This is my first battle report for 7th edition and looking
back we had a few slight rules mishaps, but nothing too major I don’t believe.
Anyway the game was between my Eldar force and the Forces of the Imperium in a
1500 point game of Spoils of War.
The Armies
With a new edition we get a new way to make our lists, so I take
advantage of this and take two detachments of Eldar in my 1500 point list.
Eldar 1498
Primary detachment
Farseer – 120 (warlord: night attacker) w/ bikes
Jetbike, singing spear [prescience, perfect timing, precognition,
scyers gaze]
3 Jet bikes – 61
Shuriken cannon
3 Jet bikes – 61
Shuriken cannon
Crimson Hunter – 160
8 Warp Spiders – 154
Vyper – 70
Bright lance
Secondary detachment
Spiritseer – 70
[protect/jinx, enhance]
5 Wraithguard – 160
Wave Serpent - 145
Scatter laser, shuriken cannon, holo field
5 Wraithguard – 160
Wave Serpent - 145
Scatter laser, shuriken cannon, holo field
6 Swooping Hawks – 96
6 Swooping Hawks – 96
This list uses a lot of fast attack units; I was hoping that it would
play to the Eldar strength. We will see if it works or not. Maybe filling heavy
slots might have been better, we shall see.
Imperium 1500
Imperial Fists
Chapter Master – 160 (Warlord: Night attacker)
Power axe, storm shield
Tactical Squad – 165
10 man, missile launcher, melta gun
Tactical Squad – 170
10 man, missile launcher, plasma gun
Devastator squad – 145
3x lascannon, missile launcher
Centurion Devastator squad – 290
3x lascannon, omniscope, 3x missile launcher
Razorback – 75
Twin-linked lascannon
Imperial Guard
Company Command Squad – 80
Master of ordinance
Veteran squad – 80
Lascannon
Infantry platoon
Command – 30
Infantry squad – 50
Infantry squad – 50
Leman Russ Exterminator – 140
Lascannon
Wyvern – 65 (using a griffon as a proxy)
A lot of bodies on the table here, and a fair few heavy weapons. Let’s
see what happens here.
The Mission
With new missions available to use we decided to use one of the new
ones, and rolled up Spoils of War. Deployment was dawn of war so nice and simple.
We got the objective placement wrong and place them down after we have already
selected out deployment zones so we just give ourselves 3 objectives each in
our deployment zone. Slight mistake there, will have to watch out for that in
the future. Rolling for who deploys first I win and select to go first.
My deployment was quite simple. I place the farsser with a bike squad
in the middle of the table with the warp spiders and vyper surrounding them. The
wraithguard go in the wave serpent in the middle and the spiritseer joins the
others in their wave serpent on the left flank. I place both units of hawks at
the back of the table and the crimson hunter and bike squad start in reserve.
To counter this my opponent deploys across his deployment zone, holding
all of his objectives. The units of importance are the centurions on the left,
chapter master in the middle and company command squad on the far right. The devastators
are deployed in the centre. Half a tactical squad goes into the razorback on
the right side of the table. The griffon is counting as a wyvern this game.
Night Fight: turn 1 (but we both ignore it)
Steal the initiative: Yes
The Battle
Imperium turn 1
The leman russ exterminator pivots on the spot to see a wave serpent
while on the right the veterans move up but the lascannon team stays in place.
The razorback moves up 6 to get a better shot on the viper. On the left the
centurions and infantry squad protecting it move slightly to the right.
Orders from the company command give the veterans twin-linked and
target the viper getting a single glancing hit. The razorback then tries to
finish it off but the pilot goes into emergency manoeuvres and jinks out the
way. Calling upon a low orbiting ship the Chapter master of the imperial fists
gives co-ordinates for a lance strike, the orbital bombardment isn’t exactly
accurate but still hits the viper and a bike, but they both jink out the way at
the last second. More calls are made as the master of ordinance orders a strike
which ends up hitting a unit of swooping hawks killing 3 and managing to kill a
single biker as well. The wyvern targets the other hawks and locks on getting
10 wounds and killing 5 of the hawks. Firing at the wave serpent in the centre
the devastators manage to get 3 penetrating hits but the pilot jinks out the way
of harm. Not allowing it to stop all the damage the exterminator gets 2
glancing hits on it. In an attempt to finish the tank the centurions fire at it
and get a single glance but the tank jinks out the way.
End of turn and he cashes in objective 3 and 4, and discards his 3rd
card.
Imperium: 2 – Eldar: 0
Eldar turn 1
Both of the wave serpents move straight towards the middle of the
table aiming to take out the strong point of the humans. The warp spiders
follow jumping 11 inches and the viper moves forwards a little as well. Both
units of hawks skyleap out of harm.
Psychic phase and I roll a 6. I attempt to cast prescience on 4 dice
and fail. I then attempt to cast prescience on 3 dice and succeed. Finally I
cast scryers gaze on 4 dice and pass allowing me to discard a tactical card (Recon,
as we weren’t using mysterious objectives).
