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[BatRep] Elysian 2.1.2

 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Sun May 27, 2007 6:04 am 
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Elysian 2.1.2 vs Eldar 3000pts

Using Experimental Overwatch rules, Experimental LOS skimmer rules

Lists.

Reg HQ with Valkyres
Drop Troops with Valkyres
Storm Troopers with Valkyres
Storm Troopers with Valkyres
Vultures
Vultures
Drop Sentinals
Support Sentinals
Destroyers
Lightnings

Eldar

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Guardian Warhost w 3 Wraithguard, 3 Heavy
Aspect Warriors (scorpians)
Aspect Warriors (Spiders)
6 War Walkers
6 War Walkers
4 Falcons 1 Firestorm
4 Falcons 1 Firestorm
3 Nightwings
4 Jetbikes 2 Vypers
4 Jetbikes 2 Vypers
4 Jetbikes 2 Vypers
4 Jetbikes 2 Vypers

This photo is just into turn one after Kim had moved her first two formation foward but roughly shows deployment. ?Kim spread out with 2 Windrider hosts on each flank and the guardians and Falcons in the centre. ?She deployed both aspect warhosts on the far flank.



The warwalkers formed a line accross the table garrisoning.

I put the sentinals on garrison, vultures in the middle of the table and spread out the drop trooper and storm trooper formations along my table edge.

Turn 1

Eldar ?- Striking scorpians and Warp spiders march up behind the line of war walkers.

Guard - Lightnings scrambled on CAP

E - Falcons fail activation

G - Vultures shoot unactivated falcons 8 hits killing all of them.

E - ?War walkers advance to shoot at the poped up Vultures, drop sentinals on overwatch take a shot at them doing nothing. ?The war walkers shot down three vultures and the rest fled of the bourd. ?(unfortuntately the eldar were unable to reach the other squad of unactivated vultures or any of the valkyres as they couldnt get forward with my wall of sentinals.

G - My other unit of Vultures launched their missile salvo at the remaining Falcon squadron killing them all. ?Pressing the advantage now that no AA remained I followed up with my Marauders destroying one of the Jet bike formations.

E - The nightwings attempted to intercept the Marauders but lost two birds before they could release their payload with the Lightnings flying to defend the Marauders and the marauders adding their own flack fire.

G - My suport sentianls shot at the unactivated war walkers but failed to cause any damage.

E - One squad of Jetbikes moved up the far flank, trying to get around the sentinal wall

G - The Drop troop formation advanced unleasing the multiple rocket pods on the JB formation despite only killing one a large number of disrupt hits were scored and the three BMs just for being shot at with so mighty a barrage sent the Eldar scurrying away back towards their base.

E - The guardians moved forward into the cover of the ruins.

G - Moving forward another formation of valkyres I unleashed their multiple rocket pots on the war walkers, also clipping the Striking scropians with the barrage, again this potent disrupt weapon caused a unit to break despite only one casualty all up (which was with the heavy bolters).

E - Another unit of JB marched up to try and get in possition

G - Advancing with another unit of Valkyres (4) I unleashed their deadly volly at the striking scorpians catching the broken warwalker unit in the barrage (thus killing two automatically due to BMs). ?The striking scorpians already having been hit by a previous 10BP barrage had had enought and broke.

E - Jetbikes double up on near flank and shoot the support sentinals failing to cause a kill

G - Another unit of valkyres moved forward letting rip with there barrage this time hitting both the broken striking scorpians (killing three) and warp spiders (which was BtS objective as had Autach).

End of Turn, ?the eldar regrouped one formation of jetbikes but pretty much everything else stayed broken.

G - Marauders flew in and shot at the Warp Spiders killing two (including the Autach and causing a huge split in the spread out scout formation). ?Retaining I failed an action test with my Valkyres, shooting with a -1 was all I needed anyway as the Warp Spiders were 1 away from breaking, after a further warp spider was killed the gap in the unit was so large that a further 2 warp spiders were lost when the fleeing unit couldn't get back together.

E - Walkers sustained fire at popped up valkyres killing one (can't remember what you are supposed to do in this situation but we just assumed that the two units of storm troopers inside would be dead since it was so high up and applied 4 blast markers, 3 kills and 1 for being shot at).

G - Vultures moved toward the near flank to defend the sentinals wall from the eldar jet bikes, only three were in range but still managed to kill two bike stands.

E - Nightwings needing 5 actually comes on and trys an intercept attack at the Marrauders but failed to hit (despite us using the experimental AA rules +1 to hit on intercept and cap)

G - My lightnings flew over and shot a jet bike down, following up on the vultures work. ?The Jetbikes fled, leaving my sentinal wall safe.

E - Guardians go onto overwatch

G - Valkyres shoot broken WS hitting three times but all saved (one dies due to BM)

E - One of the jetbike units tried to shoot some Unactivated popped up Valkyres down but failed to hit.

G - The storm troopers doubled up, dismounted and killed the remaining Warp Spiders (BtS)

I then marched the drop sentinals up to advance my line of inpassability.

