Wednesday, June 26, 2013

IFL Road to the NOVA Open Game's 2, 3 and an RTT?!

Hello guys!

So I got another league game in and it was a fun one.

I played against a Necron player named Leigh. He was running an AV13 wall with some 5th edition elements.

His list:

2 war scythe lords on barges
2 squads of warriors in Ghost Ark w/ 2 destruction crypteks
2 squads of immortals in night scythes w/ 2x storm crypteks (haywire)
2 annihilation barges
monolith

I was playing my seer council league list and we had mission 5 from the NOVA packet (emperors will which is mission points, 2 from holding more corner objectives than your opponent or 4 for holding all of them, 1 mission point for the center objective, 1 for slay the warlord, and 1 for line breaker). This is a difficult mission under the league rules as you need to win by 5 full mission points to score full points on the game. We rolled up and had no night fight and some crappy warlord traits for each of us. I did mediocre on psychic powers. I got fortune on the 6th roll and ended up with a prescience, guide, and 1 doom. My warlocks did pretty well I got 4 protects (yay!!) and 1-2 of each of the other powers (I traded all of the empowers out for conceals). I won the roll and made him go first. I deployed VERY far back (it was a hammer and anvil game) so that he was out of range for nearly all of his guns.

His turn 1:
He moved up toward the middle staying very close together with most of his vehicles and shot me with the crypteks out of the barges. I believe he wounded my riptide right off.

My turn 1:
I cast all my powers (some warlocks failed but no perils) and I used my destructor/renew to heal the riptide. I moved forward with everything and shot him back doing pretty little damage but trying to set myself up for a turn 2 charge into the lovely bunch of vehicles he has.

His turn 2:
He moves up and shoots the hell out of me but due to my protect/fortune/conceal combo he does almost no damage to the council and I think again wounds the riptide once. He might also have blown up a fire prism here, or that might have been on turn 3. Anyway, he charges my council with one of his command barge lords and I promptly use my witch blades to rip apart the barge and then hit and run out of the combat with the overlord.

My turn 2:
Basically my shooting does little damage (the commander and his fusion guns kill an annihilation barge I believe), then I did a cool little multi-charge and manage to kill the overlord, an annihilation barge, and a ghost ark. Also my riptide charges his other command barge lord, epically passes his mind shackle test and kills the barge stranding the overlord out in the open. Oh also my sky ray shot down one of the night scythes and the other one ended up flying off the table but was still alive at the end of the game I believe.

His turn 3:
His monolith deep strikes and doesn't end up doing too much. His second overlord runs over and tries to kill my jet bike squad but only kills 2, the last one runs away and just barely stays on the board.

My turn 3:
Most of my reserves come in now and hid all over the place. My jet bike that the overlord failed to kill regroups and I manage to hurt the overlord and he goes to ground. My seer council kills the warriors that got out of the ghost ark that I blew up last turn and kill the monolith. My riptide is just kind of standing around doing little, but looking cool...

His turn 4:
It's looking bad, but Leigh was a good sport and kept on trying till the end. He ran toward objectives and continued to shoot all his remaining weapons hoping to pull some bodies off the council. He did manage to blow up my second fire prism (they really did nothing but die in this game)

My turn 4:
I killed the last ghost ark and ended up just kind of chilling in the middle of the table ready to move toward his remaining overlord and warriors in my deployment zone. I wanted to make sure that I was over there so I could kill those guys and keep him from getting line breaker.

His turn 5:
His overlord and warriors end up in combat with my riptide (I cant remember exactly when the combat started but it was going on during turn 5). Anyway he moves his guys toward objectives but cant quite make it to any (He needs a turn 6 to try to get some objectives)

My turn 5:
My troops move onto 2 corner objectives and that single jet bike from before jumps onto the middle objective. My seer council charges into the overlord and kills him but doesn't base the warriors so I can't kill any. I win combat but he doesn't run away. So if the game ends right now, I would win but not a full victory. I had line breaker, slay the warlord, center objective, and more corner objectives. The points were 5-1 (he still had line breaker!). But we rolled and the game continued.

His turn 6:
He's just moving to move at this point, he gets onto one objective and the night scythe kills my solo bike on the center. During the assault phase I finish off the warriors then my council uses its move to migrate toward his remaining infantry.

My turn 6:
I cast my powers and two of my warlocks die to perils haha! Fortunately at this point it doesn't really matter, but it was very funny. Anyway I move over and kill a few more necron's but the important bit is that I pushed him out of my deployment zone. We roll, the game ends and it is an Eldar victory with a score of 5-0 for the mission points.

