The
Farsight Enclave have been found on a maiden world, something which
can not be tolerated. Attacking what appears to be a small Tau
outpost, the Eldar bring their full force to bare and get ambushed by
the Farsight and his crisis suits. The game is a 2000 point Mealstrom
game of Cleanse and Control with vanguard strike deployment.
The
Armies
Eldar:
Combined Arms Detachment
Farseer –
100 (warlord: Ambush of blades)
10
Guardians – 105
scatter
laser, Warlock
Wave
Serpent – 140
twin-linked
scatter laser, shuriken cannon, holo field
3
Windriders – 51
10
Striking Scorpions – 210
exarch,
scorpion claw
6 Fire
Dragons – 132
Wave
Serpent – 140
twin-linked
scatter laser, shuriken cannon, holo field
10
Swooping Hawks – 170
exarch
8 Warp
spiders – 162
exarch
3 vypers
– 150
2x
shuriken cannons
3 War
walkers – 180
2x
scatter lasers
Fire
Prism – 140
holo
field
Lynx –
280
holo
field, spirit stones
Total:
1995
With this
list I wanted to get away from the renegades and use a fast, elite
force which can kill with ease. So this list is based around troops
in transports and fast units, how I like my Eldar.
Tau:
Unbound
Farsight – 165 (warlord)
3 Bodyguard - 268
Bonding Knives, Fusion Blaster + Plasma Rifle, Talisman of Arthas
Moloch, 3 x Target Locks, 3 x Missile Drones
5 Pathfinders - 60
Bonding Knives
5 Pathfinders – 60
Bonding Knives
5 Pathfinders - 60
Bonding Knives
Barracuda - 171
4 Seeker Missiles, Blacksun Filter, Decoy Launchers, Automated Repair
System
3 XV88 Broadsides - 259
Shas’vre, Bonding Knives, 3 x Shield Drone, 2 x Rail Gun, High
Yield Missile Pod, 3 Early Warning Override
Rapid Insertion Force formation
Riptide - 240
2 Shielded Missile Drones, Ion Accelerator, Counterfire Defence
System, Early Warning Override.
3 XV8 Crisis Suits - 208
Shas’vre, Bonding Knives, Burst Cannon + Missile Pod x 2, Plasma
Rifle and Flamer, Shield Generator, 2 x Gun Drones, 2 x Counterfire
Defence Systems
3 XV8 Crisis Suits - 188
Shas’vre , Bonding Knives, Burst Cannon + Airbursting Fragmentation
Projector, Twin Linked Flamer, Twin Linked Fusion Blasters, Shield
Generator, 2 x Gun Drones, 2 x Counterfire Defence Systems
3 XV8 Crisis Suits - 228
Shas’vre, Bonding Knives, Fusion Blaster + Plasma Rifle x 3, Shield
Generator, 2 x Target Lock, 2 x Shield Drone
3 XV25 Stealth Suits - 93
Bonding Knives
The Mission
Once more a Mealstrom Mission, we roll and randomly get Cleanse and
Control, the most basic of the missions, 3 objectives each. After
setting up the objectives we find out what deployment we get ad roll
vanguard strike. Winning the roll the Tau force sets up first and
keep most of his units in reserve. The broadsides set up at the back
and all of the pathfinders set up in different ruins, one unit at the
back by the broadsides while the other two set up together at the
extreme of their deployment in a ruin. The stealth suits will
infiltrate while everything else waits in reserve to deep strike in.
My
deployment is a little longer, I set up the swooping hawks at the
very far end of my deployment zone so they can't be shot and can sky
jump turn 1. I place the vypers and jetbikes on the right ready to
speed up the field. In the centre I have both wave serpents
(guardians on the left, dragons on the right), with the fire prism
between them. To the left of the wave serpents the war walkers deploy
with the warp spiders. I keep the lynx in reserve so it can hopefully
take down a unit entering from reserve.
We roll off and I win for deploying infiltrators first, and place the
scorpions as close to him as possible hidden behind a ruin. He then
places his stealth suits on the right behind a building.
