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Showing posts with label Eldar. Show all posts
Showing posts with label Eldar. Show all posts

Friday, January 30, 2015

Happy 2015 with Necrons, Harlequins and Tournaments

Heya and welcome back to the webway!



It has been a while since I  did any blogging, but switching jobs is a toughie. But at least with the presence of two things this coming months I will be getting out from my fortress to raid realspace once more.


The first thing that actually allowed me to get my butt up to be more active again is that one of the LGS in my area is going to organize a tournament, and I am very excited for the tournament. Ever since 7th Edition arrived, none of the LGS in my country did a tournament and for what reasons I have no idea. Nonetheless with this tournament, quite a number of people are coming both new and old to get their armies up and running.

The second thing that made me really excited is new Necron codex and the upcoming Harlequin codex. I had my first game against the Necron last night, and suffice to say that the book does have its own interesting dirty tricks. Also with the clowns coming, it would be interesting to see what is new and how it synergizes with the Dark Eldar.

A good way to start the new year of 2015, along with my new job!

Monday, November 4, 2013

My new friend , the Hornet

 Heya all and welcome back!

It is tough being a Human Resource Executive, as it feels like you are playing the role of a bard in the corporate world and I have lesser time in playing my 40k. Nonetheless it is this that makes each one of my games that much sweeter now. Unfortunately this also means that I tend to forget to take pictures of my games, and thus I am unable to make any battle reports of some extremely good games that I have during this lull in the blog.



During this time, I have found a particular unit that I am really fond of using these past few weeks, and that is the Forgeworld Hornet. These things are so good thanks to the new rules in the IA Apoc that I can't resist it. Not to mention that they are now 40k legal........

Anyhow let me jump into the things that make them such an excellent unit.




The first point that I must make is the fact that their firepower is utterly insane! Each Hornet can carry two weapons, and dear god their firepower matches the War Walkers, and in some cases surpass that unit. Their weapons are comparatively cheap and you can tailor them to whatever your list lacks, and all of them are good (except that damn missile launcher, which is still a lame duck in my opinion). In my case, I wanted a weapon that can dish out a lot of shots at high strength and thus my eyes are on the pulse lasers. With the cheap-as-chips pulse lasers, each hornet can dish out 4 str 8 ap2 shots at BS4!

The fact that they could be taken in squadrons is utterly insane, and multiply the pulse-laser armed Hornet by three and you can see that this unit is just utterly brutal.



Secondly, the unit are really flexible in their usage. This is because it has two rules going for it; Scout and Skimmer Assault. Now most of you are no stranger to the first rule, as Scouting means that I can actually push my advantage early on using the Scouts or I can reserve them to both protect them from alpha strikes and then harass them later on using Outflanking rules.The second rule Skimmer Assault is also very juicy, as it allows the Hornets to snap fire even if they turboboosted. This helps in keeping the tempo for the offense and increasing their defense as well and having such thorns in my opponent's side is just precious.



Last but not least, maneuverability. These things are fast skimmers which is a godsend. I can never stress how amazing fast skimmers are to some people but for anyone worth their salt seeing such a high firepower, high versatility unit having such speed as well is just utterly godlike. Screw the fact that they have two hull points and AV11 on both their front and side (which is amazing in the eyes of a Dark Eldar player, but not to everyone else), as that speed is the thing that will make those shots count when they need to. Side armour, rear armour, moving around an annoying terrain to prevent cover for the clowns that made the annoying terrain their temporary home.....all is possible.



Last but not least, the point cost for them. Dear god......they are just affordable. 80 points per model for that firepower is too much of a bargain. I will take a squadron please (if I were a true Eldar player, I would take 3 squadrons of 3, and not have any friends).


Now that I have talked about the delicious reasons for taking them, I will now proceed on the synergy it provides to my army.

For one, they complete a portion that my list so desperately need. Sometimes I find it hard to kill transports that are of a certain caliber (AV12, I am looking at you) and the Hornets solves that problem for me. In addition they also aid in the elite infantry killing which my list may or may not struggle against from time to time. Lastly these guys can also act as my anti-flyer defense and are definitely more effective than my ravagers in this capacity.



