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[BatRep] Biel-Tan 1.7 vs Imperial Guard

 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 8:30 am 
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Hi,

we played a game this weekend to playtest the new Eldar experimental rules and took notes and (lots of) pictures to go with the report.

I played Eldar and Flogus brought his trusty Imperial Guard.

ARMY LISTS

Imperial Guard

* Regimental HQ
? + Hydra (550 pts) -- "codename" (for the batrep): HQ

* Infantry Company
? + Fire Support Platoon (350 pts) -- codename INF 1

* Infantry Company
? + Fire Support Platoon
? + Infantry Platoon (450 pts) -- codename INF 2

* Super-Heavy Tank Company (2 Banebaldes, 1 Shadowsword)
? + Ogryns in Chimeras
? + Hydra (650 pts) -- codename SHT

---

* Sentinel Squadron (100 pts) -- codename SENTINELS

* Deathstrike Missile Battery (200 pts) -- codename DEATHSTRIKE

* Artillery Battery (3 Manticores) (250 pts) -- codename MANTICORES

* Super-Heavy Tank Platoon (Shadowsword) (200 pts) -- codename SHADOWSWORD

* Vulture Squadron (300 pts) -- codename VULTURES

---

* Thunderbolt Squadron (150 pts) -- codename THUNDERBOLTS

Commissar dice roll: 9 commissars




Biel-Tan

Experimental rules v1.7 (see HERE)

* Aspect Warriors Warhost (8 Dire Avengers, 1 Exarch) -- 325 pts -- codename AVENGERS

* Aspect Warriors Warhost (8 Swooping Hawks) -- 300 pts -- codename HAWKS

* Guardian Warhost (3 Heavy Weapons platforms) -- 150 pts -- codename GUARDIANS

---

* Swords of Vaul (4 Falcons, 1 Firestorm) -- 250 pts -- codename FALCONS 1

* Swords of Vaul (4 Falcons, 1 Firestorm) -- 250 pts -- codename FALCONS 2

* Aspect Warriors Troupe (4 Striking Scorpions, 1 Exarch, 2 Wave Serpents) -- 300 pts -- codename SCORPIONS

* Engines of Vaul (2 Cobras) -- 500 pts -- codename COBRAS

---

* Revenant Titans -- 650 pts -- codename REVENANTS

* Vampire Raider -- 200 pts -- codename VAMPIRE

---

* Wraithgate -- 75 pts (EDIT: well, actually 50 pts but for some reason I always think it costs 75 pts. Oh well.)

* Avatar -- free -- codename... AVATAR :p



OK, I've got some work to do now, but I'll be back later with the rest of the batrep. ?:)






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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 9:50 am 
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(Hojyn @ Sep. 26 2006,09:30)
QUOTE
and Flogus brought his trusty Imperial Guard

"trusty" and numerous. More numerous that it should be : I played 3200pts  :(

Combined with the Hojyn's 75pts wraithgate, and that makes 225 more points in my favour. Nevertheless, the game was great.





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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 11:03 am 
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Great looking armies guys!!

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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 12:21 pm 
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DEPLOYMENT:

GUARDIANS, AVATAR, HAWKS and AVENGERS (in VAMPIRE) were kept in reserve.

INF 1 and INF 2 were garrisoned and put on Owerwatch (40 stands on Overwatch in total... a very impressive sight!).

Imperial Guard deployment


Eldar deployment


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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 12:58 pm 
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TURN 1:

Strategy roll: Eldars win.


With so many potential threats on the Imperial side (Vultures, Deathstrikes, Manticores, not to mention the two HUGE infantry formations on Overwatch), winning the strategy roll was crucial. My plan was to first move and shoot with my Cobras (that way, they would have been used at least once...) and then try and break the Deathstrikes with an air attack from the Vampire.

Activation 1
COBRAS fail to activate... they move forward and hide behind cover. Why, o why didn't I take an Autarch ?
-----
Activation 2
MANTICORES Sustained Fire on FALCONS 1, scoring 2 hits (both saved) and putting 3 BM on the formation.
Activation 3
VULTURES Advanced and shot (6 missiles) at the REVENANTS, causing the loss of 1 DC.
-----
Activation 4
VAMPIRE did a Ground Attack on the Deathstrikes and destroyed both (go, Vampire, go!)  :)

-----
Activation 5
THUNDERBOLTS immediately replied by Intercepting the VAMPIRE, attacking it from behind and... scoring no hit whatsoever.
-----
Activation 6
REVENANTS Doubled (moving along the right side of the table, through the ruined buildings) and shot at the nearby SHADOWSWORD. Well, only one of them got to shoot since the other was too far away in the ruins. 1 unsaved hit left the super-heavy tank with -1 DC and 2 BM.
-----
Activation 7
The SHADOWSWORD decided it was time to move away and Advanced, then shot at the SCORPIONS, destroying 1 Wave Serpent.
-----
Activation 8
Slowed down by the loss of one of their transports, the SCORPIONS tried to trigger INF 2's Overwatch fire by Marching towards them, but to no avail.
-----
Activation 9
HQ Doubled and shot at the Revenants, but apart from receiving 1 extra BM, nothing happened to the Eldar Titans.

