Tuesday, March 4, 2014

Epic Armageddon Refight 5: Breakout


Tuesday nights game will be the scenario ‘Refight 5: Breakout’ as per pg 82 of the Epic 40K Battles Book. You might want to pass this on to Trent before he makes up his army. No matter what, the Eldar are in for a tough time of it.
*Each of the 3 players will control 2000 points. Before game start, both sides roll 2D6. High roller will be the Attacker with 4000 points(& 2 players). Loser will be the Defender and will need to split their army down to 2000 points or less composed of full units. This is best figured out before you arrive, just in case.
* No aircraft. No Wraithgates.
* Defender deploys anywhere up to half way across from his table edge, using numbered markers. These are revealed if they fire, expose themselves (?), or the enemy comes within 15cm. of them. Markers may be fired upon and will get a blast marker each time they are. These will stay with the unit and WILL effect their activation. The defender gets one numbered marker for each unit in his 4000 point army. Those not corresponding to the units to be deployed are treated the same as the others, but when revealed are MINEFIELDS (5cm x 15cm) and are treated as Dangerous Terrain by both sides (ie, kill on a roll of 1. No saves. No blast markers). Note that War Engines set up directly on the table and cannot be hidden.
*The Attacker sets up 20cm from the opposite table edge.
* To win, the Attacker must exit off the Defenders table edge half of his detachments. Detachments on or under half strength do not count. He has 6 turns, so step lively!!!

A word or two from CNC of the eldar 

Tonight Greg, Trent, & I (Britt) played the “Refight 5: Breakout” scenario from the EPIC 40k Battles Book. The table had a road running diagonally from corner to corner, a central city (Patchesville), and a few woods and hills scattered about. The Eldar (Greg & I) with 4000 points were attempting to get over half our units, at over half strength, off the opposite table edge and brush the defending  2000 points of Tyranids (Trent) aside. A few special rules like hidden deployment for the defenders (who could set up anywhere on their half the table) and minefields (dangerous terrain.  Roll of 1 = death) as well as victory conditions added a bit of difference from the normal Tournament game.
   Trent chose to defend, and placed down markers as to where hidden troops and minefields were. They had to be activated when the Eldar were within 15cm or if desired to activate. All started out very well for the Eldar. Tyranid bio-artillery was placed too far forward, so Eldar Falcons shot it up and made a hole through which other units awaited to make their escape run. On the Eldar left, Greg was making equal progress with his Scorpions & Revenant Titans. It looked like the scenario was unbalanced, and I started to think of how we’d kill the next 2 hours after Trent conceded.
   But Trent had deployed his minefields well, and the sudden arrival of a large Tyranid force on the large right hill proved decisive, as it blocked the path through the minefield. A huge battle was to take place here that ultimately the Eldar lost. They also had 3 units brought below half strength.  A fatal blow as it was to turn out.
   On the Eldar left, a huge battle took place around the Scorpions, which were eventually lost. Greg was handicapped by the slower moving Eldar Warhosts, with a huge fight within Patchesville.  Eventually, 6 units of Eldar would make the breakout, but the needed seventh was reduced below half strength and the battle lost.
   Excellent work Trent. That was certainly a hard-fought battle, and Greg almost succeeded in getting that last unit off. Both sides had the situation where one more blast marker would have altered the game and the fights themselves went 2 rounds on 2 occasions. Hard-fought indeed.
   Thanks for an excellent game guys. Far from being a walk-over that I’d feared, the battle came down to the wire. Next Tuesday night we’ll try a 4000 point game scenario called “Refight 2: Rescue” from the Epic 40K book. Played along the short edge with Eldar on both ends and Tyranids in the middle, it should be an exciting and unusual game as well.
Army list
Hive Fleet Onachus Tyranids (NetEA v10.2 )
TYRANID SWARM 1 (M) [375]
Two Tyranid Warriors, 12 Termagants, Hive Tyrant
TYRANID SWARM 2 (M) [375]
Two Tyranid Warriors, 12 Termagants, Hive Tyrant 

