Greg, Dan, & I (Britt) got together today for a 5000 points/side game of Epic at Greg’s place. Greg had put a lot of work on the terrain, the most dominant feature being the “Blue Ravine”. This was a dry gully which split the town of that same name into two parts but didn’t hinder movement. Greg had it all set up and he and Dan commanded the Eldar Forces while I commanded the White Scar Marines.
The corner set ups were certainly different. Turn one was mainly jockeying for position, though one of my Warhounds died for the cost of two formations of Falcons badly shot up. White Scar Bikes seized what they thought was an Eldar Wraitgate at some cost only to find that our Intel was wrongL. Another group of Bikes went to sort out some Eldar heavy tanks on our extreme left. They’d be in position for a fight next turn.
Turn 2 saw the bloodiest part of the battle. The leftmost fight between Bikes & Tanks went in our favour and the ‘Wraithgate’ was taken and held. The Eldar were fighting mad though, and numerous White Scars paid the ultimate price. On the right flank, Marine Bikes swept into the alien woods to begin their attack on the buildings/objective marker there. Marine Scouts made several attacks that proved to be costly and pointless.
Turn 3 saw the pace slow down a bit. Both sides rolled VERY poorly. I guess the troops were suffering from combat fatigue and troop losses. A group of Falcons completes the destruction of my most expensive unit (Terminators in Land Raiders). Clever (or sly depending on your POV) maneuvering by the Eldar disputed several Objective Markers. My cross ravine attack had been thrown back, and while Marines controlled or disputed more objectives, our number of remaining units was now less than the Eldar.
A check of Victory Points resulted in a tie at 1 each. This was an excellent game with lots of fun & laughter. It was also one of the bloodiest games I’ve played recently, with constant attacking. No one held back, each going for the throat at every opportunity. No wonder the Eldar are a dieing race! The White Scars are going to need a recruitment drive as well J
Thanks guys for an excellent game. Beautifully painted miniatures, spectacular terrain, great rules, & good friends are what this hobby is all about.
Army lists
White Scars / White Scars
Bike Detachment 475
Supreme Commander
8xWhite Scars Bike
Bike Detachment 375
8xWhite Scars Bike
Bike Detachment 425
Chaplain
8xWhite Scars Bike
Bike Detachment 375
8xWhite Scars Bike
Predator Detachment 350
4xPredator Annihilator
2xVindicator
Predator Detachment 250
4xPredator Annihilator
Scout Detachment 250
4xScout
4xWhite Scars Razorback
Scout Detachment 250
4xScout
4xWhite Scars Razorback
Tactical Detachment 475
Chaplain
6xTactical
6xWhite Scars Razorback
Terminator Detachment 650
4xTerminator
4xWhite Scars Land Raider
Whirlwind Detachment 300
4xWhirlwind
Whirlwind Detachment 300
4xWhirlwind
Warhound Titan Pack 500
2xWarhound Titan
CRAFTWORLD MYMEARA ARMY LIST
2 x Swords of Vaul Warhost with Six Falcons 600 points
2 x Swords of Vaul Warhost with Six Fire prism 780 points
2 x Swords of Vaul Warhost with Six Warp Hunters 600 points
1 x Guardian Warhost with One Farseer unit, five Guardian units and three Wave Serpents 275 points
1 x Guardian Warhost with One Farseer unit, five Guardian units and three Wave Serpents and Autarch 325 points
1 x Lynx Troupe 3 Lynx( Revenant Pulse Laser) 400 points
2 x Night Spinner Troupe Three Night Spinners 350 points
1 x Walker troupe 6 walkers 200 points
1 x Walker troupe 3 walkers 100 points
Phantom Titan One Phantom Titan 750 points
2 x Wraithgates 100 points
1 x Aspect Warrior Troupe 6 Shadow Spectres&Exarch&3 Wave Serpents 475 points
Ok points you need to know…..
- The river is a dry river bed and was not class as difficult terrain…
- The river bed could be cross at any point….
