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[BatRep] Eldar Rules review playtest #7

 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 2:52 am 
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Got in a game with the Eldar Revisions 1.6redux. ?My opponent surprised me with a nasty Titan Legion list!

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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 3:19 am 
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Rules Used

All experimental rules.
Eldar Experimental Rules 1.6 (cut down)

Armies

Biel-Tan Swordwind - 2500 points

Avatar

Wraithgate

Guardian Warhost
1 Farseer
2 Guardians
3 Heavy Weapon Platforms
2 Wraithguard
3 Support Weapon Platforms

Aspect Warhost - (BTS Goal)
6 Warp Spiders
1 Autarch
1 Exarch
2 Swooping Hawks

Aspect Troupe 1
4 Dark Reapers
1 Exarch
2 Wave Serpents

Aspect Troupe 2
4 Swooping Hawks
1 Exarch

Swords of Vaul Troupe 1
3 Fire Prisms
1 Firestorm

Swords of Vaul Troupe 2
4 Falcons
1 Firestorm

Jetbike Troupe
5 Jetbikes
1 Vyper

Ranger Troupe
5 Rangers

Phoenix Bombers
3 Phoenix Bombers

Adeptus Mechanicus Titan Legions - 2500 points

Reaver Titan - (BTS Goal)
Carapace Landing Pad
2x Inferno Cannons
Carapace Multi-lasers
Veteran Princeps

Warhound Pack 1
4x Light Vulcan Mega-Bolters
(That's 16x AP3+/AT5+ shots!)

Warhound Pack 2
4x Light Turbolaser Destructors
(That's 16x AP5+/AT3+ shots!)

Warhound 1
2x Light Inferno Guns

Warhound 2
2x Light Multiple Rocket Launchers

Warhound 3
2x Plasma Blastguns





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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 3:32 am 
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Setup

4x4 table
Biel-Tan chose edge deployment.

Garrisons and Deployment

Both the Aspect Warhost and the Guardian Warhost were kept in reserve via the Wraithgate while Aspect Troupe 2 was kept in reserve for teleport.

Biel-Tan garrisoned the Ranger Troupe on overwatch, in the ruins around the Wraithgate.

Remaining deployment as below:

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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 3:53 am 
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Turn 1

No teleports.

Strategy roll: Biel-Tan

Swords of Vaul 1 goes onto overwatch, popping up to get a bird's-eye view of the battlefield.

The Reaver sustains fire on the Rangers, blasting massive jets of burning liquid into the air, which arc over the intervening terrain and rain down on the Eldar scouts, roasting one of them and placing 3 BMs. ?(Ouch, that Carapace Landing Pad is nasty!)

The Jetbikes seem a little shaken by the rain of fire in the distance and just calm down and regroup instead of doing anything.

Warhound Pack 2 doubles up the centre, towards Swords of Vaul 2 and rakes them with laser fire, shattering 3 Falcons and breaking the formations, which stays hunkered down in the ruins.

The Rangers marshal, moving closer to Warhound Pack 2 and regrouping, removing all their Blast markers.

Warhound Pack 1 doubles through the trees, losing 1DC after stubbing a toe on a tough root, and unloads on the Ranger Troupe, wiping them out. (You may wonder why my opponent put so much effort into wiping out the Rangers, but he realized that their sniper ability meant that, in supporting fire, his Warhounds, most likely with Void Shields stripped, would be saving on only 6+RA against their attacks? I was pleased and annoyed that he'd realized that. ?*laugh* ?I've got to learn some new tricks, my opponents are learning far too fast!)

Aspect Troupe 1 doubles up and places a Blast marker on Warhound Pack 2.

Warhound 2 advance on Aspect Troupe 1, killing 1 Dark Reaper and placing 3 Blast markers.

Warhound 1 follows up on a double, hosing down Aspect Troupe 1 with fire, killing the Exarch and breaking them. ?They flee back deep into Eldar territory.

The Guardian Warhost strides out of the Wraithgate on an advance and strips all 4 Void Shields from Warhound Pack 2.

Warhound 3 marches into the centre of the battlefield to stand by the harried Warhound Pack 2.

The Phoenix Bombs swoop down to ground attack Warhound Pack 2, doing 2DC damage and breaking them with their disrupt attacks. ?The stricken Warhounds fall back.

