Round 1: Modest Tau list [Ethereal, Long Strike, 2 Hammerheads, 3 Devilfish with ~12 Fire Warriors in each, 8 or 10 Pathfinders with Marker Lights, 3 Crisis suits with Fusion guns, Broad Side, Commander 8 or 10 Marker Drones, and 3 Missile Suits] No Riptides, no Tau Gunline, no missile spam, no Eldar allies.

  • Primary Mission: Crusade (3 Objectives)
  • Secondary Mission: Emperor’s Will (2 Objectives)
  • Deployment: Dawn of War
  • Warlord Trait: -1 to opponent’s reserve rolls (kept his fusion crisis team off the board ‘til turn 3)
  • Night Fighting: Yes
  • First Turn: Yes
  • Length of Game: 7 Turns
  • Result: 9-1 Win; given a few more turns I would have been tabled as I had no weapons with more than 24” of range after turn 5

I lost the right to choose the table side, but won the right to deploy/go first. My list is in a separate post on this site. Here is my side of the table:

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And here is my opponent’s side:

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We both deployed a bit ‘strong’ on our respective lefts.

Turn 1 Highlights: My Far Seer gives Forewarning to the center-right Wraith Knight. Everything moves forward. The Wraith Lord is obviously and painfully slow. I go ‘flat out’ with my left-most Wave Serpent for the first and only time in the tournament to get it into a solid flanking position. My shooting explodes one Devilfish and stuns another. I shoot the Pathfinders enough to force them to go to ground, then forget to separate my Serpent Shield (Ignores Cover) dice from my other dice…. In response, even while pinned, the Pathfinders mark up the Wave Serpent with Dire Avengers in it. Subsequent fire wrecks it. The Dire Avengers disembark right onto an objective. Ignoring the Wraith Knight with the 4++, my opponent puts two wounds on my center-left Wraith Knight.

End of Game Turn 1

End of Game Turn 1

Turn 2 Highlights: My Far Seer rolls ‘Snake-eyes’ twice in a row. The odds on that are very long indeed. I stop casting and, in fact, do not cast another power (with my Spirit Seer or my Far Seer) for the rest of the game. Fortunately though, I blow up another Devilfish and wreck the third. I also kill enough Pathfinders to force a morale check; they fail and run 9″ off the board. I angle my Wraith Lord to the right, but elect to shoot again instead of running. His role is mid-field control, and I’m waiting for the Crisis Suit unit to show up. The Dire Avengers move out of Line of Sight. I declare a charge with my center Wraith Knight but fail. Reduced to only the Marker Drones, my opponent does not have enough lights to deny my Jink saves. I don’t think he even does a single Hull Point’s worth of damage. He does, however, put three or four wounds on my center Wraith Knight.

End of Game Turn 2

End of Game Turn 2

Turn 3 Highlights: I move the left Wave Serpent up and tuck the Far Seer in behind it. One Wave Serpent is near an Emperor’s Will marker (green) and one is near a Crusade marker (blue). My Dire Avengers continue to hold another of the Crusade markers. I shoot the Fire Warrior squad with the Ethereal off the board but otherwise don’t actually do too much. My opponent’s Crisis Suit unit shows up and makes short work of my wounded Wraith Knight, then jumps back out of reach of my Wraith Lord. The rest of his shooting, despite my Serpent Shields being lowered, is ineffective; I make almost all of my Jink saves.

End of Game Turn 3

End of Game Turn 3

Turn 4 Highlights: My Jet Bikes come out of reserves. I push the center Wave Serpent up a bit toward the Fire Warriors in the forest. The remaining Wraith Knight moves to within 2″ of the Fire Warrior unit huddled up by the wrecked Devilfish. My left-side Wave Serpent moves past the ruins and the Devilfish to get a good line on the Fire Warriors in the forest. I move my Wraith Lord toward the Crisis Suit unit but do not risk trying to walk over the wrecked Wave Serpent, since I can get into Shuriken Cannon range anyway. I kill off the Fire Warriors in the forest and put five wounds (including two Bladestorm wounds) on the Crisis Suit unit. Unfortunately, the remaining suit doesn’t break. I charge the Fire Warriors and kill several. They run (“Our Weapons Are Useless”) but I cut them down. My opponent has no more scoring units on the board; I still have four. Concerted shooting (and my luck running out) explodes both of my Wave Serpents; I lose one Scythe Guard from each unit. My remaining Wraith Knight is reduced to two wounds.

