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

Friday, 4 January 2019

40k Grand Slam Tournament Game 4- Dark Angels/Deathwatch vs Aeldari/Drukhari

Game 4 of the Grand Slam Tournament saw my Dark Angels and Deathwatch force take on a mixed Aeldari and Drukhari army, commanded by Ben. 

This mission was a mixed Maelstrom and Eternal war ETC mission. The Eternal War mission was Resupply Drop, while the maelstrom mission was Tactical Escalation, using Hammer and Anvil deployment. 

My army consisted of:
Battalion Detachment (Dark Angels)
Azrael (Az)
Primaris Lieutenant- Master-crafted Auto Bolt Rifle, Eye of the Unseen (Relic) (L)
Primaris Ancient- Bolt Rifle (An)
5 Intercessors- Bolt Rifles (I)
5 Scouts- Bolters (S1)
5 Scouts- Heavy Bolter, Bolters (S2)
5 Devastators- Heavy Bolter, Armorium Cherub (D)
10 Hellblasters- Plasma Incinerators (H)
Darkshroud- Heavy Bolter (DS)

Battalion Detachment (Deathwatch)
Watch Master- Guardian Spear (W)
Watch Captain- Jump Pack, Thunder Hammer, Storm Shield, Bolt Pistol (WC)
10 Intercessors- Bolt Rifles, Bolt Pistols (DI)
10 Veterans- 10 Storm Bolters, 2 Storm Shields, 8 Chainswords (DV1)
6 Veterans- 2 Missile Launchers, 4 Stalker Bolters (DV2)

Auxiliary Detachment
Culexus Assassin (CA)

Thursday, 6 September 2018

Battle Report 165- Deathwatch/Astra Militarum vs Aeldari

This week's battle report sees my Deathwatch and Astra Militarum force take on Doug's Aeldari in an Eternal War mission. 

This game was actually fought a couple of months ago when I was preparing for the Warhammer World GT. It sort of got lost in the shuffle between writing up the tournament battle reports and finishing the army for the event. 

We were playing the Retrieval Eternal War mission. This is the standard game with 4 objectives that are scored at the end of the game. 

My army consisted of: 
Battalion Detachment (Deathwatch)
Watch Master- Tome of Ectoclades, Guardian Spear
Watch Captain- Jump Pack, Storm Shield, Thunder Hammer
10 Veterans- 10 Storm Bolters, 2 Storm Shields, Chainswords
10 Intercessors Bolt Rifles, Bolt Pistols
5 Veterans- 2 Frag Cannons, 3 Bolters, 3 Chainswords
Rhino- 2 Storm Bolters
5 Veterans- 2 Frag Cannons, 3 Bolters, 3 Chainswords
Razorback- Twin Lascannon, Storm Bolter
4 Bikers and Vanguard Veteran- Twin Bolters, Chainswords, Storm Shield

Battalion Detachment (Astra Militarum, Cadian)
Company Commander- Laspistol, Chainsword, Kurov's Aquila, Grand Strategist Warlord Trait
Company Commander- Laspistol, Chainsword
Primaris Psyker- Force Stave, Psychic Barrier, Nightshroud
Infantry Squad- Lasguns, Lascannon
Infantry Squad- Lasguns, Lascannon
Infantry Squad- Lasguns, Lascannon
20 Conscripts
Wyvern- Quad Mortar Launcher, Heavy Bolter

This was a work in progress army before I changed it up for the tournament. As you can see, the core of the army was pretty much the same. The Deathwatch provide the mobile force and hard hitters, while the Guard provide a good firebase. I added the Wyvern to target units that were out of line of sight of most of my forces. 
I went for a couple of units with Frag Cannons in transports. These were to get close to the enemy army and cause some devastation with their firepower. 

Friday, 8 June 2018

London GT Battle Report: Game 4- Dark Angels vs Aeldari

My final game of the London GT saw my Dark Angels take on Malcolm's Alaitoc Aeldari force. 

The Eternal War mission was a modified Frontline Warfare mission. There were four objectives, and you scored points for each objective you held at the end of your turn. The objective in your deployment zone was worth 1 point, the objective in your opponent's deployment zone was worth four points, the two in the centre were worth 2 points each. 

The maelstrom of war mission was Kill Confirmed. This was 3 cards per turn and one kill point for each enemy unit destroyed. You could not discard any cards that required you to kill enemy units. This used the Frontline Assault deployment zone. 

My army consisted of:
Battalion Detachment
Azrael (Az)
Primaris Lieutenant- Master-crafted Auto Bolt Rifle (L)
Primaris Ancient- Bolt Rifle (An)
5 Intercessors- Bolt Rifle (I1)
5 Intercessors- Bolt Rifle (I2)
5 Devastator Squad- Heavy Bolter, Bolters, Armorium Cherub (D)
5 Scouts- Bolters, Heavy Bolter, Chainsword (S1)
5 Scouts- Bolters, Chainsword (S2)
5 Scouts- Bolt Pistols, Shotguns (S3)
10 Hellbalsters- Plasma Incinerators (H)

Outrider Detachment
Sammael (S)
5 Black Knights- Plasma Talons, Corvus Hammers (BK)
4 Ravenwing Bikers- Flamer, Twin Bolters, Storm Bolter (RB1)
4 Ravenwing Bikers- Meltagun, Twin Bolters, Storm Bolter (RB2)
3 Ravenwing Bikers- Twin Bolters, Storm Bolter, Plasma Gun (RB3)
Ravenwing Darkshroud- Assault Cannon (D)

10 Command Points

Friday, 18 May 2018

Battle Report 148- Deathwatch vs Aeldari

Today's battle report is the first outing for my Deathwatch with the new codex, taking on Doug and his Aeldari force, a mixture of Eldar and Dark Eldar units. 