Post game:
It was fun and I was worried going into the game. Fortunately for me, Leigh had not played against an army like mine before so I did not know that the key to victory is spread far and thin. He made the mistake of bunching up tight early on which allowed me to get that turn 2 multi-charge off which ultimately allowed me to gut about half of his army in one swoop. I look forward to a rematch in the future.

Also I skipped the battle report for my game 2 because it was a very short game, but incase any readers are curious I'll give a brief run down of that game. I rolled well on psychic powers that game and my opponent did not have a list really capable of dealing with the threat that I produce. We played the NOVA kill point mission and he was running a strange list.
He had:
2 large bike squads led by bike Khan and a biker librarian, 3 shooty dreadnoughts, 3 thunder fire cannons, and some scouts.

I killed Khan, the Libby, and all the bikes on turn 1. That left me in a great position to be able to charge his dreadnoughts and thunder fires on turn 2. We looked at the table and he surrendered. Given how short the game was I don't see the point in giving it much more attention or its own post.

Lastly...I will be attending an RTT in Vienna, VA this weekend. If you want to attend the info is below:

Saturday, June 29
This RTT has room for 16-30 spots
$30 registration fee covers food, beverage, and support for a good cause

1850 Points, no FW, painting is not required, but is rewarded, and is required for Best Overall
This will also be the first look anyone gets at Torrent of Fire
http://www.torrentoffire.com/

Sign up and pay registration by going to:
http://novaopenfoundation.org/?tcp_product_category=donation
Select the fourth bullet, "Name of Charity: NOVA Charitable Foundation"
Increase quantity to 3 (So, $30)
Donate!

-Tsarith

Thursday, June 20, 2013

Killadelphia Results!!

Hello everybody!

I have been quite busy with work in the last few days but I wanted to post up my personal results from Killadelphia. It was a great time and a really fun/well run GT. I ended up winning my bracket but I will get to that shortly. Anyway I just want to say that Stomping Grounds put on a great GT and I will most definitely be going back next year. The prize support was fantastic (each bracket winner walked away with a cool trophy and a Battle Foam 432 Air standard load out pack, and first place received $400 cash).

Anyway I ended up going 1-2 on the first day and 3-0 on the second day. I played against some great opponents and honestly I have little to no complaints from the games. So into the games....

I ran this for the event:
1 Commander
 w/ 2 Shield Drone, vectored retro thruster, target lock, 2x fusion, puretide
1 Commander Shadowsun
 w/ 2 MV52 Shield Drone
1 Farseer
   jetbike, doom, fortune
3 Guardian Jetbike Squadron
  
3 Guardian Jetbike Squadron
1 Hammerhead Gunship
   1 Hammerhead Gunship
10 Kroot w/ kroot hound
  
10 Kroot w/ kroot hound
Sky Ray Missile Defence Gunship
Sky Ray Missile Defence Gunship
9 Warlock
 w/ 3x spear, 4x destructor, enhance, embolden
1 XV104 Riptide
 w/ EWO, Ion Accel

Game 1:

I played against a guy who I have played before but I apologize his name escapes me ATM.

He was running a Guard army with Space Wolf allies, his list was roughly as follows:

2x Rune priest
2x grey hunter pack 9x w/ melta in drop pods
1x long fang squad w/ missiles and drop pod

primaris psykers
infantry platoon w/ some lascannons and 30x guardsmen
manticore
2x 10 veterans (cant remember if they were plasma or melta)
3x vendetta

I went first:
I cast my powers, stunned the manticore, and killed a few guys. His wolves arrived and landed perfectly but didn't manage to do any damage. Then basically my council killed all the space wolves and then I proceeded to run around killing his remaining squads at my leisure. He was really cool about the fact that it literally seemed he could not make an armor save on that first turn. It was a good first game but sadly the day did not stay on this trend. Game one ends on turn 7 with me just managing to finish off the last of his guardsmen blob for full points.

Game 2:

I played against a guy I had not met before named Werner. He was a nice guy who was playing a typical necron list:

Destroyer lord
2x5 wraiths
3x annihilation barge
4x warrior squads in night scythes
and
Tau commander w/ upgrades
Riptide
10x kroot

He won the roll and had me go first. I cast my powers and shot at him a bit doing no real damage. He went and shot back at me and promptly killed my riptide (he wounded me about 7 times and I unfortunately rolled 5 1's...le sigh). Then my turn, a bunch of my reserves showed up and I was in a great position to charge some wraiths, I killed the one squad and then was left in a decent location to charge his commander, which I did in a wonderful multi charge getting his commander, the riptide, and an annihilation barge. I unfortunately completely whiffed in combat and only managed to glance stun the barge and kill the commanders drone. Then he promptly passed the LD check and used his hit and run to bounce a might 15 inches away. (The plan had been to kill the barge with a whole slew of results and run his commander and riptide off the table). After that botched assassination attempt I realized I was in a bad situation. The next turn it got worse.. failed a short charge to get to the commander again and was left sitting in the open (oh seer council how you fail at times...) That put us at the top turn 5 with me very badly out of position (there was really no way to recover). So we puttered around through turn 5 with Werner not really doing much damage to me but very strongly holding all the objectives. The game ended on 6 with him winning on primary. I wasn't thrilled but there was really nothing I could do about it, he played a tight game and in the end its a dice game.

