Showing posts with label Eldar. Show all posts
Showing posts with label Eldar. Show all posts

Monday, April 21, 2014

Titan Tournament Final Round Recap


I played in the final round of the Titan Tournament at Ogres this weekend along with 11 of the best players from the area. I played in 3 out of the 4 qualifier events and placed top 3 in 2. That meant I had my choice of bringing Necrons with or without an ally, or Tau/Eldar because those were the armies I placed with previously. Since I had placed 1st when I used my Taudar I decided they were probably the best bet for the final round. The games were 1850 and here's what I was running:

HQ
Commander
  • Command and Control Node 
  • Puretide Engram Neurochip 
  • Multi-Spectrum Sensor Suite 
  • Onager Gauntlet 
  • Neuroweb System jammer 

Ethereal

Farseer
  • Jetbike
  • Singing Spear 


Elites
Riptide
  • Twin-Linked Fusion Gun 
  • Ion Accelerator 
  • Early Warning Overide 
Riptide
  • Twin-Linked Fusion Gun 
  • Ion Accelerator 
  • Early Warning Overide
Riptide
  • Twin-Linked Fusion Gun 
  • Ion Accelerator 
  • Early Warning Overide


Troops
3x Guardian Jetbikes
3x Guardian Jetbikes
6x Fire Warriors
6x Fire Warriors
6x Fire Warriors

Fast Attack
5x Warp Spiders

Heavy Support
3x Broadsides
  • 3x Twin-Linked SMS 
  • 3x Twin-Linked High-Yield Missile Pods 
  • 6x Missile Drones

Wraithknight

Fortification
Aegis Defense Line
  • Quad Cannon 

Total - 1848


My first game was against Necrons and was against a familiar opponent. Usually I find myself on the bad end of an ass whooping against this competitor. This time however, my dice were hot and I managed to pull out a 13-5 victory winning the primary (4x Objectives), tying the secondary (Kill the opposing Warlord), and getting 1 tertiary (First Blood). Highlights include my first shot from a Riptide taking out both of his Command Barges. Fire Warriors rolling 6 out of 6, 6's to hit a Nighscythe and take it out of the sky. Warp Spiders also did some work weakening one of his Overlords and dropping a Nightscythe at a critical point in the game as well as refusing to die to mass fire.


My second pairing was against Imperial Guard/Inquisition. Primary was Emperors Will (2 Objectives), Secondary was Table Quarters with a Dawn of War deployment. This was a very close game. He had a blob squad of 40 guys with a 4+ invulnerable and stubborn, which he marched directly for my objective. Had he chose to camp the blob on his objective I have no doubt that he would have won. Sadly for him, he chose not to. I focused all of my fire on his objective and cleared it by the last turn. I turbo boosted my jet bikes onto my own objective to contest his blob which had finally made it there, and sent my 2nd jet bike squad to take his objective for the win. Final score was 12-5. Highlights were jet bike shenanigans and the Wraithknight taking out an Executioner, Vanquisher, and 2 units of guardsman.


The final game was against Slaanesh CSMs/Imperial Guard. Primary was Victory Points (Had to be 185 points above your opponent to win), secondary 3x Objectives with a Vanguard deployment. This was another nail biter game that came down to the last turn. Just like the previous game, turbo boosting shenanigans from the jet bikes netted me the victory. I was above on Victory Points but not high enough, so we tied Primary. I still took secondary though as well as Last Laugh (Whoever kills the last unit). The game ended 11-6.

I was super pleased with my performance for the day. Though I won all my games, my overall point total wasn't enough for first place. I did take second though and walked away with a bunch of great prizes! I'm looking SO forward to getting the Aquila Strongpoint on the table and bolstering my other armies with the new additions. HOORAY!


Wednesday, February 12, 2014

40k: Stop Whining and Grow Up.


First off for reference:

Bell of Lost Souls article on the subject: 40K Deep Thought - We Can't Ignore the Problem Anymore

TL,DR: Alex Fennell, a seasoned veteran in 40k competitive play, brought an Eldar Council Bike list to the Las Vegas Open Tournament and stomped everyone's ass with it. Now everyone is butt hurt.


Seriously, what the fuck people


In case people don't remember, tournaments are competitive.
As I've said before, this isn't little league. Everyone does not get a trophy.

Second, his list isn't anything new, it's been around for months.

Hell, Capnmoe has run this list numerous times over the past few months and no one ever says a word to him about it being cheese.

Does he win every game he has played with it? Nope.
Does he win the majority of the time? Yes.

But it's a good list and well thought out, so why should he be punished for it?

I want to take a second here to remind him of the time my Daemons beat the crap out of it.


Let's say you own a professional NFL team and you have Jerry Rice on your team.
You find out that you could actually have 2 more copies of him, and every week, you could have 3 exact copies of him playing on your offense.

Would you?
Of course you would.
Why?
Because you want to win.
It's competition.

The Las Vegas Open was a tournament.
Tournaments are Competition.

Did they tell the Yankees they weren't allowed to use Derek Jeter in the playoffs?
No, because that's dumb.
They spent their own money to put together a team they wanted and then won a few World Series.

Did everyone make fun of them? Yep.

Then what happened?
Everyone started copying them.

How did they fix it?
MLB changed their rules.

And at the end of day GW makes our rules.

Are the rules currently broken?
In my opinion yes, but that is GW's fault not ours.

The product is failing because of this and over time will cause them to lose more customers and more money.

Personally, I think it is absolutely amazing that there haven't been new FAQs out to address these issues.

I mean seriously... they haven't even FAQ'd the Burning Chariot of Tzeentch yet correctly...and that codex came out a year ago.

If GW does not address these issues, then people will stop playing their game and move on to other games.

A lot of people in my area have already switched to things like X-Wing, Drop Zone Commander or Warmachine because they no longer enjoy the competitive scene of 40k.

I like competition and I believe it is not my place to tell someone else what they can and cannot bring to a tournament. If it's currently legal, bring whatever you want. Yes it may be difficult to play against, and yes it will most likely be a challenge, but the key here is to look at it as a learning opportunity for next time.

Too many people expect the game to be "fair" and by fair I mean "the odds in their favor."
People hate to have to work for something.

I've seen far to many people watch their opponent put a Riptide, Wraithknight or even something like a Land Raider on the table and you can tell they have already given up.

The question is where does it stop?
Is everyone just supposed to only use troops?
No more Monstrous Creatures?
No more ++ saves?
The everyone would complain that the game is far too boring and there is never anything new...

It's far easier to sit and complain from behind a computer screen than to actually make the effort to make a better list, work on it, practice, then beat the new "IT" list.

And maybe, here's a thought, provide some CONSTRUCTIVE criticism.

I do think GW is hurting the competitive nature of their own game, but I also believe that the whining, bitching and moaning players out there are making it worse.

So in that respect, the new League at my LGS starts for me this Thursday
In honor of all the whiners, I will be bringing this list for the next few weeks!

