Post by halos on Aug 1, 2012 14:36:09 GMT
Hello again everyone, time for yet another battle report, this time against an army I have not fought against in at least a year; the Craftworld Eldar, lets see how they fare in 6th edition...
~Set Up~
The game was played on a 4x4 board featuring several large ruins, a mysterious forest, a few sections of aegis defense line and a dilapidated Bastion.
The mission was Purge the Alien (Kill Points) and we just used 12" deployment zones as two of the deployment types are effectively identical on a 4x4 board and the third is a pain when your table is crammed between two other.
Warlord Traits were Intimidating Presence for the Eldar Avatar (quite fitting I think) which forces nearby enemy units to use their lowest Ld value rather than their highest. The Tyranid Hive Tyrant recieved Conqueror of Cities granting all her units the Move through Cover (ruins) and Stealth (ruins) special rules.
Army lists were as follows:
~Eldar~
•HQ
-Avatar of Khaine
-Farseer (Runes of Warding, Runes of Witnessing, Fortune, Guide)
-3x Warlocks (Witchblades)
•Troops
-10x Guardians
-Guardrian Weapon Platform (Bright Lance)
-5x Pathfinders
•Elites
-6x Fire Dragons (Exarch [Fire Pike])
-6x Howling Banshees (Exarch [Executioner])
-10x Striking Scorpions (Exarch [Biting Blade, Scorpions Claw])
-Wave Serpent (TL Bright Lance)
•Heavy Support
-5x Dark Reapers (Exarch)
-Wraithlord (Bright Lance, Wraithsword)
-War Walker (2x Star Cannons)
~Tyranids~
•HQ
-Hive Tyrant (2x TL Devourers, Armoured Shell, Old Adversary, Paroxysm, Leech Essence)
•Troops
-15x Termagants (Devourers)
-15x Termagants (Devourers)
-Tervigon (Crushing Claws, Toxin Sacs, Adrenal Glands, Catalyst, Onslaught)
-Tervigon (Crushing Claws, Toxin Sacs, Adrenal Glands, Catalyst, Onslaught)
•Elites
-5x Ymgarl Genestealers
-2x Hive Guard
-2x Zoanthropes
•Heavy Support
-Trygon
-Trygon
~Deployment~
++The Imperium-held world T110X-4b (local designation Rumbar-4) is a small, sparsely inhabited planet of limited resource. A minimum levy of Imperial Guardsmen are recruited as per the usual tithe but little else of interest is found here. Excavations in 980994.M41 uncovered a number of elegant Xenos structures indentified to be Eldar in origin. A distress signal from the planet was received concerning the advance of an encroaching Tyranid fleet into the solar system. T110x-4b is of limited strategic importance and so no rescue mission is currently scheduled until rescources become available.++ (Planetary Surveyor, Mateus Demarke)
The Tyranids win the roll for first turn and deploy in the board half containing the most ruins to better take advantage of their Warlords trait. The Ymgarls are deployed in the ruin to the left, and indeed most of the Tyranids are deployed towards the left in order to fool the Eldar into deploying closer to the genestealers. Those units which can fit into or behind the small ruin to the left. The rest are left without area cover and so attempt to deploy in a fashion which will get them close to the central ruins in the early turns. All the psychic creatures swap their powers for Biomancy ones (not that they shall see much use with Rune of Warding on the field...) the Hive Tyrant gains Enfeeble and Haemorrage, both Tervigons gain Iron Arm. The Zoanthropes both gain Haemorrage and the teal one obtains Enfeeble whilst the other rolls Endurance. Obviously the Tervigons rolled for all three powers, but the others were never used.
The Eldar can then deploy in a reactive fashion. Unfortunately not a lot of tall terrain for their fire support to take advantage of so the Rangers take the parapet of the Bastion, relying on their increased cover saves and the Reapers are forced to stay at ground level. The Guardians set up their artillery in behind a defense line. The Fire Dragons and Wave serpent deploy centrally and the Avatar, War Walker and Wraithlord all deploy towards the left to meet the Tyranid forces head on. The Farseer and her bodyguard hide out of sight behind the Bastion, can't let those Runes get snuffed out now!
