The first test for my new evolving list is an ork list that is being
tweaked for competitive play. I’m rather concerned about how I will do in this
game, as the orks will be on me very quickly and get me in combat, somewhere I
don’t want to be. The game is Emperors will with dawn of war deployment, 1500
point game.
The Armies
This is my new Eldar list that I am testing out, 1500 points
Farseer – 100 (warlord: deep strikes don’t scatter) w/ lance guardians
Guide, fortune, doom
Spirit seer – 70 w/ lance guardians
Conceal, enhance
10 Guardians – 110
Scatter laser
10 Guardians – 110
Bright lance
6 Rangers – 72
6 Wraithguard – 192
Wave serpent – 150
Holo field, vectored engine, twin linked scatter lasers
6 Warp spiders – 114
Crimson Hunter – 160
Fire Prism – 140
Holo field
3 War walkers – 210
Scatter lasers
4 Dark reapers – 152
This list is short range so with the orks getting close to me might
not be terrible but if he charges me I'm dead.
Orks 1500
Ork Warboss (warlord: scoring unit) w/ meganobz
Mega armour, attack squig, cybork body, boss poll
4 Mega nobz
4 x skortcha
Battle wagon
Kannon, death rolla, 3 x big shoota, riggers
20 Ork boyz
Shoota, nob, power klaw, boss poll
20 Ork boyz
Shoota, nob, power klaw, boss poll
20 Storm boyz
Nob, klaw
2 Trakks
Twin-linked rokkits
2 Trakks
Twin-linked rokkits
Battle wagon
Death rolla, big shoota, rigger
Battle wagon
Death rolla, big shoota, rigger
3 Kannons
This list is very aggressive, the boys can all move very fast, and the
kannons and trakks can take out my AV 12 vehicles. It’s a very scary list to
face with Eldar. I need to take out the troops, but they are all hard to kill.
Wish me luck.
The Mission
Rolling for mission we got Emperors will, and deployment was dawn of
war. Rolling for table edges Orks win and select the half with most terrain.
Our objectives were placed, ork objective in a ruin in his deployment, and I placed
mine in between the rocks in my deployment zone. Just so you know we forgot to
roll for mysterious objective, but it doesn’t really matter. Rolling for set up
he win again and elects to go first. The Ork deployment is simple, the 3 battle
wagons go in the middle, with the warboss’s ride the centre one. On each flank
go the trakks, the storm boys hide behind and the kannons are on the left.
I respond by placing the scatter laser guardians on my objective so
they can shoot at the kannons or trakks supported by the warp spiders and dark
reapers, the other guardians with farseer and spiritseer go on the right to
take pot shots at the battle wagons. The wraithguard are in their wave serpent
behind a building so hopefully it won’t get shot at. The fire prism and war
walkers are placed on the far right so hopefully they can get some side shots
while not really being anywhere near the ork guns. I then infiltrate the
rangers onto the Aquila landing pad on the right hand side of the table.
Night fight: No
Steal the initiative: No
The Battle
Ork turn 1
Orks advance |
All 3 battle wagons go straight forwards towards the eldar battle line
flanked by the trakks on either side, right into the ruins. The storm boys jump
behind them and a single boy crashes into the ground.
The explosions start with the kannons targeting the dark reapers,
using frag rounds. The guns cause 8 wounds and 2 of the aspect warriors die.
The trakks on the right shoots at the wave serpent and manage to get a single
glance on the tank. The battle wagons go flat out and the storm boys run behind
them. They will all be on me next turn...
Eldar turn 1
Seeing the fall of the eldar, the farseer attempts to prevent it by
casting fortune on his guardians and dooms the warbosses battle wagon. The
spiritseer attempts to help but roll 11 for both of his powers... really not
the right time. The dark reapers move forwards as do the warp spiders. The wave
serpent drops off the wraithguard in front of the battle wagons while the
farseer’s guardians move backwards. The war walkers move forwards attempting to
either kill a battle wagon or some storm boyz.
Shooting begins with the wraithguard on the warboss’s prize battle
wagon, but they almost do nothing, but thanks to doom, they get a single explodes
result, resulting in a meganob taking a wound. The wave serpent then shoots at
the nobz and manages to kill off the wounded boy. Aiming their death spinners
the warp spider’s target the trakks on the left and explode both, but unfortunately
I just got too close and 2 spiders die, but the rest run back with battle
focus. The dark reapers shoot star shots at the kannons and kill a single
kannon. The rangers snipe 2 of the storm boyz lagging behind the squad,
distracting them until the war walkers run forwards and shoot at them, killing
10 of the orks. Unfortunately the turn doesn’t carry on this way as both the
fire prism and bright lance from the guardians both miss the battle wagons.
Moral and the nobs and boys are fine, but the kannon crew bail and run of the
board.
