Tuesday 21 April 2020

Solo Pandemic Battle Report 40k Aeldari vs. Space Marines


2000 Points ITC Mission 1. RG win roll off for attacker and take it, Aeldari choose hammer and anvil deployment.

Aeldari secondaries are: Behind Enemy Lines, Gang Busters and Butchers Bill. Not stoked on choosing Butchers Bill, but the list doesn't have many other good choices, I could have maybe gone recon, but with the infiltrators zoning out half the table it did not seem like a good option.

Raven Guard secondaries are: Recon, Behind Enemy Lines, Marked for Death on both spears, the reapers and the farseer sky runner.

Raven Guard

++ 2x Battalion Detachment (Imperium - Space Marines) [109 PL, 1,998pts, 13 -5= 8CP] ++

+ Configuration +

**Chapter Selection**: Long-range Marksmen, Master Artisans, Raven Guard Successor

+ Stratagems [-2CP] +

Relics of the Chapter [-2CP]: 2x Number of extra Relics [-2CP]

+ HQ [26 PL, 459pts, -3CP] +

Captain [6 PL, 143pts, -1CP]: Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 19pts], Master of Ambush, Storm shield [10pts], Stratagem: Master of the Trifold Path [-1CP], Swift and Deadly, Thunder hammer [40pts], Warlord

Captain [6 PL, 143pts]: Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 19pts], Master-Crafted Weapon, Storm shield [10pts], Thunder hammer [40pts]

Chaplain [5 PL, 92pts, -2CP]: 2. Catechism of Fire, 5. Recitation of Focus, 6. Canticle of Hate, Crozius arcanum, Frag & Krak grenades, Jump Pack [1 PL, 18pts], Litany of Hate, Storm bolter [2pts], Stratagem: Hero of the Chapter [-1CP], Stratagem: Master of Sanctity [-1CP], Wise Orator

Lieutenants in Phobos Armor [9 PL, 81pts]
. Lieutenant in Phobos Armour [5 PL, 81pts]: Ex Tenebris, Frag & Krak grenades
. . Occulus Bolt Carbine and Bolt Pistol [6pts]: Bolt pistol, Grav-chute [2pts], Master-crafted occulus bolt rifle [4pts], Paired Combat Blades

+ Troops [27 PL, 487pts] +

Infiltrator Squad [5 PL, 110pts]
. 4x Infiltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

Infiltrator Squad [5 PL, 110pts]
. 4x Infiltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

Intercessor Squad [5 PL, 94pts]: Bolt rifle
. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant [26pts]: Bolt pistol, Frag & Krak grenades, Power fist [9pts]

Scout Squad [4 PL, 63pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. 4x Scout w/Sniper Rifle [52pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Sniper rifle [8pts]

Scout Squad [4 PL, 55pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. 4x Scout w/Boltgun [44pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades

Scout Squad [4 PL, 55pts]
. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. 4x Scout w/Boltgun [44pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades

+ Elites [40 PL, 744pts] +

Aggressor Squad [10 PL, 222pts]: 5x Aggressor [105pts], Aggressor Sergeant [21pts]
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher [96pts]: Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher

Centurion Assault Squad [16 PL, 260pts]
. Centurion [52pts]: Hurricane bolter [10pts], Siege drills
. . Flamers [12pts]: 2x Flamer [12pts]
. Centurion [52pts]: Hurricane bolter [10pts], Siege drills
. . Flamers [12pts]: 2x Flamer [12pts]
. Centurion [52pts]: Hurricane bolter [10pts], Siege drills
. . Flamers [12pts]: 2x Flamer [12pts]
. Centurion [52pts]: Hurricane bolter [10pts], Siege drills
. . Flamers [12pts]: 2x Flamer [12pts]
. Centurion Sergeant [52pts]: Hurricane bolter [10pts], Siege drills
. . Flamers [12pts]: 2x Flamer [12pts]

