Showing posts with label Rob. Show all posts
Showing posts with label Rob. Show all posts

Monday, January 3, 2011

Massive battle between Eldar and Space Wolves

Considering the size of this game, I figured it was worth getting a report out of Rob and reposting. It also has the potential to be the longest batrep that will ever be posted, at least here on our blog.

3000 point

Battle Mission: Slave Raid (Kill Points)
Details - 1 KP for wiping out a unit within 18 inches of one of your units. 1 KP for every combat you win. D6 KP for each HQ.

Outcome: SW: 27 Eldar:19

Additional Notes: Used 4 HQ slots

Army Lists
Saim-Hann Eldar

HQ:
Eldrond
Avatar
Barrahoth- Swooping Hawks Phoniex Lord Autarch on Jet Bike

Elite:
10 Harlequins

Troop:
10 Dire Avengers w/ Exarch in Wave Serpeant
10 Dire Avengers w/ Exarch in Wave Serpeant
8 Guardian Jetbikes
10 Wraithguard w/ warlock
5 Pathfinders

Fast:
6 Swooping Hawks w/ Exarch
4 Shinning Spears w/ Exarch

Heavy:
Nightspinner
Wraithlord
Dark Reapers

Space Wolves

HQ:
Bjorn Fell-Handed
Njal Stormcaller
Wolf Priest
Wolf Priest on Bike
Wolf Guard Battle Leader

Elite:
6 scouts and WG

Troops:
15 Blood Claws and WG
8 Grey Hunters and WG in a Rhino (Njal attached)
8 Grey Hunters and WG in a Rhino (WGBL attached)
8 Grey Hunters and Arjac in Drop Pod
6 Grey Hunters in a LazPlaz Razorback

Fast:
5 Swiftclaws, Attack bike and WG on bike

Heavy:
6 Long Fangs: 2 HB, ML, 2 LC
6 Long Fangs: 2 HB, 3 ML
Vindicator

Full Battle Report
*written from Rob's perspective

Deployment:
The armys have to deploy at least 9 inches from our back board edge and no more than 24 inches up. Hence we start right on top of each other. Eldar had first turn and deployed bulk of her army in her center and on her right flank. Left flank left open. SW deploy with bulk of army in center. Have rhino with WGBL protecting left flank. Put unit of LFs and bikes out on my extreme right flank. Eldrond uses redeployment to move Guardian jetbikes and Shinning Spears w/ Autarch from her right flank to here left. This puts them about 8 inches in front of my huge bike unit. I fail to seize initiative.

Eldar Turn 1:
Eldar don't move much. Vehicles jockey for better shoots at my vehicles. Wraithguard stride into the center of the filed trying to bring as many guns into range of the vindicator. A Wave serpeant moves up with them. Guardians bikers and Shinning Spear line up for a charge on the Swiftclaws.

Eldars first turn shooting turns into a shooting gallery. Dark Reapers and Pathfinders open up on the LF on my extreme right flank. The shooting kills all but one ML and LC. The unit breaks and run out of there building. A wave serpeant explodes my razorback and the nightspinner kills 3 of the 6 GHs that came pouring out. Only one wraithguard ends up in range to shoot my vindicator. This turns out to be all is needed as the one shoot destroys my vindicator. The wraithlord targets my WGBL rhino on my left flank and destroys it in one clean shot. Guardians and Shinning Spears shoot and kill 2 bikers and knock a wound of the attack bike. Both units then charge the survivors and slaughter the rest of the swiftclaws leaving a lonely but pissed off Wolf Priest. He then proceeds to kill all but the Shinning Spears exarch and passes his fearless saves.
Eldar: 5 | SW: 0

Wolves Turn 1:
Things are bad, but the wolves are made of iron and ice. Arjac drops in on my center left and his squad grab cover behind the drop pod. Only 2 out of 5 vehicles survivced the Eldar turn. Njals rhino immobolizes itself on terrain (Boo), but Bjorn bursts out of my center building looking to pulverize some wraithguard, and his accompanying Blood Claws get ready to charge the Dire Avengers should there transport get destroyed. WGBL squad moves up to melta the Nightspinner. My broken Long Fangs rally and run into a building for cover.

