In the ruins of a shattered city the Death Guard chaos space marines are ambushed by the Eldar of the Dem-Kirath Craftworld. So this is a game between my new evolving eldar list and Daves Death guard chaos space marines in a 1500 point game of The scouring, with vanguard strike deployment.
I use my new guardian force: Eldar 1495
Farseer – 100 (Warlord:Ambush of blades) w/ lance guardians
Guide, prescience, foreboding
Spiritseer – 70 w/ lance guardians
Conceal, protect
Warlock – 40 w/ storm guardians
Singing spear (protect)
10 Storm guardians – 110
2 x fusion guns
Wave serpent – 160
Twin-linked scatter laser, shuriken cannon, holo field
10 Guardian defenders – 90
Wave serpent – 160
Twin-linked scatter laser, shuriken cannon, holo field
10 Guardian defenders – 110
Bright lance
Crimson hunter – 160
5 Warp spiders – 95
3 War walkers – 210
Scatter lasers
5 Dark reapers – 190
Starshot
I'm still not 100% happy with this list, its balanced and theoretically can take on a fair number of armies, but looking at what i was up against... well judge for yourself.
Deathguard chaos space marines
Chaos lord (warlord: Black crusader) w/ Chaos spawn
Bike, mark of Nurgle, black mace, aura of dark glory,
melta bombs
7 Plague marines
Champion, power fist, 2 x melta gun
Rhino
7 plague marines
Champion, power fist, 2 x melta gun
Rhino
7 Plague marines
Champion, power fist, plasma pistol, 2 x plasma gun
Rhino
Heldrake
Baleflamer
4 Chaos spawn
Mark of Nurgle
Vindicator
Dozer blade
Vindicator
Dozer blade
The deathguard grouped together. |
The Mission
We roll for mission and get The scouring, with
Vanguard strike deployment. I win the roll for deployment zone and pick the one
with a large building in for my guardians to chill in. We place objectives in
the ruin bottom right (4 points), the hill middle right (3 points), ruin middle
center (2 points), ruin in the middle on the left (1 point), the woods top
middle (2 points) and in the open top right of the table (3 points). The
Deathguard win the roll to go first and set up first, all 3 rhinos are placed
next to each other facing my deployment zone side by side. A vindicator goes on
each flank and the spawn with lord hides behind them. Heldrake in reserve.
I deploy with the guardians on the objective in my
ruin, the war walkers behind them to have a good view of the battle field. The warp spiders go at the front on my right, starting on the objective. Both wave serpents are at the back to respond to what ever threat they need to. The crimson hunter is in reserve.
Steal the Initiative: No
The Battle
Chaos turn 1
All 3 rhinos move forwards into the ruin and none of
them fail the dangerous terrain roll. The spawn move behind a building on the
left but they can still be seen. Crashing through the woods the vindicator on
the left takes cover in trees while the other moves forwards unhindered.
Shooting phase in uneventful with all the rhinos popping
smoke to get a cover save from my salvo of shots. The spawn run 2 inches while
the vindicator on the left goes flat out. Firing a shell at the warp spiders
the vindicator on the right scatters and only manages to kill a single warp
spider.
Eldar turn 1
Strands of fate are converging on the death of the
eldar so the farseer acts to counter this, he casts guide on the war walkers
and prescience on the dark reapers. The spiritseer casts protect on the
guardians as he failed to cast conceal. The warlock also casts protect on his
unit.
Taking an offensive position, the warp spiders warp
jump 10 inches forwards but roll a double losing 1 to the warp. Transporting
its guardian defenders to an objective, a wave serpent moves up the right side
while the other stays back, following suit the war walkers move back to target
the spawn.
First shots come from the war walkers shooting at the
chaos spawn, causing 8 wounds but night fight makes it hard to see and he saves
3 of the wounds, killing 1 spawn and grievously wounding another. The wave
serpent in my deployment shoots at the spawn as well and causes 6 wounds,
killing 2 spawn and leaving 1 left with a single wound. Aiming their weapons at
the closest rhino, the warp spiders manage to get a penetrating and glancing
hit on the tank, but the smoke and gloom of night makes the shots go off target
as both are saved.
Assault phase and the warp spiders jump back towards
the objective and cover.
Chaos turn 2
No heldrake comes in thank god. All 3 rhinos move
forwards but the marines stay inside the tanks protection. The vindicator on
the right moves forwards to target the spiders again. On the left the lord
leaves the spawn and carries forwards into the eldar lines while the spawn runs
back to protect an objective.
A colossal explosion kills 2 warp spiders on the
right, sent from the vindicator. Its brother on the left hits the war walkers
and manages to wreck a single war walker as it over loads the force field. The
rhinos and bolter shots from the marines snap shot into the warp spiders but
fail to do anything. The bike boosts behind the rhinos and the spawn runs into
the woods.
