Sunday, February 2, 2014

Eldar vs. Chaos Battle Report

+++++++Incoming coded transmission++++++++++
+++++++Inquisition eyes only-reception Inquisitor Czevak+++++++
Code:AB41.236---------authorized...........

Sir, Imperial probes in the Eastern Provence recorded this incident. I thought it prudent to compile the images and send them directly to you. The noted Craftworld Antaries met with Craftworld Balamb, the topics of said conversation are unknown. The meeting was interrupted by Chaos forces lead by Zhufor the Impaler, former Sargent of the Storm Lords taken by World Eaters in the sacking of Paramar. 
Video capture of Lord Zhufor
+++++++Cross reference+++++++ Zhufor the Impaler- Butcher of Vraks-Skulltakers.+++++++
+++++++Reference Craftworld Balamb+++++++ No data+++++++

The Mission was Eldar forces meeting is ambushed by Chaos. 3000pts. Antaries (1500pts.) Balamb (1500pts.) vs. Chaos (3000pts.) Killpoints, Slay the Warlord, Line Breaker.

Eldar deploy first, then Chaos, Chaos gets first turn if seize the initiative is not rolled (hint hint)



Deployment. I thought it best to include as many pertinent images as possible, Lord. Displayed here is a vid-capture of the Eldar forces before the ambush. The Imperial records of Antaries are well known of course, though Balamb is an unrecorded Craftworld. This image gives a clue as to the capabilities of
Balamb.
Eldar meeting
Chaos forces lead by Lord Zhufor approach with stealth from the west. It is unknown to me how the Chaos force was able to make it so close to the Eldar meeting place before being detected. ++++++Inquisitor note It is not for lowly tech adepts to speculate on Chaos tactics, recommend punishment+++++++
Chaos Forces move in
Turn 1) Eldar seize the initiative and take the first turn. The surprise and stealth Zhurfor used seemed to last only for a short time. The Eldar forces turned quickly and with a fluid nature I have never seen, enguaged the forces of the traitors. Balamb forces move quickly to destroy the Land Raider that transported Zhufor and his guard of Terminators. Balamb Guardians score a direct hit with their Brightlance platform on Rhino. The
Video capture of Land Raider destruction
Fire Prism of Antaries make destroys a second Rhino, and a Brightlance from an Antaries Wave Serpent quickly took out a Helbrute sporting a Plasma weapon. The probe images and video provided detailed evidence of how quickly the Eldar struck with great precision.

+++++++Inquisitor note, Antaries and Balamb employ the same tactics, destroy the enemy transport ability first. Did they coordinate during the battle or do Eldar all employ the same tactics?? 




Chaos turn 1) The Traitor named the Impaler was forced (by the Eldar or Khorne?) to advance with all his ground units which included: several spawn, the Rhinos that remained, and Chaos Marines. It is this adept's opinion that Zhufor allied with Iron Warrior Warpsmiths. Several encounters between the Iron Warriors and Antaries have been cataloged into the database as of late. It is possible the Iron Warriors failed to stop the two Craftworlds from meeting. Whatever the reason, the Chaos army had 2 Vindicators, Predator, 2 Helbrutes, many Iron Warrior Marines. Demolisher Cannons thundered upon the Eldar forces killing a squad of Balamb Wraithguard down to 1 and 4 Antaries Guardians plus their Brighlance platform. Heavy Bolters peppered a Ranger squad inside a ruin that was somehow altered by Chaos to provide a weaker cover.
+++++++Inquisitor note, This ability to weaken cover terrain has been attributed to Zhufor the Impaler.
Direct Demolisher hit on the Balamb Wraithguard
Eldar turn 2) The Eldar are quick to recover from the barrage. A Balamb Craftworld Falcon and Wave Serpent combine fire to destroy another Chaos Rhino. While an Antaries Vyper and Wave Serpent do in another. The second Antaries Wave Serpent takes down a Helbrute. The Eldar of the older Craftworld are not finished as their Fire Prism fires a intense beam that destroys the Chaos Predator. The Striking Scorpions of Balamb move from their forested position to engage 5 Chaos Spawn in hand to hand combat. Scorpions manage to kill 4 of the foul beasts, only losing 1 of their number.