End of Turn Warhound Pack 2 fails to rally for the AMTL as do Swords of Vaul 2 for the Eldar. ?Swords of Vaul 1 remain popped-up and on overwatch.

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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 4:24 am 
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Turn 2

The Avatar appears in the thick of things.

And the Swooping Hawks swoop down from above, receiving no Blast markers on arrival and place the Reaver in their zone of control.


Strategy roll: Biel-Tan

The Guardian Warhost advances on Warhound 1, stripping its Void Shields and doing 1DC damage.

The Avatar then roars forward to engage the intermingled Warhound 1 and 3, with the support of the Guardian Warhost. ?

The Avatar suffers 1DC damage, while the two Warhounds suffer seven mighty hits? all are negated by Void Shields and saves!

The raging Bloody-Handed God is still too much for the Imperial Titans and they both back off, while the Avatar rumbles forward towards the broken Warhound Pack 2.

The Wraithgate opens again, and the Autarch leads her Aspect Warriors against the intermingled Warhound 2 and broken Warhound Pack 2, with the support of the Avatar. ?The Warp Spiders strip 2 Void Shields and inflict 1DC damage on Warhound 2, and suffer no damage in return, breakind the unbroken Warhound 2 and sending them all packing. ?The Aspect Warriors then jump to the security of the nearby building.


The Reaver advances on the Aspect Warhost and soaks them with flaming gel, killing 1 Swooping Hawk and 1 Warp Spider and placing a total of 4 Blast markers.

Warhound Pack 1 also advances on them, hammering them with Mega-Bolters, killing 2 more Warp Spiders and breaking the Warhost which flees for cover in Eldar territory.

The Windriders hesitate, and then double forward, sweeping up the right flank to take an ineffective shot on Warhound 1.

The Dark Reapers prepare to mount up, but then think better of it, and Aspect Troupe 1 just regroups, removing all their Blast markers.

The Phoenix Bombers make another ground attack, this time against Warhound Pack 1, doing 1DC damage.

The Swords of Vaul 1 drop their overwatch and advance on Warhound Pack 2, dropping 2 Void shields.

Aspect Troupe 2 takes wing and engages the broken Warhound 3, they lose 1 Swooping Hawk, but prevail against the Titan? doing no damage?

End of Turn Warhounds 2 and 3 fail as do Swords of Vaul 2, again! ?And the Avatar goes on His merry way?





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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 4:38 am 
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Turn 3

No teleports.

Strategy roll: Biel-Tan

The Guardian Warhost doubles on Warhound Pack 1, felling 1 Warhound and breaking the pack!

The Windriders start arguing over jump packs vs skimmers, even ignoring the commands of the Autarch, and, finally, just take an ineffective pot shot against Warhound 1.

The Princeps of Warhound 1 excitedly heats up its fuel, then accidentally hits the quick-dump button losing it all and breaks while having a complete freak-out! (I guess that 1BM from the Windriders was worth something after all? keep arguing boys! *laugh*)

The Pheonix Bombers ground attack Warhound Pack 2, stripping off all three remaining Void Shields, but doing no damage at all.

The Reaver moves forward to engage the pesky Swooping Hawks in a firefight? and the winged Eldar warriors jump into close combat with it, scoring an incredible 1DC damage before being crushed into the ground!  (Even though Swooping Hawks have crap CC, the 4 Void Shields of the Reaver, so I had to base it to be effective? when I got the 1DC damage, I was *really* hoping for a crit? *laugh*  We didn't have a single critical hit the entire game!)

Swords of Vaul 1 advances and pops up to fire on Warhound Pack 1, doing 2DC damage to the lead Warhound, breaking the formation, which loses control of the AMTL Blitz.

Aspect Troupe 1 mounts up and marches to the AMTL Blitz objective, piling out of their Wave Serpents to set up a picnic and enjoy the biscuits they've been baking all battle?

End of Turn AMTL 0 (none) vs Biel-Tan 2 (Blitz, TSNP)

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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 9:09 am 
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Hmm, that looks like a real 'United Nations' of a Titan army there Chroma!  :D




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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 9:58 am 
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Interersting choices for support units in the titan list... Having fielded Warhounds singly (for number of activations) and in groups (For resilience) The warhound pairs are VASTLY superior to the independents, IMHO. It's entirely too easy to strip shields and break a single warhound, as I've found. Looks like a fun battle though. An interesting set of choices on the warhounds as well for weapons...


