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40K VWMkIII - Round #1, Battle #1 - Eldar versus Blood Angels

1159 Views 12 Replies 12 Participants Last post by  TheWamp
Please see [url=http://www.librarium-online.com/forums/t57616-40k-votewar-mkiii-info-thread.html]this thread[/URL] 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 - Seek and Destroy


The Tempest of Blades
Eldar



HQ - 124 points
Farseer: (Join with scorpions)
Close Combat Weapon and Shuriken Pistol; Fortune

Farseer: (Join with scorpions)
Close Combat Weapon and Shuriken Pistol; Fortune

Elites - 195 points
Vyper:
Starcannon

Vyper:
Starcannon

Vyper:
Starcannon

Troops - 1050 points
Striking Scorpions squad – Eight (8) men
Exarch: Scorpion's Claw
Wave Serpent:Twin-linked Brightlances, Spirit Stones

Striking Scorpions squad – Eight (8) men
Exarch: Scorpion's Claw
Wave Serpent:Twin-linked Brightlances, Spirit Stones

Howling Banshees squad – Nine (9) men.
Exarch: Executioner
Wave Serpen: Twin-linked Brightlances

Warp Spiders – Six (6) men.

Heavy Support - 480 points
Falcon:
Starcannon, Holo-field, Spirit Stones

Falcon:
Starcannon, Holo-field, Spirit Stones

War Walker:
Two (2) Starcannons

Tactics:
As much as possible starts behind cover. Then, on turn 1, the wave serpent move right up next to the enemy, while the rest of the army takes out the more dangerous portions of the enemy's army. The turn after that, 1 wave serpent is probably down, and the other two squads charge, causing havoc and killing while the fire support kills as much as possible.

Vs mounted armies, this army might need to sit back and shoot down their tanks for a turn before closing in.

Vs armies that can beat this in cc (not many), this army will instead play cat and mouse. Given the incredible meneuverability, this army can avoid them, shooting the whole time. Of course, in this case the war walker will die, but that's all right, really.

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Flesh Tearers - 2nd Company under the command of Chaplain Megacles
Blood Angels Space Marines
Headquarters – 275 points
Master of Sanctity Chaplain Megacles – Automatically leads Death Company squad.​
Thunder hammer; Terminator Honours; Jump Pack; Frag Grenades​
D3+3 Death company​
Elites – 486 points
Terminator Assault Squad Harmodius – Six (6) men​
Three (3) armed with Thunder Hammer and Storm Shield​
Three (3) armed with Pair of Lightning Claws.​
Dreadnought “Crushinator”:​
Extra Armour; Smoke Launchers; Assault Cannon; DCCW​
Dreadnought “Harvester”:​
Extra Armour; Smoke Launchers; Assault Cannon; DCCW; Venerable​
Troops – 764 points
Tactical Squad Alpha – Eight (8) men​
Six (6) armed with Bolters​
One (1) armed with Meltagun​
Sergeant: Power Fist and Bolt Pistol, Terminator Honours​
Tactical Squad Beta – Eight (8) men​
Six (6) armed with Bolters​
One (1) armed with Meltagun​
Sergeant: Power Fist and Bolt Pistol, Terminator Honours​
Tactical Squad Gamma – Eight (8) men​
Six (6) armed with Bolters​
One (1) armed with Meltagun​
Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Frag Grenades​
Tactical Squad Delta – Eight (8) men​
Six (6) armed with Bolters​
One (1) armed with Meltagun​
Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Frag Grenades​
Scout Squad Epsilon – Eight (8) men​
Seven (7) armed with Bolt Pistol and CCW​
Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Teleport Homer; Frag Grenades​
Fast attack – 160 points
Land Speeder Squadron “Shredder” – One (1) Land Speeder​
One (1) armed with Heavy Bolter and Assault Cannon​
Land Speeder Squadron “Harpy” – One (1) Land Speeder​
One (1) armed with Heavy Bolter and Assault Cannon​
Heavy Support – 163 points
Vindicator “Inferno”​
Demolisher Cannon; Storm Bolter; Extra Armour; Power of the Machine Spirit; Smoke Launchers​
Notes:​
All non-vehicle models automatically have furious charge​
All Death Company models have Jump Packs.​
Tactics:​
Well, obviously tactics will change drastically depending on the amount of death company I get, but I’m expecting to get around seven or more death company, and I will put at least one sergeant in there to get a power fist or power weapon depending on which one suits the situation the best. The scouts will infiltrate close to the enemy, and hunker down in cover from the enemy. They’ll use their homer to draw the terminators down close, before diving forward from cover to tie up the units that could threaten the terminators – 21 strength 5 initiative 5 attacks plus 4 power weapon attacks with the same strength and initiative should do a fair amount of damage to anything that could threaten the terminators, and then they can consolidate into another unit and maybe tie that up. The terminators should hopefully be able to take some damage and then take out almost anything they run into. The death company and the chaplain will of course be another distraction to stop enemies totally annihilating the terminators when they come in, and the steamroller of the basic troops and sheer weight of meltaguns will lay the hurt down on anything with the help of blood rage. As for the dreadnoughts and the vindicator, they will lay down covering fire, the dreadnoughts advancing at the same time, taking out vehicles and heavy infantry. The LSTs will also deep strike down at some point and lay down some incredibly heavy cover fire which, when combined with the dreadnoughts, will result in a withering hail of assault cannon fire which can kill vehicles and infantry. The weapons being so versatile means they can turn their hands to either killing vehicles or infantry, and the sheer combat ability of everything means that they will be able to run up shooting and then charge to deliver the final deathblow.​
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i vote eldar