BIOVORE SWARM (M) [275]
10 Biovore 

HARRIDAN SWARM (S) [250]
1 Harridan, 4 Gargoyles

TYRANID SWARM 4 (M) [400]
2 Two Tyranid Warriors, 12 Termagants, Zoanthrope 

TYRANID SWARM 3 (M) [375]
Two Tyranid Warriors, 12 Termagants, Hive Tyrant


Ulthwé Craftworld (NetEA Army Compendium v20120208)
GUARDIAN WARHOST [200]
4 Guardians, Farseer, 3 Support Weapon Platforms

GUARDIAN WARHOST [200]
4 Guardians, Farseer, 3 Support Weapon Platforms,
GUARDIAN WARHOST [200]
4 Guardians, Farseer, 3 Support Weapon Platforms,
GUARDIAN WARHOST [150]
7 Guardians, Farseer
AVATAR [25] Spear of Khaine
SWORDS OF VAUL TROUPE 1 [315]
5 Falcon, Fire Prism
SWORDS OF VAUL TROUPE 2 [315]
5 Falcon, Fire Prism
SWORDS OF VAUL TROUPE 3 [300]
6 Falcon
SWORDS OF VAUL TROUPE 4 [300]
6 Falcon
SWORDS OF VAUL TROUPE 5 [300]
6 Falcon
SWORDS OF VAUL TROUPE 6 [300]
6 Falcon

SWORDS OF VAUL TROUPE 7 [300]
6 Falcon
ENGINE OF VAUL TROUPE [500]
2 Scorpion
REVENANT TITANS [650]
2 Revenant Titans


