On the planet Gorgoth, in the outskirts of the city Lanetcy the Imperial forces of the blood angels and imperial fists join forces to remove the xenos threat of the Eldar from the holy imperial world. This is a game of Cities of Death, 2500 points with the Domination scenario.
The Armies
Eldar: 2500
Farseer – 100 (warlord: -1 to enemy reserve rolls) w/ dark reapers
Guide, prescience, perfect timing
Avatar – 195
10 rangers – 120
10 rangers – 120
10 dire avengers – 130
9 dire avengers – 117
10 Guardians – 110
Bright lance
10 Guardians – 110
Bright lance
5 Wraithguard – 210
D-sythe
5 Wraithguard – 210
D-sythe
10 Striking Scorpions – 210
Exarch, scorpion’s claw
8 Warp spiders – 152
2 Vypers – 140
2x Scatter laser/ shuriken cannon
Wraithknight – 240
2 War walkers – 140
2x scatter laser
5 Dark reapers – 190
Starshot
Strategums
·
Infiltrate: Units may infiltrate
·
Master Snipers: Sniper weapons ignore cover
·
Power generator: 1 unit can Re-roll to wound
each turn
Marine Combination: 2500
Blood angels
Dante – 225 (Warlord: re-roll failed reserve rolls) w/ sanguinary
guard
Command squad – 145
Banner, 5x storm bolters
Tactical squad – 180
10 man, plasma gun, heavy bolter
Assault squad – 100
5 man
4 Death company – 80
Rhino – 50
Sternguard - 125
Sanguinary priest – 50
Sanguinary priest – 50
Sanguinary guard – 230
3x infernus pistols
Imperial fists
Lysander – 230 w/ terminators
Command squad – 215
Apothecary, champion, 4x storm shield, 2x power sword, power axe
Rhino - 35
5 Terminators – 200
Tactical squad – 165
Veteran sergeant, plasma gun, 10 man
Tactical squad – 155
Veteran sergeant, flamer, 10 man
Land Raider Redeemer - 240
Strategums
·
Deep Strike: allows deep strike
·
Sewer rats: allows special areas for reserves to
enter play
·
Booby traps: Traps ruins for enemy to walk into
The Mission
We decided to not do everything by the book, as cities of death was
written for 4th edition we mixed things up a bit. From 4th
we kept the deployment quarters, and the mission objective. What we added from
6th is the way we deploy (instead of the you go I go, its one player
then the other), only troops can score, and steal the initiative.
The mission that we rolled up is Domination, the object of the game is
to have the most buildings occupied at the end of the game (so kill the troops
to win). Rolling for deployment zone the Marines win and select their deployment
zone. We then roll for who deploys first, and again the marines win.
For strategums, I place my power generator onto the tall ruin in my
deployment zone and he places down 6 sewer markers across the other 3 quarters
that’s not his deployment zone. Then he places 6 booby traps in various
buildings across the table.
Deploying first, the marines place the land raider full of terminators
and Lysander up front ready to punch a hole in my lines. In the imperial fists
rhino are deployed the IF command squad and in the blood angel rhino are the
death company. He combat squads a unit of imperial fist tactical marines and
places half on a building and the other behind the land raider. The assault marines deploy forwards ready to
get to grips with the eldar. On his left the blood angel tactical marines
combat squad and hide in the ruins. Dante joins the sanguinary guard in
reserve, the other tactical squad goes into reserve as do the sterngaurd.
Eldar deployment has the wraithgknight and avatar right at the front
ready to attack and kill whatever the enemy throws at them, the bottle neck
will only help them. 1 unit of wraithguard goes up front as well while the
other goes into reserve ready to fill in any gaps. The dark reapers and farseer
go into the elevated position on the right and the war walkers and vypers go on
the left ready to shoot whatever they can. I place in reserve the guardians and
2 units of dire avengers and the warp spiders. Using infiltrate the rangers
onto my power generator and the other unit into an ruin that isn’t trapped but
they can’t see for a turn as they are between 12 and 18 inches from the enemy.
