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Author Topic: Battle report: Iyanden (4th) VS Salamanders  (Read 1296 times)

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Offline Starrakatt

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Battle report: Iyanden (4th) VS Salamanders
« on: December 6, 2006, 07:53:13 PM »
   Hi there!   ( DUH! Wrong forum, sorry, should have been elsewhere...my fault... -sounds of whipping)

   First game with new codex & first battle report!

   That was supposed to be a game VS Slaanesh Chaos Marines but my opponent didn't show up (First snow storm of the year, peppered with sleet to add fun :P), so instead I played a Salamander friend of mine (Last time, It's him that oblirated me, 3th codex).

   The forces were:1700 Pts, the mission was:Recon, the level:Gamma, due to Salamander Chapter Trait the game lasted 7 turns. On a side note, the table was not standard sized, being 5'X6' and the deployment zones were extended 6'' on each side to cover this.

   -Iyanden:HQ:Avatar of Khaine
                     Farseer, Runes of Warding, Spirit Stones, Fortune & Mind War.

              Elite:5 Wraithguard+Warlock with Spear & Destructor in a Wave Serpent                                                    with S. Stones, V. Engine, Twin Shurican & underslug Shurican.
                     6 Fire Dragons+Exarch with D. Breath, T. Hunter & Crack Shot.

          Troops:10 Wraithguard+Spirit Seer with Conceal.
                     8 Pathfinders.

           Heavy:Wraithlord with Starcannon, Scatter Laser & 2 Flamers.
                    Falcon with Pulse Laser, Scatter Laser & Twin Shuricat + S. Stones, V. Engine & Holo Field.

             Fast: -None.

   -Salamanders:(Don't have the list, so I may miss some wargear or upgrades)
                     HQ:Chaplain with Thunder Hammer, Plasma Pistol, Artificier Armor, Jump Pack & Rosarius.

                   Elite:5 Termies with 2 A. Cannons.
                          Dreadnought with Twin Lascannons & M. Launcher.

               Troops:10 Sniper Scouts + M. Launcher.
                          10 Sniper Scouts + H. Bolter.

                Heavy:Predator Anihilator with Lascannon sponsons & Stormbolter.
                         Predator Anihilator with Lascannon sponsons & Stormbolter.

                  Fast:4 Bikes squadron + Attack bike with Multi-Melta.
                        3 Land Speeder Tornado Squadron.

   -Terrain & Deployment: Iyanden won the roll off for chosing side and subsequently Salamanders begun to deploy first. (Sorry, no pics :()

   -Terrain & deployment is viewed from Eldar side.
   
   Eldar board side: 2 level 3 area medium sized woods, one to the left, one centre, one level 3 hill on the right with some level 1  cover here and there.
    Centre of the board, off both deployment zones centre left is a level 2 ruin, center right & overlaping his deployment zone is a large area level 3 factory, on the right side, level with the factory is a level 2 ruin.
    Salamander board side: Extreme left is a ruined fortification, left to right center there is some level 1 & 2 clutter and extreme right is a level 2 ruin.

   So. -Salamander deployed Predator 1 & Dreadnought in the ruined fortification extreme left, the Tornado squadron extreme left in the open, in front of the predator, Predator 2 in the ruin extreme right, Chaplain, Termies & Bikes behind the factory and last the 2 Scout squads: H. Bolter Squad over 6'' in the factory area and out of sight, M. Launcher Squad extreme right in the Eldar deployment zone, in cover beside the level 3 hill.
        -Eldar deployed Falcon (with Fire Dragons) + Wraithlord behind the center wood. The 10 strong Wraithguard squad, the Avatar & the Farseer in the center wood, the Serpent with Wraithguard behind the left wood and last the Pathfiders in the left wood.

   And lo! I got first turn! ;D (Which is a good thing cause of the scare factor of looking down the barrels of Tornado's guns...)

   -Turn 1.
   Eldar: The Farseer cast Fortune on the Wraithguard, on the left the Serpent move 12'' toward the Tornados and prepare to shoot the Speeder squadron, the pathfinders reposition on the north side of the wood, the Falcon turboboost toward  Pred 1 & Dread to the left, getting level with the Serpent, foot Wraithguard begin to move north toward Salamander side, Farseer join the WG, the Avatar follow, flanking the Guards on their right, then the Wraithlord reposition itself in the wood to shoot the scout on it's right. Shooting Phase begin and the Serpent destroy all 3 Tornados with Shurican fire ( lucky me :P). From his wood, the Wraithlord shoot at the Missile Scouts and kill 3 but they pass their morale check.    (OK. At this point, I'll specify that NO morale/leadership test was failed on the entire game on both sides, so I'll skip text from now regarding this). There is no Assault Phase.