Vanguard Veteran Squad [14 PL, 262pts]: Jump Pack [2 PL, 30pts]
. Space Marine Veteran [30pts]: Bolt pistol, Frag & Krak grenades, Thunder hammer [16pts]
. Space Marine Veteran [32pts]: Frag & Krak grenades, Storm shield [2pts], Thunder hammer [16pts]
. Space Marine Veteran [30pts]: Bolt pistol, Frag & Krak grenades, Thunder hammer [16pts]
. Space Marine Veteran [16pts]: Chainsword, Frag & Krak grenades, Storm shield [2pts]
. Space Marine Veteran [16pts]: Chainsword, Frag & Krak grenades, Storm shield [2pts]
. Space Marine Veteran [16pts]: Chainsword, Frag & Krak grenades, Storm shield [2pts]
. Space Marine Veteran [14pts]: Bolt Pistol & Chainsword, Frag & Krak grenades
. Space Marine Veteran [32pts]: Frag & Krak grenades, Storm shield [2pts], Thunder hammer [16pts]
. Space Marine Veteran [14pts]: Bolt Pistol & Chainsword, Frag & Krak grenades
. Veteran Sergeant [32pts]: Frag & Krak grenades, Storm shield [2pts], Thunder hammer [16pts]

+ Heavy Support [16 PL, 308pts] +

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant [24pts]: Bolt pistol, Bolt sniper rifle [3pts], Camo cloak [3pts], Frag & Krak grenades
. 2x Eliminator with Bolt Sniper [48pts]: 2x Bolt pistol, 2x Bolt sniper rifle [6pts], 2x Camo cloak [6pts], 2x Frag & Krak grenades

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant [24pts]: Bolt pistol, Bolt sniper rifle [3pts], Camo cloak [3pts], Frag & Krak grenades
. 2x Eliminator with Bolt Sniper [48pts]: 2x Bolt pistol, 2x Bolt sniper rifle [6pts], 2x Camo cloak [6pts], 2x Frag & Krak grenades

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant [24pts]: Bolt pistol, Bolt sniper rifle [3pts], Camo cloak [3pts], Frag & Krak grenades
. 2x Eliminator with Bolt Sniper [48pts]: 2x Bolt pistol, 2x Bolt sniper rifle [6pts], 2x Camo cloak [6pts], 2x Frag & Krak grenades

Thunderfire Cannon [4 PL, 92pts]: Thunderfire Cannon
. Techmarine Gunner [37pts]: Bolt pistol
. . Servo-harness [11pts]: Flamer [6pts], Plasma cutter [5pts], 2x Servo-arm

++ Total: [109 PL, -5CP, 1,998pts] ++


Aeldari

++ Outrider Detachment +1CP (Aeldari - Craftworlds) [42 PL, 743pts, 1CP] ++

+ Configuration [1CP] +

Craftworld Attribute
. *Custom Craftworld*: Headstrong, Hunters of Ancient Relics

Detachment CP [1CP]

+ HQ [11 PL, 194pts] +

Farseer Skyrunner [7 PL, 132pts]: 2. Doom, 3. Fortune, 5. Focus Will, Ghosthelm, Psyker (Farseer), Ride the Wind, Rune Armour, Runes of the Farseer, Shuriken Pistol, Twin Shuriken Catapult [2pts], Witchblade

Warlock Skyrunner [4 PL, 62pts]: 3. Ghostwalk, 5. Quicken/Restrain, Psyker, Ride the Wind, Rune Armour, Shuriken Pistol, Twin Shuriken Catapult [2pts], Witchblade

+ Fast Attack [31 PL, 549pts] +

Shining Spears [14 PL, 242pts]: Aerobatic Grace, Ride the Wind
. 7x Shining Spear [210pts]: 7x Laser Lance [56pts], 7x Twin Shuriken Catapult [14pts]
. Shining Spear Exarch [32pts]: Star Lance [10pts], Twin Shuriken Catapult [2pts]
. . Exarch Power: Swooping Dive

Shining Spears [14 PL, 242pts]: Aerobatic Grace, Ride the Wind
. 7x Shining Spear [210pts]: 7x Laser Lance [56pts], 7x Twin Shuriken Catapult [14pts]
. Shining Spear Exarch [32pts]: Star Lance [10pts], Twin Shuriken Catapult [2pts]
. . Exarch Power: Skilled Rider

Swooping Hawks [3 PL, 65pts]: Children of Baharroth, Skyleap, Swooping Hawk Grenade Pack
. 4x Swooping Hawk [52pts]: 4x Lasblaster [28pts]
. Swooping Hawk Exarch [13pts]: Lasblaster [7pts]
. . Exarch Power: Suppressing Fire

