On the World of ker’vo the Tau expansion threatens an important planet
to the Craft world Dem-Kirath. The Eldar must face the Tau in open warfare to
preserve this world. This game is a 1500 point game of crusade (3 objectives)
and vanguard strike deployment.
The Armies
With council of war coming soon I thought I would test out a list I
might use for it.
Eldar 1492
Farseer – 160 (Warlord: Feel no pain next to an objective)
Jetbike, mantle of the laughing god, singing spear [Dominate, psychic
shriek, hallucination]
10 Storm Guardians – 110
2x fusion gun
Wave serpent – 145
Twin-linked scatter laser, shuriken cannon, holo field
10 Guardian defenders – 110
Bright lance
Wave serpent – 145
Twin-linked scatter laser, shuriken cannon, holo field
10 Guardian defenders – 110
Bright lance
Wave serpent – 145
Twin-linked scatter laser, shuriken cannon, holo field
3 Jetbikes – 61
Shuriken cannon
8 Warp spiders – 154
2 War walkers – 140
Bright lance
Wraith knight – 240
Tau 1500
Commander (warlord: get up from g2g with in 12 inches, 1 use only) w/
body guard
Iridium armour, puretide chip, cyclic ion blaster
Body guard
Twin-linked plasma rifle, fusion gun
Ethereal w/ fire warriors
Honour blade
12 Fire warriors
12 Fire warriors
12 Fire warriors
5 Path finders
5 Path finders
Firebase support cadre dataslate
Riptide
Stim injector, ion accelerator
3 Broad sides
High yield missiles, 2x shield drone
3 Broad sides
High yield missiles, 2x shied drone
The Mission
Rolling for mission we get crusade with 3 objectives. Deployment was
vanguard strike. The 3 objectives were placed down 1 in the middle and 1 in
each deployment zone.
The Tau got to pick the deployment zone and then won the roll for
first turn. The 3 fire warriors units go at the front of his deployment zone,
the one in the middle hides in the woods and the ethereal joins them. Behind
them the commander and bodyguard hide behind them. Both broadsides units go on each flank on his
deployment and the riptide goes in the middle of them. To finish off a unit of
pathfinders goes on each flank.
My deployment had the wraithknight at the very front, with the spiders
to its right. All 3 wave serpents go behind the wave serpent with the storm
guardians in the unpainted one. On my
left I place the farseer next to the objective to gain feel no pain turn 1 and
then further left the war walkers.
Night Fight: Turn 5
Steal the initiative: No
The Battle
Tau turn 1
The riptide novacharges its gun successfully, and the fire warriors on
the right move towards the objective. Invoking his power, the ethereal gives
feel no pain to units within 12 inches.
Shooting starts with the left pathfinders marking the wraithknight but
only 1 hit. The left broadsides use that 1 mark to get +1 BS and targets the
knight, but they fail to do any wounds to it. Adding their shots, the fire
warriors on the left shoot at the knight as well, but fail to do anything
thanks to its high toughness. A long range shot from the riptide on the war
walkers causes 1 to explode and stuns the other.
Assault phase and the commander moves closer to the ethereal.
Eldar turn 1
I move all of the wave serpents to the right and the wraithknight
jumps straight forwards, putting pressure on the tau. Warp jumping the warp
spiders move up 11 inches behind the structure in the centre. The farseer moves
up the left.
A rather unlikely shot from the stunned war walker hits the broadsides
but rolls a 1 to wound. Again in a rather long shot the wraithknight shoots at
the riptide hoping to instant kill it, but fails to hit the monster. I redeploy
the wave serpents and they all go flat out to the right. The farseer boosts
behind the wraithknight so he can cast powers next turn.
Tau turn 2
Seeing the possible chance of losing a broadside the drones move to be
the first in line of fire. The commander and bodyguard move towards the wave
serpents and the ethereal keeps up the 6+ feel no pain then moves further into
cover. The rest of the force stays still.
Pathfinders on the left mark the farseer as I miscalculated he would
be perfectly visible between the knights legs (stupid move by me). 2 marker
lights hit. The other pathfinders target the storm guardian’s wave serpent and
hits 4 times. The left broadsides target the seer and use the marker lights to
ignore cover, the sheer number of shots manages to kill the farseer by making
him fail his 3+ save (first blood and slay the warlord). Firing a blast the
riptide shoots at the wave serpents but the shot scatters into nowhere. The
broadsides on the right target the unpainted serpent and get +2 BS and ignore
cover, it gets wrecked with ease forcing out the guardians but they pass their
pinning test. Some put shots from the fire warriors target the wraithknight and
manage to strip 2 wounds off it! Another unit of fire warriors target the
spiders and kill 2. Shooting plasma and melta into the lead wave serpent, the
commander tries to stop the tank but fails to do anything even with tank
hunter.
Assault phase and the commander moves back.
Eldar turn 2
Rolling for reserve sand the bikes stay off. I measure the distance
from the wraithknight and the left broadsides, it’s a very achievable charge so
he moves straight towards them. The warp spiders jump towards the left fire
warriors. Now disembarked the storm guardians move through the wreckage behind
the centre building taking cover. Both of the remaining wave serpents move
right ready to target fire warriors.
I notice that the pathfinders are in range of one of the wave
serpents, firing both its scatter laser and shuriken cannon 4 of the path finder’s
die, leaving 1 left. The other wave serpent targets the right fire warriors, killing
2. Before getting ready to assault, the warp spiders shoot at the fire warriors
in front of them and down 4 of them.