   Salamanders: Turboboost his Bikes toward the big hill on the right to hide them, the Termies move forward but are hindered by difficult terrain, the Chaplain stay put, the damaged M. Launcher Scouts square themselves to shoot their nemesis Wraithlord and the H. Bolter Scouts are forgotten in the Factory. The 2 Preds & the Dread keep their positions, ready to retribute for their Tornado pals.
   The Pred 1 & Dread up left shoot on the Serpent & Falcon, shaking both, the Pred 2 up right fire at extreme range at the Lord in the wood and take a wound off him, then the Missile Scouts let fly all they've got on the Lord to no result. Then the forgotten H.Bolter Scouts are remembered and about 1/2 the squad has barely a  LOS to the Pathfinders and open fire killing 1. (Frown appear on opponent brow). There is no Assault Phase.

   -Turn 2.
   Eldar: Casting of Fortune on his Wraithguard squad. The Serpent & Falcon turboboost to stop straight under the Pred 1 & Dread noses, looking down Lascannon barels. Foot Wraithguard/Farseer still escorted by the Avatar continue heading north, angling slightly toward the ruin left of the Factory, Pathfinders stay put. The Lord reposition himself in the wood to be out of sight of Pred 2 (bad Lascannons, baaad!). The only units that can shoot are the Pathfinders that try to snipe the H.Bolter Scouts to no result (trying, bah  :-[) & Wraithord who's too happy to oblige and down 2 more Scouts from his earlier target.
   And there is no Assault Phase.

   Salamanders: Mr.Chaplain jump out of his hiding hole right behind the Factory's left end. Termies go to the south and left, hoping to take pot shots at the Avatar but are (YET) hindered by terrain. Bikes get out of behind their big hill on the right and put themselves into Bolter range of the Avatar. Both Preds, Dread & both Scout squads forego movement to promote shooting.
   Fireworks Phase begin with Pred 1 & Dread (Nice title for a sad story) shaking the hell out of the Serpent but doing no signifiant damages. Pred 2 is more efficient and destroy the Falcon's Pulse Laser from extreme range shots and shaking it. H.Bolter Scouts fire at Pathfinders but do nothing. At 1/2 strenght but still scoring, the M.Launcher Scouts lets fly and take a wound off the Lord in his wood.
   Sadly for the Termies, only one Stormbolter as LOS on the Avatar and do nothing. Bikies are more lucky and the Incarnation of Khaine take wound from Bolter fire.   And there is NO Assault Phase.
   Bad feelings begin to assail Sally Boy.

   -Turn 3.
   Eldar: Forgetting Phase: No casting of Fortune. Wraithlord test for Wraithsight but pass. The Serpent move behind Pred 1 and the Falcon behind Dread, unloading their cargo. Wraithguard/Farseer move north & left behind the ruin, staying out of charge range from Mr. Chaplain. Khaine, shrugging off his wound from the Bikes quickly step in the Factory's shadow, effectively denying further LOS from bad Termies(with Assault Cannons, always keep in mind Assault Cannons ;)) that are still out of sight/range of anything and the Big Bad Boy begin treatening the H.Bolter Scouts and daring Mr. Chaplain to come get some. Pathfinders & Wraithlord keep their respective positions.
   Then things get really means: Both Pred 1 & Dread are destroyed by Wraithcannon and Melta fire. The snickering Lord kill 2 more Scouts, droping the squad below 1/2 strenght and into a very UNscoring state. Pathfinders have a very UNsniping round and do nothing.   Still no Assault Phase.

   Salamanders: Very unhappy Termies move south and left around the Factory,trying to get LOS to the Avatar without success. Bikes zoom south and left, out of Wailing Doom range and brace to fire all they've got on the footslugging Wraithguard. An enraged Chaplain jump into charge range of the taunting Avatar. Pred 2 and both Scout squads stand their ground.
   Pred 2 open fire on the far ranging Falcon but target is slighty out of range. The depleted M.Launcher Scouts finally bring down the battered Wraith construct (but, why me? said the thing  :'(), ending the duel. Termies have no targets, H.Bolter Scouts & Bike squadron fire on foot Wraithguard, downing one. Finally, Mr. Chaplain shoot his Plasma pistol on the Incarnation of Khaine, roll a Gets Hot! and take a wound despite his Artificier Armor save!. (I swear, I heard gnashing of teets...)
   ASSAULT PHASE!!! : The mighty Chaplain charge the Avatar in a clash of titans, both hitting & wounding 3 times but not to avail (Oh yeah, INV saves :P).