End of Game Turn 4

End of Game Turn 4

Turn 5 Highlights: I play carefully, and for the win. I plop my Wraith Knight at the edge of the forest. I move my Jet Bikes up so they can control or contest any objective on the board (hiding them behind the Devilfish). I move my crippled Far Seer far from the action and out of line of sight. I move/run my Wraith Guard to control the objectives, and push my Wraith Lord toward the encroaching Crisis Suits. I move the Dire Avengers to get a line on the remaining Fusion Suit, but end up running them back behind the hill because the Wraith Lord takes care of it. My opponent’s shooting takes out my second Wraith Knight and reduces my Wraith Lord to a single wound, but my scoring units go unscathed. The game continues to Turn 6.

End of Game Turn 5

End of Game Turn 5

Turn 6 Highlights: Ending on Turn 5 would have been better for me. Carrying on, my Far Seer shuffles around in the Way-Way Back. My bikes (perhaps foolishly, I thought a bit about this) stuck tight behind the Devilfish. I positioned my Wraith Lord between my Dire Avengers and the scuttling Missile Suits. I did no shooting as everything was out of range. My opponent shot almost everything at the Scythe Guard on the Emperor’s Will objective, killing three. Other than a lucky save, I would have been shot off of it. The game goes on to Turn 7.

End of Game Turn 6

End of Game Turn 6

Turn 7 Highlights: Well, I’m getting less and less happy and more and more concerned about the possibility of a draw (blech) or yet another ‘minor’ victory. I move/turbo-boost the Jet Bikes onto the Emperor’s Will objective, placing them in front of the remaining Scythe Guard in order to provide both with a cover save (in case of AP3). I shuffle my under-performing Far Seer back and forth. I move my Dire Avengers around just a little bit. There is no shooting. My opponent lines up everything he can on the Emperor’s Will objective. Luckily (my luck comes back a bit in the last two turns), he only kills one bike. Because he cannot remove both the bikes and the Scythe Guard, he has his Missile Suits take the final wound off of my Wraith Lord (cumulative Kill-Points were a tie-breaker). In the end, I won both missions (4 and 3 points), and took First Blood and Line Breaker. He had Line Breaker, so the final score was 9 to 1.

End of Game Turn 7

End of Game Turn 7

A few pictures of my revisions. I reduced the length of the neck, hacked off the ‘chin’, added a crest (and some guardian backpack antennas that will/will not make the final cut–I’m thinking Spirit Stone might be better there), and tacked a ‘streamer’ on the chin.

I will be getting more ‘streamers’, one for each side of the crest. I may or may not fabricate some rings to pierce the lower edges of the crest. This is closer to my idea of a Wraith Knight with a ‘beard’, something akin to 3rd edition Far Seer models. I will be running the dual Heavy Wraith Cannons magnetized straight to the shoulders. Right side view:

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Front view:

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Left side view:

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I will have this finished and base coated this weekend. More pics then.

Quick post for an in-progress Wraith Knight (my second, don’t judge me). I wanted this one to have more of a Spirit Seer (Far Seer, Warlock) feel to it:

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The back of the head is a Wraith Lord head (chopped a bit for where the neck joins). The fancy bits on the side are from the Wraith Lord as well. The small stones on each side of the neck are from the Falcon sprue and the neck itself is a Night Spinner.

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I feel like the length of the neck and tilt of the head are in better (not perfect, but better) proportion to the long, lean lines of the rest of the model.

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I am still considering adding an armor plate (crest) for the forehead (think Japanese Menpo and you’re in the neighborhood). Still, looks pretty good as is with just a bit of green stuff work to do on the neck/head joint.

Quick post to document my first-ever spirit stone(s). There’s a bit of painting to do here and there before I seal it.

 

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The Spirit Stone on the Scatter Shield:

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And a shot of my feeble attempt to make the Sun Cannon look cool:

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I bought another Wraith Knight, so I’m forcing myself to finish this one (completely) before building the new one….

Round Three: I get paired up with the player holding the #1 spot, having scored major victories with his White Scars (100% bikes) in each of his first two games. I am apparently in the #2 spot. I knew it would be difficult to win the match (holding onto 2nd place overall), let alone pass him. The mission was pure Kill Points (First Blood, Slay the Warlord, Line Breaker). The secondaries were a bit odd: have any of your units in each of the quadrants at game’s end, and bonus points for wiping out all Fast Attack (or all Heavy Support) in your opponent’s list—bonus points are automatic if your opponent does not have any Fast Attack or Heavy Support. We rolled up Hammer & Anvil for deployment

Opponent’s List (picture below): His army is an ultramarine-blue White Scars list with 4 giant squads of bikers (melta melta), one giant command squad with a chapter master, apothecary, chaplain(?), etc. While the command squad was chock-full of CC death (including that at-initiative burning something-something sword), there were no power weapons/fists or anything particularly deadly in CC in the rest of the army. He brought 48 bikes (or thereabouts) altogether. He brought 3 Storm Talons with assault cannons, etc. for his Fast Attack. Mmmmmm, Spammy.