++ Patrol Detachment (Aeldari - Drukhari) [6 PL, 91pts] ++

+ Configuration +

Detachment Type: Kabal of the Black Heart

+ HQ [4 PL, 61pts] +

Archon [4 PL, 61pts]: Huskblade [6pts], Labyrinthine Cunning, Shadowfield, Splinter pistol, The Djin Blade, Warlord

+ Troops [2 PL, 30pts] +

Kabalite Warriors [2 PL, 30pts]
. 4x Kabalite Warrior [24pts]: 4x Splinter Rifle
. Sybarite [6pts]: Splinter Rifle

++ Battalion Detachment +5CP (Aeldari - Craftworlds) [69 PL, 1,166pts, 8CP] ++

+ Configuration [8CP] +

Battle-forged CP [3CP]

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masterful Shots

Detachment CP [5CP]

+ HQ [10 PL, 172pts] +

Farseer [6 PL, 110pts]: 0. Smite, 1. Guide, 3. Fortune, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Witchblade

Warlock Skyrunner [4 PL, 62pts]: 4. Protect/Jinx, 5. Focus Will, Psyker, Ride the Wind, Rune Armour, Shuriken Pistol, Twin Shuriken Catapult [2pts], Witchblade

+ Troops [9 PL, 180pts] +

Rangers [3 PL, 60pts]: Appear Unbidden, Cameleoline Cloaks
. 5x Ranger [60pts]: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [3 PL, 60pts]: Appear Unbidden, Cameleoline Cloaks
. 5x Ranger [60pts]: 5x Ranger Long Rifle, 5x Shuriken Pistol

Rangers [3 PL, 60pts]: Appear Unbidden, Cameleoline Cloaks
. 5x Ranger [60pts]: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Heavy Support [41 PL, 680pts] +

Dark Reapers [13 PL, 279pts]: Inescapable Accuracy
. 8x Dark Reaper [248pts]: 8x Reaper Launcher [176pts]
. Dark Reaper Exarch [31pts]: Reaper Launcher [22pts]
. . Exarch Power: Rapid Shot

Night Spinner [8 PL, 112pts]: Doomweaver, Explodes (Hover Tank), Hover Tank, Twin Shuriken Catapult [2pts]

Night Spinner [8 PL, 112pts]: Doomweaver, Explodes (Hover Tank), Hover Tank, Twin Shuriken Catapult [2pts]

Warp Hunter [12 PL, 177pts]: D-flail, Explodes (Hover Tank), Hover Tank, Twin Shuriken Catapult [2pts]

+ Dedicated Transport [9 PL, 134pts] +

Wave Serpent [9 PL, 134pts]: Explodes (Hover Tank), Hover Tank, Serpent Shield, Transport, Twin Scatter Laser [12pts], Twin Shuriken Catapult [2pts]

++ Total: [117 PL, 9CP, 2,000pts] ++




Deployment 
Aeldari make a deployment mistake in not screening the front of the deployment zone, to keep out the RG infiltrators.
RG pre-game moves 
Aggressors and Captain use Master of Ambush and then infiltrators strat, Vanguard Vets and Chaplain also use infiltrators strat.  


End of RG Movement 
Chaplain chants +1 to wound against the Nightspinner, which was a mistake and I should have gone for re-roll hits in combat.  But he fails the +2 to charge even with the re-roll. 

RG Turn 1
VV's, aggressors, captain and chaplain all make their charges in and the VV's fight twice killing the Jinx warlock, night spinner, and the whole spear units and wounding the farseer sky runner.  

Aeldari Turn 1
The Reapers hop out and everyone unloads into the RG. The warp hunter wrongly shot into the smash captain, rolling a four for number of shots, but he made all four 3++s, but is killed by the dark reapers along with the vanguard vets and most of the aggressors. 

RG Turn 2
The assault Centurions come in beside the ruin, and mistakenly split their fire onto the reapers, the warphunter and the night spinner, leaving the warp hunter on 3 wounds. When they charge it warp hunter rolls a 1 for number of shots CP re-rolls into a 6 and kills 4 of them. Aggressors kill the Reapers and the farseer sky runner on the charge.

Aeldari Turn 2
The second spear unit arrives but can't be in a position to charge or shoot all three units. All the available shooting can't kill the last centurion, but the Ghostwalked spears kill the Aggressor and the Chaplain. While two ranger units drop into the back to score BEL.

