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About last weekend...


Last Saturday saw my most recent battle against one of my oldest friends and long time opponent Graham, it was a 2000pt game using the open war card deck and got the domination objective, with long table edge deployment and storms as the twist reducing movement and advances by 1". 

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I ended up winning quite convincingly with my opponent conceeding at the end of his second turn, reallising I was already ahead on victory points and he didn't have enough models left at that stage to be able to secure enough objectives to bring it back. This result was sweet revenge from our last battle a few weeks before, when my Tau took a kicking from hi Tyranids. As i'm trying to become a better player, I thought it was a good idea to analyse the game, so here goes:

Post game analysis – Aeldari Vs Marines

Eldrad ulthuan – worked well with the seer council, giving good bonuses to more or less guarantee casting and warlocks absorbed a decent amount of damage before they died. Nice output of mortal wounds and buff powers.

Farseer skyrunner – speed on jetbike made him useful, decent damage output, but didn’t get him into combat. Manged to dispel a couple of powers as well

Rangers – Achieved nothing apart from providing a bit of a distraction in midfield

Wraithguard – decent shooting against the gladiator when they got the chance, but slow (relatively) with a limited range. Supposedly better when equipped with D-scythes.

Wraithbaldes with swords – wiped out both the bladeguard and eradicators with their high number of attacks and decent strength and AP weapons. Graham did me a big favour destroying my wave serpent meaning I could charge the next turn and was lucky that they all walked out of the wreckage unscathed, could easily of been a different story.

Wraithblades with axes/shields – very expensive unit to have just sitting on an objective in the backfield.

Wraithlords  - only acted as mobile weapon platforms for their brightlances, which didn’t do that much damage., would have been better off with much cheaper war walkers in these positions.

Shining spears – did decent damage with ranged weapons, but were devastating on the charge, both units took losses before getting into combat. Wrath of Khaine relic on exarch useless, would been better off giving him another star lance.

D-cannon support weapons- Packed a serious punch once in range and Graham expended a lot of shots to just kill one. Probably worthwhile maxing out the unit with a 3rd model.

Wraithseer – useful multirole option, as psyker and weapons platform with another D-cannon, would have been good to get it into close combat as well.

Wave serpent – Turned out to be not as tough to kill as I was lead to believe, but it’s destruction turned out to be a blessing in the end getting the Wraithblades where they needed to be.

Stratagems – Bladestorm is great for an army wide buff, would use every turn if CPs available. Eldritch storm was good but expensive, ideal to use in 1st turn when units are bunched to give maximum mortal wounds when buffed by both farseers. Lightning reflexes was also useful to impede enemy shooting and probably helped my weapons platforms survive.

Overrall  - Army worked pretty well had a good second round before Graham could bring in his reserves and could well have been a different result if I had gone second. Ideally would of gotten the Wraithlords, Wraith seer and 2nd unit of wraithblades into close combat for best effect. Having the set up on the long table edge also helped using my speed to get into melee in 2nd turn. Having the strands of fate dice to guarantee a 12” charge with a unit of shining spears was also a big bonus. After seeing how effective D-cannons are now seriously considering getting a warphunter.

Edited by drakheart
typo

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