Got another couple of games in on Friday here at the abode.
First game was against Dave’s (non-velveeta) Chaos Marine list.
The game was simple kill points and table edge deployment. I won the first turn roll and decided to go first.
I deployed in a tight wedge waiting to see if the marines would load one side of the field or spread out and also of course to keep the Seer Council shielded from attacks before they turbo out to their objective.
Well..Chaos truly prevailed and STOLE turn 1 putting me into a tight position to start the game off with.
On the first turn not much ensued. There was a ton of high power weps bearing down on the Wave Serpents but their shields held pretty damn well from the rain of fire.
Bottom of turn 1 I fanned out Serpents and boosted the Seer Council towards the left flank of the Chaos Army targeting the Twin Link Pred where I figured I would roll along the back line and take out the Vindicator after I popped the Pred.
Turn 2 had marines deploying from their Rhino on the left flank and the Pred ended up immobilizing one of the DA Wave Serpents..but the bright lance was still intact and I really had no aspirations of charging into a marine unit in cover with my DA’s…even with Bladestorm.
I made a tactical error during my phase as I decided to go for the kill on the marine squad that had just deployed from their Rhino. My thinking was to get their number down substantially before the next turn where they could rapid fire my council and possibly down 1 or 2 while I was popping tanks. I arced up and dropped 4 devastator templates on the unit and hit with the singing spears and witchblade remaining. I think I killed maybe 2 of them even with all of those hits (FORGETTING TO DOOM…big mistake). I then assaulted and to make a long story short..this marine squad kept my unit tangled up for a good 3 more turns. FINALLY on Turn 5 they broke loose by killing off the remaining marines but I had lost 2 of the squad at this point and had armor raining down upon me the other part.
And boy could I have used some help with popping armor. Turns 3-5 saw one of my fire prisms getting popped and then 2 wave serpents EXPLODING. Now when they exploded…they took out a total of 14 of my Dire Avengers. Yes..the explosions killed 14 of the DA’s alone. It was a marvelous combination of amazing damage rolls and horrrrible save rolls on my part.
I did manage to get another Wave Serpent whos TL Scatter Laser was popped to the other table edge to drop their Scorpions off to take care of a Sonic Marine squadron which was somewhat gratifying.
Demon prince lashed my pathfinders on turn 3 and proceeded to kill them in a rather nonchalant fashion.
In the end though..Turn 5 turned the game for me where I was behind. But a good shot from a Fire Prism popped his Defiler and wiped his Sonic Marine squad with the Scorps + the Seer Council finally finished off the other marine squadron that had tied them up for 4 turns. Which flopped the game in my favor.
I ended up eeking out a win at game end. But more importantly I learned a few tactics to live by with Eldar.
1. If you don’t have 8+ warlocks in your seer council. Don’t engage with squadrons if you got tanks you can pop. Yeah they can bolter fire you to death if they get good shots in..BUT you simply will NOT have the CC ability to take them down (since Singing Spears and Witchblades aren’t power weps).
1A. Don’t forget to cast DOOM for 3 freaking turns. Ugh. (That might have helped kill the marine squad a bit faster…lol).
2. Daemon Prince is just pure evil.
3. Scorps do well against non melee marines. The number of attacks really packs a punch and with a scorp claw in the group they give you options. I still love the ‘Shees..but I think I’m sticking with Scorps for now.
Game 2 was Eldar vs. Space Nuns.
As predicted the Exorcists completely wailed on me from turn 1. I truly believe these are possibly the WORST tank to face with an Eldar Army using Wave Serpents. You get no benefit really from the shields AND they have the potential to throw up a serious number of shots against you. There’s no other tank in the game that can do this.
That being said my Serpents really got pounded early on and by Turn 3 I had basically lost all ability except for my Seer Council and 1 Prism to pop tanks.
The mistake I made was targeting the Land Raider on Turn 1 and wasting all of my shots trying to pop it so I could take out the Inquisitor with Psi-Hood inside. Those shots would have been MUCH better served popping Rhinos since this was a KP mission (again) and I could have exposed Sisters and pie plated linked blasts from the Prisms to devastate them.
Instead I was forced by Turn 3 to charge the Seer Council up the middle in a hammer maneuver to try and start popping Exorcists. This also immediately drew attention because the killing power of the Seers is so high..they drew a CONSIDERABLE amount of fire as they closed. Their saves keeping them alive (and also keeping shots from popping exposed troops that would have been KP’s.) All in all they survived some serious shots at them..even two squads of Sisters rapid firing and flamers. They got whittled down to just the Farseer remaining by Turn 5 but they had kept other units from getting killed…so all in all not a bad exchange.
I do have to say the Immolator from the Sisters was DAMN impressive as well. The melta shots wailing on a Serpent and it kept me from being able to swing around the left flank with a prism to get easy shots on Rhinos.
I ended up eeking out a win here again despite my armor once again being depleted.
The upside of the Eldar army in a kill point mission is I have so few of them that even if I’m getting wailed on..if I manage to get shots off and focus on units I can stay even or slightly ahead since most armies have more KP’s in them than mine does.
Was a really fun night. Looking forward to finishing up the army so I can field a fully painted one. Hopefully I can get that done by maybe end of September?