Commander - Puretide Engram Neurochip, Multispectrum Sensor Suite, Command and Control Node
Ethereal
6 Firewarriors
6 Firewarriors
6 Firewarriors
5 Pathfinders
5 Pathfinders
Riptide - Ion Accelerator, SMS, Early Warning Override, Stimulant Injector
Riptide - Ion Accelerator, SMS, Early Warning Override, Stimulant Injector
Riptide - Ion Accelerator, SMS, Early Warning Override, Stimulant Injector
3 Broadsides - High Yield Missile Pods, Twinlinked SMS, 6 Missile Drones
Aegis Defense Line and a Quad Cannon

Monday, November 4, 2013

40k Battle Report: Farsight Enclave/Ultramarines vs Iyaden Eldar/Dark Eldar




A few weeks back I finally had the chance to run my Farsight/Ultramarines list at the LGS.
I was pretty excited to finally get my Tau on the table and try out some Ultramarine goodness...until I saw my opponent who was "Randomly" assigned.

My List:
Farsight(Warlord)
3 Crisis Suits - Twinlinked Missile Pods, Plasma Rifles, 6 Gun Drones, Bonding Knives
10 Firewarriors - Shas'Ui, Bonding Knives
7 Pathfinders - Shas'Ui, Bonding Knives
Riptide - Earth Caste Pilot Array, Ion Accelerator, SMS, Early Warning Override
Riptide - Stimulant Injector, Ion Accelerator, SMS, Early Warning Override
Riptide - Stimulant Injector, Ion Accelerator, SMS, Early Warning Override
Tigurius - (Forewarning, Prescience, Perfect Timing)
5 Man Tactical Squad - Graviton Gun, Razorback - Lascannon
5 Man Tactical Squad - Graviton Gun, Razorback - Lascannon
5 Man Devastator Squad - 4 Missile Launchers
Aegis Defense Line with a Quad Cannon

His List: (Best I can remember)
Farseer (Warlord)
Avatar
10 Guardians - Heavy Weapon Platform, Shuriken Cannon
3 Guardians Jetbikes
Wraithknight - Two Heavy Wraithcannons
Wraithknight - Two Heavy Wraithcannons
Wraithknight - Two Heavy Wraithcannons
Crimson Hunter
Haemonculus
3 Dark Eldar Reavers
5 Warriors - Venom
5 Warriors - Venom
4 Wracks - Venom
Razorwing Jetfighter

Vanguard Deployment, Mission was Crusade with 2 objectives each.

He has 2 objectives in his deployment, one in the ruin on the left, and one behind the ruin on his side in the  middle.

I have one objective behind the building on the far right, and one behind my lines.

He had 1st turn, no night fight.

Tuesday, October 22, 2013

40K Dual Battle Report: White Scars vs Tau/Eldar


The other night I met up with Capnmoe for a late night game to test out some stuff we both had.

I wanted to try out some bikes. I've never liked bikes, just not my thing, but with the new Space Marine codex being what it is, I figured if I wanted to play them competitively, I would need to pick some up and learn how to use them properly.

Capnmoe wanted to test out a small point Tau/Eldar Army.

There is a large 1500 point tourney coming up and we both wanted to get some practice in running low point lists, considering that all we have played for the last 2 years or so has been 1850+ point lists.

Anyways, enough back story, here's how shit went down.

My List:
Khan - Moondraken
5 Bikers - Graviton-gun, Graviton-gun, Sgt. with a Power Fist
5 Man Tactical Squad - Graviton-Gun, Sgt. with a Power Fist in a Razorback
5 Man Tactical Squad - Graviton-Gun, Sgt. with a Power Fist in a Razorback
5 Terminators - All Thunder Hammer & Storm Shield in a Land Raider Crusader with Multi-Melta.
Land Raider - Multi-Melta
Predator - Autocannon with Lascannon Sponsons.
Predator - Autocannon with Lascannon Sponsons.

Small, redundant forces.
I figured he would have at least 3-4 Monstrous Creatures so personally I was just trying to build a list to piss in his cereal...and I haven't played my Marines in awhile.
I knew going in that I had little chance to win, but if I could piss him off then mission accomplished.

Capnmoe's List:
Commander: Command and Control Node, Multi-Spectrum Suite, Puretide Engram Neurochip.
7 Firewarriors
7 Firewarriors
10 Kroot
Riptide - Twin-linked Fusion, Ion Accelerator, Early Warning Override
Riptide - Twin-linked Fusion, Ion Accelerator, Early Warning Override
Riptide - Twin-linked Fusion, Ion Accelerator, Early Warning Override
3 Broadsides - High Yield Missile Systems, 6 Missile Drones
Farseer - Singing Spear, Jetbike, Mastery Level 3
3 Guardian Jetbikes - Shuriken Cannon
3 Guardian Jetbikes - Shuriken Cannon
Aegis Defense Line + Quad Cannon

Basically just an ass load of shooting.
The Farseer powers were Prescience, Guide and Foreboding. 

Mission was Crusade with 3 objectives.
Deployment was Hammer and Anvil
Nightfight was in affect.
He won the roll to deploy and chose to go first.

Monday, October 21, 2013

40k Battle Report: Eldar/Tau Vs. Imperial Guard/Space Wolves



Two headed giant league has started at the FLGS. You can either run a team of players using 1k points each or run two 1k point armies together as a single person. Makers wasn't able to get to the store this week so I ran two 1k armies myself. I ended up getting paired against Sqouze and CJ with their Imperial Guard/Space Wolf combo.

Deployment: Dawn of War
Mission: Big Guns Never Tire


My List (Eldar/Tau):

HQ
Farseer (Warlord - Warlord is a scoring unit) (Guide, Fortune, Puppet Master)
  • Jetbike
  • Shard of Anaris
  • Singing Spear
Farseer (Prescience, Misfortune, Terrify)
  • Jetbike
  • Singing Spear
6x Warlock Seer Council (Conceal/Reveal, Embolden/Horrify, 3x Protect/Jinx, Empower/Enervate)
  • 6x Jetbikes
Tau Commander (Warlord - Princeps of Deceit)
  • Command and Control Node
  • Puretide Engram Neurochip
  • Multi-Spectrum Sensor Suite 
Elites
Stealth Suit Team
  • 2x Fusion Blasters
Riptide
  • Twin-Linked Fusion Gun
  • Ion Accelerator
  • Early Warning Override
Troops
9x Dire Avengers
3x Guardians Jetbikes
  • Shuriken Cannon
6x Fire Warriors
10x Kroot

Heavy Support
Wraithknight
3x Broadsides
  • 3x Twin-Linked SMS
  • 3x High-Yield Missile Pods
  • 6x Missile Drones
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun

Opponents List as Best I Can Recall (IG/SW):

HQ
Logan Grimnar (Warlord)
Commissar (Warlord)
Company Command Squad
  • 4x Grenade Launchers
Troops 
10x Veterans
Platoon Command Squad
20x Infantry Blob
8x Wolf Guard
  • 2x Combi-Melta
  • Drop Pod
7x Terminator Wolf Guard
  • Landraider Crusader
  • Assault Cannon/Power Fist
  • 2x Frost Axe/Storm Shield
  • 2x Thunder Hammer/Storm Bolter
  • Sword/Storm Shield
  • Power Fist/Storm Bolter
Fast Attack
Vendetta
Vendetta
Heavy Support
Leman Russ Battle Tank
Leman Russ Battle Tank
Leman Russ Battle Tank


Thursday, October 3, 2013

40k Battle Report: Eldar/Tau Vs. Chaos Space Marines



As open play at my FLGS comes to a close, I think I've finally got a good handle on the new Eldar and Tau codexes. I'm really enjoying the parings and combos I can make with both books, especially when allied with each other or Grey Knights. Last week I got to play a game against my good buddy Sqouze. He's a great dude and one of the best modelers I've ever met. Be sure to swing by /r/Warhammer on Reddit and take a look at some of his work.

