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Messages - TearoftheDragon

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1
++ Y Reborn Warhost (Ynnari Aeldari: Fracture of Biel-Tan (2017)) [1499pts] ++
+ HQ +
Farseer [135pts]: Artefact (E): The Spirit Stone of Anath'lan, Singing Spear, Skyrunner Jetbike
Spiritseer [80pts]: Artefact (Y): Song of Ynnead
+ Elites +
Wraithblades [150pts]: Ghost Axe and Force Shield, 5x Wraithblade
Shadowseer [105pts]: Artefact (H): The Mask of Secrets, Haywire Grenades, Mastery Level 2, Shuriken Pistol
+ Troops +
(E) Windriders [81pts]
ии Windrider: Scatter Laser
ии Windrider: Scatter Laser
ии Windrider: Scatter Laser
(E) Windriders [81pts]
ии Windrider: Scatter Laser
ии Windrider: Scatter Laser
ии Windrider: Scatter Laser
+ Lord of War +
(Y) The Yncarne, Avatar of Ynnead [275pts]
+ Formation +
Formation (E): Aspect Host [315pts]
ии (E) Warp Spiders: 4x Warp Spider
ииии Warp Spider Exarch: Deathspinner
ии (E) Warp Spiders: 4x Warp Spider
ииии Warp Spider Exarch: Deathspinner
ии (E) Warp Spiders: 4x Warp Spider
ииии Warp Spider Exarch: Deathspinner
Formation (E): Dire Avenger Shrine [277pts]
ии (E) Dire Avengers: 8x Dire Avenger
ииии Dire Avenger Exarch (Shrine)
ииииии Power Weapon and Shimmershield: Power Sword
ии (E) Dire Avengers: 5x Dire Avenger
ии (E) Dire Avengers: 5x Dire Avenger
++ Total: [1499pts] ++
VS
++ Cult Insurrection (Genestealer Cults - Codex) [1500pts] ++
+ Core +
Brood Cycle [995pts]
. Acolyte Hybrids: Cult Icon
. . 2x Acolyte Hybrid w/ Hand Flamer: 2x Hand Flamer
. . Acolyte Hybrid w/ Heavy Weapon: Demolition Charge, Hand Flamer
. . Acolyte Hybrid w/ Heavy Weapon: Demolition Charge, Hand Flamer
. . Acolyte Leader: Lashwhip and Bonesword
. Acolyte Hybrids: Cult Icon
. . 2x Acolyte Hybrid w/ Hand Flamer: 2x Hand Flamer
. . Acolyte Hybrid w/ Heavy Weapon: Demolition Charge, Hand Flamer
. . Acolyte Hybrid w/ Heavy Weapon: Demolition Charge, Hand Flamer
. . Acolyte Leader: Lashwhip and Bonesword
. Acolyte Hybrids: Cult Icon
. . 2x Acolyte Hybrid w/ Hand Flamer: 2x Hand Flamer
. . Acolyte Hybrid w/ Heavy Weapon: Demolition Charge, Hand Flamer
. . Acolyte Hybrid w/ Heavy Weapon: Demolition Charge, Hand Flamer
. . Acolyte Leader: Lashwhip and Bonesword
. Acolyte Iconward: Sacred Cult Banner
. Goliath Rockgrinders
. . Goliath Rockgrinder: Heavy Seismic Cannon
. Hybrid Metamorphs
. . Hybrid Metamorph: Claw, Hand Flamer
. . Hybrid Metamorph: Claw, Hand Flamer
. . Hybrid Metamorph: Claw, Hand Flamer
. . Hybrid Metamorph: Claw, Hand Flamer
. . Metamorph Leader: Bonesword, Claw, Hand Flamer
. Neophyte Hybrids
. . 5x Neophyte Hybrid (Autogun)
. . Neophyte Hybrid w/ Heavy Weapon: Mining Laser
. . Neophyte Hybrid w/ Heavy Weapon: Mining Laser
. . Neophyte Hybrid w/ Special Weapon: Grenade Launcher
. . Neophyte Hybrid w/ Special Weapon: Grenade Launcher
. . Neophyte Leader: Autopistol, Close Combat Weapon
. Neophyte Hybrids
. . 5x Neophyte Hybrid (Shotgun)
. . Neophyte Hybrid w/ Heavy Weapon: Seismic Cannon
. . Neophyte Hybrid w/ Heavy Weapon: Seismic Cannon
. . Neophyte Hybrid w/ Special Weapon: Flamer
. . Neophyte Hybrid w/ Special Weapon: Flamer
. . Neophyte Leader: Power Pick, Web Pistol
. Purestrain Genestealers: 5x Purestrain Genestealer
+ Command +
The First Curse [370pts]
. Patriarch: Mastery Level 1
. Purestrain Genestealers: 20x Purestrain Genestealer
+ Auxiliary +
Brood Brothers [135pts]
. Scout Sentinels
. . Scout Sentinel: Lascannon
. . Scout Sentinel: Lascannon
. . Scout Sentinel: Lascannon
++ Total: [1500pts] ++


