GAME TWO vs Fir Iolarion (Tim_NZ)
Spirit Host with Wraith Seer, 6 Wave Serpents [750]
Spirit Host, 6 Wraithguard + Spirit Seer, 6 Wave Serpents [650]
Spirit Host, 6 Wraithguard + Spirit Seer [350]
4 Falcons, 2 Fire Storms [300]
4 Falcons, 2 Fire Storms [300]
Farseer, 4 Guardians, 3 Heavy Weapons [150]
3 Night Spinners [175]
5 Rangers [125]
4 Rangers [100]
4 Rangers [100]
Watching the Titans bounce forward, shoot and bounce back into cover through the early stages of Turn 1 as they laid down fire on the forward scouting screen was a quandary. Eventually I started, what was the expression, “offering up bait to try and tempt them out of position” like a “sneaky Eldar” (Yeah Right, to quote a well known beer advert in New Zealand).
One trick I discovered during this phase was to hide scouts just over 10 cm inside a wood. That meant the nasty Eldar Warlock supreme commander would have to FF/CC engage the formation or stay outside ZOC range and hence out of Line of Sight and therefore unable to fire. Cool, another dodge for those plucky Rangers.
Anyway once the Titans had moved through all their activations on their left flank I eventually found the Knights, guarding their left flank, within 70 + 5 + 15 = 90 cm range (double with wave serpents, dismount wraithguard and shoot). These guys did some extra damage to break the Knights, another critical hit on that rather unlucky formation.
Note to self: I must get a set of markers that will allow me to position units without moving the originals. I am fairly certain (honest) I did not nudge any of these units beyond their allocated distance in the dismounting shuffle but was aware of how it looked as the wall of firepower deployed. As an aside I really enjoy Lost Battles, which involves no use of a tape measure as compared to DBA for example which has a strong geometric element. Anyway, . .
Since I had conveniently lost the initiative on the first round (having won the Strategy Roll the Titan Warlord directed the Iyanden to move first!) rushing troops forward seemed a good move as I was odds on to win the initiative in turn 2. Following a little more positioning and getting the other mounted Spirit Host forward we duly started the next turn and luck was with the Iyanden.
The second turn began with the now increasingly familiar: double, dismount, shoot, retain, assault, support fire, consolidate, retain, assault again support fire, consolidate and hide. With the Wraith/Spirit Seer giving the 2+ Initiative Spirit Host an extra +1, and also with Farsight cancelling the -1 to retain these were initially on an automatic initiative pass to launch the assaults. Seems a bit like the objections to the Ulthwe?
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=24&t=21944and/or
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=24&t=21985The first target, a Revenant Titan just hiding in the ruins, went on to a draw in the first round of the combat. Despite the subsequent counter charge there was enough firepower to take it down in round 2. Next up was the Phanton Titan a rather tougher beast but the closest Iyanden units were from the force that had consolidated in such a way to ensure that all 12 Wraithguard units, 11 or so Wave Serpents and the assaulting Falcon unit were all still within FF range. The fall of a second titan left me on a “high” as it were but having run the course of a triple activation it was the Titan’s time to run the triple, . . .
So now it was time to take the lumps. I had been careful up to this point to keep my units well spaced out [sic] using the lid to a very old tin of “High Admiral Special Mixture” which happens to hold my dice and is exactly the diameter of the barrage template. Note this was my second aide memoir to engage the enemy more closely, but not too closely.
Too much congestion (necessary to take down the Phantom) left multiple units from two formations under three successive rounds of the dreaded Sonic Lance/Tremor Cannon multiple template barrages. Amongst other things this killed my supreme commander, the Wraith Seer. Oooops, he at least should have been better positioned.
With several activations trimmed from the Titan Horde the final turn was bloody but not quite so damaging. The move back to the centre by the Warlock Titan was still intimidating with multiple firepower/ordinance falling on the remnants of the Wraith Seer’s BTS command. The sole remaining Wave Serpent and Wraithguard passenger broke and retreated to the far corner of the board to hide behind a forest. I dismounted the infantry into the woods (beyond 10 cm from the front edge) to avoid the chance of both dying from a single direct fire shot. However with the deluge of BP weaponry around perhaps it would have been better to stay loaded?
With the Warlock back in the middle and pushed across the centre line of the table there was more room for me to close off some objectives with the remaining Ranger formations. The final turn saw the surviving titans facing off enemy in all directions.
http://sites.google.com/site/epic40k/home/battlereports/180312tourniOoops, the boss died. No problems the final list added in a fourth Spirit Hosts in anticipation of such errors, . . .
In terms of the Living Few rule (if made more restrictive) I’d drop the Guardian formation, reduce the 5 Ranger formation to 4 units and replace with a second Night Spinner formation. That would help keep the artillery viable for longer in the face of serious counter battery fire. And provide a better response to more horde oriented armies. Everybody I encountered on the day had a very armour heavy list and this was undoubtedly the real “secret of my success”.