Sneakin’ Eldar: The Aftermath
Well the Orks got completely battered last night.
My mate fielded an army built entirely of skimmers and jet bikes and I just couldn’t get close enough to do any damage.
In brief, this is what happened:
The Eldar held back in reserve while the Orks charged into the middle of the table.
The Eldar deploy at two opposite sides of their table edge meaning they are about 2 feet away from the nearest Ork.
They shoot first, there goes the Wurzog in turn one…
They then proceed to nip around the table staying out of range of the majority of the Orks weapons and taking pot shots whenever it is safe to do so.
Repeat for every turn of the game…
The orks took out a single Vyper with my Shoota Boyz, and my mate lost a jet bike himself to a dangerous terrain test.
The Orks lost Big Mek Wurzog, 3 Killa Kans, 20 Slugga Boyz & 11 Shoota Boyz.
Not a Good day for the Waaargh…
I must say I really liked my mates army, it looked very cool and had a very Eldar raiding party feel about it.
I feel my Mek list with walkers etc was completely inappropriate to deal with this army and may have been better off with a cut down version of my Speed Freeks list.
Anyone got any other ideas?
I agree that the lists were mismatched, if you’d had Trukks instead of the Battlewagon you might have fared better against Skimmer-Stand madness, and the Deff Dread may as well have stayed at home.
But I thought you made a couple of tactical errors. Firstly you should have joined the Mek to a unit (of say, 10 Shoota Boyz) to protect him. I also thought that you could have made better use of the terrain and cover (I can only remember you having to take (and fail) one cover save all game…
I like the way the jetbikes play, that hit and run thing is very raiding Eldar, i think you’ll definitely see close combat (and therefore greater success) in the next battle.
I agree the Dread should have had the day off.
I didn’t think to attach the Mek to a unit good idea…
Only draw back is that it is heavy weapon and it will mean not being able to move the Boyz.
The Boyz are essentially there to protect the Mek and aren’t meant to move. You could always give one boy a Big Shoota for extra dakka. They might make their points back more effectively by allowing the Mek a chance to shoot…
Alternatively, could you attach the Mek to a squad of Gretchin at almost half the cost?
Both the Gretchin and Big Shoota idea’s are good.
Big Shoota still only give me one S5 hit per turn statistically.
Even better might be Lootas but I hate those models…