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June 8th, 2010 - Space Marines vs. Eldar Battle Report

Hello, everyone and welcome back for another Battle Report. Last Tuesday we managed to have two games, Space Marines vs. Eldar and Chaos Space Marines vs. Tyranids. While heretics and xenos sort out their account of the brawl, I'll explain how the Astartes gave the Space Elves a bloody nose, but were eventually bested. Fair warning: this is a picture-heavy post.

First, our ~2000 points army lists:

Space Marine Army

HQ
-Forgefather Vulkan He'stan - attached to the 7-men Assault Terminator Squad, inside the Land Raider Crusader
-Chaplain in Terminator Armor with Storm Bolter - attached to the 8-men Assault Terminator Squad, deep striking

ELITE
-7 Assault Terminators with Thunder Hammers and Storm Shields
-8 Assault Terminators, 3 with TH/SS and 5 with pair of Lightning Claws
-Dreadnought with Twin-Linked Lascannon and DCCW with Heavy Flamer - in a Drop Pod

TROOPS
-Two Squads of Tactical Marines with 10 men, Meltagun, Missile Launcher, Sergeant with Power Fist, Combi-Melta and Teleport Homer on both

HEAVY SUPPORT
-Predator with Twin-Linked Lascannon and Lascannon Sponsons

DEDICATED TANSPORT
-Land Raider Crusader with Multi-Melta
-Drop Pod with Deathwind Missile Launcher and Locator Beacon

Eldar Army

HQ
-Eldrad Ulthran
-Seer Council: 4 Warlocks (2x Destructor, Embolden and Enhance), all with Singing Spears
-Prince Yriel of Iyanden

ELITE
-6 Howling Banshees with Exarch, Executioner and War Shout

TROOPS
-10 Dire Avengers with Exarch, Defend and Two Shuriken Catapults
-10 Guardians with a Bright Lance Platform
-10 Ranger Pathfinders

HEAVY SUPPORT
-5 Dark Reapers with Exarch, Tempest Launcher, Fast Shot and Crack Shot
-1 War Walker with Spirit Stones and 2 Bright Lances

DEDICATED TANSPORT
-Wave Serpent with Star Engines, Spirit Stones and Twin-Linked Bright Lances - dedicated to Dire Avengers

FAST ATTACK
-7 Warp Spiders with Exarch, Spinneret Rifle, Power Blades and Surprise Assault
-7 Swooping Hawks with Exarch, Sun Rifle and Intercept

The terrain was deployed with some ruined buildings (boxes), a hill (more boxes), a road (made of foam), a statue and some barricades. We rolled for mission type, and we got Capture & Control, and from them on I knew I was in trouble. Deployment was Dawn of War, to the dismay of both players. I got to deploy first (which rarely happens) and luckily the Eldar didn't steal the initiative.
















I've deployed each Tactical Squad on top of a building on my half of the table.



The Eldar deployed the Guardians on the ruins across the street, and the Rangers, along with Eldrad's council, deployed on the little hill.



Also, the battlefield was attacked by a vicious monster.



FIRST TURN - MARINES SIDE

First thing I did was land my Drop Pod close to the Eldar Guardians. We decided it would be considered Difficult Terrain. There were no issues with the landing or the Dreadnought disembarking.



Next, my Land Raider and Predator arrived, 6" from the table's edge.



Ideally, the Predator would snipe the Seer Council, which the Land Raider approached to deploy the Termie squad. Since all of our forces would arrived 6" from the table's edge, as per the Dawn of War rules, we agreed that vehicles would count as having moved only 6", therefore being able to score a shot (two, in the case of the Land Raider). No such luck with the Land Raider, but the Predator managed to draw first blood, killing a Warlock before their wyrd xenos magicks could protect them. The Marines close to the Council also try to shoot and, although they are able to see the target (passing the Night Battle test), they fail to score any wounds.
On the other side of the table, the Dreadnought manages to kill 6 Guardians, using the Heavy Flamer and the Lascannon. The Drop Pod's auspex fails, and it isn't able to unleash it's deadly payload in the dark.