   -Turn 4.
   Eldar: Casting of Fortune. Both Wraithguard & Dragons get back up on their respective transports. Serpent & Falcon turboboost south and right, between the footslugging Wraithguard and the ongoing combat between Chappy & Avvy and more importantly putting the Factory between themselves and Pred 2. Foot Wraithguard/Farseer hide in the ruin. Pathfinders reposition themselves in their wood so they cannot be seen anymore by the H.Bolter Scouts and get a shooting lane to the Salamander Bikes north of the south center wood. There is no shooting at all.
   The Avatar of Khaine trade blows with the Chaplain, leaving the Space Marine crippled with 1 wound left.

   Salamanders: The Marine player decide to cut his losses. Termies goes straight south, heading between the big hill and the center wood. The Bike move within 24'' of the Pathfinders, hugging the wood and keeping as far away as possible from the Eldar tanks. Pred 2 try to get out of cover but imobilise itself ???. M. Launcher Scouts run to a new position toward the wood, bringing it's heavy weapon in position for next turn shooting.
   Scouts in the Factory takes pot shots on the Falcon, hoping to do some damages with their rifles, accomplishing nothing. The SM Bikes then has better success in killing a lone Pathfinder.  :-\
   The Assault Phase end quickly as Khaine stand victorious upon the burned corpse of his enemy. He then consolidate slighty inside the Factory. (Scouts beware).

   -Turn 5.
   Eldar: Forgetting Phase(again): No Fortune. Serpent race north of the Factory toward the imobilized Pred 2 in the right corner ruin. Falcon move 12'' and disembark it's Fire Dragons at Factory's edge in Flamer range of the Scouts. The Avatar close in to the comdemned squad. Foot Wraithguard/Farseer get out of the ruin and goes north. Pathfinders stay put.
   Pathfinders open fire on the bikes but they save it all. The Dragon Exarch put the  Scout to the torch and kill 7 with his Crack Shot power, the other Dragons acount for 1.
   Assault Phase: Khaine charge the survivors and slay them easily. He then consolidate on the north edge of the structure.

   Salamanders: Termies goes south in Eldar deployment zone. The 3 surviving Scouts stay in position between the center forest and the big hill, south of Termies. The Bike squad decide to play it safe out and turboboost far south and right behind the wood. Pred 2 is imobilized and open fire on the Serpent, missing it despite 1 shot being twin-linked (one sponson cannot shoot due to poor angle). The Scout succeed in destroying 1 Wraithguard at extreme range with a Crack Missile.
   No more shooting, no more assault.

   -Turn 6.
   Eldar: All force but Serpent move north in Salamander's deployment zone. Pathfinders Fleet of Foot. Serpent move 12'' north and right, disembarking it's passengers who prepare to destroy the imobilized Predator, but their Wave Serpent ravage the thin side armor with Shuriken fire and destroy the beast before the wraith constructs may bring their guns to bear.

   Salamanders: Termies hide in the center wood, Bikes stay put, Scout shoot their M.Launcher on the retreating Pathfinders but miss.

   -Turn 7.
   Eldar: Repositionning units so they can't be shot at. Pathfinders race north, then fleet, putting them in Salamanders deployment zone.

   Salamanders: Uneventfull. (Well, in fact he began to pack beginning turn 6. :o :''Enjoy your moment of triumph'' said he, ''just wait next time...'' grumbles-grumbles... ;))

   -Game results: Iyanden lost it’s Wraithlord, 2 Wraithguard and 2 Pathfinders.
                           Salamanders lost everyting apart full Terminator squad, full Bike squad 3 Scouts. VPs were Eldar: 2 613  VS Salamander: 573, both for destroyed and scoring units.
                            A massacre by the book.
 
   -Overview: He obviously did'nt have a force made to deal with mine, he did with what he had at the moment. And repeat after me:''Army comp is a third of the game''. Again.

   -And deployment: I think (my opinion, really) that he deployed badly. IMHO, he should have made a tighter fire base, not going for the far corners as he did with his vehicles and using the Jump pack Chaplain as a counter charging unit. The Tornados, particulary, should have been deployed behind the Factory to threaten my transports advance. Now, they got shot down first turn (albeit by a longshot). And the Termies should have teleported in my back.

