Warhammer
40k Battle Report 1500pts Eldar VS Chaos
In a bit
of a larger game we decided to hold a 1500pt battle of Eldar against
Nurgle themed Chaos Space Marines using our new Realm of Battle
boards. The mission was Big Guns Never Tire (D3+2 objectives, 4
this game) with Vanguard
Strike rolled as the deployment
type. Eldar won the roll to go first and Night Fighting was on
Turn 1.
Eldar
Eldrad
Avatar of
Khaine
x5 Dark
Reapers (x1 Exarch + Crack Shot, Tempest Launcher)
x6 Fire
Dragons (x1 Exarch + Firepike, Wave Serpent + Shuriken Cannon, TL
Missile Launchers)
x10
Guardians (x1 Scatter Laser Platform)
x6
Guardian Jetbikes
x3 War
Walkers (x6 Missile Launchers)
Fire Prism
(x1 TL Shuriken Catapult)
x5
Pathfinders
Chaos
Space Marines
Typhus
x5
Terminators (MoN, x5 Combi-bolters)
x7 Plague
Marines (x1 Flamer)
x7 Plague
Marines (x1 Flamer)
x11 Plague
Zombies
x5 Havoks
(MoN, x4 Autocannons)
x4 Chaos Spawn (MoN)
x3 Obliterators (MoN)
Forgefiend (x2 Hades Autocannons)
(Note: We decided before the game started that this
game would end on Turn 5. My opponent forgot that the weapon platform
in his Guardian squad was actually a Scatter Laser and instead spent
the whole match treating it as a Missile Launcher.)
TURN
1 ELDAR
Unlike the last time these two armies faced each other,
I was unable to steal the initiative meaning Eldar still got to go
first. Eldrad had joined up with the squad of Guardians with the
Avatar close by on his right flank and his turn opened with casting
Fortune on them and Guide on the nearby Dark Reapers perched on a
building. Eldrad and the host of Guardians around him then moved
towards the centre table where we had positioned a decommissioned
Fortress of Redemption. Around half the Guardians made it up onto the
ramparts of the fortress but the others and Eldrad didn't quite make
it. The Avatar lumbered along the side of the fortress instead.
On his left flank the Fire Prism repositioned itself to
have a reasonable firing lane down into the side of my deployment.
The Wave Serpent carrying the Fire Dragons turbo boosted along the
edge of the fortress towards the same flank essentially splitting his
army into two, coming at me from both sides.
The shooting phase opened with the Fire Prism firing at
my Havoks that had deployed inside the upper floors of a ruin.
Despite getting the first of many, many direct hits this game, Night
Fighting helped ensure that their cover saved them. The Walkers were
on a slightly raised bit of land and could just about make out my
Forgefiend and fired six missiles at it but none made a dent.
The turn ended with only the Exarch of the Dark Reapers
firing at the nearest of my deployed Plague Marine squads. Two
managed to get hit, but only one died. The Pathfinders who had begun
on an excellently placed high ruin were actually out of range to fire
at anything.
TURN
1 CHAOS
Facing a split force, I debated where to move my troops
for some time. I had my zombies guarding one home objective and one
Plague Marine squad was doing the same so on my left flank that left
the other Plague Marines, Typhus, the Terminators, and my
Obliterators all fairly close together. My right flank was decidedly
weaker since, even though the Havoks had perfect line of sight down
it, the only moveable unit there was my Chaos Spawn that had deployed
at the very front of my lines sheltered somewhat by the size of the
fortress.
A combination of two things made me decide to leave my
right flank largely unguarded. I needed a lot of power on my left to
take on the Avatar and to get through Eldrad's buffs – where as on
the right flank I noticed that my Chaos Spawn could easily get into
combat with the Wave Serpent to remove it as an immediate problem and
my Havoks could exchange fire with the Prism.
Typhus and the squad of Terminators he had joined moved
and run up behind nearby ruins with the Obliterators and one Plague
Marine squad close behind. None of them would shoot this turn, but I
needed to close the range a bit. My Forgefiend moved slightly to get
inside a crater and to get a line of sight on my left flank. My Chaos
Spawn moved their full 12” to be sure of a successful charge.
A short shooting phase began with my Havoks opting to
shoot at the Walkers rather than the Prism as a last minute decision
to protect my Forgefiend from missile barrages. We decided that only
three out of the four Autocannons could see, but they still managed
to get a penetrating hit on one War Walker and it exploded. The
Forgefiend brought its rain of bullets down on the Dark Reapers and
despite Night Fighting improving their already substantial cover to a
2+ save, two managed to die. Their moral held, however they did
became pinned.