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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 2:38 pm 
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(Hena @ Aug. 24 2006,06:33)
QUOTE
That must have been fun. I was sure that eldar coulnd't manage to win that (considering that both swords didn't do anything in turn 1), but they broke all the warhounds on turns 2 and 3. Pretty good work that. I must say that there was some bad rolling on those rallies on warhounds.


Well, if AMTL had gone first in either Turn 2 or 3, I think the game would've been *quite* different, I had to hammer hammer hammer to break those 16x shots formations!  *laugh*

Well, I made sure I had formations "harassing" all broken Titans, so it was 50/50 that they'd rally, and all would have Blast markers, even if they did rally.

What did the Sword of Vaul 1 do on turn 2? Either I missed it or it's not written there.

Editted in, the Prisms fired on Warhound Pack 2... and dropped 2 Void shields... *laugh*

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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 2:41 pm 
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(Markconz @ Aug. 24 2006,09:09)
QUOTE
Hmm, that looks like a real 'United Nations' of a Titan army there Chroma! ?:D

Yeah, we really had to "counts as" a lot of units... was funny keeping track through the turns as what-was-what, but my opponent had put together a model "key"... *laugh*

I can't believe I only destroyed a single Warhound in all that fighting...

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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 2:54 pm 
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A "Gargantuam" battle and no mistake, all those titans "Stomping" everywhere. (Ok they are awful but I couldn't resist)

Could you detail which 1.6 amendments were actually played, and their effect on the game at that point.
- Obviously SS - but would this have helped SoV2?
- I don't think we saw much H&R firing, so how the the reduced consolidation affect things?
- Opinion on the Aspect Host?
- Opinion on revised Falcon pulse?

Still, a nail biting finish, and good game

Ginger

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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 4:16 pm 
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(Ginger @ Aug. 24 2006,14:54)
QUOTE
A "Gargantuam" battle and no mistake, all those titans "Stomping" everywhere. (Ok they are awful but I couldn't resist)

Well, Titans are the Lords of Battle they say... ;)

Could you detail which 1.6 amendments were actually played, and their effect on the game at that point.
- Obviously SS - but would this have helped SoV2?

The removal of Spirit Stones had, essentially, no effect in this match. ?Either Eldar formations had 1BM, which they removed in the End Phase, or they were rallying from broken, and would've kept at least 1BM. ?As to helping the poor, beat-up Falcons of SoV2, well, they broke first turn, and never rallied, so, there was nothing to help them at all! ?*sigh*

Also means I didn't get to check out the massed "2x" fire of the Falcons, but the Phoenix Bombers' attacks really made me appreciate having a "known" six attacks with their Pulse Lasers instead of a minimum of three. ?I really like the "reliability" the removal of pulse gives, makes the Eldar feel as technologically advanced as they should feel.

- I don't think we saw much H&R firing, so how the the reduced consolidation affect things?
I don't think I did any Hit-and-Run firing, but I certainly used the 15cm follow-up in my engagements, allowing me to use the Avatar "twice" and get my Warp Spiders into cover. ?I have no problem with the reduction to max 15cm consolidation for Hit-and-Run, and that's coming from an Eldar player who, usually, uses a lot of Jetbikes. ?The full move consildation was an incredible force multiplier, combined with a "triple activation" meant I could hammer the hell out of multiple formations before the enemy could do anything, and still get away from them!

Now it's more of a calculated risk and gamble, which is, in my opinion a good thing.

- Opinion on the Aspect Host?
Love them! ?Gives me a chance to use more Aspect Warriors without the huge point sink, as well as gives a change to use Swooping Hawks without the almost sure thing of getting a Blast marker teleporting in with eight units!

I like having little action groups of Aspect Warriors supplementing the Warhosts.

- Opinion on revised Falcon pulse?
Never got a chance to try them out, but I loved the new pulse on the Bombers, and I'll try and field more Falcons in my next army list.

Still, a nail biting finish, and good game
It was tonnes of fun, and to think I nearly capitulated in as soon as I saw my opponent's army list! ?*laugh* ?I'll stand by the belief that if he'd gone first in Turn 2, things would've been horrible for the Eldar...

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 Post subject: [BatRep] Eldar Rules review playtest #7
PostPosted: Thu Aug 24, 2006 10:47 pm 
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An impressive victory Chroma, must have been a fun battle, the "argument" of the jetbikes gets nominated for funny phrase of the month too!  :D

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