The unit of LFs in my center open up on the wave serpeant supporting the wraitguard. They manage to wreck it and Dire Avengers come out into charge range of my Blood Claws. The HBs on the LF kill a Dark Reaper. The GHs miss the Nightspinner with both meltas. Bjorn smashes into the wraithguard and kills 3 and another drops to fearless saves. The rest of the unit piles in but Susmita leaves a suspicious gap in between a few wraithguard. The Blood Claws do not roll high enough to charge the Dire Avengers. Amazingly, no wounds are infliced on either side of the biker combat leave every one stuck.
Eldar: 5 | SW: 2

Eldar Turn 2:
The Swooping Hawks and The Phoenix Lord arrive drop a blast that is ineffectual and then Skyleap back into the air. The Nightspinner hauls ass away from the angry Grey Hunters. The wraithlord is now about 14 inches away from the warlock as his pile in moves verse Bojrn took him out of range, and for the first time ever the wraithlord failed his wraithsight. The Wave serpent with Eldrond and Dire Avengers immobilizes itself by flying into a building. Lucky it is the building that the rest of the Eldar forces have castle up in. Dark Reapers target and kill one of the two remaining Long Fangs and the lone survivor keeps his nerve. The pathfinders kill a Long Fang from the other squad, but they pass their pinning check.

The Dire Avengers squad that survived the Wave Serpent crash and failed charge by the Blood Claws make good there escape and retreat back into cover and out of line of sight. In combat the Avatar bellows a challenge at Bjorn and charges in between the gap left by the wraithguard. He sadly whiffs and only manages to stun Bjorn. Bjorn then crushes another wraithguard tying the combat. Elsewhere, loads of Str. 6 Laserlance attacks from the Autarch continue to bounce off of one very lucky Wolf Priest. The Shinning Spears exarch is able to sneak a wound through, but then is chopped in half by the Wolf priest for his troubles. The combat is a tie, but the Priest wipes out the Shinning Spears for another KP.
Eldar: 5 | SW: 3

Wolves Turn 2:
Time for the wolves to get stuck in. The Bloodclaws and Arjac's squad move up to get involved in the ever growing combat in the middle. The WGBL squad moves up ready to charge the now inert Wraithlord. Njal and his Grey Hunters now have somewhere to disembark from their immobilized rhino and move toward the center combat. The Long Fangs target the immobilized Wave Serpent and knock its ML off. A bunch of random shots from Pods, rhinos and HBs bounce off the Dark Reapers. In combat the Bloodclaws and Arjac's friends counter charge the wraithguard and wipe out the unit. The Avatar's attacks bounce off of Bjorn's 5+ invul. The Avatar is now surrounded by way too many Space Wolves. The WGBL and Grey Hunter w/ mark of the wulfen slay the Wraithlord and consolidate toward the middle melee.
Eldar: 5 | SW: 5

Eldar Turn 3:
Things start to get very bloody this turn. The Phoenix Lord and Swooping hawks arrive and land a blast and unlaod at the WGBL and accompaning Grey Hunter and end up killing an impressive 3 or 4. Elsewhere the Harlequins (who Eldrond has fortuned) glide across all types of difficult terrain to help out the now lone Avatar. The Dire Avengers on foot continue to make there way through the building where they are taking cover. In the shooting phase the Dark Reapers kill the lone Long Fang, and the pathfinders manage to kill one of the survivors from the LazPlaz Grey Hunter Squad. The Night Spinner targets Njal and crew and manages to slay a Grey Hunter. In combat the Harlequins charge in to the swirling melee and decimate all the Grey Hunters from Arjac's Squad. The Avatar rains blow after blow upon Arjac but he suffers no wounds due to his Storm Shield. In return Arjac lands 3 wounds on the Avatar. The wolves still lose the combat. Arjac makes his Stubborn morale check and a couple of Blood Claws die do to fearless saves. The Autarch finally ends my Wolf Priest by running him through with a lance. He and the jet bike guardians consolidate behind a building.
Eldar: 7+WP | SW: 5

Wolves Turn 3:
Njal and crew slowly continue to work their way through a building intent on getting in the epic center combat. The WGBL and Grey Hunters move toward the center combat looking to even things up against the Harlequins. The last two survivors from the LazPlaz squad try to make a break for the smoking hual of the vindicator hoping to get out of line of sight. Still having the Nightspinner token from Turn 1, the Grey Hunter have to make dangerous terrain tests. Two rolls later and only the Mark of Wulfen Grey Hunter remains.

