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BatRep 2000pts GK vs Eldar

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gil galed
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BatRep 2000pts GK vs Eldar Empty BatRep 2000pts GK vs Eldar

Post by Coyote Fri May 08, 2009 1:05 pm

Hey it's post number 200 YAY for me!

Hello All. I don't normally post batreps, but I learned alot from this game so I thought it might be worthwhile. Hopefully it's somewhat clear though maybe a little dry to read.


Eldar Side
====================================================================

[Bunker] <__________Trench_____________> [Bunker] [Bunker]



^^^^^^^^^^^^
^^^^^^^^^^^^ (_)
^^^Trees^^^^ [Portal]
^^^^^^^^^^^^
^^^^^^^^^^^^


[Bunker] <_______________Trench___________> [Bunker]

=====================================================================
Grey Knight Side

The portal should be off to the right of the board about even with the right ends of the trenches, but for whatever reason it bunches up to the trees when I post it. Also both top and bottom bunkers on the left side should be shifted just to the right of the trees.




Eldar list:
10 fire dragons w/transport (bright lance, holo fields, star engines)
10 howling banshees w/transport (bright lance, holo fields, star engines)
10 striking scorpions w/ HQ (karandas)
Falcon Tank w/bright lance & Str 8 heavy 3 weapon
2 Vipers w/ bright lance
2 squads of rangers (five models in each)
10 Dire Avengers

GK list:
GM w/IotJ, Master Crafted Weapon
Retinue- 4 terminators w/Psycannon
Inq Lord w/ PsyCan, Null Rod, 3 HB gun servitors, Sage
Elite Inq w/ PsyCan
8 IST’s w/flamer and rhino(xtra armor, dozer blades, & smoke)
9 PAGK w/Incinerator & frag grenages
8 PAGK w/ targeter & 2 psycannons
Hellfire Dread
2 LR’s w/ xtra armor & dozer blades

Setup: Pinched battle & Annihilation

He won the roll so he setup first. One squad of rangers went in the top right bunker, the other went in the far left trenches. The dire avengers went in the top left bunker. The two vipers setup near the upper left bunker. The tank and 2 tranports setup in front of the trench trying to take advantage of the LOS blocked by the portal. After I setup, the scorpions w/HQ infiltrated in the middle of the trees.
I placed my dread in the bottom right bunker. My Inq Lord w/Ret went in the bottom right bunker. The elite inq joined the PAGK’s w/psycannons in the trench with the rhino placed back and to the right of that. The LR/GKT’s went in front of the trench on the right to block LOS from his snipers in the bunker. The other LR/PAGK’s went just to the left of the bottom left bunker taking advantage of the cover from the woods.

Turn 1
He surged everything forward except the snipers at top right. All vehicles moved just far enough that they could still shoot which is pretty far when you’re talking about a fast skimmer. Not much went well for the eldar player here. He managed to shake both bunkers keeping both of them from shooting on my turn. He shot at both LR’s to no effect.
On my turn I chose not to move anything since he had moved plenty of targets into my range. Also it was pretty obvious that his strategy revolved around mobility so I wanted to get as many shots as I possibly could. My LR on the left shot 1 LC at the viper he had moved just to the top left of the trees (there was just enough space to move troops on that table edge). I didn’t destroy it but I managed to destroy the only weapon it had, a bright lance, rendering it useless to him. Using POTM I fired on one of his two tanks that had moved between the portal and trees. This time I managed to stun it keeping it from moving any further. With my other LR I shot everything at his falcon. Crew shaken was the result. Lastly, I shot the PAGK’s w/ psyquisitor in the trench at the other viper which had also moved in between the trees and portal. 9 strength 6 shots landed me one immobilized result.