Secondly, the Scout rules on them makes my personal choice for Traits (Strategic) so much more useful and I do not have to care anymore about 'dud' results in the form of rerolling outflanking results. The scout rules also helps me in better positioning them for the kill or make a feint which throws my opponent's off balanced.

In my case it is more like hide behind metal boxes......
Thirdly, if I am forced to, their AV 11 can act as a temporary shield for my other forces. However this is definitely a waste of their potential, and I would prefer to let them live so that I can shoot. Nonetheless it is important to open my thoughts to any sacrifices for the long-term wining strategy of the game.

Lastly and perhaps more importantly, they fit with my philosophy.



I believe that to win without a fight is the best course of action, but I would not mind a victory that is so thorough that the opponent are unable to retaliate against me. When the opponent is pressured enough, they will do mistakes, and when they do I will exploit it. As this weakness is exploited, I like to plan more attacks to exploit any more weaknesses created by the opponent and keep on doing so until the other side surrendered or I literally ran out of gas. Thus I believe in a multi-layered overwhelminng rushdown offensive to make my opponent blunder or freeze up. For that the Hornets fit into this mindset very well, as they give me options to play around the table to fit said belief.



Some people say that Allies are lame, but for me they actually kept the hobby alive for me. Not to mention that Forgeworld is always a cool bastard. As of this moment I am currently profiting from this particular build;

Duke Sliscus
10 Kabalite Warriors in a Raider with Splinter Racks and Nightshields
9 Kabalite Warriors in a Raider with Splinter Racks and Nightshields
5 Wyches with Haywire Grenades in Venom with second Splinter Cannon and Nightshields
5 Wyches with Haywire Grenades in Venom with second Splinter Cannon and Nightshields
5 Wyches with Haywire Grenades in Venom with second Splinter Cannon and Nightshields
Ravager with three Dark Lances and Nightshields
Ravager with three Dark Lances and Nightshields
Voidraven Bomber with 2 Void Lances, 2 Shatterfield Missiles, 1 Void Bomb and Flickerfield

Eldar Allied Detachment
Farseer with Mantle of the Laughing God on Jetbike
3 Guardian Jetbikers
1 squadron of 3 Hornets with 2 Pulse Lasers

This list works very well against all sorts of opponents and I honestly am liking the synergy of this list a lot. It sure hit like a ton of bricks when it needs to, and it is very versatile.  So far, I am unable to test this out against IG as a result of the resident IG player being a mechanical engineer whose expertise is in high demand.

Only sad panda part as of this moment is that I do not have the real models for the Hornets. Nonetheless, I believe that I will be making some of my own hornets so that it will fit with the Dark Eldar theme.

See all of you next time!

Monday, October 14, 2013

A Little Bit Of This, A Little Bit OF That - Experimental 1750 pts Dark Eldar - Eldar list.

Heya all and welcome back!



I will be honest here and say that life can be tough when for some reason you are stuck in making your list improve. For some reason, life is not giving me results with some of my current builds as a result of not having the right tools for some armies. Here are the issues I find very vexing;

1) 5-men Kabalites with Blasters are becoming more and more like that ugly crutch that limits my options and also offering very little in return. The passengers are not pulling their weight, and I also need a more reliable unit to take objectives aggressively.



2) My Ravagers, despite their 3 lances, are not the most reliable of anti-tanks and they need to be improved. I will not deny that they are good, but in my case they need to be better.


3) Flyers, Flyers everywhere. Everyone's throwing a flyer or two into their list, and personally despite not being affected too adversely by it due to me being a proponent of using flyers, I find that I also need to take those bastards out ASAP. This is related to #2.

4) Shooting is good, but it is not the end-all for assault in this edition. If anything, it means that you have to choose the right targets to charge and kill, preferably with very little resistance.



5) Venoms are good, but I generally find my Venoms getting the lion's share of the shooting alongside the Ravagers. I find it odd that my Raiders tend to be surviving longer than the other nonsense in my list.