The scouts arrive and have the Guardian Jetbikes in their sights. The Long Fangs with MLs target the Nightspinner, but only blow gaping hole out of the building behind it. The Heavy Bolters and drop pod target the Dark Reapers and kill 3 out of the 4. The survivor makes his moral test. The scouts unload point blank range at the jetbikes, but as the smoke clears not a bike has been knocked out of the sky. In the combat phase the WGBL and surviving hunter charge in the middle combat ready for the murder-make.

The harlequins and Avatar set their sights on Arjac, but after an absurd number of saves the Mountain Man survives unharmed. In return Bjorn kills the Avatar and half the harlequins are wiped out. The harlequins fail their moral, but are able to get far enough away where they will have a chance to rally (and charge on the Eldar turn). Arjac, the Blood Claws, and the Grey Hunters w/ WGBL spread out and grab cover when possible. Bjorn heads straight towards the immoblised wave serpent. The scouts charge in against the jetbikes. Two bikes crash and burn for no lose to the scouts. The jetbikes hold on. Njal's Lord of the Tempest causes the last Dark Reaper to break and run back toward the Eldar board edge.
Eldar: 7+WP | SW: 7 + AV

Eldar Turn 4:
Both sides have been hemorrhaging units, but there is still plenty of units to play out an epic that the sages would be proud of. The harlequins rally, consolidate 3 inches, run, and prepare to charge the WGBL and accompanying Grey Hunters. The Swooping Hawks and Barraroth move forward to support the harlequins. The Dire Avengers on foot emerge from the side of the building to Blade Storm the Grey Hunters to soften them up before the Harlequins and Swooping Hawks charge. Autarch jumps the jetbike vs. scout combat to charge the scouts from the rear. The Dark Reaper flees toward the board edge. The pathfinders target the final survivor of the LazPlaz Grey Hunters and slay the warrior before he is able to grab cover. As it turns out the nearest Eldar unit is about 20 inches away so no KP is awarded.

The Nightspinner targets the Bloodclaws and Arjac. The shot lands right on Arjac. He laughs off the hit, but a couple of Bloodclaws die and the unit is stuck in difficult and dangerous terrain. The Dire Avengers bladestorm and Swooping Hawks unload at the WGBL and GHs. the WGBL takes a wound and a Grey Hunter or two die. The Barraroth and crew slam into the unit from the front and the harlequins hit it in the flank. Barraroth slays the WGBL in single combat and the harlequins massacre the last remaining grey hunters. The swooping hawks manage to consolidate back into the building, but the harlequins roll a 1 and are stuck ass out in the open. The Autarch charges in to save the Guardians from certain death, but sadly only kills one. in return, the scouts kill two guardians and win the combat. Both Eldar pass their moral tests.
Eldar: 8+WP+WGBL | SW: 8+Avatar

Wolves Turn 4:
The center avenue where the massive melee has occurred over 4 turns is piled with the dead at least 6 bodies deep and there is no room to maneuver so the BCs and Bjorn decide to take the fight to the enemy's base. Bjorn crashes through a wall and lets his assault cannon speak. All his shot bounce harmlessly off the haul of the Wave Serpent. The Bloodclaws advance ready to charge the Swooping Hawks. Arjac heads toward the surviving harlequins. Njal and crew advance into the corpse clogged street one of there number succumbs to dangerous terrain. Surprisingly the rhino that immobilized itself on Turn 1 is able to repair itself and is ready for action.

The Long Fangs and last pack of Grey Hunters unload heavy weapons and rapid fire bolters upon the now very exposed Harlequins, and slay all five. In combat Bjorn is able to rip massive chunks out of the immobilized Wave Serpent. In the resultant explosion 3 Dire Avengers die. Eldrond and crew pass moral and pinning checks. The BCs charge Barraroth and the Hawks. The Wolf Priest challenges Barraroth to single combat. Both combatants are able to wound the opponents. The Bloodclaws manage to slay all but one of the Swooping Hawks. The Phoenix Lord and lone companion survive the fearless saves, but hit and run and escape successfully. The Autarch does slightly better this time and slays two scouts, but the scouts have the last say and kill 3 guardians and cause the survivor to break away. The Autarch holds his ground.
Eldar: 8+WP+WGBL | SW: 12+Avatar