I infiltrate the scorpions far right of the board ready to attack the marines
from behind.
Night Fighting: No
Steal the initiative: No
The Battle
Marines turn 1
In a bold opening move the land raider moves its full 12 towards the
eldar straight into a bottle neck as the death company rhino moves towards the
striking scorpions on the right. Unhindered by the terrain the assault squad
takes to the sky and lands near the rangers closest to the marine deployment
zone. The rest of the marines spread out getting ready to be more useful next
turn.
Desperate to close the gap the death company rhino goes flat out and
the marines on foot run. With not much to do the land raider snap fires what it
can into the wraithknight but fails to do any damage to it.
Eldar turn 1
Focusing on what is yet to come, the farseer casts guide on the
rangers, perfect timing on the dark reapers but then fails to cast prescience
with a roll of 11. Moving from their cover the scorpions move towards the death
company rhino knowing they will be able to charge the marines next turn. The
rangers with no targets move up their building and are able to get a good view
of the battle field. Jumping forwards the wraithknight gets within assault
range of the land raider as both the avatar and wraithguard move to back it up.
The rest of the force moves out to get better lines of sight.
Shooting from the wraithknight shakes the land raider, but nothing
much else. Shooting at the command squads rhino the dark reapers manage to blow
the tracks off it, preventing it from moving the rest of the game. Even with
guide and a re-roll to wound the rangers only manage to kill a single tactical
marine. The war walkers and vypers don’t have a real target and the guardians
miss their shot with their bright lance.
Assault phase and the wraithknight charges the land raider, his hammer
of wraith immobilising the tank then the rest of his attacks wreck it, forcing
the terminators to disembark.
Marines turn 2
Even with the re-roll none of his reserves come in, thank god for the
-1. Leaving his terminator body guard Lysander moves towards the avatar while
the terminators surround the wraithknight. The death company get out of their
rhino using the rhino to block the scorpions advance. Jumping down from their
building the tactical marines advance towards the eldar, while the others break
off from the scorpions and move towards the bottle neck. Once again using their
mobility the assault marines land on a level just below the rangers preparing
to charge, but one is lost to a malfunctioning jump pack thanks to a dangerous
terrain roll. The command squad gets out
of the rhino and moves towards the writhknight.
Bolter fire from tactical marines fires at the dark reapers who are
just in sight and 1 gets downed. The weapons that can possibly hurt the
wraithknight fire at it, the heavy bolter fails to hit (snap shot) and the
plasma gun hits but the wraith construct is just too tough and shrugs off the
shot.
Attempting to pass by the Avatar and take on the wraithguard behind
Lysander declares a charge, not allowing him to simple charge the wraithguard
use their flamers and manage to inflict a wound on him. Rolling for charge
distance Lysander falls a little short and fails. The terminators charge the
wraithknight, a single terminator gets crushed under a large foot of the
wraithknight (3 make their invulnerable save) and then they proceed to make him
pay dealing 4 (yes 4!) wounds back to him. Across the other side of the table
the assault marines charge into the rangers, the rangers fail to do anything to
the marines and 3 get cut down. Trying to make a run for it the rangers get
ripped to bits.
Eldar turn 2
The farseer guides the dark reapers and fails to cast prescience AND
perfect timing, not a good roll this turn. From reserve the Dire avengers
appear next to the assault marines while the wraithguard and warp spiders come
in next to the death company hoping to kill them in a single turn. The vypers
attempt to move though a ruin and 1 gets immobilised. Unlikely to kill him but
willing to give it a try the avatar move towards Lysander backed up by the
wraithguard he attempted to charge.