As always, the internet horde generally believes that spamming a certain unit and ignoring assault means profit, but like the American Shutdown, spending points on a build that will shut you down in a long time sucks balls. In other words it is my way of saying that the majority of the internet does not know or wants to think outside their comfort zone.



As I did some soul-searching, I realized that I need to scrap all my thoughts and went the opposite direction with my army and designed it without any love for any units that I once used. In addition, I will have to play around with some of the new mechanics of 6th edition a little more to exploit the weaknesses of the current nonsense. In other words, I am literally singing 'Highway to the Danger Zone' to my listbuilding idea and went on said highway.





Based upon these questions I realized that my problems are quite simple;

1) I need twin-linked weapons

2) I need more options for anti-tanks, especially of the more brutal kind.

3) I need to maximize the usability of squads that I want them to last, while having the 'Fuck it' ethos to those that need not survive that long.

I laboured for a while before I came up with this list, which is almost odd as it is ingenious.



Dark Eldar Main Detachment
Archon with Venom Blade, Haywire Grenade, Combat Drugs, Phantasm Grenade Launcher, and Shadowfield
Haemonculus with Liquifier gun
5 Incubi with Klaivex upgrade in a Raider with Nightshields
10 Kabalite Warriors in a Raider with Splinter Racks and Nightshields
10 Kabalite Warriors in a Raider with Splinter Racks and Nightshields
5 Wyches with Haywire Grenades in Venom with second Splinter Cannon and Nightshields
5 Wyches with Haywire Grenades in Venom with second Splinter Cannon and Nightshields
5 Wyches with Haywire Grenades in Venom with second Splinter Cannon and Nightshields
Ravager with three Dark Lances and Nightshields
Ravager with three Dark Lances and Nightshields
Voidraven Bomber with 2 Void Lances, 2 Shatterfield Missiles, 1 Void Bomb and Flickerfield

Eldar Allied Detachment
Farseer with Mantle of the Laughing God on Jetbike
3 x Windrider Jetbike Squadron

As you can see, this list is an utter scrappy list but one with hidden secrets. 

The calculations are simple;

1) 5-men Kabalites with Blasters = Move aside, Wyches with Haywire are a much more stable investment. They either die or once they see a target they will be hunting it down with haywire grenades. For scoring purposes, 10-men squads help a lot more.



2) My Ravagers' need to be better/ Flyer defennse: Farseer with Guide and Prescience helps in making sure things be more reliable. Also the Voidraven helps.



4) Assault elements to hunt down pesky units : Wyches and Incubi are fine for their jobs here, only one hunts down vehicles like wave serpents while the other kills 2+ stuff, with an addition of glancing most vehicles to death.



5) Venom attrition; Put in more Raiders to become LOS Blockers, Roadblocks and extra lances. Add that with the 10 men kabalites, they prove to be a way I build redundancy in the list without weakening my scoring options.



In many ways, this list is meant to work in a more Eldar-like manner than my other lists which are more Dark Eldar in nature. All the elements have their role to play, but at the same time I blanket all my glaring weaknesses with their similar roles. Of course as with every list I must put it under fire to truly appreciate what it does, and to see if all this wishlisting is practical.

So far my first game with marines proved to be very successful, as all the units worked wonderfully. Of course a single game means nothing, and thus this will go under the knife against other builds to see its true viability. The build is growing on me, as it fits with my rather aggressive wave playstyle.

I will try to post a battle report with this list as soon as I could, win or lose to at least show what is going on in my mind when I play this list.





Wednesday, October 2, 2013

A dull 1750 pts Dark Eldar-Eldar alliance list

While I was at work today, I was wondering if I could make an allied 1750 pts list that can be an utter bore to face against and/or play as. So with that I decided to throw this little cutie out. Note that this is something of a min-max list without much variety, thus take this with lots of sauce....hot sauce.