Eldar Turn 5:
Both sides are running out of units fast. The Dire Avengers who decided to Bladestorm on the previous turn advance on the BCs with a murderous glint to their eyes. Barraroth jumps back behind Elrond and his crew. Any Eldar who can shoot lets fly with Bladestorming Shrunken, Lasfire (Hawks) and monophilment (NightSpinner) . The pathfinders fire ineffectually at the Long Fangs. The volley reduces the once numerous and proud BCs pack to the Wolf Priest, Wolf Guard, and 3 Blood Claws. The Dire Avengers assault the BloodClaws. The BCs are expecting easy pickings, but are sorely mistaken when the exarch takes the last wound from WP and the dire avengers kill 2 Bloodclaws. The BCs found thing quite disconcerting and flub their attacks, but pass their morale test. The Autarch slays 2 scouts and has a couple of thunderhammer blows deflected off his invulnerable save.
Eldar:10+WP+WP+WGBL | SW:12+Avatar

Wolves Turn 5:
Bjorn continues his advance on the Eldar. He bathes the Dire Avengers and Swooping Hawks with promethium and large caliber rounds. He manges to slay the entitre Dire Avengers Squad and the last Swooping Hawk. Njal and crew retreat out of the open in the hopes of not becoming the Wave Serpent next victims. The Long Fangs are out of targets other than the pathfinders. 15 wounds later 2 pathfinders are dead. Arjac comes to the aid of the beleagured BCs. He and the Wolf Guard reap a heavy toll upon the Dire Avengers breaking their nerve. Arjac rolls a one for consolidation and is in a similar situation as the ill-fated harlequins. The last survivor of the BC jumps to the other side of the building and out of sight from all the Eldar... or so he thought. The Autarch finally is able to strike down the last 3 scouts.
Eldar: 11+WP+WP+WGBL | SW: 15+Avatar

Eldar Turn 6:
Eldrond moves to the opposite direction from Bjorn's advance. Barraroth jumps the building and lands next to the WG who once lead the BCs. Autarch wants to close in on Bjorn, but has to spend time in the open in front of Long Fangs to get there. He decides better of it and hides out behind a building. Eldrond targets Arjac with Mind War. Njal fails to dispell. Arjac rolls a 1+9LD= 10. Eldrond rolls 5+10LD=15. Arjac must take 5 invulnerable save. 5 rolls. 2 fails. The Mountain Man's mind is torn asunder. Barraroth charges the Wolf Guard and decapitaes him. He jumps back inside a building. His choices are face Bjorn or face the Long Fangs. He chooses Bjorn.
Eldar: 13+WP+WP+WGBL | SW: 15+Avatar

Wolves Turn 6:
All the wolves hunker down in cover except Bjorn. The Long Fangs target the pathfinders again and slay 2 more. The lone survivor passes his check. He strides, with purpose, toward Barraroth. Bjorn unleashes his assualt cannon on the immortal lord. 4 shots. 3 hits. 2 rendering and slays the Phoenix lord.
Eldar: 13+WP+WP+WGBL | SW: 15+Avatar+Barraroth

Conclusion
Now for the D6 rolls for the HQ. I roll first and I am delighted to see box cars!!!! Susmita rolls and is deflated by her 1,2,3. A Close game.

Final KP - SW: 27 | Eldar:19

*Note: when we played it was a tie in KP until we rolled. I am very positive that this is how the game unfolded, but might have missed something.

Tuesday, October 26, 2010

2v2 tourney results for ROb and Bill

End Result 2 wins, 1 loss.
Both are the favorite opponents of the day for all 3 of their matches and had a perfect Sportsmanship score from all 3 games. Best Sportsmanship award. Rob wins a HQ in terminator armor and Bill wins a Champlain in Terminator armor blister packs.


1000 Pts each (rob fill out your list!)

Bill - Daemons

17 Daemonetts
10 Plaguebearers with Icon
9 horrors with CHangeling
2 squads of 4 Flamers of Tztencth
Soul Grinder


Rob - Space Wolves



Round One - CHaos Space Marines, Tyranids. 4 Objectives. 2-0 win for us. Time ran out and ended match.