-----
Activation 10
FALCONS 1, hoping to trigger INF 1's Overwatch fire as well, Doubled and shot on them. But INF 1, suffering no losses, chose to ignore them.
-----
Activation 11
INF 2 Sustained Fire on the poor SCORPIONS and scored 5 hits. The other Wave Serpent was destroyed, but the Scorpions's armor protected them (I got four "6" on the dice  :cool: ). Still, it was enough to Break them and they took refuge in the nearby ruins.
-----
Activation 12
Now that INF 2 had used its Overwatch, the GUARDIANS could finally come out of the Wraithgate: they Doubled (trigerring INF 1's Overwatch on their first move, but suffering nothing more than 1 BM) and shot at INF 2, but the Imperial Guards were too well hidden in the ruins and suffered no casualties.
-----
Activation 13
SENTINELS Doubled and shot at FALCONS 1, adding 1 BM to the formation (for a total of 4).

-----
Activation 14
FALCONS 2 Doubled towards INF 2 and shot at the SHADOWSWORD: -1 DC again. Too much for the poor tank (Broken).
-----
Activation 15
Finally, the SHT company tried to activate, but failed (the SC re-roll had already been used at some point in the turn).

END OF TURN:

SHADOWSWORD > failed to rally

SCORPIONS > failed to rally
FALCONS 1 > kept their 4 BM
REVENANTS > rallied but, because of the absence of the Spirit Stone rule, kept 1 BM out of 3.


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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 1:11 pm 
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TURN 2:

Teleportations:

The AVATAR was invoqued in front of the GUARDIANS, ready to assault INF 2.


HAWKS teleported (picking 3 BM) behind and around HQ, ready to assault the formation.


Strategy roll: Eldars win.

Beginning of turn 2 - a


Beginning of turn 2 - b


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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 1:19 pm 
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TURN 2 (continued)


Activation 1
REVENANTS Advanced and shot at HQ with deadly efficiency: 3 Chimeras, 1 Hydra and 1 Infantry stand were destroyed.

Activation 2
HAWKS then tried to Assault HQ... and failed to activate! Damn myself for not taking an Autarch! ?:angry: They moved towards INF 2 in the hopes of supporting a an assault later in the turn.
-----
Activation 3
"Later" being immediately after, since INF 2 declared a combined Assault on HAWKS and FALCONS 2.

It was a massacre... on both sides.
Round 1, casualties: 6 Hawks, 7 Guards
Round 2, casualties: 1 Hawk, 3 Guards.
In the end, the Eldar won by +4, but the HAWKS had been all but annihilated (1 stand left).

FALCONS 2 consolidated 35cm towards HQ, hoping to assault them at their next opportunity.
Activation 4
HQ, however, had not been activated yet and Sustained Fire on FALCONS 2 (claiming a Crossfire), destroying 3 Falcons and Breaking the formation.

-----
Activation 5
COBRAS did a move-shoot-move (back behing cover)action, shooting at their only possible targets: INF 1 and the SENTINELS. Again, deadly efficiency: 5 guards, 1 fire support squad and 1 Sentinel bit the dust.

Cobras' point of view






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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 1:33 pm 
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TURN 2 (continued)

Activation 6
MANTICORES Sustained Fire on FALCONS 1. They scored no hits, but the automatic BM was enough to break the Eldar tanks.
-----
Activation 7
GUARDIANS doubled towards the objective in the ruins and shot at HQ, but to no avail.
-----
Activation 8
SENTINELS failed to activate... and Broke. Ashamed, they decided to go hide behind the statues, where nobody woud see them.  :p

-----
Activation 9
The AVATAR, enraged at being left without a target (INF 2, its original target, being now Broken and too far away), Doubled and shot at HQ, but missed...
-----
Activation 10
INF 1, still shocked by the power of the COBRAS' D-cannon, decided it was better to just Marshall.
Activation 11
The THUNDERBOLTS were put on Combat Air Patrol.
-----
Activation 12
The VAMPIRE, who had accumulated 3 BM the previous turn, failed to activate.
-----
Activation 13
For lack of a better target, the SHT company Advanced and shot at the Broken SCORPIONS. The Volcano cannon missed, but just aiming was enough to kill 1 Scorpion stand (cowards!  :p )
Activation 14
Finally, the VULTURES Doubled and shot the 2 remaining missiles at the COBRAS, but missed.



