Wow, so its been a while since I have been able to sit and breathe. Sadly I have neglected the blog, partly because of work but also because I didn’t want to comment too much on 8th Ed 40k without trying it first. Spoiler season was just crazy so whatever I had wrote would probably have been lost to the warp the very next day.
Alas, I managed to get two games in over the weekend (using modified ITC) with my Craftworld Eldar. The event was Save vs Summer at Camp Zama, Japan. The restrictions were 1250 pts using only 1 detachment. Also models had to be as close to WYSIWYG as possible. I had a patrol detachment (3 command points, CP) and my list was as follows;
Avatar of Khaine
Autarch with Warp jump generator and Death Spinner
Guardians (10) with Shuriken Cannon platform
Wraithguard (5) with D-Scythes
Wave Serpent with Twin Bright Lance
Warp Spiders (6)
Vyper with two Shuriken Cannons
2 War Walkers each with a Scatter Laser and Star Cannon
Not very powerful or efficient but I wanted to try out things. I had never used Wraithguard or a Wave Serpent so I was interested in their resilience. The Avatar was an experiment also, mobility hurt him last edition so I wanted to see if this still existed. I knew this list was better in midrange distances, and I didnt have much high strength weaponry as I would like. S6 is ok, but not vs many T7 vehicles. Overall, my aim was to have fun, try new units and get to grips with the rules- these were my first games of 8th!
I won’t go into too many details of the games but I played vs Tau (Longstrike) and codex Marines. I lost vs Tau and table the Marine player (who I think was fairly new to 40k). A word about CPs, I only had 3. I would have loved more especially in a tight game. So I clearly made an error choosing the patrol detachment instead of the Fast Attack detachment for an extra 2 CP (duh!). The CP’s I used didn’t change a huge amount, but they at least gave me or my opponent a chance to change the odds. For example I needed a 3+ to kill a crisis suit but rolled a 2 then a 1. Or a hammerhead doing an extra 3 damage. Having the chance is better than not having the chance at all.
So I lost vs Tau. Now I can accept losing, however I made things difficult for myself by not taking the chance to move the 1 piece of LOS blocking terrain we had before the game started. Therefore, my opponent (Julian) could castle up at the back with a large killing field in front of him. This really affected how I deployed and acted in turns 1 and 2 as I didn’t know how deadly things were- I was too conservative and didn’t put pressure on when I should have. Even then I had a couple chances to steal it had a couple rolls went my way. The final score was 5-11 mission points which was perhaps a fair reflection of my naivety, but overall an enjoyable game given how close it was.
Game two was a bit of a blow out. I played vs Bruce who had a Marine army consisting of two Rhinos filled with dudes, a Dreadnought, then a large assault squad and terminator squad to Deep Strike. Now there is nothing wrong with Deep Strike, but you have to be sure that it will pay off otherwise the counterstrike will be hard as your army is now split. Unfortunately for Bruce he only succeeded in heavily damaging the Wave Serpent. In my turn I deleted both his deep strike units, was fortunate with the maelstrom to go ahead. It didn’t get better for Bruce as by turn 5 he was table and I had only lost a couple Wraithguard and a Vyper. I am certain we was new to 40k so I chatted with him at the end about little things he could have done differently to break up my army better. This game we had LOS blocking terrain and it made a huge difference to me- crucial part of 8th Ed I feel.
This comes to my first unit review. The Avatar of Khaine. This guy is a bruiser. He chops stuff up easily in combat, has a meltagun, a 12″ fearless bubble and is extra resilient. However, he is still slow. Vs Bruce I couldn’t get him where I wanted because I cannot Advance and Charge meaning he can only move 7″ plus 2d6 if you want to charge (re-rollable). Therefore for him to work well the enemy has to come to you. Is this a guarantee in a tournament setting? No, as he got blasted off the table vs Tau thanks to my poor positioning and bad saving dice. If a tournament had a side board then I would consider taking him but otherwise he will be relegated to casual games vs an army I know.
The Autarch was great, he flew across the table thanks to the jump generator (so did the Warp Spiders), and the re-rolls of 1 was an excellent bonus. The Wave Serpent was tough, and Twin bright lances are good, the S8 -4 AP did a lot of good work. The Wraighguard were great, so tough, great weapons (unless you roll a 1 or 2), but underwhelming in combat with only 1 A. The Vyper and War Walkers were solid as they are fast, but the mass S6 weapons wasn’t that good. On the Vyper 2 Shuriken Cannons was good as there are no penalties to moving and advancing thanks to Battle Focus, and the -3 AP on a 6 to wound is nice. The War Walkers can be a little tricky, -1 to hit if they move, and with S6 weapons they are suited to killing infantry/T6 vehicles. Maybe I will try Missile Launchers or more Bright Lances.
Overall Craftworld Eldar are solid and fun to use. The army list should be built to take advantage of Battle Focus. I will try to get a couple more games in with a similar list to really get the hang of Eldar- and use the correct detachment!
Thanks for stopping by, and I will try to get all the painting updates on here in the next few days.