Main Detachment
Baron Sathonyx
5 Kabalite Warriors with 1 blaster in a Venom with two splinter rifles
5 Kabalite Warriors with 1 blaster in a Venom with two splinter rifles
5 Kabalite Warriors with 1 blaster in a Venom with two splinter rifles
5 Kabalite Warriors with 1 blaster in a Venom with two splinter rifles
Ravager with three dark lances with Flickerfield
Ravager with three dark lances with Flickerfield
Ravager with three dark lances with Flickerfield

Main Detachment total pts: 950

Allied Detachment
Farseer on jetbike
5 Fire Dragons with an Exarch with Firepike and Fast shot in a Wave Serpent with twinlinked scatter lasers and holofield
5 Dire Avengers with in a Wave Serpent with twinlinked scatter lasers and holofield
5 Dire Avengers with in a Wave Serpent with twinlinked scatter lasers and holofield

Allied Detachment total pts: 800

Total pts: 1750 pts

Retardedly enough, it managed to end up at a precise figure which I tend to like. Nonetheless you can see how this list works just by looking at it; move and shoot and shoot and move. The main muscle of this list are the Wave Serpents, Venoms and Ravagers. The Baron is there mostly for me to get first turn and will be camping somewhere like a sad panda (he is a tax, but one with a single worthwhile ability).


The Farseer has a simple job to do; Be a mobile twin-linker for the army when it needs it (though I expect most of the twinlinked abilities to be on the Ravagers and Venoms. If I managed to get Doom or Perfect Timing, I will be utterly giddy).


The Dragons are mostly there because they are the cheapest unit that I can use to buy another Wave Serpent within the allied list that functions well within this army's design. Likewise the blasters on the Kabalite warriors are there just because they are a staple for those Kabalite Warriors in Venoms. As for the Dire Avengers, I will admit that they are the tax I pay for the Wave Serpents.



This list functions in a rather simple and dominating way; You will need to handle a lot of things and you need to handle all of them at once, because all of them are able to cripple your army. The twinlinked weaponry only made this choice more crucial as they will be damaging an army quite often. The army also has some interesting anti-air options as a result of the twinlinked weaponry in abundance. In its retardedness, it is oddly balanced against anything.



Honestly the way I would deploy them is to let the Serpents be in front (hiding behind cover of course) while the rest of the army will hide behind those Serpents. Due to the darn Serpent Shield being a perfect way to prevent an alpha strike against me, all the flimsy nonsense will hide behind. Once I get to move, I will be moving forward as one, Serpents as shields, and I will just attack and exploit any weaknesses I have created, and then from there make more attacks to exploit any more weaknesses I have created, and keep on doing so until the other side surrendered or I run out of gas.

A rather blunt and thuggish list for an Eldar list, but it does the job. I believe that it is time for me to lend my friend's Wave Serpents and test this weird boring list out. Who knows, I might actually like it.

Tuesday, August 6, 2013

1850 Dark Eldar- Eldar Tournament List (Includes Forgeworld)

Heya all and welcome back!

I wanted to get some input about this list that may be used in a 1850 pts tournament by the end of this year in my country. This list is also quite unique, as this is the first time there is a tournament back home that willingly allow us to use Forgeworld units. Here is my list with Forgeworld goodies included.


Eldar (Allied Detachment) Selections:

HQ
1. Farseer (120pts)
Eldar Jetbike
Singing Spear

Troops
1. Windrider Jetbike Squad (51pts)
Windrider Guardian x 3

2. Windrider Jetbike Squad (51pts)
Windrider Guardian x 3


Fast Attack
1. Wasp Assault Walker Squadron (210pts)
Wasp
2 x Scatter Laser (30 pts)
Wasp
2 x Scatter Laser (30 pts)
Wasp
2 x Scatter Laser (30 pts)

Heavy Support
1. War Walker Squadron (210pts)
War Walker (70pts)
2x Scatter Laser (10pts)
War Walker (70pts)
2x Scatter Laser (10pts)
War Walker (70pts)
2x Scatter Laser (10pts) (Laser Lock)

Dark Eldar (Main Detachment) Selections:

[u]HQ [/u]
1.Baron Sathonyx (105pts)
Hellglaive, Phantasm Grenade Launcher, Shadowfield, Splinter Pistol, Wychsuit
Custom Skyboard
Splinter Pods


