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Newbie game: 3500 points Biel-Tan vs. Steel Legion

 Post subject: Newbie game: 3500 points Biel-Tan vs. Steel Legion
PostPosted: Sun Aug 07, 2011 7:34 pm 
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Joined: Tue Aug 02, 2011 7:18 pm
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A couple of weeks ago, my good buddy and sometime Epic afficionado, known on these forums as Selim Wormrider, drove up to my place for a day of Epic Armageddon bloodshed and mayhem. I took the time to carefully photograph and document our game, and this battle report has been posted (in a slightly modified format) on the forums at somethingawful.com, where I'm a regular. Selim also requested that I post it here for your entertainment and amusement. So, here we go!

3500 Point Newbie Mistake-Filled Biel-Tan vs. Steel Legion Battle Royale

He brought along his Steel Legion (Imperial Guard) forces, which – although he's owned them for years – he's never had a chance to play. Mostly he plays his orc army, and he sometimes also brings out his eldar.

I fielded my Biel-Tan army; Selim was nice enough to loan me a few units I was missing, namely the nightwings, the wraithgate, and a couple of Fire Storms. Selim also provided all the scenery.

While Selim has played a handful of games over the last few years, he's mostly played with a very experienced player who knows all the rules by heart: enough so that there were a number of rules questions and mistakes that we made in this game as we were both trying to get a handle on the rules. The intent was a sort of “practice game” for both of us, rather than a true test of military acumen.

We had agreed beforehand to create armies of 3500 points each, large enough to fit titans and aircraft, for the full Epic experience. We both used the Armyforge tool found at http://traitor-legion/appspot.com (I can highly recommend this excellent tool) to put together our lists:

THE FORCES:

Selim Wormrider:

Steel Legion (EA Rulebook Oct09)
==================================================

REGIMENTAL HQ [950]
Supreme Commander, 12 Infantry, 7 Chimera, Tank Squadron (3 Leman Russ), Griffon Battery (3 Griffons), Fire Support Platoon (4 Fire Support), 2 Chimera

INFANTRY COMPANY [500]
Commander, 12 Infantry, Hellhound Squadron (3 Hellhounds), 2 Snipers, 2 Ogryns

ARTILLERY BATTERY [250]
3 Bombards

ARTILLERY BATTERY [250]
3 Basilisks

FLAK BATTERY [150]
3 Hydra

STORM TROOPER PLATOON [200]
8 Storm Troopers

SUPER-HEAVY TANK PLATOON [200]
Baneblade

SUPER-HEAVY TANK PLATOON [200]
Shadowsword

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

REAVER CLASS TITAN [650]


Leperflesh:

Biel-Tan Craftworld (EA Swordwind)
==================================================

WINDRIDER TROUPE [200]
4 Jetbike, 2 Vyper

FALCON TROUPE [250]
3 Falcon, 2 Fire Storm

PHANTOM TITAN [750]

WRAITHGATE [50]

AVATAR [0]

ASPECT WARRIOR WARHOST [400]
2 Dire Avenger, 2 Howling Banshee, 2 Fire Dragon, 2 Striking Scorpion, Exarch, Autarch

GUARDIAN WARHOST [525]
Farseer, 4 Guardians, 3 Wraithguard, Wraithlords (3), 3 Heavy Weapon Platforms, 3 Support Weapon Platforms

ENGINES OF VAUL TROUPE [750]
2 Cobra, Scorpion

NIGHTWINGS [300]
3 Nightwing Interceptors

NIGHT SPINNER TROUPE [175]
3 Night Spinners

RANGER TROUPE [100]
4 Ranger


SETUP

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First we took turns placing groups of terrain and scenery, and then Leperflesh picked the right-side of the board (in this view), designated East. Selim will play from the left, designated West.


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We then took turns placing objectives: one each on our own sides of the board near the edge, then two on the opponent's side but minimum 30cm away from the edge. Finally, Leperflesh replaced one objective not on his opponent's edge with the Wraithgate.