FIRST TURN - ELDAR SIDE

The bulk of the foul xenos' forces finally arrive.



Seeing that his Guardian brethren are endangered, Prince Yriel of Iyanden decides to deploy close to the Dreadnought.

Eldar start using their dirty tricks, successfully casting Fortune on the Seer Council and Guid on both the War Walker and the Ranger squad.

In a typical display of Eldar cowardice, the Guardians move away from the Dreadnought, concluding the Movement phase.

During Shooting, the War Walker shoots at the Land Raider and despite the supernatural guidance it received, failed to hit with either Bright Lance. The Wave Serpent also failed to score any hits.
The Rangers try to aim at the Tactical Squad, but fail to see them in the darkness.
The Guardians score a hit with their Bright Lance platform, also failing to hit the Dreadnought.
Yriel shoots at the Dreadnought, but is only able to give the walking sarcophagus a little shake.

During the Assault phase, the unexpected happens: Yriel charges the Dreadnought, managing to cripple both weapons and stunning it. In such a sorry state, the Dreanought is left with a single non-power S6 attack. In a fortunate turn of events, this is enough to reduce Yriel to a red stain on the ground.



(that grey smudge close to the Dreadnought is a very unpainted, very dead Yriel)

SECOND TURN - MARINES SIDE



My Chaplain and his cronies deep strike close to the stunned Dreadnought. Guardians are pretty much doomed.
Predator and Land Raider move forward. The Land Raider's Multi-Melta destroys one of the War Walker's Bright Lances, while the Predator manages to shake the poor fellow.



Tactical Squad shoots at the Seer Council, but all wounds get saved (as usual).

SECOND TURN - ELDAR SIDE

The witchery continues. Fortune on Seer Council, Guide on Rangers and Doom on the Land Raider.
Is that a bird? An airplane? No, it's a fabulous squad of Swooping Hawks, reaching the battlefield in all of their rainbow glory! The flying Elves land on the middle of the table. Due to their Deep Strike, they manage to unleash a terrible Ordnance attack on my Tactical Squad. One Battle-Brother perishes.

Guardians retreat further away from the Marine forces.



Banshees move a bit forward, while Reapers stay put in order to shoot.



The Wave Serpent moves forward and deploys it's Dire Avenger passengers.

During the Shooting Phase, Swooping Hawks target the Tactical Squad again, felling another servant of the Emperor.
Meanwhile, the Seer Council attacks the Land Raider with their Singing Spears. One manages to Wreck it (...really?). Terminators and Vulkan disembark without any complication.
The Wave Serpent unsuccessfully shoots at the Predator, while the Reapers take a terrible tow on the Tactical Squad, reducing it to 5 Marines.



Rangers attack Vulkan's group, killing one Terminator.
Guardian's Brigh Lance fails to hit the Drop Pod.

THIRD TURN - MARINES SIDE

Things get interesting. Vulkan unleashes his Heavy Flamer, killing 2 Rangers, while Eldrad saves his wound.
The Chaplain opens fire with his Storm Bolter, killing 2 Guardians. Predator scores a glancing hit to the Wave Serpent, which was saved.
The battered Tactical Squad manages to kill one of the Swooping Hawks.
Chaplain makes a push and slaughters the Guardians.



Vulkan and his retinue charge the Seer Council. The first casualties are one Terminator and one Warlock.



Chaplain consolidates away from the ruins.



THIRD TURN - ELDAR SIDE

Due to being engaged in an Assault, Eldrad manages to cast only two of it's sorcerous spells. Fortune and Doom, of course.
Warp Spiders enter the battlefield, close to the Chaplain's Squad.
Dire Avengers decide to re-embark the Wave Serpent. Both the Wave Serpent, the War Walker and the Swooping Hawks move closer to the Predator. The Banshees move closer to the Chaplain.


