Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Monday, May 5, 2014

Battle Report Eldar vs Tau 1850 points

I showed up at our local Hobby Town to get a game in.  I challenged Patrick to avenge Nerverness's recent loss to the Tau.

My list was

4 units of Jetbikes, 6 bikes each 2 upgraded to cannons plus a warlock with a witchblade.  One unit gets joined by the Farseer

Farseer on bike with witchblade, runes of warding and witnessing

3 units of 10 warpspiders, one unit upgraded to an exarch.

2 units of 3 shadow weavers with an added warlock for conceal

1 FW Warp Hunter

We setup for dawn of war I picked sides and have first turn.  MY warlord power allows rerolls at a unit on the objective (never gets used) First turn is night time.  There were 3 objectives I place 2 in no-mans land and Patrick placed one in his deployment zone (sketchy fish people have no honor)

We played on the newest board that Pat made for the store, the trenches are all lava filled, models can't enter (deadly terrain) we also quickly realized that this board eats dice.


 My Deployment.  I left 2 units of Warp Spiders in reserves and tried to keep everything in cover just in case the Tau seize the initiative.
Tau's fishy deployment:
2 scouting marker light units not seen here 2 riptides, a devil fish & hammerhead, one upgrade with the HQ unit that helps BS, the transport had his warlord.





























Turn 1 the dishonorable Fish steal the initiative and unleash.  However the Eldar are masters of cover and buffed saves.  The warp hunter was shaken and a few jetbikes fell to shooting.  On my turn Warp Spiders and bikes eliminated the forward scouts with marker lights and killed all but one of the other similar unit (first blood to me)



Here bikes retreat back behind a bastion and Spiders leap up for more cover saves






Turn 2 and 3 were hard fought on both sides, artillery kept killing fishies and riptides with a 2+/5+ and FNP 5+ showed just how tough they are.  My Spiders sat out turn 2, with one unit coming on in turn 3 shown above with the exarch unit coming on in turn 4.  The spiders make excellent tank hunters with 20 shots of str 7 hitting on 3s.

By the end of my turn 3 it was looking rough as most of the tau troops were dead and the tides were near death.

At the end of my 4th turn the tanks and tides were dead, there were 2 Tau troops units left one with 3 men, the other was a last man standing. I had 2 strong bike units plus a single biker from another allowing me to capture the 3 objectives.

This Tau list is the most resilient list with incredible fire power I have seen in 6th ed.  I lost 25+ warpspiders, 15+ bikes, a few wounded Artillery models ( at T7 with 2+ cover) and a hull point on a hull down hidden tank.  It was a much closer game than the VP total reflects.

The result was a sweep on VPs for the Eldar














Tuesday, April 29, 2014

Battle Report Eldar vs Marines 1850 points

Very few pics this time around.

I showed up at our local Hobby Town hoping for a game.  I had my 1500 point Eldar list and a few extras in case someone wanted to go larger.  The group there introduced me to Corey and his Ultramarines for a game.  Corey had a 1850 list so I scaled up to meet him.

My list was
Basic Farseer on bike joining a Guardian bike squad

4 Guardian bike squads
each with 6 bikes (2 w/cannons) and a warlock biker with conceal

3 Units of 10 man strong Warp Spiders (no exarchs)

A fire Prism with ghostwalk matrix and Holofields and Shuriken Cannon

2 Support weapon batteries each with 3 Shadow Weavers

And a Sky Shield Landing Pad with 3 upgraded barricade sections

For a total of 1808 points

My Warlord power was the one that lets you rearrange your units. My side of the board was so full that it was totally wasted. I went first as the marines were unable to seize in the darkness.  We rolled up Big Guns never tire on Dawn of War.

I knew the marines were holding 3 drops pods plus a unit of legion of the Damned in reserve so I held my troops back so that I did not leave any huge gaps that he could land a pod next to my artillery in.
In the darkness of turn one 30 warp spiders went on the hunt. 10 Spiders on my left flank took up cover in a multilevel ruin.  10 on my right flank jumped 17 inches forward and destroyed a rhino plus one passenger leaving 4 marines cowering in the crater. The 10 Spiders in the middle got fortuned from the Farseer and advanced on two melta bikers, killing them swiftly in the darkness.  A dreadnaught with 2 twinlinked autocannons lost an arm to the fireprism. Then the Spiders ran back and jumped back during the assault phase to hide in cover.



Here the middle spider have just wasted the bikers, and the right flank spiders are ready to slag the Rhino.





The right flank spiders, after slagging the Rhino jump up to the top of a building to hide from the marines.









The rest of the army sitting at the rear waiting to pounce when the pods appear.















Marine turn 1 killed a few spiders and dropped 2 pods just to the left and right of the Landing pad. a dual flamer dread opened up on and got 8 heavy flamer hits on the fortuned spiders.  Only one failed its re-rollable save.  The other pod double flamered the bike squad with the farseer that was hiding under the Pad. killing two bikers.

Eldar turn two killed 3 land speeders all of the drop pod contents, a unit of devastators in the ruins and most of the marines hiding in the crater.  The Marine player dropped the last pod near his fortified ruins and the LotD dropped in to support his ruins and objective.

Eldar turn three all of the pods were destroyed, the ruins cleared including the one armed dread and most of the LotD went back to being just ghosts.  Marine turn three realizing that he was down to a double las-cannon Razorback, a Command Rhino missing 2 hull points, and a Dread that was trying to hid from the spider death. The marine captain fled the field of battle.