Shooting and both of the wave serpents go flat out 18 inches ending
right on the door step of the enemy. The vypers attempts to shoot at the wyvern
but misses. The warp spiders run 4 inches then shoot at the tactical marines in
the ruin and kill 1.
Assault phase and the warp spiders jump back 4 inches into cover.
End of turn and I discard a tactical objective (Demolitions, as no
buildings).
Imperium: 2 – Eldar: 0
Imperial turn 2
Drawing new tactical cards and he gets (objective 4, objective 5, Harness
the warp).
Moving and the razorback moves 6 inches and drops off the tactical
squad inside of it. Again the vets move up but leave a line to the lascannon
team. Leading from the front the Chapter master and the half tactical squad
move to face the wave serpents. Moving away from the vyper the wyvern backs up
6 inches, again the centurions and guard move up a little.
A long range shot from the tacticals plasma gun targets the vyper but
it jinks out the way. The centurions target the undamaged wave serpent and get
a penetrating hit, but the serpent shield reduces it to a glancing hit. The
devastators target the same serpent but it again jinks out of harm’s way. The
Russ and tactical missile launcher also target a wave serpent and it just jinks
out the way. The wyvern shoots at the warp spiders and locks on again, killing
2 models.
Assault phase and the infantry squad charges into a wave serpent and
wrecks it with frag grenades, forcing the wraithguard out. The chapter master
and tactical friends charge the other wave serpent and wreck it with krack
grenades.
End of turn and he controls objective 4 and gains first blood.
Imperium: 4 – Eldar: 0
Eldar turn 2
Tactical objectives (objective 6, hungry for glory, kingslayer)
In from reserve comes the crimson hunter and it moves towards the
leman russ. Both units of hawks come in and grenade the infantry squad in the
centre killing 5 who then run. The warp spiders jump 18 inches towards the
devastator squad. Moving around the wreckage the wraithguard move to see the
chapter master and his tactical squad bodyguard.
Casting his powers the spiritseer jinx’s the devastator squad reducing
its save to 4+, but not without cost, he perils and takes a wound AND forgets
the power. The farseer tries to cast
precognition on himself but the imperium deny the witch.
Shooting from the crimson hunter targets the leman russ in the side
armour and gets a single penetrating hit blowing the engine apart, immobilising
it, but still leaving the tank very much alive. The wraithguard both shoot at
the chapter master and body guard and get 4 wounds, he goes to ground for a 4+
cover save and only 2 die. The hawks who can shoot target the running guard and
kill 2 more. A torrent of fire from the
warp spiders targets the devestators but only kill 1 model! Then they run back
4.
End of turn and I discard hungry for glory as I don’t want to issue
any challanges.
Imperium: 4 – Eldar: 0
Imperium turn 3
Drawing new objectives he gets hold objective 5 and objective 6,
keeping the other capture objective 5.
The running guard keep running and go straight off the table. Again
the wyvern moves away from the viper. The centurions guard allies run into the
middle to support the centre.
Shooting from the centurions targets the crimson hunter and they get 2
hits and penetrate it but it jinks out the way. A tactical squad shoots at the
hawks killing 1. The infantry squad shoots at the warp spiders and manages to
drag down 2. The russ targets the wraithguard unit on the right and kills 2,
blowing though there armour. The devastators target the other unit and kill 1
more. Again a strike is called from behind the lines, as the master of
ordinance targets the wraithguard, but it scatters a little and kill 2!
Veterans shoot at the wraithguard and kill 1 more with their lascannon. Another
guard squad targets the warp spiders and kill 2 more (they run). On the right a
long plasma gunshot from the tacticals hits the vyper but it jinks out the way.
The wyvern targets the wraithguard but it scatters onto the tactical squad in
the ruin and deals 5 wounds but the power armour holds strong.
He is controlling objective 6 so cashes in his card and forces me to
discard mine (mission special rule).
Imperium: 5 – Eldar: 0
Eldar turn 3
My current objectives are overwhelming firepower, kingslayer, hold the
line)
In from reserve come the bikes and head behind the ruins on the left.
The vyper moves back into my deployment zone. The warp spiders keep running and
the wraithguard move even closer to the chapter master. The crimson hunter is
able to move just little enough to still be able to target the russ.
Psychic phase and the spiritseer gives the wraithguard +1 strength.
Snap shots from the crimson hunter fail to hit the leman russ, the
vyper snaps at the razor back but fails to hit as well. Shooting from both
wraithguard units targets the chapter master and kill off the tactical marines.
Shooting from the hawks targets the platoon command and 3 die! End of the phase
and the chapter master takes a moral test and rolls 11, then runs off the
table!!!
End of turn and I can use all of my objective as I have 3 units in my
deployment, have destroyed a unit and destroyed the warlord!