Fire Prism takes out the Predator
Chaos turn 2) Chaos responds by deep striking 2 sets of two Obliterators. By the Emperor, one squad was destroyed. The other lands close to the Antaries lines. Zhufor's forces advance on the Balamb battle group, a
suspected Iron Warriors advance
Vindicator destroys the Falcon. Chaos forces, lead by a Warpsmith, meet the Balamb Wraithlord and a Melta shot hits home on the construct. The Obliterators that landed, did so near the Vyper of the Antaries. They destroyed it easily, killing 3 Guardians in the process. On the Antaries side of the city, the Chaos forces were thinning. The Impaler seemed to care little for the overall result, as he and his Terminators charged into the combat between the remaining Spawn and the Scorpions.

In a duel of some proportions, The Impaler bellows at the Exarch of the Scorpians and then removes his head from his body. The exotic weapon known as the Mandiblaster fells one of the Terminator body guard. The remaining take down 3 Scorpions The Spawn is cut down by Chainswords at about the same time. Video confirms that the hand to hand combat continued.
Warpsmith leads his unit at the Wraithlord
Eldar turn 3) The next move the Eldar make is to deepstrike Warp Spiders behind one of the Vindicators. They quickly destroy it and warp back to cover. The Antaries Fire Prism turns its cursed weapon on the group the Warpsmith had assembled. Inaccurate targeting meant only 3 Chaos Marines were killed. But the
Balamb Guardians along with Dire Avengers fire their catapults at the Chaos Marines killing many. The Obliterators, who had landed earlier, were quickly laid low by Star Cannon fire from the Warwalkers. It was then that the lone remaining Wraithguard fired its archaic weapon vaporizing a Iron Warrior with a Meltagun. Antaries seemed to sense victory because one of their Wave Serpent transports moved up and unloaded it's cargo, A full Dire Avenger squad. With some sort of battle focus the unit moved in range and fired on an Iron Warriors squad in cover. Video would show 4 fall to Shuriken fire. The squad then broke and retreated. While Antaries was handling its side, The Wraithlord charged the Warpsmith and few remaining friends. The Wraithlord crushed the Warpsmith with a swing of its giant blade. Zhufor the Impaler would not be denied as he would win his combat but scream in rage as he watched his army falling back in full retreat. Though the probe shows blurred evidence, it appears the Skull Taker was dragged off by his forces. (Chaos concedes victory to the Eldar force

I mark this urgent for your eyes Inquisitor, my reasons two fold. First I believe prode X7632 has uncovered an undocumented Eldar Craftworld, second the appearance of Zhufor the Impaler. May the Emperor protect us. ~Tech Adept Gordon

+++++++Inquisitor note, as I always wonder with the Eldar. What are they up to? Is the enemy of my enemy my friend?

Monday, January 6, 2014

Spiritseer conversion

Completed is my conversion/kit bash of a Spiritseer. Kinda a funny story as to how it happened. I traveled twice, to my local GW store to buy a Spiritseer model. No sale! Both times I went, the store didn't have the model. By the second time, I just looked at the new Farseer model and decided because I liked the model so much and didn't actually need any more Farseers, I'd make it into a Spiritseer!

So the basis of my Spiritseer is the new Farseer model. I then added a Dark Eldar Wych head. I remembered the Wych sprue comes with a few wearing a full mask that seemed close enough to the actual Spiritseer model's head. To give the head a larger profile and thus fit the body in better, I added a Chaos Marine mane to the top. Finally, I used part of the Eldar statue bit that comes with Dire Avengers to create my Witch staff. All that was left was to paint it in the colors of my Craftworld. I am happy with it. Sometimes the simplest conversions are the best! I like it more then the real Spiritseer model, so I call that success.

Game wise, I've played several games since my last post. I crushed the Crimson Fists in my Nightwing's first game. The Nightwing did exactly what it was supposed to do and took out the Marine flyer. A new model was not shot down in it's first game!! Always nice. I played a tight game against a good guard player. Only a daring move by the Fire Dragons to dismount, shoot a Basilisk, and use Battle Focus to contest his objective won Antaries Craftworld the day. I am now some 15 games in with the new codex and have not lost a game.

