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Mission: Seize Ground with 4 objectives
Deployment: Pitched Battle
Harvesters of Khorne deploy in the top half and goes first.
Harvesters of Khorne
Kharn the Betrayer
"The Doombringers" 5 terminators, mark of khorne, 4 with combi-meltas, 1 champion with chainfist and heavy flamer: 230
"Rancid Apathy" Land Raider Designated Transport, daemonic possession
"The Scorned" 5 terminators, mark of khorne, 4 champions with dual lightning claws, 1 regular terminator with chainfist and heavy flamer
"Cacophonous Tranquility" Land Raider Designated Transport, daemonic possession
"The Reapers" 8 berzerkers, skull champion with fist
"The Unrepentent" 7 berzerkers
"Dulled Transcendence" Land Raider w/ daemonic posession
"Furious Absolution" Land Raider w/ daemonic posession
Melta termies deep strike
Lightning claw termies deep strike
Karn goes in their raider
7 man zerkers go in a land raider
8 man zerkers go in a land raider
one land raider is empty
Deploy all land raiders as far back as possible in the top right corner of the map for maximum LOS and proximity to objectives.
Thank Khorne that he didnt bring bright lances on his serpents!
Target Priority for the Land Raiders
non-ubscured Fire Prism----> non-ubscured wave serpent containing fire dragons ----> obscured fire prism containing fire dragons -----> obscured Fire Prism -----> things that can move and could possibly try to claim an objective
Against the prisms, I get three penetrations and one glance per turn.
Against the serpents, I get two penetrations and one glance per turn.
Most of the game I will shoot at him with my godhammers. Once he starts positioning for his dragons to arrive, I will assault or shoot them away. My land raiders have the same 20'' max assault range as his melta troops, so I will do what is most appropriate for the situation. The terminators will deep strike onto his objectives, and should prove very hard to shift if he focuses on my raiders. On turn 5, my berzerkers will disgorge from their raiders and sourrond my objectives.
"Creidann" (counts as Eldrad)
8 warlocks one w/ embolden, one w/ enhance
"Ferry of Souls" Wave Serpent w/ spirit stone, shuriken cannons
"Wall of Hope (pt1)" 5 Dire Avengers, "Portcullis of Rhhidhol" Wave serpent w/ shuriken cannons, star engine
"Wall of Hope (pt2)" 5 Dire Avengers, "Gatekeeper of the Starless Night" Wave serpent w/ shuriken cannons, star engine
"Wall of Hope (pt3)" 5 Dire Avengers, "Warden of the Dale" Wave serpent w/ shuriken cannons, star engine
"The Embers (pt1)" 5 Fire Dragons "Hunters Moon" Wave Serpent w/ scatter lasers
"The Embers (pt2)" 5 Fire Dragons "The Evening Sun" Wave Serpent w/ scatter lasers
"The Embers (pt3)" 5 Fire Dragons "Orbit of the Western Stars" Wave Serpent w/ Missile launchers
"Kaelor" Fire Prism
"Shelwe" Fire Prism
"Periaigh" Fire Prism
Since in this instance the forest and ruins give cover to vehicles, this map might just let me pull off cover or better for everything.
Priority for complete hiding goes to the prisms. One unit of DA deploys in the building, and its skimmer would be in the most vulnerable spot, providing more cover.
Generally aggressive, with early target priority on the land raiders, if one is isolated or in the way of the others it goes to the top of the list. He’ll probably be targeting the fire dragons’ skimmers with shooting, so I’ll make sure the two near Eldrad have a 4+ cover save with re-roll on the approach.
Castling on his part could be KP smart, but would be objectives foolish. If he’s moving towards me, I’ll get to hit him with meltas before he gets to assault (I might get that regardless, due to hopping over or into cover). If he splits up, dragons may actually survive after popping a raider due to skimmers blocking even emergency disembarkation or massed shooting.
Eldrad and the warlocks countercharge. Charging, high initiative, and rerollable 4++ lets them quite outmatch his individual squads. Base to base rules keep Eldrad attacking yet safe. They may also root out weakened squads in cover.
I doubt he’ll be in many places in the endgame. One DA will probably stay safe near an objective far from the action. But I can swoop in to claim or contest objectives as I go second.
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If no tactics have been submitted, please assume average skill level for that player.
Hmmm...if this were a KP game, I'd automatically hand it to the chaos side, they have eight godhammers to work with! I do have to give him high marks for deepstriking his terminators, that'll possibly split the focus of the eldar, to his advantage, and those combimeltas would be a rude surprise for a skimmer that thinks it's safe behind terrain, not to mention the chainfist in each squad. I expect the chaos side to be able to kill one skimmer per turn (they're focused on the prisms and dragon wagons, which is wise), and I have my doubts as to whether the fire dragons get close enough to nuke a land raider. On the other hand, three prisms using their combined power of go-go-power-rangers would probably slice up a land raider fairly quickly, but the eldar player seems to be more concerned with hiding them.... I don't think the deepstriking terminators will surivive the game, but I do think they'll provide enough of a distraction to preserve at least two land raiders, probably three...and I don't think anything the eldar have can survive the attempt to approach the chaos objectives...so I'm calling this one a 2-2 draw with both sides holding on to their friendly objectives.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
This one is going to be hard to pick. Eldar has a very solid list, sound tactics. So does Chaos. Four objectives, usually going last would be seen as mostly beneficial so you can steal that last grab but the Chaos list prefers going first while the Eldar prefer going second. Aw, jeez...
