“Your doom has been prophesied, Monkeigh.” Continue reading “FIGHTAN Eldar!”
I’ve been rolling around quite a few ideas on how to top off a 2,000 point army list, as I’ve been really impressed with how well my core units have been performing. I’m not necessarily trying to max/min anything, but I could really go in several directions.
See, this is what happens when my phone’s dead (zero photos) and I have zero initiative to take detailed notes. Rather than write up a detailed turn-by-turn summary, I’ll kind of post a vague-ish summary with a detailed debrief…
The CSM list featured here had a couple of twists that I wasn’t necessarily expecting. First off, I didn’t know Abaddon was a thing. In both games I’ve played CSM, he’s been there. Go figure.
This’ll also be the first time I’ve squared up against a Demon Prince. This would represent the first Flying Monstrous Creature I’ve tackled also…
Reading online, I knew not to mess around with the Hell-turkey. I know that the Turkey has recently taken the short end of the FAQ-stik, now not being able to fire in a rear-arc-torrent-plus-vector-strike manner. I don’t mind this.
Aside: He’s recently doubled his army size for approximately $40 Canadian by way of garage sale, bringing it up to 14,000 points, a truly scary apocalypse army unto himself.
In general the campaign is going pretty well — the Orkz have made planetfall, and are generally being a nuisance for the imperial defenders. Apparently the Eldar captured a valuable facility, and egged the Orkz on into rigging the place to explode. For every gain the forces of the imperium make, the Orkz (urged on by the forces of Chaos and schemes of the Eldar) push right back.
In this mission, the Eldar took a key facility from the Imperium, and (probably with very little effort) convinced the Orkz it was a good idea to rig this thing to blow. Colonel Wishart and his mechanized company are ordered to break through the Ork lines and defuse the devices before the entire facility goes up. If any of the devices remain, the Imperium lose the battle, and the facility (KABOOM).
The Orkz objective is to protect the three demolition charges. If they even have one remaining at the end of the game, they win.
Without further ado…
- CCS w/ Chimera, Autocannon, Vox, Melta, Tank Hunter USR & Bellowing Voice WL Trait
- Pask Punisher, Multimeltas, Lascannon
- Leman Russ MBT
- Veterans w/ Chimera, 2x Melta
- Veterans w/ Chimera, 2x Melta
- Veterans w/ Forward Sentries, 3x Plasma & Lascannon)
- PCS w/ 3x Flamer, 1 Heavy Flamer
- 2x Infantry Squads, 2x Autocannons, Voxcaster
- 3x Armoured Sentinels w/ Autocannons
- Aegis Defense Line, Quad Gun
- Warboss on bike, Powerklaw, Bosspole. Stealth USR
- Painboy on bike
- 15 Bikerz, Nob w/ Powerklaw
- 6 Meganobz w/ Battlewagon, 4x Rokkits
- 30 Slugga Boyz, Nob w/ Powerklaw & Bosspole
- 30 Slugga Boyz, Nob w/ Powerklaw & Bosspole
- Morkanaut w/ Grot Riggers
- 2x Traktor Kannons
- Deff Dread
Guard attempt to seize the initiative, but fails.
Ork Turn 1:
Not much doing for the Orkz, the Morkanaut takes one step behind the bastion in the middle of the field, and directs his fire onto the Wyvern, which is hiding behind the Vanilla Russ. Both the Wyvern and the Russ take hits from the big gun, but the Wyvern makes its 3+ cover save on the merits of Night Fighting.
The battlewagon surges forward, but otherwise doesn’t achieve anything with shooting.
Available weapons exhausted, its time for…
Astra Turn 1:
Both Melta-Chimeras and the Hellhound move flat-out to achieve a better position up field to close the distance and potentially cause problems when the Ork reserves come on.
Pask kicks his Leman Russ Driver awake, who hits the gas and promptly immobilizes the entire vehicle at mid-field (*FACEPALM*). Lacking any other viable target, Pask opens up on the Morkanaut located immediately in front of him, stripping off 4 of 5 hullpoints, immobilizing it, stunning it, and ripping off the big gun. This is despite being outside of melta-range on the sponson weapons too. Crackshot indeed!
