I get to play a new opponent this week, which was rather exiting me for. While I have played chaos space marines a fair few times, this opponent has a somewhat different list to what I am used to facing, again rather exiting. Instead of having a primarily nurgle/plague marines force this one was more khorne orientated. The game was the relic, with vanguard strike deployment.
The Armies
I use my evolving list again to test its limits
against a new opponent.
Farseer – 100 (warlord: ) w/ lance guardians
Guide, fortune, eldritch storm
Spirit seer – 70 w/ lance guardians
Conceal, embolden
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
And the hordes of chaos I will be facing...
Chaos space marines 1498
Chaos lord – 185 (Warlord: Hatred ) w/ chaos spawn
Axe of blind fury, juggernaut of khorne, mark of
khorne, sigil of corruption
24 Cultists - 128
autoguns
25 Cultists - 110
Pistol and ccw
10 Khorne bezerkers – 230
Chain axes
2 Chaos spawn – 60
5 Warp talons – 160
Heldrake – 170
Bale flamer
Forgefiend – 200
2 x hades autocannon, ectoplasma cannon
5 Havocs – 155
4 x lascannon
Aegis defence line – 100
Quad gun
This army is very different from the chaos armies I
face normally. No plague marines, no Typhus, and a lot of cultists. I have never
faces a Heldrake before and from what I have read, they are scary so my crimson
hunter will have a prime target. The forgefiend isn’t great in my opinion; if
it was a maulerfiend I might be scared. Let’s just see how the game goes.
The Mission
Rolling for mission we got the relic, the deployment
type was vanguard strike. My opponent won the roll for deployment zone and
selected the one with the large ruin. He set up his defence line in a
semi-circle along the long table edge next to the ruin. A Quad gun, not quite
what I wanted to see when using a crimson hunter.
I won the roll to set up first and set up the two
units of guardians in the two area terrain pieces. The war walkers set up
between the two but set back to avoid a large hail of fire if he steals the
initiative. I place my fire prism far at the back to prevent it getting shot
up. The dark reapers go on the left out in the open to hopefully see something
that needs to die, or at least to draw something out into the open. Finally the
warp spiders go on the far right to hopefully get behind the defence line and
kill whatever is set up there.
The chaos space marines set up with a large unit of
cultists manning the defence line, the havocs go on the left side of the
cultists. The other unit of cultists are placed into the ruin along with the
warp talons, waiting to attack me from concealment. On the far left he places
his chaos lord with spawn, then the berzerkers to the right of him. Finally the
forge fiend gets set up between the berzerkers and the ruin.
Finally the rangers infiltrate into the area terrain
that just juts out of my deployment zone.
Night Fight: No
Steal the initiative: No
The Battle
Eldar turn 1
Observing the strands of fate, the farseer sees what
must be done to destroy the chaos taint upon the battlefield. He casts guide on
the war walkers and fortunes the wave serpent. The spiritseer is less skilled
with his abilities and emboldens the guardians but fails to conceal them. The
wave serpent leads the attack on the chaos moving forwards 12 inches towards
the defence line while the dark reapers move to get a clear shot on the
forgefiend. Jumping into the warp, the warp spiders get a 15 inch move towards
the defence line.
Opening salvo comes from the war walkers targeting the
havocs, taking out the lascannons would be key to victory. The only manage to
get 2 kills unfortunately. The dark reapers shoot starshots at the forgefiend,
but only get a single penetrating hit past the deamonic resilience, and shake
it. Showing why they are feared though out the galaxy, the rangers attempt to
finish off the war walkers job and get a hand full of hits, and two of the
shots rend, and kill their targets cleanly, only a single havoc remains. A
bright light shins from the fire prism and hits the forgefiend in the head,
blowing off its plasma cannon, but even that shot is not enough to topple the
beast. With large holes left in the metal monster the guardian manning the
bright lance sees a chance, just a slim one and takes it. The forgefiend
explodes in a nova of daemonic energy, first blood to the Eldar. Aiming at the
quadgun itself, the other guardians target the emplacement and manage to deal a
single wound to it. Shooting from the warp spiders is disappointing as it only
kills a single cultist, but as my turn has been so good so far I can’t
complain. To finish off the turn the wave serpent utilises its serpent shield
and scatter laser, shooting at the cultists, killing 6 of them. They hold
however.
The cultists hiding in the ruins charge out, intent on
taking the relic before it can fall into eldar hands, backed up by the warp
talons. On the left the berzerkers move out heading towards the dark reapers,
while the chaos lord and his spawn skulk in area terrain (boo!).
With little to shoot the majority of the army runs,
the cultists in the open run, the bererkers run. The lone havoc aims at the
oncoming wave serpent and hits the tank squarely in its front armour, the shot
would have had enough force to penetrate its armour if it wasn’t for the pilot
having a vision of what was to come from the farseer, and jinks out the way (I
failed it first roll, but thanks to fortune he re-rolled and passes). The cultist
shoot the quad gun at the same target and gets 2 penetrating hits, but again
the pilot jinks out the way. The champions of chaos are now in trouble.
Eldar turn 2
Again the farseer guides the war walkers and the
spirit seer emboldens the guardians. From reserve the crimson hunter streaks
onto the battlefield but I place it behind a large slab of ice, hidden from the
view of the quad gun. Seeing the danger the dark reapers move back while the
rangers and guardians move towards the relic and cultists. The farseer move
though his guardians to get within 24 inches of the chaos cultists. Again the
wave serpent moves forwards as the warp spiders jump over the defence line
behind the cultists.