The Big Game!

The Big Game is about a month away. That's D-Company's annual Apocalypse battle. I am allowed 6000pts. which I can do easy but I want some new toys! I've come up with storyline wise that Illic Nightspear will lead a scout force down to the city. He will then call the main Antaries force down to the planet. I would like the scout force to be Pathfiders, Vypers, Warwalkers, Flyers and the Hornet. This means Nightspear, two Warwalkers, and the Hornet all must be assembled and painted. Plenty of work to do. I'm currently finishing the Warwalkers, so I'm on a good pace. 

Sunday, August 25, 2013

Update 8/25

 It has been awhile since I posted my codex review for Eldar. I've gotten several more games in. News flash.. I still love the new codex! I used the amazing combination of a Spiritseer and a Scorpion Squad in a game to make the Scorpions st5 with an armor save of +2. I bought a 3rd Fire Prism at Gen Con, love what the Prism cannon does now. I still have not lost a game.

Hobby wise I finished my Nightwing Flyer. I may still add some flavor to the base, but I'm happy with how it turned out. Next I'm working on the Spiritseer as I'm loving this guy as an HQ choice.

Now I have some true anti-air!

Sunday, June 30, 2013

Eldar Codex review... Conclusions

I have basically run through the units, powers, ect. of each Eldar unit in the new codex. Yes, you might notice some units like Harlequins were never covered. They remain largely unchanged. For my final installment of the review I will cover the book itself, GW's over all release, and then finish with some missed opportunities.

First my over all grade for the 6th Edition Eldar codex is a B+. Phil, Adam, and everyone involved did a fine job. As a long time player/collector of all things Eldar, I am very happy. Battle Focus is very entertaining to play with and very effective. The designers have given the Eldar a unique rule no other army has that fits their fluff and only adds to table top enjoyment (though maybe not for my opponents). With rules like Bladestorm or Monofilament (along with the long overdue bs4 for the whole army) the Eldar army is stronger then it was in 5th Edition. I have plenty of treats to keep me entertained on the table top for many years to come.

The book design itself - The book is beautiful. The new artwork, along with some art we have seen in the past is excellent. I like the hardcover format that the books have shifted over to, I have no problem paying more money for something high quality. I love the summery in the back, makes it easy to find the rule I need very quickly. The overall organization is very good, in the three games I have played so far, it never took me long to find the answer I needed. Good storyline for the most part...

GW's release - I will be buying the following: Wraithknight, at least one Crimson Hunter, a Hemlock Wraithfighter, and some Wraithguard that I will arm for Hth and a Spiritseer. I will even buy a Farseer, because I like the new model. (that will make Farseer number 8 I think I own) So will GW get more of my hard earned money! That is a good thing for GW. I even bought the White Dwarf with the Eldar release, just because.

Ok, if you have been reading my posts, you know I am largely very happy with this incarnation of Eldar in the 40k universe. So time to take off the gloves! What went wrong or was missed?

Storyline issues - I've read many Black Library books including Farseer, Shadow Point, Path of the Warrior, Fulgrim. I'm a fan of the story. A major shift occurred in 6th Edition, Allies! You should have seen my shock when my beloved Eldar were listed battle brothers to the Dark Kin. For those not familiar too much with the Fluff, this was a major shift! All of a sudden Eldar trust Dark Eldar? wow. why? how? A missed opportunity in the new book is no real explanation as to how this happened.. A cool-ass page or so could have been written (loved the rise of Vect story in the DE codex) with maybe a meeting of Vect and Eldrad. Some grand decision that all Eldar life was too valuable, and Eldar killing Eldar had to end or they were all doomed.( I dunno, I'm not a writer) I was really hoping for a good piece on it, no such luck. (I've already commented on Eldrad being alive)