END OF TURN:

All Broken formations rallied except FALCONS 2.


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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 1:57 pm 
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TURN 3:

Strategy roll: Eldars win.

Despite having caused tremendous casualties to the Guard in the first two turns, I still was in an awkward position: my attacks had not been decisive and had left me vulnerable. I knew that I would have trouble preventing Flogus from taking control from the objectives on my side of the table.

My best chances lied in the still intact Dire Avengers and the Revenants.

Activation 1
FALCONS 1 were on the verge of Breaking, so I chose to activate them first. In an attempt to at least contest my Blitz, they Advanced and shot at the Vultures. 2 casualties would have been enough to Break them, nut I only managed to destoy 1.
Having burned my fingers twice because of the lack of an Autarch, I did not try to retain the initiative.
-----
Activation 2
Perhaps I should have, because Flogus' reply was devastating: the MANTICORES Sustained Fire on both COBRAS and FALCONS 1, destroying 1 of each and Breaking both formations (who were the only formations in a position to contest my Blitz...).

Activation 3
The VULTURES then Marshalled and moved in a position to control said Blitz objective.
-----
Activation 4
Probably my biggest mistake of the game. I activated my GUARDIANS (who were safely clustered in cover around an objective) and had the Assault HQ. I was hoping to finish it off with the support of my REVENANTS, but I had forgotten that attackers never get cover saves. Needless to say, my GUARDIANS were promptly annihilated, which left me with nobody to control the objective. :(
-----
Activation 5
To add insult to injury, the rallied SHADOWSWORD Advanced and fired at my REVENANTS, destroying one and Breaking the other...

-----
Activation 5
Arriving much too late, my AVENGERS and VAMPIRE Assaulted HQ, finally Breaking it.
-----
Activations 6 and more
By then, it was too late for me and I could only watch as Flogus shot my remaining Revenant...


... and positioned his troops in order to secure an easy victory.




END OF TURN:

- Imperial Guard 4
(Break Their Spirit, Blitzkrieg, Take and Hold, Defend the Flag)
- Biel-Tan 0

Imperial Guard wins.


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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 2:05 pm 
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(Hojyn @ Sep. 26 2006,13:57)
QUOTE
END OF TURN:

- Imperial Guard 4
(Break Their Spirit, Blitzkrieg, Take and Hold, Defend the Flag)
- Biel-Tan 0

Imperial Guard wins.

DANG!

Thanks for the BatRep Hojyn!  That's a really cool looking table.

Despite the drubbing, what do you think of the Eldar changes?

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 Post subject: [BatRep] Biel-Tan 1.7 vs Imperial Guard
PostPosted: Tue Sep 26, 2006 2:17 pm 
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AFTER-BATTLE REPORT:

Well, I could say that I lost because Flogus played with 3200 points against my 2975... but I won't. The truth is, I made several mistakes because I don't play Eldar often enough.

Just like Space Marines, Eldars need to coordinate their assaults. I should have deployed in a tighter pattern, on one flank, in order to break Flogus' line with one or two decisive assaults. I tried to do that at the start of turn 2, but was punished for not taking an Autarch (another mistake).

Also, I should NEVER have assaulted with my Guardians on turn 3. They were safe in their ruins and should have waited there for reinforcements (namely the Avengers and Vampire) before doing anything.

My opinion on the experimental rules (well, those that came in effect in this battle report, anyway):

Spirit Stones
Only once was their absence felt (end of turn 1). That said, some kind of Leader ability would be nice to have as an option.

Pulse weapons
This is a great change and a big incentive to move & shoot, just like the Eldar are supposed to do. Please keep it! ?:)

0-1 Aspect Troupe
Why not, but is it really necessary? If anything, Guardians should be a Troupe, not Aspects. Not a biggie, though.

Swords of Vaul
Even though I used the "traditional" formation of 5 tanks, I really like this new formation. It's very flexible and really useful for the Eldars.

Cobras
Well, mine didn't do much during the game (another thing I should have done differently), but I really don't think Cobras need Ignore Cover to be an interesting unit. So I'm fine with this change.

Revenants
With the new Pulse ability, they are fine at 4+. At 3+ they would be much too powerful. Right now, with their 8x MW4+ shots, they're great. ?:)

To sum it up: I like all the changes, but I think a (limited) Leader ability wouldn't hurt. Say, for +25pts, give Leader to an Exarch in the formation (no more than 1 per formation).

Thanks for reading ! ?:D

EDIT: Oh, and thanks to Flogus... for kicking my ass  :p  but also for taking all these pictures.  :)






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