Iyanden Desperately Defend the Craftworld
Heading off to my first tournament led to too much time reading rules and and making army lists and not enough gaming experience. As a result I selected three lists with increasing numbers of Spirit Hosts in them to reflect my expectation of taking lots of casualties during the day's gaming. It also meant I played with most of the different types of units I actually have painted. I don't have a Wraithgate built (will convert off old metal wave serpents, I think) or Storm Serpents painted (blitz marker was hint at the assembly work to put one together).
The details of the various army lists are here:
http://sites.google.com/site/epic40k/home/battlereports/180312tourni/180312armylistsGAME ONE vs Imperial Guard Armoured Formation (Jon's)
Spirit Host with Wraith Seer, 6 Wave Serpents [750]
Spirit Host, 6 Wave Serpents [650]
4 Falcons, 2 Fire Storms [300]
4 Falcons, 2 Fire Storms [300]
3 Fire Prisms, 2 Fire Storms [295]
Farseer, 4 Guardians, 3 Support Weapons [150]
3 Night Spinners [175]
3 Night Spinners [175]
4 Rangers [100]
4 Rangers [100]
So the idea was the plucky guardians and living support formations were desperately waiting for the Wraithguard to arrive and save the day. I only have 8 Falcons painted hence the Fire Prism unit - that would have been much better as a 5 Fire Prism unit if I had the points or another Falcon unit if I had the models. Oh, yes I only have 12 Wave Serpents converted up (cut off the main gun from the old plastic falcons and painted a little more armour like parts around the front) so no dinky mounted Aspect Warrior units for me. I thought that 4 unit Shining Spear, Warp Spider or Swooping Hawk formations would be too vulnerable without Warp Gates or Air Transport (none of that painted either).
The idea was the Falcons would support the mechanised infantry in pairs, the Night Spinners would lay down fire and the Rangers would spot, fill gaps and burn activations. The Guardian/Farseer unit was there to provide a second deployment option for the Avatar which I was determined to use but once again failed to remember to call (in all three games!!?).
How did this game go?
I was suitably scared of Jon's Vultures on overwatch on his baseline with all those rockets. Also since they were backing his Titan I decided to keep away from that. I did chance a darting attack with the Falcons that managed to shoot up some of his mechanised infantry transport on their left flank, which certainly helped to slow them down, and also drew all the rocket fire onto a relatively sacrificial unit (it broke but rallied and help tied up that flank for 3 turns).
This problem of getting my Spirit Hosts' transport shot up was an issue that had exercised my planning. Generally dismounting the wraithguard in front of the wave serpents for shooting and supporting assualts was one solution. I only put the wave serpents in front when I thought that formation would not have to move much more (deep in the enemy half of the table with objectives nearby) or when I was worried about a counter-charge putting them in CC (lift the skimmer Wave Serpents off the ground to force FF). In this game I also went for the ultimate solution to the mobility problem by leaving one of the wraithguard units behind (taking the blast marker but ensuring they got withing shooting range).
You can see that unit pressing the attack on one of the Leman Russ Companies on the IG right flank in Mark's first picture:
http://sites.google.com/site/epic40k/home/battlereports/180312tourni
So switching to the main Iyanden attack on the two Leman Russ Companies on that flank. I tried the move-shoot-move double with the Fire Prisms but a lack of dice meant they did little, took a casualty, leaving a second suppressed so in the end only one dice, . . .
However the two mounted Spirit Hosts got moving and started double teaming with the remaining armour on that flank. I deliberately wore my 2005 Trafalgar teeshirt to remind me to "Engage the Enemy More Closely" so doubled wraithguard to within 15 cm wherever possible.
You will notice in the picture the highly agressive use of the Night Spinners. With only a 90 cm indirect fire range and the IG tanks hanging back on their baseline they doubled forward to provide direct fire support(a la German StuG IIIs or Soviet 2S1 Gvozdika). Getting 6 tanks under the single BP3 disrupt template was a surprise I think. It also place another unit out in the line of fire to confuse the enemy response.
Having got all that firepower in place (both to support the assault and to pin the tanks) I used the triple retain assault with the Ranger unit just visible on the middle right. They came in on a clipping attack behind the wraithguard, at the edge of the woods and down to the bottom of the picture. Because the closest Eldar units to the tanks were in front of them they could not counter-charge in the direction of the Rangers to increase the numbers shooting back. Support fire and the combat resolution roll did for what turned out to be the IG BTS.
Breaking tanks with Rangers felt a little odd but they were out-flanked (the supporting tank company out there having been broken previously) and I try to tell myself that the Rangers were just the straw that broke the back of their will to fight on. Or the tank commanders got shot as they put their heads out to see what was going on? One of my plans for the day was to use the Falcons and/or Rangers as the triggering assault formation for exactly this type of attack (once the wraithguard were in place).
Ooops, I think I wrote too much. Should this sort of tactics/comments/stuff go here or elsewhere on the forum?
Thanks to Jon for helping me through the game. His titan did smash up my Guardians in the centre and carve some destruction amongst the armour attacking his right.
Oh yes, this list is only one over the more restricted Spirit Host to Living ratio. The Guardians did little and I'd happily trade them out and live [sic] with the extra risk of losing the Wraith Seer and not being able to call the Avatar.