Closeup views of the terrain and objectives:
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Leperflesh's Rangers are the only scout formation; he gets to garrison them, setting them up within 15cm of an objective on his own side of the table.


The players take turns placing formations on the board. Here's the result after all formations are deployed:
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Selim's aero is off-board ruleswise, but for fluff, it is making use of the airbase in the southwest corner.


Leperflesh places most of his forces on the board: the aspect warrior warhost and the avatar are held in the Webway, while the eldar aero are off-board awaiting commands.
Note: because I used traitor-legion.appspot.com to buy my units, I didn't notice the Avatar rules on the army list in Swordwind, and consequently I am using my Avatar incorrectly. The first of several rules errors we commit in this game, due to inexperience.

Perhaps more embarrassingly, Selim completely forgot his Storm Trooper Platoon. That puts him at a 200 point disadvantage, and moreover, robbed him of his only garrisonable formation.



TURN 1

Selim wins the strategic roll and gets to start the turn.


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Selim activates his Regimental HQ with Double action. Failed activation test! Hold action. Moves 1.
Note: Selim and I both initially forgot his commander would have given a chance to re-roll init. Also, we forgot throughout the game that failed action tests incur a blast marker. Oops!


Leperflesh activates Nightwings with Combat Air Patrol (CAP) action. Failed activation test! Stand Down.


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Selim activates Reaver Titan with Advance action. Moves towards gap between hill and woods. No enemy units in range.


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Selim activates Super-heavy Tank Platoon (Baneblade) with Retained Initiative for Double action. No enemy units in range.


Leperflesh activates Phantom Titan with Double move. It advances west along the edge of the battlefield and shoots at the Super-heavy Tank Platoon (Shadowsword):
Missile launcher misses.
Pulsar hits with both shots! The Shadowsword fails both its armor save dice. With two hits, it takes three blast markers (one for being shot at, two for two hits), equalling its starting DC, and is broken!
We forget that the shadowsword has a free double-move after being broken, but we also forget to mark it's broken. Also I have recently learned that the titan pulsar denies the Shadowsword armor saves – the types of saves available for TK, macro- and normal weapons are a bit confusing!


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Selim activates Artillery Battery (Basilisks) with Sustained Fire action. It fires on the Titan (with a +1 to hit for Sustain) and scores two hits! The Phantom's holo shield causes one hit to go astray, and its armor saves the other, but it takes one blast marker for being fired upon.


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Leperflesh activates Ranger Troupe with Double action. They advance to take up sniping positions in the ruined buildings, but have no enemies within range to shoot at.


Selim activates Infantry Company with Advance action and moves up, but has no targets in range.
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Selim activates Flak Battery (Hydras), Retaining the Initiative with Advance orders. They make a small move but cannot fire indirectly when not taking a Sustain action.


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Leperflesh activates Engines of Vaul with Double-move. They advance up to the Webway gate and take shots at the distant Super-heavy Tank Platoon (Baneblade), scoring a hit and placing two blast markers.


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Selim activates his Thunderbolt Fighters with Ground Attack orders. They streak across the table in a wide arc, taking up position to shoot at the Engines of Vaul, but in the process fly close enough to the Phantom titan for it to take potshots with its twin Missile Launchers: it shoots down one Thunderbolt. The remaining Thunderbolt scores a hit on the Engines of Vaul, but it is not a crit.

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Leperflesh activates Windrider Troupe with Double action. They advance to a spot between two buildings and shoot at the Super-heavy Tank Platoon (Baneblade), firing on it before descending to the ground for cover. The vipers fire two shots, but both miss; the blast marker added to the Baneblade for coming under fire breaks the unit!
We were still doing this wrong during Turn 1, saying it was suppressed rather than broken. It should have been broken and had an immediate retreat double-move available. Fortunately, this mistake turns out not to have mattered much.


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Selim activates Artillery Battery (Bombards) (probably with a Sustain action, I failed to note it but) they fail init! They are forced to take a Hold action, so they advance past their small hill to close the range a bit.