Rangers shoot at the Tactical Squad, only managing to kill one Marine. The Swooping Hawks try to finish them off, but their efforts are wasted.
The Wave Serpent tries to shoot at the Predator, failing. The Walker is successful, though, and wrecks it (why did I forget to pop the smoke launcher?).
The Reapers decide to shoot at the Tactical Squad guarding the objective. 4 Marines are killed, and the Squad falls back downstairs (there was some confusion regarding how to deal with this, rule-wise, but eventually we worked it out).



Banshees and Warp Spiders shoot at the Chaplain's group, but all wounds are saved. During the Assault phase, the Spiders teleport away, while the Banshees charge the Terminators, trying to buy the Reapers some time. They manage to kill 2 Terminators, but are ultimately slaughtered.



The battle between Eldrad and Vulkan goes on, each side targeting the members of the enemy retinue first. Only one Terminator falls.

FOURTH TURN - MARINES SIDE

Clumsily, my Dreadnought tries to get out of the ruins and reach the objective building, in a vain attempt to assist in it's protection.



The Tactical Squad there manages to regroup and get back up (we got to this result after ruling that the previous fall back movement was kinda illegal - what with breaking the Squads coherency due to multiple floors).
The other Marine Squad stays put and tries to frag the Wave Serpent. Combi-Melta, Meltagun and Krak Missile barely make a dent on the skimmer's hull.
Tired to see their brethren fall to cowardly weaponry, the Chaplain leads the Terminator Squad against the Dark Reapers. One Terminator dies, but all Reapers are vanquished.



Vulkan's duel with Eldrad proceeds, with both sides standing their ground.

FOURTH TURN - ELDAR SIDE

Fortune and Doom. Business as usual.
The Eldar decide it's about time to stop playing games, and move all of their forces towards the Marine Control Point.



(see the Wave Serpent behind the building?)

While Hawks and Spiders run, the Walker and Rangers shoot at the Marines securing the Control Point, scoring a single kill.
One of Eldrad's companions fall to the brutality of the Thunder Hammers. The Farseer of Ulthwé would soon follow.

FIFTH TURN - MARINES SIDE

While things look good on the battle against Eldrad, the tide of the battle is turning against the Marines. This is still a Capture & Control mission!
The Chaplain decides to chase after the War Walker, while the Tactical Squads focus fire on the Wave Serpent, failing miserably.



After some turns that seemed to last forever, Eldrad and the last Warlock fall to Vulkan's might. The Terminator Squad contests the Eldar Control Point.



FIFTH TURN - ELDAR SIDE

The Dire Avengers disembark from the Wave Serpent, while the skimmer flies away and "lands" (a term used very loosely) on top of the Marine building. Both the Swooping Hawks and Warp Spider move into the building too, but 2 Spiders die while trying to teleport amid the ruins. The War Walker and Dire Avengers push ever forward.



Walker, Rangers, Wave Serpent and Hawks fire at the Marines, scoring 2 kills. Warp Spiders try to destroy the Dreadnought, but fail.
The Swooping Hawks charge the Marines and finish them off, losing a sigle model in the process.

At this point, we rolled for a sixth turn, and I decided to concede. By Control Point was pretty much swarming with hostiles, although none of them were Troops. After some insistence from my opponent, we continued the game, since the Dire Avengers still had some ground to cover.

SIXTH TURN - MARINES SIDE

The Chaplain still wants to crush the War Walker, but it's stillt oo far away.



Vulkan and the Terminators charge against the Rangers, killing them all.



SIXTH TURN - ELDAR SIDE

The Wave Serpent, Hawks and Spiders move out of the building, hoping to make way for the Dire Avengers' ascent. They only manage to climb one of the floors, though. The War Walker is in a playful spirit, and runs away from the Chaplain.
The Warp Spiders destroy the crippled Dreadnought, just out of spite.



The Avengers try to run upstairs, but fail to do so.

We rolled for the seventh turn, which would let the Dire Avengers climb up and capture my Control Point.

Victory to the Eldar.