I was excited for the new Deathwatch codex. I really like the look of the army and was excited to see what the new codex could do. For my first use of the army, I took a nice mix of units to test them out. I didn't take any Primaris Deathwatch yet, as I haven't had a chance to assemble and paint them up yet. 
I did a video preview of the army, going over the units I was taking and some of my thinking behind the list. 

My army consisted of:
Battalion Detachment
Watch Master- Guardian Spear, Banebolts of Xeryia (Relic), Lord of Hidden Knowledge (warlord trait) (M)
Watch Captain- Relic Blade, Jump Pack, Bolt Pistol (C1)
Kill Team 1- 8 Deathwatch Veterans, 2 Frag Cannons, 2 Storm Shields, Blackshield with Power Sword and Bolter, Bolters, Chainswords, Vanguard Veteran with Pair of Lightning Claws (KT1)
Kill Team 2- 5 Deathwatch Veterans with Stalker Pattern Bolters and Chainswords (KT2)
Kill Team 3- 5 Deathwatch Veterans with 2 Missile Launchers, Bolters and Chainswords (KT3)
5 Bikers- Twin Bolters, Storm Bolter (B)
Corvus Blackstar- Twin Assault Cannon, Hurricane Bolter, Blackstar Rocket Launcher, Infernum Halo Launcher. (CB)

Battalion Detachment
Librarian- Force Sword, Bolt Pistol, Null Zone, Might of Heroes (L)
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol (C2)
Kill Team 4- 5 Deathwatch Veterans with Shotguns, Storm Shield and Chainswords (KT4)
Kill Team 5- 9 Vanguard Veterans with 3 Frag Cannons, Bolters and Chainswords. Terminator with Power Fist and Storm Bolter (KT5)
Kill Team 6- 5 Deathwatch Veterans with 2 Missile Launchers, Bolters and Chainswords (KT6)
Kill Team 7- 5 Deathwatch Veterans with 3 Meltaguns, Bolters and Chainswords (KT7)
5 Vanguard Veterans- Bolt Pistols, Chainswords (VV)

A good spread of units and Kill Teams to mix out the force. I went for two battalions to give me 13 command points in total. 
I went for all four characters to test them out and see how they performed in the list. I took a mix of kill teams, with many to teleport in using the Teleportarium stratagem. 

The Watch Master and Librarian would accompany Kill Team 1 in the Corvus Blackstar. I had three units of Veterans as backfield objective holders, two with Missile Launchers and one with Stalker Bolters. 

I was going to put the Meltagun Kill Team, Shotgun Kill Team and Terminator Kill Team in reserve, with the option to put the Vanguard Veterans and Chaplain in reserve. 

Thursday, 2 November 2017

Battle Report 122- 2000 pts Ravenwing vs Ynnari

Today's battle report features my Ravenwing taking on Adam's Aeldari force in a 2000 pts Eternal War mission.

This game was fought at a Bunker War tournament at Battle Bunker in Sunderland. This game was Big Guns Never Tire using Vanguard Strike Deployment.

My army consisted of:
Outrider Detachment
Sammael on Corvex (S)
Ravenwing Apothecary (A)
5 Black Knights- Plasma Talons (BK1)
Ravenwing Darkshroud- Assault Cannon (D)
5 Ravenwing Bikers- 2 Meltaguns, Chainswords, Power Sword (RB1)

Outrider Detachment
Librarian- Bike, Force Sword, Mind Worm, Aversion (L2)
5 Black Knights- Plasma Talons (BK2)
5 Ravenwing Bikers- 2 Plasma Guns, Chainswords, Power Sword (RB2)
5 Ravenwing Bikers- Flamer, Chainswords (RB3)
Dark Talon- 2 Hurricane Bolters, Rift Cannon (DT)
Landspeeder- Multi-melta, Typhoon Missile Launcher (L1)

5 Command Points

The Librarian took Mind Worm and Aversion. Sammael was my warlord and took Tenacious Survivor.

Thursday, 28 September 2017

Battle Report 119- 2000 pts White Scars vs Eldar

Today's battle report sees my White Scars army take on Luke's Aeldari force comprised of Eldar and Harlequins. 

I played this game at Battle Bunker in Sunderland. The mission was the Cloak and Shadows  (3 cards per turn, hidden from your opponent) maelstrom mission using table quarters deployment. 

