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[BatRep] Eldar Rules review playtest #2

 Post subject: [BatRep] Eldar Rules review playtest #2
PostPosted: Thu Jul 27, 2006 9:15 pm 
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Okay, got another battle in to try out the new Eldar proposals... here we go!

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 Post subject: [BatRep] Eldar Rules review playtest #2
PostPosted: Thu Jul 27, 2006 9:18 pm 
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Rules Used

All experimental rules.
Eldar Experimental Rules 1.2

Armies

Biel-Tan Swordwind 2 - 2500 points

Avatar

Wraithgate

Aspect Warrior Warhost
8 Warp Spiders
1 Exarch
1 Autarch

Aspect Warrior Warhost 2 - (BTS Goal)
2 Dire Avengers
2 Howling Banshees
1 Exarch
2 Shining Spears
2 Fire Dragons
1 Exarch
2 Wave Serpents
2 Falcons

Guardian Warhost
1 Farseer
3 Heavy Weapons Platforms
4 Guardians
3 Support Weapons

Swords of Vaul Troupe 1
4 Falcons
1 Firestorm

Swords of Vaul Troupe 2
4 Fire Prisms
1 Firestorm

Swords of Vaul Troupe 3
4 Nightspinners
1 Firestorm

Engine of Vaul Troupe 1
1 Cobra

Engine of Vaul Troupe 2
1 Scorpion

Steel Legion Armoured Fist - 2500 points

Regimental HQ
1 Supreme Commander
12 Infantry
7 Chimeras
1 Commissar
1 Hydra

Tank Company - (BTS Goal)
9 Leman Russ
1 Leman Russ Vanquisher
1 Commissar
1 Hydra

Artillery Battery 1
3 Manticores
1 Commissar

Artillery Battery 2
3 Manticores
1 Commissar

Flak Battery
3 Hydras
1 Commissar

Sentinel Squadron
4 Sentinels
1 Commissar

Warhound 1
1 Warhound
1 Commissar

Warhound 2
1 Warhound
1 Commissar





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 Post subject: [BatRep] Eldar Rules review playtest #2
PostPosted: Thu Jul 27, 2006 9:22 pm 
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Setup

4x4 table
Biel-Tan chose edge deployment.

Garrisons and Deployment

Biel-Tan kept the Warp Spiders in reserve via the Wraithgate.

Steel Legion garrisoned the Sentinels far forward in cover and on overwatch.

Biel-Tan deployed Swords of Vaul 2 and 3, along with the Scorpion, in ruins.

Steel Legion deployed both Artillery Batteries and both Warhounds in cover as well.

The rest of deployment is as shown:





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 Post subject: [BatRep] Eldar Rules review playtest #2
PostPosted: Thu Jul 27, 2006 9:55 pm 
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Turn 1

No teleports.

Strategy roll: Biel-Tan

The Scorpion powers up and doubles forward, flanking slight to the right rake Manticore Battery 2.  The trees do little to shield the missile tanks and two are destroyed in a flash? the survivor stays, broken, amongst the trees.

The Fire Prisms double forward intent on targeting Manticore Battery 2.  As they race towards their target, the Sentinels open up with overwatch fire, but only manage to place a single Blast marker, which suppresses the Firestorm.  Laserlight lances forward, skewering two more missile tanks, breaking this battery as well.  (The Guard player was some pissed, "What's next, breaking my Russes?!")

Seeing the Fire Prisms floating out in the open, the Hydras advance, catching them in a crossfire with the Sentinels.  One of the Fire Prisms crashes, breaking the formation from the unexpected fire, causing them to flew back into Eldar territory.

Warhound 2 advances, moving from cover to cover and unloads a single Plasma Blastgun and the Mega-bolter on the Scorpion, doing 1DC of damage.  ("Usually those things blow up from a single hit!")

The Falcons jump forward on a double hit-and-run, pulsing away at Warhound 2? and merely dropping 2 Void shields.  They skulk shamefully back to cover.

The Tank Company hesitates? and then doubles straight up the middle barely able to draw a bead on the distant Guardians with some of their weapons.  Battlecannons thump and 1 Guardian and 1 Heavy Weapon Platform go "poof!"

The Cobra doubles forward, focuses on Warhound 2, and with a great sucking sound, the Titan is no more!  (*ouch!*)

The Nightspinners spin up? and then spin back down as they fail to sustain fire.  Unable to reach the Autarch in the Webway, they hold fast and regroup.

The Regimental HQ mounts up, doubles forward, debus into cover and fire on the Cobra.  One autocannon scores a hit? and the Eldar super-heavy implodes with a "pop!" ("That's what I'm talking about!")

The wounded Guardians double forward to fire on the Tank Company, placing a single Blast marker.

The Webway opens and out jump the Warp Spiders, who quickly move to engage the Tank Company in a clipping assault.  Only 5 Imperial Tanks are able to bring their weapons to bear on the blinking Eldar.

Two Imperial Tanks are destroyed before they can respond, and the survivors manage to take out 1 Warp Spider, but the onslaught is too much for the Imperials as they're pushed back, leaving two more Russes behind.  The surviving Spiders jump back to the Black Rock for cover.

Aspect Warhost 2 pauses, hears the warcry of the Autarch, and doubles forward to pummel the Regimental HQ, cracking open 3 Chimeras and killing 1 Guardsman? and placing themselves in an awesome position to pounce a formation with 5 Blast markers!

Warhound 1 doubles towards the action, firing Mega-Bolter at the Warp Spiders killing one of them?

End of turn: Incredibly, all formations rallied for both forces!  (The dang Regimental HQ cleared all five of its Blast markers!)  Without the help of Spirit Stones, the freshly rallied Fire Prisms retained a single Blast marker?

