Tuesday 15 October 2013

Tzeentch Daemons vs. Eldar 1500 points.

Another week, another BatRep :D This time the Changer of Ways unleashes his fiery wrath against the Eldar of the Biel-Tan craftworld.
The mission was Purge the Alien (again, haha) with Vanguard Strike deployment.

My list was very similar to last time, with only a few small changes:

Tz Daemons

Fatey (Warlord)
-Prescience, Smite, Psychic Shriek, Molten Beam
Herald of Tz
-Disc
-Lvl 3 (Forewarning, Prescience, Scrier's Gaze)
-Exalted Gift (Grimoire)
Herald of Tz
-Disc
-Lvl 3 (Forewarning, Prescience, Precognition)
-Greater Gift (Hellfire Gaze)
-Lesser Gift (Etherblade)

15 Horrors
-Iridescent Horror
15 Horrors
-Iridescent Horror

3 Flamers
3 Flamers
3 Flamers

8 Screamers

Soulgrinder
-Daemon of Nurgle
-Phlegm Bombardment

My friend's Eldar list looked something like this (I don't know the names of some of the upgrades and wargear, but I'll do my best :P):

Biel-Tan Eldar

Farseer (Warlord; Stealth for 1 turn trait)
-Lvl 3 (Prescience, Misfortune, Forewarning)
-Warlock (Conceal)
Spiritseer
-Lvl 2 (Conceal and the regen wounds to something within 18" power)

10 Guardians (Warlock in here)
-Scatter Laser platform
-Wave Serpent w/ Serpent Shield
10 Dire Avengers (Farseer in here)
-Wave Serpent w/ Serpent Shield

10 Warp Spiders
-Exarch w/the high Str gun

Fire Prism
Wraithknight
-2 Wraithcannons
5 Dark Reapers (Spiritseer in here)

The Eldar win the role to deploy first and set up the 3 grav-tanks in the centre of his deployment zone, with the Wraithknight to the right and the warp spiders to the right of the knight. The dark reapers set up in a crater to take advantage of the Spiritseer's Conceal power.
I set up my screamers and heralds as far back as possible hoping for night fighting, using one of the ruins in the middle to block line of sight, and Fatey sits in front of them, also taking advantage of the ruin. The soul grinder sets up right behind the ruin, making sure nothing will be able to see him in turn 1, and 1 of the units of horrors goes into the ruin. The other unit of horrors sets up on my left side hoping to pour magical flames over the warp spiders and dark reapers and all 3 units of flamers go into reserve.

Deployment
(Apologies for the poor deployment sketch, I forgot to take a photo of the set up)

Night Fighting: Yes (phew)
Steal the Initiative: No

Biel-Tan Turn 1

The game begins with the Farseer casting forewarning and prescience on his squad and the Warlock and Spiritseer cast conceal on their respective units.
The dire avengers' wave serpent turbo boosts to get line of sight on the unit of horrors in the ruin and the other wave serpent and the fire prism move forward 6" to get in range of the same unit of horrors. The Wraithknight and warp spiders jump forwards.
Shooting starts with the dire avengers' wave serpent snap-firing at the horrors in the ruin, killing 1 and the combined shooting from the other serpent and the fire prism kills another 3. The dark reapers then fire at them, killing another 2 (gotta love night fighting). The wraithknight shoots at the horrors but misses both shots and the warp spiders jump up towards the horrors.

Tz Daemons Turn 1

I start by casting forewarning and prescience on the screamers, and prescience on the soul grinder. I put scrier's gaze up as well, ready for next turn, and the grimoire goes off successfully, giving my screamers their 2++. The screamer unit moves forwards towards the dire avengers' wave serpent, while the horrors and soul grinder move forward. Fatey takes to the skies, flying across towards the warp spiders.
The warp storm table unleashes the Blood God's fury, killing 1 warp spider and glancing the fire prism. The soul grinder shoots his phlegm at the dark reapers, scoring a hit and killing 3 (the spiritseer passed his lookout sir). The horrors in the ruin try to cast flickering fire on the dark reapers, but they fail and the second unit of horrors fail to wound the warp spiders. Fatey casts flickering fire on the dark reapers, but the spiritseer denies him and the screamers turbo-boost over to the dire avengers' waveserpent.

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Biel-Tan Turn 2

The turn begins with the warlock attempting to cast conceal on his unit, but he rolls a double 1 and splatters his brains all over the inside of his wave serpent, giving me first blood and a VP for the warlock. The farseer then casts prescience and forewarning on his unit and the spiritseer conceals the dark reapers again.
The wraithknight moves towards the screamers and the 2 wave serpents move forwards. The warp spiders jump across the crater towards Fatey and the spiritseer and dark reapers move away towards the fire prism.
In the shooting phase the wraithknight kills a screamer with his wraithcannons and the 2 wave serpents bring Fatey down to 3 wounds, but he passes his grounding tests. The warp spiders then unload their guns into Fatey, taking another 2 wounds off him, leaving him on 1 wound but still flying. The fire prism tries to lance the soul grinder and misses and the warp spiders jump away behind the ruins.
The wraithknight then charges the screamers and gets in but neither side does any wounds.

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Tz Daemons Turn 2

I roll for my reserves and all 3 units of flamers come in. Eager to teach the Eldar a lesson for attacking the Oracle of Eternity, I attempt to drop all 3 units near the warp spiders. 1 unit gets a hit, dropping next to the spiders, the second unit scatters backwards to the crater where the dark reapers were and the 3rd unit scatters into the warp spiders and gets delayed by the warp.
The screamers get forewarning and prescience and the grimoire goes off again. The horrors on my left move up towards the warp spiders. Seeing that his end is near, Fatey flies up towards the warp spiders to make sure they can't kill any more of Tzeentch's servants.
The warp storm table makes his farseer take a leadership test or become a herald, but unfortunately he passes (with a 10).
Keen to make the warp spiders pay, the flamers and Fatey reduce the warp spiders down to 1 man, who passes both his leadership and toughness test, gaining 6+ FNP and the horrors kill one of the dark reapers, who also pass their toughness test and gain 6+ FNP aswell.
In combat the screamers deal a wound to the wraithknight, and he does nothing in return.