Enemy gets first turn but Initiative is seized!! Well to start, these guys hadnt played in years prior to this game. WHen other people were doing combats and shooting they were still deploying. The Chaos player took a Greater Daemon and didnt take any seargeants (Greater Daemons need a Chaos Champion, Plague Champion etc to actually spawn). We let him take a Chaos Dreadnaught (changing his list mid tournament is actually not allowed but whatever). Which added to his 2 already dreadnaughts and 2 Defilers. The TYranid player had a pretty decent army, minus the suck gargolyes that kill a whoppin 2 or 3 Longfangs. All 3 CHaos Dreadnauhts did not Rage against its allies which is like winning the fucking lottery. One became fleet and tied up my squad of Horrors for most of the game. The two of them had no tactics and didnt really play all that agreeably with eachother. Not real sure if these guys were ready for TOurnaments in general. In the end, the Daemonettes and Rune Priest w/ Tactical Marines held our 2 and another one of Rob's squads contested their only troop-help objective.


Round Two - Ultramarines and Eldar. 1-0 capture and control match. Ended in turn 5

These two guys were actually pretty damn good. Clearly we havent been interpreting ALOT of shit in the ELdar codex correctly. Or playing the army to its max potential. The Eldar player was a little bit cocky personally, but we won the game so it was hard to let it bother us. The Ultramarines had a pretty good army. 5 man assault term squad, land raider, predator, drop pod with 5 Sternguard, A single scout bike (leftover points), i dunno he had other stuff I cant recall. They had good armies but for some reason focused on trying to kill everything on the board and never put any troops even remotely near their capture point. By turn 4 or 5 all Eldar transports were dead in the water, a last Dire Avenger squad tried to bolt on foot but were dwindled to 3 or 4 after a turn of shooting from Bill's Tzetntch daemons. In the end, Bill's plaguebearers and a small number of robs troops were holding our objective points while Flamers of Tztentch sat on the enemy capture point. Game ends on turn 5.

Round 3 - 2000 points of Orks - Kill Pts DAWN OF WAR! One unit is allowed to Outflank. Near wipeout for us. Got our asses handed to us.

How do I always get paired against 2000 pts of Orks? Damn it! Basically by turn 1 we were practically overrun by the Speed Freaks. These guys had a pretty devesdating army. Virtually no shooting at all. Lots of armor 14 wagons. The Ork players outflanked Gazkhull Thrakka w/ Boyz and rob outflanks his FLamer Tact Marine squad in Rhino. Not much to explain about this game. we lost, fuckin bad! These guys won first place after beating us, leaving us in 2nd place.

Overall the best tourney for me so far. Rob enjoyed himself. Learned stuff, got free shit. No bad opponents or arguments between us and our opponents. Good times. Rob if theres anything you see that I missed, fix it!

Monday, September 27, 2010

Heresy, plain and simple...

Space Wolves cohort with Daemons and the Dark Angels find allies in the Tau? This is madness...

Anywho, here are the details from this past Friday's 2v2 match, a trial run for Bill and Rob's tournament next month.

2000 points (1000 from each player)
Dawn of War
Kill Points
Outcome: 5 to 3 Team Burnt Hand (on account of tournament time being up - I believe it was turn 5).


Team Burnt Hand
Tau Army List
HQ, Bunch o' suits, some floaty tanks, and a handful of funny little gray men. Mike will have to elaborate because the air in that room had me not paying much attention.

Dark Angel Army List
5 Deathwing Terminators with a CML
2 x 10 Man Tactical sqauds (one with plasma, one with melta) + Rhinos
10 Man Devastators, 2 ML, 2 PC


Team Horrible Rolling
Daemon Army List
2 Chariots
2 squads of 3 Flamers each
Mob of Deamonettes (not sure on the exact number)
10 (or 12) Plaugebearers
Soul Grinder

Space Wolf Army List
2 Runepriests
2 Sqauds of 10 Grey Hunters with all the fixins (Mark of Wolfen and such), in Rhinos
A slew of Long Fangs with enough fire power to level a mountain yet could not hit the broadside of a broadside

Synoposis
Team BH goes first, choosing not to deploy anything. Team Bad Rolling does the same. Most of both sides armies, excluding the deep striking daemons and Terminators held in reserve, walk on first turn. In the first turn the Plasma cannon wielding Dark Angels do a bit of running to get into position with the bunker (seen below in the 2nd picture). No targets bring the bottom of the first.

