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Mymeara vs Salamanders http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=27246 |
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Author: | Andrew_NZ [ Wed Apr 16, 2014 11:49 am ] |
Post subject: | Mymeara vs Salamanders |
Finally managed to meet up with Glyn G for some Epic in the Antipodes. Decided to try out the Mymeara list, and perhaps contribute a little to play testing. Standard tournament, 3000 points, area terrain blocking line of sight, including low elevation contour hills. Take and Hold objectives measured from centres and Blitz from a point on baseline. Having only ever deployed War Walkers on one previous occasion, and their one formation of six died quickly and fruitlessly, I thought it would be interesting to try them out in greater numbers. Yes, I decided to spam them in formations of 3 War Walker units that are currently an option in the list. Other aspects of the list that attract me are the Warp Hunters (MW goodness) and cheap Mechanized Guardians (3 Wave Serpents, Farseer, 5 Guardians for 275 points). Mymeara 1.06, army list available at: Craftworld Mymeara (Eldar Tank List) Farseer + Autarch, 5 Guardians, 3 Wave Serpents [BTS, 325] Farseer, 5 Guardians, 3 Wave Serpents [275] Farseer, 5 Guardians, 3 Wave Serpents [275] 4 Warp Hunters, 2 Firestorms [300] 4 Warp Hunters, 2 Firestorms [300] 2 Lynxs with Pulse Lasers [275] 2 Wraithgates [50] 6 War Walkers [200] 6 War Walkers [200] 3 War Walkers [100] 3 War Walkers [100] 3 War Walkers [100] 3 War Walkers [100] 3 War Walkers [100] 3 War Walkers [100] 3 War Walkers [100] 3 War Walkers [100] Glyn used an armoured Salamander force with an Epic spearhead of Salamander Terminators in Land Raiders. I think it is similar to the list he posted at: 3K Salamanders List? GlynG wrote: I've only played with the Salamanders list once and ran it this way: Term, 4 LR Redeemer, Librarian 700 Land Speeders 200 Assault, Redeemer 225 Scouts 150 Scouts 150 Scouts 150 Thunderbolts 175 Pred Annihilators, Hunter 325 Dev, Sal Dev, Las Razorback 375 Pred Annihilators, Hunter 325 Vindicator 225 It was a fun list and I want to try it again some time. Opening view of the battlefield. Taken with the camera on my laptop so a very substandard eye-in-the-sky. ![]() My blitz foolishly placed in the terrain (me with tanks and light vehicles and Salamanders with a major in ignore cover) around the ruins. Take and holds flanking the milk-bottle top Tau City, more than 15 cm away but within range of an infantry stand partially in the terrain. Salamander blitz in the hills on far left of the field, and take and holds in the two centre line woods on the left. I replaced both of them with wraith gates to take the war to the enemy. Mymeara forces set up spread across the width of the table but weighted to right. There are war walkers screening everything with one 6 and three 3 strong units in the webway. Salamanders with an even stronger setup on their right flank (left of photo), with increasingly heavy forces deployed from the city to the “toaster” flank. I do have a few unpainted egg capsule war walkers but went crazy repositioning and painting plastic Wraithlords (who would ever use 30? Even Iyanden!!) so they are standing [sic] in as war walkers. Here seen screening my Tempest, count as Lynx warengines. ![]() An early assault by the Salamander Annihilators on the kitchen flank ![]() Ran into over-watch fire from 6 war walkers screening the wraithgate, an old stone circle in the woods. One broken Predator limped back to their blitz. The SM scouts were too concerned by this to come forward (failed initiative). ![]() The Salamander spearhead did respond and blasted the formation apart. ![]() Another 3 strong warwalker formation emerged from the webway, kept back from the wall of armour, did its thing but got shifted on by the second scout unit on that flank. ![]() Remarkably there were survivors from both these engagements. These “broken” remnants courageously moved forward through the Salamander lines to locate and disrupt the second line. They also often required an extra SM activation to shift. The might of the Salamander army continued to drive towards the pair of wraith gates. Devastators and the second Annihilators join the party. ![]() Given there were only three 3 strong war walker formations left in the web this seemed a very large commitment of force to try and shut down the gates. Not an unreasonable force to try and secure the two T&H objectives, perhaps. Interestingly I discovered the tactic of sitting scout war walkers in the woods 4 cm back from the objectives to stop normal units putting the wraith gates in ZOC (without the need to assault). This tended to keep the gates open and chewed up extra Salamander activations. At this point my wife deployed a significantly more capable camera into orbit over the battle field. The focus of combat moved to the river flank. Since I did not have any bridges at home we agreed that it could be forded by vehicles, although as it transpired only skimmers were operating on the Eastern flank. Foolishly I moved my screening war walkers towards the objectives when they broke and this left a hole for the Salamander Landspeeders to fly through. Glyn did do a good job of opening a hole with Scouts, Assault Marines and Thunderbolts. ![]() Thankfully the eventual Land Speeder attack on the HQ Mechanized Guardians only took out one vehicle and its passengers, not the Farseer+Autarch. Thank goodness for the reinforced armour save on the Wave Serpents. Yes, I almost certainly should have deployed them out of the vehicle, but with them loaded they were just within assault range of the scouts garrisoned in the city. Stupid to have moved their screen. But use em or lose em. ![]() The Warp Hunters and their supporting Fire Storms killed 4 Land Speeders in response; ![]() The remaining "broken" Land Speeder fled behind the city. ![]() In later turns the HQ Mech Inf spent their time fruitlessly trying to kill off this lone Land Speeder (which kept rallying) as the Autarch drove on towards the SM Blitz on the other flank. ![]() Undaunted by covering Imperial Navy airpower ![]() And “hilly” terrain ![]() But in the meantime (back to turn 1) the HQ Mech Inf marshaled forward to set up supporting fire positions to clear the scouts. ![]() The eventual assault wiped out the scouts. You can see the “hole” in the end of turn shot. ![]() And with the end of turn one we took a break for soup, the kitchen flank being hotly contested. And your correspondent will also now take a break for sleep. More later. |
