Sunday, 17 June 2018

Epic 4K; Red Corsairs vs Alaitoc Eldar

A game using a bunch of weird Chaos Daemon engines in the Red Corsairs list, vs the Alaitoc Eldar!

My Chaos list:

Incompertus, 3975 POINTS 
Red Corsairs (3.5 - Approved) ================================================== 
DEFILER ASSAUT FORCE [275] 4 Defilers
DEFILER ASSAUT FORCE [275] 4 Defilers
DAEMON KNIGHT PAVANE [250] 4 Daemon Knights
DAEMON KNIGHT PAVANE [250] 4 Daemon Knights
DAEMON KNIGHT PAVANE [250] 4 Daemon Knights
HOUNDS SQUADRON [300] 8 Chaos Space Marine Bike units, Sorceror Lord
HOUNDS SQUADRON [300] 8 Chaos Space Marine Bike units, Sorceror Lord
THREE HELLBLADE INTERCEPTORS [200] 
THREE HELLBLADE INTERCEPTORS [200] 
RENEGADE WARBAND [400] 8 Chaos Space Marine units, Chaos Warlord, Obliterators
RENEGADE WARBAND [425] Chaos Lord, 8 Chaos Space Marine units, 2 Obliterators
RENEGADE WARBAND [350] Chaos Lord, 8 Chaos Space Marine units, Obliterators
BRASS SCORPION ONLSAUGHT [250] 2 Brass Scorpions
BRASS SCORPION ONLSAUGHT [250] 2 Brass Scorpions



Eldar List:

Webway
Avatar
Wraithgate [50]
Farseer, 5 Guardians, 2 Hvy Weapons, 3 Wraithguard, 3 Wraithlord [475]
Farseer, 5 Guardians, 2 Hvy Weapons [150]

Left Flank Battle Group
4 Rangers, 4 Falcons [400]
Farseer, 5 Guardians, 2 Hvy Weapons, 3 Wraithguard [300]
4 Falcons, 2 Fire Storms [300]
3 Night Spinners [175]
3 Night Spinners [175]
Right Flank Battle Group

4 Rangers, 4 Falcons [400]
Farseer, 5 Guardians, 2 Hvy Weapons, 3 Wraithguard [300]
4 Falcons, 2 Fire Storms [300]
3 Night Spinners [175]
3 Night Spinners [175]

Air Support
3 Phoenix Bombers [325]
3 Nightwing Fighters [300]


Game

Deployment below. Other than one Retinue I deploy and stay well back, given the Eldar have four formations of Nightspinnter artillery.

I win Strategy Roll, and both formations of Defilers activate and kill two Falcons each from the Eldar Ranger Formations. A good start...

The Eldar begin their attack, targeting my Armoured units with Phoenix bombers. I lose two Defilers to these.

The Eldar also assault and take the central built up area from my Retinue and Blood Scorpions that were holding it. My formations stay back out of range of the Nightspinners, firing on the advancing Eldar where they can.


End of turn I rush a Bike Formation rushes to the backfield hoping to win Strategy Roll and assault two intermingled Nightspinner Formations.

End of turn.


Next turn and Eldar win Strategy Roll. Nightspinners kill 5 of my Bikes and the remainder retreat and are finished off. Then the Avatar assaults Daemon Knights killing 3 but dying himself.

My remaining Blood Scorpions charge and slaughter some Eldar in a two round combat.


And Daemon Knights destroy more Eldar infantry, including two Wraithguard luckily.

The Phonenix are back, but lose two of their number this turn, as I lose two Interceptors as Nightwings counterattack.

Eldar Falcons continue to erode my armoured units. A counter attack by my other Bike unit loses to a Ranger unit and they retreat. I have a lot of broken formations and only a few recover...


I don't advance out of my deployment zone with most units due to all the Nightspinners.

But it is now turn three and I need to do something else I will lose on objectives. I try for the objectives on my left with a Retinue, but fire breaks my formation and it retreats. 

I have few activations remaining, will be out activated and won't be able to get something into the Eldar table half (and have it survive), nor hold anything except my Blitz. Eldar win 3-0 with Defend the Flag, Take and Hold, and They Shall Not Pass.

Conclusion

The mass of armoured vehicles I took in this list lacked the heavy armour needed to survive against the Eldar Falcons and Aircraft, which shattered my formations. The Nightspinners also hampered my mobility, though that was less of a problem than the armour deficit. The Eldar list was a good matchup against my Red Corsairs list here. The two Brass Scorpions wrecking some Eldar infantry was the highlight of the game for the Corsairs.

Alaitoc special formation of Rangers plus Falcons was something that Andrew and I both thought more of an expensive liability than an asset!

Thursday, 17 May 2018

Epic 4K: World eaters vs Vior'la Tau

A game between World Eaters and Vior'la Tau.
The close combat fury of Khorne vs the greater good of Tau!