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Leperflesh activates the Falcon Troupe with Advance orders, and they move up past the ruins to take position in front of the rangers: Before descending, they shoot at the Regimental HQ, destroying two of the leading Lemun Russ tanks (a third unit makes its armor save) and placing three blast markers on the formation.

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With all of Selim's units having activated, Leperflesh retains the initiative for the rest of the turn without penalty.


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Leperflesh activates his Guardian Warhost with a Double action. They move cautiously forward, claiming the nearby objective and spreading out to surround it and keep important units in cover.

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Leperflesh activates his Night Spinner Troupe with a Double action. They advance to the low hill and nearby objective, remaining in the air to fire directly on the Regimental HQ before descending.

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The barrage misses all of the affected units, but the HQ takes another blast marker for being fired-upon.
We used the wrong-sized barrage template throughout the game. We also did the first couple of barrages wrong: the rules are pretty confusing, but you're supposed to roll one attack on each unit under the template, at a to-hit determined by how many firing units are contributing. Instead I rolled once for each firing unit, total, so I cheated myself of one die here. At least we were using the revised table from GW's published errata!


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Finally, Leperflesh activates his Aspect Warrior Warhost with a Double move. The formation advances out of the Wraithgate, sprinting into the nearby woods to take cover from the nearby Reaver titan.
The woods are the entire felt shape; the trees on top are just for visual appeal, and can be moved at any time to allow units to take position.


Turn 1 END PHASE
The remaining Thunderbolt maneuvers to exit the board on Selim's side (the western edge), without coming close enough for the Firestorms to shoot at them.


All units with blast markers attempt to rally:
Engines of Vaul rally and remove 1 BM.
Shadowsword rallies and removes 2 BM. we did this wrong. Should have been broken, which costs -2 penalty to the rally roll. I didn't note his die result but he may have rolled high enough to rally anyway.
Phantom titan rallies and removes 1 BM.
Regimental HQ rallies and removes 2 BM, +1 BM for the Supreme Commander.
The Baneblade fails to rally and is broken. It takes a free Withrdraw double-move.
Image
Should have been broken already, but at least we did this right, giving the broken unit its Withdraw move. That let Selim place it out of danger, as he probably would have done earlier in the turn, so no harm no foul.


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 Post subject: Re: Newbie game: 3500 points Biel-Tan vs. Steel Legion
PostPosted: Sun Aug 07, 2011 7:35 pm 
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TURN 2

The state of the battlefield at the beginning of turn 2:

Image. Image
Eldar's avatar and nightwings are off-board. Imperial Guard's thunderbolt is shown on the airfield but is considered off-board. The only broken unit is the Baneblade.

Leperflesh wins strategic roll and gets to start the turn.


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Leperflesh activates Falcon Troupe with Advance orders. They take up position atop the low hill and fire on the Artillery Battery (Bombards).

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The lance weapons carve up the bombards, scoring five hits; one is saved, but it is still more than enough to wipe out the entire unit!


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Leperflesh retains the initiative, attempting to activate the Nightwings with a Ground Attack mission. They fail the activation test! The Supreme Commander gives a reroll; success! The Nightwings fly straight down the south side of the board, striking at the Artillery Battery (Basilisks).

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The aircraft score one hit, but it is saved, so only one blast marker is placed.


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Selim activates the Regimental HQ with an Advance order. They fail the activation test! The supreme commander gives a reroll which succeeds. After advancing to the base of the hill, the ground troops deploy, and then the entire unit opens fire on the Falcon Troupe.

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Despite more than a dozen shots, only three hits; one is saved, so the closest two units, a falcon and a firestorm, are destroyed, and the unit takes three blast markers; enough to break it! They take an immediate Withdrawal double-move, retreating to cover behind the ruined buildings.

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Now we're handling the breaking rules right, having figured them out after the last end-turn phase.