Ork turn 2
Now the eldar are putting up a fight the orks get stuck in! The storm
boys move off to the left after the dark reapers while the trakks move to
target the war walkers. With his favourite wagon in ruins the warboss yells at
his boys to kill the wraithguard. The battle wagon on the left unloads its boys
on the left to go after the warp spiders while the battle wagon on the right
moves forwards, then lets the boys jump out after the farseer and guardians.
WAAAAAAAAAAGGHHH!!!!! Is all that can be heard over the battle field,
and all the orks are filled with unnatural speed and desire to kill. The mega
nobs use all 4 skorchas on the wraithguard and kill 2. The trakks shoot at the
war walkers and get 2 penetrating hits but the force field protects them.
Unloading their shootas, the boys on the right shoot at the guardians but only
kill 2 thanks to fortune saving the day. On the left the boys do the same to
the warp spiders, killing 2, leaving a single aspect warrior alive.
Assault phase, and here comes the pain. The warboss and nobs declare a
combined charge on the wraithguard and wave serpent and the wraithguard manage
to inflict a single over watch wound. In the combat the wave serpent is
wrecked, 2 wraithguard die and not a single ork takes a scratch. On the left of
the table the boys charge the warp spider and again a single ork dies. The orks
beat a single spider to death and the lone aspect warrior holds his ground. The
storm boys attempt to charge the guardians on the left but fail, even with the
fleet re-roll, but the guardians fail to get any over watch kills. On the right
the boys charge into the guardians and again no over watch kills. The Nob
issues a challenge and the spirit seer step up to accept, dealing a single
wound to the nob but survives the encounter. The guardians and farseer manage
to kill 2 orks but 6 guardians die in the process. The eldar hold their ground.
Eldar turn 2
The crimson hunter comes in and goes for the battle wagons. The
farseer casts guide on the war walkers and fortune on his unit while the
spiritseer manages to cast enhance. All my movement consists of it the war
walkers moving forwards and the prism moving away from the combats.
Shooting starts with the war walkers targeting the left side battle
wagon and manage to wreck it with the sheer volume of shots they can pump out.
The crimson hunter targets the other wagon but even with all of its high
strength weaponry it only manages to take off 2 hull points! The fire prism
attempts to finish the job but again it misses its mark. On the left the guardians
shoot at the storm boys and kill every last ork. The dark reapers now with very
little to target shoot at the remaining battle wagon and fail to get past its
armour.
Assault phase and things end badly; the orks kill off the last warp
spider easily while the warboss personally kills of the wraithguard. The combat
of the farseer vs the boys goes a little better with the spiritseer killing off
the nob in the challenge and the farseer kills 2 boys. Unfortunately the
guardians both die and the farseer takes 2 wounds himself for his trouble. The eldar
once again hold their ground.
Ork turn 3
On the left now the boys are free from combat they go after the
guardians on my objective, the warboss hides in the wave serpent wreck to avoid
getting shot at. The trakks go after the fire prism hoping for a trophy kill.
Fight to the last! |
Shooting from the trakks pass through the fire prisms hologram leaving
the tank unharmed thanks to its holo fields. The mega nobs shoot at the crimson
hunter and somehow manage to get 2 hits, none of them glance it though.
Assault phase and the boys charge into the guardians and again 0 over
watch kills. In the combat though the guardians fair better killing off 3 orks
before 8 guardians die. Somehow they hold their ground though. The other combat
sees the two seers back to back fighting off green skins, both down a single
beast, but the spirit seer takes a flesh wound, so both are down to their last
wound. Drawn combat.
Eldar turn 3
Again the farseer casts fortune on himself and the spiritseer and doom
the trakks. The crimson hunter too close to shoot at the battle wagon goes
after the trakks. Seeing an opportunity to steal the objective from the enemy the
rangers jump down from the landing pad. The war walkers move towards the mega
nobs.
Going full pelt the rangers run towards the objective. The war walkers
run then shoot at the mega nobs killing off the wounded ork. The dark reapers
this time shoot true and wreck the final battle wagon just as the crimson
hunter explodes a single trakk. The fire prism then finishes off the other
trakk.
Combat, and the guardians on the left die to the orks, giving them my
objective. On the right the pair of seers dispatches an ork each, but again the
spiritseer’s lack of experience gives the orks an opening and gets a big green
fist to the face, snapping his neck. However the farseer wins the combat but the
orks are fearless. His dying gift to the orks, the soul blaze counter kills 2 more
orks thanks to the spiritseers attacks.
Ork turn 4
The mega nobs move towards the objective but stay out of sight of the
eldar vehicles.
Under a hail of shots from both the boys and nobs, the dark reapers
finally die to the orks.