~Turn 1~ Victory Points: Eldar 0 /Tyranids 0
Tyranids
The Farseer Oureile scries the soft paths of the future with a mind honed in years of patient meditation, the result of this battle for a world the Mon'keigh called their own but has ever truly belonged to the Eldar is an uncertain one. Too many strands are entangled here to discern the victor. Regardless, it will be but a trifle to stave of the star-spawned wretches until her forces have reclaimed their ancient artefacts.
The Tyranids don't even try to cast any psychic powers on account of lolRoW so everything just shifts forwards as far as possible. The Zoanthropes stick around behind their ruin, they're probably not going to be very useful in this game and so might as well just deny victory points for now.
In the shooting the Hive Guard attempt to get an early hit on the Wraithlord but, despite causing two wounds both are stopped by the constructs psycho-active armour. Everything else runs forwards as far as possible, this, as it turns out, is very far indeed as every unit rolls a 6 for it's run move an a ludicrous display of punching probability in the face. The one exception is the green Tervigon, who rolls a one.
Eldar
Lying prone on his belly Del'keth peers intently down the scope of his long rifle, panning around the arrayed Tyranid forces, searching for the perfect target. A quiet voice in his head speaks up, the Farseer, ever guiding his actions to greater victory, showing him the hidden ways and weaknesses of the beasts. The bulging cranium of some loathsome worm-like monster appears briefly through a shattered window of some former human structure and Del'keth takes his shot.
The Farseer casts both Fortune and Guide on the Pathfinders. Fire support units stay still of course; Pathfinders in the Bastion and Reapers just besides it. The Wave Serpent skims rapidly forwards in order to deploy it's lethal passengers. The Banshees also vault forwards to provide back-up. Fire Dragons head towards the ruins in the hopes of getting some melta shots into one of the larger Tyranids. The Avatar, Wraithlord and War Walker all skirt forwards.
The shooting phase, as seen above, is quite dramatic with all sorts of lasers and things flying everywhere. The Pathfinders can just barely draw LoS to the Zoanthropes and, using their Precision Shots, manage to knock the Enfeeble 'thrope down to one wound. The Fire Dragons are, unfortunately, foxed by the dense ruins; unable to even see the monstrous creatures, and must make do with melting some gants instead. A 3+ stealth save ensures only 1 gant is killed. The Avatar levels a burning spear at the Trygon and leaves the collosal beast rearing in pain, taking it down to 5 wounds. The Dark Reaper exarch takes this opportunity to launch a salvo of cover-denying explosives into the reeling beast, taking off a further wound, the remaining Reaper missiles fail to damage the creature any further. The War Walker and Guardian Lance fire into the second Trygon but are again foxed by both their low BS and the 3+ stealth. The Wave Serpent tries to hit the Tyrant but cannot pull off a clear shot through the ruins. The Wraithlord attempts to get an early wound on a Tervigon but is again foiled as the beast hunkers down into cover. (Being able to actually get cover saves on MCs is so good you guys, soooo good.)
~Turn 2~ Victory Points: Eldar 0 /Tyranids 5
Tyranids
A pair of squat creatures, ignored entirely by the Eldar assault, hoist tube-like organs towards the sky, each unleashing a flurry of lengthy spines at no particular target. As the harpoons spiral upwards diaphonous membranes unfurl from each one, hardening quickly in the sunlight these temporary wings allow the viscious needles to circle in the air like so many gnats. From this aerial vantage point the Impaler Flies remarkably efficient sensory apparatus have a commanding view of the battlefield, and not just on a visual wavelength. Detecting a strong source of psychic power nearby the creatures begin to plummet, chemically destroying their own organs to provide propulsion, wing membranes shredding away in irridescent showers, the barbed creatures steer themselves towards an unseen target.
The Ymgarls decide not to turn up this turn. No psychic powers again, for obvious reasons. The Zoanthropes duck out of the way of any windows, preventing any further sniper fire. Almost all units move forwards, the green Tervigon very slowly as she rolls 1,1,2 to move through the ruins. The teal gants head further into the Ymgarl infested ruins, making sure to leave a gap for the genestealers and hoping the Eldar don't notice this. The Hive Tyrant moves to draw LoS to a tiny portion of the War Walker through the ruins. The unwounded Trygon moves out of cover to smack the Wave Serpent and the wounded one hops into cover to get the War Walker if the Tyrant doesn't. Hive Guard edge closer to get the Farseer in range.