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Leperflesh activates the Phantom Titan with an Advance order. It moves to put the forest as close to itself as the reaver, denying the enemy titan cover, and then fires on it: all four shots hit, taking down all four of the Reaver Titan's void shields! The Titan takes a blast marker for coming under fire. Apparently, most people play with an “infinitely high” terrain rule, but for this game we were treating the forests as being as high as they actually were on the board; so, titans, aircraft, and skimmers can all shoot over them, and the rule about being closer to a cover-providing terrain than the opponent applied. Since the Eldar have tons of skimmers, this rule favored the Eldar, so it's probably not that fair.


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Selim activates the Super-Heavy Tank Platoon (Shadowsword) with an Advance action. It moves ahead of the nearby cliffs and fires on the Phantom. The holo shield fails, and two hits go through: one is saved, and the other fails to get a crit, so the Phantom takes a hit and two blast markers.


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Selim retains the initiative and activates the Artillery Battery (Basilisks) at -2 penalty (because it has a blast marker). It fails init! It takes a Hold action and declines to move, preferring to remain in cover.
We are now properly accounting for blast marker penalties when making initiative tests for formations... but only when retaining the init. We should be doing it for every formation when it activates!


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Leperflesh activates the Engines of Vaul with an Advance order. They fly over the forest and take position near the hangar, firing into the rear right flank of the reaver titan, whose void shields are still down. After saves the titan takes two hits (three blast markers), but none are crits.


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Selim activates the Reaver Class Titan with Advance orders, and it wheels around to return fire at the Engines of Vaul. Its rocket launcher misses, but five turbo laser shots hit; however, four are saved by the war engines, so they take a single hit to the slightly-closer Cobra, and two blast markers.
This time we did the template bombard rules correctly, although we're still using the too-small template. Pretty lucky rolls with the saves; this should have taken out at least one of these super-heavies.


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Leperflesh activates the Night Spinner Troupe with Sustained Fire orders (allowing indirect fire), and they combine bombardment shots into the Regimental HQ.

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Four stands of infantry are wiped out, and the formation takes four blast markers Should have been five BMs! Whoops! It's not going to matter though.


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Selim activates the Infantry Company with Double-move orders. The hellhounds fire on the Windrider Troupe (they ignore cover with their weapons), but all three miss, as do the snipers embedded in the unit. The Windriders take a blast marker, suppressing one of the vypers.


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Leperflesh activates the Windrider Troupe with a Double-move action, but they fail their initiative. They use their Hold action to make a single move, flying over to find cover behind the low hill near the night spinners.


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Selim activates the Flak Battery (Hydras) with Advance orders; they move onto the tarmac of the airfield and fire their turreted weapons at the Nightwings.

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They score three hits, and Leperflesh rolls triple-ones for the saves, so all three nightwings are shot down!


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Leperflesh activates the Ranger Troupe with Double-move orders. They move out of the building and advance into the open ground, taking shots at the Regimental HQ. All four shots are at penalty and miss, but the HQ takes a blast marker for coming under fire, and the Rangers use their second move to return to the safety of the ruined buildings.
Leperflesh knew about the eldar special rule allowing this hit-and-run tactic and used it throughout the game to good effect. I'm getting the impression it's a critical part of playing this army well.


Selim activates his remaining Thunderbolt with a Ground Attack mission, but due to blast marker penalties it fails initiative and stands down. All blast markers are removed.


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Leperflesh activates the Guardian Warhost with Advance orders, but they fail initiative. He chooses to stand and shoot, firing three heavy weapons platforms at the infantry company that has wandered into range. Two shots hit, taking out two stands of infantry and applying three blast markers to the formation.


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Leperflesh activates his Avatar (with Court of the Young King) with Advance orders. It emerges from the Wraithgate and fires its Wailing Doom at the Infantry company, missing it.
Yeah, I know this is wrong. The avatar is supposed to be summoned by a farseer, come onto the board for the current turn only, fight, and then disappear back into the Webway at the end of the same turn. But neither of us noticed this detail, due to using the online tool when building the list.