Skyfire - I'm very disappointed in the lack of Skyfire options in the codex. My guess is this is purposeful so that Eldar players buy flyers. For game play purposes, this bothers me. I'm not a fan of flyers, I don't like what they do to the game dynamic.  I much prefer a (Rome Total War) situation, were one army deploys in an area, the other in an opposite area, and we clash somewhere in the middle. Flyers, Deepstrikers, they kinda break this mechanic. Basically I would have loved to see more basic Eldar units gain Flakk missle ability. Off hand, Falcons and Vypers, would have been a good start. Skyfire for all Dark Reapers would have been cool.. A Swooping Hawk ability to clamp Haywire grenades on to flyers would have rocked!!! Yes, yes you want me to buy the new flyer kit... I will, but I can say I will only deploy them when I feel my opponent will do the same, not out of any great desire to use flyers myself. I'm also not a big fan of taking a Aegis Defense Line. lol most of my Eldar never stand still during a game....

The release could have been.. well More! - How about a White Dwarf article on making Eldar themed Aegis Defense Lines or Landing Platforms, Eldar themed terrain?? How about a construction unique to the Eldar only?  Somewhere, codex or White Dwarf, pictures of great Eldar conversions or painted units from past Golden Demons... Give us modelers some inspiration! I just found the whole release, slightly underwhelming.

Well, that is that. I hope you have enjoyed my take on the new codex. I have yet to lose a game. I have a list of models to purchase. Enough typing, I'm going to do some modeling. ~Seti


Thursday, June 27, 2013

Eldar Codex review.. Vaul's work

For the next installment of my review, I will cover the vehicles Eldar use in battle. When I think of the models that made me fall in love with Eldar, first on the list is the Falcon variant. I own 3 Falcons, 2 Fire Prism, 3 Wave Serpents, and a Warp Hunter. (currently) The sleek look of their tanks sold me on that army. I remember looking through the 3rd edition rule book and reading the battle report between Gav Thorpe and Andy Chambers (I think it was Andy). I loved the Eldrad converted Farseer and the Falcon. While I was played Dark Eldar at the time, I knew some day I would have an Eldar army. Enough about aesthetics!! What has good ole GW done to my favorite toys?? Well.. of course every single vehicle unit who was bs3 is now bs4.

Wave Serpent - The main troop carrier of the Eldar is much improved. I think the protection and maneuverability of this vehicle is supreme. It does exactly what I want it to do, get it's cargo to the point on the battle field where I want it. The Serpent Shield is amazing, basically any pen that gets through the jink is a glance on a +2. Add a Holo-Field to improve the jink by +1 and you have one tough nut to crack. Using the 6ed rules this bad boy can fire two heavy weapons and still move 12in. Twin linked Bright Lance and Shuriken Cannon, plus a Holo-Field. (Seti grade: Drools..)

Falcon - Still as solid as it ever was, there is nothing wrong with an Eldar Falcon. The Laser Lock rule given to the Scatter Laser seems to fit this vehicle better then any other. Laser Lock is any successful role to hit with the Scatter Laser and the other weapons on the Falcon are twin linked! So the Pulse Laser and Snap firing Shuriken Cannon are twin linked. Rhinos have met there match. The Falcon is a fantastic enemy transport hunter, while mine often carries 6 Fire Dragons to let lose. My only wish is a flakk missle option would have been cool.. (Seti grade: very nice)

Fire Prism - Do you feel a sense of me saying everything is better then it was before? It's true! The Fire Prism is fantastic! Gone is the option to combine the beams, but new is the 3 stage Prism Cannon. Yup you have three choices on how to fire your main weapon, st. 5 ap3 large blast, st7 ap2 small blast, or st9 ap1 lance. Basically the Fire Prism is an all purpose killer. Battle Wagons, Land Raiders, Marines, terminators, you name it. Love this thing!! Crystal Target Matrix makes sense here. With it a vehicle can move flat out and fire one weapon at normal bs. once per game. Could be handy to have a Prism about 30in and fire it's Cannon at normal bs. (Seti grade: "Excellent" in a Mr. Burns voice)