[u]Troops[/u]
1 Kabalite Warriors (125pts)
4x Kabalite Warrior (36pts)
Kabalite Warrior with blaster (24 pts)

Venom (65pts)
Flickerfield, Splinter Cannon

2. Kabalite Warriors (125pts)
4x Kabalite Warrior (36pts)
Kabalite Warrior with blaster (24 pts)

Venom (65pts)
Flickerfield, Splinter Cannon

3. Kabalite Warriors (125pts)
4x Kabalite Warrior (36pts)
Kabalite Warrior with blaster (24 pts)

Venom (65pts)
Flickerfield, Splinter Cannon

4. Kabalite Warriors (125pts)
4x Kabalite Warrior (36pts)
Kabalite Warrior with blaster (24 pts)

Venom (65pts)
Flickerfield, Splinter Cannon

5. Kabalite Warriors (125pts)
4x Kabalite Warrior (36pts)
Kabalite Warrior with blaster (24 pts)

Venom (65pts)
Flickerfield, Splinter Cannon

6. Kabalite Warriors (125pts)
4x Kabalite Warrior (36pts)
Kabalite Warrior with blaster (24 pts)

Venom (65pts)
Flickerfield, Splinter Cannon

Heavy Support
1.Ravager (115pts)
Dark Lance, Dark Lance, Dark Lance, Flickerfield

2.Ravager (115pts)
Dark Lance, Dark Lance, Dark Lance, Flickerfield

3.Ravager (115pts)
Dark Lance, Dark Lance, Dark Lance, Flickerfield

The premise of the list is quite simple, as it entirely forego Flyers to gain a superior advantage on the ground with its firepower. However, I felt that this list lacks something (other than soul of course, since this is a tournament list and we all know that tournament lists got no soul. :P). Criticisms and comments are welcomed.

Monday, July 29, 2013

Adapting for the Foreseeable Future for my Dark Eldar

Heya all and welcome back!

Crisis_Vyper return an International player of 40k!!!!

Being back in Malaysia and having to adapt to the meta at home is always a toughie, especially when one have developed their army in the US to near perfection. It is not to say that it is a bad thing, in fact I really enjoy myself as I get to use the lessons learned from the US to increase my fundamentals in 40k which is based upon a Malaysian school of thought (lol). With that, I must say that combining both my 6th edition experiences in both nations I found that there are some things that would affect my finetuning towards the Malaysian meta;




1) Blasterborn in Venoms are not as amazing as they used to be. I am sad about this, but at the same time, things must change. Personally they have not been performing for a while now, and my use of Reavers and Incubi sparingly as fun elements proved to be superior choices to the Trueborns in most of the games they are in. Each edition brings its own nuances, and with that I must adapt to the only constant; change.



2) Eldar allies are important to increase consistency of the entire Dark Eldar army (or otherwise known as 'Dat Farseer!') as they help in being a force multiplier for the Dark Eldar, especially in the twin-linking department.



3) Assault is still alive, just that it is more of a high-risk/high-reward thing. Suits the Dark Eldar just fine to be honest, and an assault element needs to be tough, fast and able to hit hard enough.

I pity the Marine player here.......

4) Mech or some elements of Mech are also alive, especially with the Xenos factions. The prevalence of Wave Serpents among Eldar players is such that Samuel. L. Jackson would be cursing "I am sick of these motherfuckin' Serpents on this motherfuckin' table!' while the existence of Hammmerheads and Skyrays (mostly the latter), Annnihilation Barges and Land Raiders proved to show that everyone is breaking through the inherent meta of having footlists and Str 7 weapons.

Due to this, I am also seeing more meltaguns returning as well to counter the new wave of nonsense. This also means a more Hybrid approach to most lists. I rarely see a full foot-army here as everyone and their mothers are all armed to the teeth with anti-infantry guns to the point that cover is beneficial only when they go to ground to take the hits.


