Thursday, December 18, 2008
Action Report: Saim Hann vs. Necrons 12-11-08
Farseer – spirit stones, jetbike, runes of warding, guide, doom, mind war, fortune
3 x 7 Jetbike Guardians – 2 shuriken cannons, warlock with embolden and singing spears
10 Dire Avengers – exarch w/ bladestorm, defend, power weapon, and shimmershield
Wave Serpent – twin-linked bright lances, spirit stones
2 Vypers – scatter lasers, shuriken cannons
2 Vypers – starcannons, shuriken cannons
3 Fire Prisms – holofields, spirit stones
Yes, I gave the farseer 4 psychic powers, which does indeed seem pretty ridiculous, but I wanted to see which powers I really used and which ones I could live without. As it turns out, fortune and doom were the most useful and I’ll probably stick with them for the future. Guide is pretty useless for this force since most of the dakka is twin-linked, but I want to give mind war a little more time to see if it can earn its value. Instead of guide I’ll add star engines to the dire avengers’ serpent to help it get across the table faster.
After winning the MIR (most important roll), I decided to go second. I thought about putting everything in reserve, but I got a little paranoid at the last second and started the whole army on the board. I failed to seize the initiative, and he moved his forces up and unleashed a ton of strong gauss from his destroyers and immortals. One squad of jetbikes was wiped out right off the bat. My farseer fortuned his own unit, and I tried to light up the Nightbringer with all my prisms, vypers, and bike shuriken cannons to no avail. On his next turn, both monoliths deep struck in right in front of me, teleporting immortals and warriors up to my front line. He opened up with nearly his entire army on the farseer’s squad, but only one jetbike was killed thanks to fortune. My starcannon vypers were brought down by a monolith gauss array. I turbo-boosted to the left with the farseer’s unit and retreated to my objective with the remaining jetbike squad. The wave serpent continued its flank approach along with the scatter laser vyper squad. I spent a turn trying to prism one of the monoliths with no effect. Of course when Jay moved one of them himself into a piece of terrain on the next turn, it was immobilized. He still used it to move the immortals forward a bit and they fired and charged into the nearby farseer/bike squad. It was a drawn combat with few if any casualties on either side. Destroyers and warrior shooting took the third jetbike squad camping on my home objective down by half. Still in range, I doomed the closest squad of warriors and nearly destroyed them with fire prism and shuriken fire, but one survived and naturally most of them got back up with the help of the monolith. Together with the destroyers they wiped out the third jetbike squad. The Nightbringer finally made it into combat with the farseer’s squad and finished it off fairly quickly. All I had left on that side were two fire prisms, one of them without a main gun. On the other side of the table, the dire avengers got out of their transport and combined fire with my scatter laser vypers and third fire prism to destroy one of the warrior squads. Reloading their weapons after the bladestorm, the avengers got back in their transport and headed towards Jay’s remaining warrior squad sitting squarely on his home objective. On the fifth turn, I contested both objectives by moving my skimmers flat out, two fire prisms for mine and a wave serpent for his. We rolled to go to the sixth turn, and he spent it shooting everything he had at the fire prisms. The holofields and cover saves held up and they somehow survived the turn. He also hauled ass with one squad of destroyers back to his corner to try and prevent my taking it. I jumped my dire avengers out and finished off the last warriors on his objective with the help of the vyper scatter lasers and seven (7!) failed armor saves. It was time for another game length roll, and jay rolled a 4: one more turn! His destroyers arrived at his home objective, opened fire on the dire avenger squad and killed half of them, sending them running back a bit. Without the aid of cover saves, my fire prisms took substantial damage this turn, but when the smoke cleared I was still left with one immobilized, weaponless tank contesting my home objective. The dire avengers regrouped and used the three inch consolidation and a six inch fleet move to grab his objective after my vyper and last fire prism had finished off the destroyers. A ridiculously cheesy win for the eldar!
Main lessons learned in this encounter:
- Spearhead is a bitch for deploying all those jetbikes and tanks. Next time I’m just going to keep them all in reserve.
- Never give up! Stick and move! It looked pretty bad in the beginning, but my flank attack with the dire avengers paid off and they survived to win the game for me.
- Holofielded vehicles are still ridiculously survivable.
- I was right to take spirit stones off of the vyper squadrons. Stunned results become shaken anyway when they’re in a squadron and I want them to be as cheap as possible (I’m still keeping the shuriken cannons!).
- Doom is pretty spectacular for taking down MEQ. Keeping that.