About Me
- GrandMaster Raziel
- I live in Scotland but I'm originally from Texas. I've been an avid gamer since the early '80s and have played just about every game out there. I have a lovely wife and 5 children, so getting the life / gaming balance is always important.
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Friday, 19 November 2010
1K Eldar Tournament List Vs 'Nids Batrep
Okay, I got in a game last night vs some 'nids and with a tweak to my list did very well indeed. Instead of taking scatter lasers, I dropped them in favor of shuriken cannons and that freed up enough points to increase the size of each jetbike sqd by 1 and gave the farseer "guide"
This is the list I ran with....
Farseer Seer Council
1 Farseer - TL Shuriken Catapults; Ghosthelm; Rune Armour; Eldar Jetbike; Shuriken Pistol; Witchblade
Farseer spells - Doom, Fortune, Guide 4 Warlock - TL Shuriken Catapults; Rune Armour; Eldar Jetbike; Shuriken Pistol; Witchblade Warlock spells - Embolden, Enhance, 2 x Destructor
Guardian Jetbike Squadron 1
5 Guardian Jetbikes - TL Shuriken Catapults; Eldar Jetbike
2 Guardian Jetbikes - Shuriken Cannon; Eldar Jetbike 1 Warlock - TL Shuriken Catapults; Rune Armour; Eldar Jetbike; Shuriken Pistol; Witchblade
Guardian Jetbike Squadron 2
5 Guardian Jetbikes - TL Shuriken Catapults; Eldar Jetbike
2 Guardian Jetbikes - Shuriken Cannon; Eldar Jetbike 1 Warlock - TL Shuriken Catapults; Rune Armour; Eldar Jetbike; Shuriken Pistol; Witchblade War Walker Squadron
3 War Walkers - Spirit Stones; Shuriken Cannon , Shuriken Cannon
Here are some of the 'nids. The list included...
1 broodlord and 11 genesteelers, 2 lictors, 1 Tyranid Prime and 5 Warriors, and 2 groups of 20 Hormoguants. I think the list came up to 1075 or so.
Now the mission was annialation and the set-up was pitched battle. I won the toss and elected to go first. My aim was to do an alpha strike and mop up game. I started my war walkers as far forward as possible and used their scout move to get into a good firing position. I ensured that my farseer was within 6" of at least 1 walker as on the first turn I guided up the walkers and fortuned the council.
I moved jetbike sqd 1 into a covering possition to keep the walkers from getting over-run and I set the 2nd jetbike sqd out to do a flanking run by turbo boosting them to the other side of the board near the burnt trees, I was now that I figured I had to get rid of his tyranid prime and so the walkers concentrated on it and the warriors. My rolls were amazing and at the end of my 1st turn (with an assist from the jetbikes) the warriors and tyranid prime were mauled with only 3 warriors remaining and the prime each on 1 wound.
When the nids got their first turn, the prime and warriors sat back to let the guants through and that proved fatal. Since he had no shooting and access routes across the board covered, he was walking into a killing zone.
My turn 2 saw my farseer fortune up the council and guide the walkers again. This time the walkers were able to mop up the Tyranid prime and his buddies on their own leaving the jetbikes to decimate the gaunts leaving only 4 standing. The second jetbike squad in the meantime got inot firing position behind the 2nd group of homoguants and killed 2 with long range cannon shots. This left my council to finish off the 4 guants in close combat, I took 2 wounds but easily saved.
Well 'Nids turn 2 brought in the lictors and 'Steelers from the opposite side of the board (my starting corner) and seeing the threat of the hormoguants waining I turned my jetbikers and council to meet them leaving the walkers to finish off the last of the 'guants. With a combo of long range cannon shots and good positioning of my council, over the last 2 turns I first killed of the lictors and then the steelers having my council close in on the last steeler to finish him off in style.
Now this was the best result I could of gotten, no losses and everything dead. I am sure alot of it came down to some great rolling on my part early in the game and good use of the terrain (It is a very hard board to play on if your on foot ;) )
I am hoing to get a few more games in soon so I will keep you posted...
Cheers!
This is the list I ran with....
Farseer Seer Council
1 Farseer - TL Shuriken Catapults; Ghosthelm; Rune Armour; Eldar Jetbike; Shuriken Pistol; Witchblade
Farseer spells - Doom, Fortune, Guide 4 Warlock - TL Shuriken Catapults; Rune Armour; Eldar Jetbike; Shuriken Pistol; Witchblade Warlock spells - Embolden, Enhance, 2 x Destructor
Guardian Jetbike Squadron 1
5 Guardian Jetbikes - TL Shuriken Catapults; Eldar Jetbike
2 Guardian Jetbikes - Shuriken Cannon; Eldar Jetbike 1 Warlock - TL Shuriken Catapults; Rune Armour; Eldar Jetbike; Shuriken Pistol; Witchblade
Guardian Jetbike Squadron 2
5 Guardian Jetbikes - TL Shuriken Catapults; Eldar Jetbike
2 Guardian Jetbikes - Shuriken Cannon; Eldar Jetbike 1 Warlock - TL Shuriken Catapults; Rune Armour; Eldar Jetbike; Shuriken Pistol; Witchblade War Walker Squadron
3 War Walkers - Spirit Stones; Shuriken Cannon , Shuriken Cannon
My Eldar set up as far forward as possible |
Here are some of the 'nids. The list included...
1 broodlord and 11 genesteelers, 2 lictors, 1 Tyranid Prime and 5 Warriors, and 2 groups of 20 Hormoguants. I think the list came up to 1075 or so.
Now the mission was annialation and the set-up was pitched battle. I won the toss and elected to go first. My aim was to do an alpha strike and mop up game. I started my war walkers as far forward as possible and used their scout move to get into a good firing position. I ensured that my farseer was within 6" of at least 1 walker as on the first turn I guided up the walkers and fortuned the council.
I moved jetbike sqd 1 into a covering possition to keep the walkers from getting over-run and I set the 2nd jetbike sqd out to do a flanking run by turbo boosting them to the other side of the board near the burnt trees, I was now that I figured I had to get rid of his tyranid prime and so the walkers concentrated on it and the warriors. My rolls were amazing and at the end of my 1st turn (with an assist from the jetbikes) the warriors and tyranid prime were mauled with only 3 warriors remaining and the prime each on 1 wound.
When the nids got their first turn, the prime and warriors sat back to let the guants through and that proved fatal. Since he had no shooting and access routes across the board covered, he was walking into a killing zone.
My turn 2 saw my farseer fortune up the council and guide the walkers again. This time the walkers were able to mop up the Tyranid prime and his buddies on their own leaving the jetbikes to decimate the gaunts leaving only 4 standing. The second jetbike squad in the meantime got inot firing position behind the 2nd group of homoguants and killed 2 with long range cannon shots. This left my council to finish off the 4 guants in close combat, I took 2 wounds but easily saved.
Well 'Nids turn 2 brought in the lictors and 'Steelers from the opposite side of the board (my starting corner) and seeing the threat of the hormoguants waining I turned my jetbikers and council to meet them leaving the walkers to finish off the last of the 'guants. With a combo of long range cannon shots and good positioning of my council, over the last 2 turns I first killed of the lictors and then the steelers having my council close in on the last steeler to finish him off in style.
Now this was the best result I could of gotten, no losses and everything dead. I am sure alot of it came down to some great rolling on my part early in the game and good use of the terrain (It is a very hard board to play on if your on foot ;) )
I am hoing to get a few more games in soon so I will keep you posted...
Cheers!
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