FINAL THOUGHTS

Seriously, less than 3 Troops in a 2000 points game was a serious mistake. Granted, I'm not much of a fan of Marine Troop choices (people say Tactical Squads are durable, which wasn't the case here; and Scout Squads can't even be compared to Eldar Rangers). Also, most of the times I play Annihilation games, and I plan my lists to that end (little planning is required when you decide to just spam Terminators, though).
If I had deep striked the Chaplain closer to my own Control Point, or if I had blown the Wave Serpent as I should have (damn ), then maybe I could have denied the Eldar their victory, but even so, I would be fighting for a draw, and that's not the proper way to play. Two out of the three types of game are objective-based, so I need to prepare my army list for that. Now, more than ever, I want to focus on a Sternguard list. Their shooting hurts quite a lot (especially since I plan to field them all with Combi-Meltas), and a Drop Pod/Rhino deployment can make sure they are in the right place at the right time. Also, I wanna try a Devastator Squad mounted on a Lascannon Razorback, that may have a greater punch than that single Predator.
Also, the lack of mobility in my army really prevented me from mounting a proper counter-assault against the Eldar push.

Anyway, a good, although very long game, that got me thinking a lot on how to expand my army. Let's see what I can come up with in the following weeks.

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For the Emperor! Introducing the Space Marine player

Name: Paulo
Main HQ: Forgefather Vulkan He'stan
Main Characteristic: Mean, foot-slogging, Hammer crew

Hey there, folks. it's think it's a bit overdue, but here I am to introduce myself.

What first got me into 40k was the story behind it, the "lore" or "fluff", as some would call it. Many hours were spent in websites such as Lexicanum or TV Tropes while I was just getting to know what GRIMDARK was all about. Once I got to read my first 40k novel, Eisenhorn, I knew I was hooked.

What I also enjoy about the hobby itself is the the customization it allows. Although I'm still Codex-bound, it's nice to paint and mod an army my own way. I also find that regal colors such as purple and gold, mixed with grim black, fit perfectly the idea of super-human space knights.

And what a force they are. Although only now I'm exploring new tactical options from my Codex, it's nice to picture a force of giant, ceramite-clad supermen, threading the battlefield, shrugging off enemy fire and purging the enemy with holy bolter and chainsword.

At least, that's what I thought until my first game ever, where Genestealers tore me a new one. Tactical squads in melee? Never again!

I hope to expand my army as well as it's backstory (which is currently null). Currently, I'm fielding an army based on Assault Terminators, but future plans include Sternguard Veterans (already got a Pedro Kantor conversion), a Bike army (got a nice idea for the HQ, but that's a surprise for later), and possibly a secondary army, supposing Games Workshop releases new Codices for some old factions I'm interested in.

I also read a lot of material for the Dark Heresy RPG, and am long overdue in continuing a campaign with my local group. Looking forward to the upcoming Deathwatch RPG as well. I'll possibly post about those in here, ad about our board game nights as well.

Until then, walk softly, and carry a big gun. The Emperor protects!

Space Marines X Chaos Space Marines: A Whole Turn Lapse of Reason, in 1818 points

Hello, everyone


This is the first Battle Report we're posting, and sadly enough, I'm the one in charge to document my own defeat. If history is written by the winners, than I guess losers get the blog post :-)

We have a pretty tight schedule to play, having tuesdays as our only-and-main game day (therefore, the name of the blog). As an advantage, we basically spend one week having coffee talk conspirations, google-tactics browsing and last minutes purchases/assembly to try to tackle down our opponents.

In this case, here's what we used:

Chaos Space Marines:

HQ

- Daemon Prince With Mark of Slaanesh, Wings and Lash

Elites

- 5 Champion Terminators, With 4 Power Fists, 3 Combi Meltas, One Pair of Lighning Claw and the Mark of Tzeentch

- 5 Chosen with 5 meltas in a Rhino With Havoc Launcher

Heavy Support

- Chaos Havocs with Heavy Bolter, Lascannon, Autocannon, Missile Launcher, and an Useless Free Wound Model as it turns out

