Round 3: A Christmas Themed Dark Eldar army (and player) that I have played, and beaten, before. The current list is similar to the one he brought the last time we faced each other in a tournament, but there are two units of Wyches and a couple of other bells and whistles. The list is something like, 3 Ravagers, 4 Raiders and 3 or 4 Venoms. Dark Lances and Splinter Cannons galore. Two Venoms had Wyches in them, one had ‘Blasterborn’ (?) and, if I’m remembering this correctly, one had his Warlord and some Haemonculi–the freaky hand-to-hand guys with the big, choppy swords.

  • Primary Mission: The Relic (Ugh.)
  • Secondary Mission: Big Guns Never Tire (4 Objectives).
  • Deployment: Vanguard
  • Warlord Trait: Split Fire….
  • Night Fighting: No.
  • First Turn: Yes!
  • Length of Game: 5 Turns
  • Result: 9-0 Win

I got a useless Warlord Trait, didn’t get to chose deployment zone, but DID get (and keep) first turn. First turn absolutely made all the difference. I knew that my Wraith Knights and Wraith Lord would drop easily, and most likely by the end of turn two, so I tried to at least make it difficult for ALL of them to be in range/LoS. Here is my deployment:

My deployment.

My deployment.

My opponent did not put anything in reserve and deployed aggressively.

My opponent's deployment. Yes, those are real lights...!

My opponent’s deployment. Yes, those are real lights…!

Turn One Highlights: The game is a bloodbath from turn one. I put Guide and Prescience on the Wraith Knights and go to work on his Ravagers, exploding two of them and wrecking the third (candy-canes = craters). My shooting is so successful I can start working on his Raiders, exploding one and wrecking another. I turbo-boost my Far Seer into the far corner, completely out of reach of his guns. On his turn, he pushes everything toward the middle. Shooting, he poisons the nearer Wraith Knight to death and blows up a Wave Serpent. I lose a Scythe Guard in the explosion (really?).

End of Turn One.

End of Turn One.

Turn Two Highlights: I keep pushing everything toward the middle. I have read that killing everything that comes near the relic is better than trying to pick it up and move with it. The Scythe Guard are useless where they are, so I move them closer to try to get into template range. I move my Far Seer up behind my remaining Wraith Knight. My shooting blows up two Venoms, but that is all. On his turn, my opponent poisons my Wraith Lord (final analysis: Wraith Lord is not quite worth it in an 1850, might do better either at 2000 points or in a foot list), puts a couple (2?) of wounds on my remaining Wraith Knight, just barely fails to kill all of my Scythe Guard…and does nothing else.

End of Turn Two (sorry it's out of focus).

End of Turn Two (sorry it’s out of focus).

Turn Three Highlights: I park a Wave Serpent ‘over’ the Relic (cheesy? beardy? legal?), you can see it under the left ‘wing’. The Scythe Guard with the Spirit Seer disembark in anticipation of having targets. I decide that my Far Seer will have to actually do something, so I position him for an assault on the next turn. An excellent round of shooting blows up two Raiders, with the explosion killing many of the Warriors inside (Note: S4 explosions INSIDE an open-topped vehicle are unnecessary and unfair). My Scythe Guard finish the rest, and put a wound on his Warlord. While my opponent’s turn seems like it should be largely ineffective, his firepower having been almost completely removed from the table, he actually continues to put a hurt on my Eldar. He positions his remaining Venom and remaining Raider to get rear armor shots on my Wave Serpent and moves his Warlord into the crater. The Blasterborn(?) behind the jagged rock-thing blow up my unpainted Wave Serpent. My Wraith Knight is reduced to a single wound. I can’t remember if his Venom missed, or if he needed the firepower to kill the Scythe Guard with the Spirit Seer. In any case, the Spirit Seer does not die (or break) and I still have a Wave Serpent (and one badass Scythe Guard) on the table. He did declare a charge (with the Warriors maybe? I don’t remember) against the lone Scythe Guard, but Wall of Death killed one and he failed to make the distance.

End of Turn Three.

End of Turn Three.