The green gants open up on the Fire Dragons and, with Preferred Enemy support, predictably destroy them outright, first blood to the Tyranids. The Hive Tyrant fires wriggling death into the fragile War Walker, it's force field, designed to stave off laser blast and missile impacts unable to detect the living ammunition as a threat. 2 hull points and AV10 are not very tough at all and the War Walker explodes, although doesn't damage anything. The teal Tervigon and gants work together to hit the Dark Reapers, wiping them out completely. The Hive Guard fire into the Farseers squad and kill one of her Warlocks.
The Trygon charges headlong into the Wave Serpent (fast vehicles are so nerfed it's not even funny; hitting on 3s with re-rolls, auto-penning means one very dead tank) which explodes, killing one of the Scorpions and a couple of gants.
Eldar
The Farseer recoils suddenly at the loss of so many of her kin, valuable and worthy souls, slaughtered by meer insects. The paths of the future coelasce before her; true victory is impossible now, all that can be done is the recovery of her allies spirit-stones and the most valuable artefact on this planet before a retreat through the webway with heavy hearts.
The Farseer once again throws Fortune and Guide on the Pathfinders. The Wraithlord and Avatar stomp towards the gants and Tervigon respectively. The Scorpions surround the offending Trygon and the Banshees round on the gants.
The Guardian Lance sears bright into the Trygon who, now outside of any cover, takes a wound. The Pathfinders take their shots at the second Trygon who, despite being hidden deep in the ruins still loses a wound to a fortunate shot into a vulnerable point. The Avatar wounds the Tervigon with his Wailing Doom and the Wraithlord vaporises a gant.
The Scorpions charge into the Trygon, deftly evading it's electric discharge whilst the Exarch sprints and climbs up the creatures torso, flailing and slicing with his weaponry, his comrades serving to distract the beast with adept chainsword drill. Swinging his armoured body up onto the Trygons head, both hand occupied with remaining stable the Exarch unleashes a salvo of mono-molecular darts into the great beasts eyes, tearing the delicate ocular tissue and blinding the creature. In a violent, unseeing rage the Trygon lashes out, crushing five Scorpions beneath its bulk. The Scorpions lose combat by three but manage to escape with their lives, fleeing back towards the safety of the portal.
The Banshees run toward the gants, losing three of their number to the devastating overwatch. The exarch and her kindred deftly slice apart three of the gants before the aliens can even react however, it is not enough and the gants counter-attack leaves only the Exarch standing. The Avatar rushes bodily into the Tervigon, taking off two wounds in a clash of fire and flesh, losing one in return from the ponderous claws of the giant monster. The Wraithlord, immune to the effects of the creatures Overwatch smashes two gants but loses a wound in return. The gants fail their counter-attack as they are forced to use the squads lowest Ld due to the presence of the Avatar.
~Turn 3~ Victory Points: Eldar 2 /Tyranids 7
Tyranids
The blinded Trygon, guided by the soft caress of the Hive Mind staggers towards the nearest terrain; the remains of an excavation site filled with tall, tree-like pillars of wraithbone. Unable to avoid these obstacles without it's vision the Trygon crushes the breathtakingly elegant sculptures. Even as the crumbling wraithbone fades in colour and design, cut off from its living core, sharp, glowing runes of power hang in the air around the area, an Eldar defense ring to ward off thieves and fools. A sharp psychic burst into the surrounding area pierces the Trygons simple cortex, lighting up the creature as a target for all nearby.
The Ymgarlds decide to show up this turn, hopping out of the ruins and heading to bail out the Tervigon. Said Tervigon attempts to cast Iron Arm, she fails but does not lose a wound from Perils either. The Trygon in the ruins heads to help out the gants stuck with the Wraithlord. The Tyrant and green gants draw into range of the suddenly very isolated Guardians. The Trygon heads into the 'mysterious forest', an Eldar excavation site which wounds the beast with 6 S3 rending hits (Razorwing Flock.)
The Hive Guard attempt once again to hit the Farseer but completely fluff it, failing to hit even once. The Tervigon blasts the Pathfinders but scatters harmlessly, spines clattering from the thick parapet walls. The Gants and Tyrant open up on the Guardians, killing only a few. The Trygon instinctively unleashes a pulse of electricity at the fleeing Scorpions, killing them off.