Deployment: Vanguard Strike
Mission: The Relic


My List (Eldar/Tau):

HQ
Farseer (Warlord - Warlord is a scoring unit) (Guide, Executioner, Doom)
  • Jetbike
  • Singing Spear
Farseer (Fortune, Prescience, Dominate)
  • Jetbike
  • Singing Spear
6x Warlock Seer Council (2x Conceal/Reveal, Embolden/Horrify, Protect/Jinx, 2x Quicken Restrain
  • 6x Jetbikes
Tau Commander
  • Command and Control Node
  • Puretide Engram Neurochip
  • Multi-Spectrum Sensor Suite 
  • Missile Pod
Elites
Riptide
  • Twin-Linked Fusion Gun
  • Ion Accelerator
  • Early Warning Override
Troops
10x Dire Avengers
  • Exarch with Twin-Linked Shuriken Catapults
3x Guardians Jetbikes
  • Shuriken Cannon
10x Fire Warriors
  • Sahs'ui
10x Fire Warriors
  • Sahs'ui
Fast Attack
5x Warp Spiders

Heavy Support
Wraithknight
3x Broadsides
  • 3x Twin-Linked SMS
  • 3x High-Yield Missile Pods
  • 6x Missile Drones
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun

Opponents List as Best I Can Recall (Chaos Space Marines):

HQ
Chaos Lord (Warlord - 2 units out flanking)

  • Mark of Nurgle
  • Bike
  • Power Claw

Chaos Lord

  • Mark of Khorne
  • Power Axe
  • Aura of Dark Glory
Troops 
10x Cultists
10x Cultists
9x Khorne Berzerkers
10x Khorne Berzerkers


Fast Attack
10x Chaos Bikers

  • 2x Plasma Guns

Heldrake

  • Bale Flamer

Heldrake

  • Bale Flamer

Heavy Support
Landraider
  • Dirge Caster
Landraider

  • Dirge Caster

2x Obliterators

  • Mark of Nurgle


Click the Link for More!

Friday, September 13, 2013

40k Battle Report: Eldar/Tau Vs. Tyranids



Deployment: Vanguard Strike
Mission: Big Guns Never Tire

My List (Eldar/Tau):

HQ
Farseer (Warlord. Guide, Fortune, Eldritch Storm)
  • Jetbike
  • Singing Spear
Farseer (Prescience, Dominate, Hallucination)
  • Jetbike
  • Singing Spear
6x Warlock Seer Council (Conceal/Reveal, 2x Embolden/Horrify, 2x Protect/Jinx, Empower/Enervate
  • 6x Jetbikes
Tau Commander
  • Command and Control Node
  • Puretide Engram Neurochip
  • Multi-Spectrum Sensor Suite 
  • Twin-Linked Missile Pods
  • Target Lock

Elites
Riptide
  • Twin-Linked Fusion Gun
  • Ion Accelerator
  • Stimulant Injector
  • Early Warning Override

Troops
10x Dire Avengers
  • Exarch with Twin-Linked Shuriken Catapults
3x Guardians Jetbikes
  • Shuriken Cannon
10x Fire Warriors
  • Sahs'ui
10x Fire Warriors
  • Sahs'ui
Heavy Support
Wraithknight
  • Scatter Laser
  • Suncannon and Scattershield
3x Broadsides
  • 3x Twin-Linked SMS
  • 3x High-Yield Missile Pods
  • 6x Missile Drones
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun

Opponents List As I Remember(Tyranids):

HQ
Swarm Lord
Tervigon
  • Adrenal Glands
Elites
Zoanthrope
Zoanthrope
Zoanthrope
Hive Guard
2x Hive Guard
Doom of Malan'tai
  • Mycetic Spore

Troops 
15x Gene Stealers
15x Gene Stealers
15x Gene Stealers
4x Tyranid Warriors
Heavy Support 
Biovore
Carnifex
Tyrannofex
Tyrannofex

Looking back now his list appears to be illegal as his list went well over the 2000 points that we were supposed to be playing at. But whatever, I like a good challenge.




He won the rolls for sides and deployment. He chose to go first. Night Fight was rolled and it was indeed night. 





Turn 1: He marches his 2 Tyrannofex, Carnifex, Zoentrhope, and Genestealers straight for my ageis line. His Tervigon spawns 12 Termagaunts and move towards the corner of the board where I've castled up as best as I could. The Swarm Lord, another Zoenthrope, and 15 more Genestealers would do the same. I deployed so that the Swarm Lord was about as far away from me as I could get hoping the game would end before he ever got to me. The Biovore, Hive guards, and 3rd Zoenthrope reposition in the mid field to get into better position for firing. Torrent fire from the Tyrannofexes killed 9 Fire Warriors and 2 missile drones. The rest of his shooting would prove ineffectual. The one unit of Fire Warriors forced to test passes and holds strong with 3 men. 

I cast all of my powers on my Seer Council as well as Guide on the Riptide and Prescience on the 8 man unit of Fire Warriors. The Riptide Nova Charges his Ion Accelerator. They move up 12" to mid field. But can't make it into shooting or charge distance of any of his units. They would eventually turbo boost into his backfield to try and divert his attention from my main force. The Wraithknight jumped up on top of terrain to get a better line of fire at his Genestealers. The Dire Avengers moved up to get into shooting range. The broadsides unload on the nearest Tyrannofex and turn him into a pile of poodoo for first blood. The Riptide and Dire Avengers took out the Warriors. The Fire Warriors took the Zoenthrope down to 1 wound. The Wraithknight killed all but 1 of the Genestealers.



Turn 2: He rolls for his reserves. Genestealers stay out and the Doom and his pod come in. The pod lands right in the middle of all of my Tau. Sad times. The Tervigon spawns 14 Termagants and rolled a double so no more babies. They both moved towards the Seer Council. The rest of his army pushed forward into my corner. Between the Doom, Tyrannofex, and the Carnifex he managed to kill the unit of 3 Fire Warriors, 1 Broadside and all of the remaining drones, and all but 2 Fire Warriors in the last unit. They fail leadership and break. He assaulted the Seer Council with his Termagants which were promptly squished and destroyed. I then consolidated away from his Tervigon.