Night Fight: No
Steal the initiative: Don't try (I want the lynx coming in second)
The Battle
Tau turn 1
Straight to the shooting phase!!! All of the pathfinder units target
the guardians wave serpent and manage to get 4 this on it (so no
point jinking for me). The broadsides then target it with everything
they have, getting 2 glances and a penetrating hit (so no too much),
the holo fields protect the tank from the glances but the penetrating
hit shakes the transport... and I just realised I could have
downgraded it with the serpent shield as I'm typing this. The things
you forget when you don't play for a while.
Score: Objective 4 (1 – 0)
Eldar turn 1
Jumping to the sky the swooping hawks leave the battlefield ready to
come back next turn. Every one else moves forwards, the vypers go
down the right flank ready to attack the stealth suits next turn
while most of the force moves down the left flank towards the
broadsides and pathfinders.
The scorpions run towards the broadsides and objective 6. Shooting
from the war walkers targets a unit of pathfinders in the ruin and
under the sheer volume of fire they die. Scatter laser fire targets
the other unit of pathfinders in the ruin and manage to take down 2
more. The warp spiders run forwards and the bikes hold an objective.
Score: Objective 6, First Blood (1 – 2)
Tau turn 2
Jumping in from the sky two units of battle suits enter the fray,
both next to the stealth suits so they don't scatter. The Barracuda
also joins the party going straight for the striking scorpions, as
they are very close to the broadsides. With the reinforcements on the
table, the stealth suits move towards objective 6.
Targeting the damaged wave serpent, the pathfinders hit it with 2
more marker lights. The remnants of the other unit hit the fire prism
with 1 as well. The shooting starts with 2 seeker missiles from the
barracuda, one hits the wave serpent but the holo field protects it,
the other fails to penetrate the fire prisms armour. Firing its own
weapons, the Barracuda targets the scorpions but despite its vast
array of weapons none of them can penetrate the scorpions thick
armour (very lucky rolls by me and unlucky by my opponent). With the
threat still close, the broadsides target the scorpions and kill 4 of
them, taking them off the objective. Coming in from reserve
twin-linked the crisis suits weapons I believe, making them very
dangerous, and they both target the vypers. The unit doesn't stand a
chance under such over whelming fire power.
Assault phase and the suits jump around with their jet packs, and the
stealth suits make a big jump to objective 6.
Score: Objective 6, objective 5, Supremacy (3) (6 - 2)
Eldar turn 2
Returning from their skyward jump, the hawks return to the
battlefield on the right far away from the broadsides with intercept.
They grenade a unit of crisis suits but their armour protects them.
In from reserve the lynx appears next to the crisis teams ready to
take them out. The farseer jumps out of the fire dragon wave serpent
while the warp spiders and scorpions move towards the broadsides. The
fire prism gets a new firing position and the wave serpents get ready
to finish off the pathfinders.
Psychic phase starts with the farseer casting fortune on the lynx to
protect it and then guide on the war walkers.
Guided, the war walkers target the Barracuda which decides to jink.
All of the shots with a re-roll get about 7 hits (not bad) but they
all fail to even glance the flier. One wave serpent targets the
pathfinders and kills off 2 more leaving 1 left. Instead of taking
the last one out (possibly a mistake) but instead shoots at the
crisis suits in the middle, taking down the 2 drones protecting them.
The lynx targets them trying to take them out but thanks to cover
only 1 model dies. The fire prism targets the suits but fails to do
any damage. Firing their lasblasters the hawks guns down a single
crisis suits on the right. The warp spiders run forwards then target
the broadsides and kill the two drones and wound a broadside.
Assault phase and the scorpions charge the stealth suits, the over
watch misses, and the exarch kills them all with out aid from his
peers.
Score: Nothing (6 – 2)
Tau turn 3
The hero of the Tau force comes in from reserve, Farsight and his
bodyguard deep strike next to the lynx ready to shoot at it. Jinking
so its shooting is a little off, the Barracuda moves towards the lynx
as well. Damaged but not out the game, the middle unit of crisis
suits goes after the striking scorpions, while the crisis unit on the
right turns to face the hawks.