Honest reaction to Space Marines

5) Less Marines, more Xenos. In the US, I see so many bloody Marines (almost 80%) to the point where I often say to myself that any Marine matchup is a 8-2 in my favour, while Xenos are arguably the minority. Over here in Malaysia, there is a greater spread of armies to face, with Marines consisting only 30-50% of the armies here. In fact I like the variety, and thus nnow I am able to get my thinking hat on to make more balanced lists (not that I did not make them to be anti-Marine to begin with, but it is quite a Marine killer).



6) Interestingly enough, there is not a lot of flyer spam. I do not know why, but everyone uses around 0-2 flyers. I blame this on the Tau and Eldar to be honest, and I am fine with this.

American Table......

And the Malaysian table.

7) It is comfortable to see that the terrain here is a lot more than those in the US, especially when 25-40% of the table is covered in terrain, with a balanced mix of area terrain, Ruins, and other terrains. In the US, I often expect to see around 15-25% terrain. A true relief and a greater test of skill rather than pure dice rolling

With these observations in mind, I have also started to go about designing a list that best reflects the current mutation of the meta.


My list is somewhat spartan, but it does offer me a whole load of flexibility in terms of deployment, firepower and tactics. I am assuming that I will always get the worst possible situation for a Dark Eldar player; Being forced to be on Planet Bowling Alley without Nightfight and going second. My US experience opened my eyes about how important every little scrap of terrain is, even if you have to make one yourself using the corpses of your vehicles.

My 1750 pts list is meant to answer all the observations and field experiences I have seen in Malaysia (as stated above), and also throwing in my wisdom from my time in the US.

Baron Sathonyx
Farseer on Jetbike on Jetbike
1 squad of 6 Incubi with a Klaivex in a Raider
1 squads of 5 Warriors with 1 blaster in a Raider
4 squads of 5 Warriors with 1 blaster in Venoms with second splinter cannons
1 squad of 3 Windrider Guardian Jetbikes with one Shuriken Catapult
1 Squad of 9 Reaver Jetbikers with 3 Heatlances and an Arena Champion with a Venom Blade
2 Ravagers with Flickerfields
1 Voidraven bomber with Flickerfield and 2 Shatterfield missiles



The Baron is there sadly for one reason and one reason only; Getting me the option in deployment. Not the best use of HQ I know, but he is pure gold in the pre-game setup. However once he is on the table, he will be hanging out with the Windriders until the last possible turn where they will split up and the Windriders contest objectives. For 105 pts, I do not mind it too much.

However if the situation calls for it, he will also be flying forward to join up with the Incubi and charge together as one.



Farseer......this dude is utterly amazing. He is one of the main elements that can make the entire army ever consistent, with the Runes of Fate, Divination and/or Telepathy. Twin-linking is utterly brutal on Ravagers, Venoms and Reavers, and if I can get Doom, I am an utterly happy person. In other words, he's the handyman.





The Incubi provides me with an avenue for close combat, and also I realize that they help balance the army overall with their AP2 Klaives. There are times where I am forced to charge to stall or kill things, and they are the best unit for the job. They are also meant to be used in tandem with the Reavers whenever possible to provide an uneven fight for my opponents. They also play the role as distractions when the need comes for it. For obvious reasons, no one likes a bunch of Incubi with an Archon marching down their alley.



Warriors with blasters are solid dudes, and they only ever get out if the area is cleared. The blasters also provide additional anti-tank for the army and mop-ups if they have to do it.


The Bikers in my army are there for their mobility and also being excellent contesters. Guardian jetbikes are a requisite choice for me to take in an allied list while the Reavers are there to provide three things;

1) Backups for the Ravagers

2) Assault elements

3) Infantry firebase killers

If they are forced to, they could also become a distraction element (and they do excel in this department as well). They can also become anti-air if I need them to be, and with the Farseer around, this makes it a viable choice.



The raiders are there to become meatshields if the situation is such that I am forced to hide behind something. It also doubles up as extra dark lances platforms just in case my Ravagers and Reavers are shot down (which is quite often).

Venoms and Ravagers are just solid choices for anything, and the reason for their inclusion should not need any more explaining to do. The Voidraven is anti-flyer and also anti-tank while the bomb and the missiles it carried acts as both anti-parking lots and anti-horde for my list.