I roll for reserves and my unit of Jetbikes comes on. The Fire Warriors rally on snake eyes! I attempted to cast my powers on the Seer Council but Shadows in the Warp only allows me to get Protect and Prescience up. The Riptide Nova Charges his gun. By the end of the turn the Carnifex is shot dead, the bikes wound the Tervigon, the Zoenthrope in the middle dies to the Seer Councils Fire, all but 1 Termagant are killed by the Dire Avengers, and the Doom is smashed into goo by the Wraithknight. 





Turn 3: He forgets to roll for his one unit of Genestealers in reserve. He again pushes everything towards my corner. His shooting from the Tyrannofex is ineffective. He assaults the Tervigon into the Seer Council and the single Genestealer into the Wraithknight. The Seer Council gets a couple of rends on the Tervigon during overwatch and thanks to Prescience and Fleshbane, kill it before it even swings. The brave Genestealer gets squished by the Wraithknight. 

With no more Shadows of the Warp to hinder my Seer Council they get all of their powers up. The Dire Avengers move towards the last Zoenthrope and the Swarmlord. The Broadside, Commander, and Fire Warriors take a couple of wounds from the Tyrannofex. The Riptide kills half of the remaining Genestealers and the dire avengers kill the last Zoenthrope. The bikes multi assault all of the Hive Guard and the Biovore and kill them all. The Wraithknight shoots and assaults the Tyrannofex killing it.




Turn 4: He again forgets he has Genestealers in reserve. He moves his remaining units forwards and attempts to assault the Seer Council but is shot up really bad on overwatch and is cut down in close combat. At this point I had First blood, an Objective, and 4 points from killing heavies. He had 1 Termagant and the Swarm Lord left and decided to concede. 






I'm really loving the Seer Council so far. I'm still waiting for that one game that I don't get Fortune on one of my Farseers and I just get totally punked. Overall though I'm very happy with the performance of this list. I'd like to drop the Sunncannon Scattershield on the Wraithknight and a handful of Fire Warriors so I could get 2 Scatter Laser War Walkers into the list. I may have to try it out next game.





Tuesday, September 3, 2013

40K: Battle Report - Chaos Daemons vs Eldar/Tau


On Friday night I met up with Capnmoe at his house for a "Test Game." He recently assembled his Eldar/Tau army, and I recently picked up my new Keeper of Secrets, so of course we had to test them out.

Makers List:
Fateweaver
Keeper of Secrets - Mastery Level 3, 2 Greater Rewards
10 Pink Horrors
10 Plaguebearers
15 Flesh Hounds
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward

CapnMoe's List:
Farseer - Singing Spear, Jetbike
Farseer - Singing Spear, Jetbike
6 Warlocks on Jetbikes as a Seer Council
Tau Commander - Command and Control Node, Puretide Engram Neurochip, Multi-Spectrum Sensor Suite, Twin-Linked Missile Pods, Target Lock
Riptide - Ion Accelerator, Twin Linked Fusion Gun, Stimulant Injector, Early Warning Override
10 Dire Avengers - Exarch with a TL Shuriken Catapult
3 Guardian Jetbikes - Shuriken Cannon
10 Firewarriors - Shas'ui
10 Firewarriors - Shas'ui
3 Broadsides - High Yield Missile Pods, Twin-linked Smart Missile Systems, 6 Missile Drones
Wraithknight - Scatter Laser, Suncannon and Scattershield
Aegis Defense Line - Quad Cannon

I rolled for my powers.
Fateweaver: Inferno/Perfect Timing - Invisibility/Iron Arm
Keeper of Secrets: Psychic Shriek, Dominate, Hallucination - Touch of Uncreation, Corpulence
(Red) Slaanesh Prince - Enfeeble, Life Leech, Warp Speed - Warp Tether
(Grey) Slaanesh Prince - Enfeeble, Hemorrhage, Warp Speed - Portaglyph
(Mini-Me) Slaanesh Prince - Endurance, Iron Arm, Life Leech - Grimore or True Names
Pink Horrors - Bolt of Change

CapnMoe rolled for his powers:
Farseer - Death Mission, Doom, Eldritch Storm (Warlord)
Farseer - Fortune, Guide, Prescience
Warlock - Embolden/Horrify
Warlock - Embolden/Horrify
Warlock - Protect/Jinx
Warlock - Conceal/Reveal
Warlock - Conceal/Reveal
Warlock - Empower/Enervate

Game was Relic
Deployment was Dawn of War.
I won the roll off to pick sides and to go first.
No Night Fight.


Makers Deployment:
I deployed the Plaguebearers in cover and my Horrors on the other side of them to run up behind the small building on the right.
Flesh Hounds in the middle, so that I could scout move them up into the area terrain to draw fire.
I made sure to deploy the princes and Fateweaver out of range of his Broadsides.
I kept nothing in reserves, and had everything on the table to avoid the intercept on the Riptide.

Capnmoe's Deployment:
I deployed everything  behind the aegis except for the Seer Council and Farseers. They were placed in the back corner as far away from any of this shooting as possible. I didn't want to loose any before I could get their powers up. I decided to put the jet bikes on the table which is something I normally wouldn't do, but they're great at grabbing the relic turn 1.

Before the game started, the Flesh hounds scout moved up just behind the area terrain in front of the Aegis Defense Line.


Daemons Turn 1
Makers Typing:

Fateweaver goes Invisible and Iron Arm is successful.
Mini-Me Prince successfully casts Iron Arm and Endurance.
Warpspeed successful on other 2 Princes....because you just never know...
Grimore is Successful on the Hounds giving them the 3++ saves.
I try to drop the Portaglyph behind the building, in the middle to the right so that I can spawn more troops each turn and get a huge horde of troops on the Relic, but it scatters 12" to the right side of the board in front of the Grey Prince and Fateweaver instead.

I move Mini-Me and the Red Prince up behind cover on the left, knowing I can stay out of Line of Sight of his guns, and still be able to Vector Strike his lines next turn.

I move the plaguebearers up to the edge of the cover they are currently in knowing he will make a move for the Relic first.
The 10 horrors move over to get a shooting lane on his Dire Avengers.

The Grey Prince swoops up the right hand side of the board for some turn 2 vector strikes and Lashes.

Fatewaver, now invisible, swoops up behind the building in the middle of the horrors.

The Keeper of Secrets moves up behind the Flesh Hounds.

The Flesh Hounds move up to within 1" of the defense line, to make sure they can make the assault next turn.

Shooting Phase Begins and I roll on the Warp Storm table.
I roll an 11.
We agree to randomly select one by using Dice Rolls.
Ends up being his warlord.
He fails the Leadership test.
Instant Death and Spawns me a Tzeetch Herald.
And so without even having to attack something yet...I just clinched First Blood, Slay the Warlord, and Line Breaker...

I fire off a couple shots from the Horrors and the Tzeentch Herald and manage to take out a few Dire Avengers but that's about it.