In all I lost the main gun on the Fire Prism, 5 spiders from each unit, and 2 jet bikes.

It was a good game with a great opponent at a wonderful Hobby Town game night.  I look forward to the next game.




Sunday, July 15, 2012

First run with 6th ed Tyranids

7.13.12 Bugs vs SpaceWolves 1000pts


Winged Tyrant fully loaded 2x Devourers Hive commander, Old Adversary
Prime with sword whip talons and poison
3 Hive Guard
Venomthrope
16 Termagants in a Pod
Pod with Stinger Salvo
Tervigon Stinger Salvo & Claws
Aegis Defense Line



Table Layout 6x4


The Green patches are forests
Grey in the Center is a swamp
Resin mutli-floor ruins on the right
River in the center with a bridge



More Forest markers
Resin multi floor ruin at right and next to bridge
Craters leading to a crashed flyer wreck

















Mission:Purge the Alien 
Deployment: Hammer & Anvil, Night Fight on round 1, Wolves go first.  Alpha Warrior is my warlord and rolls Legendary Fighter bonus VPs for challenge kills


                                                                               
Bug deployment
Flappy and the Vulva pod full of Termagants held in reserves.  Someone thought it would be a good idea to land a drop pod full of Terminators behind my defensive lines before I even get a turn.









Wolf Deployment
Obligatory Longfangs in the tall ruins
2 Rhinos with 6 man squads
2 Psykers walking along behind the Rhinos
1 Suicidal lone wolf hiding in the forest
Landspeeder w/ Flamer & MM














Turn 1

Top of 1 Wolf strike
5 Termis get out and put a total of 1 wound on the Hive Guard unit. sorta anti-climatic.
Lone wolf in the forest finds nests full of Razorwings that try to eat his face off (1 Wound suffered)

Bottom of 1
Tervigon spawns 14 termagants without blowing an O-ring out. and Casts Iron Arm for +2 S,T, etc
The Pond turned out to be full of Dangerous Iceblood, that my Termagants and Tervigon wallowed in like pigs in mud.

Termagants and Tervigon score 13 wounds in the shooting phase only to watch the termis save all but 1. Looks like this is gonna leave a mark.









Assault Phase Warlord Prime makes it into assault challenges and wins his combat (1 bonus VP), Combat ends in one turn, 3 of the spawned Termagants survive and no wounds are dealt to momma bug.








Turn 2
Top of 2
Random HK missiles and storm bolter fire from the wolves, and we see the first Daemonic attack as a wolf priest rolls snake eyes for a power.

Bottom of 2 Enter Flappy and the Vulva pod of death.
Flappy passes his roll for a power only to have 2 wolf priests deny it with a 24" range axe.
Flappy then vectorstrikes the unit of Longfangs dealing 3 wounds that were not to be saved even with ruin cover.  True to form the wolves roll snake eyes for moral. Flappy then unloads with devourers and takes the Multimelta off of the speeder.

The Vulva pod (ChapterHouse Studios pod)does not scatter and lands almost on top off a Wolf priest, Termagants unleash hell with fleshbolters and deal 1 unsaved wound.  The pod itself is within 6 inches of a Rhino and proceeds to whip the hell out of it and immobilizes the rhino.








Turn 3
Top of 3
Wolf priest and unit from immobilized rhino light up the termagants with bolters, and the Wolf Priest charges termagants. Leaving the priest and 2 gants locked in combat at the end of combat.
Lone wolf camping out in the razorwing forest decides to charge the drop pop.  Lashwhips means the pod and wolf go at the same time, wolfie does one wound and gets locked in combat.
Bottom of 3
Lone termagant keeps the wolfpriest locked in combat due to a massive  attack of ones rolling.























Turn 4
Shadows in the Warp help a Daemon find and finish off a wolfpriest when it shoots a power at a group of termagants, taking one gant with him on his way to some exotic hell.


Turn 5
Really?
End of 5th turn 2 scoring units are right on the line, 1 more inch and either unit would have scored a secondary objective of linebreaker.

The last surviving members of the Wolves are the 2 long fangs perched in the ruins.

Final Score 
Bugs 12 VPs
everything except for 2 of the Longfangs 9 points
First Blood
Slay the warlord
Legendary Fighter bonus
 vs 
Wolves 3 VPs
1 unit of 16 Termagants
1 Drop Pod
1 Venomthrope

Notable events
Momma Tervigon never rolled a double, spawned 15, 14, 8, 8, and 12. So an extra 67 Gants during a game is nice.
Daemons caused 2 or 3 wounds to wolf priests and 1 wound to the flappy tyrant.
Termagants tarpitting the Wolfpriest for at least 3 rounds of combat is crazy nice compared to the old days of no retreat wound shenanigans.

After having played Tyranids since 2nd edition it feels like the bugs may be back to being competitive.





Tuesday, July 12, 2011

Real Life gets in the way

Long time since my last post, its been a summer full of birthdays and events.  That makes things like blogging and gaming difficult to find the time for.
So this will be random musings today.

First off I am cleaning out old models form the collection, including 20 year old Adeptus Mechanicus Models  http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=160618006045&ssPageName=STRK:MESELX:IT

Bid early and Bid often, thanks

Also for my birthday Neverness brought his space wolves over and beat me mercilessly.



Finally a thanks to randomguess from DakkaDakka for sending me 5 epic termagants to use as counters on my tervigons, updates pics will follow eventually.