I find that this list has a lot of answers to a lot of things, but in return I sacrifice raw list power. Nonetheless, with the new edition running around and new supplements and codices being thrown into the mix, I find that it is almost impossible to just try and spam things due to the likelihood of pulling out a hard counter or the spam list being obsolete within seconds. The IG blobs are gone and the Cronair are tamer due to the combination of Tau and Eldar shenanigans, while the supplements only creates a meta where anything and everything goes.



In addition with the majority of the missions rewarding a fluid commander, I find that being able to adapt on the fly while also fulfilling the main strategy of the list to be the upmost importance these days. Hard counters are hard to use when some armies do not even have the solution to the problem, and thus having soft counters are more effective in the long-run. This edition is not even through its first year and the constant state of flux now is just amazing for the meta.

I will be testing this list out to see if the theory side of things will be proven in the tabletop. Wish me luck and happy gaming to all of you.

Sunday, July 28, 2013

A summary of the 2 vs 2 with my gaming buddies - Dual Wraithknight and Eldar/Eldar Venomspam vs Tau Riptide/Farsight bomb Spam and Eldar/Deathwing

Heya welcome back to the webway!

This Saturday I was asked by my Eldar friend to team up with him to fight against two other players buddies of ours, and essentially the idea is to bring 'cheesy' lists to the table. They requested me to bring a Venomspam list (but I one-up them with a farseer and some bikes just for psychic powers and I took the Baron) and I complied. As for my teammate, he was wondering what he should bring, and I said bring a Seer Council and two Wraithknights supported by three Wave Serpents. He took the idea and we said to ourselves that our plan is simple; kill them all.

One of our opponents brought a Farsight bomb with three Riptides with two skyrays and one hammerhead, while the other brought in lots of War Walkers with some allied Deathwing terminators, Belial, and a Tactical squad.

Suffice to say, there is a lot of murder on the board as my team was able to get the first turn (thanks to the Baron), reducing their reserve roll by 1 (My warlord trait), and nightfighting. I have forgotten my friend's warlord trait as he rolled from the Iyanden book, but it was also delicious from my memory.

The mission was The Relic, and we deployed using the short table edge. As you could see from my team's deployment, we are essentially using the combination of cover provided by the ruins and also the Serpent's Shield and also Wraithknights. In addition, all my stuff have Nightshields so their guns would not be able to reach us.



Our opponent's failed to seize, and the game begin with the Wraithknight jumping forward and using its Heavy D-cannons killed the first Riptide by instakilling it. Lots of firepower was brought forward during the first voley, and whatever that could not shoot turboboost.


As you could all see, we essentially took control of the relic within the first turn and also occupy the sweet spot of our armies.


Sadly for our opponents, their next two turns are horrible as the combination of bad luck and also my warlord trait failed to let them have their reserves to come in to save them. By the time of our third turn, two riptides are already dead, and we are on our merry way with the relic. My force bore the brunt of the opponent's shooting, and thus a few vehicles were slain as a result of this.

Amazingly thanks to Protect/Jinx, the Deathwing that arrived had a 3+ armour save rather than their 2+ and thus with that my Venoms came in and with a cast of Doom from both of us (Yes, both my friend and myself managed to get Doom for one of our powers) we killed them mercilessly. The Farsight bomb that came did not fare any better as they too suffered the same treatment.


This picture above was taken before the Farsight bomb was murdered down to the last man. So much for Shadowsun's super shield thing. By about this time, the last Riptide and the Spiritseer warlord was also murdered by the two Wraithknights. By the end of their 3rd turn, they conceded as both the Wraithknights are poised to shoot and charge the Tau firebase. while my Venoms are poised to kill their infantry units as well.

With several linebreakers in their lines, their warlords slain, and the relic in our deployment zone, we won this very convincingly and brutally. It was hilarious to see our opponent's reactions when we told them about all the Eldar trickery that we could pull off. A good game overall, but the only regret I have is that I do not remember too much about anything else to write a battle report about this and will have to do with a summary.