Game 3:

I played against a nice enough daemon player named Bob:

Herald of slaanesh on steed w/ exalted locus
Herald of tzeentch on disc
3x 10 daemonettes
2x10 horrors
2x 15 flesh hounds
1x 15 seeker
3x soul grinder

He won the roll and again made me go first...(there is a nice trend here, I actually believe I went first in all 6 games...)

I cast my powers and moved up to bait his hounds into assaulting me. He promptly took the bait and charged me with 30 flesh hounds...combat ends and he has about 15 total hounds left and I am sitting about 12 inches away after my hit and run. I promptly go back in and finish off all but 2 hounds (they will come back to be really annoying later...) Over the next few turns all is going pretty well (I kill 2 of his soul grinders and a good number of seekers. This game probably would have been a total win for me if we had played through to the end but sadly time was called and we only finished turn 4. If we had played that last turn I would have cleared him off all but 1 objective and won 3-1. Anyway the real sucky thing was that if I had not failed a 4 inch charge to his seekers on turn 3 it wouldn't have mattered, those bad boys managed to just steam roll some of my troops after I failed that. Oh well lesson well learned, next time I wont get greedy with the multi charge and I will just SHOOT the damn daemons!!

The day two games were all pretty short. Due to my losing those two games on day 1 I was bracketed pretty low (the 4th or 5th bracket) and those games were all over pretty quick. I wont go into details but none of them went past turn 4 and it wasn't due to time issues.

Anyway, I learned some good GT lessons and I cant wait for the next one! I will be attending some RTT's in the next few weeks and I will try to post up some of the IFL League battle reports. Also I will be working on testing my mech lists in the next few weeks since I would like to use that for the NOVA Open.

Peace out guys!

-Tsarith

Friday, June 7, 2013

Dire Avenger Spam with a Wraith Knight!?!?

Hey guys,
I just thought I would toss up this twist on my dire avenger spam list.. I played it today against a very interesting 4 land raider dark angel/grey knight list and managed to squeak out a win although I really never considered how difficult it can be to take out 4 of those big old tanks. I won't be going into the details of the battle but I want to discuss a few aspects of the list.

I played:

 Autarch
 Dire avenger x10
 Wave serpent w/ scatter and cover.      
 Dire avenger x10
 Wave serpent w/ scatter and cover.      
 Dire avenger x10
 Wave serpent w/ scatter and cover.      
 Dire avenger x10
 Wave serpent w/ scatter and cover.      

 Swooping hawks x10.                     
 Swooping hawks x10.                     
 Crimson hunter.
 exarch                             
 Wraith Knight      

I thought perhaps the exarch upgrade would help me to get more use out of this flyer. I really think on paper it just looks amazing. I have yet to really have it perform for me though. I am considering dropping it either for a farseer HQ or possibly ditching it and changing a few dire avenger squads into guardians and putting in Asurmen. I really think he is amazing, great stat line, d3 warlord traits, S5/AP2 weapon, 2+/4++ eternal warrior! He might also provide an interesting punch type unit I can toss into a combat. Especially since most of my games the avengers and the serpents get most of the potential targets pretty soft, Asurmen may be able to provide that little punch that gets rid of what ever annoying unit is trying to encroach on my territory.

 The other option is of course a third unit of hawks but honestly I don't think more than 2 of those is really required. The 2 have worked amazing at encouraging my opponents to get with the times and stop using those silly 10 man cultist units to hold objectives. But I already have games where they run out of targets and I think a third one (although its funny) would be a waste in most games.