- 2 Obliteratos in a single squad

- Chaos Land Raider With Daemonic Possession with Havoc Launcher

- A Greater Daemon

Troops

- 10 Khorne Berzerkers With Champion, Power Fist and Personal Icon

- 10 Chaos Space Marines With Mark of Chaos Glory, 2 Melta Guns, and a Champion With Power Fist and Combi Melta

Space Marines

HQ

- Forgefather Vulkan He'Stan, Riding the Land Raider with the Terminators

Elites

- Assault Terminator Squad (7) TH/SS

- Dedicated Transport Land Raider Crusader With Multi Melta and Extra Armor

- Assault Terminator Squad (8) 3 TH/SS and 5 LC, Deepstriking

- Dreadnought TL Las Cannon / DCCW With Heavy Flamer

- Dedicated Transport Drop Pod With Deathwing Missile Launcher and Locator Beacon

Troops

- Tactical Squad (10), Melta Gun, Missile Launcher, Sergeant with Powerfist, Combi Melta and Teleport Homer

- Scout Squad (8), Sniper Rifles, Camo Cloaks, Sergeant with Teleport Homer

Heavy Support

- Predator with TL Las Cannon and Las Canon Sponsons

Playing once a week on the other hand, gives a strange characteristic of ending up being an Annihilation game by default. It wasn't different this time. Given that we were in for the kill, we basically cared only to roll for deplyoment. In this case, we got Spearhead, and I rolled first Turn.
















 I decided to go first, trying to have more cover save using as best as I could the Impassable terrain in the Middle, and I chose to have the bottom left quarter of the table, deploying the Prince, the two tanks, the Marines, the Havocs and the Oblits. I had only the Termies and the Greater Daemon in reserve, for which I had something devious in the making.

Then my loyalist brethren deployed. They entered with their first pack of Terminators in the Land Raider, the Predator, and their Tactical Squad, Having a Drop Pod and another Termies Pack in Reserve. Also, the Scout squad took a shooting position on top of a building.















Game on!

First Turn, Chaos Side















Nothing really special. Everybody moves, Smoke pops out from the tanks, and I try to shoot with the Havocs and Oblits, where 'try' being the keyword. In fact, let's just reserve an entire paragraph for the Havocs, if I may:

---------------Beginning of the Everlasting Note About Chaos Havocs------------------------

They basically suck as hard as they can. I've been playing against this very same army like 3 times in a row and they managed to simply miss 90% of their shots in all matches! It's like I'm shooting with a limp squad of crossed eyes happy triggers. And pay attention here: I'm not talking that my enemy saved the shots, no. This is too damn convenient. They simply never hit altogether! Having said that, I'll just skip my Havocs report from now on. If you have any questions about them, just please refer to this paragraph. Always. Thank You.

---------------End of the Everlasting Note About Chaos Havocs------------------------------

Having said that, Fist Turn, Marines Side






























Drop Pod comes in ready to Shoot like a maniac. The Dreadnought assumes a not so confortable position. Everything else advances and waits for the attack moment. Dreadnought pops smoke in a vain attempt to protect itself from retribution.

Dreadnought delivers, and wipes 4 Chaos Space Marines at once, drawing first blood. The Drop Pod kills another one with its pie plate, but everything else is pretty much armor saved.

The Land Raider manages to sneak a multi melta shot into the Rhino, but only stuns it, leaving it pretty much useless for this turn.
















For all the rest who could shoot, none was actally hit.


Second Turn, Chaos Side














Terminator Champions enter by Deepstriking 6" from the Personal Icon I had inside the Land Raider. My idea was trying to have them a little closer to the Scouts, drawing fire, and shooting the hell out of the Predator nearby, but the Combi Meltas only managed to immobilize it. Good hit rolls for a change. Yeah...






















The Chosen disembark, being able to move, since the Rhino didn't on the last turn. I got close enough to have some sweet Melta Gun bonus agains the Land Raider, but I rolled poorly and I pretty much nothing really happened with the tank. By that time, I could hear Terminator laughs all over the place.