Night Spinner -  Basically fires a monofilament large blast or template. A poor man's Warp Hunter. With the log jam of fantastic heavy support options, I find an Eldar player hard pressed to field one of these. Lucky my opponents pretty much have no problem with Forge World units. (Seti grade: meh)

Vyper - Is what it is, better with bs4 no doubt. Cheaper to add a Starcannon. Usually, I add fast attack at the end of my list building when I have extra points. Maybe another unit that could have gotten more exciting with a Skyfire option. (Seti grade: good enough)

War Walkers - Have battle focus and a +5 inv save. Not bad! Think Tau maneuvers for a second.. They are a unit with a Skyfire option! So you could take Flakk missles with them. Can you guide vehicles? I'm not sure in 6th edition... If you can a Flakk/Scatter Laser option might interest me. (Seti grade: nice)

Wraithlord - Yes I know not a vehicle, but I'm putting it in this part of the review. Gone is the Wraith sight rule. Good riddence! I forgot that rule so many times... The old Wraith Sword is now a Ghostglaive. Mastercrafted, +1 strength ap2. The Wraithlord lost 2pts of strength (before ghostglaive) gained +1 attack to it's profile, now 3. Still a lovely model. (Seti grade: just fine)

WraithKnight - The new toy. Basically a double Wraithlord. Twice the wounds and twice the points +1int. A fine looking model, I look forward to making and painting one. Use wise, I think larger battles is where I will use this toy.(3000pts or larger) My first thoughts on a build is Suncannon/shield/scatter/star. Guide and or Doom... That's a ton of ap2 twinlinkage. You have a choice between 2 Heavy Wraithcannons 36in st10 ap2 distort, or Suncannon 3 shot small blast st6 ap2. I'll add another 2 st6 ap2 shots with a shoulder mounted Starcannon, and hopefully twin link it all with the Scatter on the other shoulder. A nice centerpiece model for the army, I wonder if it is larger the my Revenant Titan... (Seti grade: impressive)

Hemlock Wraithfighter - An interesting little unit. This flyer seems to have a purpose causing fear. It fires two D-scythes st4 ap2, distort, templates. My latest game was against a Chaos player who used 2 heldrakes. They caused a lot of damage. Templates from the air, ignoring cover.. suck! I will  enjoy using some of my own. But back to fear, it has  pyschic power Terrify. The target unit within 24 inches loses fearless and all Eldar units count as having fear against it. Also the mindshock pod forces a reroll on successful moral or pinning tests of any enemy unit within 12 inches of the Hemlock. I will definitely explore one of these. I really like the model, wish it had a Holo-field. (Seti grade: seems cool)
--- After re-reading I realize Hemlocks get Heavy D-scythes, 18in st4 ap2 blast Distort, sigh... template would have been cool...
There you have it. Pretty much the Eldar have some very good, very interesting vehicle choices. As an player am I happy? Mostly yes. I'll give my final thoughts and cover some of the misses in the codex and my last post on the codex review next... till then thanks for reading.

Saturday, June 15, 2013

Eldar Codex review... Aspects

So I've got 2 games under my belt now. You can read about the second on Boroth's http://apostlesofcontagion.blogspot.com/

So back to the review and for this post I will cover the Aspects. For the most part, every Aspect got a little better. Some points costs changed, but I don't see that changing much how often I use my Craftworld's professional soldiers. The best analogy of the Eldar army I've heard is that they are a tool box, and have a tool to deal with any unit of any army. The job of Eldar commanders is to select the proper tools needed to win you the game. Nothing epitomizes this concept like the Aspect Warriors in the Eldar codex. What ever your battle field need, there is probably an Aspect who performs that role very well.

I included Dire Avengers in the troops section, so they won't be covered here.