Turn Four Highlights: My Spirit Seer joins up with the remaining Scythe Guard and moves to take control of the Relic. My Dire Avengers slog around the corner to get LoS on my opponent’s Warlord. I swing the Wave Serpent around to face the remaining Raider. My Far Seer casts Prescience on himself and moves into charge range against the Blasterborn(?). My Wraith Knight blows up the remaining Raider, which allows my Wave Serpent to finish off the surviving Warriors. A combination of shooting from the Dire Avengers and the Scythe Guard template finish off his Warlord AND snag one of the Warriors. The Warriors fail their Morale Check and begin running. My Far Seer makes it into combat and kills one, but takes a wound in return. My opponent’s Warriors regroup and take Snap Shots, but do not hit. Shooting from what he has left kills my Wraith Knight. In close combat, my Far Seer kills another, but takes no wounds in return. The remaining Blaster-guy makes his morale check and we stay stuck in combat.

End of Turn Four.

End of Turn Four.

Turn Five Highlights: I swing my Wave Serpent around to face the Venom, move the Dire Avengers to the other side of the terrain, and remain in possession of the Relic (but do not move it). My Wave Serpent makes short work of the Venom, and my Dire Avengers kill the Warriors on the near side of the wrecked Raider. My Far Seer takes another wound in combat, but finally wins and consolidates into my opponent’s Deployment Zone (for Linebreaker). My opponent’s two remaining Warriors fire on my Far Seer, but he makes his cover save(s). The game goes on to Turn Six.

End of Turn Five.

End of Turn Five.

Turn Six Highlights: I move my Far Seer out of the way just in case my opponent’s Warriors survive. It actually takes shooting from the Dire Avengers AND the Wave Serpent to finish them off. I do not get the Secondary Objective, so win 9-0.

End of Turn Six.

End of Turn Six.

When the results are tallied, I take First Place, my Dark Eldar opponent takes Second, and my Tau opponent takes Third.

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Autarch Painting WIP

December 23, 2013

Progress:

20131223_132625Another angle:

20131223_132649Straight on:

20131223_132708That’s all for now.

Round 2: Modest Space Wolves list [2 Rune Priests in Terminator Armor, 2 Tactical Squads, 2 Long Fang squads (one with 4 missile launchers and the other with 3 missile launchers and 1 multi-melta), Land Raider (the one with the Hurricane Bolters), and 5 more guys (Elites? Troops? They were with the Rune Priest in the Land Raider)]. Seeing how few models (and how little actual firepower) he put on the table for 1850 points, I was reminded of why I still feel sorry for Space Marines in general. Still, he had beaten a 2-Heldrake CSM army in the first round by playing the Objectives, so I reminded myself to be methodical.

  • Primary Mission: The Scouring (Modified: Two ‘3’ markers, two ‘2’ markers and two ‘1’ markers)
  • Secondary Mission: Purge the Alien
  • Deployment: Hammer and Anvil
  • Warlord Trait: Able to Force Night Fighting on Turn 1
  • Night Fighting: Yes (I forced it)
  • First Turn: No
  • Length of Game: 5 Turns
  • Result: 10-1 Win

I got the Strategic Warlord Trait to force Night Fighting on turn one. I gave my opponent first turn, deployed beyond 36” with almost everything, and declared Night Fighting. Here is my deployment:

20131207_125558

And here is my opponent’s deployment (he held the Land Raider in reserve as he got to Outflank with it):

20131207_125604

Turn 1 Highlights: His first round of shooting took one Hull Point off of my Dire Avenger Wave Serpent, but that was all. My Far Seer Perils, and I take the wound (I’m not going to lie, I just assumed that all Eldar psykers had to ‘eat it’ when they Peril). Combined, focused shooting decimates the Long Fangs in mid-field.

End of Turn One.

End of Turn One.

Turn 2 Highlights: His Land Raider does not come in. His shooting is ineffective. I don’t believe I took a single wound–maybe a Glance on the unpainted Wave Serpent. My shooting finishes off the rest of the Long Fangs in mid-field and clears maybe four off the top of the small ruin. My right-side Wave Serpent kills four Space Wolves on that side.

End of Turn Two.

End of Turn Two.

Turn 3 Highlights: His Land Raider does not come on. The picture below was just after he cast Wild Lightning (in Turn 4) on my Far Seer and killed him…. His shooting is ineffective. My Scythe Guard disembark. The unit on the right side gets 23(?) hits, wiping out the 6 remaining Space Wolves. On the left side, the Space Wolves are in a bit of a conga-line, so I only kill maybe 6. Combined shooting annihilates all the Space Wolves that were still alive in the mid-field.