But they had it coming...ish. I fired *ALL* my Heavy support shots into his Dreadnought, and everybody either missed, or saved. Not even a glancing hit. To make up with this mess, the Chaos Space Marines chose to retaliate and finally, manage to Melta Gun the Dreadnought into oblivion. A Drop Pod remains silent. Space 0, Chaos 1.





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Second Turn, Marines Side

The Space Marines had a great deal to pay because of the Havocs. They were so busy laughing their asses off from the later miserable to hit rolls, that they lost their aim too! Marines were all over the place shooting and missing. Nothing wounded.

Terminators come out of the Land Raider, and I start to see some nasty hits coming down my way. The chosen were never built to last anyway, so it's not a huge loss: They had their lucky chance with some good melta Bonueses, but they failed miserably. Space Marines karmically retaliate pounding their heads with their hammers. Space 1, Chaos 1.





























Third Turn, Chaos Side

On the third turn, A Daemon Prince Deviously watched some Scouts peeking atop of a wall.

The Daemon Prince Lashes them away, blocking all Line of Sight that they had, by moving 7" down the wall














Once again, nothing else was good enough to hit. I had Twin Linked Lascannons failing more than blast weapons, and nothing was really ever killed, but the Chaos Space Marines actually manage to charge the Drop Pod and the Power Fist is more then enough to blow it out. Space 1, Chaos 2.

Also, the Terminators manage to charge the Space Marines Squad and wipes them with no real problem. Space 1, Chaos 3.


Third Turn, Marines Side

More Loyalist Terminators come down by deepstriking within 6" of the Scouts' Teleport Homer, and the novice marines climb the building again, while the Land Raider shoots at the approaching Chaos Termies, taking down 2 out of 5 I had. Not that bad, since they could be aiming at the Prince. I just wished for less kills in one sweep.















On the other side of the table, I moved the Rhino to serve as a block to the advancing Terminators With HQ. They had to consume their turn by wrecking something it was left behind. Since it didn't exploded, the tank served his purposes well as an unexpected wall. Space 2, Chaos 3.

















Fourth Turn, Chaos Side

After failing three times on the reserve roll, the Greater Daemon finally enters the game by killing the Khorne Champion inside the Raider. Now, I definately wished that he had entered a litte earlier. We would definately be more killy, but he was enough to wreck the predator, so it's all good. He's was three Lascannon shorter. Space 2, Chaos 4.













The Heavy Support FINALLY do something and actually kills some Terminators near the Rhino. They fail their test and start fleeing away towards the right long edge.

The devious Prince manages to Lash the Terminators to pull them nearer the Land Raider. The Greater Daemon waits the next turn for one fun charging, but it was doomed to be too late.

At this time, I had a prince, A Land raider full of Khornes and a Greater Daemon, only waiting to beat the hell out of the Terminators. Apart from the tension, nothing else happened due to lack of range, but at this precise moment, my defeat was certain, because Alzeihmer ensued: I FORGOT TO DISEMBARK THE KHORNES ON THE LAST TURN. Just like that! Completely blanked out, so I actually HELPED the Terminators by moving them CLOSER to the daemons to charge them, while the Khornes were left behind sleeping.















Fourth Turn, Marines Side

The Loyalist Marines manage to tear the Daemon Prince apart with a mixture of Lightning Claws and Thunder Hammers. They kill him without much effort. Dare I to say well deserved. Space 3, Chaos 4.
Other than that, no shots were hit, no other charges were made.

Fifth Turn, Chaos Side

The Khornes finally come out of the Land Raider, shoot what they can of the Terminators, and Charge them. In this exact order. I FORGOT TO MOVE THE GREATER DAEMON, so could not charge. At this point, I was pretty much frustrated with my memory. Anyway, 5 Terminators are left alive after the Berzerkers' charge.



And then, the final and actually most stupid move of all: The remaining Chaos Space Marines assault at the fleeing Terminators, making them to regroup and fight back. Chaos got wiped out completely, mainly because of the Marine HQ. Space 4, Chaos 4.















Fifth Turn, Marines Side

The Khorne assault continues, With 3 casualties on either side.