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 Post subject: [BatRep] Eldar Rules review playtest #2
PostPosted: Thu Jul 27, 2006 10:18 pm 
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Turn 2

No teleports.

Strategy roll: Biel-Tan

Aspect Warhost 2 rushes forward to engage the Regimental HQ! ?(It was after I had declared the order that I realized I'd forgotten to "prep" the target with some Blast Markers? that the formation had cleared 5 at the end of the first turn had somehow stunned me.) ?

The fight is vicious! ?Five Guardsmen are cut down while the Eldar lose 1 Banshee, 1 Falcon and 1 Wave Serpent. ?The battle cries and skills of the Exarch push things even more in the Eldar favour and the Steel Legionnaires are forced to flee, leaving behind 2 more Guardsmen and a wrecked Chimera. ?The surviving Aspect Warriors move into the woods, towards Warhound 1.

The Scorpion crew is momentarily unsure what to do, but then doubles over to pulse at Warhound 1? and stripping 2 Void shields.

The Warp Spiders then leap forward to engage Warhound 1? which barges forward on the counter-charge to draw Aspect Warhost 2 into the fray!

The Warp Spiders manage to do 2DC damage, but the Titan is still able to fight back. ?It hits with all three attacks *plus* the Power Weapon of the Commissar riding on its foot! ?(There's no way they'd let the Commissar into the cockpit!) ?A Warp Spider, a Fire Dragon, and a Dire Avenger are all taken out before the Warhound finally crashes to the ground. ?The surviving Aspect Warriors move in different directions to cover.

The Tank Company advances on the now limping Warriors of Aspect Warhost 2 and unleashes hell upon them? completely wiping out the proud Warriors and their grav-tanks!

The Sentinels advance into cover and fire on the Nightspinners? laying a single Blast marker.

The Falcons advance on the Tank Company and get their revenge by destroying 2 Leman Russes and the Hydra. ?The broken Imperial tanks move away in a cloud on thick smoke.

The Fire Prisms again double forward and lance the Hydra Battery, killing 2 Hydras, including the one the Commissar was riding in.

Back in the fight after suffering terrible losses, Manticore Battery 2 notices the nearby Falcon grav-tanks clustered quite closely together (I'd kind of forgotten about the two single Manticore? I got reminded quite quickly) and sustains fire on them. ?As the smoke clears, a single Falcon is seen fleeing the scene.

Manticore Battery 1 then sustains fire on the unprotected Guardian Warhost, blasting apart 2 Support Platforms and a Heavy Weapon Platform, placing 4 Blast markers.

Severely shaken, the Guardians marshal, moving to cover and regrouping.

The Nightspinners finally get their game on and sustain fire on the annoying Sentinels, shredding three of them and the Commissar?

End of turn: Again, all surviving formations rally!

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 Post subject: [BatRep] Eldar Rules review playtest #2
PostPosted: Thu Jul 27, 2006 10:29 pm 
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Turn 3

No teleports.

Strategy roll: Biel-Tan

The Scorpion doubles forward, flanking the remaining Leman Russ and blasts apart a Leman Russ and the Vanquisher carrying the Commissar, breaking the Tank Company and leaving it few places to hide.

The sole-surviving Falcon gets its revenge as it advances and eliminates the remnants of the Tank Company.

Finally, the Fire Prisms double forward on a hit-and-run to eliminate the Hydra Battery and then settle back down to secure IG Objectives 1 and 2.

The last Manticore of Battery 2 tries to march forward to enter the Eldar side of the battlefield, but bogs down in the ruins and its crew abandons it.

The Nightspinners sustain fire on the last Sentinel, and the Firestorm manages to take it out!  They sit secure on the Eldar Blitz.

Manticore 1 doubles forward to contest IG Objective 2 and its Heavy Bolter puts a Blast marker on the Fire Prisms.

The Guardians double forward and both surviving Weapon Platforms hit and take out the last Manticore.

The Regimental HQ doubles forward to barely contest IG Objective 2 and their wild fire scores no hits on the nearby Fire Prisms.

The Autarch orders her followers to spread out on the double, to claim both remaining Eldar Objectives.

The Avatar sits in the Webway, feeling lonely?

End of turn: Biel-Tan 3 (BTS, DTF, TSNP) vs Steel Legion 1 (BTS)

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 Post subject: [BatRep] Eldar Rules review playtest #2
PostPosted: Mon Aug 07, 2006 8:21 pm 
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Poor Avatar... ;)

So you've got to be developing some opinons now.

What's your pros and cons of the new expiermental eldar rules?

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 Post subject: [BatRep] Eldar Rules review playtest #2
PostPosted: Tue Aug 08, 2006 12:01 am 
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(Tactica @ Aug. 07 2006,20:21)
QUOTE
So you've got to be developing some opinons now.

What's your pros and cons of the new expiermental eldar rules?

Actually, I have been developing opinions... but with the constant revisions, it's hard to maintain them.  I still think we *all* need to play a bunch more games.

Off the top of my head, I endorse the changes to Spirit Stones and Hit-and-Run; their flavour is kept and they still help the Eldar.  I'm *very* glad the "ablative" Holofield has been ditched for now.

As to the formation and unit changes, I'm still assessing them.  Making Jetbikes jump packs certainly defangs them a bit... but it doesn't wholly sit well with me... I think making them FF5+ would be the way to "balance" them... do three Jetbikes put out the same short range firepower as a Marine Combat Squad?

And as much as I love tanks... I'm got the feeling that 6-strong Swords of Vaul Troupes are going to be a little too good for people to accept.

Anyway, I'm hoping to get a couple more games in this week.  Actually, I was supposed to have three games today (Canadian Holiday Monday... Lord Simcoe's Day, I believe), but those plans fell through... but we'll see what I can make up!

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