Eldar/Tau Turn 1 -
Capnmoe Typing

Stupid Warp Storm table...sad times. So my spirit was kind of crushed by his first turn, but I refused to go down without a fight. I cast Guide on the Riptide and Prescience on a unit of Fire Warriors. The rest of the powers all went off on the Council. Sadly I forgot to overcharge the Riptide. It was my first time using him and forgot to do it. Lesson learned. So at this point I have 15 dogs sitting right in front of me so getting rid of them was priority number one. The Council moved up to get position for shooting the dogs but would end up turbo boosting into the daemons deployment zone. Wraithknight moved out 12". The jet bikes moved on to the relic and picked it up while also setting up to shoot the dogs. Dire Avengers moved toward the grey prince and run. They shoot doing 1 wound but fail to knock him out of the sky. I overcharge the Riptide's Ion Accelerator and roll a gets hot result...damn. Good thing it was Guided so I rerolled, and was fine. Dropped a large blast on the doggies killing a few. Everything else shoots the dogs as well. By the end of my shooting I had killed 10.


Daemons Turn 2
Makers Typing

All Blessings are successful.
I chose to go with Perfect Timing on Fateweaver this time to try to get some shots in as well.

The Grey Prince casts Enfeeble on the Dire Avengers.
The Red Prince casts Enfeeble on the WraithKnight.
The Keeper of Secrets successfully casts Dominate on the Riptide, and then casts Hallucination on the Broadsides which pins them.

Grimore is successful on the hounds.
Portaglyph spawns me 5 horrors, who get Bolt of Change.

I move Mini-Me up the left flank and vector strike 1 unit of firewarriors taking out a few of them.

The Red Prince cant make the line now, but is able to vector strike the WraithKnight which causes 1 wound.

The Grey Prince moves up behind his line to take out the Dire Avengers.

Fatweaver moves to the upper right hand side of the board, to where the Grey Prince was, for a nice firing lane on the Dire Avengers.

The Plague Bearers move up toward the relic, with 1 unit of horrors following in right behind them.

The Keeper of Secrets is able to move up and over the the defense line successfully.

Nothing really happens from the Warp Storm table this turn, but it has already served its purpose this game.

The Grey Prince casts Hemorrhage on the Dire Avengers which are enfeebled, but he makes the toughness test...a sign of things to come.

Fateweaver tries to cast Inferno on the Dire Avengers and he denies it.
So he tries to cast Flickering Fire on them instead and he denies that as well...I guess they are tired of being picked on.

The unit of 10 horrors cast Bolt of Change and manages to take out 1 bike on the relic.

The unit of 5 horrors cast Bolt of Change, trying to take out the Dire Avengers and manages to take out 2 of them...finally.

The Tzeentch Herald tries to shoot the firewarriors but doesn't manage to do anything.

The Flesh Hounds multi-assault both units of firewarriors successfully and lose 3 to over watch leaving only 2 models left. A few firewarriors fall, and so does 1 hound. Leaving me with only 1 hound from that unit still alive.

The Keeper of Secrets Assaults in and chops up some more fire warriors. The fire warriors units both fail morale and are swept off the board.

Slowly but surely I'm taking out his troops. If I can get them dead then he can't beat me.


Eldar/Tau Turn 2
Capnmoe Typing

Things look pretty bleak at this point but I still have the relic and I still have some fight left in me. The council powers up getting off and also casts Horrify on the Plague Bearers and Guide on the Wraithknight. The Riptide nova charges and takes the 4d6 assault move. The jet bikes start moving toward the back corner of the board as far away from his MC's as they can get. The council moves into position for the multi charge into the Plague Bearers and Pink Horrors. The Wraithknight jumps across the ruins. The dire Avengers get the hell out of dodge and start moving away from the Keeper of Secrets and the Grey Prince toward the middle of the board. The pinned broadsides all unload on Mini-Me and take him down to 1 wound, he manages to stay in the air. The Riptide fires at Mini-Me, misses with the ion accelerator, but connects with the twin linked fusion blaster. He, of course, makes his invulnerable save and stays in the air leaving me feeling bitter. The Wraithknight fires on the unit of 10 Pink Horrors and wipes it off the board. The council kills 5 Plague Bearers with shooting before assaulting in and killing the unit. The jet bikes turbo boost an extra 6" toward the corner. The riptide jumps 18" inches from behind the line with its Nova Charged assault move.


Daemons Turn 3
Makers Typing.

At this point the beers are starting to flow pretty well and I'm able to focus my forces and cherry pick his army piece by piece. When he moved his WraithKnight up and the Riptide in behind him, he was basically grouping up his forces for me, which is exactly what I wanted.

All my powers are successful again, and Fateweaver casts Perfect Timing on himself.
No troops from the Portaglyph this turn, even with the reroll.

The Grey Prince casts Enfeeble on the Broadside unit.
The Red Prince casts Enfeeble on the Riptide.

Hallucination is successful on the Broadsides as well from the Keeper of Secrets, and  they can no longer attack in close combat.
I think he casted Dominate on something else but Capnmoe denied it.

Mini-Me swoops straight down the back of his board, behind the Dire Avengers and vector strikes take out a few drones and 1 Broadside.

Grimore is successful on Fateweaver making him virtually Invincible, and he swoops straight up into the middle of the fight, vector striking the Dire Avengers along the way to take out another 3 of them.

The Single Hound moves up within 1" of the Broadsides as well, because...well he has nothing else to do.
The Herald moves over to watch the party.

Warp Storm Gives all my Daemons a +1 to Invulnerable saves!

Fateweaver continues his rampage, goes Beast Mode and decimates the 2 jetbikes on the Relic, leaving Capnmoe only the Dire Avengers left.

Mini-Me lashes down a few drones to thin the squad and the Grey Prince lashes down another drone and a broadside.

The Grey Prince assaults into the broadsides first to soak up the overwatch shots, and manages to come out unscathed. 
The Keeper of Secrets assaults in as well, and together they wipe out the entire unit, leaving the hound kind of sad he didn't get to do anything.

The Red Prince assaults into the Riptide, tying it up in close combat and manages to cause a wound thanks to Warp Speed.

Mini-Me rolls on "It will not die" and gains back a wound to end the turn!



Eldar/Tau Turn 3
Capnmoe Typing

I attempt to cast powers but only manage to get prescience on the Wraithknight and Conceal and Protect on the Council. Not a great turn for psychic powers. The Wraithknight moved over and would eventually assault the red prince hoping to cut the Riptide out of combat. The Dire Avengers move and run towards the relic. The Dire Avengers and Seer Council all shoot at the Keeper of Secrets taking him down to 4 wounds. The Red Prince would end up killing the Riptide and the Wraithknight would end up killing the Red Prince in close combat. The Seer Council assaults the Keeper of Secrets and takes him down to 1 wound.



Daemons Turn 4
Makers Typing

Mini-Me was able to cast Iron Arm and Endurance on himself.
The Grimore was successful on the Keeper of Secrets.

Warp Speed was also successful on the Grey Prince.

At this point Capnmoe conceded defeat as there was really no way he could win. Fateweaver and Mini-Me were going to destroy the unit of Dire Avengers, and the Grey Prince and the Keeper of Secrets would be assaulting into the Seer Council. His only real option was to sweep me off the table and that just wouldn't be possible with only 2 units. Plus, I still had the possibility of creating more troops from the warpstorm table or the Portaglyph and making it to the Relic if I chose Daemonettes.