Turn 2
This time he had a lot less he could move. His now weaponless/useless viper moved behind the top left bunker in order to deny me the kill point. The one transport he had left that could move, which was filled with fire dragons, moved flat out and then used star engines to move behind my bottom right bunker. The dire avengers skirted the outer edge of woods. His scorpions and other squad of rangers crept forward through the woods. His snipers in top right shot to no effect. Nothing else could shoot or if it could it did nothing.
This time I moved my LR on the left as close as I could to the transport that had moved behind my bunker then unloaded its deadly cargo of GKT’s. Nothing else moved. My PAGKs w/psycannons unleashed everything they had on the scorpions, killing 4 of them. POTM on my bottom right LR immobilized his falcon that was just to the left of the portal. The other LR managed to shake his other transport filled w/ banshees once again denying him his mobility. Nothing else shot to any effect. In the assault phase my GKT’s charged the back of his transport loaded with fire dragons. Since it had moved flat out I needed 6’s to do anything. With all of those attacks, I managed to get 3 which was just enough to score an immobilized result. Since it had move flat out that caused it to wreck and since my GKT’s were blocking the only access points nothing survived Wink

Turn 3
Again he had no vehicles that could move so he pushed forward with his snipers and scorpions in the woods. He also pushed forward with his dire avengers. He had also been running with all three units. His scorpions came out of the woods to the left of my bottom bunker denying LOS from my PAGK’s w/psycannons. His dire avengers rolled no less than a 4 the entire game when running so they came out just in front of the woods in front of my left LR. He shot what he could shoot, but again it was to no effect.
Seeing that his scorpions would most likely be able to make it behind my bottom left bunker into assault range on the next turn I moved my left LR so that it was within about an inch of the left side of the bunker. Since he couldn’t move his scorpions within an inch of my models he would be forced to go the long way around delaying close combat one more turn. My GKT’s re embarked into their LR. This turn I managed to immobilize his last transport filled with banshees which was roughly located in between the portal and woods.

Turn 4
His banshees unloaded and pushed forward along the bottom right edge of the trees. His dire avengers moved along the bottom edge of the tree line just in front of my left LR. With my LR blocking his advance the eldar player moved the scorpions the long way around the bunker. At this point his squads were basically massed at the lower right portion of the woods (on the outside). His second squad of rangers finally started shooting from the middle of the woods to no effect. The rangers located in the top right shot as well but their choices were a LR, Bunker, or Dread inside the bunker. Needless to say they did nothing.
This turn was interesting for me. The PAGK’s sitting in the left LR finally disembarked right in front of the dire avengers. My other squad of PAGK’s moved to the right edge of the trench trying to keep their distance from the advancing scorpions. The IST’s who had done nothing up until now moved to the top right of my left bunker once again forcing the scorpions to move around delaying them yet another turn. My LR on the right moved just to the bottom right of the portal and unloaded the GKT’s within. The disembarked GKT’s and PAGK’s in the trench fired on the scorpions whittling them down to two models (HQ & regular scorpion). The right LR used PotM and fired its heavy bolter felling two banshees. My now disembarked squad of PAGK’s used its incinerator and storm bolters to kill 4 dire avengers then charged. In close combat I killed all but one of the avengers. He failed Ld but rolled a 6 on his initiative so I was unable to sweep. Seeing that something would assault them next turn I consolidated into the woods for cover.

Turn 5
This turn he surged his banshees right towards my GKT’s and moved his two remaining scorpions towards my PAGK’s that had consolidated into the woods. Nothing shot to any effect. He fleet of footed his banshees to my dismay a whopping 5 inches putting them just within assault range of my GKT’s. The scorpions did nothing but die and I consolidated a little closer to his snipers that were hiding out in the woods. The banshees got A LOT of attacks, but I was fortunate. He didn’t score that many hits and I actually made 1 of the 3 5+inv sv’s leaving me with 2 GKT’s and GM. Now it was time for EPIC fail on my GKT’s. All I needed were 3’s then 2’s and I had a ton of attacks. I rolled not a single 3+. The GM’s master crafted weapon gave me 1 reroll and I managed to kill 1 banshee (EPIC FAIL).
In my turn there wasn’t much left to do. I shot down the viper that had been immobilized on the first turn. Then my PAGK’s in the woods charged the snipers. They wiped the floor with them. My GKT’s weathered the high initiative banshees and redeemed them selves by killing the remaining banshees.