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Leperflesh activates the Aspect Warrior Warhost with Assault orders. The striking scorpions and one stand of howling banshees are close enough to get into close combat with the reaver, while the other five stands of warriors engage in a firefight. Meanwhile, the Engines of Vaul are close enough to provide supporting fire, adding their firefight values to the mix for the eldar, while a few stands of infantry from the Infantry Company are in range to fire at the aspect warriors too.

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In all, the reaver takes 8 hits from the aspect warriors and another 4 from the engines of vaul. The Reaver splits its attack into three close-combat and three firefight shots: it misses all the close combats and gets two firefight hits, to which are added two hits from the supporting infantry.

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The Reaver saves 8 of its 12 hits, but 4 is enough to severely damage the titan and give the Aspect Warriors a large surplus in the combat resolution. The Reaver automatically turns and breaks, and is cut down by the aspect warriors; the eldar save one hit and lose three stands, wiping out both dire avengers and one stand of fire dragons. This puts four blast markers on the eldar, not quite enough to break them. We were not 100% sure titans break when losing an assault, it just didn't seem right; but Selim hadn't noted down the special rules for his units, so we didn't notice that titans are generally Unbreakable. With only one hit left, the Reaver was probably doomed anyway, but it might have made a difference.
The Aspect Warriors get a free consolidation move after the assault, and retreat into the cover of the woods.
Normally units get a 5cm move, but eldar get to move at their full move value instead due to their superior mobility. I think this makes aspect warriors really awesome in an assault, because they can more easily use cover to protect themselves afterward.



Turn 2 END PHASE
Falcon troupe rallies and has 1 BM. It is no longer broken!
Baneblade fails to rally and remains broken.
Phantom titan rallies and removes both blast markers.
Infantry company rallies and removes 3 +1 BMs.
Windrider Troupe rallies and removes 1 BM.
Regimental HQ rallies and removes 4 + 1 blast markers.
Aspect Warrior Warhost rallies and removes 2 + 1 BMs.
Engines of Vaul rally and remove 1 marker.
Shadowsword rallies and removes 1 blast marker.
Baneblade rallies and removes 1 BM.


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 Post subject: Re: Newbie game: 3500 points Biel-Tan vs. Steel Legion
PostPosted: Sun Aug 07, 2011 7:35 pm 
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TURN 3

The state of the battlefield at the beginning of turn 3:
Image. Image

All eldar units are now on-board. Imperial Guard's Thunderbolt is shown on the airfield but is considered off-board. No units are broken. Because... Selim rolled twice for the baneblade, whoops! I only just now noticed this!


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Leperflesh activates the Phantom Titan with a Double-move. It advances past the lake and Wraithgate to take a position blocking the Imperial's Infantry company from charging at the Guardian Warhost, and then fires on the Infantry Company (at -1 for having double-moved).

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Its missile launchers and pulsar cannon miss, but the smaller weapons built into the power fist get three hits; one ogryn stand makes its armor save, and two units are killed, placing three blast markers onto the formation.


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Leperflesh retains the initiative and activates the Guardian Warhost with Advance orders. They move on the Regimental HQ, putting roughly half of the Eldar unit into range, and fire with wraithlords, heavy weapons platforms, and support weapons.

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The wraithlords and heavy weapons miss, but three support hits are scored, killing two tanks and placing three blast markers on the Regimental HQ.


Selim activates the Regimental HQ with Advance orders, and they rush to claim the low hill, although only a handful of units can occupy its crest. The Lemun Russ battle tanks and elements of the support squad find lines of fire on the Night Spinners, scoring five total hits.

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Figuring out lines of sight. We thought that every unit with a LOS gets to shoot, but casualties could only be taken from things a given unit can actually shoot at. So, we rolled separately for the guys on the right and the guys on the top of the hill. Apparently you're just supposed to treat the whole unit as having a LOS if part of it does, but treat the defenders as either entirely in cover, or only shoot at those lacking cover? It's weird though because it seems to me the hill is an impenetrable obstacle, that tanks behind it shouldn't be able to shoot through to hit opponents on the other side.