My army consisted of:
Battalion Detachment
Captain- Bike, Teeth of Terra (C)
Lieutenant- Master-crafted Bolter (L)
10 Tactical Marines- Bolters, Meltagun (TS1)
Rhino- Storm Bolter (R)
6 Tactical Marines- Bolters, Flamer (TS2)
5 Scouts- Sniper Rifles, Camo Cloaks (S1)
Razorback- Twin Assault Cannon (Rb)
10 Sternguard Veterans- Special Issue Bolters (S2)
Drop Pod- Storm Bolter (DP)
5 Vanguard Veterans- 3 pairs Lightning Claws, 2 Thunder Hammers and Storm Shields (VV)

Outrider Detachment
Chaplain- Jump Pack (Ch)
5 Bikers- 2 Grav Guns, Power Fist (B1)
5 Bikers- 2 Meltaguns, Power Axe (B2)
6 Scout Bikers (SB)
2 Attack Bikes- Multi-meltas (AB)

7 Command Points

My warlord was the Captain and he took the White Scars Deadly Hunter Warlord trait.




I decided to mix up my army from their last outing. I added a second detachment, led by a Chaplain with a Jump Pack. To support him, I took a unit of Vanguard Veterans with various combat weapons. Other than that, my list was quite similar to last time. 

Tuesday, 8 August 2017

Bunker War 3: Game 1- Deathwatch vs Aeldari

Welcome to the first battle report from my recent trip to the Bunker War tournament, held at Battle Bunker in Sunderland. 

This tournament was a one-day, three-game event, featuring armies at 2000 pts. The games would be three random Eternal War determined on the day. Due to time constraints in playing with my other armies, I took my Deathwatch to the tournament, as they were the only army I had really had much experience with in 8th edition. 

My army consisted of:
Battalion Detachment
Watch Master (W)
Watch Captain- Jump Pack, Pair Lightning Claws (W)
Kill Team 1- 5 Veterans, Vanguard Veteran with Pair Lightning Claws, 3 Frag Cannons, Storm Shield. (KT1)
Kill Team 2- 5 Veterans, 2 Missile Launchers, 2 Stalker Boltguns (KT2)
Kill Team 3- 5 Veterans, 2 Infernus Heavy Bolters, 2 Stalker Boltguns (KT3)
Kill Team 4- 5 Veterans, Meltagun, 3 combi-Meltas (KT4)
Kill Team 5- 5 Veterans, 2 Frag Cannons (KT5)
Rhino (R)
Drop Pod- Storm Bolter (DP)
6 Vanguard Veterans- 2 Pairs Lightning Claws, Power Sword and Bolt Pistol, 3 with Bolt Pistols and Chainswords (VV1)
3 Deathwatch Bikers- Power Axe, Power Sword (DB1)
3 Deathwatch Bikers- two Power Swords (DB2)
Corvus Blackstar- Auspex Array, Hurricane Bolter, Twin Assault Cannons, 2 Blackstar Rocket Launchers (CB)
Vindicare Assassin (V)

6 Command Points

This army is based on a review of my previous tournament Deathwatch army. There were a few modifications based on the models that I had available. 
The Vanguard Veterans had lightning claws, power swords and chainswords. I had hoped to have them all armed with pairs of lightning claws, but didn't have the models available. Also, I planned to take two units with two Missile Launchers, but two of them hadn't arrived yet, so I substituted them for a couple of Infernus Heavy Bolters. 

Thursday, 13 July 2017

Caledonian Revolution 2017: Game 4- Deathwatch vs Eldar

The first game of day 2 of Caledonian Revolution 2017 saw my Deathwatch take on Jonathan's Craftword Eldar army. 

Game 4 used the Relic as the Eternal War mission, with Spoils of War as the maelstrom mission (3 cards per turn, you can steal your opponent's "Secure Objective X" cards). In a modification to the Relic, you scored 8 points for holding the Relic at the end of the game or 4 points if you controlled it (had the most models within 3") and no-one held it. The deployment map was Hammer and Anvil. 

My army consisted of:
Battalion Detachment
Watch Master- Guardian Spear (W)
Watch Captain- Jump Pack, Xenophase Blade, Bolt Pistol (W)
Kill Team 1- Sergeant with Power Sword, Black Shield with Power Sword, 3 Veterans, 2 Frag Cannons, Vanguard Veteran with Pair Lightning Claws, Deathwatch Biker with Teleport Homer (KT1)
Kill Team 2- 5 Veterans with 2 Frag Cannons and 2 Shotguns (KT2)
Kill Team 3- 5 Veterans with Meltagun, 3 Combi-meltas (KT3)
Kill Team 4- 5 Veterans with 5 Stalker Pattern Boltguns (KT4)
Kill Team 5- 5 Veterans, Terminator with Power Fist, Storm Bolter and Cyclone Missile Launcher (KT5)
Rhino- Storm Bolter (R1)
Rhino- Storm Bolter (R2)
5 Vanguard Veterans- 2 pairs Lightning Claws, 2 Heavy Thunder Hammers (VV)
4 Bikers- Teleport Homer, Power Axe, Power Maul, 2 Power Swords (DB1)
4 Bikers- Teleport Homer, Power Maul, 3 Power Swords (DB2)
Corvus Blackstar- Twin Assault Cannon, 2 Stormstrike Missiles, Hurricane Bolter, Auspex Array (CB)

6 Command Points

My warlord was the Watch Master, who took the Legendary Fighter warlord trait.