Alone in the ruin, the path finder tries to mark the wave serpent
closest to it but misses. The other unit of pathfinders actually
shoot this turn, firing at the warp spiders as they are close and
manage to kill 1. Seeing the threat close to them, the spiders get
shot at by the Broadsides as well losing another 6 of their number,
leaving 1 guy left (again I forgot a rule, they could have tried to
jump out of sight). To my surprise the Barracuda targets the war
walkers but all his shots miss. Wanting objective 6, the crisis team
in the middle target the scorpions and bring 2 down. Emulating their
brethren, 3 hawks die to the torrent of fire from the other crisis
team. Now for the most important shots, the bodyguard target the lynx
with their melta fire, he gets 3 penetrating hits, and all 3 are
saved by the holo field (thanks to fortune giving it a re-roll).
Assault phase and again the suits jump around to get in my way or
hide.
Score: Nothing (6 – 2)
Eldar turn 3
I doubt I will get that lucky again, and I have king slayer as an
objective so I would really like it if Farsight could die. With that
in mind I focus on him, the hawks jump back to block him in, the fire
prism turns around, the jet bikes and lynx turn to shoot at him at
his squad as well. Both the scorpions and lone spider keep putting
pressure on the broadsides while the wave serpents stay in the middle
waiting for his next reinforcements, and the war walkers watch the
barracuda.
Psychic phase is much the same as the last, fortune the lynx and
guide the war walkers.
Hopefully this time they can do some damage, the wall of fire from
the war walkers covers the sky and hits the Barracuda 6 times and
manages to wreck it! It crashes to the ground but doesn't harm
anything. Both wave serpents shoot at the crisis suits by objective 6
and reduce them to a single suit. Now to the important unit,
farrsight and friends. I start with the bikes which manages to strip
a drone, using its large blast the prism kills off another drone and
a suit, the hawks deal a single wound but nothing major, but then the
Lynx finishes off the unit BAR Farsight, who is the last man
standing.
I think about this, and decide to send the spider in to the
broadsides first to make sure the scorpions can make the charge, and
he survives the over watch. The scorpions make the charge and issue a
challenge which he declines (smart move). In combat the scorpions
kill the drone with their mandiblasters, allowing the exarch to pile
in and kill a suit with its claw. The rest pile in and kill 1 more
(he rolled a lot of 1's) but nothing else happens, the lone suit
tries to run but gets cut down.
Score: Scour the skies (6 – 3)
Tau turn 4
Finally the rest of his reserves come in, the Riptide deep strikes in
next to the guardians wave serpent but scatters back 9 but stays on
the table. The final unit of crisis suits comes in next to the war
walkers but scatters 11 off and lands next to the farseer (which is
probably better for him). The lone crisis suit goes after the warp
spider while the suits on the right go behind the fire prism.
Shooting from the pathfinders targets the scorpions but they fail to
do any damage. Being alone obviously throws the crisis suit shooting
at the warp spider as he fails to do any damage. However the suits
behind the fire prism manage to glance the fire prism, but the
riptide tries to take down the guardians wave serpent and fails to do
any damage at all thanks to the Holo field. However all is not lost
as his full unit of crisis suits kills the farseer with no problem
for slay the warlord.
Jump phase and he jump about with every one. But the lone suit
charges the spider and nothing happened. Farsight charges into the
Bikes and I lose 2, but the last guy holds much to my annoyance.
Score: Slay the warlord, take no prisoners, overwhelm,ing firepower
(9 – 3)
Eldar turn 4
With Farsight tied up this turn, the lynx moves away from him to face
the Riptide, the wave serpents both move 6 towards it as well and
drop off their units, who can hopefully take out the riptide as well.
I move the war walkers to take on the full unit of crisis suits, and
charge them if I need to, as I should just tie them up for the rest
of the game.
Finally free the warlock can cast his powers, and conceals and
quickens the guardians.