RG Turn 3
The last centurion, kills a spear and then the Nightspinner in combat. The rest of the army is fanned out scoring the bonus point. The lone ranger survives in the top right corner.

Aeldari Turn 3 Combat for the Castle
The last remaining spear unit is quickened into the RG castle in the middle, shooting off the scout units and hurting the eliminators with spears. Then make the charge onto the top and remove the two eliminator units, and the intercessors on the bottom, but they can't kill the smash captain, who kills 3 on the swing back.  The serpent discharge its shield into the Centurion to finish it (should have done that last turn). 

RG Turn 4

The smash captain finished off the spears, and the hawks and rangers are getting shot up in the backfield.

Missing Photo of Aeldari Turn 4.

RG Turn 5
Smash captain hops forward to score the bonus point and get closer to the wave serpent. 

Aeldari Turn 5
Farseer rolls box cars on his smite and then a 6 for damage to remove the smash captain, but too little to late.  

End of game Turn 6. The RG pulled back to not lose any units, while the thunder fire cannon picked up the wounded warlock on bike.  

Final score was RG 34 to Aeldari 22  with the RG maxing secondaries and getting the bonus the first three turns. The Aeldari missed one Butchers Bill point, and never got the bonus. The failure of the Aeldari to not properly screen the spear unit first turn had a huge impact. I'll hopefully replay this matchup with the Aeldari going first and see how things go.  



Monday 20 April 2020

 Updates to the Shadows if the Emperor. Over 2000 points done. Can’t find the shoulder decals I want so they are rolling incognito for the foreseeable future.






Monday 17 June 2019

Warhammer 40k Ynnari vs. Tau

2000 point ITC Game vs. Tau

Scenarion 3:
Hammer and Anvil Deployment

This is my first time trying a mixed vehicle focused Aeldari with an Ynnari Supreme Command.



Flyer Wing

3 x Razorwing Jetfighter [8 PL, 135pts]Twin splinter rifle
. 2 Disintegrator Cannons: 2x Disintegrator cannon


Battalion Detachment Alaitoc

Farseer Skyrunner
Warlock Skyrunner

 6x Ranger

 5x Ranger

20x Guardians 2 x Shuriken platforms

Warp Hunter

Warp Hunter


 Supreme Command Detachment : Ynnari

Autarch Skyrunner: Banshee Mask, Power sword, Fusion Gun, Twin Shuriken Catapult, Walker of Many Paths, Ynnari Warlord
. Hungering Blade

Wraithseer D-cannon
. The Lost Shroud

Yvraine

5x GhostswordsWraithblades

Wave Serpent  Twin Shuriken Cannon, Twin Shuriken Catapult, Vectored Engines



My friend was running his flamer focused Tau army. He's trying something new after getting bored with the triple riptide, triple broadside, list.

Tau Army
All Borkan Sept

Outrider Detachment:
Coldstar 4x Flamers
2x Shield Drones
2 x Yvarha
5 x Shield Drones
5 x Shield Drones

Vanguard Detachment:
Coldstar 4x Flamers
3 x Ghostkeels with stealth drones
4 x Crisis Suits with 3 flamers

Vanguard Detachment:
Coldstar 4x Fusions
3 x Farsight Marksman


Secondaries

Tau:
Old School
Big Game Hunter
Head Hunter

Eldar:
Recon
Behind Enemy Lines
Marked for Death: 2 Yharvas and 2 Coldstars


Deployment: I put the guardians and both ranger units in deepstrike. Wraithseer is up front on its own, everything else is trying to stay out of LOS. The Tau have the 3 Ghostkeels infiltrated up and everything else ready to advance up the middle.

Thoughts: If I get first turn the wraithseer will be able to go after the ghost keel with only 1 getting to overwatch. The warphunters are hidden out of line of sight. Waveserpent is ready to advance forward with the blades.

Tau get first turn.