Now the Wraith Knight... I was pleasantly surprised with him in my game. My opponent had quite a bit of S6/S7/S8 in his list and honestly it took firing the majority of it at the wraith knight for 2 full turns to bring that sucker down. Between the toughness 8 and his ability as a monstrous creature to easily get area cover, he can take a lot of hits. I can't wait to try him out in my seer council list where most games I will have chances to renew some wounds back onto him. I found that although his over all damage output is not as high as I would like, the S10 guns are very good and the I5 gives him a decent chance to slaughter things before they can really start hitting him. Also his T8 really does make him fairly immune to infantry (most infantry rely on krak grenades to hurt MC's but due to the T8 even those need 6's). The biggest draw to me is that he is terrifying to behold and if you maneuver him properly he can soak up enough fire from your opponent to make him well worth the cost. On the off chance he makes it across the table (and avoids any force weapons over there) he can do some pretty serious damage to just about anything he runs into.

I should be getting another league game in next week so more battle reports to come! And of course we are only a week away from Killadelphia!! I have my "top secret" old codex Eldar army all ready to go for that (Yay for one last hurrah before I put the old book to rest on my bookshelf!).

-Tsarith

A bit of a rant...

Hello,

So I read Bell of Lost Souls and I have been noting all of the "Eldar suck" posts that have been coming up. I really don't understand, Phil Kelly wrote a great book that literally fits EXACTLY with 6th edition. AKA great (CHEAP) psykers, strong LONG range shooting, cheap troops (they all got cheaper...AND better...BS4/WS4/I5 across the board is amazing (don't forget about battle tactics, that has literally already won me games)). I mean yes the book is not like a 5th edition Grey Knight codex.. but honestly the game doesn't need books like that. This book is just as strong as all of the other 6th edition books and there are builds in it that can and will defeat anything that any other new book can toss out. Yes it has some flaws (we all know banshees suck) but honestly it is much improved from the past codex. The book didn't need lots of new units, it needed point reductions/improvements across the board. All across the internet bloggers and Eldar players cried out for BS4 on everything.

Well we got it, and for what? tiny basically insignificant point increases? Think about the magic of a wave serpent now. In the old codex it was a minimum real cost of 110 points to play a wave serpent. That vehicle had a shuriken cannon and spirit stones on it. Now for 5 points more you get a standard wave serpent with the same gun plus the serpent shield. For an insignificant 5 points you can make that a scatter laser making the wave serpent (the fucking transport!) an amazing anti infantry platform and it is also great at dealing with flyers and light armor. Honestly yes it would have been great to have 75pt wave serpents.. but truly the serpent shield to me is worth the extra cost.

Anyway,

After this league is over I will go over in more detail my own break down of the codex, probably in a series of posts. I will talk mostly about the units I DONT USE, since anyone who reads this already has a pretty solid idea of what units I DO like/use :).

-Tsarith

Thursday, June 6, 2013

IFL Road to the Nova Open Game 1!

Hey guys,

So I played my first game of the IFL Road to the Nova Open and as promised here is the battle report. My opponent was a great guy named Pierre who plays a very cool counts as space wolf army (it is done up very nicely in blood angel colors led with a mighty "wolf lord" who is actually on a dinosaur).

I was playing:
Eldrad           
Far seer WARLORD
 jet bike, runes of warding, runes of witnessing    
Warlock Council
 9x Warlocks
 9x, jetbikes, 3x singing spear.     
Wind Rider Jetbike x3         
Wind Rider Jetbike x3         
Wind Rider Jetbike x3          
Fire Prism                
Fire Prism           

Tau Allies
Commander
 2x Shield drone, 2x Fusion, Target Lock,
 Vectored Retro Thrusters, Puretide Chip, Iridium   
Riptide
 Ion Accel, Early Warning Override     
Kroot Squad
 w/ 1x kroot hound                
Kroot Squad
 w/ 1x kroot hound               
Sky Ray
 w/ TL Smart Missile System, Black sun Filter,
 sensor spine
He was playing:

HQ
Wolf Lord with a thunderwolf mount, power fist, storm shield, runic armor, and saga of the bear
Rune Priest with Jaws of the World Wolf, Living Lightning, and a chooser of the slain

Elites
Lone Wolf 1 with terminator armor, chainfist, and a storm shield
Lone Wolf 2 with terminator armor, chainfist, and a storm shield
Lone Wolf 3 with terminator armor, thunder hammer, and a storm shield

Troops
Grey Hunters 1 with 5 marines and a flamer
   [Razorback with Twin Linked Lascannons ]
Grey Hunters 2 with 5 marines and a flamer
   [Razorback with Twin Linked Lascannons ]
Grey Hunters 3 with 5 marines and a plasmagun
   [Razorback with Twin Linked Lascannons ]
Grey Hunters 4 with 10 marines and two meltaguns
   [Rhino ]
Grey Hunters 5 with 8 marines and a meltagun
   [Rhino ]

Heavy Support
Long Fangs with 5 marines and four missile launchers
   [Razorback with Twin Linked Lascannons
Long Fangs with 5 marines and four missile launchers
Long Fangs with 5 marines and four missile launchers

So we are playing the Nova Packet mission 2, which is the Crusade. It has primary 5 objectives spaced evenly around the board, with vanguard deployment, and we rolled and got night fight! I rolled up my powers and was awarded with:
Eldrad: fortune, doom, prescience, and scriers gaze
Farseer: prescience, perfect timing, and guide
Warlocks: 2x protect, 2x embolden, 2x enhance, 2x conceal, 1x destructor
Neither of us had warlord traits that mattered and Pierre won the roll to go first and chose to take first turn.