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Warlord Traits: I can’t remember what I rolled. It didn’t come into play anyway. I think my opponent got split-fire (had no impact on the game).

Psychic Powers: I took Guide, Prescience, and Misfortune for my Far Seer. I would pay 50 points a game to be able to choose Misfortune; love it. My Spirit Seer didn’t get anything fancy. I rolled, and took, the +3” to run for my Warlock, as I expected to be in close combat on turn 2 and wanted to get at least one volley off before getting wiped out.

My Opponent’s Deployment: I lost the choice of table edge AND lost first deployment/first turn. He lined up his bikes right at his deployment line, two units on my left flank, one in the middle, and one on the right. He deployed the command squad to the right-of-center. He (of course) did not combat-squad any of his units.

My Deployment: I did not want to try to set up too far away, but still deployed about 5″ back. I decided to risk a lot on a turn one attempt to wipe out his command squad. I deployed my Far Seer in a building (high up, but with windows), put my Wraith Knight on top of a building on the right (with good line of sight to his command squad but not the left side of the table), put the guardian blob in the middle(ish), the Dire Avengers left, and split the Wave Serpents left and right.

Deployment.

Deployment. My Far Seer is in the center building, on the second floor, in the corner.

My Opponent’s Turn One: I really enjoy how White Scars get “Skilled Rider” whereas Eldar (or at the very least Saim Hann Eldar) don’t. Good times. Everything goes flat out. Yay for 3+ armor and 3+ jink. He doesn’t shoot anything.

My Turn One: I move everything as far forward as I can and disembark both squads of Wraith Guard. In retrospect, I might have tried harder to use the Wave Serpents to keep the Wraith Guard, etc. out of close combat for one more turn (sacrificing them). The Warlock perils as he (successfully) casts the, ‘run real fast’ power; awesome. My Far Seer puts Guide on the Guardians and Prescience on the Dire Avengers (more likely to make use of it in close combat). He casts Misfortune on the command squad. I shoot everything that is in range of the command squad at the command squad. Misfortune claims every member of the command squad and leaves the Chapter Master with 2 wounds. Other shooting takes a bike here and a bike there, nothing major.

My Opponent’s Turn Two: Two Storm Talons come on. Everything makes it into close combat. My Overwatch is ineffective. I learned something interesting, or at least I think I did: Once all charges have been declared, overwatch resolved and charge moves made, the combats are handled in initiative order. If this is wrong, please know that it didn’t come from me (I’m not a CC person at all—I don’t even own a dedicated CC unit for my Eldar). I always thought that the controlling player picked which combat to resolve. In any case, this little twist on the rules cost him the game (eventually), by giving me First Blood and Slay the Warlord at the same time.

Just before Misfortune killed the Chapter Master.

Just before Misfortune killed the Chapter Master.

Having used the Orbital Bombardment (killed 3 or 4 Guardians, but not enough to force a morale check), my opponent charged his Chapter Master into my Wraith Guard & Spirit Seer. Side note: Spirit Mark is only active during the casting player’s turn, so it will not/does not benefit Overwatch. The Chapter Master challenges my Spirit Seer to single combat, which I decline. He fails to hit or fails to wound (whichever it was), but I get two wounds with the Wraith Guard! Misfortune claims its final victim, as he fails a roll the first time, and then fails another on the re-roll. The command squad is no more.

The other combats are laughably bad: One Wave Serpent gets wrecked, the Guardians manage to actually do a couple of wounds but lose combat, break, and are annihilated, and the Dire Avengers/Wraith Guard are multi-charged and lose combat, but don’t break.

My Turn Two: I pull the Far Seer way back. I shoot everything that can at the unit that wiped out my Guardians, greatly reducing their numbers. In the assault phase, I charge the bikes on the right that wrecked my serpent and do ok. On the left, the Wraith Guard die (only 2 left), and without taking ANY wounds to the Dire Avengers, but because they were ‘connected’ to the Wraith Guard in the multi-charge, I lose combat and my Dire Avengers are forced to take a morale check, which they fail, and are cut down. 3+ jink saves from Skilled Rider are one thing, but a squad that didn’t take ANY wounds itself running from combat because another squad is wiped out is F—— RIDICULOUS. C’est la Vie, though, enh?

Because TWO Wraith Guard die, NINE Dire Avengers run and get cut down. Sounds like the punch-line to a bad joke.

Because TWO Wraith Guard die, NINE Dire Avengers run and get cut down. Sounds like the punch-line to a bad joke.

My Opponent’s Turn Three: The third flyer comes on. He shoots at, then charges, my Night Spinner on the left. The close combat with my Spirit Seer in it goes on.