We roll for turn 6, and we got it.

Sixth Turn, Chaos Side

At this moment, all I wanted is to have the remaining good number of Khornes doing their job nicely enough, so the enemy squad would be killed, which didn't happen. 2 TH/SS Termies held their ground defiantly.
Sixth Turn, Marines Side

The scouts finally managed score some wounds on the Greater Daemon. HQ and 2 Termies finished him off.

On the Berzerker vs. Termie brawl, one model falls on each side, and a lone Terminator manages to prevent Chaos from claiming another kill point.

We rolled for a seventh turn, but nothing came out of it. Space Marines win by Two Parts stupidity, one part naïvette of mine!

















Final Thoughts

In general, a game where I could managed to pull out a draw at least. I'm not saying it was easy, it wasn't, but the advantage of playing against Marines is knowing that everything that hurts you, hurts them so you just payback and wait for an opportunity. I have to give Paulo credit, of course, since he did exactly that: He took up the opportunities and did the best he could, so congratulations and good game after all!

Some considerations from my side:

- I could take or leave the Land Raider. For 220+ points, I could have another Rhino on the game, possibly filled with 10 more Khornes. Even if I have to wait his move to charge next turn (which I did, one way or another), and even if an entire squad dies, it would still be cheaper, or at least equally expensive and as deadlier, but with more wounds to spend in the process, which I would eventually take some profit. Also, the twin linked Las Cannons are good, but they usually never shoot fully, once I don't have the Power of the Machine Spirit.

- The Greater Daemon is just awesome to play against this Terminator Frenzy Troop. That's definately a keeper in this kind of game. With 4+ Champions deployed, changes are he'll always enter exactly where I want, popping a tank here and there. I just need to remember that HE MOVES, eventually.

- Oblits are a good trade with the Havocs: Cheaper, Twin Linked Tank Popping Guns may definately lead me somewhere better than only missing shots like a maniac with a blind Havoc Las Gunner. Crappy Soldier.

- Lash Of Submission is just so good that I hear those scouts crying in their boxes even now, doing absolutely nothing in the process.

Introducing the Tyranid Player

Player Name: Felipe Alves

40k force: Tyranids

Main Characteristic: OM NOM NOM

Main HQ: Winged Hive Tyrant

Okay, let's get this out of the way before anyhing else: yes, I noticed most of my minis are unpainted as of now, but if you're a reader from the future who's digging up past posts, I hope this intro doesn't make much sense to you, I intend to get them all ready and done as time progresses.

Anyways: Tyranids, why did I choose them? Well, quite frankly, for the awesome models and the cool background. We picked up 40k without much knowledge at first, other than the novels. I had little idea of how the rules worked and even if I read the rulebook I wouldn't have been able to grasp the game flow until I played some matches of my own. Thus, when deciding what to get, I quickly went through the available choices and found myself fond of the all-devouring locust swarm that are the tyranid hive fleets.

I need to say I got quite lucky, after playing for the last two years I think I made a good choice. Tyranids are a fast-paced, get-to-melee-as-fast-as-possible army, which ensures you're always pushing foward. Tyranid players may face their hardships (crappy Sv attribute, especially after the Codex update, is sure to bite you in the arse from time to time), but their strengths more often than not prove to be up to the challenge. You gotta love the fact that, when your genestealers outflank just at the right spot, everybody 'round the table knows some poor bastards will be torn to shreds in a couple of dice rolls.

By the way, the possibility of making an effective reserve based army is surely one of my favorite treats. One minute the battlefield is dead and empty, next thing you know there's a horde of monters ready to chew on the enemies' faces. Being able to deny your opponent much forethought on their deploy always makes my day.

That's it for now, hope to see you around often as Assault Tuesdays progresses and our future battles unfold.

Word.

Hoorray!

New Template is up, guys. Enjoy! Other details like dividing lines, and the name of the person who posted is being worked on.

Thanks to Juliana!! Awesome Center Picture!!