Deployment


End of Tau Turn 1: He montkas forward and one Yvarha can see the Wraith seer and kills it. But he has advance both Yvarhas out of drone range.  The Ghoskeels and fusion commanders drop the wave serpent to 5 wounds and the Razorwing to 2. Overall not too bad. I guess I should have been more conservatively with the wraith seer, but happy the wave serpent didn't die because that would have put more flamers into range.
End of Tau Turn 1


End of Eldar Turn 1: I decide to go aggressive with the Warphunters and move into flamer range to see if I can get both Yvarhas since they don't have drones. Blades and character move up to charge into the ghost keels. The 2 undamaged razor wings go long so they can score secondaries. I get Doom, Jinx, and the 5++ off, but fail unbind souls on the ghost keel so have to use the stratagem. The first warp hunter rolls a 2 for number of shots I re-roll with CP and get another 2. 1 goes through and I roll a 2 for damage. Second warp hunter rolls a 1 for number of shots get the 1 through and rolls a 1 for damage. So out of a possible 72 damage from the warphunters I did 3...  Luckily the Razorwings step up and all their Disintegrators and missiles kill off the Yvarha. But it means that all his little backfield stuff is still alive.

Assault phase, the Autarch with Banshee mask shuts off 2 commanders and 2 ghost keels and the Waveserpent charges the third. The Autarch kills one Coldstar Yvraine the other and the Wraithblades do 2 wounds to a Ghostkeel. Did not realize they have a 4++ in combat as well.

Overall not as good a turn as I was hoping but the Autarch did great and if the Warphunters can weather the Yvarha next turn, I should be doing good. Also I moved my Warphunter over the centre line so I did not score Recon. I was going to "fire and fade" but forgot.  Scoring=   Tau 4 Points- Eldar 5 Points
End of Eldar Turn 1

End of Tau Turn 2:
He thought about hopping the Yvarha forward to kill my two psykers but decides against it. Instead he pulls back into drone range with the Keels and Yvarha. Yvarha does 9 wounds to each Warphunter. Keels finish off the front one. Crisis suits flame down the damaged Razorwing. Autarch eats some flamers but stays alive.

- Very happy that I still have a warp hunter that could have easily been worse for me.
End of Tau Turn 2


End of Eldar Turn 2:

Guardians arrive via deep strike and kill 7 drones, which I was happy with. Warphunter gets a 5 on the number of shots and drops the second Yvarha. Autarch goes after the Coldstar and fails. Wave serpent dies on overwatch and the Wraithblades and Yvraine drop a keel to 2 wounds. Rangers also arrive on his half of the table in deep strike.

Scoring= Tau 8 points -  Eldar 12 points
End of Eldar Turn 2


 End of Tau Turn 3:
Keels kill the Warpunter and some Guardians. Crisis suits kill a Wraithblade. Coldstar kills the autarch and I use my last 2 CP on "Back from the Brink" to keep him alive with 3 wounds.   

 End of Tau Turn 3

End of Eldar Turn 3: Game Called

Autarch Shuts down the Coldstar and Crisis Overwatch and kills the Coldstar while the Wraithblades murder the Crisis suits. A "Doomed" Keel goes down to the guardians. He only had three Farsight Marksman and 2 damaged Keels at this point so we called the game.

Scoring Tau 11 points - Eldar 20 points
End of Eldar Turn 3


Conclusions:

- Ghost keels are tough.

- MVP was the Autarch, he was a great character assassin, and no over watch was big. However, with the ruin there I could have minimized a lot of it with good positioning. With my opponents limited CP I did not manage to regen many.

- Variance on the Warphunter is frustrating.

Overall it was a fun game and I enjoyed playing the list. It was fun to zoom the fighters around and the Wratihblades were a fun melee unit. The Tau player decided his list was fun too, but is not optimized for ITC with the small drone units and no troops. Based off this game there is nothing I would change in the list. In the future I will not leave the wraithseer out of its own.




