MBVW09 Finals [Emperorís Deliverence] vs Craftworld Yme-Loc - Warhammer 40K Fantasy

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 19
  1. #1
    LO Zealot Mr. Biscuits's Avatar
    Join Date
    Jul 2009
    Location
    Ontario, Canada
    Age
    22
    Posts
    1,169
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    192 (x4)

    MBVW09 Finals [Emperorís Deliverence] vs Craftworld Yme-Loc

    MBVW09 Finals [Emperorís Deliverence] vs Craftworld Yme-Loc
    Capture and Control with Pitched Battle Deployment [Emperorís Deliverence] gets first turn Craftword Yme-Loc

    [Emperors Deliverance]

    HQ
    Brother Captain Ignatio
    psycannon
    91

    Troops

    Grey Knights x8
    justicar, targeter, frag grenades
    227

    Grey Knights x8
    justicar, targeter, frag grenades
    227

    Grey Knights x7
    justicar, targeter, frag grenades
    202

    Heavy Support

    Grey Knight Land Raider Godhammer Pattern
    250

    Grey Knight Land Raider Godhammer Pattern
    250

    Grey Knight Land Raider Godhammer Pattern
    250

    Total Points = 1497

    Preferred Tactics:

    Stay onboard Land Raiders, emerge when fast/cc specialists are neutralized by godhammers and the brother captain which will stay at max range and fire psycannon. reboard godhammers and move away, and exit, shoot bejeezus out of targets. rinse and repeat. rush for objectives if applicable.


    Craftworld Yme-Loc

    HQ
    Farseer
    Guide
    Doom
    Spirit Stones
    Singing Spear
    = 123

    Troops

    5 Dire Avengers
    = 60

    5 Dire Avengers
    = 60

    5 Dire Avengers
    = 60

    5 Dire Avengers
    = 60

    5 Dire Avengers
    = 60

    Transports:

    Wave Serpent
    Eldar Missile Launcher
    Shuriken Cannon
    Spirit Stones
    = 140

    Wave Serpent
    Eldar Missile Launcher
    Shuriken Cannon
    Spirit Stones
    = 140

    Wave Serpent
    Eldar Missile Launcher
    Shuriken Cannon
    Spirit Stones
    = 140

    Wave Serpent
    Eldar Missile Launcher
    Shuriken Cannon
    Spirit Stones
    = 140

    Wave Serpent
    Eldar Missile Launcher
    Shuriken Cannon
    Spirit Stones
    = 140

    Heavy Support

    Fire Prism
    Spirit Stones
    =125

    Fire Prism
    Spirit Stones
    =125

    Fire Prism
    Spirit Stones
    =125

    Total Points = 1498


    In objective games, this list would have the advantage with many fast, resilient units for contesting as well as 5 scoring units. Any game that the enemy starts or I cannot shoot first turn would either involve me putting a fair few tanks in reserve if they're loaded with AT, or moving flat out in DoW scenarios.

    Outmaneouvering is key in this list, those Serpents should be able to strike at the side armour of tanks decently. The Guide goes on a lone Prism while the others Twin-Link, or as the situations demand it. Plasma Missile + Shuriken Cannons and Dispersed shots will clear hordes, and against tough units with high saves (like Terminators or Nob Bikers), if I can isolate them and pop out those Avengers, with Doom, it's 50 str 4 shots at high BS, which should be able to take down squad.


    Let the voting begin!

    Ask me about the Black and White Space Marine on the Black and White Bike!!!

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements

  3. #2
    LO Zealot cKerensky's Avatar
    Join Date
    May 2009
    Age
    31
    Posts
    1,677
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputation
    146 (x5)

    As good as the GK list is, and it took me some time to think over it, I still have to give this one to Eldar. Since the Eldar aren't going first, they'll be in cover with reserves waiting, and this eldar list was basically built to take out exactly what they're going up against.