The rest of the army attempted to bring down the battlewagon which was partially obscured behind a ruin around mid-field. The cover proves effective, and only 1-2 hullpoints are removed by way of autocannon fire and a battlecannon round from the split-firing Vanilla Russ.
Lastly, the Wyvern opens his career knocking out 8 boyz stationed in the Fortress. This is enough to force a morale test, but the Orkz pass and no head-banging is needed by the Nob.
Ork Turn 2:
Alarms ringing in the fortress, all of the Ork reserves arrive. The bikes and footmob deploy on the left to support the Traktor Kannons, while the Deffdread deploys on the right to support the stricken Morkanaut.
The bikes move to completely surround the Melta-Chimera on the left flank, an astounding 3 dying to dangerous terrain checks (ouch).
The Meganobz leap out of the battlewagon, crossing the aegis line, inflicting 17 wounds on the charge. The lone autocannon team falls off the back of the table. The Nobz consolidate under the cover of the Aegis Line.
Astra Turn 2:
Not having anything better to do, Pask holds his finger on the trigger of the main gun a little bit longer until the Morkanaut is in two pieces, sawn in half by the Punisher Cannon. The MBT driver, taking a lesson from Pask’s experienced crew, manages to immobilize itself as it tries to leave cover. Regardless, it snaps a shot off at the Battlewagon across the table and barely misses the target.
The Hellhound changes directions with the new armour coming on the right flank, and roasts 5 Orkz on the parapet of the fortress. It could have been 8, but 3 ones to-wound will do that.
The Wyvern however picks the tightly packed foot mob which just came on the board, killing 12. This thing is legit. It has nearly doubled its point value within 2 turns of shooting.
Lacking targets, the Sentinels kill off the battlewagon which was lingering in mid-field, punching through the exposed side-arc.
The Chimera on the left attempts to tank shock the bikerz, but a Death or Glory attack against the front armour succeeds in immobilizing the Chimera. Having nothing better to do, the tank crew amuses itself by picking off one of the Bikers with Multilaser fire.
The Chimera on the right flank advances unimpeded, coming fairly close to the fortress, looking a Deff Dread square in the face.
The plasma veterans, looking a bit uncertain in their position, are ordered to ignore the cover of the meganobz in the form of the Aegis Defence Line, and kill 2 Nobz to plasma fire. The lascannon didn’t connect. They pass their leadership, which is just as well because among the casualties was the boss nob…
Still no sign of the Vendetta.
Ork Turn 3:
The bikers lose interest in the now immobilized Chimera, and start moving across the front of the fortress, tearing apart the Hellhound on the charge.
The Meganobz manage to get into assault range on the plasma veterans, and wipe the squad out.
The Deff Dread on the right charges and puts 2 hullpoints of damage on the Chimera there. Some poor rolling led to only 2 hits out of the 5 attacks total on the charge. This Chimera is stunned though, and its passengers are snap-firing next turn.
Astra Turn 3:
Vendetta arrives, streaking across the width of the Board before knocking out the Deff Dread.
Unable to fully bring his weapons to bear, Pask swivels his turret around and lays into the Bikers, killing 3-4 of them. The MBT also finds home, killing a few more. The damage could have easily been much worse, but Jinking at 2+ is filthy, given the USR that the Warboss took as part of the narrative campaign!
One of the meganobz is vaporized via meltagun (ignoring cover) from the back hatch, but the Nobz once again pass their morale check.
The Wyvern continues to pound the fortifications, killing another 7 orkz near the objectives. 2 more die as the Nob maintains order in his unit.
Things are looking grim for the Guard. The Vendetta and the right flank remain mobile, while the left flank has been destroyed and things don’t look good for the centre.
Ork Turn 4:
The bikers continue their rampage through mid-field, destroying Pask and the accompanying Russ, who had not been able to distance himself from Pask in order to abandon him. In fact, both tanks were immobilized… sigh.