Saturday 1 June 2019



ITC Scenario 3
Pointy Dawn of War Deployment

Custodes Secondaries
- Headhunter
- Big Game Hunter
- Recon

Tau Secondaries
- Old School
- Headhunter
- Kingslayer

CUSTODES List

Operative Requisition Sanctioned [85pts, -2CP]
 -Vindicare 
Captain-General Trajann Valoris [10 PL, 185pts]
Shield-Captain on Dawneagle Jetbike [9 PL, 164pts]: Auric Aquilis, Hurricane Bolter, Misericordia
Custodian Guard Squad [8 PL, 161pts]
. Custodian: Sentinel Blade, Storm Shield
. Custodian: Guardian Spear
. Custodian: Guardian Spear
Custodian Guard Squad [8 PL, 161pts]
. Custodian: Sentinel Blade, Storm Shield
. Custodian: Guardian Spear
. Custodian: Guardian Spear
Custodian Guard Squad [8 PL, 161pts]
. Custodian: Sentinel Blade, Storm Shield
. Custodian: Guardian Spear
. Custodian: Guardian Spear
Vexillus Praetor [6 PL, 120pts]: Impregnable Mind, Storm Shield, Vexilla Magnifica, Warlord
Telemon Heavy Dreadnought (Beta) [13 PL, 272pts]: Arachnus Storm Cannon, Arachnus Storm Cannon, Spiculus Bolt Launcher
++ Battalion Detachment +5CP (Imperium - Astra Militarum) [13 PL, 196pts, 4CP] ++
Imperial Commander's Armoury [-1CP]: 1 additional Heirloom of Conquest
Company Commander [2 PL, 30pts]: Chainsword, Laspistol, Relic: Kurov's Aquila
Primaris Psyker [2 PL, 46pts]: Force Stave
Infantry Squad [3 PL, 40pts]: 9x Guardsman
. Sergeant: Laspistol
Infantry Squad [3 PL, 40pts]: 9x Guardsman
. Sergeant: Laspistol
Infantry Squad [3 PL, 40pts]: 9x Guardsman
. Sergeant: Laspistol
++ Super-Heavy Auxiliary Detachment (Imperium - Imperial Knights) [25 PL, 494pts, -2CP] ++
Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait
Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom
Household Choice: House Krast, Questor Mechanicus
Knight Crusader [25 PL, 494pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom (Krast): The Headsman's Mark, Ironstorm Missile Pod, Warlord Trait (Krast): First Knight
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
. Rapid-Fire Battle Cannon w/ Heavy Stubber: Heavy Stubber, Rapid-Fire Battle Cannon

Tau List

Tau Spearhead
Longstrike
Commander with 3x CIB, ATS
3x hammerheads with Ion cannon and SMS , Seeker missiles

Tau Spearhead
Commander with 3x CIB, ATS
3x Skyrays

Sacea Battalion
Commander with 3x CIB, ATS
Cadre Fireblade
3x5 Fire Warrrios
3x Firesight
2x Devilfish

Pre Game thoughts:

Tau has a tone of high AP flying shooting which is going to hurt. Thankfully not a ton of overwatch other than the commanders and Longstrike.  Either the knight or most of the custodians are going to die turn 1. I can hide some of the custodians behind the center LOS terrain. The knight I'm just going to have to hope I roll hot on invulnerable saves. What I don't want is for him to just move around the center terrain shooting at me while staying out of charge range. So I'm going to move the knight up one side and the custodians up the other.



Deployment:

I have an IG squad on either flank, the Custodians ready to run out of LOS and the knight to go forward.
He has castled up with Devilfish on the sides. Longstrike out of LOS and the commanders in the middle of all his tanks.


Turn 1 Custodes

Custodes advance forward. The Telemon drops a skyray to 4 wounds. The Knight drops another to 3. No kills for me


Turn 1 Tau

Longstrike moves into his spot and a commander calls Kauyon. The left devilfish advances onto the objective while the right devilfish moves into a blocking position in case the knight survives.  In the shooting phase it does not survive. He uses the markerlight strat to get +1 to hit on the knight, combined with Kauyon and focus fire he is hitting on 2s or 3's with re-roll hits and re-roll wounds. I think it took the 3 skyrays and 2 hammerheads to kill the Knight. Longstrike and another hammerhead put 4 wounds on the telemon. (He rolled 1 shot for overcharged longstrike, re-rolled and got another 1.) SMS kill 1 Custodian.

He gets 1 kill and kill more and maxes Kingslayer



Turn 2 Custodes

Telemon puts a few wounds on a hammerhead.

Vindicare kills a firesight.

Trajan makes a long charge on the devilfish (I have to use a command re-roll to turn a 3 into a 4 and it pays off) along with the IG squad. He has to use his fight twice to kill it though.

The bike charges the two skyrays and takes 6 wounds from overwatch. He kills the wounded one in combat. 2 Custodian squads make long charge on the other skyray and drop it to 4 wounds.



Turn 2 Tau

The tanks shuffle away from the Custodians and then delete them in the shooting phase. The right devilfish shoots the IG squad off the objective. The left fire warriors kill the IG.