Author: | caregadras [ Wed Apr 16, 2014 6:10 pm ] |
Post subject: | Re: Mymeara vs Salamanders |
I like it. Unusual battle layout but funny. Thanks for post it. |
Author: | Andrew_NZ [ Wed Apr 16, 2014 8:58 pm ] |
Post subject: | Re: Mymeara vs Salamanders |
Turn 2 With the start of turn two the Lynx Troupe moved through the Salamander lines, turned and poured fire into the Assault Marines. ![]() And broke them. Notice Glyn’s overall strategic plan here. Attack on both flanks: The big boys spearhead on the Salamander’s right also acts as a shield for the Blitz, While broken formations from the lighter left and centre fall back and block the path of the main Eldar thrust towards Blitz (it was a long way across the width of the table so plenty of blocking positions). Also space marines rally relatively easily. ![]() My plan was to build up a supported assault on the Vindicators but in the meantime they bulldoze their way through the central woods (‘walkers’) and take the Eldar armour in the flank. ![]() A formation of 3 war walkers prove their tenacity by failing their initiative roll to sustain, shoot anyway, kill several Predator Annihilators and break the formation; Heroes All. You can see the broken armour in the distance, . . . while war walkers screen the gate. ![]() A space marine scout formation assaults war walkers and takes up camp on the wraith gate in the far woods. While the Terminators Land Raiders adopt a conger line to contest the second wraith gate, win the assault against a formation of 3 war walkers. But a plucky war walker from another formation in the close woods continues to keep the gate clear with it’s 10 cm scout zone of control. ![]() A formation of 3 war walkers charged out of the webway straight into base-to-base contact with the scouts on wraith gate. And then win the assault, those purple walkers with the runes on the heads are tough heroes. Good dice rolling on the armour saves comes eventually with when you have lots of formations in action. At least that is my reasoning. ![]() On their consolidation move one war walker pushes forward to keep the enemy under recon pressure; within 30 cm to help keep the distant enemy armour from rallying. ![]() An aerial drone view from the far end of the table at the end of Turn 2. ![]() And a satellite image of the battlefield. Note the poorly used Mechanized Guardians in left rear of the Eldar lines. A lack of friends to support their operations meant I was reluctant to commit them to an assault in the first two turns. ![]() Turn 3 The lone Predator doubles forward (in left of photo) but fails to kill war walker in the open. The Devastators to their right failed to activate but managed to get rid of most of their blast markers. See also the terminators spreading out to hold the two wraith gate objectives. ![]() The Eldar counter strike develops with the four remaining Warp Hunters moving up to close range. ![]() And managing to put a dent in the conger line dance of the Land Raiders. ![]() Forward come the Guardians who win the assault, with support fire, and consolidate forward to try and set up an assault from war walkers to try and break the Terminators (BTS). ![]() I let the war walkers get too close to the Devastators but in reality the Terminator armour proves too tough and luck returns to average for the war walkers combat dice rolling. ![]() Somewhat earlier and in the central part of the battlefield the Salamander Scouts marched through gaps in the Eldar line to take the Blitz objective. ![]() The local armour turn, wipe out their transport, kill several scouts and break the formation. They also deploy in an attempt to block any further enemy from breaking through. ![]() A final shot of the battlefield, this time from high behind the Salamander lines. ![]() The chocolate on the left signify the gold of two take and hold objectives in Eldar hands. Note the recovered Salamander armour sitting well back, bottom right, contesting Blitz. The more central Eldar wraith gate is contested. The other gate in the woods on the middle right are occupied by the broken Terminators, so are ‘held’ by the lingering war walkers. Broken space marine scouts continue to mill about near Eldar blitz, top left. It being late we decided to call the game, with the Eldar 1–nil up. But likely able to push forward for a win in a hypothetical turn four. At least that was the view of the Eldar commander. I really must start to focus on victory conditions earlier, . . . a frequent after action thought. |
Author: | Andrew_NZ [ Wed Apr 16, 2014 9:07 pm ] |
Post subject: | Re: Mymeara vs Salamanders |
My general thoughts on the Mymeara list can be found in the NetEA Mymeara thread |
Author: | Commander Sims [ Wed Apr 16, 2014 9:16 pm ] |
Post subject: | Re: Mymeara vs Salamanders |
Great report! Happy to see Salamanders operating, even if they lost out. |
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