The Ymgarls charge the Avatar, morphing extra attacks as they do so. The firey daemon turns from his furious flurry against the Tervigon, cleaving three of the Genestealers in twain even as they leap before him. Their vicious claws still manage to strike deep however, taking off a further wound. The Tervigon fails to even hit the God of War, the Avatar effortlessly parrying her clumsy blows. The Trygon charges the Wraithlord, knocking off a wound but losing two himself in return (sure wish our MCs were T8, I'd be happy with their points cost t'were that the case...). Despite causing 4 wounds the gants fail to finish of the wraithbone construct.
Eldar
Oureile sighs a deep sound of exasperation; that accursed beast is ruining anything, already the Trygon has ruined any attempt of a salvage operation. There is naught left to do now but flee with as many hands as possible. First however the ancient defenses have marked the Trygon for death, it's body burning bright in the eye of any attuned to the psionic wavelength, the remaining Eldar warriors train their exotic weaponry on the beasts rampaging form.
Fortune and Guide once again go on the Pathfinders. No movement occurs for obvious reasons.
Shooting sees both the Pathfinders and Guardians fire into the Trygon, scoring a spectacular number of hits, and no amount of cover saves will help against that. The Trygon falls.
Combat sees the Avatar return it's attention to the Tervigon, knocking a further two wounds off it. The Wraithlord finishes off the other Trygon. Neither Eldar unit loses any wounds in return (embarrasing...)
~Turn 4~ Victory Points: Eldar 2 /Tyranids 11
Tyranids
All is lost, doom has come to the Eldar. The Farseer begins the solemn task of opening the entrance to the Webway, her Warlock bodyguards standing stoic around her as she prepares the runes.
Gants and Tyrant move in to finish off the Guardians. The free Tervigon moves closer, she might be needed to try save the gants if they don't shape up and kill the Wraithlord. The embattled Tervigon attempts to spawn some gants, but rolls a 1,1,2 and running out. The 4 gants head to join combat regardless.
The Guardian squad is decimated by devourer fire, the Tyrant's Precision Shots taking care of the gun platform crew. The Hive Guard manage to actually hit this turn, but are foiled by some unlikely invulnerable saves. The Tervigon's shot once again scatters harmlessly from the Pathfinders.
In combat the Wraithlord remains unharmed but squishes two gants. The Avatar attempts to split it's attacks to finish off both the Ymgarls and the Tervigon, but splitting focus proves its undoing as the Ymgarls dodge the flaming blows and itcauses only one wound to the Tervigon before being overwhelmed in return by the Tyranid counter-attack.
~Post Game~
Strictly speaking the game continued til turn 5, but there's not much point putting up more maps as not much changes. The second Tervigon succesfully casts Iron Arm and finished off the Wraithlord, the Tyrant is almost killed by sniper fire and then the game ends.
The final scores are:
-Tyranids: 11
-Primary Objectives: Fire Dragons, Howling Banshees, Dark Reapers, Striking Scorpions, Wave Serpent, War Walker, Guardians, Wraithlord, Avatar
-Secondary Objectives: First Blood (Fire Dragons), Slay the Warlord (Avatar)
-Eldar: 2
-Primary Objectives: Trygon, Trygon
Quite good fun, I haven't played Eldar in a long time. Runes of Warding remains a huge pita, so it's unfortunate we'll probably see lots of them from allied Eldar contingents, I know my DE will certainly be including it. Also I guess they'll probably be nerfed considerably come the new Eldar codex.
Individual Eldar units remain not that tough, or indeed all that powerful. Striking Scorpions are good as ever, although I would have been tempted to throw them into the gants rather than the Trygon. Guardians still suck as BS3.
Also found out that they changed the Reserves rolls more than I thought; I assumed it was the same as 5th but starting at a 3+ instead of a 2+. But my opponent pointed out that it is actually a 3+ on turns 2 and 3 followed automatic entry on turn 4, I did not know this.
I also played another game yesterday but it was against Paladins and therefore a) was incredibly slow and b) I got I strongly disagree kicked as per usual. Paladins have somehow become even more obnoxious now than there were in 5th. Draigo can take every single shot before he dies, so you could concievably see a game where you don't kill a single Paladin. Lo,S and precision shot on everyone is incredibly dumb and that's not even mentioning the huge buff they got via access to the awesome Divination psychic powers. So yeah, don't play Paladins if you're looking for anything even close to enjoyment.
~Photo Time~
Yes that's right; I actually took some pics this time. They're not very good, which is why I didn't include them in the report proper, but I'll stick the here at the end for anyone interested.