- The Wraith gates were not used, but the White scar player, was under the impression they were(Hey he didn't ask,)
Deployment
- Deployment was corner deployment…
- White scars deployed scouts on edge of city(third photo)
Turn 1
- White scars go first
- White scars march move tactical unit into the city……
- MYMEARA double move a falcon Vaul Warhost and target the warhound unit, managing to stripping the shields and do 1DC…..
- MYMEARA then try and retain the turn and rolled a one, so the walkers gained a blast marker and stay in the ruins… and gain a BM
- White scars open up with a whirlwind unit and target the falcon Vaul Warhost and manage to kill three and so break the unit…(oh the dam the bloody dice)……fleeing behind the hill.
- MYMEARA double move a fire prism Vaul Warhost and target the warhound unit, managing to kill one of the W/E and strip a shield off the other…..the units is broken and flees back behind the hill..
- White scars open up with a whirlwind unit and target the fire prism Vaul Warhost and manage to kill four and so break the unit…(oh the dam the bloody dice)…. fleeing behind the hill.
- MYMEARA move a Lynx Troupe, up beside the hill to block the way and for turn 2…
- White scar then double move the Predator unit on left flank up and on the objective marker three eldar walkers were watching, after the smoke cleared the Walker unit was broken and flee back behind the hill…
- MYMEARA move and fire the warp hunter Vaul Warhost and target the Predator unit that just broke the Walker unit…
- MYMEARA retain the turn and move a fire prism Vaul Warhost and target the Predator unit that the warp hunter unit, shoot at..wiping the unit off the board..
- White scar then double move the Predator unit down the right flank, into the range to shoot the broken falcon unit wiping the unit out…
- MYMEARA move a falcon Vaul Warhost and target the Predator unit, that shot the broken falcon unit. After the smoke clears, 2AV’s are dead and the unit has three BM’s
- MYMEARA then retain the turn and fire the warp hunter Vaul Warhost and target the Predator unit in front of them, when the smoke clears they miss with all shots…
- White scar then march move a Bike Detachment with SC down the right flank, into the forest, near the walkers watching over the objective marker…
- White scar retain the turn and move a scout unit up to support the tactical near by….
- MYMEARA open up with a night spinner unit and target the scout unit that just move in the city, giving it a BM’
- MYMEARA retain the turn and open up with a night spinner unit and target the scout unit that just move in the city, giving it a BM’
- White scar then march move a Bike Detachment down the left flank and park it beside the hill…
- MYMEARA then double move a Guardian Warhost and deploy into the city…
- White scar then double move the other scout unit so that it can shoot the warp hunter unit in front of it just out of the city, when the smoke clears the unit has one less warp hunter…
- MYMEARA then double move Phantom and target the scout unit that just shot the warp hunter unit…killing a few stands of infantry and a vehicle…
- White scar then march move a Bike Detachment with SC down the left flank and parked in front of the Lynx unit….
- MYMEARA then double move a Guardian Warhost & SC down towards the Lynx troupe on their right flank…
- White scars the double move the Terminator Detachment and target the warp hunter just on the other side of the dry river bed, after the smoke clears the is one lest warp hunter..
- MYMEARA then double move the Aspect Warrior Troupe out to shoot the Terminator Detachment, managing only a BM for the trouble…
- White scar then march move a Bike Detachment into the city, to cover the two objective markers there…
- MYMEARA failed to rally the Fire prism unit, both side removed blast markers……
Turn 2
- White scars go first…..(This is going to hurt…)…
- White scar then do a engage action with the Bike Detachment in front of the lynx unit, so a FF is on, after the rolls are made the lynx unit is wiped from the table(hey failed all armour saves, yes that 8 times failed on 5+RA)…
- White scars try and retain the turn and roll a 1 and so the Terminator Detachment open fire on the Aspect Warrior Troupe, after the smoke clears the Aspect Warrior Troupe is broken…….(oh don't ask about armour saves)…
- MYMEARA then do a engage with the Warhost & SC and target the Bike Detachment in a FF, after the smoke cleared the Bike Detachment was broken and had lost 5 stands, the Warhost & SC had lost two AV’s..