Monday, 10 July 2017

Caledonian Revolution 2017: Game 1- Deathwatch vs Ynnari

Welcome to my first battle report from the recent Caledonian Revolution 2017 tournament. The weekend features five games of 8th edition 40k, with 2000 pts armies. 

The basic rules for the tournament were:
  • 2000 pts, battle forged armies
  • No more than 3 Detachments
  • No duplicate detachments
  • No Forgeworld
I decided that I would be taking my Deathwatch army. I had been having fun with the army towards the end of 7th edition and had made a real effort to get them painted to a higher standard than my previous forces. 

Each of the five games were to ETC standards, meaning that each mission would be a mixture of Eternal War objectives, Maelstrom points and Kill Points, as well as bonus points for First Blood, Slay the Warlord and Linebreaker. 

The first mission was Retrieval Mission (4 objectives), with Contact Lost for the maelstrom mission (one card for each objective held). The deployment zone was Spearhead Assault. 
My first opponent of the day was Tess and his Ynnari army. I had previously played Tess at Blog Wars X in a really fun game. I hoped that this would be another fun encounter. 

My army consisted of:
Battalion Detachment
Watch Master- Guardian Spear (W)
Watch Captain- Jump Pack, Xenophase Blade, Bolt Pistol (W)
Kill Team 1- Sergeant with Power Sword, Black Shield with Power Sword, 3 Veterans, 2 Frag Cannons, Vanguard Veteran with Pair Lightning Claws, Deathwatch Biker with Teleport Homer (KT1)
Kill Team 2- 5 Veterans with 2 Frag Cannons and 2 Shotguns (KT2)
Kill Team 3- 5 Veterans with Meltagun, 3 Combi-meltas (KT3)
Kill Team 4- 5 Veterans with 5 Stalker Pattern Boltguns (KT4)
Kill Team 5- 5 Veterans, Terminator with Power Fist, Storm Bolter and Cyclone Missile Launcher (KT5)
Rhino- Storm Bolter (R1)
Rhino- Storm Bolter (R2)
5 Vanguard Veterans- 2 pairs Lightning Claws, 2 Heavy Thunder Hammers (VV)
4 Bikers- Teleport Homer, Power Axe, Power Maul, 2 Power Swords (DB1)
4 Bikers- Teleport Homer, Power Maul, 3 Power Swords (DB2)
Corvus Blackstar- Twin Assault Cannon, 2 Stormstrike Missiles, Hurricane Bolter, Auspex Array (CB)

6 Command Points

I figured I had a good mix of units to take on most threats in an opponent's army. I added some potent anti-tank firepower after my first few games had showed a serious problem taking on vehicles. 


Friday, 17 February 2017

Fracture of Biel-Tan Review: Part 4- Forces of the Ynnari

Welcome to part 4 of my review of the new Fracture of Biel-Tan supplement. This section will look at the new fraction to join the 40k universe- the Ynnari. 

This army features a combined force of Eldar, Dark Eldar and Harlequin units to combine into an Aeldari super-force to use on the table. 

Warlord Traits
As is common with many of the 40k supplements recently released, the Ynnari get a new Warlords trait table to roll on if they choose. 

Lord of Rebirth- The warlord gets It Will Not Die. Useful for keeping your warlord alive for longer. Added to the wound recovery methods that the new Ynnari special characters get, this could boost their durability even further, helping to keep them alive for longer. 

Warden of the Forgotten Wisdom- If your warlord is a psyker, you get to choose your psychic powers rather than rolling for them. This is amazing. Given how powerful the Eldar and Harlequinn psychic powers are, as well as the powers in the various other shared disciplines, removing the random nature of the roll and getting to choose the best powers for the situation is brilliant. Do Eldar have access to Telepathy? If so, you now have Invisibility. This would work really well on a level 3 Farseer, allowing you to choose the best 3 powers from the various disciplines at will. 

Walker of the Many Paths- Each turn, your warlord gains a special rule of your choice from Furious Charge, Hit and Run and Move Through Cover. This is pretty awesome too. Hit and Run is an amazing special rule, so getting it guaranteed on your Warlord's unit is going to be very effective in the game. 

Wednesday, 15 February 2017

Fracture of Biel-Tan Review: Part 3- The Yncarne, Avatar of Ynnead

The third part of my review of the new Fracture of Biel-Tan book covers the Yncarne, the Avatar of Ynnead. 

The Yncarne
The Yncarne is a pretty potent monstrous creature to add to an army of the Ynnead. He is a potent combat character, a powerful psyker and provides some nice buffs to any army that he is a part of. 