Hoping to deal a death blow the dire avengers shoot at the assault
marines and manage to get 5 wounds past their armour save but he makes all 5
feel no pain! The flames from the wraithguard manage to wound Lysander getting
past his storm shield. Unleashing their torrent of shots, the war walkers
target Lysander and he eventually fails a single 2+ save, reducing him down to
1 wound. Shooting from the other wraithguard targets the death company and kill
2 of them, allowing the warp spiders to kill them off. Shots from the dark
reapers targets half a tactical squad in the open and kill 4 of the 5. The
rangers with their re-roll to wound target Lysander but the shots just bounce
off his armour.
Assault phase and the scorpions charge the death company rhino and wreck
it with their scorpions claw. The fight between the wraithknight and
terminators lose 2 of their number this round and fail to do any wounds. Unable
to deal with the prowess of the knight the terminators run and manage to escape
leaving the knight stranded. The final combat is the avatar vs Lysander (he
made it into combat) and using his superior fighting ability the avatar manages
to get a single wound past Lysander’s storm shield killing him off!
Marines turn 3
From reserve drops in Dante and his bodyguard, they use a sewer behind
the wraithguard in my deployment zone. A tactical squad comes in as well using
the sewer by the Avatar and move away from him and the other tactical squad
comes out behind the guardians. Regrouping, the terminators move back towards
the wraithknight and the assault marines jump towards the dark reapers. The
remaining tactical marines move towards the bottle neck hoping to engage the
eldar. The command squad moves towards the wraithknight.
Shooting from the tactical squad behind the guardians targets them,
and 5 get gunned down. Dante and the sanguinary guard shoot at the wraithguard
and bring 3 down with the infernus pistols. Tactical squads shoot at the
wraithguard as well killing 1 more. He pours as much fire power into the last
wraithguard but they fail to take him down. On the right botler shots from
tactical marines target the striking scorpions and 1 dies.
Assault and the command squad charge the wraithknight and nothing
happens as the power axe fails to do any damage and the knight can’t get past
the 3++ save. The assault marines charge into the dark reapers, the farseer
steps up and kills a marine but then I lose 2 dark reapers, but the eldar hold.
Eldar turn 3
Arriving from reserve is a single unit of dire avengers who appear on
the right next to the tactical marines bothering the guardians. Warp jumping,
the warp spiders move as fast as possible towards the line of tactical marines.
The lone wraithguard moves towards the sanguinary guard hoping to kill as many
as possible before dying. The scorpions follow the spiders towards the tactical
marines.
Flaming the sanguinary guard the lone wraithguard manages to kill 3.
Turning on the spot, the vypers shoot at the tactical squad who appeared out
the sewers and gun downs 2. The rangers then finish off the squad. The war
walkers target the tactical squad behind the guardians and 2 die. The dire
avengers target the sanguinary guard though the tacticals and only manage to
kill the priest. Shooting from the warp spiders kills 2 more tactical squads in
his deployment zon,e and then run back.
Assault phase and the avatar charges into a unit of tactical squad and
kill 2 without taking damage but they hold. Again the fight between the
wraithknight and command squad does nothing. The fight between the assault
squad and dark reapers isn’t great, I lose the dark reapers and the farseer
takes 2 wounds but rolls double 1 and holds.
Marines turn 4
The final unit arrives from reserve, the sterngaurd who go after the
dire avengers who went for the assault marines. Sneaking past the combats the terminators
and a tactical squad try to get past the bottle neck. The remaining rhino moves
back to block the scorpions from advancing while the remaining tactical squad
fall back to claim buildings. In my deployment zone Dante leaves the sanguinary
guard and goes after the wraithguard himself while the guard go after the dire
avengers.
The Tacticals run attempting to scatter some more. Dante kills the
wraithguard with his infernus pistol. Using ap 4 rounds the sternguard gun down
7 of the dire avengers and the sanguinary guard kill 2 more on the other side
of the table.