My Turn Three: My Jet Bikes come on. I hide them way out of LoS and charge range. My Far Seer perils and takes a wound. My Wraith Knight keeps pumping out S6 AP2 blasts to good effect. I destroy a unit of bikes with shooting and finally kill the last two marines in the close combat, consolidating onto the wreckage of the Wave Serpent (passing all dangerous terrain tests).

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My Opponent’s Turn Four: He adjusts the Storm Talons a bit and advances his bikes from the left toward my remaining Night Spinner. He shoots his Storm Talons at my Far Seer, but nothing gets through the Mantle’s re-rollable cover save. His shooting pops my Night Spinner, so he has nothing to charge.

My Turn Four: My shooting with the Wraith Knight reduces one bike squad to two (one with a side-car); they break. Shooting from my Jet Bikes (including my Far Seer!) plus Misfortune reduces the other bike squad to just one. I elect not to charge, thinking that Overwatch + Misfortune would be better than S3 attacks + Misfortune.

My Opponent’s Turn Five: He drops two of his Storm Talons into Hover mode and goes after my Far Seer, but again to no effect. His bikes regroup and, together with the remaining bike in the other squad, prepare to charge my remaining Wave Serpent. They wreck it.

My Turn Five: I push my Wraith Knight to the left to get a clear shot at the lone biker, move my Wraith Guard off of the wrecked serpent to be in range of a hovering Storm Talon, put my Jet Bikes in base contact with the Quad Gun, and move my Far Seer up into Singing Spear range of the other hovering Storm Talon. The Wraith Guard blow up a Storm Talon, and the Jet Bikes do the same to another one. However, that Storm Talon crashes right onto the Jet Bikes, killing two! Luckily, the remaining bike makes his morale check.

Stud.

Jet Bikes are sometimes absolute studs. This is one of those times.

It is up to my Wraith Knight to get the final kill point, but he whiffs ENTIRELY with the Scatter Laser and only gets two hits with the Sun Cannon. He fails to wound with one and the biker makes the save for the other. Noting that my opponent does not have Line Breaker, I turbo-boost my Far Seer into his deployment zone. The game ends.

Results: I win, just barely, and ONLY because of First Blood and Slay the Warlord. I still would have won without Line Breaker. However, because of the blood bath, I do not earn enough points to take over the #1 spot. I finish in 2nd place, undefeated (3-0-0).

Quick post: I have some copper and bright gold accents to add here and there, a dirty wash, and my first EVER gem to paint. I’m still problem-solving the base (has to be functional first, ‘cool’ second). I chose to not mount the cannons on arms (they are magnetized, and can be put on arms) in order to emphasize the titan factor. Looks good to me.

Wraithknight with Cannons

All right, although there is detail work remaining (very small conversions here and there and the shoulder/hip plates which I plan on attaching after painting), my first Eldar Wraith Knight’s build is done. In this session I did some work on the head, pinned and built up the neck, modified the jet-bike hood to serve as cod piece, settled on final torso and head poses, magnetized the star cannons that come with the Wraith Knight (I like their look better than the ‘old’ star cannons), added another, smaller, magnet to the Wraith Knight’s right foot (near the toes) and took some pictures….

First, the head. The cod piece makes a more than passing fair ‘crest’ and gives it a more aggressive look.

Wraith Knight Head

Pinning the neck was easy enough, as was adding green stuff to make it longer. I didn’t have to try to replicate the look of the neck as I didn’t make it that much taller. The elongated neck allowed me to position the head as if looking ‘askance’ (a little to the side, a little down) at something on the ground out in front of it.

Wraith Knight Pinned Neck

I have decided to run a Sun Cannon/Scatter Shield with Scatter Laser. I repositioned the Sun Cannon to sit under the forearm and did a little bit of conversion work on the funky ‘brace’ type thing that goes around it. Check out that jet bike cod piece!

Wraith Knight Sun Cannon

Or a Ghost Glaive/Scatter Shield with 2 Star Cannons. This is my favorite pose/picture.

Wraith Knight Ghost Glaive

I will wrap up this WIP with an observation: When I build another (I will, without doubt), I will pack some of the pieces (shoulder, pelvis, foot, etc.) with green stuff before gluing them together/on. There wasn’t enough material in the interior of the model to support the pinning I did (maybe the brass rod I used was too thin /shrug).  That is, the pins did not seem to increase the overall stability/strength of the joints. Here are a couple of pictures of (some of) the parts I will fill:

Wraith Knight Shoulder

Wraith Knight Pelvis

Wraith Knight Foot

Thanks for reading!

P.s. In it’s first turn ever, the scatter laser hits (Laserlock!) but all THREE shots with the Sun Cannon scatter off into nowhere even with rerolls. >.< It did make up for it later in the game by pulverizing a chaos lord and champion in quick succession.

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