Just after the start of Turn 4 (End of Turn 3).

Just after the start of Turn 4 (End of Turn 3).

Turn 4 Highlights: His Land Raider finally comes in. Jaws of the World Wolf fails to do anything to anyone. Shooting from the Long Fangs in the small ruin Immobilize the unpainted Wave Serpent. He kills my Far Seer with Wild Lightning. However, as you cannot charge on the turn you come out of reserves (assault vehicle or not), his Warlord has to take it in the face. I don’t even need the shooting from the Wave Serpent or the Wraith Knight because the Scythe Guard are beyond lethal. The Wraith Knight shoots the Land Raider, but does not destroy it, so he charges it and blows it up with the Hammer of Wrath attack. My Scythe Guard on the right side move to capture a high-value Scouring Objective. My Dire Avengers disembark from the immobilized Wave Serpent and move into the ruin to capture another objective. The Jet Bikes lurk on another objective behind the ruin (more than 12″ from the one in the ruin).

End of Turn Four.

End of Turn Four.

Turn 5 Highlights: My opponent wanted to concede after Turn Four, but the point structure in the tournament required every turn to be played, so he played on. I don’t think he did a single wound or even took a Hull Point. By the end of my turn, I won every Victory Condition and left him with two Long Fangs and a Rune Priest. Mercifully, the game ended.

All he had left....

All he had left….

Other than White Scars (with the Khan) and a fully mechanized Iron Hands army, I don’t know that I’m remotely afraid of anything the Space Marines can put on the table; respectful, sure, but certainly not afraid.

Made a couple of adjustments from yesterday. I built up the left shoulder with green stuff to get a better angle for the magnet and detached/reattached the Dire Avenger torso to the biker legs (pinned it too, for good measure) because he was leaning too far forward.

20131211_154017

The Fusion Gun doesn’t look as bad now that it has a coat of primer. I may keep it.

20131211_154259

The reverse angle:

20131211_153941

And one more for good measure:

20131211_153955

P.S. He steers with his knees and has been known to say, “Honey, hold my beer, I’m going to try something.”

Not much to say. I had to adopt a bigger flying base because the OOP Wrait Lord egg-head is really heavy. The Fusion Gun conversion is unpleasant and will be scrapped. The Laser Lance, though, looks all right. Both arms (and the seat) are magnetized. I will be working on a new left arm at some point. The model is not sealed, nor is it fully painted. Pinning:

Yep, you can get a pin in there.

Yep, you can get a pin in there.

Glued up:

The Fusion Gun is entirely unsatisfactory.

The Fusion Gun is entirely unsatisfactory.

And, magnetized:

Getting there.

Getting there.

 

 

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:

20131207_090401

And here is my opponent’s side:

20131207_090414

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

Below is the list I played in a December 7, 2013 8-man tournament:

[Note: Bad maths had me actually come up 6 points short of 1850. This is easily remedied by adding a Singing Spear to the Far Seer.]

HEADQUARTERS

  1. Far Seer 100
    1. Jet Bike
    2. Mantle of the Laughing God
    3. TOTAL: 155
  2. Spirit Seer 70
    1. TOTAL: 70

TROOPS

  1. 5 Wraith Guard 160
    1. Distortion Scythes
    2. Wave Serpent 115
      1. Scatter Lasers
      2. Shuriken Cannon
      3. Holo-Field
    3. TOTAL: 355
  2. 5 Wraith Guard 160
    1. Distortion Scythes
    2. Wave Serpent 115
      1. Scatter Lasers
      2. Shuriken Cannon
      3. Holo-Field
    3. TOTAL: 355
  3. 6 Dire Avengers 78
    1. Wave Serpent 115
      1. Scatter Lasers
      2. Shuriken Cannon
      3. Holo-Field
    2. TOTAL: 223
  4. 1 Unit of 3 Jetbikes 51
    1. TOTAL:  51

HEAVY SUPPORT

  1. Wraith Lord 120
    1. 2 Flamers —
    2. Ghost Glaive 5
    3. 2 Shuriken Cannons 30
    4. TOTAL: 155
  2.  Wraith Knight 240
    1. 2 Heavy Wraith Cannon
    2. TOTAL: 240
  3. Wraith Knight 240
    1. 2 Heavy Wraith Cannon
    2. TOTAL: 240

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