And that's it for now. Hope you enjoyed reading it. As ever do feel free to comment and point out errors.
~Set Up~
The game was played on a 4x4 board featuring several large ruins, a mysterious forest, a few sections of aegis defense line and a dilapidated Bastion.
The mission was Purge the Alien (Kill Points) and we just used 12" deployment zones as two of the deployment types are effectively identical on a 4x4 board and the third is a pain when your table is crammed between two other.
Warlord Traits were Intimidating Presence for the Eldar Avatar (quite fitting I think) which forces nearby enemy units to use their lowest Ld value rather than their highest. The Tyranid Hive Tyrant recieved Conqueror of Cities granting all her units the Move through Cover (ruins) and Stealth (ruins) special rules.
Army lists were as follows:
~Eldar~
•HQ
-Avatar of Khaine
-Farseer (Runes of Warding, Runes of Witnessing, Fortune, Guide)
-3x Warlocks (Witchblades)
•Troops
-10x Guardians
-Guardrian Weapon Platform (Bright Lance)
-5x Pathfinders
•Elites
-6x Fire Dragons (Exarch [Fire Pike])
-6x Howling Banshees (Exarch [Executioner])
-10x Striking Scorpions (Exarch [Biting Blade, Scorpions Claw])
-Wave Serpent (TL Bright Lance)
•Heavy Support
-5x Dark Reapers (Exarch)
-Wraithlord (Bright Lance, Wraithsword)
-War Walker (2x Star Cannons)
~Tyranids~
•HQ
-Hive Tyrant (2x TL Devourers, Armoured Shell, Old Adversary, Paroxysm, Leech Essence)
•Troops
-15x Termagants (Devourers)
-15x Termagants (Devourers)
-Tervigon (Crushing Claws, Toxin Sacs, Adrenal Glands, Catalyst, Onslaught)
-Tervigon (Crushing Claws, Toxin Sacs, Adrenal Glands, Catalyst, Onslaught)
•Elites
-5x Ymgarl Genestealers
-2x Hive Guard
-2x Zoanthropes
•Heavy Support
-Trygon
-Trygon
~Deployment~
++The Imperium-held world T110X-4b (local designation Rumbar-4) is a small, sparsely inhabited planet of limited resource. A minimum levy of Imperial Guardsmen are recruited as per the usual tithe but little else of interest is found here. Excavations in 980994.M41 uncovered a number of elegant Xenos structures indentified to be Eldar in origin. A distress signal from the planet was received concerning the advance of an encroaching Tyranid fleet into the solar system. T110x-4b is of limited strategic importance and so no rescue mission is currently scheduled until rescources become available.++ (Planetary Surveyor, Mateus Demarke)
The Tyranids win the roll for first turn and deploy in the board half containing the most ruins to better take advantage of their Warlords trait. The Ymgarls are deployed in the ruin to the left, and indeed most of the Tyranids are deployed towards the left in order to fool the Eldar into deploying closer to the genestealers. Those units which can fit into or behind the small ruin to the left. The rest are left without area cover and so attempt to deploy in a fashion which will get them close to the central ruins in the early turns. All the psychic creatures swap their powers for Biomancy ones (not that they shall see much use with Rune of Warding on the field...) the Hive Tyrant gains Enfeeble and Haemorrage, both Tervigons gain Iron Arm. The Zoanthropes both gain Haemorrage and the teal one obtains Enfeeble whilst the other rolls Endurance. Obviously the Tervigons rolled for all three powers, but the others were never used.
The Eldar can then deploy in a reactive fashion. Unfortunately not a lot of tall terrain for their fire support to take advantage of so the Rangers take the parapet of the Bastion, relying on their increased cover saves and the Reapers are forced to stay at ground level. The Guardians set up their artillery in behind a defense line. The Fire Dragons and Wave serpent deploy centrally and the Avatar, War Walker and Wraithlord all deploy towards the left to meet the Tyranid forces head on. The Farseer and her bodyguard hide out of sight behind the Bastion, can't let those Runes get snuffed out now!
~Turn 1~ Victory Points: Eldar 0 /Tyranids 0
Tyranids
The Farseer Oureile scries the soft paths of the future with a mind honed in years of patient meditation, the result of this battle for a world the Mon'keigh called their own but has ever truly belonged to the Eldar is an uncertain one. Too many strands are entangled here to discern the victor. Regardless, it will be but a trifle to stave of the star-spawned wretches until her forces have reclaimed their ancient artefacts.