I personally don't think that Eldrad and his warlocks will last in combat with the Chaos, just saying.
I think that the Chaos have thought about how they would both claim objectives AND destroy the Eldar's anti-mech while I feel that the Eldar didn't focus so much on destroying the Raiders and were simply hoping that the fire of the Prisms would be enough. Deepstriking terminators just makes sense, 4 melta shots into a Prism is a pretty solid way of wrecking one.
I'm leaning towards Chaos, I think that he's put a little bit more thought into the bigger picture of the game in taking out his opponent and how to claim the objectives. He knows he can't take all the objectives, so he's forcing a tight win and I think that this skill of compromises is important in battle and winning games. This is going to be a close game, in real life it'd come down to the dice rolls... 20" charge against those Serpents is going to hurt like hell too.
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Eldarwill win this although it will be incredibly close, the fire dragons will kill about 2 land raider (1 squad will ever die or get rooted to the spot). the fire prism will blow up anything that loses it's transport. this will leave CSM with to scoring units inside land raiders wich should be nigh impenatrable. therefore Eldar should be able to hold 2 objectives and contes at least 1 other.
Based on his tactics, Chaos will be targeting the non-obscured fire dragons, which is good. This should at the very least hold the skimmers back. What isn't smart is holding back and sitting on his own objectives. In this kind of match, and against that kind of army, you need to bring the fight to them. The terminators will drop in and probably pop some vehicles, but they'll more likely than not be annihilated in return.
All in all, I have to give the advantage to superior firepower, which is definitely on the Eldar's side. If Chaos brought the fight to them after taking down the fire dragons, this might have been a very different game.
"Any job worth doing, is worth doing with a powerklaw."
Eldar are a hard army to top in an objective game. Although, with a very fragile 15 scoring bodies, I think that the Eldar player may be lacking in troops around turn 5. I think it will end up being a 1-1 owned objectives with the other 3 being contested. Those Wave Serpeants and the Prisms should have no problem jumping in to contest an objective.
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Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar
I think whats really going to cause problems here is that the chaos shooting is actually quite ineffective. Target priortory has the obscured prisms way down low, and all the prisms start obscured from the sounds of it. Im not sure if all the dragons will start obscured, but either way its pretty certain that 1 serpent wont be moving and may actually die. The only thing is its taken the entire shooting to do it. Im not sure how much good the prisms will do in return, but with the potential for linking, I think they might do some damage. Enough to reduce the volume of shots anyway.
I really cant see chaos doing any good come turn 2. With one raider possibly out of action and everything having cover (possibly re-rollable cover) the raiders wont stop those serpents. The termies will melt a prism, but i think dropping in the lightning claw termies too is suicidal. They'll be very easy prey for the Ap2 prisms. The melta lot will probably be anhilated in one hit, as they wont even be able to run! The others would be dakka'ed to death after a prism blast.
On the other side of the table, the dragons will destroy 2, and possibly 3 raiders. Chances are they bite the dust in return, but the damage will be done. Chaos will have no way at all to stop the eldar contesting and probably wont have much to deal with the remaining prisms which could just pick off any troops left standing.
Lets also not forget that the seer council will probably cause horrific damage to any raiders aswell, and could easily hold its own against the bezerkers. Wounding on 2's with 4+ re-rollable saves is pretty damn nice.
Last edited by Heirodule; April 30th, 2011 at 19:59.
Your friendly neighbourhood gargantuan creature
The eldar going second is a MASSIVE problem for them. pesky objective grabbing!
and, for the love of god, don't let him shoot up the zerkers! stay in! don't get tank shocked !- mind you, I do believe LR's will die, because of fire dragons. not all, but at least one. Those termies will cause carnage (as they fittingly should) but, they do what? shoot up a fire-dragon carry transport? check. then the 2+ save get's melta'd by the occupants.
And 3 scoring units to 2 ? with 4 objectives... but then there's triple fire dragons.
I would have voted chaos if eldar had grabbed the initiative. (or gone 1st) and i think there'll be a good game. but a end of game objective grab calls
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
They get the last move for contest/tank shock.
They have Melta.
They are to fast for the Chaos to kill.
Let's look at some of the facts here:
- It is a 4-objective game.
- Chaos only have 2 scoring units.
- This is mechdar we're talking about here. They dominate Seize Ground missions.
- Eldar has many ways to deal with LR's. 3 squads of fire dragons, S9 witchblades and S9/10 fire prisms (twin-linked also!). If needed, they could just torpedo their serpents 24" and ram those raiders.
I'm sorry, but this is going to be a strong Eldar victory.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2