Howling Banshees - I think many Eldar commanders have felt the Banshee Aspect has suffered in 40k editions ever since assault from transport went the way of the Squat. The Banshee +4 armor save combined with the classic t3 makes many in the Eldar family feel they won't get to their intended target. Sadly the new codex does nothing to help in this regard. Acrobatic rule adds to their run distance, but since you cannot charge after running, this does little to help their cause. The good news is the Exarch can take an ap2 +2st weapon. The Banshee mask provides -5int. But no Plasma Grenades?? I see the Banshee as a counter attack unit only. And for the most part I feel Harlequins preform the role better. Sadly, my opponents will see very few Banshee units ever on the table top. (Seti grade: disappointing)

Striking Scorpions - The Scorpion was, and still is my favorite Aspect unit. I love the beautiful models sculpted by Jes Goodwin. The Scorp, unlike it's sister the Banshee, preforms it's table role very well. Phil basically took the Exarch powers granted last edition and gave them to the unit. Fantastic! Infiltrate, move through cover, and stealth all come packaged. Plus after seeing Incubi get fleet, Scorps have it too. The Exarch weapons are largely improved. Chainsabres are now +1st. The claw is x2st. but not unwieldy! For years I used the Biting blade largely because I wouldn't arm an i6 model with a weapon that strikes at int1 (Seti grade: lovely)

Fire Dragons - I'm not sure why these guys have received generally poor reviews from other online reviewers. Yes they cost more, but with a +3 save now they are sure more durable. Add in Battle Focus and you have a pretty sweet unit. I've always felt a 6 man squad with a Falcon transport is a fine, and very useful unit to deploy with your army. I have only one small issue with their new look. The Fire Pike. It lost a point of strength so you are now paying 15pts. for a 18in. Fusion Gun. Not worth it in my opinion. I'll still use the Exarch (loves me some bs5) but will only equip it with it's standard Fusion Gun. (Seti grade: good)

Swooping Hawks - I like what the hawks can do. They are now the only "jump pack" unit in the Eldar codex. That said, I hate st3 guns. I learned the game on 3rd edition DE remember. I know st3 sucks compared to st4. I have a hard time using this unit for that simple reason. I'm sure they are effective. I think they need new models (especially after seeing the sweet Scourge models that the Dark kin get). I don't see myself buying any Swooping Hawks until a new model calls my name. (Seti grade: meh)

Warp Spiders - These guys are improved. Warp Spiders can move 6in.+ 2d6 in the movement phase or move normal as they are now "jet pack" so they get a 2d6 move in the assault phase. Er. BOLS people.. that ability to move normal is why they have Battle Focus... Their gun is great! The Monofilament rule means any roll of 6 to wound is ap1 and auto wound. Also any enemy unit int3 or worse hit by the Death spinner adds +1 strength to the weapon. Consider that "no ap" weapons are no longer a -1 on the vehicle damage table and ap1 is +2, these guys crack light armor very nicely. I don't quite understand the rapid fire choice for the Exarch's Spinneret Rifle, as the rest of the unit has assault. But that's minor compared to all that improved with this nasty little unit. ( Hey GW, I will buy a bunch more if you give us new models) (Seti grade: oh la la)

Shining Spears - I've never bought or used them. Just not a jetbike fan.

Crimson Hunter - Our anti-air flyer! It packs a punch with 2 Brightlances and a Pulse Laser. You can take an Exarch pilot. Vector dancer seems cool. But.... no vehicle upgrades and armor 10 mean this thing will get shot down pretty easy. Especially with the fact I'm seeing more defense lines used every game. The Model is very cool looking, yes I will buy and field a couple of these guys. (Seti grade: could be better, could be worse)

Dark Reapers - The Reapers are interesting. New to them is the option to take a st8 starshot missle. They also ignore jink with the Reaper Range finder. The Exarch can take the Eldar Missle Launcher, with Flakk missles if you like, so there is a skyfire option to the unit. Basically Reapers still take down power armor with their 2 shot st5 ap3 gun, but can also crack tanks or flyers. Any time you expand the type of units a particular unit can destroy you have improved it I say! They are also Slow and Purposeful now so they can move and fire their heavy weapons. Nice! (Seti grade: were good, now even better).

Like I've said for each section so far, largely I like what GW has done. Most of the Aspects are better then they were in the last edition of the codex. The Banshees need help though. I have one thought, allow them to assault after a run move. That would give them a special place in the army that Scorpions and Harlequins cannot fill. my 2 cents.

Saturday, June 8, 2013

Game On!