   -BUT! He was VERY unlucky with his anti-tank shooting. He should at last have downed one of my tanks. One think also of the imobilized Predator and the Gets Hot! result for Chappy. On the other side, we had a beautiful stand off between the Avatar and his Chaplain, lot of hits and lucky saves, but in the end, he could not prevail.

   -Myself had a lucky shot, above average when destroying his Landspeeders, the Wave Serpent having effectively the only shots I could bring in range of them (apart for my Falcon's Pulse Laser that I forgot, silly me :P) All in all, my force is somewhat weak in close combat and I found myself cruelly lacking long range fire  (But hey! I'm a stuborn one and I really like my Wraithguard heavy theme).
  Had I failed to destroy the Tornados, things could have gone pretty bad for me.

   ''Next time, for sure'' he said.

   ...snickers...

   ''Bring it on'' I say!

   Starky
« Last Edit: July 9, 2007, 12:18:04 PM by Starrakatt, the left hand of Khaine »

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Offline Sapphon

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Re: Battle report: Iyanden(4th) VS Salamanders
« Reply #1 on: December 7, 2006, 01:27:43 AM »
"(OK. At this point, I'll specify that NO morale/leadership test was failed on the entire game on both sides, so I'll skip text from now regarding this)."

And some people try to claim that 40K hasn't been dumbed down in the last few editions.

Nice report, though.  I agree that his catastrophic fu*kup with his rendingmachines lost him any chance of a win/draw.
"I personally don't use Guardians at all...there's something about 500 year old artists dying en masse I find distressing."

-Lascidel

Instead of tallying my wins and losses and posting them here, I instead took the total W/L/D's from all of the 40KO signatures in existence and put them here.  Enjoy!

W: 6296540262043640254 592655492524
D: 100
L: 4

Offline Lascidel

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Re: Battle report: Iyanden(4th) VS Salamanders
« Reply #2 on: December 7, 2006, 02:10:11 AM »
He didn't seem to play too well. The Landspeeder deployment is atrocious, and his oh-so-expensive termies didn't do a thing. The bikes didn't seem to do much (multi-melta against pathfinder cover saves and fortuned/concealed wraithguard). Those bikes are a pretty crappy unit, no matter how you use them. The least he could have done was assault the pathfinders with them.

Beware your Avatar versus that Chaplain. One hit with the thunderhammer and things get ugly quickly. Otherwise you seemed to play quite well efficiently destroying him. Write yourself a note re: fortuning.  ;)
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Offline Starrakatt

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Re: Battle report: Iyanden(4th) VS Salamanders
« Reply #3 on: December 7, 2006, 06:04:26 AM »
   The Bikes aren't so great, I agree. I think it was a quick add on for an otherwise 1500 army.
   For is Termies, he SHOULD have deepstriked them or deployed them straight center. As they were, he deployed too much stuff on one flanc (read Termies & Bikes) to cover my center deployment, wich I denied him almost completely by moving everything bar Wraithlord off to the other side. (Thay side of the Factory was impassable so ha sa to move north or south before heading to the left side and with the objective he had to go south, wich cost him time.

   And as I said he got pretty unlucky with his anti-tank fire and, I forgot to highlight  it, disastrous rolling for difficult ground from his Termies.
   Anyway, the point was to put ourself back in the game (1 game in 1 year). And he did make errors.

   But at any rate, I'm pretty pleased with the result ;D

   Starky

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Offline Grifthin

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Re: Battle report: Iyanden(4th) VS Salamanders
« Reply #4 on: December 7, 2006, 07:30:31 AM »
Ha another awesome win for the Ghost Bretheren - good on you. I allso use a Wraithgaurd heavy list.

Offline Magus_42

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Re: Battle report: Iyanden(4th) VS Salamanders
« Reply #5 on: December 7, 2006, 10:16:09 AM »
That was a really strange Salamanders list. 4th edition sallies generally focus on large numbers of tactical marines in rhinos or drop pods, taking advantage of their cleanse and purify trait. He had no tactical squads. Salamanders are generally light on fast attack, for fluff reasons and because their traits allow them only one bike or speeder squadron per FoC. He had two squadron, and was obviously playing them as a pure codex chapter. I also dislike the use of a jump pack chaplain without an accompanying squad, as it wastes the chaplain's special abilities. I also fail to understand why you would mount stormbolters on a 3x lascannon predator. Even assuming you have a target within 24" of your basically static tank, there aren't too many things you want to shoot 3 lascannons at that two bolter shots will help with.

Good game, though.

 


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