    At best, the LRCs will glance or stun the wave serpents on a regular basis, while the Eldar player fires off S10 AP1 shots at the LRCs every turn. Holofields would improve the chance, but ce la vie.

    The Waveserpents themselves can still glance, while reducing the effective strength of the LRCs passively, protecting their cargo of DAs.

    Furthormore, it requires little effort on the Eldar players part to control/contest more objects. Fast skimmers play a big role here, and he can easily keep them behind cover until he has to make a last turn push.

    It comes down again to scoring units, GKs have 3. Eldar has 5. I have to give my vote to

    Eldar

    They've got the means to pop land-raiders, get to go second, and have the speed and troupes (and linked fire prisms), to deal with deployed PAGKs.

  4. #3
    Son of LO kevin vanrooyen's Avatar
    Join Date
    Jul 2008
    Location
    Canada
    Posts
    2,884
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    452 (x8)

    Quote Originally Posted by cKerensky View Post
    At best, the LRCs will glance or stun the wave serpents on a regular basis, while the Eldar player fires off S10 AP1 shots at the LRCs every turn. Holofields would improve the chance, but ce la vie.
    .
    His land raiders are "godhammer" variants which are actually normal land raiders with twin linked lascannons. That being the case, along with the eldars lack of holofields i've got to give this one to the GKs. Oncee those fire prisms are gone the knights can just walk all over the eldar.

    The Emperor Protects
    IG Best Gen 1st overall of 10 DE 4th overall of 6
    Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11

  5. #4
    Member Dhoom's Avatar
    Join Date
    Jul 2009
    Posts
    102
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    14 (x1)

    Since this is a capture and control I think the Eldar will win this one with thier ability to contest and claim objectives late in the game.
    The wave serpents energy field weakens the lascannons and the fire prisms have the nifty twin linked str 10 ap 1 when linked which gives them a good chance to hurt the landraiders.

  6. #5
    LO Zealot mynameisgrax's Avatar
    Join Date
    Nov 2007
    Location
    Freehold, NJ
    Posts
    4,014
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    511 (x8)

    Eh...

    Ouch, close one. I was actually hoping that this would be the final match.

    On one hand, the Eldar don't have much that can really hurt the Land Raiders. I personally would've taken bright lances instead of missile launchers, although I would've had to give something up for the points, I suppose. The best they have are the fire prisms, but strength 9 isn't going to be that effective against them. They'll most likely get a lot of glances. Plus, the Grey Knights will easily overpower the dire avengers in both the shooting phase and close combat.

    On the other hand, in order to secure their own objective, the Grey Knights will have to either leave one of the 3 GK filled land raiders behind, or send one back later. Also, the holo-fields will help protect the fire prisms from the lascannons. They'll eventually be brought down, but not before all the dire avengers and wave serpents are in position to strike.

    In the end, it's 3 land raiders filled with grey knights versus 8 skimmers, with an objective on each side of the board. Honestly, I'd say it'd be a tie. However, since a victor is required....

    I have to give it to the Eldar, by a single hair. It's going to be more or less effortless for them to contest the objective on the last turn. It doesn't guarantee them victory, but it definitely shifts the odds in their favor. Honestly, it has more to do with them going second, than anything else.
    Last edited by mynameisgrax; August 13th, 2009 at 19:22. Reason: forgot one thing
    "Any job worth doing, is worth doing with a powerklaw."
    http://www.librarium-online.com/foru.../mynameisgrax/

  7. #6
    Simple Green. Emp.'s Avatar
    Join Date
    Mar 2005
    Location
    New York
    Posts
    969
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    63 (x2)

    Capture and Control doesnt matter. The DH have more anti tank than the Eldar in this. 6 str9 shots to either 3 str 9 shots, or 1 str10 and 1 str 9. Emperor's Deliverence claims this easy. Eldar wont have many tanks to contest with by the end of the game, and with no real punch in the list. Prisms go down, the Eldar go down. He can't even push Grey Knights off objectives consistently.
    5th E Sand(Grey) Knights: 11-3 (retired) 5th E Eldar: 37-4 (retired) 5th E Wolves 5-0

  8. #7
    LO Zealot cKerensky's Avatar
    Join Date
    May 2009
    Age
    31
    Posts
    1,677
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputation
    146 (x5)

    If I may, and feel free to delete this post if I'm overstepping my bounds, but...

