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4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines

 Post subject: 4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines
PostPosted: Mon Nov 16, 2015 12:12 am 
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Taking the new list for a spin against the Italian Scout Marine Army combo. See here:
http://hordesofthings.blogspot.co.nz/20 ... an-vs.html

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 Post subject: Re: 4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines
PostPosted: Mon Nov 16, 2015 11:04 am 
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Swiss rather than Italian ;)

Your eldar are fantastic Markconz! And Andrew's marines are pretty sweet too, I think the scout horde is a good matchup against titan lists though as they can out-activate and gang-up at will, however they are going to struggle to kill stuff, even when they pull off combined engagements...

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 Post subject: Re: 4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines
PostPosted: Mon Nov 16, 2015 6:21 pm 
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Cracking report, many thanks.
Do you have any views on either list, and what changes if any that you might make for a refight?


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 Post subject: Re: 4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines
PostPosted: Mon Nov 16, 2015 6:45 pm 
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Certainly struggled to kill stuff. Even the Guardians, admittedly with their Wave Serpents and in a forest.

Should have tried to hid troops just a little more. But thought the risk of setting up a supported combined assault on the Eldar Warlock for turn two, having lost the initiative in the first turn was worth it. Perhaps a slight over commitment? Probably did not need to put the second Eldar T&H objective so far out on the lazy flank.

I did try to push screening troops forward to try and contain the Eldar. Perhaps I should have given them more space to let Mark spread out a little. My experience fighting him however is that Mark will maintain an interconnected mutually supportive battleline, . . . must try to exploit that tendency another time, . . .

Anyway the GEV-PC Battalion survivors have been drafted into a formation to try and relieved the Eldar threat. I think I only had 15 units functional at the end, out of an original total of 86, . . .

OK, just seen Ginger's message. Above are tactical changes. View of the Eldar force composition.

Well the titans are a real challenge to an army with lots of AP firepower and relatively high NOT reinforced armour. But I was emotionally OK with the low survivability of the OGRE/GEV infantry on a nuclear battlefield. The Eldar titans typically "nuc-ed" a formation every time they activated. Sometimes some survivors got away and rallied.

The heavy TK presence in the Eldar force led me to be very cautious with the Warlord. Perhaps I should have trusted the toughness of the OGRE and tried to draw more fire, . . .
The large amount of MW firepower in the Eldar force leaves them rather less vulnerable to the match up meta of meeting an all tank or all infantry army. Especially the higher armour infantry types, although with MWs ignoring cover saves I'd say they are also good against terrain hugging infantry.
If Mark had had more lower cost filler formations, as compared to mechanized Guardians, then it would have been easier trim them out. So his very low activation count would not have been a lot improved by have and slightly higher low activation count.
There is a very solid AA bubble in that titan force.

Force composition changes for the "scouty marines". Well the OGRE game fluff is lots of infantry and conventional forces desperately holding out against monsters (aka Eldar Titans here). I think some more AT capable ground units might be useful. Thinking of Land Raiders with the Devestators, say. Or a couple of Predator formations (counts as GEVs). I do not yet have any AA oriented GEVs built yet (so just used the eventual Whirlwind - Missile Tank - models) since the OGRE fluff has no airpower. Everything is shot down pretty instantly due to super AA lasers, . . . rather reminiscent of our game where Mark's titans shot down all of the fighters.
Anyhow I'd be taking some Whirlwinds next time to give some longer range indirect firepower without risking squishy infantry.

After a long time fighting with Tau I'm rather partial to an out-activating style of play. I also need to get myself back into an engagement oriented approach to battle. Setup, timing, better awareness of advantages. For example the Warlord in the last turn could have assaulted the Phantom, +2 for no blast markers and twice as many on the opposition, and +1 for outnumber. Instead I did the typical Tau thing, set up a crossfire to try and shoot it down, ooops.


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 Post subject: Re: 4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines
PostPosted: Tue Nov 17, 2015 6:41 am 
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thanks for a great report!

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 Post subject: Re: 4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines
PostPosted: Tue Nov 17, 2015 9:39 am 
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Markconz, That was a really great report, a beautiful Eldar force and I appreciate the game with the new list and the feedback so far. thank you!

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 Post subject: Re: 4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines
PostPosted: Wed Nov 18, 2015 2:21 am 
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Cheers all! I guess one thought would be to agree with Andrew above, that having more (but hence weaker) activations might just mean they were quickly trimmed away leaving me no better off. The Guardian Wave Serpent combos are pretty durable formations, provided (as with all eldar), you are not too cavalier with them, and not sure things would have been better with more AV/WE as I had originally intended.

Need to play more games with the Fir Iolarion list to form more of an opinion on it I think.

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 Post subject: Re: 4K: Fir Iolarion Titan Clan 4.2.1 vs Codex Marines
PostPosted: Sat Nov 21, 2015 9:43 pm 
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Pure joy, the batrep. As usual :)

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