First off, The Yncarne has a pretty impressive statline. For combat ability, he is WS9, S6, initiative 10 with 6 attacks. His Relic sword, the Sword of Souls is AP2 with Fleshbane, Armourbane and Soul Blaze. This makes him a pretty potent force in combat. He will be generally be striking before most models/units in the game, hitting on a 3+ and wounding on a 2+ with no armour saves allowed. He will even be able to take on vehicles fairly reliably thanks to Armourbane. As a result, he will have no problem taking on most combat threats with ease, with only good invulnerable saves or feel no pain saves providing him with any trouble. He also gets Fleet, giving you a better chance of getting into combat with your charges. 

Tuesday, 14 February 2017

Fracture of Biel-Tan Review: Part 2- The Visarch

Welcome to part 2 of my Fracture of Biel-Tan review, looking at the Visarch- Sword of Ynnead. 

The Visarch
The Visarch is a combat character for the Eldar, designed to take on the elite of the enemy army and keep Yvraine safe. 

The Visarch has WS7, I7 and 4 attacks base. This means he will be hitting before most other units and characters in the game and hitting them on 3's much of the time. His Relic weapon, Asu-var allows him to strike at S5 and AP2, meaning he will be able to chew through a range of standard infantry and many characters that lack a good invulnerable save. The sword also has a bonus rule, forcing an enemy unit to use the lowest leadership when within 3". This will be useful for making sure that enemy units flee from combat and giving you a chance to wipe them out in a sweeping advance (thanks to be initiative 7). 

Sunday, 12 February 2017

Fracture of Biel-Tan Review: Part 1- Yvraine

Hi everyone, welcome to part 1 of my review of the new Gathering Storm book, the Fracture of Biel-Tan. This book introduces new rules for your Eldar, Dark Eldar and Harelquin units to be used as a single force, and let me tell you, this book gives you some awesome new rules for these forces (not that the Eldar needed any help!). 

This first part will look at the rules for the first of the new triumvirate; Yvraine, Emissary of Ynnead. 

Yvraine, Emissary of Ynnead
Yvraine is a decent psyker with some good combat ability that should be a useful addition to an army. 
She has a fairly decent statline for combat. At WS8, she is going to be hitting most things on 3's, at initiative 8 and 5 attacks (4 base and one for two melee weapons). She wields the Sword of Sorrows, a weapon which is +1S (taking her to 4) and AP3 with instant death. Any characters that are toughness 4 (or 5 at a push) with a 3+ save will generally fear Yvraine in combat. She will generally be striking before them and has enough attacks to make failing an invulnerable save more likely and killing them instantly. She will struggle against those with a high toughness or 2+ save, but should be able to handle herself in combat against most basic infantry. 

She is not the toughest of characters. With 3 wounds at T3 and a 4+ invulnerable, it will not take a lot to kill her. She does gain Eternal Warrior, making it impossible to double her out with S6 attacks or instant death weapons. She also gets a nice special rule, giving her a wound back on a 4+ if any Aeldari model (Eldar, Dark Eldar, Harlequin or Ynnari) is killed within 7" of her. This should help her be a bit more survivable, but any dedicated shooting or combat attacks will still kill her relatively easily. She is certainly not as durable as Saint Celestine or Belisarius Cawl. 

Wednesday, 23 November 2016

Fluffageddon Battle Report 3- Ravenwing vs Eldar

The final game of Fluffageddon 2016 saw me playing at the top table against Danny and his Eldar army. This mission would be a variation of kill points, where the units destroyed would be worth Blood Points equal to their points value (with half points available for a unit taken below half strength/starting wounds/starting hull points). 

My army consisted of:
Ravenwing Strike Force
Interrogator-Chaplain- Bike, Meltabombs, Auspex, Mace of Redemption (with CS)
5 Ravenwing Command Squad- Ravenwing Banner, Apothecary, Grenade Launcher (CS)
6 Black Knights- Meltabombs, Grenade Launcher (BK)
6 Ravenwing Bikers- 2 Grav Guns, Sergeant with Meltabombs and Power Sword (RB1)
6 Ravenwing Bikers- 2 Meltaguns, Sergeant with Meltabombs and Power Fist (RB2 and RB3)
Attack Bike- Heavy Bolter (AB)
Landspeeder- Multi-melta, Typhoon Missile Launcher (L)

Ravenwing Support Squadron
Darkshroud- Assault Cannon (SS)
3 Landspeeders- Assault Cannons, Heavy Bolters

My warlord trait was Rapid Manoeuvre, giving me +3" to charge and turbo-boost moves.

Tuesday, 14 June 2016

Double Trouble Tournament: Game 1- Orks/Eldar vs Raven Guard/Daemons

Welcome to my first battle report from the recent Double Trouble tournament that I attended at the start of June.
 
Double Trouble was the first doubles tournament of its kind being run by Alex at From the Fang. I was a big fan of Alex's Blog Wars tournaments, they were a lot of fun with a great atmosphere and some really tough games to play. Double Trouble was a doubles tournament where each player would be paired with a different, random partner in each game, so no combined list building with a partner as you don't know who you will be playing with. This means you will meet 9 great players and should provide some fun and tactical games. In addition, the missions were different from Blog Wars in that you scored both maelstrom points (from a modified maelstrom deck that rewarded risk and working with your partner) and blood points (essentially kill points, but based on victory points totals for units rather than number of units).


