
that) as they are quite killy. And here is my opponents list:
Imperial guard 1500
Primaris psyker – 70 (warlord) w/ ogryns, biomancy
5 ogryns – 210
Chimera – 55
5 storm troopers – 105
2 x melta
5 storm troopers – 105
2 x melta
Veterans – 145
3 x plasma, carapace
Chimera – 55
Veterans – 145
3 x plasma, carapace
Chimera – 55
Battle tank – 165
Lascannon
Exterminator – 185
Lascannon, heavy bolter sponsons
Executioner – 205
Lascannon
So we set up the table with randomly generated number of terrain pieces
like the book suggests and get quite an empty table this time round. Rolling for
mission we got the relic, with vanguard strike deployment. I won to go first so
set up in my corner. The guard then set up, I moves my war walkers into the
trees with their scout moves (we weren’t doing mysterious terrain) and there
was no night fighting. The initiative failed to be seized.
Eldar turn 1
My farseer casts guide on his guardian unit to start the game off, my
tanks generally move forward getting as many into range of the imperial tanks
as possible. The guardians hold position though and the war walkers stay in
cover but move to its edge to get a few shots off.
The ravager can’t get in range so boosts behind the trees for cover.
The falcon and wave serpent holding fire dragons go flat out for the added jink
save and to get the dragons closer to the enemy tanks. The raider is in range
of the exterminator and shoots, hits, but fails to penetrate its front armour.
All of my scatter lasers shoot at the chimera holding the ogryns but all 3 fail
to get a single glance.
Imperial guard turn 1
The chimeras move forward and create a gun line, as do the leman
russes. The exterminator and executioner are looking directly at my
transports...
Shooting starts with the three chimeras shooting at the flacon but all
3 fail to get a single glance (its fine, we both did the same). The
exterminator shoots at the wave serpent holding fire dragons and gets a single
penetrating hit but the 4+ jink save prevents any damage. The regular russ
shoots at the wave serpent holding fire dragons and locks on with its battle
cannon and its snap shooting lascannon. But thanks to the force field neither manages
to do any damage to the transport. The executioner shoots at the same wave
serpent and gets two hits but fails to do any damage again thanks to jink. The
veterans in the chimeras see this tragic affair and join in with their plasma
guns and blow the pulse laser off the falcon and add a further glance to the
falcon, reducing it to 1 HP.
Eldar turn 2
The farseer again guides his guardians. And I’m in a strange
predicament, my dragons are still alive and able to threaten a tank... odd. To
both transports move forward 6 and drop off the fire dragons, one unit by the
executioner, the other by the exterminator. The ravager moves into range of the
enemy tanks while the wave serpent holding the dire avengers move up to add
fire power to the chimeras. The raider moves closer to the fight in case the
wyches are needed next turn.
Shooting starts with the fire dragons making the executioner explode (First
Blood) followed with an explosion coming out of the exterminator. Two for two, that's
amazing, and unheard of with my fire dragons. The flacon shoots its lone
missile into a chimera holding veterans and manages to get a lucky penetrating hit
which makes the transport explode, failing to kill and inside though. The
guardians then fire at a difference chimera each and both get a single
glance... this turn is going amazingly well so far. The ravager then steps up
to the plate and shoots the ogryns chimera, getting 3 hits, 3 pens and an explosive
result. In the inferno an ogryn takes 2 wounds and 3 nearby guard die (we look
at the FAQ and it says they can’t charge in their next turn... wtf? That's far
too restrictive, I’m not happy with this rule). That was an amazing turn.
Imperial guard 2
Neither of the storm troopers arrives from reserve; this is very unlucky
as he could have used both at this point in time. The ogryns move out of cover
of the wreckage and bear upon the fire dragons. The lone chimera moves towards
the guardians who are stranded on their own. The primaries psyche uses
endurance on the ogryns and the guard in the crater of the explosions move
around to get better lines of sight.
Shooting starts with the vets’ firing plasma into the flacon which
does nothing. The other vets then shoot at the wave serpent holding the dire avengers
and strips 2 HP from it with glances but one of the vets die from overheating.
The chimera then fires its multi-laser and strips the last HP off the serpent. The last russ fires its battle cannon but the
shot scatters into the middle of nowhere. The ogryn shoot the dragons and kill
3 of them, but they hold.
Eldar turn 3
The farseer again guides the guardians and dooms the ogryns. The
larger unit of dragons moves to russ backed up by the remains of the smaller
one. The tanks back off to make sure they don’t block line of sight for the war
walkers. The dire avengers now without a ride make a run for the relic.
Both units of dragons shoot at the russ but not a single shot
penetrates... a get 1 glance but that's it. My dragons are back on form. The
raider shots it dark lance at it and manages to immobilise it. With their mass
of shots the war walkers manage to kill 3 ogryns backed up by the dire avengers
who manage to add a few extra wounds. The
guardians and flacon shoot at the chimera but fail to do any damage to it.
Imperial guard turn 3
A single unit of storm troopers arrive and deep strike in next to the
ravager. The dregs of the ogyrns move towards the relic followed by the vets
who are not in the chimera.
The storm troopers start the shooting phase well exploding the ravager
with their melta guns... however, 3 die in the explosion and run off the table.
The russ shoots at the larger unit of dragons and locks, killing all 6 of them.
The vets still in the chimera shoot their plasma guns at the flacon and manage
to get a penetrating hit, making it explode killing 3 dire avengers in the
flames. The chimera shoots at the raider
and knocks the dark lance off it. And to end the shooting phase the ogryns
shred the 3 remaining dragons in a hail of fire.