Pierre deployed to the hard left with the intention of using the center terrain to give him crazy cover and let his wolf lord and those 3 lone wolves get across the table to mess with me. I deployed VERY far back so as to avoid any problems with that pesky rune priest trying to block my powers.

Turn 1:

Pierre moves toward me with everything and shoots with most of his weaponry, he manages to wound the riptide once but little else happens.

My turn I cast all my powers with no problems and very passively move my council around in my backfield. I keep everything very far back almost on the table edge so I can get fortune up one more time. I do however string my warlocks up toward the middle so I can get that rune priest if his rhino over extends. I then proceed to use all of my shooting and wreck one rhino and kill a few guys. His rune priest rhino makes 3-4 cover saves and doesn't care about my shooting.

Turn 2:

Pierre rolls some very bad moving through covers and his lone wolves get stuck in the center ruin. His wolf lord hangs back and his rune priest rhino moves forward hoping to get in range to start blocking some farseer powers, but I measured correctly and my seers are about 31 inches away after he moves his full 12 (so looks like the council will be doing some magic for another turn!). He shoots and blows up a fire prism and puts another wound on the riptide.

My turn I cast all my powers, and aggressively rush the rune priest rhino. I shoot it with damn near everything and blow it up, and then charge the squad of grey hunters with my seer council (right here I should have used a jinx on them to reduce their armor saves...) Anyway I hit him with all my attacks and inflict something like 22-23 wounds on him. Pierre of course only fails 3 of them and is left with 2 marines and his rune priest. Here is a picture of how the table looked at the end of that turn.

Turn 3:

Pierre is looking mighty pleased with himself after having passed all those armor saves but I still have hope I can finish off the squad. He moves around and his shooting is largely in effective (both of us did little damage with shooting this game...) I think he wounded the riptide again and then his wolf lord and 2 of the 3 lone wolves charge into the combat. I throw nearly all my attacks at the rune priest and his 2 friends hoping to finish them so I can cast powers again next turn, I manage to kill them thanks to Eldrad and his AP3 weapon. Pierre kills a warlock or 2 and wounds my commander 3 times in combat. I then hit and run away toward those razorbacks you can see in the left.


 

 

My turn I use scriers gaze to keep all my jet bikes out for another turn and I bring all my kroot in on the left to attempt to shoot those long fangs out of the ruins (that plan doesn't work too well). My council moves right up to the razorbacks (in hindsight I should have just charged them) but I shoot one and target lock the commanders fusion guns to the other. I kill one and remove the gun and strip 2 hull points off of the other. My riptide kills himself by charging the squad in the back right corner and failing an armor save (he was a chump anyway).
 
Turn 4:
 
Pierre brings his wolf lord and one lone wolf up and charges into my council (I skipped the shooting phase as little of interest happened, some kroot died). I lose both my drones to his attacks and inflict 1 wound on the lone wolf from over watch. I again hit and run away...
 
My turn I turn around and jinx both the wolf lord and the lone wolf (making them have 3+ armor!) Then I proceed to shoot the wolf lord wounding him twice and using my commander I target lock on and fail to kill the lone wolf! I then charge and finish off the wolf lord leaving me sitting quite happy in the middle of the table surrounded by some large corpses. Oh also all of my wind rider squads came on and hung out in my back field and attempted to not get shot.
 
Turn 5:

Pierre gets very thoughtful and carefully moves his models into position. He puts his marines all over the objective in the back left, and is still holding the back right objective. He attempts to keep me off the objective in my left field but his razorback is not large enough. Again more less than effective shooting.

My turn I jinx the marine squad and the long fang squad on the back left objective and go charging over there with my seer council. I position my wind riders to hold my back left and get a kroot squad over next to his left objective in hopes that I will kill all the marines on it and claim it as my own. My council charges in and wipes out the grey hunters and long fangs to the last man. I am now holding two objectives to his one.