Incompertus, 4000 POINTS
World Eaters (3.8.2)
==================================================

WORLD EATERS CHOSEN RETINUE [200]
4 World Eaters Chosen, World Eaters Skull Lord

WORLD EATERS CHOSEN RETINUE [200]
4 World Eaters Chosen, World Eaters Skull Lord

LORDS OF BATTLE [425]
Lord of Battle

LORDS OF BATTLE [425]
Lord of Battle

KHORNE ASSAULT ENGINES [250]
4 Khorne Assault Engines

KHORNE SUPPORT ENGINES [275]
4 Hellfire Cannon

THREE HELLBLADE INTERCEPTORS [200]

THREE HELLBLADE INTERCEPTORS [200]

WORLD EATERS BIKE RETINUE [250]
1 Skull Lord character, 6 World Eaters Bike

WORLD EATERS BIKE RETINUE [250]
1 Skull Lord character, 6 World Eaters Bike

WORLD EATERS BERZERKER RETINUE [525]
4 World Eater Legionaires, 4 Khorne Berzerkers, Replace the Lords unit with Khorne Daemon Prince, 2 Land Raiders, Free Rhinos

WORLD EATERS POSSESSED RETINUE [200]
4 World Eaters Possessed, Chaos Pact, World Eaters Skull Lord

WORLD EATERS POSSESSED RETINUE [200]
4 World Eaters Possessed, Chaos Pact, World Eaters Skull Lord

WORLD EATERS POSSESSED RETINUE [200]
4 World Eaters Possessed, Chaos Pact, World Eaters Skull Lord

WORLD EATERS POSSESSED RETINUE [200]
4 World Eaters Possessed, Chaos Pact, World Eaters Skull Lord


NOTE: I used the Juggernauts as bikes in this game, as the Khorne list is not lacking in close combat ability and needs some firefight!

Vior'la Tau
Crisis Cadre, 4 Crisis Suits, Shas'o [325]
Crisis Cadre, 6 Crisis Suits, Shas'el [325]
Manta [575]
FW Cadre, 10 Fire Warriers, Ethereal, 2 Pathfinders, 6 Devilfish, Skyray [600]
Pathfinder Group, 4 Pathfinders, 2 Devilfish [200]
Pathfinder Group, 4 Pathfinders, 2 Devilfish [200]
Crisis Cadre, 6 Crisis Suits, Shas'el [325]
Crisis Cadre, 6 Crisis Suits, Shas'el [325]
Pathfinder Group, 4 Pathfinders, 2 Devilfish [200]
Manta [575]
Pathfinder Group, 6 Pathfinders [200]
Orca [150]

This also provided a play test for the lower cost Manta with split main gun, 2 of MW3+ (TK2). Addition changes from the standard Tau Third Phase Expansion List included: an AT6+ shot on the Crisis Suit Plasma Rifle, formations upgrades of 2 Crisis Suits for +75 points and access to a 6 Pathfinder Formation without Devilfish.




Game Report

Here's the setup. Concern for the World Eaters is how to wreck Tau skimmer units when they are reliant on close combat!


As expected, Turn 1 sees the World Eaters advancing as fast as possible, taking some casualties as they close the distance, with two units of Possessed being largely destroyed by simple overwatch fire by Pathfinders.  One Lord of Battles is destroyed by the combined fire of the Mantas too.


The other Lord of Battle becomes a lord of guarding the blitz at the back of the field, hiding from the Mantas. Not a good unit to have when the enemy war engines are skimming and armed with Titan Killers.  One positive is that the Orca dropship is destroyed by the Cannons of Khorne with a lucky hit.

Turn 2 Strategy Roll is won by Khorne. Daemon Assault Engines wipe out some pathfinders at last.

And retaining the Khorne bikes supported by Assault Engines wipes out a unit of crisis suits.

The rest of the turn is brutal though, with Tau co-ordinated fire wrecking many more Khorne units.


Another crisis formation is knocked back in an assault, but Khorne has taken very heavy casualties.

Turn 3, is largely a mopping up exercise for the Tau, with the Mantas able to move and destroy as they wish. Tau win with many objectives to none for the Khorne.

Conclusion

Bit of a one sided match. Close combat vs Skimmers... The plan I tried with the World Eaters was to ignore the Mantas and try and wreck the other Tau ground units I could reach, and grab objectives. However the Tau firepower was too strong, and the Manta's new rules with split fire meant they could target down my reinforced armour units very effectively too, while acting as bunkers for the Crisis Suits. Not a good matchup for the World Eaters!

Tuesday, 20 March 2018

Epic 4K: Black Legion vs Troopers (Space Wolves)

A game last week with my Black Legion vs Andrew's Starship Troopers list (counts as Space Wolves).