Eldar turn 4
As the Russ is being a pain, the wave serpent moves towards the russ
and in the shooting phase goes flat out to end up behind it so I can shoot it
in the rear next turn. Encase that doesn’t work the raider moves up with the
wyches to aid next turn as well. The guardians on the flank of the chimera try
to move to get out of its line of sight and get a good shot in its side armour
with their scatter laser. The dire avengers get to the relic and pick it up.
The guardians manage to reduce the chimera to 1 HP getting an immobilised
result on it with the scatter laser. The war walkers finish the job they
started last turn and kill all the ogryn but the psyker survives. As they are
in range the dire avengers shoot at the vets and kill 5 of them.
Imperial guard turn 4
The storm troopers appear and deep strike right next to the raider,
intending to stop the wyches. The vets get out of the chimera and move towards
the dire avengers.
With their dramatic entrance the storm troopers continue on their
streak of stylish behaviour and make the raider explode killing 2 wyches in the
effort (but kill 2 of their own). The russ seeing an opportunity shoots at the
clustered survivors or the wych squad and scatters a little but not enough to
matter killing all bar 1 wych. The chimera shoots at the war walkers and
manages to case a single glance.
We then get to the first combat phase of the game. The psyker declares
a charge on the dire avengers or go into over watch and get 4 hits, 3 wounds
and he fails all his invulnerable saves (warlord kill). The vets that didn’t just
get out of the chimera charge as well and get into combat. The dire avengers
going first kill 2 guard and take no wounds in return. The guard hold.
We go to take the next turn but my opponent concedes as we are running
out of time and he claims he can’t win. So we finish the game there.
Eldar 2 – Imperial guard 0
Eldar victory.
That game went a lot quicker than I expected. I wish I could say I won
that with skill alone but I think it obvious that a lot of luck on my part and
bad rolling on my opponents let me win the day. Especially lucky jink rolls and
damages chart rolls. But either way I enjoyed the game and having two mech
armies fight it out was a difference challenge for this list. So what have I learnt?
·
Wyches: Having the wyches as a multi-role unit
is very useful; as they could damage tanks it meant they weren’t just dead
points. Granted they didn’t do anything this game but the potential threat was
there, so the second deep striking storm troopers squad didn’t go after my wave
serpent.
·
Ravager: Again he didn’t do much this game but
he did blow something up and distract the storm troopers who could have been an
irritation somewhere else. I’m questioning having him in the army, should I swap
it out for a razorwing jet fighter? I don’t know. I just don’t know.
·
Fire Dragons: As they made it to where they were
intended to they were useful this game. But just as a suicide squad. I'm starting
to think it might not be the best use of points as if they failed to do
anything (like the second shooting round) that's a lot of points wasted. This is
a crazy idea but... wriathguard in a wave serpent... could they do the job and
survive the next turn? Maybe I should try it out, what do you think?
·
Farseer: I might just swap his powers for book
powers next game and see what happens. Doom never does anything turn 1 so I feel
it’s a waste. Unless I put him with the dire avengers? I think I will put him
with the dire avengers and see what happens next game.
·
Troops: A lot of people have been suggesting I drop
the guardians and take rangers instead. I might drop 1 unit next list to see
what they are like, but I can’t help but feel with them not having the heavy
weapon platform they will be restricted in their use. I like having the option
of a emergency tank popper and infantry shredder having at the back of the
table.
·
Deployment: I think I’m getting slightly better
at this but I still have a long way to go. Would you guys have deployed the
same? If not comment on what you would have done.
And that's it for this week guys, as always let me know what you
think.
How did your Dragon Serpent get a 4+ jink? Did it move flat out?
ReplyDeleteYou should have fired at melta Veterans Chimeras first in order to stop them getting close, not the Ogryns as they aren't a high threat.
I think you wasted the Wyches. You need to be aggressive with them, but instead you held them back and they achieved nothing. If they did it would be turn 5 by the time they did anything.
The problem with your list is you have single units. One unit of Fire Dragons is easier to stop than several. If I was playing against you I would blast that Dragon Serpent as soon as I can, even a immobilised result would do.
Though, congrats on the win. I don't want to be that guy who looks at lists and say I knew it was going to go this way, but I thought Guard were going to own you.
Yer the wave serpent went flat out to get the 4+ junk, will edit it in a sec to include it.
ReplyDeleteYou are right the ogryn shouldn't have been high priority Target but as all the walkers had to shoot wad them or a chime, I went for them as they held the enemy warlord.
How would you be aggressive with my wych unit? Send it straight in or wait a turn then go for it?
You should have shot a Chimera if it had a more threatening unit in it. But it is better to shoot something rather than nothing.
DeleteI would have moved all your Serpents flatout and moved the Raider flatout too. Looking at your board you have very little terrain, so I would have used the Serpents to attempt to block LOS, though I think that wouldn't work.
First thing I noticed... You would greatly benefit from some larger terrain, things that block LOS are very important and they prevent shooty mech guard lists from rolf stomping everything. Well played.
ReplyDeleteI would keep your Farseer close to your War Walkers. Guide the Walkers as they put out 3x the shots the Guardians do. Also, I'd take fortune over Doom, but its more of a preference really. You could Fortune the vehicles and make sure jink saves are rerolled or the Cover saves from the Walkers are.
ReplyDeleteI agree with mercer and the Wyches. They are not a hang back and wait unit. Force your opponent to deal with them. Shove them in their face and if they dont kill them you blow up tank after tank.
I also agree on leaving the Ogryns alone. They wont do much for the first 2 turns. Kill the Vet Chimeras and the Russes and then focus fire on the Ogryns. Target priority is so big in this game. I always make sure to try and shoot a tank dead insteado f having multiple HPs lost on multiple vehicles. Try and keep shooting a tank until it is dead as well.
Nice report and I look forward to seeing more of them!