The Tyranids don't even try to cast any psychic powers on account of lolRoW so everything just shifts forwards as far as possible. The Zoanthropes stick around behind their ruin, they're probably not going to be very useful in this game and so might as well just deny victory points for now.
In the shooting the Hive Guard attempt to get an early hit on the Wraithlord but, despite causing two wounds both are stopped by the constructs psycho-active armour. Everything else runs forwards as far as possible, this, as it turns out, is very far indeed as every unit rolls a 6 for it's run move an a ludicrous display of punching probability in the face. The one exception is the green Tervigon, who rolls a one.
Eldar
Lying prone on his belly Del'keth peers intently down the scope of his long rifle, panning around the arrayed Tyranid forces, searching for the perfect target. A quiet voice in his head speaks up, the Farseer, ever guiding his actions to greater victory, showing him the hidden ways and weaknesses of the beasts. The bulging cranium of some loathsome worm-like monster appears briefly through a shattered window of some former human structure and Del'keth takes his shot.
The Farseer casts both Fortune and Guide on the Pathfinders. Fire support units stay still of course; Pathfinders in the Bastion and Reapers just besides it. The Wave Serpent skims rapidly forwards in order to deploy it's lethal passengers. The Banshees also vault forwards to provide back-up. Fire Dragons head towards the ruins in the hopes of getting some melta shots into one of the larger Tyranids. The Avatar, Wraithlord and War Walker all skirt forwards.
The shooting phase, as seen above, is quite dramatic with all sorts of lasers and things flying everywhere. The Pathfinders can just barely draw LoS to the Zoanthropes and, using their Precision Shots, manage to knock the Enfeeble 'thrope down to one wound. The Fire Dragons are, unfortunately, foxed by the dense ruins; unable to even see the monstrous creatures, and must make do with melting some gants instead. A 3+ stealth save ensures only 1 gant is killed. The Avatar levels a burning spear at the Trygon and leaves the collosal beast rearing in pain, taking it down to 5 wounds. The Dark Reaper exarch takes this opportunity to launch a salvo of cover-denying explosives into the reeling beast, taking off a further wound, the remaining Reaper missiles fail to damage the creature any further. The War Walker and Guardian Lance fire into the second Trygon but are again foxed by both their low BS and the 3+ stealth. The Wave Serpent tries to hit the Tyrant but cannot pull off a clear shot through the ruins. The Wraithlord attempts to get an early wound on a Tervigon but is again foiled as the beast hunkers down into cover. (Being able to actually get cover saves on MCs is so good you guys, soooo good.)
~Turn 2~ Victory Points: Eldar 0 /Tyranids 5
Tyranids
A pair of squat creatures, ignored entirely by the Eldar assault, hoist tube-like organs towards the sky, each unleashing a flurry of lengthy spines at no particular target. As the harpoons spiral upwards diaphonous membranes unfurl from each one, hardening quickly in the sunlight these temporary wings allow the viscious needles to circle in the air like so many gnats. From this aerial vantage point the Impaler Flies remarkably efficient sensory apparatus have a commanding view of the battlefield, and not just on a visual wavelength. Detecting a strong source of psychic power nearby the creatures begin to plummet, chemically destroying their own organs to provide propulsion, wing membranes shredding away in irridescent showers, the barbed creatures steer themselves towards an unseen target.
The Ymgarls decide not to turn up this turn. No psychic powers again, for obvious reasons. The Zoanthropes duck out of the way of any windows, preventing any further sniper fire. Almost all units move forwards, the green Tervigon very slowly as she rolls 1,1,2 to move through the ruins. The teal gants head further into the Ymgarl infested ruins, making sure to leave a gap for the genestealers and hoping the Eldar don't notice this. The Hive Tyrant moves to draw LoS to a tiny portion of the War Walker through the ruins. The unwounded Trygon moves out of cover to smack the Wave Serpent and the wounded one hops into cover to get the War Walker if the Tyrant doesn't. Hive Guard edge closer to get the Farseer in range.