Similarly, the Meganobz opened up the CCS’s transport like a tin-can. The Command Squad bails out the back, but are pinned. They’re essentially doomed.
Astra Turn 5:
The Vendetta circles around the back of the fortress, not yet ready to deploy the Platoon Command Squad to the battlements below, which is still crawling with Orkz. The Wyvern continues to blaze away, killing another 7 in the barrage and leaving a confused Nob and 2 boyz by the end of the turn.
The Chimera on the right flank, no longer stunned, kicks it into gear and defuses the first explosive at the fortress’s right side. The centre and left sides remain, but quite a few orkz remain in those locations.
The Sentinels attempt run interference, but fail to charge the bikers over difficult terrain.
In an effort to appeal to the Orkz bloodlust and draw them away from the fortress, the Veterans in the immobilized Chimera on the left flank commit themselves to martyrdom, leaving their transport and running head long at the ork lines.
The way is clear to the remaining two objectives!
Ork Turn 5:
Warboss Morgrim puts it to his opposite number, as his mob of bikers hold the trigger down longer than is probably healthy, turning the squad into a red mist. The way is clear for the Meganobz to attempt the charge on the Wyvern, which is located just beyond, but comes up just short on the charge. It will linger on the board, for now.
The traktor kannons force the Vendetta into evasive manoeuvres as it comes around the back corner of the fortress, but fail to connect.
The red foot mob, stunned that ‘umies would be willing to challenge the Orkz reputation at being the best at charging things headlong, utterly run the unit over, leaving no survivors. The unit will likely be martyred for their efforts.
While extremely good at killing, the mob has abandoned their post at the fortress, and may have left the door open…
Astra Turn 5:
The Chimera on the right flank advances through the remains of the Morkanaut, and disgorges the veterans into the battlements. On the opposite side, the Vendetta Gunship sets down, and the platoon command squad and engineers jump out.
The PCS, using 3 flamers and 1 heavy flamer burn the remaining orkz out of the battlements, as the veterans secure the middle objective, the Lieutenant secures the the left.
Explosives disarmed, but not willing to suffer further casualties, the Vendetta pilot clicks the “Bug Out” signal, requesting emergency evacuation for the remaining survivors. Smoke rounds from nearby artillery stations begin falling to cover the extraction.
From: Field Surgeon Krieger, Sanctus Reach
To: Field Marshall Paulus
Astropathic Link: Ulmar (the Incompetent)
Revived Patient Col. Wishart as requested for debrief. Patient Col. Wishart appeared lucid at time of statement, despite suffering 7 noted bullet wounds. It is not clear how he survived the extraction. Recommend further medical examination.
Patient issued following statement pertaining to engagement understood to have occurred at dawn.
Mission required removal of explosives from high value facility understood to have been recently captured. Ork presence anticipated per advanced scouting was nominal, Ork demolition crew present at time of opening salvo.
Ork response cunning, yet brutal. Fast response units held in reserve. Likely a trap? Suffered heavy losses, but objectives complete.
1st Platoon Veterans achieved martyrdom distracting demolition crews, allowing Vendetta 053 to deploy Field Engineers to safely dispose of explosives.
Called for emergency extraction. 13th Air Cav scooped up what they could, left the rest.
Patient sedated for further repair work. Will advise when lucid once more.
The Emperor Protects.
Out of boredom (and sickness) I set up my latest 1,750 point list on a table, just to see what it looks like. I was kind of surprised how much space it takes up.
YUP. Caved and bought myself a Hydra / Wyvern. I’ll probably try to keep it such that I can run both variants if/when needed, if possible.
I’ll likely update this thread with more WIP photos as the project goes forward! Unfortunately the nature of my being is such that I have 8 different things on the go simultaneously so it might take a while to reach completion.
Per my recent discussions w/ ForTheEmperor, I’ve been doing some thinking on how to keep infantry alive vs. Eldar & Dark Eldar forces. Continue reading “List Building: Infantry Heavy vs. Eldar & Dark Eldar”