GAME OVER GK’S WIN!!!!!!!!

In all I was very happy with how the game went. I learned a lot about using vehicles to deny LOS and forcing my opponents to “go the f around.” In all this was pretty much text book water warrior. I didn’t make any hasty decisions and shot or assaulted when it made sense to do so.

I think the best part was at the end when my good friend and opponent said he wished he could fight “normal marines” because they weren’t as tough 


Last edited by Coyote on Fri May 08, 2009 2:57 pm; edited 2 times in total
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Post by gil galed Fri May 08, 2009 2:14 pm

Wow fantastic report brother, and i have to say the text map was very useful for working out what was happening, its impressive to see a battle where GK lose almost no models (even if it wasn't a pure list Wink) Shame about those GKT, its always annoying when you fail with those rolls you should by all probability make, although i suppose passing a 5++ is always nice.

Epic final comment from him,


P.s good to see psycannons downing some eldar !
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Post by Zealadin Sat May 09, 2009 1:54 am

Hey nice batrep, great battle too, sounds like you really played strategically and managed to kick his arse.

I think the other weapon on his Falcon would have been a pulse laser, str 8, heavy 2
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Post by Rivan Sat May 09, 2009 2:29 am

Very nice batrep Brother Coyote! I applaud your very strategic and creative use of your vehicles.

One thing though...I believe 5th ed rules do allow emergency disembarkation -- "If any models cannot disembark because of enemies or because they would end up in impassable terrain, the unit can perform an 'emergency disembarkation' --the models are deployed anywhere within 2" of the vehicle's hull, but the unit can't do anything else for the rest of the turn. If even this disembarkation is impossible, they can't disembark."
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Post by Zealadin Sat May 09, 2009 3:07 am

I was looking through the rules that stated any wrecked vehicles crew and gunners where killed, but didn't mention units being transported, looking at the emergency disembarkation rule though in conjunction with the Destroyed - wrecked rule it would seem Rivan is right
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Post by Coyote Sat May 09, 2009 9:59 am

Thanks brothers I learned something new! In this particular case I think they still would have been destroyed though. The front of the transport was only about 2 inches away from the dread and my termies were spread out along the back so the unit couldn't have disembarked anywhere without being too close to an enemy model. Nonetheless my friend will be glad to learn that.

This does bring a question up for me though. The rule states "the unit can't do anything for the rest of the turn"

Does this mean game turn or player turn?
In other words could his fire dragons gone on to shoot up anything he wanted to immediately following my turn?
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Post by NemesisForce Sat May 09, 2009 9:19 pm

Nicely done Coyote. I find that I have the toughest time against Eldar armies. The Annihilation scenario though is where GK's really shine.
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Post by Zealadin Sun May 10, 2009 1:01 am

I would say they are unable to act within the player turn they get disembarked in, including returning attacks.
They should be able to shoot next turn though.

Dependant on them passing the pinning test.
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Post by Rivan Sun May 10, 2009 3:59 am

Hmmm, that's a good question Brother Coyote. While I do think that Brother Z is correct, I actually think they should not be able to do anything till the end of their next turn, similar to going to ground. Or else they are treated much like a regular forced disembarkation. I think there should some kind of drawback since they're lucky they're not dead right off the bat...

I will pose the question to the Rulesboyz and see what they have to say...
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Post by Coyote Sun May 10, 2009 11:22 am

Thanks for the input gents.

I joined this forum to learn as much as I could and the members here never disappoint Smile
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Post by Nausaden Thu Aug 06, 2009 4:24 am

Glorious report Brother Coyote! I especially enjoyed reading of how you disposed of that transport; I can imagine the Grey Knight Terminators holding the escape off and impaling the foolish Eldar who would try to escape their fate Very Happy

All and all, it seemed like a very good turn out, namely shooting wise. Water warrior indeed, that is the playing style of a well executed Grey Knight army.
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