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After saves, two of the Night Spinners are destroyed, and the unit breaks. The remaining eldar skimmer takes an immediate Withdrawal action, moving to cover behind the ruined buildings.

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Selim retains the initiative and gives Advance orders to his Artillery Battery (Basilisks). They advance up the edge of the map and fire on the Engines of Vaul directly, scoring two hits; one makes an armor save and a cobra takes a hit, causing the scorpion to be suppressed now that it has accumulated three blast markers.


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Leperflesh activates the Rangers with Advance orders and they consolidate into the further-forward ruined building before opening fire on the now exposed Regimental HQ on the opposite hill.

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They score three hits, taking out infantry units and placing more BMs on the formation.


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Selim activates the Infantry Company, who decide to ignore the imposing eldar titan in favor of heading off the eldar Guardian Warhost.

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The hellhounds bathe the lead units in fire, scoring three hits, but one of the wraithguard units saves.

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The autocannons get two hits, killing a support weapon platform and taking down that wraithguard. The Guardian Warhost takes five blast markers, suppressing several of the units near the back.


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Leperflesh activates his Windriders with Advance orders, and they speed across the line of fire in front of the Regimental HQ to hover above the small forest and fire on them before descending. The two vypers miss their targets, but another blast marker is added to the regimental HQ for coming under fire.


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Selim activates his Flak Battery (Hydras) with Sustained Fire orders, but they fail their initiative! The Supreme Commander rerolls and succeeds, and the hydras fire directly on the Engines of Vaul with a bonus for the Sustain action, scoring two more hits; the Cobra is destroyed, and the three additional blast markers are enough to break the two remaining super-heavy tanks!

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The Eldar skimmers immediately take a Withdrawal double-move, speeding across the map to take up position adjacent the Wraithgate. Note: although they are now within 15cm of the objective, they won't count for contesting or controlling it this turn; you can't capture an objective with a unit that is broken or has just rallied during that endphase. But neither of us remembered that last detail...


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Leperflesh activates the Avatar with Advance orders, and it lumbers over to the lakeshore to take a potshot at the Infantry Company.

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Its macroweapon slays one stand of infantry.


Selim activates the Thunderbolt with Ground Attack orders, but it again fails initiative and Stands Down.


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Leperflesh activates the rallied Falcon Troupe with Advance orders. They “pop-up” from behind the ruins to fire on the infantry company, scoring two unsaved hits that destroy two hellhounds.

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They then move to ensure control of the objective behind the ruins.


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Selim activates the Super-heavy Tank Platoon (Shadowsword) with March orders (triple-move); It charges heedlessly forward, hoping to claim or at least contest the Wraithgate objective.
It's not easy to see, but the avatar is within 15 cm. The broken Engines of Vaul don't count, but we didn't realize that: however, we knew that if they failed to rally in the endphase, they'd be forced to withdraw or be destroyed due to an enemy being too close. Selim doesn't need to claim this objective, though; just contest it, to deny me a win at the end of this turn.


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Leperflesh activates the Aspect Warrior Warhost with Assault orders. It moves from the cover of the trees, and although none of the remaining eldar can get into close combat, the combined firefight values of the five stands is sufficient to score five hits!

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The shadowsword scores one hit in return. The shadowsword saves two hits, but it only has one Damage Capacity remaining and is thus destroyed, while the Eldar save the one hit and easily win the assault.

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They use their winning consolidation move to advance on the wraithgate, ensuring that the objective is held uncontested by Biel-Tan. (This is excellent because it means the screw-up with the avatar and not knowing the rule about claiming objectives with just-rallied units didn't matter!)



Turn 3 END PHASE


Engines of Vaul rally! They remove three BM
Baneblade rallies! It removes 2 BM

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Night spinner fails to rally and remains broken. It Withdraws behind the cliffs to hide in shame.
Regimental HQ rallies and removes 5 + 1 BM.
Guardian Warhost rallies and removes 3 BM
Infantry Company rallies and removes 4 + 1 BM.
Falcon Troupe rallies and removes 1 BM.


