So, for the first battle report, I was paired with the Sisters of Battle player, a new guy who was playing with his older brother's miniatures to bring his new Imperial Knight into the table. The map assigned to us was in the Woodland territories, and it was supposed to describe the landing of the eldar forces on the wilderness and the Detachment of Sororitas sent to intercept them and refuse them a beachhead on the planet.
The Sisters of Battle list, without point costs, was composed of:
HQ:
Canoness
Power Sword
Rosarius
Inquisitorial Battle Conclave:
3 Crusaders
2 DeathCult Assassins
Embarked on an Immolator with MultiMelta
Ministorum Priest
Bolter
Close Combat Weapon
Melta bombs
Ministorum Priest
Bolter
Close Combat Weapon
Melta bombs
TROOPS:
Battlesister Squad:
6 Battlesisters
1 Heavy Flamer
1 Flamer
1 Sister Superior
Embarked on Sororitas Rhino
Battlesister Squad:
6 Battlesisters
1 Heavy Flamer
1 Flamer
1 Sister Superior
Embarked on Sororitas Rhino
FAST ATTACK:
Dominion Squad
4 Dominion with Meltagun
1 Sister Superior with Melta bombs
Embarked on an Immolator with MultiMelta
Dominion Squad
4 Dominion with Meltagun
1 Sister Superior with Melta bombs
Embarked on an Immolator with MultiMelta
HEAVY SUPPORT:
Exorcist Tank
Exorcist Tank
Penitent Engine Squadron:
2 Penitent Engines
OATHSWORN DETACHMENT:
Knight Crusader
RapidFire Battlecannon
Heavy Stubber
Avenger Gatling Cannon
Meltagun
It was a typical Sisters of Battle list, but the addition of the Knight made me feel unease, knowing that although I had units that could deal with it eventually, (mostly charging Shining Spears or even the Seer Council), I had no dedicated anti-tank on this list, and I knew anything stuck with in on close combat was going to end squashed. Also, all his infantry was riding in vehicles, none on the open, so I had to de-mechanize them or end trapped by an avalanche of Rhino chassis.
As a couple of clarifications, during the entire first round of the campaign, each warlord keeps the same Warlord Trait for every battle.
Let's start with the map, mission and deployment:
Regarding the map, it was a pretty diorama of four country-like houses forming a square in the middle of the field, with some trees and stacked lumber logs to the sides. It felt pretty symmetric, prepared to give no advantage to any players, a fact that made me feel pretty good about the abilities of the judges of the campaign. After rolling a Vanguard Strike deployment, however, it became apparent the map was going to be uncomfortable with such huge farmhouses occupying so much of it. Luckily I got to deploy first, which guaranteed me the first turn and to try some sort of Alpha strike with my scouting units. the objectives were placed two each on our deployment zones, and then a couple in the middle of the town, for sure where most combat would take place.
Given that he had no psykers, I was the only one to generate psychic powers at this stage, getting as follows:
1st Farseer (with stone): Runes of Fate
Guide (Focus)
Eldritch Storm
Doom
Fortune
2nd Farseer: Telepathy
Psychic Shriek
Dominate
Mental Fortitude
Terrify
Warlocks: Runes of Battle
Conceal/Reveal
Protect/Jinx
Destructor/Renewer
Embolden/Horrify
As I got Fortune on the first Farseer, a vital spell to keep my Council alive, I switched to telepathy with the second Farseer trying to get invisibility, but not being lucky. Getting Horrify and Terrify with a Psychic Shriek on board could be useful, however, and the Protect/Jinx power guaranteed I could pull the 2+ rerrollable Armor save with the council. Overall, a solid average.
The deployment was as follows, including me scouting the Shining Spears and the Seer Council, and the Adepta Sororitas player scouting both his units of Dominions forward:
At this stage, I was worried that he could steal the initiative from me, as although he was trying to block possible moving lanes with his Dominion vehicles, he could indeed disembark and hose both my scouting units with an unhealthy dose of melta. He rolled low however, and the game started with the Eldar taking first turn.
SEIZE THE INITIATIVE: FAILED
Check the next entry to see Eldar First Turn
HEAVY SUPPORT:
Exorcist Tank
Exorcist Tank
Penitent Engine Squadron:
2 Penitent Engines
OATHSWORN DETACHMENT:
Knight Crusader
RapidFire Battlecannon
Heavy Stubber
Avenger Gatling Cannon
Meltagun
It was a typical Sisters of Battle list, but the addition of the Knight made me feel unease, knowing that although I had units that could deal with it eventually, (mostly charging Shining Spears or even the Seer Council), I had no dedicated anti-tank on this list, and I knew anything stuck with in on close combat was going to end squashed. Also, all his infantry was riding in vehicles, none on the open, so I had to de-mechanize them or end trapped by an avalanche of Rhino chassis.
As a couple of clarifications, during the entire first round of the campaign, each warlord keeps the same Warlord Trait for every battle.
Let's start with the map, mission and deployment:
Mission type: Maelstrom The Spoils of War
Deployment: Vanguard Strike
Deployment Order: Eldar first/Crusaders second
Nightfighting: No
Warlord Trait for Autarch: An eye on distant events (1d3 units get scout - I rolled 2 units)
Warlord Trait for the Canoness: Beacon of Faith (Units in 12" use Warlords Ld for AoF checks)
Regarding the map, it was a pretty diorama of four country-like houses forming a square in the middle of the field, with some trees and stacked lumber logs to the sides. It felt pretty symmetric, prepared to give no advantage to any players, a fact that made me feel pretty good about the abilities of the judges of the campaign. After rolling a Vanguard Strike deployment, however, it became apparent the map was going to be uncomfortable with such huge farmhouses occupying so much of it. Luckily I got to deploy first, which guaranteed me the first turn and to try some sort of Alpha strike with my scouting units. the objectives were placed two each on our deployment zones, and then a couple in the middle of the town, for sure where most combat would take place.
Given that he had no psykers, I was the only one to generate psychic powers at this stage, getting as follows:
1st Farseer (with stone): Runes of Fate
Guide (Focus)
Eldritch Storm
Doom
Fortune
2nd Farseer: Telepathy
Psychic Shriek
Dominate
Mental Fortitude
Terrify
Warlocks: Runes of Battle
Conceal/Reveal
Protect/Jinx
Destructor/Renewer
Embolden/Horrify
As I got Fortune on the first Farseer, a vital spell to keep my Council alive, I switched to telepathy with the second Farseer trying to get invisibility, but not being lucky. Getting Horrify and Terrify with a Psychic Shriek on board could be useful, however, and the Protect/Jinx power guaranteed I could pull the 2+ rerrollable Armor save with the council. Overall, a solid average.
At this stage, I was worried that he could steal the initiative from me, as although he was trying to block possible moving lanes with his Dominion vehicles, he could indeed disembark and hose both my scouting units with an unhealthy dose of melta. He rolled low however, and the game started with the Eldar taking first turn.
SEIZE THE INITIATIVE: FAILED
Check the next entry to see Eldar First Turn




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