One other rule we tried this game was a "lowest activation army gets a free command reroll per turn". This is to experiment with a rule to help out low activation armies which can be bit of a disadvantage.


Incompertus, 3985 POINTS
13TH BLACK CRUSADE BLACK LEGION (2014 Armybook Edition)
==================================================

RETINUE [450]
8 Chaos Space Marines, (Chaos Undivided), Obliterator, Daemon Prince (Supreme Commander)

RETINUE [380]
8 Chaos Space Marines, (Chaos Undivided), Chaos Lord, 3 Rhino, Chaos Land Raider

RETINUE [465]
8 Chaos Space Marines, (Chaos Undivided), Chaos Lord, 4 Rhino, Chaos Land Raider, Obliterator

RETINUE [315]
8 Chaos Space Marines, (Chaos Undivided), Chaos Lord, 4 Rhino

RETINUE [275]
8 Chaos Space Marines, (Chaos Undivided), Chaos Lord

DEATH WHEEL SQUADRON [275]
(Chaos Undivided), Death Wheel

DEATH WHEEL SQUADRON [275]
(Chaos Undivided), Death Wheel

DEATH WHEEL SQUADRON [275]
(Chaos Undivided), Death Wheel

DECIMATORS [225]
(Chaos Undivided), Decimator

DECIMATORS [225]
(Chaos Undivided), Decimator

DEFILER ASSAULT PACK [275]
4 Defilers, (Chaos Undivided)

DEFILER ASSAULT PACK [275]
4 Defilers, (Chaos Undivided)

DEFILER ASSAULT PACK [275]
4 Defilers, (Chaos Undivided)



Company K, Third Regiment, First M.I. Division, Willie's Wolverines
Starship Troopers (counts as Space Wolves NetEA 3.3.1 Play Test)

Great Company, 6 Grey Hunters, Wolf Lord, Razorback, 3 Rhinos, Hunter [425]
4 Long Fangs, 2 Rhinos, Razorback, Hunter [400]
Great Company, 6 Grey Hunters, Chaplain, Air Landing [275]
Great Company, 6 Grey Hunters, Captain, Drop Pods [275]
Great Company, 6 Grey Hunters, Chaplain, Drop Pods [275]
Great Company, 6 Grey Hunters, Chaplain, Drop Pods [275]
4 Wolf Scouts, Captain, Teleport [225]
4 Wolf Scouts, Teleport [175]
4 Wolf Scouts, Teleport [175]
4 Wolf Scouts, Teleport [175]
4 Wolf Scouts, Teleport [175]
Strike Cruiser [200]
Thunderhawk [200]
Thunderhawk [200]
Thunderhawk [200]
2 Thunderbolts [175]
2 Thunderbolts [175] 



Game


Here's the setup, corner deployment being chosen by Andrew. My Black Legion in one corner with formations setup in mutual support.

Most of the Troopers off the table.

First activation is the Troopers Spacecraft, which scores a direct hit with bombardment on four of my formations! Casualties are light fortunately, but many blastmarkers.

Then three formations with Deathwind Drop Pods arrive causing more suppression and carnage in an Alpha Strike!



A Deathwheel and Decimator are broken by the Deathwinds and retreat, and then the Troopers close assault another Deathwheel and Decimator, destroying the Decimator for the loss of three of their own units.


My Legion moves to counterattack the landing zone, but is unable to cause many casualties to the Troopers via shooting.

End of turn sees surviving Troopers evacuated by Thunderhawks, much to the annoyance of the counterattacking Legion forces! A paucity of AA in the Legion ranks doesn't help matters.



Next turn sees a opening clipping assault against the flank of the intermingled Legion forces (3 formations) which succeeds in breaking these and driving them back, though not causing many casualties.

The Legion holds out as best it can fighting from it's corner, and attrition is suffered by both sides.




Turn 3, and it becomes a battle for objectives.

Scouts arrive by teleport, and my defilers manage to wipe some of them out.

But unwisely I leave my Take and Holds insufficently undefended, and can't hold enough objectives. Troopers win with Take and Hold and Defend the Flag, 2-0.



Conclusion


One of the few games where I've seen a successful Alpha Strike, which did a tremendous amount of disruption (though not so much damage), to my forces in the first turn. I was on the backfoot trying to maintain ground and have successful exchanges of damage in the following turns. This was not unsucessful, but intermingling my formations also cost me some activations when three formations were broken turn two. And then I missed guarding my objectives well enough on turn 3 which cost me the game. A lack of AA on my part (just two units hitting on 6's!), also gave the Trooper Thunderhawks and Thunderbolts a largely free reign, though two Thunderbolts were shot down in turn 3 at least!  Troopers were an interesting list, might encourage me to get my own drop pods out again! :) I also liked how the extra command roll functioned in this game, though I don't think it had much impact. Also discussed that teleporting scouts should probably be at least 200 as pretty powerful ability.