Charges and the wraithknight charges into the broadsides, the wall of
over watch fire from the broadsides and fire warriors fails to do anything. But
he knights hammer of wrath kills a drone and then he manages to instant kill 2
battle suits and the other drone. At the end of that combat the lone broadside
attempts to run but the wraithknight picks him up and tears him apart. Elsewhere
the warp spiders charge the unit of fire warriors in front of them and lose 3
to over watch, leaving 2 left. They make it into combat and take a knife to the
eye. They both die and fail to do anything to the tau.
Tau turn 3
Inspiring the troops, the ethereal gives the fire warriors an extra
shot when in rapid fire range. The fire warriors and commander encircle the
wraithknight. Again the riptide nova charge its gun.
Hoping it will help the pathfinders mark the knight twice, allowing
the commander +2 BS and all of their shots hit, and the torrent of plasma and
melta takes the last 4 wounds off the knight. Taking advantage of its serpent
shield being down, the remaining broadsides shoot at the serpent and wreck it.
The riptide targets the other wave serpent but its shield holds strong and it
just takes a glancing hit.
Eldar turn 3
In from reserve the bikes come in on the right towards the broadsides
and the remaining serpent moves a little to get its jink save.
A stray shot from the war walkers shoots at the larger pathfinders and
kills 1, even after going to ground. The shuriken cannon from the bikes target
the broadsides and kill a drone. The wave serpent targets them as well and
kills off the last drone. The bright lance from the guardians now has a chance
to take out a battle suit but the lance misses its mark.
Tau turn 4
This turn the riptide novacharges its smart missile systems to
increase its damage output then moves out of cover. The commander carries on
his tank hunting missile and goes after the last wave serpent. The left fire
warriors move out trying to get a better shot on the storm guardians.
Marking the storm guardians, the pathfinders effectively sentence them
to death as the fire warriors fire within rapid fire range at +1 BS and manage
to kill every storm guardian. Attempting to overcharge its weapon the riptide
injures itself as it overheats but its smart missile systems are enough to kill
3 of the guardians and their heavy weapon. The commander is in range of the
final wave serpent and he and friends shoot it, managing to get enough glances
though to wreck it forcing the guardians out. This is all the encouragement the
broadsides need as they target the newly disembarked unit and kill 6 guardians
and the heavy weapon. On the right the fire warriors attempt to kill the bikes
but fail to do any damage.
Assault phase and the riptide and commander both jump again to safety.
Eldar turn 4
With not much left the bikes move to the left to hopefully wound the
commander. The lone and forgotten war walker is able to move into a position to
target the bodyguards, and the guardians move into the wrecks for cover.
Shooting from the guardians and bikes is enough to kill the commanders
shield drones allowing the war walker to kill a body guard with its bright
lance. This is all too much for the commander, losing his best friend, and he
runs 9 inches.
Assault phase and the bikes move and hide again.
Night Falls
Tau turn 5
The commander rallies, infuriated by the loss, wanting to seek
revenge. The fire warriors move out towards the objectives hoping it’s not too
late to claim them. Again the riptide novacharge sits smart missiles.
Both path finder units mark the war walker allowing the fire warriors
to shoot with +2 BS at it, which gives them enough shots to wreck it with ease.
Shooting from the ethereal’s fire warriors targets the guardians closest to the
objective, they get 15 wounds but they go to ground and only 5 models die. The
right fire warriors then target the other guardians and get 13 wounds on them,
they have to go to ground and only lose 3! The broadsides target the bikes and
kill 2, and the last is finished off rather rudely by the riptide.
Eldar turn 5
Not much I can do, the guardians shoot at the fire warriors on the
objective but do nothing.
We roll to see if the game continues…
Tau: 5 (First blood, slay the warlord, 1 objective) – Eldar: 0
Post Battle
That could have gone better I must admit. I made a few mistakes which
ended up being quite costly. Some things were unlucky but I don’t think luck
played much part in this game. My biggest mistake was with my farseer, allowing
him to be seen and killed so easily could possibly have cost me the game. If he
had been able to prevent a unit of shooting, killed a few more tau or charged a
unit of pathfinders the game might have gone very different. I haven’t used the
mantle seer much but against Tau, who can ignore your cover save, well that’s just
asking for trouble. I should have known.
Not shooting turn 1, could that have made much of a difference? I’m
not sure. But pushing the serpents down the right flank instead of supporting the
wraithknight on the left, THAT was a mistake. If they had been there is would
have put the commander and his anti-tank weapons in a predicament, which unit
do I go for? And it would have allowed the guardians to get out and possibly
kill some fire warriors.
Testing out the storm guardians was rather inconclusive as I didn’t do
anything with them. I will try them again in the future and see what happens, but
I don’t expect much. Jumping out and killing a tank before getting murdered is
what I expect. But they have the ability to charge the unit inside (if it’s a transport)
which could be handy.
Anyway that’s enough for this battle report. Hope you enjoyed it.
Good bat rep. Agree that keeping farseers out of los is pretty important. (and quite easily due to the size of the model). Losing access to all those powers really reduces the firepower of eldar down to manageable levels. Imagine if you took away TL from necron tesla!
ReplyDeleteYou had guardian jetbikes, next time you run this list stick the farseer in with them to get some ablative wounds. Tau pretty much always camp out and don't move much. Use this to your advantage pick one flank to hit. You had the right idea leading the charge with the wraithknight, but because the rest of your forces were on the opposite flank, you left him rather unsupported. imagine if all your serpent mounted squads disembarked and wasted those two squads of fire warriors out in the open, it would have been a completely different game for you. Good luck next time!
ReplyDeleteServicious, the Disgruntled Dark Eldar