Eldar turn 2
Again the farseer casts guide on the war walkers and
prescience on the Dark reapers. Both the spiritseer and warlock casts protect
on their charges. The wave serpent moves towards the vindicator on the left and
drops off the storm guardians who go straight for the tank. The war walkers
move away from the vindicator while the remains of the warp spiders jump
forwards.
Fusion guns and singing spear are fired at the
vindicator on the left and I manage to get a single penetrating hit, and immobilise
the tank... the one result I didn’t want. The guardians attempt to finish it
off but its lance misses. The warp spiders target a rhino and now the smoke has
cleared, the tank explodes killing 2 of the plague marines in the process. The
wave serpent on the right shoots at the second rhino and wrecks it. War walkers
trace their sights onto the last rhino but only manage to take off 2 hull
points off it and stunning it. With a lot of marines now able to be shot at the
dark reapers use swarmstar shots to target the plague marines on the right,
killing 3 of them.
Chaos turn 3
Still no Heldrake from reserve. With the storm
guardians now in the open the chaos lord goes straight for them. The wounded
plague marines get out of their crater and go after the wave serpent on the
right. The other plague marines move into the place of the other marines.
The vindicator on the right shoots at the war walkers
and the shot scatters 8 inches, hitting the wave serpent but the shot is
ignored by its jink save. Following suit the vindicator on the left shoots at
the wave serpent and the shot is again saved. Plasma from the plague marines is
targeted at the war walkers, a single penetrating hit causes the walker to
explode killing a nearby guardian. The
rhino snap shots at the remaining warp spider and kill him.
Assault phase and the lord on bike charges into the
storm guardians, and a fusion gun manage to wound the lord during over watch.
He issues a challenge and the warlock steps up to the mark, but is unable to
wound him and gets smashed to bits by the black mace, the guardians hold. The
curse of the black mace then takes effect and 8 of the storm guardians fail the
toughness test, being dragged to their death. On the right the plague marines
charge into the wave serpent and penetrate it and glance it, immobilising
it.
Eldar turn 3
All the powers are cast again, guiding the war
walkers, prescience on the dark reapers and protect on the guardians. From
reserve in comes the crimson hunter on the right flank towards the vindicator. The
guardians get out of the wave serpent aiming to get the plague marines off their
ride. Aiming to hunt down the rogue spawn the mobile wave serpent moves past
the vindicator on the left.
A blade storm of pain kills all of the plague marines
off the wave serpent letting it survive for anther turn, thanks to the
guardians. With the wave serpent able to see now it shot at the last rhino and
wrecked it, forcing the plague marines out. Lances streak from the sky and the
vindicator on the right gets shaken by the crimson hunter. The dark reapers
target the marines in the crater, but only manage to kill 1. The war walkers
follow suit and kill a single marine from the same squad. Finally the farseers
guardians shoot at the plague marines and kill another marine. To end the
shooting phase the wave serpent on the left boosts towards the spawn.
Combat and the lord smash the remaining 2 guardians
into the ground and moves 4 inches towards the guardians.
Chaos turn 4
From the fires of hell in zooms the drake vector
striking the immobilised wave serpent and ending its move next to the dark reapers.
Its vector strike wrecks the tank. The lord and the plague marines go after the
guardians while the spawn goes for the wave serpent hunting it.
The vindicator on the right pops smoke hoping to
survive till next turn as it can’t shoot this turn. Flames from the heldrake
cover the dark reapers and they all die, poor aspect warriors. The plague
marines on the right shoot at the guardians next to the wreck of the wave
serpent and 3 die (and they run) but not without a plasma gun exploding and
killing its user.
A combined charge of plague marines and the chaos
lord goes into the remaining guardians and a single plague marine dies to over
watch. The plague marine champion issues a challenge and the spiritseer accepts
but fails to kill the marine, who then punches a great hole in the spirtseer
instantly killing him. The chaos lord kills 4 guardians and the plague marines
kill 3! The farseer, not alone lives and escape, letting him survive for
another time. The spawn charges into the wave serpent and gets 8 attacks on it,
and is able to get 3 penetrating hits on it, causing it to explode and the
spawn dies in the inferno.
Eldar turn 4
The farseer casts guide on the crimson hunter and
prescience on himself. The farseer rallies and move towards the chaos lord. The
guardians run off the table. Moving towards its favoured pray, the crimson
hunter gets behind the heldrake.
Lasers fly from the war walkers but only a single
plague marine falls. The crimson hunter fires at the heldrake, lances and pulse
laser tare into the metal beast and it explodes under the brutality of the
attack. Its remains crash to the ground missing everything.
Chaos turn 5
Both plague marine units go after different
objectives, the largest squad goes for the 4 point objective at the top of the
ruin while the other goes for the right hand one. The lord goes after my
farseer.
A melta shot from the marines in the ruin meltas a
war walker leaving only 1 left. The lord fires his bolters at the farseer and
takes 2 wounds off my warlord.