I was looking forward to the event, both for the chance to meet up with some of the fantastic bloggers and players that I have gotten to know online and at Alex's events and for the chance to play in a fun and very different doubles event that I was used to.

It was great meeting up with everyone I chat to online and those I have met before at Alex's events. A big shout out to Alex for running the great event and to Luke (Darksun Life), Rob (30Kplus40K), Dave (40k addict) and Nathaniel (objective secured) who I got to chat with over the weekend- a great bunch of guys and a lot of fun to spend a day of 40k with.
 
Based on community feedback, I decided to take my Orks to the event. I would never normally dream of taking my Orks to a tournament, but I think Double Trouble would be the most forgiving for my greenskins. Given that about half the armies going were Marines, I was confident in outnumbering most opponents, maybe even having the largest army in the tournament (there was actually a Tyranids player with 74 models, just beating my Orks at 72!).
 
I started the first game of the day on table 4, with the mission using Dawn of War deployment. My partner for the first game was Tess and his Eldar. I actually played Tess in my second game at Blog Wars X, so it was nice to be on the same side with a great guy and great player. Our opponents for the first game were Dan and his Daemons and Ian with his Raven Guard Space Marines.
 
My army consisted of (green on the maps):
Warboss- Eavy Armour, Power Claw, Shoota, Bosspole, Stikkbombs (with B1)
Painboy- Urty Syringe, Dok's Tools (with B1)
 25 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B1)
11 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B2)
Trukk- Big Shoota (T)
Runtherd and 15 Gretchin (G1)
Runtherd and 11 Gretchin (G2)
3 Warbikers (WB)
Warbuggy- TL Rokkit (W)
Warbuggy- TL Rokkit (W)
 Looted Wagon- Killcannon, Ard Case, Big Shoota (LW)

My warlord trait gave me Strategic Genius (+1 to Seize and re-rolls on reserves).

Friday, 6 May 2016

Stronghold Battle Report 4- White Scars vs Eldar

Welcome to my final battle report from my games at the recent Stronghold V tournament. So far, my White Scars had managed two wins and one loss, so I was keen to see if I could secure a final win from my last game of the day.
 
The final mission was a special Stronghold mission for the tournament. This consisted of a single, immobile Objective in the centre of the board. Players score a point for each turn they hold the objective. Additionally, if a player holds it for two of their consecutive turns, they also score victory points equal to the turn number. For example, if a player controls the objective for turns 2 and 3, at the end of turn 3 they would score a point for holding the objective, plus 3 additional points. This was an interesting one and I wished that I had playtested it before the tournament. I was unsure if it was better to hold the objective as long as possible or save my troops for the final turns to swamp the objective where the rewards were possibly higher.
 
My opponent for the final game was Fin and his absolutely stunning Eldar army. I had been admiring this army during the lunch break and it was great to go up against it.


As a reminder, my army consisted of:
COMBINED ARMS DETACHMENT
Librarian- Level 2 psyker, Bike, Hunter's Eye, Mantle of the Stormseer, Force Sword, Meltabombs (with CS or L)
5 Command Squad- Bikes, Apothecary, 4 veterans with grav guns, stormshields and 2 with meltabombs (CS)
5 Bikers- 2 grav guns, sergeant with meltabombs (BS1)
5 Bikers- 2 grav guns, sergeant with meltabombs (BS2)
5 Scouts- sergeant with meltabombs (S)
Landspeeder Storm- Heavy Bolter, Cerberus missile launcher (LS)
Drop Pod- storm bolter (DP)
3 Scout Bikers- One grenade launcher, sergeant with meltabombs and locator beacon (SB)
Stormtalon- TL assault cannons, skyhammer missile launcher (ST)
Centurion Devastators- Grav cannons and grav amps, hurricaine bolters (C)

My warlord trait was Merciless Warrior (re-rolls on sweeping advance). My Librarian's psychic powers were Psychic Shriek, Perfect Timing and Invisibility (I actually rolled it!). Invisibility was comp'ed in the tournament so that all units shooting/attacking the invisible unit were BS1 and WS1. This meant I could still be hit with blast and template weapons.

Wednesday, 4 May 2016

Stronghold V Battle Report 2- White Scars vs Eldar

Welcome to the second battle report from my games at the recent Stronghold V tournament. After a great result in the first game, I found myself up against Aiden's fantastic blue Eldar army in the second game of the day.
 
The second mission was Crusade with 5 objectives and Vanguard Strike deployment. This is a good mission for my white scars, I could use my mobility to grab the objectives at the end of the game, assuming I could survive long enough to be able to do so.

As a reminder, my army consisted of:
COMBINED ARMS DETACHMENT
Librarian- Level 2 psyker, Bike, Hunter's Eye, Mantle of the Stormseer, Force Sword, Meltabombs (with CS or L)
5 Command Squad- Bikes, Apothecary, 4 veterans with grav guns, stormshields and 2 with meltabombs (CS)
5 Bikers- 2 grav guns, sergeant with meltabombs (BS1)
5 Bikers- 2 grav guns, sergeant with meltabombs (BS2)
5 Scouts- sergeant with meltabombs (S)
Landspeeder Storm- Heavy Bolter, Cerberus missile launcher (LS)
Drop Pod- storm bolter (DP)
3 Scout Bikers- One grenade launcher, sergeant with meltabombs and locator beacon (SB)
Stormtalon- TL assault cannons, skyhammer missile launcher (ST)
Centurion Devastators- Grav cannons and grav amps, hurricaine bolters (C)

My warlord trait was Merciless Warrior, giving me re-rolls to any sweeping advance roll. My psychic powers for this game were Psychic Shriek and Prescience.