As it is the end of Turn 3, we check victory conditions:
Code:
                   Imperial Guard      Biel-Tan
Blitzkrieg         no                  no
Break Spirit       no                  no
Defend to Flag     no                  yes!
Take and Hold      no                  no
Shall Not Pass     no                  yes!

With two victory conditions claimed, the Eldar win!

Here is the final disposition of the battlefield:
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Final comments and analysis:

Selim's major mistakes were failing to concentrate fire on my heavier units, and not using his armored HQ formation to best effect: instead of deploying near an objective, it focused on attacking advance positions claimed by the eldar and spreading fire among them. He was also very unlucky with the dice in a couple of key engagements, and of course was playing at a disadvantage due to forgetting a formation, and our ruling about the forests being shorter. And maybe he should have still had his Reaver. Combine all this and he might well have won instead of losing.

I made a similar mistake with the guardian warhost, which never brought its full strength to bear, but it did prevent Selim from even considering the objective they surrounded. I also failed to use my jetbikes effectively; the two vypers did little, and the rest of the bikes are incapable of fighting except in an assault, something I hadn't realized when I bought the unit. I had wanted to use them to claim crossfire bonuses but never managed to get a lane to get them behind Selim's formations, partly because he was careful about closing the gap between his two big units.

We made several errors with the rules, particularly with the Avatar. The avatar only made a couple of shots, only one of which hit, and that too late, so that one didn't matter all that much. More important was the screwy bombardment rules; Selim's army is heavier with the bombard weapons, but I'm not sure that would have mattered much either. Ultimately I won mostly because Selim couldn't get units into my half of the battlefield, something neither of us was really paying attention to... but a garrisoned Storm Trooper unit and/or the Reaver might well have changed that.

Epic is a confusing set of rules to get to grips with, particularly with the Eldar who bring a lot more special rules into play, but it's a really fun game and we're raring for a rematch. I hope that you experienced TacCommand guys will not be too critical of our noobie mistakes... the overriding goal, after all, is to have a good time, and we certainly did that.


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 Post subject: Re: Newbie game: 3500 points Biel-Tan vs. Steel Legion
PostPosted: Mon Aug 08, 2011 9:52 am 
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Brilliant stuff!!! Love the terrain pieces, could do with some paint though ;) Is all the terrain scracthbuilt or some store bought? I'll have to close read when I get home... Thanks for posting!


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 Post subject: Re: Newbie game: 3500 points Biel-Tan vs. Steel Legion
PostPosted: Mon Aug 08, 2011 11:07 am 
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Definitely the best annotations, very entertaining!

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 Post subject: Re: Newbie game: 3500 points Biel-Tan vs. Steel Legion
PostPosted: Mon Aug 08, 2011 9:22 pm 
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Hey Oberst Lynild thanks !
Yes every thing is scracthbuilt except the airbase in the southwest corner,
that is a very old dental plaster copy of an out of print mold from some 1984 ish company that's
probably not around any more. Same with the 3 tall unbroken skyscrapers, the blue one next to it is
scracthbuilt from GW epic sprue and plasticard and the eagle crest is from a old 40k banner.
The Factory best seen on photo 20 I think ...
is my fave, it was made out of cereal-box cardboard and a ballpoint pen tube. =^_^=
I will most likely start posting in the Epic terrain forum with paint thoughs and tutorials,
after I get back from Worldcon 2011 next week.so keep an eye out.
Thanks
and Thanks to Leperflesh for posting our game!

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 Post subject: Re: Newbie game: 3500 points Biel-Tan vs. Steel Legion
PostPosted: Mon Aug 08, 2011 11:18 pm 
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Thanks for the positive comments, guys. Selim is a master terrain builder, it's awesome the stuff he's got. I definitely need to paint some more of my units, but lately I've been more focused on painting up my new tomb kings army.


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