Assault phase and the lord charges into the farseer,
the seer causes 2 wounds on the monster but he passes his save. Fortunately for
me the daemon weapon fights back and wounds the chaos lord and he can’t attack
this turn.
Eldar turn 5
Again the farseer casts guide on the crimson hunter
and prescience on himself. The war walkers go after the plague marines on the 3
point objective determined to shift them. Vector dancing, the crimson hunter
moves to target the plague marines on the 4 point objective.
Shooting from the war walkers annihilates the plague
marines on the 3 point objective, freeing it from their control. The crimson
hunter manages to kill 2 of the plague marines off the 4 point objective.
Combat and the challenge between the farseer and
chaos lord final ends when the chaos lord rolls +6 attacks and smashes the
farseer into oblivion, claiming his soul for Nurgle at the expense of slaanesh.
We roll to see if the game carries on...
Chaos turn 6
The vindicator on the right moves a little to get a
better shot on the war walkers while the plague marines ascend higher into the
ruin so the whole squad control the objective. Not wanting to take a wound from
the crimson hunter the chaos lord drives away to hide behind the immobilised
vindicator.
A well places shot from the vindicator destroys both
of the war walkers taking away any hope for a victory. The plague marines shoot
into the sky at the crimson hunter but their shots all fall short. The chaos
lord then turbo boosts.
Eldar turn 6
The only eldar model remaining is the crimson hunter
who moves to keep shooting at the plague marines but fails to kill any of them.
And the game carries on...
Chaos turn 7
Both the lord and plague marines target the crimson
hunter, but again nothing hits.
Eldar turn 7
As I misplaced my crimson hunter he can no longer
target the plague marines so must instead go for the chaos lord and manages to
kill him! A shallow victory in the face of defeat.
Chaos: 7 (4 point objective, slay the warlord, line
breaker, 1 fast attack) – Eldar: 4 (First blood, slay the warlord, 2 fast
attacks).
Chaos Victory.
Post-Battle
Not a terrible loss, I could have been tabled I guess,
but its not one of my best games. What went wrong? Was it my list or my
tactics? The chaos list was very fast for a Deathguard army, something which is
meant to be slow and it was upon me very fast. That chaos lord though hit like
a train, and the storm guardians never stood a chance, let alone the farseer. Night
fight turn 1 didn’t work in my favour as it saved a rhino from a shot or 2. And i didn't use my warlord trait, i need to remember to.
·
Storm Guardians: My opponent
even said to me that he was surprised and rather delighted when the storm
guardians came out to play. I got too focused on the vindicators and sent them
straight in when maybe they should have either gone for the chaos lord, or held
back a little longer to engage the plague marines.
·
Guardians: The lance guardians let
me down, and the guardians in the wave serpent did ok, but died very quickly. I
knew that would happen, let’s see what happens next time.
·
Dark reapers: Having 5 in a
unit didn’t seem to do much more than 4. Granted they just died in a single
turn to a heldrake... damn heldrake.
·
Warlock: He added nothing and
died quickly, maybe drop him.
·
Target priority: It was way off
this game, I got too caught up with the vindicators and then later on I get too
focused on destroying rhinos, I should have destroyed 1 rhino, killed the
marines, then moved on. Having 3 half squads are a lot worse than 2 full. Less
units to assault me, less units to take objectives. Kill a unit before moving
on next time.
Well that’s it for this game, next game is Eldar Vs
Eldar, not looking forward to that at all.
I think your opponent did some illegal things in the game. Did the Plague Marines assault after getting out of their ride? Remember Rhinos are not assault vehicles, so they would be unable to do so.
ReplyDeleteAlso, I was very shocked that you put the Spiritseer with the Lance Guardians. Why did you do that? I would think with the Helldrake on the board, you would put him in the Dark Reapers to get them a 2+ AS and enable them to reroll their shots if need be. Your Warlock could have gone with the Lance Guardians.
I think your list could use some lower AP weapons. I know the Bladestorm rule helps with this, but relying on 6's isnt a reliable tactic. I think makign the Walkers Scatter Laser/ Bright lance would be beneficial. It would allow for you to attack a multitude of targets and having a great chance to hit with that Bright lance.
Not a big fan of Storm Gardians, I think they have merit with Meltas, but I would prefer Defenders with a platform instead. I like the extra shots from the Catapults that they put out.
I would suggest trying to get a platform for the 10 naked Defenders because it makes them that much better. To get the points, I would drop the Cannons off the Serpents. If you dont want a platform, downgrade the Defenders to 5 Dire Avengers and increase the number of Spiders in the squad.
Good report as always!
Omg why didnt I protect the dark reapers... the thought didnt even occur to me. If I did that they would have lived.
DeleteYer the assaulting out of a rhino was rule breaaking but we both forgot that. I didnt even realise till you pointed it out.
I will have another game with this list before adjusting it. Thanks for the comment.
Great battle report!
ReplyDeleteSurprised the death guard didn't bring any long range anti-tank