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Author Topic: Scoring Magic Falcons trial #1 (1K Eldar vs. New Guard)  (Read 1112 times)

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Offline Schrodinger

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Scoring Magic Falcons trial #1 (1K Eldar vs. New Guard)
« on: May 14, 2009, 10:49:47 AM »
This is the first trial of the Scoring Magic Falcons 1K Core list, a fully mechanized Eldar list with Anti-Land Raider bias.  The opponent is a friend of mine who agreed to throw an infantry heavy list at mine to test the SMF's weakness.

Pictures to be added once I find my card reader.

The Lists:

Eldar, 1000 points.
 Farseer w/ Guide
 Farseer w/ Guide
 Dire Avengers, 5
 Dire Avengers, 5
 Fire Dragons, 5
  Wave Serpent w/ TL Shuriken Cannon, Spirit Stone
 Fire Dragons, 5
  Wave Serpent w/ TL Shuriken Cannon, Spirit Stone
 Falcon w/ Two Shuriken Cannon, Holo-Field, Spirit Stone
 Falcon w/ Two Shuriken Cannon, Holo-Field, Spirit Stone

Imperial Guard, 1000 points.
 Company Command
  Commander w/ Power Weapon, Melta Bombs
  Astropath
  Medic
  3 Grenade Launchers
 Command Platoon
  Junior Officer w/ Power Weapon, Melta Bombs
  Medic
  3 Grenade Launchers
 Infantry Platoon w/ Plasma Gun and Las Cannon
 Infantry Platoon w/ Plasma Gun and Las Cannon
 Infantry Platoon w/ Plasma Gun and Las Cannon
 Infantry Platoon w/ Plasma Gun and Heavy Bolter
 Infantry Platoon w/ Plasma Gun and Heavy Bolter
 Veteran Squad w/ 2 Flamers, 1 Heavy Flamer, Demolitions
 Valkyrie w/ Heavy Bolter
 Basilisk


The board was a little small, 4' by 3.5' and was set up by an impartial third party.  The terrain is largely open in board center, with some ruins near the center of each quarter.  Tall ruined building in SE quarter, low ruins in NE and SW quarters, tank traps and barbed wire in NW.  The third party also rolls for mission type and deployment: Table Quarters with one objective in each Deployment Zone.


Imperial Guard takes first turn and picks the NE ruins  in which to deploy.  IG objective is placed south of his ruins, Eldar places his almost due south of table center, as close to enemy deployment as possible.

  IG proceeds to place his Basilisk in the corner, facing the table center.  Two Las/Plas squads and the Company Command castle up in the low ruins, while the remaining Las/Plas deploys slightly to the west.  The two HB/Plas squads deploy south and southwest of the ruins respectively, with the platoon command between them.  The result is a loose infantry perimeter surrounding a castle, hiding a basilisk.  The Vets deploy within the Valkyrie in reserve to outflank.

Eldar looks at the Las Cannons, Plasma Guns, and Crack Grenades (don't laugh, I've had those drop my 4th ed 'God Falcon'), then considers the one piece of cover which is too low to shield a skimmer, and promptly declares everyone is waiting in reserve.  Farseers with the Avengers in the Falcons, Dragons in the Serpents.


Turn 1 IG:
  The infantry perimeter fans out and away from the castle slightly. Platoon Commander attempts to command the easternmost HB/Plas squad to 'Move Move Move', but finds them to be out of range.  That squad runs anyway, and takes position just within the tall ruins in the SE quarter.

Turn 1 Eldar:
  Twiddles thumbs

Turn 2 IG:
  Platoon Command shuffles somewhat, remaining in the no-man's land between NE and SE ruins, HB/Plas pushes further into the SE ruins.  No other movement.

Turn 2 Eldar:
  One Falcon, and Both Wave Serpents show up from reserves, all come in at 'All Out' speed to take position.  Falcon swinging south around the SE ruins, Wave Serpents to the west of the SE ruins, with one blocking LoS to the other.

Turn 3 IG:
  The Valkyrie appears from reserves (we forgot to roll for it on turn 2), skimming in from the West board edge.  (Note: That model is massive!  It takes some careful positioning to have it fully on the table without flying too far to shoot)
No other movement. 

Company Command orders the one Las/Plas to 'Bring It Down' and proceeds to glance my Serpent (Shake).  The Commander is undaunted, and orders another Las/Plas to 'Bring it Down' but they fail to further damage the Serpent.  The remaining Las/Plas takes a shot at the Falcon, but misses.  Both HB/Plas teams decide to finish off the shaken Serpent with rapid fire plasma, but only succeed in melting one of the plasma guns.  The Bassy drops a template on the Serpent, but it scatters off to nowhere.  Even the Valkyrie decides to try its luck, hitting the Serpent with a Hellfire missile, which fails to damage the skimmer.

Let's hear it for prow fields!

Turn 3 Eldar:
  One Farseer guides his Falcon which scoots further around the ruins, while the second Falcon makes its appearance from reserves and comes in atop the SW ruins (no damage).  The shaken WS tries for a tank shock on a HB/Plas and Las/Plas squad to no effect.  The unshaken WS skims over to the Valc, presents its rear armor... and a squad of Dragons.