Conjuring his powers, the farseer casts eldritch storm
on the cultists next to the relic, 5 cultists are killed in the mystical vortex
and die. 2 more die from his guardian bodyguards scatter laser. The other squad
of guardians use battle focus to move towards the remnants of the cultists and
then the sheer weight of fire power removes them from the table. From their new
position the warp spiders shoot at the cultists but only manage to kill 4 of
the chaos worshippers the wave serpent then does the same killing 5. Using
swarmstar ammunition the dark reapers target the spawn and manage to bring down
a single abomination. The crimson hunter follows suit and kills the final spawn
and wounds the chaos lord. With the lord now on his own the fire prism targets
him, and his beam hits and takes another wound from the puppet of chaos. To
finish the shooting phase the war walkers target the warp talons and bring 2 of
the marines down.
Assault phase and the warp spiders charge into the
cultist, but the sheer number of overwatch shots downs 3 of the warp spiders!
In the actual combat its very different and the warp spiders kill a single
cultist and don’t take any casualties. The cultists run and get cut down by the
aspect warriors who consolidate onto the quad gun.
The Heldrake comes in from reserve over the war
walkers vector striking them for 3 penetrating hits, but thanks to the force
field the war walkers are fine. Jumping to the sky, the warp talons go towards
the guardians by the relic. Blood for the blood god! The chaos lord moves
towards the dark reapers wanting to get more skulls for the skull throne. At
the end of the movement phase the warp spiders use the quad gun to intercept
the heldrake, and I manage to get a single glancing hit past its daemon save.
Flaming the walkers who defy it, the hell drake gets 2
hits on the war walkers and hit 4 members of the farseers guardians. The
guardians don’t fare well and 3 die, but again the force fields glow brightly
and prevent them from coming to harm. The lone havoc targets the wave serpent
again and gets a penetrating hit, but once more the pilot jinks out the way.
In true khorne style the lord attempts to charge into
the dark reapers but he fails to make the distance. In a very bold move the
warp talons declare a charge on both the rangers and the guardians. A lone
guardian downs a warp talon with overwatch. The guardians strike before the
marines and somehow manage to kill off the 2 remaining marines, I was rather
astonished.
Once more the farseer casts guide on the war walkers
who move back to target either the heldrake if needed, or the khorne
berzerkers. The crimson hunter turns and goes after the heldrake. The guardians
take the relic while the warp spiders make sure they are in range of the havoc.
Doing what he does best, the crimson hunter shoots at
the heldrake, hitting with 3 shots, then fails to penetrate or even glance the
flyer. Thankfully the hunter can re-roll and gets nothing again. In a desperate
attempt to down the flyer the war walkers unload into the heldrake's rear, and thanks
to guide, gets about 7 hits and 4 penetrating hits, causing the flyer to
explode in the sky. With the lord upon them the dark reapers shoot at him and
only manage to deal a single wound, leaving him with a single one left. The
fire prism comes to the dark reapers rescue, and kills the lord with a
beautifully placed lance shot. Slay the warlord.
With only the khorne berzerkers left they run out of
cover but only roll quite low on the move though cover. They then run but only
roll low again.
With only a single unit left this turn can end the
game for me. Seeing the strands of fate in favour of the eldar converging, he
casts guide on the war walkers again. The dark reapers move forwards to get a
better line of sight, the guardians rush forwards to get into range.
Shooting starts with the dark reapers who only manage
to down a single berzerkers. The war walkers carry on the onslaught and knock
down a further 3 marines. The wave serpent unleashes all of its fire power and
kills 2 of the khorne worshipers. 1 marine is left standing, the rangers shoot
and fail to kill the marine, the scatter laser from the farseers guardians
shoot and fails to kill him. This leaves the guardians closest to him and I forget
to measure before hand and only a single guardian is in range, but the favour of
khaine is strong with him and he manages to get a single shuriken through the
eye killing the marine.
Victory to the Eldar
Post-Battle
That battle was different to how I expected it to go. Tabling
him in 4 turns was definitely not what I expected, and I got very lucky with
the chaos lord failing its charge on turn 2. Again target priority was very
important this game and I think that was key to my victory as if I hadn’t taken
out the havocs the war walkers and wave serpent would have been destroyed very
quickly. What did my army show me?
·
Farseer:
The eldar powers were very powerful thing game and really did have a massive
part in my victory. However I am very tempted to try using divination + guide
as the powers might help a little more. Granted fortune was nice, but if I could
give an extra re-roll to hit a game that would be potentially game braking. I
will have to test it out in the future.
·
War
Walkers: It has been commented that I should swap one of the scatter lasers for
something else to benefit from the twin-linking ability. I have tried this but I
find the scatter lasers so much better. The volume is key to this unit making
its points back.
·
Dark
reapers: By not getting assaulted turn 2 the dark reapers made an impact, so I am
happier with them this game than against the blood angels.
Well this game was a real eye opener and as such my
opponent has challenged me to another game soon, where he will play his eldar
vs my dark eldar. So look out for that coming soon.
Great stuff, great rep as always, with such open board one could forsee your victory ;) got move with spiders intercepting drake with quad, not sure you can do it the same turn you shot cultist :)
ReplyDeleteanxious for the next bat rep! :)
Fikol
The list you keep using to win these reports is 1580 points.
ReplyDeleteI just checked that and it appears you'r right. Damn, looks like i have been cheating. I will have to make sure i double check my lists in future.
Delete