Assault phase and the tactical marines by the guardians charge them
and not much happens apart from a single guardians dies, the guardians run off
the table. In the centre the tactical marines and blood angels command squad charge
into the Avatar, the sergeant issues a challenge and the Avatar cuts him in
half. Trying to aid the command squad the terminators charge into the
wraithknight who turns around and kills them both, but the command squad deals
a single wound with krack grenades. Sanguinary guard charge the dire avengers in
my deployment zone and I kill 2 with over watch and only a single avenger dies
and I hold. Nothing happens between the farseer and assault marines.
Eldar turn 4
I remember to cast prescience on the farseer this turn. From reserve
the last unit of guardians appears and appear next to the sternguard, they move
into a booby trapped building and a guardians dies. The vyper still able to
move brakes off from his squad mate and goes hunting for tactical marines. The
spiders jump 8 inches towards the rhino while the scorpions move up.
Rangers all target Dante but fail to get past his 2+ save, the war
walkers then shoot at him practically hitting and wounding with all 16 shots
and he eventually fails his armour save! That was a stroke of luck. The vyper
shoots at the 2 tactical squads running to grab a building at kills them both.
Guardian shooting targets the sternguard but only manage to kill the priest!
Warp spiders shoot at the rhino and explode it while the scorpions run and
shoot at tactical marines killing 1.
Dire avengers vs sanguinary guard and 2 dire avengers die but hold.
Combat between the farseer and the assault marines ends badly, with the farseer
getting cut down. The avatar only manages to kill 1 tactical marine
unfortunately and they hold. Assault between the wraithknight and command squad
ends with 1 marine dying, the command squad runs away.
Marine turn 5
The scattered tactical marines grab a building and the assault marines
go after the rangers. Rallying, the command squad move back towards the
wraithknight.
Shooting and the first shot is a krack grenade from the command squad
at the wraithknight, it hits, wounds and the knight fail’s its armour save
getting killed in a rather unfitting manner.
Assault phase and the assault marines charge into the rangers, a marine
dies to overwatch. The marines take no damage from the rangers and manage to
inflict 10 wounds, but I get very lucky and save 7! The rangers still run for
it and leg it off the table. In support of the sanguinary guard the tactical
squad charge into the dire avengers, but before the tacticals can strike the dire
avengers they kill off the lone sanguinary guard. Unfortunately the dire
avengers don’t do much better and get cut down by the tactical marines. In the
middle of the table the sternguard multi-charge the guardians and dire
avengers, I get 10 over watch hits and 2 die in the process, in combat however I
don’t do as well failing to do any wounds and lose 2 guardians for my effort. The
eldar hold though. In his deployment zone a tactical squad charges into the striking
scorpions but the mandiblasters manage to kill 2 then the exarch kills the rest
of the marines off without breaking a sweat. Finally the Avatar kills the apothecary
who challenges him, the marines hold.
Eldar turn 5
Both the warp spiders and the vyper hunt down the stragglers of the
tactical marines, the warp spiders surround a poor marine in an ally way. The
war walkers move back to see the assault marines. Moving towards the command
squad which killed the wraithknight the scorpions attempt to avenge its ally.
Shooting from the war walkers murders the assault marines with ease, just
as easily the warp spiders, taking full advantage of their position, kill 1
tactical marine. Luckily the vyper kills off the other lone tactical holding a
building.
Assault and the scorpions charge into the command squad and cut down 2
marines and the champion before losing 1 of their number. The marines hold. The
Avatar kills off 3 more marines but they hold as well. Somehow the combined
force of guardians and dire avengers kill off the sternguard.
At this point we call the game, we should have played 1 more turn but
my opponent didn’t see much point.
Eldar: 1 Building – Marines: 0
Post-Battle
That was a really fun and rather different game, and a great way to
say farewell to 6th edition. I won’t say much about this as it’s
rather redundant and will be irrelevant in a few days.
But what I will say is that the stratagums and scenarios are a great
way to spice up any game and you will find yourself using units that you
normally ignore. Try it yourself, I know I will be going back to it once I have
my head around 7th edition.
Hope you enjoyed the report.
by far my favourite report!!! eldar seemed to work so nicely i loved it ! keep them coming!!!
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