And yes, this Space Marine is cool, but I'm figuring out a way to have all races well represented.

Introducing the Chaos Player

Player Name: Marlon Dopker

40k force: Chaos Space Marines

Main Characteristic: Strong Assault Units, Daemon Summoning

Main HQ: Slaanesh Daemon Prince

I like to think my army as vicious Space Marines, who just don't care anymore about their battle finesse, fluff, or battle gentleman rules: When these guys enter, they enter to hurt you. They enter to punch you in the crotch, they enter to kick the knocked outs. They will curse, spit, poke you in the eye, all that nasty Three Stooges Routine is here for your battling pleasure. You gotta love them! They come from a train of thought that just gives a big middle finger to all their fluff past, taking half of their friends to bars with fake Ids, where the good brother were left home massaging grandma's feet. Yes, emperor, I'm looking at you!

If there's one thing I like about Chaos is the fact they basically work anyway you want. You want to be shooty to confront a nasty assaulter? You got it. You want to deliver some hurting bombs right into the face of danger? No problem. Chaos adapts very well, probably something they learned the hard way by living into the Eye of Terror. Neither of the setups are really cheap or expensive. They come in the right measure, allowing you to be competitive either in 500 points setups, or a 2000 points weekend extravaganza with Motorhead playing as background music.

As a player, I'm still learning a lot. I just play this for what... 4 months? I'm eager to try all my units, I'm eager to test everything I learned from my past defeat. Actually, I think I'm the biggest loser of all the guys yet, although it's not uncommon to pull out a draw from a very nasty game that was going downhill to me. I think I'm learning to adapt myself, which is always good, because it tells me that I'm starting to think a little more with my chaotic hat on. I just don't care if I lose or win much.

The whole hobby is just so damn fun to play that I call a good game every occasion I could work my way into Turn 5. I don't know if this is a common mindset between all of us, but just doesn't make sense to play and not having fun only because you win or lose fair and square. But hey... don't see me only as a classy loser. I can deliver a nasty punch with my army, specially now I'm getting the hang of the Rhino dances, and knowing what hurts what. I guess you just can't win that much with so little experience.

Also, I'm like the most annoying person on earth when it comes to painting: Guys, your models come unssembled and unpainted for a reason! For you to PAINT AND ASSEMBLE THEM! It's part of the hobby, so make them have your style, make them cool! Just hurts me to see a giant cool looking model with the gray grim shades silently crying to be painted.

Anyway, see you guys around in the next posts, and I'll be posting my latest paintings along the week!

Introducing the Eldar Player

Player Name: Tony Massaro

40k force: Eldar

Main Characteristic: Psyker Power and Enemy Psyker jamming

Main HQ: Eldrad Ulthran

The first feature that amazed me when picking up this army was the ability to cast psyker powers and change the game course as I please. Farseers and Warlocks are together a whole army themselves. The unique abilities of a Seer council can bring down big hordes or monstrous creatures without taking a single wound.

I made the Seer council the core of my army, but their force is boosted by one of 40k universe best troop choice. The Pathfinders. They have the ability to ignore armor saves in the hitting roll and in the wound roll. When accompanied by a Farseer, they become a killing machine and can bring down Terminator squads while they try to run through their 48” range without fleet.

The Eldar weaponry compensates their weakness. Lance weapons are tank poppers, and I love them.

Along the battles I faced, I became more amazed by the beauty this army have and the harmony on its moves. It is risky, but its fun. You definitely need a lot of strategy to guide an Eldar force to the battlefield once they know how to apply damage to the enemy, but they also take a lot of damage themselves if they go after the wrong pray.

You first get to know how the Eldar dance, and then you will make them shake at your rhythm.

Among the facts about the Eldar player, one of them is an absolute truth. The Eldar player is always on the edge of a witch blade and every single game is a “PLAY IT RIGHT” or “BE DOOMED” to the death. And this tension is what makes this army so much fun to play.

This army granted me more than 70% of my games as victories, and I wish to improve these numbers.

Cheers, And see you all during the battle reports and tactics posts.

 

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