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2500 point Eldar vs Orks
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=24&t=7229
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Author:  Markconz [ Sun Aug 20, 2006 7:02 am ]
Post subject:  2500 point Eldar vs Orks

We played a 2 player a side victory points (40k scenario) game today.  And Ulthwe player and a Guard player vs 2 ork players. Obviously not the best format for playtesting but ok to get a few initial impressions on how the Eldar operate with changes. The changes were what I listed as 1.7M on SG forum (which I'm pleased to see now coincide very nicely with Sotecs new '1.6  - changes weighted in terms of his perceived importance'  :)  (see here):

http://www.specialist-games.com/forum....hpage=2

So anyway the changes for the Eldar were (* indicates it is from Sotecs must list, ** from Sotecs maybe list):

Spirit Stones dropped.*

Wraithguard 2 units replace guardians for 100 points.*

Jetbikes 5+ armour.*

Warp spiders lose scout and cannot be transported by wave serpents or falcons.*

Revenants guns downgraded to MW4+.*

Pulse dropped, and all instances of pulse in list now equals 2x shots. **

Drop Falcons and Fire Prisms: Replace with Swords of Vaul Troop. 3-6 falcons, upgrade any to fireprism for +25 points. 0-2 falcons can be replaced with firestorms at no points cost.**


Right so the Ulthwe players reaction:

SS dropped - fine, we have been doing that for ages anyway.

Wraithguard - dubious at first, but admitted that it didn't seem nearly as bad as he had feared at the end of the game. Also saw the advantage that his formations were a little cheaper but still containing wraithguard,  (conferring activation advantage).   Plus it doesn't affect his precious black guardians anyway.  It was generally agreed by all players that this seems like a good and necessary change (from initial impressions at least).

Jetbikes - didn't use jetbikes this time, points were tight.

Warpspiders (Ulthwe guardian fan - what are warpspiders?  :;): ).

Revenants - not used.

Pulse - seen as fine by all once we started using it (and I liked this a lot (!!  :D ) I have to say. Pulse always seemed like an unnecessary headache and 40k 'appeal to the kids' mechanism to me.)

Swords of Vaul - not used.


The Ulthwe players list was:

-Seer Council, Black guardians, walkers, SWP (I think), vypers (sorry MC23 we forgot these are only supposed to be in mounted hosts until too late!!).
-Wraithgate
-Avatar
-Guardian Formation, Wraithguard, SWP.
-Guardian Formation, Wraithguard, SWP.
-Night Spinners
-2 Scorpions (1 formation)
-Storm Serpent
-Swooping Hawks, Exarch
-Phoenix Bombers

Guard army: 3 infantry companies - 2 with fire support and 1 with ogryns, Leman Russ Company, Bombard Battery, 3 Shadowswords (individual units).

Ork armies both led by gargants with a mix of walking infantry,  Blitz Brigades, and Kults of Speed, and 1 stompa/kan mob.

Start of turn 4 myself and the other ork player conceded, having been repulsed in our main assaults and most ork formations broken. Only 1 gargant and a few shattered remnants left.

Guard lost about half their infantry and Leman Russ, and one shadowsword.  Eldar lost 2 guardian formations and swooping hawks.

Worst luck of the game had to go to my mates Kult of Speed with its difficult terrain rolls. First it lost 3 out of 12 units as it charged a guardian formation in cover,  next turn 3 out of the 5 remaining vehicles died as they tried to drive out  :D

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