2000pts Eldar vs Ultramarines

In preparation for the tournament this week, and due to the fact that we have the week off from work, Ryan and I have decided to get together and play some games.  I was playing my mixed Eldar and he was playing the same tank heavy Marines, with the addition of 6 Land Speeders (4 of which were proxies, since his hadn’t come in yet).  Here are the lists:

Eldar:
Farseer – Doom, Fortune, Spirit Stones, Runes of Warding, Jetbike
6 Warlocks – Jetbikes, 1 Embolden, 1 Enhance, 4 Destructor
10 Dire Avengers – Exarch, Bladestorm, Dual Catapults
Wave Serpent – Spirit Stones, Missile Launcher
6 Fire Dragons, Exarch with Dragon’s Breath Flamer
Wave Serpent – Spirit Stones, Shuriken Cannon
10 Howling Banshees – Exarch, Executioner, Acrobatics
Wave Serpent – Spirit Stones, Shuriken Cannon
3 Guardian Jetbikes – Shuriken Cannon
10 Guardian Defenders – Scatter Laser
Warlock – Singing Spear, Embolden
Wraithlord – Bright Lance, EML
Wraithlord – Bright Lance, EML
3 War Walkers – Scatter Lasers

Ultramarines:

3 Tactical squad, 2 with Heavy Bolters and Power Fists, 1 with Multi-melta
Sniper Scout Squad with Tellion
2 Razorbacks with Lascannons
2 Razorbacks with Heavy Bolters
2 Predators with Lascannons and side Heavy Bolters
Vindicator
3 squads of 2 Landspeeders, each with Multi-melta and Heavy Flamer

The game today was rolled for and it was decided that we’d be playing Annihilation with Spearhead deployment.  I won the roll to go first and passed the first turn to Ryan.  Ryan deployed the Landspeeders at the front edge of his deployment zone, followed by his tanks and then the troops on foot in back.  I deployed the Guardians behind a hill flanked by the Wraithlords.  The Walkers were towards the center, while my Serpents and Council were on the opposite side.  The Dire Avenger and Banshee Serpents were in front with the Council and Fire Dragons behind.

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Turn 1:

I did not attempt to steal the initiative and Ryan started the game by moving everything forward.  Two of the Speeders moved fast to get a cover save, while the other 4 took shots at the Avengers’ Serpent, but only managed to shake it.  The tanks were able to put two wounds on a Wraithlord and shake the Banshees’ Serpent with Lascannons and shake one of the Walkers with the Heavy Bolters.

On my turn, the Serpents sped towards the other end of my deployment edge to kind of flank the Marines.  The Council was Fortuned and sped up the center of the board.  The Walkers, Lords and Guardians all moved forward and took shots at the Speeders.  They managed to destroy one from each of the squads that fired the first turn, and then took the weapon from one and immobilize another.  So at that point there was two fully operational Speeders, one immobilized and another with just a flamer.

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Turn 2:

Ryan’s Flamer Speeder sped into my deployment zone, while the other two moved forward and fired on the Seer Council, doing no damage.  The tanks all rolled forwards and also targeted the Council, but in the end only took out one Warlock and wounded the Farseer.

Again the Farseer Fortuned the Council, and they sped forward to take on the two Speeders.  They did little significant damage with shooting, but in assault they would be able to catch both Speeders as well as the immobilized Speeder and take them out with their Witchblades.  My Jetbikes also came on and with the help of the Guardians, immobilize the one remaining Speeder.  The Walkers fired on a Heavy Bolter Razorback and turned it into a weaponless, immobile bunker.  The Avengers’ Serpent fired on the other Heavy Bolter Razorback and immobilized it, while the other Serpents moved into position.

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Turn 3:

This would be our last turn, due to time constraints.  Again the tanks rumbled forwards.  A lascannon shot was able to finish off the wounded Wraithlord, and a blast from the Vindicator took out a Walker.  The Marines marched forwards and fired on the Council, but again only managed to kill one and wound the Farseer.

All hell broke lose on my turn, as the Banshees charged out from their Serpent towards the Scouts wiping them out.  The Council burned up 6 of the Tactical Marines with Destructor and then charged them leaving 3.  The rest of the Eldar were unsuccessful at shooting any more of the tanks, so in the end the game finished with 1 killpoint for the Marines and 3 points for the Eldar.

Eldar Victory!

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Conclusion:

In almost any other scenario, I am able to take out Ryan’s tanks with no problems what-so-ever (much to his chagrin) but in annihilation, I can only roll 3’s and 4’s.  The Landspeeders had me worried in the beginning, but I was able to neutralize them early.  Bad rolling on Ryan’s part really helped me early in the game.  The Banshees definitely outperformed.  They were saved by the fact that it was the last turn, as standing out in the open is no good for them.  Finally, I need to drop the Missile Launchers from my Serpent.  They are rarely helpful in shooting, and I really think that the extra speed from Star Engines on the Banshee and Dragon Serpents could come in useful.

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