Deployment
  • Table lay out
tuesday night 001tuesday night 002tuesday night 003tuesday night 004
  • Bugs deployment
tuesday night 005tuesday night 006tuesday night 007tuesday night 008tuesday night 009
  • Eldar deployment
tuesday night 010tuesday night 011tuesday night 012
Turn 1
  • Eldar go First
  • Ulthwé Craftworld move a falcon unit 7 up on the right flank and shoot the marker giving it a blast marker…
  • Ulthwé Craftworld retain the turn and march move up a GUARDIAN WARHOST on their right flank and stop with in 10cm of marker to have it revealed, as a mine field…
  • Ulthwé Craftworld double move up the ENGINE OF VAUL TROUPE towards a marker and  find a pile of bugs, shoots and manages to do a BM..
  • Tyranids then do a engage action with TYRANID SWARM 1 and target the ENGINE OF VAUL TROUPE, after the dice have been rolled the Tyranids lose the combat….Break and flee back towards their base line….
  • Ulthwé Craftworld march move a GUARDIAN WARHOST up behind the ENGINE OF VAUL TROUPE to support them…
  • Ulthwé Craftworld double move a falcon unit 1 up on the right flank and maker is revealed and Tyranids artillery is then shot, losing 4 BIOVORE  pieces.
  • Tyranids then do a marshalling action on the  BIOVORE SWARM and move it back and then manage to remove all blast markers…
  • Ulthwé Craftworld double move a falcon unit 2 up on the right flank and maker is revealed to be a mine filed…
  • Ulthwé Craftworld double move REVENANT TITANS and marker is revealed to be a mine field…
  • Ulthwé Craftworld march move a GUARDIAN WARHOST up into the city and revealed a mine field
  • Ulthwé Craftworld march move falcon unit 3 up through the gap in front of falcon unit 1 and get to with reach of their goal..
  • Tyranids then activate TYRANID SWARM 3 and do a FF against the falcon unit 2 and they manage to lose the combat, so break and fall back to their base line…the falcon unit loses a figure…
  • Ulthwé Craftworld march move a GUARDIAN WARHOST up behind the city..
  • Ulthwé Craftworld march move falcon unit 4 up through the gap in front of falcon unit 1 and get to with reach of their goal..
  • Tyranids then activate HARRIDAN SWARM and double move it over to the gap in front of Falcon unit 1 and shoots, killing one and adding two BM’s to the unit…
  • Ulthwé Craftworld double move a falcon unit 5 and target the HARRIDAN SWARM  and kill some low life bugs…
  • Tyranids the double move TYRANID SWARM 2 behind the falcons on the hill on the right flank and shoot falcon unit 5, killing two of the vehicles…
  • Ulthwé Craftworld double move a falcon unit 6 and target the broken swarm in front of it, kill lots of bugs and at the same time revealed to be a mine field in front of it…
  • Tyranids then do a engage action with TYRANID SWARM  and target the ENGINE OF VAUL TROUPE, on their right flank and manage to wipe the unit off the table after two rounds of FF..
  • Tyranid player rallies both units, both sides removed blast markers..
tuesday night 013tuesday night 014tuesday night 015tuesday night 016tuesday night 017tuesday night 018tuesday night 019tuesday night 020tuesday night 021tuesday night 022tuesday night 023tuesday night 024tuesday night 025tuesday night 026tuesday night 027tuesday night 028tuesday night 029tuesday night 030tuesday night 031tuesday night 032tuesday night 033tuesday night 034tuesday night 035tuesday night 036
  • End of turn 1
tuesday night 037tuesday night 038tuesday night 039
Turn 2
  • Bugs go first
  • Tyranid active the BIOVORE swarm and target the Falcon unit 1 and manage to clip Falcon unit 5. after the smoke clears, both falcon units are broken and flee back to their base line..
  • Tyranids then retain the turn and then do a engage action with TYRANID SWARM 2 and target Falcon unit 2 and drags in falcon unit 6. the Tyranids get support from two other units that are in range…after the dice are rolled, eldar lose and both units are wipe off the table…ouch..
  • Ulthwé Craftworld double move falcon unit 3, so they do their eldar trick and shoot the BIOVORE swarm, killing two more of the figures.. and the moves off the table(one off, 6 to go).
  • Ulthwé Craftworld try's to move the GUARDIAN WARHOST up beside the REVENANT TITANS and rolls a one….so moves the unit back done behind the hill…
  • Tyranids then do a engage action with TYRANID SWARM  on their right flank and target the Falcone unit 7 and after the FF, the Tyranids lose and flee back, the Falcons take two hits…
  • Ulthwé Craftworld try's to move the GUARDIAN WARHOST and rolls a 1 and so moves the unit into the city…
  • Tyranids then do a move action with TYRANID SWARM, so that its behind the hill on their, right flank..and shoot the REVENANT TITANS,giving them a BM…
  • Tyranid double move the HARRIDAN SWARM back towards the city and shoot the GUARDIAN WARHOST, to its left, giving it as BM…