The green gants open up on the Fire Dragons and, with Preferred Enemy support, predictably destroy them outright, first blood to the Tyranids. The Hive Tyrant fires wriggling death into the fragile War Walker, it's force field, designed to stave off laser blast and missile impacts unable to detect the living ammunition as a threat. 2 hull points and AV10 are not very tough at all and the War Walker explodes, although doesn't damage anything. The teal Tervigon and gants work together to hit the Dark Reapers, wiping them out completely. The Hive Guard fire into the Farseers squad and kill one of her Warlocks.
The Trygon charges headlong into the Wave Serpent (fast vehicles are so nerfed it's not even funny; hitting on 3s with re-rolls, auto-penning means one very dead tank) which explodes, killing one of the Scorpions and a couple of gants.
Eldar
The Farseer recoils suddenly at the loss of so many of her kin, valuable and worthy souls, slaughtered by meer insects. The paths of the future coelasce before her; true victory is impossible now, all that can be done is the recovery of her allies spirit-stones and the most valuable artefact on this planet before a retreat through the webway with heavy hearts.
The Farseer once again throws Fortune and Guide on the Pathfinders. The Wraithlord and Avatar stomp towards the gants and Tervigon respectively. The Scorpions surround the offending Trygon and the Banshees round on the gants.
The Guardian Lance sears bright into the Trygon who, now outside of any cover, takes a wound. The Pathfinders take their shots at the second Trygon who, despite being hidden deep in the ruins still loses a wound to a fortunate shot into a vulnerable point. The Avatar wounds the Tervigon with his Wailing Doom and the Wraithlord vaporises a gant.
The Scorpions charge into the Trygon, deftly evading it's electric discharge whilst the Exarch sprints and climbs up the creatures torso, flailing and slicing with his weaponry, his comrades serving to distract the beast with adept chainsword drill. Swinging his armoured body up onto the Trygons head, both hand occupied with remaining stable the Exarch unleashes a salvo of mono-molecular darts into the great beasts eyes, tearing the delicate ocular tissue and blinding the creature. In a violent, unseeing rage the Trygon lashes out, crushing five Scorpions beneath its bulk. The Scorpions lose combat by three but manage to escape with their lives, fleeing back towards the safety of the portal.
The Banshees run toward the gants, losing three of their number to the devastating overwatch. The exarch and her kindred deftly slice apart three of the gants before the aliens can even react however, it is not enough and the gants counter-attack leaves only the Exarch standing. The Avatar rushes bodily into the Tervigon, taking off two wounds in a clash of fire and flesh, losing one in return from the ponderous claws of the giant monster. The Wraithlord, immune to the effects of the creatures Overwatch smashes two gants but loses a wound in return. The gants fail their counter-attack as they are forced to use the squads lowest Ld due to the presence of the Avatar.
~Turn 3~ Victory Points: Eldar 2 /Tyranids 7
Tyranids
The blinded Trygon, guided by the soft caress of the Hive Mind staggers towards the nearest terrain; the remains of an excavation site filled with tall, tree-like pillars of wraithbone. Unable to avoid these obstacles without it's vision the Trygon crushes the breathtakingly elegant sculptures. Even as the crumbling wraithbone fades in colour and design, cut off from its living core, sharp, glowing runes of power hang in the air around the area, an Eldar defense ring to ward off thieves and fools. A sharp psychic burst into the surrounding area pierces the Trygons simple cortex, lighting up the creature as a target for all nearby.
The Ymgarlds decide to show up this turn, hopping out of the ruins and heading to bail out the Tervigon. Said Tervigon attempts to cast Iron Arm, she fails but does not lose a wound from Perils either. The Trygon in the ruins heads to help out the gants stuck with the Wraithlord. The Tyrant and green gants draw into range of the suddenly very isolated Guardians. The Trygon heads into the 'mysterious forest', an Eldar excavation site which wounds the beast with 6 S3 rending hits (Razorwing Flock.)
The Hive Guard attempt once again to hit the Farseer but completely fluff it, failing to hit even once. The Tervigon blasts the Pathfinders but scatters harmlessly, spines clattering from the thick parapet walls. The Gants and Tyrant open up on the Guardians, killing only a few. The Trygon instinctively unleashes a pulse of electricity at the fleeing Scorpions, killing them off.
The Ymgarls charge the Avatar, morphing extra attacks as they do so. The firey daemon turns from his furious flurry against the Tervigon, cleaving three of the Genestealers in twain even as they leap before him. Their vicious claws still manage to strike deep however, taking off a further wound. The Tervigon fails to even hit the God of War, the Avatar effortlessly parrying her clumsy blows. The Trygon charges the Wraithlord, knocking off a wound but losing two himself in return (sure wish our MCs were T8, I'd be happy with their points cost t'were that the case...). Despite causing 4 wounds the gants fail to finish of the wraithbone construct.
