Sunday Game 2: Chaos vs. Eldar

The second game Nick and I played on Sunday was my Chaos versus his Eldar.  he had made a few tweaks to his list and I think it was a stronger list, but he made some critical mistakes that ultimately hurt him.

Chaos:
Chaos Lord on Bike with Daemon Weapon
4 Bikers, 2 with Meltaguns
10 Berzerkers, Champion with Power Fist in Rhino
10 Chaos Space Marines with 2 Meltaguns in Rhino
7 Noise Marines, 5 with Sonic Blasters and Blastmaster, Champ with Doom Siren

Eldar:
Wraithlord with Scatter Laser and EML
5 Pathfinders
10 Storm Guardians with Fusion Guns and Warlock with Spear in Wave Serpent with Shuriken Cannons
Farseer with Doom and Runes Witnessing
3 War Walkers with Scatter Lasers
3 Vypers with EML and Shuriken Cannon

The game was using the modified Capture and Control scenario from the ‘Ard Boyz tournaments.  Basically, spearhead deployment with one objective in the center of the table quarters that weren’t deployment zones.  I lost the roll and was forced to go first.  I deployed two Rhinos with the CSM and Zerkers as far towards the center with the bikers, and the other Rhino with the Noise Marines behind a hill heading to my left.  Nick deployed in the back of his zone with the Serpent and Wraithlord in the far center, and the Walkers to my left behind some ruins.  The Pathfinders infiltrated onto the objective on his side of the board and the Vypers were held in reserves.

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The first two turns weren’t very eventful.  My bikes sped forward into the center. The Rhinos with CSM and Zerkers headed towards the objective on his side, and the Noise Marines moved towards the objective on my side.  On Nick’s turn, the Walkers managed to kill one biker and wound the Lord, but that was it.  On the second turn, my bikes managed to kill a walker and shake the other two, while Nick’s Vypers came on but didn’t do much.

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Turn three got a bit more interesting.  My bikes continued towards the Walkers and managed shake them again.   While my Rhinos all pulled up closer to their objectives.  For Nick, the Vypers managed to destroy the Zerkers’ Rhino, and the Pathfinders ran out of the line of fire.  The Serpent moved into the center of the board keeping a cover save.

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On turn four, things got really ugly for Nick.  The now transport-less Berzerkers charged the Wraithlord and managed to take it down with the Power Fist.  The Bikers kept chasing and shooting the Walkers, this time immobilizing one, which wrecked it.  The Chaos Marines tried to shoot the Wave Serpent from their Rhino but failed.  Nick’s Vypers tried to take out the Marines’ Rhino, but couldn’t and the Guardians made their way towards the other objective.

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The rest of the game was kind of a blur.  The Lord managed to get in combat with the Walker and took a few turns, but finally killed it.  The CSM and Berzerkers surrounded the point on the far side, and even though the Vypers tried to contest, they were eventually taken down in assault.  The Storm Guardians tried to kill the Noise Marines in assault, but since they had also destroyed the Marines’ Rhino, they had to assault through difficult terrain, leaving them at a huge disadvantage.

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In the end I was able to hold both points, while Nick held none.  The biggest factor was in deployment.  Nick should not have left his Walkers alone on a flank, and the Vypers should not have been put in reserves.  I had no reliable, long range anti-tank weapons, so they should have been on the field shooting my Rhino’s on turn one.  Also, I would have left the bikers alone on the first turn, because even through they were my fastest unit, the units in the Rhinos were much more dangerous.

Overall it was a good game, and it was nice to play something different again.

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