Turn 3 Custodes

Telemon kills the front hammerhead.

Vindicare double kills the firesight marksmen.

I make another long charge with my last Custodian squad kill a skyray and consolidate into Commanders and hammerheads. The Vexilla charges the fire warriors on the objective and kills some of them.

Trajan also make a long charge to longstrike and kills him.
Turn 3 Tau

Hammerheads kill the Telemon. But end up in heroic intervention range of Trajan who puts some wounds on it.

The commanders kill the last Custodes squad.

Devilfish and Fire warriors kill the company commander and last IG squad.


Turn 4 Custodes

Trajan and the Vexilla kill one hammerhead and consolidate into the other. Vindicare fails to kill the Commander warlord who was down to one wound from overcharging.


Turn 4 Tau

The Primaries Psyker dies. Trajan eats a ton of Ion but lives! Tau player rolled very poorly of his three commanders and I rolled well for my invulnerable saves. But the Tau hold all four objectives and get the bonus point.


Turn 5 Custodes

Trajan moves to stand on an objective while the between the Vindicare and Character shooting, self wounding from overwatch and splitting attacks in combat all three commanders are killed.
Turn 5 Tau

The Devilfish charges the Vindicare to prevent any chance of it being able to take an objective. Trajan takes a lot of fire but is still standing.


Turn 6 Tau and Custodes

With only three models left the Custodes try to hide and are able to weather the last bits of Tau fire.




Tau won 27-21

Tau maxed their secondary objectives and were able to get the bonus point on two turns. The Custodes only got 1 Recon point. Which was a mistake to take with that huge piece of terrain in the middle of the table.

In the end the game was closer than I though it was going to be without getting a kill turn one, while the knight went down in the first turn. I thought my list was fun, and on a different board or against a different opponent I think it has the ability to be competitive.

I should have tried to hide the Knight a bit better so that he couldn't Kauyon on the first turn with everything and been able to focus all my shooting on one of the tanks. I was very lucky with my charge rolls which kept me in the game.

Monday 24 April 2017

KoW: Undead vs Abyssal Dwarfs

2000 point game of dominate between my Undead and Dale's Abyssal Dwarves.

I was running




Dale had

Lord on Greater Abyssal Dragon
Supreme Ironcaster on Great winged Halfbreed
horde of Golems
regiment of golems
greater golem
regiment of immortals
troop of immortals
regiment of halfbreeds
troop of halfbreeds
3 troops of gargoyles
1 dragon's breath team

Dale choose sides and had three drops more than me. We both concentrated our slower units in the middle with fast units on the flank. Except that he deployed his big fliers behind the centre of his line.

[I missed getting a picture of deployment, so the first picture is at the end of Turn 1.]

Turn 1:
Dwarves: They move up cautiously staying out of the long charge range of my flyers and werewolves.

Undead: I moved my left flank into charge range, with the Rev King on wyrm going his full distance forward. I kept the soul reavers out of charge range of his iron caster, so they were not in range of the golems but I felt he would have to move them forward next turn. On the right I was able to get in charge range of the halfbreeds while staying out of charge range of the gargoyles.  


End of Turn 1

Turn 2:

Dwarves: Going from left to right, the Dragon team put two wounds on the Wyrm King. Halfbreeds turned to face the werewolves. The middle moved forward with the Golem regiment getting surged. The Gargoyles flew forward to chaff up my lines. I think this is where Dale made a big mistake and his left most Gargoyles should have gone in front of his Halfbreed regiment to screen them from the werewolves and the wraiths. On the right the gargoyles blocked up the werewolves and he surged the Golems forward though not very far. This was Dale's second mistake, which he recognized in the shooting phase, his Golem horde now had an exposed flank to the soul reavers.

Dwarf Turn 2 
 Undead: Every unit but my Necromancer declared a charge this round. On the left the Wyrm King and Wraiths charged the fire team and only wavered it, hindered when you are hitting on 4+ base really sucks. The werewolves charged the Halfbreeds and wavered them. Horde of Revenants charged immortal troop and routed them. Horde of zombies charged the Gargoyles and the Ghouls flanked, routing them. But the Ghouls were unable to reform because of the close quarters. Wraiths charged the gargoyles and wavered them which was a great result for me. (I considered charging the Golems behind them but then the gargoyles would have been running around my backfield and I don't think I would have routed the Golems anyways). The Soul Reavers took the flank charge on the golems and routed them. The Lykanis did well and wavered the Halfbreed troop. The werewolves routed the gargoyles. I tried to move the soul reavers ahead and only rolled a 1 so their rear was now exposed to the Golems surge. I couldn't turn to not give a rear charge to either the Golems or the Iron Caster so I was hoping to get far enough away that he would have to get lucky with surge in order to reach me.