So the stealer army chose to set up a small amount of units first and go first then set up loads of infiltrators really close to my army, 2 units getting to assault 1st turn including 20 purestrains and the Patriarch, I was bricking it until I stole the initiative! Although I still lost 2 DA to shooting before the game had started.
Eldar turn one strength from death turns 2 dead units into 4 and two dead sentinels. I then got off invis(1st time I've got it) on the wraithblades, spirit seer and shadow seer which then stayed on them for the rest of the game. I assaulted the Patriarch and guard and wore it down over 4 combat phases, using ancestors grave to get more attacks, WS and I. This nurfed Nat's unit into uselessness due to hitting and wounding on 6's. rolling 5 6's from 51 dice didn't help him either.
Stealer turn 1, no damage caused although 3 obj markers were held for a D3 roll of 3 vp and he was in the lead by 1.
Eldar turn 2, Yncarne and warp spiders add are here, plenty of psychic powers get off and the warp spiders destroy a rock grinder and then kill 3 purestrains from the smaller unit. not readif a obj card properly meant I lost the chance to roll a D3 but I still lead 5-3.
Stealer turn 2 a unit returns but does no damage but 1 more obj is picked up from issuing a challenge although by this point the stealers were dead and the Patriarch died to the wraithblades. By this point the shadow seer was clearly the MVP having killed 7 stealers in combat. The farseer had got some powers off, peril'd, rolled a 5 but passed his LD test.
Eldar turn 3, the shadow seer gets some powers off but fails to cause wounds but the fire power of the DA wipe out the last unit the end result was 8-4 to the Ynnari. MSU stealer units played into the SfD rule but it wasn't really needed. The Yncarne took a lot of shots for ovly one wound. The initial firepower of 54 shots from BS5 DA that then got to fire again played a huge part as did the Eldar mini deathstar taking out the biggest Stealer threat for no damage.

2
Played an impromptu game against Tau last night, 1850pts. Rolled a 2 for warlord trait for my farseer, took two from div one from telepathy and was running around with a squad of 5 D-Cannon that ignored cover, could overwatch on full BS with counter attack and were invisible.  Actually felt bad for the other player.

3
Sscythes are limited when they DS, the cheaper cannon are a bit better unless you can add another character to make the circle bigger when you deploy.  Swooping hawks with potential of double move are good and cheap for 6, DA can put out a fair amount of damage and scorpions can be quite effective, I killed a 5 man squad of marines with the mandiblasters and exarch then assaulted a dev squad with the soulburst, killed 2 more and held them up in their next shooting phase.

4
On Saturday I am playing a 1500 point game against Stealer cult and I'm trying a mini star of 5 wraithblades with axes, a spirit seer (so they re-roll 1's) and the song of Ynnaed that is poisoned 2+ and the unit takes a morale check even for one wound.  Then I'm adding a lvl2 shadow seer with the mask so that the check is at -2, plus using his grenade launcher. He will also grant the unit hit and run on his I. Not a massive points sink and could be quite effective. Spirit seer will be taking revenant the shadow seer will take Phantasmology.  I'll let you know how it goes.

5
Bone maybe, a good contrast to the red but you should have a little of it in your force already.

6
So do that with a Green or Blue would be good.

7
Discussion: Chaos Space Marines / Re: Hell Drake builds back
« on: March 28, 2017, 04:29:46 AM »
As an Eldar player I will say they are a nightmare but one wing is probably enough.

8
I would go contrats, maybe dark green with light highlights, Are your BA bright or dark?

9
When one side is holding they should score less points per obj held and a new player in that size game is bad for everyone, he may take that as what the game is and give up before he started. Any game that size needs at least 2 organisers, 1 per side.

10
General Discussion / Re: 8th Ed. Are you ready?
« on: March 25, 2017, 03:25:13 PM »
I like the different movement and the save mods from 2nd ed, things I still miss. Stops the game being about high strength or mass shot only, gives use to mid stat weapons, more shots or range than heavier but more chance of punching through the armour than light arms.  I'd like to see fixed charge distance back.

11
40K Rules Questions / Re: Winning conditions.
« on: March 25, 2017, 03:20:20 PM »
This is by the end of the game turn so if you are having everything in reserve you need to ensure something is guaranteed to come in 1st turn.  And yes hte flyer going off would end the game.  As they say in Top Gun "he's bugging out."

12
General Discussion / Re: Best Vehicle In 40K?
« on: March 24, 2017, 08:50:16 AM »
I'm loving the Deredeo with Plasma Cannonade and Heavy Flamers combined with Reactors and relay pipes. Just fun and makes your opponent grimace when they realise your reach and power. Adding the missile system helps too.

13
Discussion: Blood Angels / Re: Zero inspiration!
« on: March 24, 2017, 05:46:29 AM »
My next 1850 force will try a little castle/strikeforce combo. I will take a cad with Tech with plasmacannon servies and the servo harness, two tact squads with Plasma, a Deredeo with the plasma cannonade and the haemotrope reactors, then add the Archangels Orbital Strike force, 2 assault, 1 shoot and a Golden host with two squads and the Sanguinor.   If I can connect relay pipe to the reactors I may swap in some flamersh/hvy flamers. If not the Sang guard will get upgrades.

14
Discussion: Orks / Re: Ruining the Dark Eldar's Day!
« on: March 23, 2017, 01:20:46 PM »
Nice, just be sure to kill anything with LD moding capabilities.  And if they go Ynarri, destroy Shadowseers first.

15
Discussion: Orks / Re: Ruining the Dark Eldar's Day!
« on: March 23, 2017, 09:44:48 AM »
Stompa full of Meks is virtually invincible. For the raider stick with the Burna's, they ignore the cover, stick them in a truck for some speed.  Lootas in a Battlewagon are nasty too.

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