At this point I have 2 objectives to his 1, 3 quarters to his 1 and a 10 kill points to his 4. Huzzah was getting ready to close and Pierre chose to surrender, if we had played a turn 6 there was a solid chance he would have pushed the game down to my winning on the secondary objective but I don't think there was much of a way for him to pull out a win. On a turn 7 most likely I would have managed to reclaim the primary win, IF he managed to tie that up for turn 6.

Anyway it was a great game with a great player who I hope to meet again on the field of battle.

-Tsarith

one last picture..his lone wolf was hiding from my fire prism!!!



Wednesday, June 5, 2013

Eldar jetseer vs. chaos BATTLE REPORT!

Hey guys!

I have yet to manage to get one of my league games done BUT!!! I was able to get a friendly game in with my league list (which is good it let me actually try this out before I use it for the important games). We played the Relic and had night fight first turn.

I was running my new and improved Jet seer list:
Eldrad           
Far seer WARLORD
 jet bike, runes of warding, runes of witnessing    
Warlock Council
 9x Warlocks
 9x, jetbikes, 3x singing spear.     
Wind Rider Jetbike x3         
Wind Rider Jetbike x3         
Wind Rider Jetbike x3             
Fire Prism                
Fire Prism           

Tau Allies
Commander
 2x Shield drone, 2x Fusion, Target Lock,
 Vectored Retro Thrusters, Puretide Chip, Iridium   
Riptide
 Ion Accel, Early Warning Override     
Kroot Squad
 w/ 1x kroot hound                
Kroot Squad
 w/ 1x kroot hound               
Sky Ray
 w/ TL Smart Missile System, Black sun Filter,
 sensor spine          

My opponent had something created on the spot but it was roughly:

Chaos Space Marine w/ Demon Allies:
Raptor lord w/ axe of blind fury
Kharne
9x khorne berzerkers in a land raider w/ Kharne
10x khorne berzerkers
10x raptor w/ 2 melta
1x oblit nurgle
2x oblit nurgle
Skulltaker
1x herald of khorne
3x blood crushers
10x blood letters
10x blood letters

About half of his list was semi-proxy so the pictures are not spectacular but I will try to explain them as best I can. Anyway, we rolled off for first turn and he chose to go first. It was a good choice for his heavy assault force.  We went ahead and rolled our powers and boons out. I don't recall what he got for his boons but they didn't really come up so I assume they were not the great ones. I rolled my powers and did alright. Eldrad picked up fortune, doom, mind war, and guide. Then my far seer rolled up fortune, prescience, and guide. My warlocks did alright and got conceal, enhance, embolden, and a few destructors.

So he sets up behind his cover with one berserker squad and his obliterators then puts his land raider of Kharne death and the solo obliterator on the left side of the field. So I deploy hard to the left so I can deal with the Kharne box quickly. So we are both deployed and ready to go, I roll to seize and BAM I nab the initiative and go first.


Turn 1:
I proceed to move forward toward the land raider and basically the long story short is I shoot a whole bunch and do nothing more than strip a hull point off the land raider. My powers all go off so I have fortune, embolden, enhance, conceal, and prescience up on my council. Oh the best part was probably my one wind rider squad who ran up to the relic, picked it up...and then had 2 of their members die to dangerous terrain tests and run away, dropping the relic right away... I pass the turn and his turn ends with little happening as well, I was far enough back that he just moved his land raider 12 inches up and then did a flat out of 6 to get it nice and close to my lines.

Turn 2:
This turn was exciting! My kroot all came in and basically just walked on the left board edge with the intention of assuring my line breaker. My powers again went off, this time I failed to get a conceal up but that was no big deal as I was going to be charging this turn. My fire prisms, riptide and sky ray all nicely whiffed AGAIN even with all the guides that I am throwing around (not my day for heavy support). But the council did their job and blew up the land raider and as you can see above they proceeded to charge the box o' Kharne and with the new increase  to warlocks (base initiative 5!!!! enhanced up to 6!!) I was able to kill all the berserkers and wound Kharne. Then that shield drone squatting next to Kharne was a boss and made 5 4++ saves. I won combat and chose to not use my hit and run. Then I passed turn.

On his turn ALL the reserves arrived and my riptide failed to kill anything with his interceptor.
That raptor squad blew up one of my fire prisms and that was pretty much that. Then we went to assault and my council denied the challenge, and inflicted 15? wounds on Kharne which he promptly failed 4-5 and died. Then since my opponent had charged an obliterator into me as well, I chose to hit and run away so I could go deal with skulltaker and his lovely little retinue.