Imperium: 5 – Eldar: 6
Imperium turn 4
Imperial objectives this turn are hold objective 2, 4 and overwhelming
firepower
On the right the razor back and tactical marines move forwards as does
the wyvern. On the left the centurions and guard move to face the wraithguard.
Again the company command squad orders the veterans and gives them
twin-linked, they target the lone warp spider and kills him. The razorback
targets the vyper but again it jinks out the way. The tactical squad however
just wrecks the vyper, damn bolt guns. The centurions target the crimson hunter
again but they only manage a single penetrating hit which shakes the flyer. A
few shots from tactical marines kills the lone hawk while the rest of the force
manages targets the wraithguard but fails to do anything.
End of turn and he destroyed 3 units, gaining D3 (3) points
Imperium: 8 – Eldar: 6
Eldar turn 4
Objectives this turn are hold objective 2, objective 4 and harness the
warp.
The bike in the centre separates from the farseer, and moves towards
objective 4 which is held by the company command. The hawks move to the russ
ready to try and damage it, the crimson hunter moves towards the wyvern as it
can’t target the russ.
Again the spiritseer casts -1 strength on the guard squad and the
farseer casts perfect timing on himself and precognition to I can cast 3 powers
in a single turn.
Snap shots from the crimson hunter fails to hit the wyvern again. The
lone bike boosts and gets within 3 inches of objective 4. In the centre the
wraithguard kill 2 infantry men while the hawks fail to throw a haywire grenade
at the russ.
The wraithguard charges into the infantry squad and kill 1, the guard
fail to do any damage as they are too weak and elect to run. The wraithguard
cut them down as they try to run.
I hold objective 4 and cast 3 psychic powers!
Imperium: 8 – Eldar: 11
Imperium turn 5
2x Objective 5 and Ascendancy.
The guard and tactical marines surround the lone bike on objective 4.
Again the master of ordinance targets the wraithguard but the shot
scatters off the table. The devastators however manage to kill 1 wraithgaurd.
The barrage from the wyvern also targets the wraithguard but it scatters onto
the hawks and kills them both. Shots from the centurions manage to kill off the
wraithguard and the Russ wrecks the
crimson hunter and the guard kill off the lone biker.
Scores points for Ascendancy as he holds 3 objectives.
Imperium: 10 – Eldar: 11
Eldar turn 5
Hold objective 1, 4, and psychological warfare.
The seer moves to objective 1, and the bikes on the left move up the
table ready to get line breaker.
Shooting phase and the bikes boost into the enemy deployment zone.
End of turn and I score objective 1 and discard psychological warfare.
Imperium: 10 – Eldar 12
We roll to see if the game continues, and it does not.
Final Scores
Imperium: 10 – Eldar: 13
Eldar Victory
Post-Battle
New edition and a victory to the Eldar despite only having 4 models
left on the table. My opponent was not happy with this especially as he had a
lot of models left on the table. The tactical objectives were great in this
game, my opponent lead at the beginning then i took over mid game. It makes for
a very intense game. Granted we placed down the objectives very wrong, but
still deployment and manoeuvrability ended up being key to this game.
I did get rather lucky a few times in this game, with the Chapter
master running away giving me a VAST number of points. If that didn’t happen I would
have lost. While I thought my list would be good it really was far too fragile,
adding something with a little more bodies or just more survivability would have
been better.
With council of war coming very soon I need to
get my act together and come up with a new list and have a little practice with
it. So that's probably what Tuesdays article will be about, hope you enjoyed
the battle report.
IIRC, the new IG doesn't have any twin-linked order anymore. Bring It Down! gives tank and monster hunter now. Other than that, he had some very lucky dice with that MoO so he shouldn't be too disappointed with losing. Plus the new dynamic objectives missions are very random so it take a measure of skill out of it (not all the skill mind you.)
ReplyDeleteEither way, great game, good report, and congratulations on the victory.
I think your list is solid but you made a vital mistake. You plunged into the middle right into the hardest fight and kinda got surrounded, costing you both wave serpents and nearly the game. Eldar are about hitting the weakness and keeping away from the strong. Looking at deployment you should have sent the wave serpents to your left of the tree, then hit the centurions in the face hard with the wraith guard and killed the supporting units with the serpents. Having nailed the flank you would have put him on the back foot and been free to roll across the rest of his force
ReplyDeleteI think the key to playing Eldar is working out how to best use the speed for a total redeployment of force at the weekest point.
However a great sounding game, very tence and a blindingly lucky turn for the win, I hope you're opponent wasn't a too saw looser and found the change in fortune as hilarious as I would have.
Eldar are looking great. Thanks for the bat rep!
DeleteNice critique by Daniel as well!
Nice report, and nice looking eldar. I've been coming to your blog intermittently for a while now and I always enjoy what I find. I'm also happy to see that someone else still has their Mordheim buildings - I was wondering if I was the only one.
ReplyDelete