Thursday, 31 January 2013

Caledonia Uprising 2013 - Game 4

Crusade \ Dawn of War vs. Dan Sackett [Dark Eldar / Eldar]

Day 2 and I’m fairly well positioned. I’ve had two wins and a loss but my wins have been total smashes where I’d tabled my opponents, so I was entering day 2 on 42 of 60 points. My game four is against an old friend from York (until he moved away) Dan Sackett and his Dark Eldar / Eldar army.

HQ1: Haemonculus (50) = [50]
Troop1: Wrack Squad: 3 Wracks (30) = [30]
Troop2: Kabalite Warrior Squad: 8 Warriors (72) = [72]
FA1: Reaver Jetbike Squad: 9 Reaver Jetbikes (198) Arena Champion (10) 3 Cluster
Caltrops (60) 3 Heat Lances (36) = [304]
FA2: Reaver Jetbike Squad: 9 Reaver Jetbikes (198) Arena Champion (10) 3 Cluster
Caltrops (60) 3 Heat Lances (36) = [304]

HQ1: Farseer (55) Jetbike (30) Singing Spear (3) Spirit Stones (20) Runes of Warding (15)
Runes of Witnessing (10) Doom (25) Fortune (30) = [188]
HQ1b: Warlock Unit: 7 Warlocks (175) 7 Jetbikes (140) 5 with Destructor (50) 1 with
Enhance (15) 1 with Embolden (5) 1 Singing Spear (3) = [388]
Troop 1 : Guardian Jetbike Unit: 3 Jetbikes (66) = [66]
Troop 2 : Guardian Jetbike Unit: 3 Jetbikes (66) = [66]
FA1: Nightwing Interceptor (145) = [145] (Forgeworld Imperial Armour Aeronautica)
HS1: Phoenix Bomber (225) Nightfire Missile Launcher (10) = [235] (Forgeworld Imperial
Armour Aeronautica)

The Reavers are fast and pretty nasty in their turbo boost fly by attack, but if I can lock them in combat I should be ok. Similarly the Seer Council is a tough nut to crack and will be shutting down my psychic powers. His troop choices are fairly flimsy but I don’t expect to see them push forward to the last turn. Combine that with the flyers and it’s a nasty match up. I won the roll to go first and set up a fairly large block in the centre of my deployment zone. Dan wanted to ensure he took minimal casualties on his Reaver units before they had chance to move and gain their jink saves, so deployed tightly in a corner out of range of the Biovores and one of the Tyrants, along with the Haemonculus for feel no pain on the front unit. The seer council was more centrally deployed, with all his troop choices held in reserve.

Turn one and after a couple of attempts to cast psychic powers resulted in a perils and a fail the Tyranids opt to stop casting. Both Tervigons spawn Gaunts and the battle line advanced out. Unlike Screamers, Reavers need to move in a straight line in their turbo boost and so bubble wrap works a lot better. The Two tyrants flew forward, one headed towards the Reavers the other headed towards the Seer Council. Firing phase and the Tyrant and Biovores fire at the Seer Council and without the benefit of Fortune the Farseer take a wound and one of the warlocks died. On the other side of the board the Warlord Tyrant opened up on the Reavers, but their 5+ saves and 5+ feel no pain meant only 1 died. In Dan’s turn the Reavers and Seer Council advanced. Both units of Reavers then over flying a large unit of Gaunts at the front of the army wiping them out, Ending their movement in the corner of my deployment zone. Then Dan did something I’m still a little confused over, the Seer council turbo boosted across the board and landed right next to my table edge near a large pack of Gaunts and a Tervigon.

Turn two and the Doom fails to arrive from reserve on a 2+ roll. This would eventually work out in my favour, but it was a little frustrating. The devourer Gaunts landed near the Reavers and the Gargoyles moved to also intercept them backed up by a Tyrant and Tervigon, the hope was to charge at least one of the packs to pin them to the ground. Meanwhile the  other Tervigon spawned more Gaunts and manoeuvred them to charge the Seer Council. Firing and the Tyrant and Devourer Gaunts fired on one pack of Reavers and managed to shoot down six of the Reavers. The Biovores and Tervigon opened up on the bunched up Reavers, but scattered off the board killing nothing. The Reaver unit then failed a leadership test and broke away. The Gargoyles charged into second unit of Reavers but due to the way they had been strung out they only just managed to contact the Reavers, who killed almost half the unit leaving the remaining Gargoyles out of range of the survivors and so they were free to move. The Seer Council however weren’t as lucky, they were charged by two packs of Gaunts who simply tar pitted the Eldar and slowly chipped away at them. In Dan’s turn all his reserves arrive. The four troop choice all arrive on the corner diagonally opposite to the corner where the majority of my Gaunts were fighting the Reavers. The broken Reavers rallied but couldn’t move to gain their enhanced save. The other Reavers flew over another unit of Gaunts to attack them again. Dan’s fighter and bomber also arrived and also targeted Gaunt troop squads. The Devourer armed Gaunts were reduced to five models by the bomber and the Gargoyles were also hit.  The Farseer managed to cast his Fortune despite having to roll 4 dice, discard the highest and sum the remaining results (the combination of Runes of Witnessing and Shadow in the Warp), but with little combat output they struggled to put a dent into the large Gaunt packs locked in combat with them.