-there is nothing in the BA army with long range shooting, so the eldar can just sit back and take out the terminators, tanks and death company as they advance across the board, then they can charge and swipe throught the troops.
I vote Eldar

They have the ability to destroy the DA dreads, terminators, death company and speeders VERY quickly, and from there they can just stall a bit, shooting the crud out of the DA and then sweep them in close combat.
I vote Eldar

They can keep all their troops deployed in skimmers, making the death company/assault termies nigh useless.
They have 7 star cannons.
They can move 12 inches/turn with most of their units, with a 12 inch range advantage on the Blood Angels.
Basically, Eldar win by outshooting.
Eldar

Cat and mouse. Almost too easy.
Eldar.

Starcannons = turkey shoot.

'Nuff said.
Eldar

The BA have a trully pathetic amount of anti-WaveS firpower. Scorpions and Banshees are going to get the chrge in and cut BA to shreds with thier higher Initiative/Power weapons.

7 Highly mobile starcannon and some Bright Lances will nerf the DCompany. As well as pulse lances.
Eldar

The BA will be torn up before being charged. Their weakened squads cannot stand up to the eldar in cc. Simply too many starcannons for the BA to deal with effectively.
Eldar.

The eldar can play to their manuverability and range, keeping themselves away from the enemy until the death company has been dealt with and the remainder of the army has been weakened. The Land speeders can deal with a wave serpent on the turn they arrive, but that leaves the other to deploy it's pay load and charge, denying the enemy their assault.
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Man eldar own vote war.
I just wanna remind everyone...the terminators and the LSTs are deep striking, as are the death company (if they can, never sure on the rules for that). So everyone saying it's going to be a turkey shoot as everything advances up the board needs to bear in mind that not everything is going to be walking up the board - the real meat will be appearing behind the enemy.

LoC
Unfortunately when you DS you can't assault that turn leading to more units getting shot up.

The BAs advantage is in hth, and it would be very difficult here to bring this Eldar list to bay. I think if the Eldar are smart they will never even deploy from their wave serpents as that would simple give the BAs something to charge. If all the eldar stay safe in their vehicles and just move and shoot, it would be both annoying and dangerous for the BAs.

I'm going to have to go with the Eldar for the mission due to very mobile firepower versus a not extremely mobile (for the majority) BA list.

Fluffwise I vote BA because that player took units that frankly are almost a waste of points, but which are very BA fluffy. Ie: Terminators which might end up in the Death Company and which are tooled up for hth which under the new assualt cannon rules is again not as useful. But very fluffy.
ForgedInTheFurnaceOfWar said:
Man eldar own vote war.
Tau killed them last one... Tau, Orks and DE
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