I still had 4 Monstrous Creatures up, and with the Keeper having Fleshbane and Preferred Enemy Eldar, the council wouldn't be lasting too much longer, especially when you add in another Daemon Prince with Warp Speed and Mini-Me moving in right afterwards.

Also the fact that the Red Prince was on his way back into the game from Warp Tether.

Victory Daemons!

After Game thoughts

Makers:
- Keeper of Secrets is a Bad Ass. Considering he had the 2 worst possible Rewards, he still performed like a champ and I truly believe he is the key to beating Tau and Eldar which are some of the top tournament armies right now.
- Even with bad rolls on Biomancy, I still managed to pull out a win. Was really hoping to have more than 1 Daemon Prince with Iron Arm, but the combination of Enfeeble and Hemorrhage  is really nice on troops.
- I have been thinking about switching out the 15 Flesh Hounds for 9 Screamers, but it just amazes me how much damage that unit of 15 hounds can soak up. My opponent can't ignore them, but can't afford not to focus them either.
- Dire Avengers can go die in a fire. So many deny the witch rolls were made...
- Yes the first turn Warp Storm Table pretty much won me the game, but that's why we take Fateweaver for the rerolls right?

Capnmoe:
-Sometimes Warp Storm kicks you in the junk so hard that you feel like giving up, but you shouldn't.


- I was very impressed with the Seer Council over all. Fleshbane is great against monstrous creatures. I will be including them in all my Eldar lists for now.
- Wraithknight was everything I had expected it to be. It killed a unit of 10 Pink Horrors and a Daemon Prince on its own. Earned back every bit of the 300 points I spent on it.
- Pinned Broadsides with a tricked out Commander are still a shooting threat. Be warned.
- When playing against a Daemon army with this many threats I'm not sure gun lines have the power to stop the charge. I should have taken the Seer Council and Wraithknight into assault with his monstrous creatures on my turn 1. It would have been the only thing that could have stopped the loss of all my troops and Broadsides.
- Can't wait for a rematch to apply what I've learned.

Friday, August 16, 2013

40k Battle Report: Eldar/Tau Vs. Space Wolves/Dark Eldar


Deployment: Vanguard Strike
Mission: Purge the Alien

I was super stoked for this game. Due to the Fantasy League I've been playing in, this was the first time I've been able to play the new Eldar and Tau codexes.

My List (Eldar/Tau):

HQ
Farseer (Warlord. Guide, Death Mission, Fortune)
  • Jetbike
  • Singing Spear
Farseer (Prescience, Misfortune, Foreboding)
  • Jetbike
  • Singing Spear
6x Warlock Seer Council (Conceal/Reveal, Destructor/Renewer, Embolden/Horrify, Protect/Jinx, 2x Empower/Enervate
  • 6x Jetbikes
Tau Commander
  • Command and Control Node
  • Puretide Engram Neurochip
  • Multi-Spectrum Sensor Suite 
  • Twin-Linked Missile Pods
Troops
8x Dire Avengers
  • Exarch with Twin-Linked Shuriken Catapults
10x Guardians
  • Scatter Laser
12x Fire Warriors
  • Sahs'ui
12x Fire Warriors
  • Sahs'ui
Heavy Support
Wraithlord
  • 2x Flamers
  • Ghostglaive
  • Scatter Laser
  • Bright Lance
Wraithlord
  • 2x Flamers
  • Ghostglaive
  • Scatter Laser
  • Bright Lance
2x War Walkers
  • 4x Scatter Lasers
3x Broadsides
  • 3x Twin-Linked SMS
  • 3x High-Yield Missile Pods
  • 6x Missile Drones
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun

Opponents List As I Remember(Space Wolves/Dark Eldar):

HQ 
Rune Priest (Jaws, and Something ) Joined Wolf Guard In Drop Pod
  • Terminator Armor
Rune Priest (Warlord. Prescience, and Something) Joined Long Fangs
  • Terminator Armor
Wolf Guard Battle Leader (Outflanking with 10 Grey Hunters)
  • Power Maul
  • Saga of the Hunter
Haemonculus Ancient
  • Liquifier Gun
Elites
5x Wolf Guard
  • 5x Terminator Armor
  • 4x Combi-Flamers
  • Cyclone Missile Luancher (Joined the Long Fangs)
Drop Pod

9x Hekatrix Bloodbrides
  • Razorflails
Raider
  • Night Shields
  • Dark Lance
Troops 
10x Kabalite Warriors
  • Splinter Cannon
Raider
  • Night Shields
  • Splinter Racks
  • Dark Lance
10x Grey Hunters
  • Wolf Standard
  • Plasma Gun
10x Grey Hunters
  • Wolf Standard
10x Grey Hunters
  • Wolf Standard
  • 2x Plasma Guns
Heavy Support 
6x Long Fangs
  • 6x Missile Launchers
6x Long Fangs
  • 6x Missile Launchers
Fortification 
Aegis Defense Line
  • Quad Gun


He won the rolls for sides and deployment. He chose to go first. Night Fight was rolled and it was indeed night. 






Turn 1: He kept 10 Grey Hunters in reserve to outflank with his Wolf Guard Battle Leader. His pod with 4 Termies and a Rune Priest drop in right behind my 2 units of Fire Warriors. The 2 Raiders move up while hugging terrain. 2 units of walking Grey Hunters move forward. I interceptor the Drop Pod and take a hull point. The Fire Warriors get roached by combi-flamers. Im expecting the Rune Priest to Jaws the hell out of them but as I recall he either failed the test or I denied it. He instead cast his second power which goes off killing a couple Fire Warriors. When the dust settles one unit is down to 2 and the other down to 7. They both fail leadership and break. 


I kept the 2 War Walkers in reserve to outflank. The rest of my deployment can be seen in the first picture. I rallied the larger unit of Fire Warriors while the other continued falling back. I attempted to cast all my powers for by Biker Council, 2 of which were stopped by the Rune Priest's rune weapon. Guardians, Dire Avengers, Seer Council, and Fire Warriors take out the Termies and Rune Priest. Wraithlord 1 drops a raider with Wyches and kills over half of them in the explosion. Wraithlord 2 takes another hull point from the drop pod. Broadsides wipe a unit of Grey Hunters off the table.

Turn 2: He fails his reserve roll. He cast prescience on a unit of Long Fangs. All of his units push forward save for the 2 Long fang units in the back. Shooting from the Long Fangs kills a few gun drones with the Broadsides. He shoot the 2nd Long Fang unit at the Seer Council but with the 2+ rerollable cover save he fails to do anything.




The 2 man Fire Warrior unit continues falling back. Seer Council gets its powers up and starts heading for the Long Fangs in the back. Guardians move up. Fire Warriors move out of the river toward the bridge. Shooting would see the second Raider destroyed by the Broadsides. Guardians, Wraithlord, and Fire Warriors finish off the Wyches with Haemonculus and some of the Kabalites that were in the Raider.