    The Eldar tactics specifically say they're going to outmaneuver. Land raiders are too slow to get into a firing position. I'm not sure if you just looked at the list and not the tactics, but the eldar player's tactics play perfectly to this battle.

    His tanks are in reserve, which means it doesnt matter where the Landraiders are, if his tanks arent there to be shot at, the fancy S9 shots won't do a thing to him. Even with the Machine Spirit, with that many shots, the eldar player is guarnteed to constantly glance the raider to death. Through sheer number of missiles he'll limit the landraiders to the Machine Spirit firing, assuming the eldar player wanted to.

    Again, the tactics say he's going to sit back, outmanouver, and play it safe. The Land Raiders are too slow, and too few in number.

    If the Eldar player sat still, out in the open and got into a slugfest, maybe, but thats not how the Eldar list is being played:

    In objective games, this list would have the advantage with many fast, resilient units for contesting as well as 5 scoring units. Any game that the enemy starts or I cannot shoot first turn would either involve me putting a fair few tanks in reserve if they're loaded with AT, or moving flat out in DoW scenarios.


    The scenario, AND the deployment favours the eldar. HE chooses when he wants to fight. HE chooses when he wants to contest. HE chooses where to deploy. Mobility wins this fight.

  9. #8
    Simple Green. Emp.'s Avatar
    Join Date
    Mar 2005
    Location
    New York
    Posts
    969
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    63 (x2)

    No, here's where we flawed himself, without an Autarch or any +1s, he has no control over what comes in and what doesnt, and needing 4+'s to start, he will only get a few at a time at his table edge, that means the LRs can move full distance turn 1 and drop the GKs near the objcetives to hold, Eldar have no way to push them off, than the LRs can position themselves so that once the Eldar tanks come in they will be shot. I like your thoughts, it's not overstepping at all, but if you consider the tactics and the map and the turn of who goes first, the Eldar basically got himself the loss. Dropping in a few tanks at a time against 3 Land Raiders is a mistake. Best he can do is try to bring it to a tie. And there are no guaranteed glancings with str8 vs. AV14. He'll barely hit any throughout the entire game. Once prisms go down, nothing will take down the Land Raiders and they're free to drop the Serpents. The Grey Knights alone can take down his tanks as all cc is directed at back armor, that's str6 against AV10. The DH controls the tactics in this game because of the Eldar players choice to reserve himself. Eldar have no control over anything. He does not have the anti-tank to deal with a list like this.
    5th E Sand(Grey) Knights: 11-3 (retired) 5th E Eldar: 37-4 (retired) 5th E Wolves 5-0

  10. #9
    LO Zealot Mr. Biscuits's Avatar
    Join Date
    Jul 2009
    Location
    Ontario, Canada
    Age
    22
    Posts
    1,169
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    192 (x4)

    My vote goes to Emperor's Deliverence because in a tan on tank fight, which is the only real anti tank either army possesses the trio of land raiders coming out on top against the trio of fire prisms leaving the land raiders free to wreak havoc against all who oppose.
    Ask me about the Black and White Space Marine on the Black and White Bike!!!

  11. #10
    Real Xeno Kaptin Elwazz's Avatar
    Join Date
    Dec 2006
    Location
    West from Gotland, North from Nantes
    Age
    41
    Posts
    881
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputation
    96 (x2)

    Capture and control 5 Troops againts 3 troops
    Twin linked Prism cannons.
    Eldar is more mobile, faster, with better tactics.
    I vote for Eldar
    Last edited by Kaptin Elwazz; August 14th, 2009 at 15:35.


+ Reply to Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts