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Eldar
VS
Orks

1850 Points - Warhammer 40K Battle Report

Mission: Custom

By greggles

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Overview

Practice for Nova Open GT!. Mission was Crusade (Nova) I ran dread mob with FW dreads, Todd ran a mix of new eldar using aspect formation and a standard CAD.

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Background

Rematch Time! Sincain40k pits his Eldar vs Greggles Dread Mob in a Nova GT practice game! Who will come out on top? Are scatter bikes really that nasty? Lets see!

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Deployment - Eldar

Deployment was Dawn of War, and Eldar had first turn. Todd deployed defensively, as most of his units had the speed and maneuverability to redeploy rapidly.

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Deployment - Orks

Going second, I went with my standard dread mob configuration, with the heavier AV dreads in front, hoping to prevent early first blood from killa kan deaths.

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Start

After deployment, I try to seize, and seize on the crafty Eldar!

Turn 1 Orks

I zoomed the bike squad forward (for a 2+ Jink) a whopping 36 inches. (wow fast is cool!) All the dreads moved forward and shuffled around, almost all running except for one, which killed two warp spiders! YEAH!

Turn 1 Eldar

Todd informs me that the Dark Reapers ignore jink saves. He had told me this before the game started, but I was so determined to eliminate str 8 shooting from his side, that I threw my bikers straight at the reapers without thinking twice. Well todd shifts around, and basically concentrates his entire army on the warboss mob. He dooms the mob (reroll wounds vs them), then guides the bikes. (He guides the hornets on the other side, and invis's the warlord unit) The reapers, and spiders are BS 5 due to the formation... so I take a few wounds. Everything in the bike mob dies except 1 wound on the warboss, and 1 wound on the painboy. (I make a TON of 5+ FNP's). He then wipes out a squad of killa kans for first blood. But everyone always does that. Poor killa kans.

Turn 2 Orks

This is why you take the dread mob formation. I declare a waaagh (as my warboss i only on 1 wound and probably won't live much longer). The entire army runs pretty much. The new mork charges into the warp spiders. The warboss charges into the dark reapers. The deff dread makes an incredibly long charge into his warlords group. (turn 2 charge from deff dread!!) The meka dread burns his fleet charger, and fails the hornet charge (needed an 11). I ran most of the other walkers (their shooting is awful). At this point I remember a neat little trick. Hammer of wraths hit automatically, so negate the invisibility. Smack goes a bike. The mork beats up some more warp spiders (kills four I think). The warboss assaults the dark reapers, who do two wounds. I fail a FNP on the painboy and he dies, then pop goes the warboss.

Todd uses hit and run to get the spiders out of CC. (These things are utterly awesome and every eldar player should be using them). Oh my bikes also came on from reserve. (of course when you want things to stay in reserve they come on)

Turn 2 Eldar

Todd fights back with a vengeance! The morkanaut gets doomed, and the reapers immobilize it and knock it down to 2 hull points remaining. The wave serpent zipps up, blows up a killa kan (which get scared afterwords), and gets out a unit of fire dragons which utterly annihilate the gorkanaut who just wanted to give the hornets a hug. The scatter bikes guide themselves, and blow up the deff dread out in the open. (i shouldn't have left him out in the open like that). The farseer warlord combat goes on, and the deff dread takes out a bike, and takes a wound in return.

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Middle

Turn 3: Ork

Todd has effecively disabled my right flank. I've got some killa kans on an objective (bikes as well, scoring every turn), and the deff dread on that side. nothing is in range of the deff dread, so I try to move it out of Los at least (the center building windows do NOT count for los purposes). The two scared killa kans move up to help the deff dread with the invisible unit. The morkanaut yells a lot about being unable to move, and fires a shot at the fire dragons, destroying a family of squirrels as they finished moving into their new home next planet over. I shift the bikes around to avoid being shot at.As normal, ork shooting does do much, so we move to assualts. The meka dread can't get around the wave serpent (todd is very good at blocking with his vehicles), so wrecks it to pieces. The killa kans join in the assault. Dealing hammer of wraths, and with the deff dread, kill a slew of bikes. The bikes break and flee! And roll exactly 1 inch less distance then running off the board. Luck is only partially with the greggles today!

Turn 3: Eldar With the warlord bikes not running off the table, they are free to turboboost far far far away from the champion dread and team (any deff dread that makes a turn 2 assault into your enemies deployment zone is a )($&!&@ champion!). The flyer of lance pain comes on. Eldar shifts around to cause maximum pain to the remaining units.Combined fire from fire dragons, hornets wipes out the deff dread, and another killa kan (and puts a hull point on one killa kan). Reapers and bikes take out the other three killa kans on the other side (guide, doom, BS5 is really effective). Flyer wipes out the morkanaut, who was out of the game anyway due to being immobilized. The night spinner takes out the last of the bikes hiding away. It's looking bad, but don't count out the orks yet!!!

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Nobody expects the deff dread hidden by the los blocker! BOOM, deff dread flies out of the wall (OOOH YEAAAAAH!) and blows up two hornets. The killa kan miss and are out of range of everything else. The eldar blow up the remaining dreads. Tabled! Todd got max primary and max secondary, for 9+6 = 15. I ended up with 6 primary points. So 15-6. That is WAY better then then last time!

http://40k.battle.directory/battle-report/orks-vs-eldar/view-full/100

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Man of the Match - Champion Deff Dread!

When a deff dread makes a turn 2 assault, into your opponents deployment zone, into an invisible scatterbike warlord unit... that Dread is a champion.

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BFU - Dark Reaper Stupidity

Taking my mini bike death star and directly charging a unit which ignores jink saves. In fairness we later found out the warboss couldn't be overwatched... so it might have worked.

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Final Summary

This was a really good match, and I was surprised by the dread mob's speed. Most of the dreads were in charge range on turn 2, and just lucky/unlucky rolling kept some of them from reaching their targets. The key moments (for me) in this list, were the failure of the warboss to make the charge into the reapers (he most likely would have annihilated them), and Todd's warlord unit not running off the table were two instances which really hurt the orks. Had those gone the other way, Todd would have been a bit harder pressed to deal with the heavier av walkers, especially with the loss of a guide/doom, and multiple warp charges.

Interested in reading more about the Dread Mob Trust in Rust? Head over to  http://www.feedyournerd.com/greggles-tabletop
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