Let's break from Codex reviews, meta-game, and what not. I played my first game! All the theory in the world doesn't replace actual games on the table. Eldar vs. Joe's Orks 2000pts. We rolled Emperor's Will for the game and Dawn of War for deployment. In Emperor's Will each side places an objective in their own deployment zone, the two forces fight to control one or both.

The list -

HQ - Farseer 100pts. Trait - With and eye on distant events, Guide, Death Mission, Eldrich Storm.

- Warlock Conceal/Reveal 35pts.
- Warlock Protect/Jinx 35pts.
- Warlock Destructor/Renewer 35pts.

T - 10 Guardian Defenders + Bright Lance 155pts.

T - 10 Guardian Defenders + Bright Lance 155pts.

T - 10 Guardian Defenders 135pts.

T - 9 Dire Avengers + Exarch Disarm 140pts.
Wave Serpent - Bright Lance, Cannon, Holo-Field, Spirit Stone 155pts.

T - 9 Dire Avengers + Exarch Disarm 140pts.
Wave Serpent - Bright Lance, Cannon, Holo-Field, Spirit Stone 155pts.

El - 9 Striking Scorpions + Exarch Claw/Crushing Blow 220pts.

El - 9 Striking Scorpions + Exarch Claw/Crushing Blow 220pts.

Hv - Fire Prism - Cannon, Holo-Field, Spirit Stone 160pts.

Hv - Fire Prism - Cannon, Holo-Field, Spirit Stone 160pts.

2000pts.

The Game went well, Fire Prism st.9 Lances took out both Ork Battle Wagons very quickly. This is a good thing as both contained Nob squads! Considering turn one was night fight, and by the end of turn 2 the Ork transports were dead, I would say the Eldar ability to kill vehicles is not diminished. I even heard Joe say " I don't know why I take vehicles against Eldar". hehe.

I would say Eldar psychic powers are a lot less reliable. My Conceal Warlock died to perils of the warp. I failed 2 other Warlock casting tests. The Farseer did fine. 24 inch Guide is very cool. Twice I guided Dire Avenger shooting (they were shooting at Nob squads) who were at least 18in. away from the Farseer. With the increased range of the powers you have the ability to effect a much wider range of units then in the last edition of the codex. Also, I found Eldrich Storm very useful. Flesh Bane/Haywire is very effective coming from a large blast template.

Battle Focus is fantastic. Every turn units were moving in, shooting, and then pulling back. 6th edition allows you to only disembark units from a transport if said transport moves 6in or less in the movement phase, a run roll(+ fleet) really helps extend the units fire range! I'll warn you this really extends the time of the Eldar phases (of course I was just getting used to the new rule) but Eldar turns seemed to take a lot longer then Ork phases. I saw immediately though how effective it is. While I didn't see great effects from the Bladestorm rule (largely because I was playing against Orks) The improved BS of Guardian units shined brightly. My Craftworld plumbers and leaf rakers are a much improved killing unit.

The game ended in a draw. Both armies held their own objective. But I'm pleased, I stopped cold the Ork advance with a combination of Fire Prism shots and Battle Focus units combining fire against the most threatening enemy units. Orks managed only two charges all game. Both being small in attacking numbers of models. Final thoughts....

- I tried to disarm the Ork Warboss of his powerclaw. It didn't work.

- Waveserpents don't need Spirit Stones, Holo-Field +1 jink and the Serpent Shield do just fine.

- I need to make more Guardians, lucky I have 20 more to model and paint (purchased at Rock-Con)

- 2 units of Striking Scorpions is probably too expensive now for a 2000pt. game.

- My first configuration of the Dire Avenger Exarch was to give him just Disarm Exarch power, and not bother to twin-link his Catapult or pay for any sword, ect. I actually placed him in the lead of the unit and used his +3 save until I failed it (no look out sir). I might keep doing this as it saved several Avengers from death.

- Over all my list was smaller in model count, and die a little easier with no guaranty of Fortune. But they hit like a ton of bricks if coordinated properly.

Am I happy with the way the army played in my first game, hell yes!