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| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
Rep Power: 105 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules. Mission Type - Take and Hold Siam-Hann Eldar HQ 103 Elites: 0 Troops: 0 Fast Attack: 1185 Heavy Support: 210 Farseer: Mindwar; Singing Spear; Eldar Jetbike w/ Twin-Linked Shuriken Catapults 3 Vypers; 3x Starcannon and Twin-Linked Shuriken Catapults 3 Vypers; 3x Starcannon and Twin-Linked Shuriken Catapults 3 Vypers; 3x Starcannon and Twin-Linked Shuriken Catapults 3 Vypers; 3x Bright Lance and Twin-Linked Shuriken Catapults 3 Vypers; 3x Bright Lance and Twin-Linked Shuriken Catapults 3 Vypers 3x Dual Shuriken Cannons (Not Twin-Linked) Falcon: Pulse Laser, Starcannon; Shuriken Cannon; Holo-field; Spirit Stones --------------------- Warband of Darkdeath the Fury Master Night Lords HQ: 157 Elite: 0 Troops: 624 Fast Attack: 465 Heavy Support: 248 Non-Statured Daemon Prince Darkdeath: Daemonic Speed; Daemonic Aura; Daemonic Mutation; Infiltrate; Dark Blade; Bolt Pistol; Frag Grenades; Spikey Bits 6x Chaos Space Marines: 3x Bolters; 2x Plasma Guns; Mark of Chaos Undivided; Infiltrate Aspiring Champion: Powerfist; Bolt Pistol 6x Chaos Space Marines: 3x Bolters; 2x Plasma Guns; Mark of Chaos Undivided; Infiltrate Aspiring Champion: Powerfist; Bolt Pistol 6x Chaos Space Marines: 3x Bolters; 2x Plasma Guns; Mark of Chaos Undivided; Infiltrate Aspiring Champion: Powerfist; Bolt Pistol 6x Chaos Space Marines: 3x Bolters; 2x Plasma Guns; Mark of Chaos Undivided; Infiltrate Aspiring Champion: Powerfist; Bolt Pistol 8x Furies 8x Furies 8x Furies 7x Furies 8x Chaos Space Marine Havocs: 4x Missile Launchers; 4x bolters; Infiltration; Tank Hunter; Stealth Adept Tactics: Obviously vary dependant on the situation and the opponent. The basics however are to infiltrate into cover with the troop marines. Use concentrated firepower to take opponents out. Use furies to divide the enemy force, block enemy fire lanes & generally kill things in HtH. Against CC foes the Lord will operate with support from the furies, against shooting foes he's liable to go for the first turn charge and block enemy shooting lanes as best as possible. The two major factors in this army are the stealthy marines, and the furies. These marines mean to operate in cover; the stealth adept veteran skill means that they get one better cover save than normal when in cover. This makes them better defended against heavy weapons than their marine brothers. They will do their best to infiltrate 19" away: in cover and in firing positions: Furies, especially in these numbers are probably the most notable feature of this army. They're a great fit for this army however. First they have a charge range of 18", but summon from a template placed in contact with a model more than 18" away. However the template is 5" diameter and can be placed in front of the summoning unit. Without scatter this gives them a charge range of 23" measured from the summoning unit. (This number can go either direction with scatter.) Should unfavorable scatter happen they have the movement range to easily find cover if they have no targets within 18". (unlikely) All this means that they can summon easily off of the shooty marines and get the job done. Now for furies and CC: They have above average S and I stats, 3 attacks on the charge (which they rarely don't get), and an invulnerable save. Because they go first, and are inexpensive they can beat some of the scarier CC units on a point for point basis: Berzerkers, Grey Knights ect. However because of the I hit you first nature of their winning they need to match said units point for point and they win quite well, but if they are outnumbered on a point basis they will fail. (16 furies will kill 5.3 MeQ's before they get the chance to strike) Because of this the furies will pair up (or attack with the lord) when going against strong assault units. They will spread out against weak shooty units like guard. (Referee's note - this is indeed a different battle from last round. These particular Night Lords are just unlucky enough to have to face both Siam-Hann lists in the two opening rounds...) |
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| | #2 (permalink) |
| Shadow of shadows ![]() Join Date: Sep 2004 Location: NJ, U.S. Age: 20
Posts: 4,950
Rep Power: 75 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Again my votes going to the Night Lords and not because the Saim Hann list is no fun. On turn one those night lords start by holding the objective and given decent cover they may be able to whether attrition long enough to pull out a win or a draw at the worst. Like the last game these night lords were in, first turns gonna play the biggest part in who wins...
__________________ Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me. "The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar Member of the Fluff Masters Clan |
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| | #3 (permalink) |
| The Love Muffin ![]() Join Date: Apr 2005 Location: I'm startin' the chainsaw and runnin' down the line!!! Age: 25
Posts: 1,771
Rep Power: 58 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | I vote Night Lords. They can infiltrate into the objective and throw all those furies out to slow down Saim-Hann's advancement. Those infiltrating havocs will be become a major pain becaus eof their stealth adept cover saves and 4x missile launchers. |
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| | #4 (permalink) | |
| Senior Member ![]() Join Date: Mar 2005 Age: 31
Posts: 887
Rep Power: 51 ![]() ![]() ![]() ![]() |
This is almost like the last Nightlords vs Saim-Hann battle, you would think these guys are attacking their craftworld or something. Anyway this is nearly the same as the last battle a few differences. First is the mission: Take and hold: the mission I feel here is advantagous to the Night Lords due to the ability to put some of them in cover there in deployment, and make it hard for the eldar to disloge them. Second the Eldar list is lighter on starcannons than the other Saim-Hann list: this I believe gives the Night Lords a fighting chance to win should the eldar go first. (expecially considering the objective.) However I still see the overwelming advantage for Nightlords should they go first. So I think I'm going to vote Night Lords for the win this time around. Quote:
__________________ Votewar MKV 2nd place. . . Back from internet limbo, and glad to be here. | |
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| | #5 (permalink) |
| Senior Member ![]() Join Date: Jan 2006 Location: Monterey, CA Age: 35
Posts: 578
Rep Power: 46 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Night Lords. Between a respectable amount of bolter and plasma fire, infiltration and improved cover saves, the Eldar are going to have a really rough time dislodging these CSM from any building they occupy.
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| | #6 (permalink) |
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,588
Rep Power: 63 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Eldar - they will cut through those MEQs very quickly, nothing can challange the falcon, which can probably take the middle, the marines will be shreaded rather quickly, while the demons will take more time, but cant do much to hurt the eldar. Mind war will be nice for remove plasma guns. Eldar. |
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| | #7 (permalink) |
| LO Zealot ![]() Join Date: May 2005 Location: I'm the all-singing all-dancing crap of this world. I'm the toxic waste by-product of Gods creation.
Posts: 1,334
Rep Power: 50 ![]() ![]() ![]() ![]() | By my count it is 4-1 in favor of the Night Lords.
__________________ "My father is the jailhouse. My father is your system.... I am only what you made me. I am only a reflection of you" -Charles Manson Fluff Masters Clan Leader Super Villians Order of the Shadowy Flame Votewar! Check It Out! |
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