Turn three to come later gotta go game. :)





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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Sun May 27, 2007 10:45 am 
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Turn 3

E Marshal Jetbikes and hide

G Marauder bombs unactivated bikes, killing 2

E Fail to activated war walkers

G Suport sentinals fire on Jet Bikes and break them leaving

E Guardians move back to deffend blitzkreig.

G DT Assault JB killing all of them

G Vultures shoot war walkers

G Lightnings shoot war walkers breaking them

3-0 Guard (BtS, They shall not pass and 2 objectives on oponents table edge).

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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Tue May 29, 2007 5:49 am 
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I see the guard were 'all white' in the end :)

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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Tue May 29, 2007 11:45 am 
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Our feeling so far is that being able to by lots of Vulture and Valkyre units can end up making their effect amplify quite a bit.

With this list I have 2 x 10BP disrupt one off shots, 2 x 8 BP disrupt one off shots, 2 x 8AT2 long range one of shots. ?Breaking a unit then clipping it with the 10BP disrupt weapons will automatically kill three models just for the blast markers that go on. ?When you have a couple of units with one off weapons they don't seem to have as huge an impact on the game but when their is heaps of them if they can do a one off shot that is capable of doing huge amounts of damage their disadvantage of not being so tough later on isn't such a problem as there isn't much left to face them.

With high movement skimmers its pretty easy to pull off the attacks and using a shielding wall of sentinals to stop things attacking them before they activate.

I really like the idea of the Elysisans so hopefully I can try out some ideas to bring it into balence with Kim's armies. ?I think a lot of the reason that Kim struggles against the list is she tends to give up when she suffers such heavy casualties early in the game. Her playing style and the imagery that she prefers game wise is conserving her troops as much as possible and avoiding combat and oportunities for the enemy to shoot at her. ?So she tends to get dishartened give up and doesn't set up to attack the Elysians when their weapons have all gone off and try and take advantage of their weaknesses.

I want to try facing off against this list myself and test my theories for beeting it.  The vultures need BMs on them as fast as possible which should be ok if you get first turn.  I also see the Elysian formations as fairly vulnerable to blast markers as they can't shoot so the Valkyres will be suppressed (stopping them getting off the 10BP disrupt shots), there isn't as much point going after the storm troopers as they can be set up to take the supression instead of the valkyres.

I might see if I can play test it against one of my other mates next time I am travelling his way.

I have started converting up my drop sentinals and I am panning on painting up the Elysian transports when I finish painting my titan legion.





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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Tue May 29, 2007 1:21 pm 
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Interested batrep.  I didn't think the Elysians had it in them to be honest.  The list seemed rather weak on paper.  I can see the 'amplified' effect you brought up, however.

Have you thought about switching armies so that Kim can play the Elysians?

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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Tue May 29, 2007 2:28 pm 
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Have you thought about switching armies so that Kim can play the Elysians?


I would but she only plays eldar or elves in all game systems, though I think Tau could tempt her (all other armies have some sort of issue with them that resaults in them being in her bad books, Nids are gross, Chaos is gross, Necrons are kreepy, the imperium just throws to many lives away in all the books and the space marines are well space marines and everyone does them so they just aren't cool enough).

It has very few MW/TK weapons. So take super heavy tanks and/or titans to support and that should help against long range firethat Elysians pump out.

Thats probably why it has seemed so strong in the games that we have played.  We have a strong tendency to play armies with a lot of infantry, higher numbers of units and lots of small fast things, which the Elysian one hit wonder shots excel at killing.  We have been thinking about playing it against the Eldar titan legion list to see what sort of game that that produces.

I might get a chance to test it against one of my mates next week so I will be interested in how it goes.

I can definitely see how they would be quite fragile if someone got stuck into them.

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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Tue May 29, 2007 2:54 pm 
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I would but she only plays eldar or elves in all game systems
Tell her it is time to build a Dark Eldar army...   :devil:

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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Tue May 29, 2007 3:19 pm 
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It seems you misinterpreted the Skimmer ability a bit wrong.
If you choose to pop-up the skimmers do it at the beginning of their action and pop-down at the end of their action. Only on overwatch they remain poped-up until they have fired.

But with the StormTroopers you where  right. If skimmers have embarked troops inside and are destoyed while popped-up, the embarked troops are destoyed too.

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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Tue May 29, 2007 5:14 pm 
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Thanks BlackLegion I will get all the rules right one day (hopefully within the next month as I am hosting a tournament so it would be a bit embarissing if I got things wrong then).

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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Sat Jun 02, 2007 1:59 pm 
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@ BL

Are you sure on that skimmer rule?

On the updated skimmer rules I was quite sure if you Popped up you stayed up for a turn unless if was done as part of overwatch.

Nice battle report mark,well have to get some games in when your in brissy.


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 Post subject: [BatRep] Elysian 2.1.2
PostPosted: Mon Jun 04, 2007 1:46 am 
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Thanks Hena,

I've either done it wrong all along, or was using an earlier version. Cheers


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