  • Ulthwé Craftworld double move falcon unit 4, so they do their eldar trick and shoot the BIOVORE swarm, killing two more of the figures, which breaks the units.... and the moves off the table(Two off, 5 to go).
  • Ulthwé Craftworld then moves the REVENANT TITANS across and target the broken swam in front of it, taking another 6 stands off..
  • Tyranids then do a move action with TYRANID SWARM and move it in to the city and shoot the GUARDIAN WARHOST, placing a BM..
  • Ulthwé Craftworld try's to move the Falcon 7 unit and rolls a one and so shoots the broken swam, killing another one…
  • Tyranids have no more activations..
  • Ulthwé Craftworld double moves the GUARDIAN WARHOST off the table(three off, 4 to go).
  • Eldar don't rally falcon unit and both sides remove blast markers…
tuesday night 040tuesday night 041tuesday night 042tuesday night 043tuesday night 044tuesday night 045tuesday night 046tuesday night 047tuesday night 048tuesday night 049tuesday night 050tuesday night 051tuesday night 052tuesday night 053tuesday night 054tuesday night 055tuesday night 056tuesday night 057tuesday night 058
Turn 3
  • Eldar Go First
  • Ulthwé Craftworld move a falcon unit 7 up on the right flank and shoot the tyranid swam just behind the hill, placing a blast marker…
  • Ulthwé Craftworld try and retain the turn and roll a 1, so the GUARDIAN WARHOST, moves up to support the falcon…
  • Tyranids do a marshalling action to boasts the swam that had just rallied at the end of last turn on their right flank…
  • Tyranids retain the turn and do a engage action, with the swam behind the hill right flank, using the commander rule, bring in the other unit close by into the engagement. So the targets are the falcon unit 7, Guardian host and the REVENANT TITANS, so after much dice rolling the eldar win and both tyranid units are broken….Eldar move forward…
  • Ulthwé Craftworld then double moves the REVENANT TITANS off the table(four off, 3 to go).
  • Tyranids retain the turn and do a engage action, with the swam in the city and target the Guardian host in front of them…Tyranids get support from the HARRIDAN SWARM and the Guardian host, from the other Guardian host in the city..Two rounds of combat happen, before the Tyranids are the winners.. the Guardian host was wipe out…
  • Tyranids retain the turn and the HARRIDAN SWARM does sustain fire at the Guardian host, giving it a BM..
  • Ulthwé Craftworld then move and shoot FACLON UNIT up and target the HARRIDAN SWARM, killing the low life bugs..
  • Ulthwé Craftworld then march move Guardian host to their right flank, behind the hill on that side..
  • Eldar don't rally falcon unit and both sides remove blast markers…
tuesday night 059tuesday night 060tuesday night 061tuesday night 062tuesday night 063tuesday night 064tuesday night 065tuesday night 066tuesday night 067tuesday night 072tuesday night 070 tuesday night 069  tuesday night 068tuesday night 071 tuesday night 073
Turn 4
  • Eldar Go First( avatar is deployed)
  • Ulthwé Craftworld move a falcon unit 7, so they do their eldar trick and shoot the swarm on the small hill, killing two more of the figures, and then moves off the table(five off, 2 to go).
  • Tyranids double move the HARRIDAN SWARM and shoot at the Guardian host, giving it a BM..
  • Tyranids retain the turn and double move Tyranid SWARM and shoots at the Guardian host, giving it a BM..
  • Ulthwé Craftworld then march move Guardian host over a mine field and only lose one figure and press forward to the Tyranids base line..
  • Ulthwé Craftworld retain the turn and double move the falcon unit, up and shoot the lone BIOVORE..giving it a BM…
  • Tyranids double move the swam in the city to be in front of the Guardian host, to block its way and so shoot at it to, giving it a blast marker…
  • Ulthwé Craftworld then do a engage action and target the swam that just shot it.. after another two rounds of combat, the swam is broken and flees back over the small hill behind two other swarms..
  • Rest of the Turn belongs to the tyranids, they basically marshal units to remove blast markers and add more bugs, if they lose any..
  • Eldar don't rally falcon unit and Guardian host and both sides remove blast markers
tuesday night 074tuesday night 075tuesday night 076tuesday night 077tuesday night 078tuesday night 080tuesday night 081tuesday night 082tuesday night 083
Turn 5
  • Tyranids go first
  • Tyranids fire their lone artillery piece at the Guardian host and manage only to add a BM…
  • Ulthwé Craftworld then march move Guardian host off the table(6 down, 1 to go)
  • Tyranids retain the turn and double move Tyranid SWARM and shoots at the Guardian host, killing another unit, which brought it below 50%. so game to the Tyranids…
 tuesday night 086 tuesday night 088 tuesday night 084tuesday night 085
  • End of the game shoots…..
tuesday night 087tuesday night 089tuesday night 090tuesday night 091tuesday night 092tuesday night 093
Regards
Greg













No comments:

Post a Comment