Bunch of Wolves walk on and their Long Fangs grab cover in another bunker. A unit of Plaguebearers plops down midfield. Flamers, Chariot and Soul Grinder come in on strong side seen below. I believe runs made for a quick bottom of turn 1 as well as position was more critical than drawing first blood.



Turn 2, Terminators walk in behind Rhinos to grab cover, CML Terminator takes point to throw some missiles at the advancing Soul Grinder with no effect. Combined Devastator an Tau shooting widdles down some Plaguebearers as well as knocks a weapon off Mr. Grinder.


Bottom of 2 has Daemons closing in on the Dark Angel lines. A second chariot deep strikes within striking distance.



I spend quite a bit of time arranging dice.




Turn 3, Dark Angels move 12 in an attempt to sling some melta into Mr. Grinder... unfortunately, you just can't shoot molten hot gas at that speed.



The Tau manage to blow up the advancing Rhino seen below. Big boon, slowing Runepriest and his Space Barbarian brethren.



The Tau guns make up for the Dark Angels mistake by rendering Mr. Grinder immobilized and effectively a KP.




Dark Angels rapid fire Chariot #2 to death.

In turns 3-4, A squad of flamers is wiped out before the other squad melts the face of Dark Angel Tactical Sqaud 1, sending them falling back off the board. A Rhino is scuttled by Long Fang fire. Combined Tau and Devastator fire thinned the late showing Daemonettes down to one. Runepriest had little luck with his spells as well. The 2nd tactical squad squares up and sends some shots into the flamers than charge them along with the nearby Chariot. The Chariot holds on and the Dark Angels are counter charged by Grey Hunters and their Runepriest.

We finish the turn with the set tournament time running out and call the game at 5-3, Team BH. I think I got that mostly right...

KP Tally

Team BH
Soul Grinder, 2x Flamers, Chariot, Rhino

Team Bad Rolling
2x Rhinos, Tactical Marines


Funny thing is, in the photo below, I'm pretty sure I wasn't saying anything like "we're number one" but rather "Chris stop taking friggin' pictures of me."

Monday, August 2, 2010

Space Wolves vs. Eldar

2500 points
Battle Mission: Fighting Withdraw



Rob's summary:
Mission had three objectives. Board was divided
in half from long board corner to opposite board corner (think two big
triangles) One objective in the center of the board. Second objective was
in Susmitas board corner and the third was in between the first and second
one. All objectives were in a line. Susmita rolled to represent the Tau so
all here Eldar got Hit and Run special rule. She deployed first and I had
first turn and everything was to move on from my edge.

Turn 1
SW: Moved everything on form board edge. BC and Dread moved up on my
extreme left flank along left board edge. 10 man GH on foot moved in
between the BC and rhinos. My rhions, vindicator, and TWC moved full speed
as the center of my line (the center of my line was still far left on the
board, my right flank was positioned about center table). LFs move onto a
hill in the center of my table. Scouts outflank.

Eldar: Susmita move half her army slightly forward DA in the WS turbo bust
to her left flank behind harlequins. DR kill half of LF unit 1. Falcon
destroys demolisher cannon off the vindicator.

Turn 2
SW: BC and Dread move up left flank. BC flame pathfinders but they live.
Foot GH move up. RP rhino and vindicator move up the center. GH rhino
breaks right. GH disembark and unload on harlequins killing 5 and breaking
them. Dread kills one wraithguard (WG). Rest of my shooting kills off
pathfinders. No scouts.

Eldar: Harlequins regroup. Consolidate 3 inches. Fleet and end up in charge
of the GH. They charge in and kill 5 GH but the GH wiped them out. DR kill
rest of LF unit 1. WG move up and destroy the RP rhino. Other units shoot
at the GH/RP and kill 4. Falcon blocks way of my vehicles and FD disembark
and explode the vindicator. Scorpions arrive on flank with BC and they
charge in. Scorpions kill 7 but are wiped out for there troubles. One GH
from the unit on foot gets killed. Susmita screens WG with Shining Spears
to protect them. Things look good for SW.