My assault phase saw the Chaos Spawn make their short
charge into the Wave Serpent. Not surprisingly, they managed to
penetrate and trigger an explosion. One of my spawn took a wound from
the resulting blast, but two Fire Dragons inside were also turned to
ash. The destruction of the transport netted me First Blood.
TURN
2 ELDAR
This turn could probably be christened 'Operation: Get
Revenge on Spawn', but we'll get to that.
The Guardian Jetbikes came in from reserve a safe
distance from any action near the building in which the Pathfinders
hid. Despite getting a Perils of the Warp, Eldrad took no wound and
used Fortune on his Guardian squad and the nearby Avatar. While the
Avatar carried on around the edge of the fortress the full Guardian
squad then hopped up onto the ramparts to get a good line of sight at
my approaching Plague Marines. The Walkers moved around a little just
to carry on getting a line of sight on my Forgefiend.
Pathfinders opened the shooting phase by taking out one
of my spawn. The Fire Prism then took out another. The surviving Fire
Dragons out for revenge then blasted straight into their faces and
took out another one, leaving behind a melted puddle. This left one
spawn alive at this point.
My opponent debated how much more fire to waste on that
last spawn but eventually decided that an assault would hopefully do
it. The Walkers once again fired a barrage of missiles at my
Forgefiend and the Guardian's joined in but they all managed to
either miss or fail to penetrate the armour. The Dark Reapers could
only fire Snap Shots because they were pinned and missed entirely.
The Fire Dragons charged into my surviving spawn, who
rolled a 1 for number of attacks. The dragons put one wound on him
and he failed to do anything back. I considered the fact he kept them
busy for at least one more round of combat as a win, for now.
TURN
2 CHAOS
My movement phase began with my Obliterators moving
sideways rather than forwards so I could see down my left flank with
them. Typhus and his Terminators moved between them and the
approaching Avatar while my Plague Marine squad took a short cut
through a ruin. The Forgefiend once again only shifted very slightly
to force the Walkers to come further forward.
My
Plague Marines decided to shoot at the Guardian squad on the fortress
but were unable to do anything thanks to re-rollable cover saves. My
Havoks also began a rivalry with the Fire Prism and fired their
Autocannons at that – however Jink saved it. My Forgefiend fired at
the Avatar and largely misfired. Two out of eight hits got through
but both were saved thanks to Fortune. In an obscene act of overkill
for range more than any other reason, my Obliterators morphed their
weapons into Lascannons this turn and shot at the Dark Reapers. Sadly
cover protected them for the most part and only one died.
In the on going assault my last spawn managed to die
before even getting a chance to try to chew on a Fire Dragon leaving
them to freely consolidate slightly closer to my half of the
battlefield.
TURN
3 ELDAR
In a replay of last turn, Eldrad began by giving Fortune
to his Guardian squad and also the Avatar. The Fire Dragons now free
from combat clambered up onto the far side of the fortress and the
Guardian Jetbikes that had thus far done nothing Turbo Boosted onto
one of his own objectives hidden from sight (which prior to this
point had both been unclaimed). After a short debate on whether he
wanted to send the Avatar against Typhus and his bodyguard or my
Plague Marine squad, he opted for the former. I was hoping for the
latter.
Eldrad attempted to cast Doom on Typhus at the start of
shooting but I successfully Denied the Witch. The Dark Reapers now
unpinned fired at the Plague Marine squad nearing the fortress in the
middle of the board and amazingly only managed a single cover
ignoring AP3 wound which Feel No Pain saved. The Fire Prism shot at
the Havoks but cover saved them once again.
The Guardians fired their imaginary Missile Launcher at
the Forgefiend and failed to do anything with it. The War Walkers
then unleashed hell on it for a third turn in a row and managed four
hits. Of these a glance and a penetrating hit got through, sadly
resulting in an explosion.
The shooting phase closed with the Avatar using the
Wailing Doom on Typhus and his bodyguards but invulnerable saves
protected them. He then tried to charge but failed by a centimetre or
so.
TURN
3 CHAOS
The Avatar was a problem that couldn't really be ignored
and was the whole reason I continued to keep so much of my force on
my left flank. Assault would be a last resort and I still had a lot
of shooting I could put its way. Typhus and his Terminators moved
into the Avatar's face with the Obliterators close behind. The Plague
Marines also moved closer.
Yet again my Havoks fired at the Prism, however this
time a penetration managed to get through and caused it to become
immobilized. I opted to fire my Plague Marines at the Guardians on
the fortress nearby purely because I realized that my flamer could do
some damage. Sadly it wasn't quite as much as I hoped as combined
rapid fire and the flamer only resulted in two dying.
My attention now focused on the Avatar. Using Assault
Cannons this time, my Obliterators opened the barrage of bullets and
managed to bust through his re-rollable save to do a single wound.
The Terminators fired their Combi-Bolters and failed to do anything
to it.