Eldar
Oureile sighs a deep sound of exasperation; that accursed beast is ruining anything, already the Trygon has ruined any attempt of a salvage operation. There is naught left to do now but flee with as many hands as possible. First however the ancient defenses have marked the Trygon for death, it's body burning bright in the eye of any attuned to the psionic wavelength, the remaining Eldar warriors train their exotic weaponry on the beasts rampaging form.
Fortune and Guide once again go on the Pathfinders. No movement occurs for obvious reasons.
Shooting sees both the Pathfinders and Guardians fire into the Trygon, scoring a spectacular number of hits, and no amount of cover saves will help against that. The Trygon falls.
Combat sees the Avatar return it's attention to the Tervigon, knocking a further two wounds off it. The Wraithlord finishes off the other Trygon. Neither Eldar unit loses any wounds in return (embarrasing...)
~Turn 4~ Victory Points: Eldar 2 /Tyranids 11
Tyranids
All is lost, doom has come to the Eldar. The Farseer begins the solemn task of opening the entrance to the Webway, her Warlock bodyguards standing stoic around her as she prepares the runes.
Gants and Tyrant move in to finish off the Guardians. The free Tervigon moves closer, she might be needed to try save the gants if they don't shape up and kill the Wraithlord. The embattled Tervigon attempts to spawn some gants, but rolls a 1,1,2 and running out. The 4 gants head to join combat regardless.
The Guardian squad is decimated by devourer fire, the Tyrant's Precision Shots taking care of the gun platform crew. The Hive Guard manage to actually hit this turn, but are foiled by some unlikely invulnerable saves. The Tervigon's shot once again scatters harmlessly from the Pathfinders.
In combat the Wraithlord remains unharmed but squishes two gants. The Avatar attempts to split it's attacks to finish off both the Ymgarls and the Tervigon, but splitting focus proves its undoing as the Ymgarls dodge the flaming blows and itcauses only one wound to the Tervigon before being overwhelmed in return by the Tyranid counter-attack.
~Post Game~
Strictly speaking the game continued til turn 5, but there's not much point putting up more maps as not much changes. The second Tervigon succesfully casts Iron Arm and finished off the Wraithlord, the Tyrant is almost killed by sniper fire and then the game ends.
The final scores are:
-Tyranids: 11
-Primary Objectives: Fire Dragons, Howling Banshees, Dark Reapers, Striking Scorpions, Wave Serpent, War Walker, Guardians, Wraithlord, Avatar
-Secondary Objectives: First Blood (Fire Dragons), Slay the Warlord (Avatar)
-Eldar: 2
-Primary Objectives: Trygon, Trygon
Quite good fun, I haven't played Eldar in a long time. Runes of Warding remains a huge pita, so it's unfortunate we'll probably see lots of them from allied Eldar contingents, I know my DE will certainly be including it. Also I guess they'll probably be nerfed considerably come the new Eldar codex.
Individual Eldar units remain not that tough, or indeed all that powerful. Striking Scorpions are good as ever, although I would have been tempted to throw them into the gants rather than the Trygon. Guardians still suck as BS3.
Also found out that they changed the Reserves rolls more than I thought; I assumed it was the same as 5th but starting at a 3+ instead of a 2+. But my opponent pointed out that it is actually a 3+ on turns 2 and 3 followed automatic entry on turn 4, I did not know this.
I also played another game yesterday but it was against Paladins and therefore a) was incredibly slow and b) I got I strongly disagree kicked as per usual. Paladins have somehow become even more obnoxious now than there were in 5th. Draigo can take every single shot before he dies, so you could concievably see a game where you don't kill a single Paladin. Lo,S and precision shot on everyone is incredibly dumb and that's not even mentioning the huge buff they got via access to the awesome Divination psychic powers. So yeah, don't play Paladins if you're looking for anything even close to enjoyment.
~Photo Time~
Yes that's right; I actually took some pics this time. They're not very good, which is why I didn't include them in the report proper, but I'll stick the here at the end for anyone interested.
And that's it for now. Hope you enjoyed reading it. As ever do feel free to comment and point out errors.