Turn 3:


I throw up all my powers, I think one of my enhances died right there to a perils of the warp, but I was able to get doom off on the blood crushers. I proceed to pretty easily kill the crushers and skull taker (fun fact, singing spears are strength 9 when thrown with flesh bane now...) so they instant killed 2 of the 3 crushers. Then the remaining shuriken shots and the 2 fusion guns from the commander finished off the squad. That bike on the building there would be super pro, but I forgot to say I picked up the relic so...well that was a super fail moment, my opponent offered to let me go back but I didn't want the by so we went with it.

His turn he obviously picked up the relic and then proceeded to set up a nice charge with the remaining raptor lord and retinue, that blood letter unit, and the obliterators you can see in the image above. He makes all his charges and my over watch does nothing. But my counter-attack goes off from my commanders puretide engram chip and I manage to kill all the blood letters, the herald of khorne, and Eldrad bosses through a challenge with the raptor axe lord wounding him and passing 7 3++ saves thanks to fortune. I hit and run out of the combat and we end up roughly like this.

We started to run low on time here so sadly that is the last picture...

Turn 4:

This turn we continue to play and pretty much I jump over with the council and kill the berserker squad on the building who has the relic and I target lock my commanders 2 fusion guns and kill the raptor lord. My kroot over on the far left walk toward a blood letter squad over there and kill most of them with shooting and assure my taking of line breaker.

His turn he shuffles around and little happens. We call it done right there since it is now 9:50pm and the store is closing. I win at this point with all 3 secondary objectives and no one has the relic. But IF we had continued he and both agreed that most likely he would be unable to stop me from grabbing the relic with my wind rider squad that had just turbo boosted up to the relic.

Anyway it was a fun game and I came out of it more in love with my jetseer council. The base initiative bump on warlocks is crazy good and all the other powers are pretty nice too. I failed quite often, but having multiples of them makes that ok. My shooting that game was oddly sub-par but oh well the council did its job and claimed the day. I honestly should not have seized the initiative as going second would be better in most cases but anyway the game was a lot of fun and I'm happy to say that I really do think the jetseer council is not only still very valid, but possibly overall stronger. The few games you won't get fortune will suck ALOT, but in most cases (approx. 245 out of the 250 rolls I did the other night) you will get fortune and often you will get chances to roll on some divination goodies as well.

Ok, that's enough blogging for tonight. Sorry for any typo's and such but this is my first battle report so give me a break!

-Tsarith


Monday, June 3, 2013

Hey everyone,

I thought I would post up a picture of my army which I am using for the league which starts this week.


I just broke those fire prisms out of storage so they will need some touch up work on their paint but overall they don't look too bad. I also need to paint those magnets on the hill since they are no longer used or possibly just remove them. I love to magnetize my display board but sometimes it sure is a pain!

Anyway I am excited to get my first game of the league in this week, I believe I am playing a space marine/dark angel player and I am interested to see if my seer council is worth playing anymore (random powers could be good...probably bad). I have a few more ideas I would like to try out with it but this army is locked in for this league so sadly I won't be able to make any adjustments.

When the league is over I plan to write up a thorough review of the codex but I would like to get about 10-15 more games in with a variety of units before I review it. I am actually hoping to get some games with people in this league who DONT play assault based armies as most of my games are played against a fellow blogger named Birdux (his blog: birdux.blogspot.com/) who plays mostly assault based chaos armies and his old battlewagon orc army.

Fortune be with you fellow Eldar players!

-Tsarith

Sunday, June 2, 2013


A quick second post...


I am on fire tonight guys! My first post and so quickly I have a second!?!?

Well I wanted to put my other new/VERY OLD list idea up here. This is for the new Eldar Codex and is a giant throwback to my old beloved wave serpent list from 4th edition (I am soooo glad I save/keep all my models and never sell things!!)

The list: (1850 of course...)


 Autarch.  80
       w/ fusion gun

 Dire avenger x10
       Wave serpent w/ scatter and cover

 Dire avenger x10
        Wave serpent w/ scatter and cover

 Dire avenger x10
    Wave serpent w/ scatter and cover

 Dire avenger x10
     Wave serpent w/ scatter and cover

 Swooping hawks x10.                     

 Swooping hawks x10.                     

 Crimson hunter.                         

 Fire prism                              

 Fire Prims   
 
Now just like my last list posted I am again contemplating trying to use a wraithknight w/ a scatter laser instead of the fire prisms. After two playtest games today (both of which I was able to win!) with this army I was quite dissatisfied over all with the fire prisms. I think that the close combat power and the two str 10 guns on the knight could be very good. But then again I  really like the duality of the fire prisms. Having three different kinds of shot I can use and given how damn cheap that tank is...ugh I'm not too sure what to go with yet. Probably in the next day or two I will try to playtest with the wraithknight some. The swooping hawks are waaaay good now, the precision deep strike plus the 24 inch assault 3...good god that gun is quite nasty. I can't wait to use them on some guard blobs and kroot swarms! Also the pseudo rending on shuriken weapons is AMAZING, I killed 7 immortals with 1 squad of dire avengers...that's crazy. And lastly of course the crimson hunter worked decently...I don't know if it performed as well as I hoped but perhaps he is just having a few off games. I will play him a bunch more and worst comes to worst its a straight swap to drop him for another 10 man swooping hawk unit (did I mention they are much MUCH better).
 