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Biel-Tan Turn 3

The Farseer casts forewarning on his unit but fails to cast prescience and the spiritseer heals the wraithknight back up to 6 wounds.
The dire avengers' wave serpent moves up to the ruins with the horrors in and the dire avengers jump out. The guardians also jump out of their wave serpent behind the other ruin and the fire prism shuffles forwards to get its cover save.
Shooting sees the dire avengers kill 5 horrors from the squad in the ruin, and the guardians kill 3 from the squad on my left flank. The warp spider shoots at the flamers, but fails to wound and jumps away.
The fire prism tries to shoot at the soul grinder, but once again it misses. The wave serpent that dropped the guardians off shoots at Fatey and manages to bring him down. (Damn twin-linked scatter laser, haha.)
In combat the wraithknight takes 2 wounds from the screamers, leaving him on 4 wounds and once again he does nothing in return.

Tz Daemons Turn 3

The unit of flamers that mis-haped last turn come in this time around and drop right in front of the dire avengers. The heralds cast forewarning and prescience on their unit of screamers and the grimoire goes off once again.
The other 2 units of flamers move towards the spiritseer and warp spider and the horrors on my left flank move closer to the guardians.
The Dark Prince lashes out at the Eldar from within the warp, but fails to kill anything this time. The unit of flamers that dropped this turn unleash their magical energy on the dire avengers, killing 7; the other 3 and the farseer were saved by forewarning. The other units of flamers kill the remaining warp spider and the spiritseer.
In combat the screamer deal 3 wounds to the wraithknight, leaving him with 1 wound left (and no more pesky spiritseer to give him wounds back either) and the wraithknight kills a screamer in return.

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Biel-Tan Turn 4

The farseer casts misfortune on the flamers, which I fail to deny and then casts prescience on his unit. The guardians and their wave serpent move to kill the other flamers and the fire prism shuffles forwards some more to get closer to the soul grinder.
Shooting sees the dire avengers and their wave serpent kill the flamers thanks to misfortune and the guardians and their wave serpent kill a second squad. The fire prism finally gets a hit on the soul grinder and manages to get past its cover save, making it explode.
In combat the screamers take the final wound off the wraithknight! As the giant construct falls to the ground the screamers consolidate 6" towards the fire prism.

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Tz Daemons Turn 4

The grimoire fails this turn, but forewarning brings the screamers back to a 4++, they also get prescience to help them chew through the armour plating of the skimmer.
The ruinous powers make the farseer take another leadership test on 3D6, which he fails fantastically with a roll of 15, changing him into a herald of tzeentch (represented in the pic below by the banner bearer) and giving me 2 more VPs. Both units of horrors then shoot at the guardians, reducing them to 3 guys. They pass their leadership and toughness tests though and gain 6+ FNP.
The screamers charge the fire prism and make it explode on the first lamprey bite, wounding one of their own in the process.

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Biel-Tan Turn 5

The guardians and the dire avengers' wave serpent move to get line of sight on the big horror squad on my left flank, while the other wave serpent moves to face the final unit of flamers.
Shooting sees the dire avengers kill the herald and the guardians and wave serpent kill 8 horrors, leaving 4. The other wave serpent kills the 2 of the flamers in the final squad.

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Tz Daemons Turn 5

The heralds cast forewarning and prescience and the grimoire gives the screamers their 2++ save once more. The screamers move towards the guardians' wave serpent.
The warp storm table blesses me with +1 to my invuln saves this turn. The horrors attempt to shoot the guardians, but both units fail to kill anything!
The screamers charge the wave serpent and make it explode, but don't take any wounds.

We roll to see if the game carries on.....

Biel-Tan Turn 6

The dire avengers move to get line of sight on the last 3 horrors hiding in the ruin on the right side of my deployment zone and the guardians and remaining wave serpent move back away from the screamers.
In the shooting phase, the dire avengers kill off the 3 horrors and the wave serpent and guardians finish off the other unit of horrors.

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Tz Daemons Turn 6

The heralds cast prescience and forewarning and grimoire goes off. The screamers move towards the remaining wave serpent.
The warp storm calms this turn and nothing happens. The screamers turbo boost towards the guardians as they aren't in charge range.

We roll to see if the game goes to turn 7...but the game ends there.

Final Score:

Daemons - 11 (First blood, Slay the Warlord, Linebreaker, Warlock, Farseer, Spiritseer, Dark Reapers, Warp spiders, Wraithknight, Fire Prism, Wave Serpent)
Eldar - 9 (Slay the Warlord, Fatey, Linebreaker, 2x Horrors, 2x Flamers, Soul grinder, herald).

Some Thoughts:

-This game was amazing fun and it was very close. I have played this friend's Eldar army quite a few times with both my Ravenwing and Daemons, and all of the games have been close.
-I ran the horrors in two larger groups for the first time this game and I think it worked well for Purge the Alien. Unfortunately the dice were against me this time and they failed to cast far too often :(
-I also split the flamers into 3 groups of 3, which worked really well, so I will be doing that most games from now on I reckon.
-Warp spiders are really nasty, killing Fatey early on really hurt my game plan.
-I should have been more defensive with Fatey this game and flown him off the board to stop myself giving up Slay the Warlord. Lesson learnt for next time though.

Comments welcome as always :)

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