Undead Turn 2

End of Undead Turn 2

Turn 3: Picture missing

Dwarves: The Fire team backed away. The Halfbreed regiment can't move and regenerates a few wounds. The Lord on Abyssal didn't have room to charge so shuffled and then shot a fireball (A better option might have been jumping over my line but that's always dangerous with surge around, he might have been able to go behind the werewolves which don't have surge though.). The immortals charge the flank of the Ghouls and do 17 wounds followed by a snake eyes (thanks to the help of another club mate using his Voodo magic on Dale's dice). The Greater Golem squished some Zombies. The Iron Caster on Flying Abyssal got into surge position to put the Golems into the rear of the Soul Reavers wavering them. The Halfbreed troop holds and regenerates most of their wounds.    

Undead: Wraiths charge the Fire team and rout it. Wyrm King, Revenants and Werewolves rout the Halfbreeds. Ghouls countercharge the immortals and don't wound them (that's more like how I though this combat would go). Zombies countercharge the Greater Golem and don't wound either (I forgot to bane chant them). The Wraiths kill off the Gargoyles. The Werewolves are able to nimble charge around the Soul Reavers and flank the Supreme Iron Caster but roll double ones. The Lykanis charges the Halfbreeds again but can't even waver them.    

End of Undead Turn 3

Turn 4:

Dwarves:

Lord on Abyssal charges the werewolves but they hold. Immortals destroy the Ghouls and reform to face the revenants. Greater Golem puts another 5 wounds on the zombies but rolls double 1's so they are sticking around. Iron Caster tries to fireball the wraiths but does no wounds. Golems finish off the soul reavers (would have been nice to have some inspiring near them). Supreme Iron caster counter charges the Werewolves. In a reversal of previous fortunes the recovered Halfbreed troop wavers the Lykanis.  


End of Dwarves Turn 4

The Golem uses his CS 3 to squish Zombies. This is one of the reasons the Zombies are in the list, they effectively held up twice their points for most of the game. 

Undead: The Werewolves and joined by the flanking wraiths to waver the Lord on Abyssal Dragon. The Revenants charge the Immortals. The Zombies charge the Greater Golem. Wraiths charge the Iron Caster but can't even waver him, leaving their flank exposed to the Golems but he won't be surging them into the werewolves. Wyrm King zips across to help the Werewolves kill the Supreme Iron Caster. The Lkyanis uses his nimble to back away drawing the Halfbreeds further from the centre.




End of Undead Turn 4

Turn 5:
Dwarves: Lord on Dragon backs up to put both units into his front arc. Immortals charge the Revenants but only do a few wounds. The Greater Golem routs the Zombies. The Golems and the Iron Caster charge the wraiths. The Caster does one wound which proves crucial as he rolls and matches their nerve, routing the wraiths and allowing him to reform the Golems. The Halfbeeds charge the Lykanis in a continuation of the slap fight, only this turn can't waver it.

End of Dwarf Turn 5 


Undead: Werewolves charge the dragon but can't waver it.  Revenants and Wyrm King rout the Immortals. Wraiths fly across and charge the Golems flank, with the Werewolves charging the front. Even then I only manage to put four wounds on them and the are steady. The Lykanis charges the Halfbreeds they were up to 8 wounds at this point but I double 1 them (the fourth of the game, two each)
Snack Eyes on the Halfbreeds nerve check. 


Turn 6: So either my pictures are wrong or we messed up keeping track of turns. At this point we thought we had just finished Turn 6 so we rolled for Turn 7 and it was a 2 so the game ended. The Dominate point is under the Revenants So I had 2 Hordes, 1 Monster and a troop. He had two monsters in the scoring zone, so a win to the undead. We talked about what would have happened with another turn and not much would have changed.
End of the Game 

2 other games were happening at the club, a home brew 15mm Sci-Fi rules set.


And a game of Pikeman's Lament, a Pike and Shotte skirmish game from Osprey.