Turn 3
SW: BC roll snake eye for Difficult leaving them well behind rest of my
battle line. I run but get a 2. Dread kills 3 Shining Spears. GH on foot
wipeout rest of the Shining Spears. LFs destroy Dire Avengers WS. RP/GH
charge Falcon but do nothing. TWC finally charges. They kill only 3 FD. 5
man GH move up to secure objective harlequins were protecting. NO SCOUTS. I
needed them bad but things look good for SW again.

Eldar: DA bladestorm 5 man GH and kill all with my bad armour saves. Avatar
charge GH/RP and kills the 5 remaining GHs. RP wounds Avatar but fails
force weapon roll for the instant death. WG move up and kill 9 out of 9 GHs
and charge the WG and beat him to death in combat. I lost 3 out of 3 GH
squads. DR, guardians and wraithlord unload on TWC but I take the wounds
well.

Turn 4
SW. Thunderlord detaches and charges guardians and he kills all but 2. TWC
goes back around to charge WG. BC finally get to where the actions is and
charges WG. Dread charges WG as well. WG kill all but WP, WG and 1 BC form
the huge BC squad. All the WG are wiped out. The warlock lives makes test
and then is able to HIt and Run leaving me ass out. Scouts arrive way too
late and they arrive on the board where no one is at. Closest enemy unit is
about 3 feet away.

Eldar: Falcon tries to kill rhino that is contesting objective but fails.
Avatar charges dread and does everthing but destroy it. Surviving warlocks
legs it back to second objective. Wraithlord shoots at TWC. I was not
paying attention. I had one more wound to give on a TWC. i did not realise
this and took it on a guy who had a wound already. I fail my save and fail
my leadership check. TWC fall back 15 inches (cavarly do 3D6). Thunderlord
kills remaining guardians.

Turn 5
SW: Thunderlord charges warlock and kills him. LF kill 3 DA. BCs charge
wraithlord and get wiped out. Avatar cant kill dread again. TWC is about a
quater inch in range next to the Falcon so flee. I roll a massive 16 inches
and they run off the board.

Eldar: DR shoot at Thunderlord and do no damage. Only 3 DA in range to
shoot LF but still kill half the unit. Avatar still cant kill dread. Falcon
cant destroy rhino. I roll a 3 and the game goes on.

Turn 6
LFs and scouts shoot and kill 4 DA. They fail their LD check. No more
troops left on the board so we call the game a tie.

Friday, April 16, 2010

Tau vs Space Wolves

Battle missions - Annihilation was the goal

Tau Army List - Farsight Enclave Tau(First box in Comments)

Space Wolf Army List
HQ
Logan Grimnar
Njal Stormcaller
Wolf Guard Battel Leader: Frostblade, Meltabombs and Saga of the Hunter.
Wolf Priest

Elite
5 Wolf Scout: Meltagun and meltabombs

Troop
14 Blood Claws
Wolf Guard: PF
4 Wolf Guard Terminators: SB and PW (2), TH and SS (1), and Dual WCs (1)

Heavy
Land Raider
Land Raider Crusader
6 Long Fangs: 2 HBs, 3 MM
Wolf Guard: TDA, CML, SB, and WC w/drop Pod


Summary (adapted from Rob's point of view given via email)

Turn 1
SW failed 80% of 2+ saves on turn one resulting in the death of Logan and the WG with CML (along with 6 LFs), but the bomb got a Hammerhead and an 8 man FW. Then, that same turn Tau blew up SW LR Crusader and killed 3 or 4 BCs.

Turn 2
BC shoot and killed 4 out of 6 pathfinder. Tau turn 2 wiped out half the BCs and caused a may not move or shoot on the LR.

Turn 3
Saw the WP charge 3 crisis suits killing one and the BC charging and killing the pathfinders. Bill's turn three saw all BC wiped out minus the WG with PF.

Turn 4
Wolf Scouts turned up but on the wrong side of the board. Njal comes out and gets chained lighting. This rule is devastating. Wipes out over two squads of FW who break. Kills one Tau HQ (commander), and does other damage to about 3 or 4 other squads. Njal and terms charge farsight and he kills 3 but gets a hammer to the face for his toubles. WP wipes out rest of crisis suits and WG with PF smashes 2 out of 3 suits from another squad. A super turn for the wolves considering I could not accomplish much before that.

Conclusion
Game called after turn 4 due to time. Neither side was wiped as per the objectives of the battle mission, therefore the game was considered a tie.