  Shooting sees the guided falcon unloading on the Platoon Command thru the ruins.  The PC goes to ground, saving all but one guardsman.  Over by the Valk, the Fire Dragons do what Fire Dragons do.  The resulting explosion kills 3 Vets and 2 Dragons.  The Falcon and Wave Serpent unload on the survivors killing three more and forcing the remainder to run.

Turn 4 IG:
  The Vets are too close to the WS and so keep running.  No other movement.

Company Command orders the Vets to 'Get in the Fight,' order fails. He then orders the Las/Plas to 'Bring it Down', this also fails.  The Vets are; however, close enough to shoot at the Dragons, dropping 2 with lasgun fire.  The HB/Plas squad decides to let the last surviving Dragon join the rest of his crew in the casualty pile.  The Bassy drops an ordnance template on the now empty WS, but prow fields keeps the damage to a minimum (Glancing 1).

Turn 4 Eldar:
  Both Farseers guide their respective Falcons.  The Western Falcon and the unshaken, filled WS scoot over to the southern objective.  The shaken, empty WS moves closer to the enemy, setting itself up for a turn 5 objective grab and escorting the Vets off the table.  The eastern Falcon discovers that by moving up and hugging the east table edge, it can get an unobstructed shot on the Bassy's side armor.

  In shooting, western Falcon and WS wipe the exposed Las/Plas squad while the eastern Falcon wrecks the Bassy.


Turn 5 Guard:
  Vets continue to run, no other movement.
 
  Company Command orders the Las/Plas to "Bring it Down" and rolls snake eyes!  All guns point to the closer wave serpent.  Las cannon pens, but rolls a 1.  Plasma fire manages to melt itself even with the re-roll.  No matter, plenty of fire power where that came from.  The previous order allows the other Las/Plas to be ordered to "Bring it Down" for free.  Their Las Cannon shot goes wide, but a better aimed plasma shot manages to glance the WS.  Damage table roll of 5 is downgraded to 3 by glancing, which is dropped to a shaken due to the spirit stones.  Woot!  The third command goes to the Commander's own squad to (you guessed it) "Bring it Down!", but the grenadiers fail to damage the Serpent.


Turn 5 Eldar:
  Farseers Guide both Falcons.

  The empty Wave Serpent moves up to the enemy's castle to contest the objective.  The other Serpent skims north to babysit the vets, while the western falcon shifts to my objective.  Exposed Eastern Falcon moves back to cower behind the SE ruins, shooting at the Company Command and dropping 2 grenadiers through cover.  The undamaged WS and western Falcon fire on the exposed Platoon Command, wiping them.

Turn 6 Guard:
  Vets run off the table, no other movement.

  Company Command orders the Las/Plas squad to 'Bring it Down', and they once more turn their guns on the empty Wave Serpent.  Shooting is startlingly accurate with the lascannon and both plasma shots penetrating the Serpent.  All-out movement from the prior turn manages to shake off two of the shots, but the thirds succeeds in immobilizing the skimmer, finally wrecking the tank.

Turn 6 Eldar:
  Farseers Guide Falcons

  The remaining Serpent moves to replace its fallen twin by contesting the enemy objective, while every available gun opens up on the Las/Plas squad.  They were the only squad holding the Guard's objective, and also had just downed the other Serpent.  Target selection is just so easy some times  ;)

  Combined fire only manages to kill 3 guard and the squad holds.

Turn 7:  There is NO turn 7.

Game ends with one objective held by the Eldar and the other contested.
« Last Edit: May 14, 2009, 10:54:02 AM by Schrodinger »

Offline Dunedain

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Re: Scoring Magic Falcons trial #1 (1K Eldar vs. New Guard)
« Reply #1 on: May 14, 2009, 11:04:29 AM »
Nice game, and congrats on the win.  I was surprised when his lascannon/plasma squads had such trouble bringing down your tanks.
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Offline childofthewired

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Re: Scoring Magic Falcons trial #1 (1K Eldar vs. New Guard)
« Reply #2 on: May 14, 2009, 02:06:58 PM »
I was the opposing guard player in this game, and I have since rethought the list that I used.  The Bassilisk is now gone, replaced with a heavy weapons squad of auto cannons.  This combined with bring it down should rectify some of the problems that I had. 
In our after game analysis, Schrodinger and I discussed how we would play the game differently.  I would use the Valk's mobility to deliver troops more and not try and use its own weaponry.  It really isn't a gunboat, it is a troop transport. 

The other thing that I would have done differently is to have mored and ignored his shooting.  he would have had to dump out troops to deal with mine, and I think i would have done better taking or contesting the objectives.

Offline Sheepz

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Re: Scoring Magic Falcons trial #1 (1K Eldar vs. New Guard)
« Reply #3 on: May 14, 2009, 03:11:15 PM »
A Master of the Fleet would have really lodged the Eldar list up a creek. Also, x2 Medics = 60 points wasted. Rather have Multiple Rocket Pods on the Valk, or have a Vendetta.

The Eldar list seemed fairly solid, though.

 


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