Battle reports will be coming soon,
 
-Tsarith
 
                           

First Post!!

Hi guys,

So this is my first time blogging...but most of the gamers in my area blog so I figured I should do this too. At the very least it is a nice location for me to post my lists and you never know maybe someone is interested in how I play warhammer 40k. Anyway this blog will pretty much only contain posts about Warhammer 40k and primarily my reports and list concepts will be centered around my Eldar. I have been playing 40k for about 13 years now and 10 of that has been with my beloved Eldar. With the new book I thought it would be good to start keeping track of my ideas and such...so that's enough introductions I am going to first go over my usual list (up until the new codex and then I will go over my plans to modify the list for the new codex).


My passion all through 5th edition and the past year of 6th has been all about my Eldar JetSeer lists. In 5th edition I ran 2 seer councils with some fire prism and guardian jetbike support. However when 6th edition came out the call of the giant 10 man council became far too much to resist. So up until yesterday I was running my standard list as Eldar main with Dark Eldar allies.

The List:

Farseer
        RoW, RoW, Spirit Stones, Jetbike, Fortune, Doom, Mind War

Farseer
        RoW, RoW, Spirit Stones, Jetbike, (4 powers dropped for divination/telepathy fun times)

10x Warlocks
        Jetbikes, 4 Destructors, 1 enhance, 1 embolden, 3 spears

3x guardian jet bike

3x guardian jet bike

3x guardian jet bike

5x Fire Dragons
         exarch, tank hunter, crackshot

Imperial Bastion
              Quad-gun

Baron Sathonyx

20x Kabalite Warriors
        2x splinter cannon

Void Raven Bomber
          flicker field



Now this was my standard 1850 list. I had fairly solid success (winning most RTT's I attended) and I performed decently well at SVDM. I will be attending Killadelphia in a few weeks with a variation of this list hence my desire to post it, also I wanted to have this up here as a starting point so readers can understand my play style and see how/why my future lists are built the way they are.

Now this post is getting fairly long but please bear with me because I want to post up the new version of this using not only the new codex but also taking advantage of the lovely Tau Ally force I was working on before this codex dropped in my lap.

THE NEW LIST!! (Yay new codex!!)

Farseer (warlord, id rather roll than take eldrads mediocre power!)
      RoW, RoW, jet bike

Eldrad

9x Warlock
     9x jet bikes, 3x spear

3x guardian jet bike

3x guardian jet bike

3x guardian jet bike

Fire Prism

Fire Prism

Tau Allies!

Commander
            2x shield drone, 2x fusion gun, target lock, vectored retro, puretide engram, iridium armor

Riptide
           Ion Accel, SMS, Early warning override

10x Kroot Squad
            1x kroot hound

10x Kroot Squad
            1x kroot hound

Sky Ray
          SMS, Black sun filter, sensor spine


-------------------------------------
Ok,

So the idea is fairly similar to my old build except for the obvious problem of having to roll for fortune...which isn't that terrible (7 rolls means nearly every game I will have it, but sadly that 1 or 2 games will probably mean that I won't be using this for any GT's in the near future). I will find out in the next few weeks if this is worth the risk or not as I am playing this list for the upcoming IFL Road to the Nova Open league. The plan is fairly obvious, get fortune...twin link everything with guides and presciences and hurray.. The council assuming I make the fortune roll is actually going to be better now since the warlock powers have huge (basically limitless) potential. I can just imagine my opponents shock when not only are they still on their rerollable 3+ armor and 4+ invuln..but now with a warlock power that on 9 rolls is fairly likely to get they will have a 2+ armor and with the premaris power being shrouded I can keep my turbo boosted 2+ cover. I forsee no longer having any trouble with those silly dragons trying to crisp my warlocks. Also just an after thought...I may try and see if a Wraithknight with a scatter laser will work better than the fire prisms, I am rather partial to large MC's...well I'll have to try it in my casual games and let you guys know since my list for IFL is set.

 But anyway I will try to post my battle reports for the next six weeks and we will see what comes of it.


I think this is a long enough first post...

Good night guys!

-Tsarith