Thursday, 10 March 2016

Battle Report 46- 1500 pts Astra Militarum vs Eldar

This week's battle report was one of my campaign games from my Medusa IV map campaign. Armel's Eldar (a powerful faction in the campaign) had decided to try and usurp the Shield Generator tile from my Planetary defence force, so we found ourselves in conflict for the first time during the campaign. I know how strong the Eldar are at the moment and was interested to see how the game would turn out.
 
Thanks to the campaign rules, I would have a 50 pts bonus to my army, hopefully it would make all the difference. My army consisted of:

COMBINED ARMS DETACHMENT
Company Command Squad- Vox, 2 plasma guns, Company Standard, Laurels of Command (CC)
Priest (with S1A)
Priest (with S2C)
Commissar (with LT)
Commissar (with MLT)
Primaris Psyker- Level 1 psyker (with S1A)

Platoon Command 1- 2 Flamers, Vox (PC1)
Infantry Squad 1A- Autocannon, Vox (S1A)
Infantry Squad 1A- Autocannon (S2A)
Infantry Squad 1B- Autocannon, Vox (S1B)
Heavy Weapons Team 1- Lascannons (LT)
Heavy Weapons Team 2- Heavy Bolters (HBT)

Platoon Command 2- 2 Flamers, Vox (PC2)
Chimera- Multilaser, Heavy Bolter, Extra Armour, Dozer blades (C1)
Infantry Squad 2A- Grenade Launcher, vox (S2A)
Infantry Squad 2B- Grenade Launcher, vox (S2B)
Infantry Squad 2C- Grenade Launcher (S2C)
Heavy Weapons Team 3- Missile Launchers (MLT)

Veterans- 3 Meltaguns (V)
Chimera- Multilaser, Heavy Bolter, Extra Armour, Dozer blades (C2)

Wyvern 1 (W1)
Wyvern 2 (W2)
Aegis Defence Line

Culexus Assassin (A)

For my army, I decided to focus on an infantry heavy force backed up by two Wyverns. The army was led by a company command squad with a Regimental standard to help keep my units in check and the Laurels of Command to give me more control over the closer units. I then took two large infantry platoons- one armed with Autocannons and the other with grenade launchers. Three heavy weapons teams were also added to the platoons; lascannons and missile launchers to deal with a Wraithknight or any vehicles, and heavy bolters to deal with jetbikes or fragile Eldar bodies.
A unit of veterans with meltaguns in a Chimera would be there to grab objectives and deal with any armoured threats. I also took 2 wyverns as these should hopefully make a mess of any jetbikes or foot units and an Aegis line to keep the bulk of my army safe.

I decided not to take any battle tanks in the army. Between D weapons and Bright Lances, I did not think that any tanks would survive long enough to be useful.

I also decided to take a Culexus assassin to try and shut down any Eldar psykers that Armel decided to field. I bought the Assassins game in order to get all 4 assassin models and this is the first time that I would be using any of them in a game.

My plan was to swamp the objectives with masses of Guardsmen to win the game through a war of attrition- hopefully I had more bodies than Armel could kill in a game.

My warlord trait was Draconian Disciplinarian. This would be useful, allowing me to ignore morale checks caused by the Eldar shooting within range of the Warlord. My Primaris got Prescience and Foreboding.

Monday, 8 February 2016

Doubles Tournament Game 1- White Scars/Mechanicus vs Dark Eldar/Tau

Welcome to my first battle report from a recent doubles tournament held at 6s2Hit in Edinburgh. Innes and I travelled through on a rather cold and windy Sunday morning with our armies to see how we would fare against the competition.

I had never been to the store before, but really enjoyed the experience. One half of the store has six 6x4 gaming tables, the other half has the café area where you can get hot food and drinks (I had an awesome coronation chicken Panini and chocolate brownie for lunch). They also have display cases with painted armies and the retail area, where you can pick stuff up for a variety of different game systems. They also had an awesome display on one of the walls with a bunch of different boxed sets from various editions of 40k and fantasy, as well as some other games. It was a really nice store, I will be keeping an eye out for any more events and recommend you take a look if you are ever in the Edinburgh area.


On to the tournament itself: Teams were comprised of 2 players, each with 1000 pts to spend on their army. Other than that, there were no restrictions. Armies could be bound, unbound or made up of formations, and Forgeworld units were allowed. The missions would be maelstrom, determined at each round by rolling in the book (the same mission for all games that turn). Each player would have their own warlord with warlord traits, but would need to choose a Supreme warlord for each game (who would give up Slay the Warlord when killed). Each player would also draw from their own maelstrom deck and could only score their own cards (e.g. you would only score Secure Objective 6 if your own units held it, not if your partner's units held the objective only). Impossible cards had to be kept and you could discard one card each turn.