Turn 3: His outflanking unit comes on in the back near my broadsides. Shooting from them would nearly kill my Tau Commander. He casts prescience on the Long Fangs again and uses them to kill a Broadside. Kabalites move up and kill some Guardians

My War Walkers outflank on the right side in the middle of the board looking to kill a unit of Grey Hunters in midfield. Fire Warriors fall back off the board. The rune priests cancels most of my powers but i do manage to get Guide on the War Walkers and Fortune and Protect on the Council. War Walkers chop up most of the Grey Hunters and the Council finishes them off. Everything in the back field unloads on his unit that outflanked taking it to roughly half strength. The Wraithlord and Dire Avengers charge in. The Wraithlord challenges and kills his Wolf Guard Battle Leader. The Dire Avengers only kill one and loose 4 in return. I loose the combat and the Dire Avengers fail leadership and break, but the Wraithlord stays tough.


Turn 4: He casts prescience on the Long Fangs. Kabalites move up and kill some Guardians. Long Fangs kill a Seer Council Warlock. The Wraithlord kills nearly all of the Grey Hunters.

Most powers go off on the Seer Council but I did take a perils on my war lord. The Council moves up to position a charge on the Long Fangs. Guardians/Fire Warriors/Wraithlord take out the rest of the Kabalites.
Shooting from the Council and War Walkers kills one unit of Long Fangs.
Turn 5: At this point he only has one unit of Long Fangs and a Rune Priest left. He casts prescience and shoots the council killing one member.

I managed to get off Jinx on the unit to reduce their armor save by 1. The council shoots them up pretty good and then charges in. They would kill off the unit for a total victory.


Tuesday, June 18, 2013

40k: My 6th Edition Eldar List



When a new codex comes out, I usually read it from cover to cover at least once. I do this for 2 reasons.
1. To get a better idea of what I will be up against.
2. To make myself familiar with their rules, so that I don't get cheated. (Yes this happens...alot...for some reason)

I also make a list, close to something that I would play. In the unlikely event that I were to build an Eldar Army, here is what I would field.

Farseer - Jetbike, Singing Spear
Farseer - Jetbike, Singing Spear
Dire Avengers x 5 
Dire Avengers x 5 - Wave Serpent - Shuriken Cannon, Scatter Laser, Holo-Fields
Dire Avengers x 5 - Wave Serpent - Shuriken Cannon, Scatter Laser, Holo-Fields
Dire Avengers x 5 - Wave Serpent - Shuriken Cannon, Scatter Laser, Holo-Fields
Jetbike Squad x 6 - Shuriken Cannon, Shuriken Cannon
Jetbike Squad x 6 - Shuriken Cannon, Shuriken Cannon
Warp Spiders x 10
Warp Spiders x 10
Fire Prism
Fire Prism
Falcon - Pulse Laser, Bright Lance, Shuriken Catapult
Aegis Defense Line - Quad Cannon

Eldar Mech all the way.
Farseers with the Jetbikes.
5 Avengers in the Falcon behind the wall on the Quad Cannon between 2 prisms.

Thursday, June 13, 2013

First 6th Edition Eldar List


Time for my Eldar to evolve. With the last codex, I ran a Footdar list. It was a challenging army to play and thats why I loved it. This codex decided to make Waveserpents amazeballs, so I can't continue to leave them out of my lists. I haven't had a chance to pick up any of the new models yet so this list is made using what I have. I think it's gonna do well enough on the table. Questions, comments, suggestions?

HQ
Farseer (With Harlequins)
  • Singing Spear
  • Jetbike
Spiritseer (With Guardians behind the aegis line)

Elites
7x Harlequins
  • 7x Kisses 
  • Troupe Master 
  • Shadowseer
Troops
5x Wraith-guard
  • Wave Serpent
    • Holo-fields
    • Twin Linked Scatter Lasers Cannons
    • Shuriken Cannon
5x Wraith-guard
  • Wave Serpent
    • Holo-fields
    • Twin Linked Scatter Lasers Cannons
    • Shuriken Cannon
20x Guardians
  • 2x Scatter Laser 
10x Dire Avengers
  • Exarch with TL Shuriken Catapults
3x Guardian Jetbikes
  • Shuriken Cannon
Heavy Support
Wraithlord
  • 2x Flamers 
  • Ghostglaive  
  • Scatter Laser 
  • Bright Lance
Wraithlord
  • 2x Flamers 
  • Ghostglaive  
  • Scatter Laser 
  • Bright Lance
2x War Walkers
  • 4x Scatter Lasers 
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun

TOTAL – 1996


Wednesday, June 5, 2013

Eldar Codex Review: My Initial Thoughts

Welcome to the wonderful world of 6th edition Eldar everyone. I must say, when I first got my hands on the new codex and took a look, my initial reaction was a big WTF. A quick list of things that I thought were not cool at the time and some I still think aren't.

  1. No guaranteed Fortune. This was huge.
  2. Runes of Warding and Witnessing are terrible compared to what they used to be.
  3. Increased points on War Walkers, Guardians, Wraithlords, Fire Dragons, and others. 
  4. No more casting the same power for Eldrad. (My 5th edition list was based on 2x fortune for Harlequins and Wraithguard)
  5. No more 4+ invuln on the Avatar. 
  6. No ghost helms on Warlocks and Spiritseers. 
  7. Harlequins can fail their psychic test for Veil of Tears and has reverted to its old rules.
  8. Shuriken Catapults are still 12"
  9. Why the hell do Wraithlords still not have some kind of invuln save.
  10. Why do Banshees still suck balls? I mean no grenades...come on man.
SHENANIGANS!!! Thats right I called immediate shenanigans. Come on Phil Kelly what the hell's going on here. And those were just the things that caught my eye at a cursory glance. On the flip side, after I spent a little more time with the codex, I found there were some things that really stood out that I loved.

  1. Battle Focus. That's awesome.
  2. No more Wraith Sight. Hooray!
  3. Shuriken weapons have rending against everything other than vehicles.
  4. Monofilament weapons are the bee's knees.
  5. OMG Wave Serpents with Holofields and Scatterlasers give me a huge nerd boner.
  6. Scatterlasers and laser lock give twin-linked to your other weapons.
  7. Wraithknight...not much to say...this guy is rad
  8. Fire Prisms got even better with 3 modes of fire and holofields
  9. Guardian Jetbikes got a points reduction. Why? I don't know, but I love it.
  10. Farseers on bikes all the time. There is no reason a Farseer should be seen without one. It's only 15 points and it makes him so much better.
  11. Biker Councils that get Protect/Jinx are gonna be amazeballs.
  12. Many units are now BS4
So obviously I'm pretty split on this codex. Did the new additions outweigh the nerfs and changes? Time will tell the story. I for one can't play the same list I did in 5th. The changes to Eldrad and Fortune, both of which were relied on heavily for my footdar, have put an axe in that. More to come as I get deeper into the codex and into testing. Hopefully we can get a batrep up before too long.