Again the scatter lasers fire from the war walkers and they take down
2 drones and a crisis suit, not too bad. Guardians first run then
shoot at the riptide killing both drones and wounding the monster.
The fire dragons run then shoot as well reducing the riptide to a
single wound. Its over kill but the Lynx fires its 3 D shots at the
riptide and rolls triple 1 to wound... keeping it alive. But then I
snap fire its shuriken cannon, one shot hits, then wounds and he
fails his save!!! I got lucky then. Firing its prim cannon the fire
prism takes down a suit from the middle unit.
Combat and the war walkers fail their charge. The scorpions charge
into help the spider and again I miss all of my attacks with the
exarch then his armour holds true. Farsight and the bike do nothing
to each other.
Score: Combined strike (1) (9 – 4)
Tau turn 5
The suits move to face the war walkers and avenge their fallen
brother.
Pathfinders target the fire dragons wave serpent but misses, then the
lone suit in the middle shakes it. The suits on war walkers does
nothing as the power field absorbs all the shots.
Assault phase and the suits charge in and nothing happens. This turn
the exarch kills the lone suit and nothing happens between farsight
and the bike (again... I just want my bike to die).
Score: Nothing (9 – 4)
Eldar turn 5
With no real target the fire dragons move to the lone suit, while the
wave serpents face the lone pathfinder. The scorpions move to deal
with the full unit of pathfinders. Jumping to the sky the hawks leave
the battlefield.
Shooting phase and the guardians kill the lone pathfinder, so the
wave serpents and warp spiders target the full unit and kill them off
as well. In a most horrific death the lone crisis suit burns to the
fire dragons, getting killed several times over.
Assault phase and finally Farsight kills off the Bike, and the war
walkers come how kill off a crisis suit in combat.
Score: Hidden path (objective 6), objective 1 (9 – 6)
We see if we get a 6th turn...
Tau turn 6
Farsight moves towards the fire prism and charges it, wrecking it in
combat. The war walker vs crisis suits does has a war walker deal a
single wound to the tau.
Score: Blood and Guts (10 – 6)
Eldar turn 6
I turn the wave serpents around to face farsight and the lynx turns
to face him. The hawks come back in and take objective 4.
The Lynx targets Farsight, all 3 hit, 1 fails to wound, and he makes
both of his invulnerable saves. I shoot everything that's in range of
him but I do nothing. Farsight lives.
In combat the war walkers finish off the battle suit.
Score: Objective 4 (10 - 7)
I pray the game continues...
It ends.
Line breaker for Both of us
Tau: 11 – Eldar: 8
Post-Battle
Well that was close, he had me on points but if I could have taken
down Farsight it would have been a win for me. This was a very
interesting Tau army, and a type that I haven't faced before. He
relied on reserves a lot which allowed me to take out his army bit by
bit, but in the end he still won on objectives.
I had hidden path since the first turn, and I only completed it turn
5, so thinking about it now I really should have just discarded it
and hopefully drawn a new objective which would have been a lot
easier to complete. And in the long run I may have been able to catch
up with objectives.
This was the first game with the Lynx, and I was quite happy with it.
Having the option of 1 large blast or 3 twin-linked shots really made
a difference. Unfortunately It wasn't as good as it used to be with 2
large blast shots but I can get over that. Taking out larger monsters
and tanks the 3 shots will be better (although in this game they did
nothing) and I still have the option for a single blast if some one
deep strikes in close together.
Over all I like this type of Eldar force, its just a shame the vypers
got double teamed turn 2, but I should have realised that was going
to happen, I did place them next to the unit which allows the crisis
suits to come in and not scatter. My fault really.
Anyway it was a fun game, hope you enjoyed.
Cool report, thanks man! It was nice to see two balanced forces of two very strong armies, as currently you see them min/maxed most of the time. I really liked how your Scorpions performed, and seeing the Lynx was cool, too. Bad luck with the jetbike holding for so long, and then with the shooting in the last turn.
ReplyDeletetriple ones on a d weapon, then a snap shot works.. amazing! Imagine how that looked to the people on the battlefield hahaha
ReplyDeleteLovely team!
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