With no other option,
Typhus and his Terminators charged. Opting instead to buy time for the
rest of the army, when my forced challenge was issued I opted that
the Terminator Champion would take role instead of Typhus. I expected
him to be crushed until the sheer number of AP2 attacks, though
unbelievable he survived. He was unable to do any wounds back,
however.
TURN
4 ELDAR
The Avatar was out of Fortune range now and that felt
like a good thing. For lack of anything better to do, Eldrad decided
to cast Fortune and Guide on his Guardians. Noticing that for two out
of the three previous turns the Pathfinders couldn't do anything due
to my army largely being on the far side of the battlefield, they
opted to start descending down the building to hold the other
objective hidden there. With the Forgefiend dead, the War Walkers now
moved again to get a nice view of the Havoks.
Eldrad's Doom managed to hit Typhus and his Terminators
this time. The surviving Dark Reaper Exarch shot at the Plague Marine
squad near the fortress and managed to kill four out of seven more
than making up for bad luck in previous turns. The Guardians also
shot at them and killed two more, leaving a single one behind. The
Fire Dragon Exarch tried to take out the surviving marine but missed
(the others were out of range to fire).
In a combined effort to punish my Havoks for sitting
still unhindered for the game thus far, both the Fire Prism and War
Walkers shot at them with a mixture of missiles and a AP2 blast with
neither being able to claim a kill. This seemed like the unit that
had the most luck on the battlefield.
The Avatar rolled better this time and, combined with
Doom, easily crushed the Terminator Champion into a fine paste.
TURN
4 CHAOS
In a fairly quick turn my Obliterators moved forward a
little, now safe from the Avatar tying them up in combat. My
surviving Plague Marine moved back and ran behind a ruin purely out
of spite to deny the kill of the entire squad even though it would
make no difference to the score.
Realizing that it was far easier to kill a Walker than
it was a Prism, my Havoks changed target and rained fire down from
their very secure location upon them. The Walkers were utterly blown
to bits in a decisive chain explosion.
Opting to use Plasma Cannons this turn and (for once)
failing to roll any 1s for Get Hot, my Obliterators took out the last
Dark Reaper.
I had no choice but to throw Typhus against the Avatar
in a fresh challenge. Naturally, my opponent opted to use Smash to
hopefully instant kill him, but his attacks failed to get through.
Typhus retaliated and dealt a single wound to the Avatar. Knowing
that sooner or later he was going to be instant killed anyway – I
chose to try and activate Typhus' force weapon on three dice (because
of Eldrad) and failed, meaning he took a wound from that.
TURN
5 ELDAR
The final Eldar turn began with Guide and Fortune being
cast on the Guardians for no real reason. The Fire Dragons continued
to move across the fortress but nothing would be in range for it to
matter either. Just to ensure his death, Eldrad tried to cast Doom on
Typhus but once again Deny the Witch occurred.
The Fire Prism fired at the Havoks for yet another turn
and finally (FINALLY) was able to kill one. The Guardian's fictional
Missile Launcher then fired at them and managed to kill another.
The only other thing to happen in this turn was the
challenge. Before even getting to strike, a single Smash Attack from
the Avatar got through and Typhus fell to Instant Death giving my
opponent Slay the Warlord.
TURN 5 CHAOS
There wasn't much to do in my final turn as I knew I had
already done enough. While the bulk of my army had been tied up on my
left flank what had really mattered – what had always mattered –
was what was happening on the right.
My Obliterators moved forwards some more to get into
combat with the Avatar just for fun. The single Plague Marine also
did the same because, why not?
The Havoks shot at their nemesis the Fire Prism and
finally managed to wreck it causing what passes for a cheer to sound
out from the zombies that had been hiding in the lower floors of the
building for the whole battle.
The pointless assault began with the Avatar failing to
do anything. The surviving Terminators and single Plague Marine
didn't manage anything either, but the Obliterators did managed to
put another single wound on the Avatar reducing him to one.
RESULTS
Around about turn three I realized that my left flank
didn't matter much on the assumption that I made sure that the Avatar
couldn't reach the Obliterators. My Havoks had more than done enough
on the other flank along with my departed Chaos Spawn.
We both still successfully held both our objectives and
my First Blood was countered by my opponent's Slay the Warlord. This
match had been decided by the bonus points gained from killing Heavy
Support choices. Whereas I had only lost my Forgefiend, the Eldar had
lost all three (the Dark Reapers, War Walkers and Fire Prism). This
concluded the match as a 10 – 8 Chaos victory.
We picked our MVPs for this match pretty easily. My
opponent loved that the Avatar had instant-killed Typhus and I loved
that not only had my Havoks survived a shocking amount of fire being
aimed at them but had also been instrumental in ensuring the victory.
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