Fighting like the hero’s of old, the farseer kills 2 more orks, but
even he cannot stop the green tide. The orks numbers favour them allowing them
to drag him down, and kill him.
Eldar turn 4
Carrying on their path the rangers go after the objective. The crimson
hunter moves into the middle of the table unable to see any target. Full of
fury and vengeance the war walkers go after the boys who took the life of the
farseer, and swear to Khaela Mensha Khaine, he will be avenged.
Running the rangers make it onto the objective, claiming it for the
eldar. Hitting with almost every shot, the war walkers kill every last ork who
was responsible for the death of their warlord. The fire prism goes to full
beam and targets the boys on the eldar objective. The shot scatters wide and
only a single boy is killed.
Ork turn 5
Not able to do much the mega nobs hide from the fire prism while the
boys take a firm grip of the objective. Again they shoot at the crimson hunter
but fail to do any damage.
Eldar turn 5
The crimson hunter moves to target the ork boys as does the fire
prism. The war walkers move back hopeing with a good run they will be able to
see some orks.
In the shooting phase the war walkers don’t run far enough and the
fire prism again misses the orks. The only greenskin blood shed this turn is
from the crimson hunter killing 2.
We roll to see if the game continues...
Ork turn 6
Again the orks shoot at the crimson hunter and fail to do any damage.
Eldar turn 6
The war walkers move to see the ork boys and kill 8 of them. The fire
prism opens fire and hits this time killing 2 more, leaving the nob alone who
runs for it.
Ignore the farseer model. |
The game ends
Eldar: 5 (1 objective, first blood, line breaker) – Orks: 1 (slay the
warlord)
Eldar Victory
Post-Battle
Well what a game that was, I can’t say I won that by skill, only sheer
dumb luck and some heroic seer’s. The first thing that helped me out was the
storm boys failing their charge turn 2, that was huge as it meant I could kill
them and delay the ork boys for another turn. The other major thing that helped
me was the farseer and spiritseer refusing to die for so long. Without fortune
and their invulnerable save that flank would have folded and the ork boys could
have either gone for the war walkers or fire prism. Both of which were useful.
His list is a solid list and if we played that again I probably would lose the majority
of the time as it has shown a glaring weakness of the list. His list I would
say only has 1 weakness which is flyers, but with the number of shots the boys
can put out, maybe he can down them with glances, I’m not sure.
Anyway what have I learnt from
this game?
·
Anti-tank: I don’t have enough to blow though AV
14, granted I shouldn’t face it that often but it is defiantly something that I
need to consider. Maybe swap the scatter laser for another bright lance? Not sure.
·
Rangers: why have I never used them to sneak
after objectives before? I need to do that more often, if they can’t kill
something big and scary I will be doing that again.
·
Crimson hunter: a little disappointing this
game, if he carries on like this its getting dropped for something else, maybe
more spiders?
Overall I’m quite happy with how this list played out this game, will
it be so good next time? I don’t know. Next week I’m on holiday so there won’t
be a battle report, just a little collection of photos from an apocalypse game I
had last weekend. In my absence I will leave a post of some awesome blogs you should
visit instead of mine, but make sure you come back in 2 weeks... please.
lucky bastard =\
ReplyDeleteYer i was, can't claim it any other way.
Deletegood battle, I thought you would loose :)
ReplyDeletehow do you consider your deployment? I might have decided to go for refused flank...
Fikol
Looking back now im not 100% sure what i would do if i played him again. A refused flank would have helped me survive but i wouldn't have been able to target the battle wagons as much, so they would also have survived longer.
DeleteUnless a pincer deployment would have been better forcing him to split his force... i dont know really.
Dude, that was an awesome read! I felt like you did, "oh boy, here comes the big green tidal wave of let's call it now" haha but you really held out! Those Seers are damn lucky and it was an end worthy of song!
ReplyDeleteIt was edge of the seat action! Looking forward to more games like that. My first two games with my Eldar didn't turn out so grandiose. Buried under Tau missles one and Dark Angel plasma the second...
-Trogdor
Your friend should just bring lootas instead of stormboyz. I love stormboyz too, but they are so expensive and die as easily as boyz. If he cut those and at least on of the buggies he could bring 20 lootas, which is pretty awesome ranged support (for orks).
ReplyDeleteWas a weak eldar list VS a strong BW ork list. L
ReplyDeleteSome advice (based on my humble experience):
ReplyDelete-Hit & Run with Warp Spiders
-Scatter Laser + ANYTHING else on War Walkers (can't Laser Lock a 2nd Scatter Laser)
-Crimson Hunter EXARCH (each and every time)
-A turn where your flyer doesn't have a target? Would have flown it off the table to redeploy next turn. Provided its not Turn 5 when this occurs.
-Wraithguard should bring D-Scythes vs Orks
-Dire Avengers = great objective holders over Guardians