Monday, June 3, 2013

40k: Battle Report - Necrons/Grey Knights Vs Tau/Eldar


Deployment: Dawn of War
Mission: Crusade

My List (Necron/GKs):

HQ
Inquisitor Coteaz (Prescience, Scrier's Gaze)
Necron Overlord
  • Warscythe 
  • Sempiternal Weave 
  • Phase Shifter
Royal Court
Harbinger of Despair
  • Veil of Darkness 
Harbinger of Destruction
  • Solar Pulse 
Elites
5x Deathmarks
Troops
2x Jokaero Weaponsmith, 3x Servitors, 5x Warrior Acolytes
  • 3x Plasma Cannons 
  • Bolters 
5x Warrior Acolytes
  • 5x Bolters 
7x Necron Warriors
  • Ghost Ark 
7x Necron Warriors
  • Ghost Ark 
6x Necron Warriors
  • Ghost Ark
Fast Attack
6x Canoptek Wraiths
Heavy Support
Dreadknight
  • Heavy Incinerator
Annihilation Barge
Annihilation Barge
Annihilation Barge
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun
Opponents List (As Best As I Can Remember):
HQ 
Commander
  • 2x Markerlight Drones
  • Missile Pod
  • Missile Pod
  • Drone Controler
  • Neuroweb System Jammer
  • Puretide Engram Neurochip
Darkstrider
Eldrad (Prescience, Puppet Master, Psychic Shriek, Foreboding)
Elites
2x Crisis Suits
  • 2x Plasma Rifles each
Riptide
  • Heavy Burst Cannon
  • Counter Defense System
  • Twin-Linked Fusion Blaster
Stealth Team
  • Fusion Blaster
  • Shas'ui
Troops 
10x Fire Warriors
10x Fire Warriors
10x Dire Avengers
  • Exarch with Diresword/Shuriken Pistol and Defend
Fast Attack
Razorshark Strike Fighter
7x Pathfinders
  • Recon Drone
  • 2x Rail Rifles
Heavy Support 
Hammerhead
  • Longstrike
Broadside
  • 2x Shield Drones
  • Railrifle
  • TL SMS
Fortification 
Aegis Defense Line


I got to pick my side and since the terrain was pretty even just decided to stay on the side I was standing on.

We rolled up 4 objectives and placed them on the board. They're circled in yellow in the above pic. 

I rolled Princeps of Deciet for my warlord trait which was utterly useless. Not sure what my opponent rolled. 

My jokaero rolled and got 2 upgrades: Extra 12" range and 5+ invuln for their unit. 
(Our psyker powers are shown in the list above.)

We rolled and turn one would be Night Fight. He won the toss and chose to deploy first. 

As you can see he set up his entire force behind the aegis line and in the ruins on his table edge. He reserved the Stealth Suits, Crisis Suits, and the Razorshark Fighter. 
I tried to do something similar with my deployment placing my barges on the same side of the table as his Riptide and my Wraiths near the Elven castle to push up the side and hopefully sweep down his flank. 

I rolled to steal the initiative and failed. 
Thanks to Coteaz, I got to roll again and managed to pull out a 6 for the steal!

Necrons/Grey Knights Turn 1:
I lit off my one Solar Pulse so I wouldn't have to deal with night fighting. Prescience on Coteaz's unit. 

I moved all of my vehicles forward 6" and the Wraiths moved 12" up behind the castle. 

I shot all of my annihilation barges at the Riptide and managed a few wounds. The jumps from all the tesla shots would end up killing a couple Fire Warriors he had in the ruins and amazingly the Broadside and its drones. That netted me first blood. The Ghost Arc in the ruins fired at the Fire Warriors in the ruins and killed a couple. The 2 Ghost Arcs and Coteaz's unit behind the aegis line, fired at his Pathfinders nearly wiping them out. 

At the end of the turn his Fire Warriors failed their moral test and fell back a few inches but they didn't leave the board.

Tau/Edlar Turn 1:
His breaking Fire Warriors rallied and moved back into position into the ruins and onto the objective.
His Riptide moved forward, looking for some payback.
Longstrike's Hammerhead moved down to support the Fire Warriors in the trees.

The few Pathfinders still alive fired marker lights on the Ghost Arc near the castle, which had my warlord in it, and got a couple hits. The Riptide blew up the Ghost Arc near the building with TL-Fusion/Overcharged rending burst cannons, and killed 3 of the guys inside. Longstrike blew away the Ghost Arc near the castle killing 2 inside. Eldrad Puppet Mastered a single warrior and caused no wounds.



Necrons/Grey Knights Turn 2:
Rolled my reserves and everything was coming in. My Dreadknight deep striked just in front of his Dire Avengers. The Death Marks came in just in front of the Fire Warriors.

Death Marks marked the Fire Warriors. 5 Warrior Acolytes walked on the back near the objective in the ruins. The Wraith's continued to move up through the castle. The Ghost Arc in the ruins pushed forward to the Fire Warriors in the ruins, killing a few more. The Annihilation Barges all moved slightly to pick up a jink save and shot the Riptide down to 1 wound. Deathmarks killed a hand full of Fire Warriors in the woods. Dreadknight killed nearly all of the Dire Avengers.

The Wraiths would fail their charge attempt.


Tau/Edlar Turn 2:
Crisis Suits, Stealth Suits, and his Razorshark all come in.

Stealth suits came in near the ruins and took some shots at an Annihilation Barge, removing a hull point.
The Crisis suits dropped in near the objective by the castle, on my side, and attempted to shoot the unit of Warriors, killing only a couple. One would get back up.

Darkstrider and his Suit Commander joined the unit of Fire Warriors in the trees. The flyer attempted to pie plate the Wraiths but rolled "gets hot".

The Riptide and a puppet mastered Annihilation barge killed the Dreadknight.
The Firewarriors and Longstrike killed the Deathmarks.


Necrons/Grey Knights Turn 3:
Warriors disembarked from the Ghost Arc in the ruins, and together cleaned off the objective which they now held.

Warriors from the exploded Ghost Arc near the house moved towards the objective in the ruins to help the Warrior Acolytes.  They would end up killing off the stealth suits with help from an Annihilation barge.

The Annihilation barge near the house finished off the Riptide.
The Warriros on the castle objective and another Ghost Arc would take out the 2 Crisis Suits.
Coteaz's unit would finish of the last couple Dire Avengers and Eldrad.

The Wraiths multi-charged into Longstrike's Hammerhead and the Fire Warriors in the trees with his 2 HQs. The Wraiths took out the Hammerhead and all the Fire Warriors and Dark Strider.


Tau/Edlar Turn 3:
With nothing left but the flyer he moved forward in a last ditch attempt to snuff out Coteaz and crew but couldn't pull it off.
The Wraiths would drop the his Suit Commander during the assault phase.

At this point we ended the game.

Win goes to Necron/Grey Knights!

This puts my record for this league at 3-1. The one loss was to a very strong Tau list. There was also a really good game against Noise Marines. The lesson I've learned so far is that I strongly fear armies that have ways to remove my cover saves. Looking forward to this weeks game. Would love to get paired against Makers since I need practice against new Daemons.