Turn three and the Doom arrived landing near Dan’s troop choices with all but one unit of Jetbikes in range of his life leech ability. The Tervigon near the Seer Council spawn more Gaunts for the fight and then moved up to cover the combat with his toxin sac upgrade.  The Warlord Tyrant flew off the board as he was unable to move to a useful position this turn. In the firing phase the Doom sucked wounds off all three units in range of his ability and the Wracks broke and ran off the board. He then managed to manifest psychic scream on the undamaged Jetbike squad and wiped them out. Killing two of the four troop choices was a good start. The Reavers were fired on by Gaunts, Gargoyles and Hive Guard but was largely ineffective due to cover saves and both units now having feel no pain. The combat between the Gaunts and the Seer Council dragged on but it was becoming clear it was a fight the Seer council were slowly loosing, They don’t have a high combat output and were only managing to kill 2 or 3 Gaunts a turn. Whereas even with their fortune enhanced saves one warlock was dying each round, and there were a lot more Gaunts than warlocks. Dan’s firing continued to focus on my troop choices too. His warriors backed away from the Doom whilst the remaining Jetbikes zoomed off to avoid further life leeching or psychic screams. The Reavers, Fighter and Bomber fire once more and further reduced the Gaunts, he killed off the remaining devourer armed Gaunts as well as another pack which had been hiding on an objective. The Reaver’s movement and turbo boasting was somewhat limited by the fear of the Hive Guard. As the Impaler Cannons didn’t allow cover saves unless a unit was actually in cover the Reavers couldn’t rely on their jink saves to keep them alive and so had to ensure their movements ended in terrain. Combat and another Warlock died to the Gaunts leaving only the Farseer and a single Warlock vs. around 20 Gaunts.

Turn four, with only a handful of Gaunts remaining this game was going to come down to the Tervigons to hold objectives luckily both were in position within terrain next to objectives. The Flying tyrant returned to the board and head straight for the Jetbikes, meanwhile the Doom headed back into range of the Kalabite Warriors. Firing and the remaining warriors were absorbed into the Doom through life leech and psychic scream. The Jetbike squad was cut down by the Tyrant Devours, robbing Dan of all scoring units. My Gargoyles headed towards Dan’s Haemonculus who had been hiding at the back of the board, as this was his warlord. The Hive Guard managed to kill another two Reavers who had landed on the upper levels of a ruin to benefit from a 4+ cover save.  Combat and the last of the Warlocks was dragged off his bike and eaten, leaving only the Farseer. Dan’s turn four and the Fighter targeted the Doom hoping to tap him out with his instant kill firepower, but the Doom’s saves held and the menace of the Eldar lived on. The Bomber turned its attention to the Hive Tyrant as it was my Warlord and worth another VP. Luckily his dive to the floor manoeuvre meant he Jink’ed one of the AP3 shots and save the shuriken cannon fire so only lost a single wound. The Farseer lost a wound in combat against the Gaunts, things weren’t look good for him.
Turn five and unfortunately we were running out of time and had to declare this as the last turn. This plays well into the Eldar’s trick of swooping units across the board to contest objectives. There was more fire at the Reavers and the Hive Guard managed to reduce one unit down to a single model, sadly that was all Dan would need to contest an objective.  Both Tervigons stood next to their objectives and waited for the oncoming storm.  In Dan’s turn, as expected, both Reaver units zoomed over and contested both my objectives. In combat the Farseer finally fell to the Gaunts, it had taken the little blighters almost the whole game, but they’d dragged down and killed the Seer Council. Then the game ended. In the end Dan one 2 – 1 on VPs which translated to a  11 – 9 win to him for the round. The frustrating thing is if we’d managed one more turn it would likely have been a dramatic turnaround as one objective was being contested by a single Reaver vs. an unwounded Tervigon, whilst the other was being contested by 4 Reavers vs. a Tervigon and his two Gaunts packs. Dan’s warlord would also have suffered as my Warlord Tyrant was baring down on him, Devourers ready to fire. Having said that we don’t know how much damage his Bomber and Fighter would have caused. They could have a go at slaying my Warlord, the Doom gaining me Line Breaker or the Tervigons holding objectives so you can never say for certain.

No comments:

Post a Comment