- White scars then open fire with the Predator unit and target the warp hunter unit and manage to kill two AV’s breaking the unit and it flees back to wards the hill in the eldar deployment zone..
- White scars retain the turn and move a whirlwind unit up to be in range..
- MYMEARA then do a sustain fire order with a Falcon unit and target the Predator unit in front of it, after the smoke clears the unit is wipe from the board…
- MYMEARA then retain the turn and fire the Phantom at the scout unit front of it in the city, when the smoke clears the units is wiped from the board….
- White scars then do a engage action with a Bike Detachment and target the walker unit and the smoke clears, they win by one, could have been more, but the highest dice was a 2…..the lone walker moves down the hill out of harms ways..
- MYMEARA move and fire the warp hunter Vaul Warhost and target the Terminator Detachment in front of them, when the smoke clears they kill two landraiders…
- MYMEARA then retain the turn and move and shoot the Fire prism unit at the Terminator Detachment, killing two more landraiders and adding More BM’s
- MYMEARA then retain the turn and this time fire a night spinner unit at the Terminator Detachment, killing two infantry and breaking the unit…
- White scars then do a engage action with a Bike Detachment and target the warp hunter unit on the objective marker and FF is on, after the smoke clears the warp hunters are wipe off the board and the bike, suffer a hit…
- MYMEARA open fire with a night spinner unit and target the scout unit on the edge of the city right side…killing two…
- White scars then do a double move with the scout unit and target the broken warp hunter,killing the unit..
- MYMEARA then do a engage with the Warhost and target the scout unit that just moved, after the FF is over the scout unit is wiped from the board…
- White scars then do double move with the tactical unit and then target the falcons in front of them, after the smoke clears there are 2 less falcons….
- MYMEARA move and fire a lone walker on their right flank at the broken bike unit and manage to do no hits…
- White scars then do march move with warhound and place it in the city to help the bike detachment…
- MYMEARA failed to rally the Fire prism unit and the aspect troupe,the white scars don't rally the bike detachment and the Terminator Detachment, both side removed blast markers……
Turn 3
- White scars go first again……….
- White scars do a engage action with the tactical unit, and FF the Falcon unit in front of it… when the smoke clears scratch one falcon unit…
- MYMEARA then do a engage action with the Phantom, targeting the tactical unit.. after the smoke clears the tactical is broken and flees around the corner of the hill…
- White scars do a engage action with the bike detachment and they target the broken fire prism unit, when smoke clears the Fire prism unit is destroyed…
- MYMEARA open fire with a night spinner unit and target the biker unit on the objective marker, right flank…giving it a BM..
- MYMEARA then retain the turn and roll a one and so try's again since haven't used the SC roll yet and I roll a one again.. so the Warhost & SC move so that its out f fire fight range..
- White scars open up with a whirlwind unit and target the guardian warhost, managing to kill two AV’s…
- MYMEARA double move a fire prism Vaul Warhost and target the broken Terminator Detachment, and the unit is destroyed (BTS)
- White scars open up with a whirlwind unit and target the fire prism unit, managing to kill three AV’s…and so it flees back to its deployment zone…
- MYMEARA open fire with a night spinner unit and target the biker unit on the objective marker, on their left flank giving it two BM, since it killed a unit…
- White scares do a marshalling action with the bike detachment and move the unit around the objective marker and remove the one BM…
- MYMEARA move and fire a lone walker on their right flank at the broken bike unit and manage this time to wipe the unit out….
- White scares keep the bike detachment on over watch to cover the two objective markers…
- MYMEARA move and fire a lone walker on their left flank at the bike unit and managing to kill a unit and give it two more Bm’s, still not broken..
- Gamed called tide…
Victory Conditions
Victory Condition | CRAFTWORLD MYMEARA | White Scars |
1. Blitz | no | no |
2. Break their sprit | no | Yes |
3. Defend the Flag | Yes | no |
4. Take and Hold | no | no |
5. They Shall not Pass | no | no |
Total | 1 | 1 |
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