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So this Saturday a friend and I drove an hour to go play a few games of Warhammer 40k. About 10 people showed up for the games, and it was a lot of fun playing against some new people. All told I got to play two games.
6 Jetbikes with 2 Shuriken Cannons
8 Dire Avengers
5 Harlequins, 4 with Kisses and one Shadowseer
3 War Walkers, 2 with dual Scatter Lasers, one with dual EMLs
The first game was against Space Marines. He had two squads of marines, a Rhino transport, a scout squad and a nasty terminator squad. I had two squads of Pathfinders, a squad of Harlequins, a squad of Dire Avengers with my Doomseer, a squad of War Walkers and a squad of jetbikes. It was a great game with a lot of close combat. His scouts attacked my avengers on the first turn and locked them up for a few turns. I was able to kill them off before his terminators deep struck in, but they still didnít end up scattering. My Pathfinders were able to immobilize his Rhino on the first turn because he messed up his movement and I was able to see the front corner and got some lucky rolls. The Walkers didnít do much, since the missile launcher couldnít hit the broadside of a barn, and they got destroyed mostly before they got in range of his more open units. His Terminators with claws and hammers decimated my Harlequins and Avengers, but the Doomseer was able to kill one with his pistol. He couldnít kill my Pathfinders hiding in my tower, so he decided to assault the tower and managed to destroy it. The Pathfinders jumped to safety, and were able to kill a few Terminator and get them to run away, but not far enough. So they were still contesting my objective and I didnít quite get close enough to his, so it ended up as a win in his favor. It was a great game with some very memorable moments.
The second game was against my friend, and he ended up borrowing a space marine army from another guy for the game. This army wasnít quite as tricked out and contained 2 marine squads, a squad of assault marines, a squad of terminators and two dreadnoughts. There was a bit more cover in this one, which worked to my advantage. My Pathfinders were deep in the trees and were nigh impossible to kill, and my Walkers were able to get much better shots on his marines. The missile launchers were again horrible inaccurate, but the rest of the shots were too much for him to handle and the Space Marines just couldnít handle it. At the end of turn 5, he had a terminator, an assault marine, 4 space marines and his two dreadnoughts left on the table. I had only lost 4 harlequins, 2 pathfinders and a few jetbikes. Itís also important to note that his assault marines were having a tough time with jumping into the trees and dying to dangerous terrain tests. He lost two out of the six that way.
Great job with the battle report here
> Rep to you
"War is my master; Death my mistress"
well, it sounds like u had fun, and for the most part, thats what this game is all about; getting together with peers and doin some gaming while chit-chattin it up. however, we also like to win too, which it seems like you had a really close game that first time, with a nice clean up on the second game. your list seems pretty full for 900 points, but, as i have said all over this board, i would ditch the harliquins. you found out just how frail they are first hand with the termies. when playing a MEQ (marine equivelent) army, you always need to be on the lookout for 3 things: dreadnoughts, termies, assault marines. i hate dreadnoughts with a passion, that only rivals my hatred for all things space marine. whenever i play against a dread, it always seems like the emporer is in the damn thing, and i can't even scratch the surface of it. HOWEVER, it was good forthought to put EMLs on a walker, as their versatility can be extremely useful. u did run into their bad bs tho, and understandably it happens to all of us. were u using doom with the walkers? or were u using it elsewhere? i think that sticking with the walkers, the doomseer would have helped a lot, because yeah, its hard to first off get the hits with the low bs, but being able to reroll the wounds makes up for it a little bit. perhaps in future games, you might do better with a guideseer to take with your war walkers, that way, you get more of those vital hits. also, what were the primary uses of the walkers? were u trying to shoot the dreadnoughts? or were you going troop hunting? i think that you might have been better off going troop hunting with them, BECAUSE of the EMLs. getting as much use outta that small blast template as possible first, and then cleaning up with the scatter lasers. anyways, these are just some questions, and things for you to think about. feel free to post the answers to my questions, and i will try to help you identify possible areas to improve upon (not like im the end all of eldar, but i have played many many games with them).
War is my master; Death my mistress.
I was mostly using Doom with the Avengers (when I remembered :-\). The Walkers got the bonus occasionally, and I definitely plan to throw guide and spirit stones onto the Farseer if I play a larger point army. For the most part, the EMLs just weren't hitting, so Doom wouldn't have helped much.
The walkers were there against the troops. I did shoot at the dreadnaughts once, but it was pretty meaningless, and they weren't much of a threat that game, so I just ignored them after that.
The Harlequins were alright. The first game they really didn't do much against the Termies. The second game they were much more impressive, but still not great. I'm thinking of taking them out for Scorpions at some point, or maybe just a Serpent with some Fire Dragons once I go to 1000pts.
well, i had written a long drawn out way to get to 1000 pts, but i accidentally hit my "home" button and lost the post, so now im just going to drop the list, and let u figure it out. haha.
5 x pathfinders
7 x DA
7 x DA
6 x jetbike
2 x cannon
3 x walkers
2 x 2 statter lasers
1 x 2 EML
3 x spirit stones (trust me, necessary)
2 x fire prizm
total - 998
well, there it is. i bet you that if ppl saw you bring all this in a 1000 point game, they would cry. u have 3 vehicles capable of dishing out either vehicular destruction, or massive troop destruction by templates. add onto that the 2 scatter laser walkers with their 16 shots per round and u have a hoard army officially held at bay. also, u have FOUR troop choices!!! 2 footsloggers, 1 camper and 1 ultra-mobile!! jetbikes are awesome troop choices if u have the room for them, for a few reasons. they can get a cannon, which has 3 str 6 shots. they can move 6 in. regardless in the assault phase, and they can swoop in last turn on an objective to either contend or occupy. with 6, they have some staying power, and with all the other deadly units on the board, the bikes will be your opponents last concern, until the end of turn 4, when they are running up the side of the table towards his objective that is being held by a devastated band of troops. hope u like the idea.
War is my master; Death my mistress.
Thanks for the input.
I don't think I'll go with the Prisms right away, aw I don't have any and I probably won't be able to get any real soon. I was looking and I think I'll probably end up dropping the Harlies, and adding in a squad of Fire Dragons and a Wave Serpent. And then adding in another DA and an Exarch with 2 guns.
As for your comment on Spirit Stones on the walkers, why exactly do you say that they're necessary? If the walkers are in a squad, a Stunned result automatically gets downgraded to a Shaken result, so the Stones are pretty meaningless until you get down to only 1 walker left.
OOOOOOOOO. my mistake. i read it as the other way around. my bad. i just found out about the whole immobilized result and squadron thing over the weekend, and i was soooooo f'n pissed off about it, that i read it as all shaken results count as stunned. sorry for the mixup there. are u located in the US? if you are, i have a friend who runs an internet business that sells GW stuff. his prices are rock bottom and he is very reliable. check him out at www.gorillatactics.org
i just got two prizms from him for under 75 total (i think it was 67 bucks after tax, don't quote me tho), and i know he carries all types of eldar stuff and a lot of other really great products that are not GW.
War is my master; Death my mistress.
@Dahli: Good catch on the squadron rules. I wasn't sure from your list if you were running 3 separate walkers, or a unit of 3.
If you're running into a lot of Marine armies, I'd suggest Banshees in a Wave Serpent. Nothing SM hate more than a squad of power-weapon wielding CC specialists. WS would get them into the action faster, and if they're killed off, it can zip around picking up other units if need be, or contest an objective.
Poor SM players, used to S4 T4 3+ saves that forget 40K is a sophisticated Rock-Paper-Scissors game and all they have is a pocket full of rocks.