With no restrictions in place other than the points limit, we did not know what to expect in all three games.
 
My army consisted of:
Combined Arms Detachment
Kor'sarro Khan- Moondakken (with CS)
Librarian- Mastery level 1, Bike, Meltabombs, Hunter's Eye (with CS or L)
5 Command Squad- 4 Grav guns, Apothecary, Storm Shield (CS)
5 Bikers- 2 Grav guns, sergeant has meltabombs (B1)
5 Bikers- 2 Grav guns, sergeant has meltabombs (B2)
5 Scouts- Bolt pistols, combat weapons, Sergeant has Meltabombs (S)
Landspeeder Storm- Cerberus launcher, Heavy bolter (LS)
Drop Pod- Storm Bolter (DP)
Stormtalon- TL assault cannons, Skyhammer missile launcher (ST)
 
Innes' 1000 points army consisted of:
 
Dominus Maniple
Tech Priest Dominus- Raiment of the Technomartyr, Volkite Blaster, Macrostubber, Conversion Field (TD)
5 Skitarri Vanguard- 2 Plasma Calivers, Omnispex, Vanguard Alpha with Red Carbine. (V)
2 Onager Dunecrawlers- Neutron Laser and Cognis Heavy Stubber, Cognis Manipulator (D)
 
Oathsworn Detachment
Mechanicum Cerastus Knight Atropos- Occular Augmetics. (K)

My army was designed to be very fast for grabbing maelstrom objectives, plus armed to the teeth with grav weaponry for taking on any tough units such as Wraithknights, Riptides, etc. The only change to the Mechanicus army was reducing the Vanguard squad from 10 to 5 (to utilise the drop pod) and the addition of another Dunecrawler. Innes' army had the hard hitters with the Imperial Knight (armed with D weapons) and the Dunecrawlers.

For the first game, our supreme warlord was Khan. My Librarian got Hallucination and Psychic Shriek for his powers. Innes' Dominus got to make one weapon master-crafted as his warlord trait.

Thursday, 26 November 2015

Battle Report 33- 1850 pts Ravenwing vs Eldar

This week's battle report comes from a practice game that I had the night before Blog Wars X. When I arrived in Stockport on Friday night, I had a game against Pete's Eldar army in preparation for the tournament the next day.

My army consisted of:
 
RAVENWING STRIKE FORCE
Sammael- on Corvex (with CS)
Interrogator-Chaplain- Space Marine Bike, Mace of Redemption, Auspex, Meltabombs (with BK)
 
5 Ravenwing Commnad Squad- Ravenwing Company Banner, Apothecary, Grenade Launcher (CS)
 
5 Black Knights- Grenade Launcher, Huntsmaster has Meltabombs (BK)
5 Ravenwing Bikers- 2 grav guns, sergeant has Meltabombs (RB1)
5 Ravenwing Bikers- 2 plasma guns, sergeant has Meltabombs (RB2)
5 Ravenwing Bikers- 2 meltaguns, sergeant has Meltabombs (RB3)
Dark Talon- Rift Cannon, Two hurricane bolters, stasis bomb (DT)
Ravenwing Landspeeder- Multimelta, Typhoon Missile Launcher (RL)
 
RAVENWING SUPPORT SQUADRON
Ravenwing Darkshroud- Assault Cannon
3 Ravenwing Landspeeders- Heavy Bolters, Assault Cannons (RSS)

As a note, due to the comp rules of the tournament, a 2+ re-rollable save (cover or invulnerable) became a 2+/4+ save. This reduced the effectiveness of the Darkshroud by a marginal amount. My Warlord trait was set with Sammael, giving me +3" to charge and turboboost moves.

Pete's army consisted of:
Prince Yriel (with W2)
Spiritseer- Rune Armour, Shuriken Pistol, Witch Staff (with W1)
4 Windriders- Shuriken Cannons (WR1)
4 Windriders- Shuriken Cannons (WR2)
9 Wraithguard- Wraithcannons (W1)
5 Wraithguard- D-Scythes (W2)
Wave Serpent- TL Scatter lasers (WS1)
5 Wraithguard- D-Scythes (W3)
Wave Serpent- TL Scatter lasers (WS2)
6 Swooping Hawks- Exarch (SH)
Wraithknight- Suncannon and Scatter Shield, Scatter laser (WK)

Pete's force was Wraith-heavy and was going to be tricky to deal with. Putting the D-Scythe Wraithguard in the Wave Serpents was problematic, as he could jump out and most likely eliminate any unit he wanted with their flamers. The Wraithknight would prove problematic too, as my Ravenwing army lacked the grav heavy set-up of my White Scars, but hopefully the massed plasma could deal with it.
Pete's warlord trait gave him -1 to my Reserve rolls and his Spiritseer got Cleansing Flame, Hammerhand and Banishment.

We decided to play the kill points mission, as I thought this would be the toughest challenge for my Ravenwing against Pete and wanted to test them.