Re: [Epic] A Quick vs. Myself Game Battle Report

From: Mark A Shieh <SHODAN+_at_...>
Date: Sat, 8 Nov 1997 14:50:02 -0500 (EST)

I'm not exactly an experienced player, but I'll point out the problems
I see in the force:

Cyril Crocker <dslayer_at_...> writes:
> The forces were:
> Ork:
> Gargant
> 1 Battlefortress
> Warband of:
> Stompa Warboss
> Wierdboy
> 3 Nobz
> 11 Boyz
> 2 Grotz
> 4 Dreads
> 6 B.Wagons
>
> Eldar
> Phantom Titan
> 3 Nightwings

Nightwings are the king of air-to-air fighter combat. They're not
that good at air-to-surface stuff, or killing those *_at_#$&* T-hawks.
If you *know* you have air superiority, buy three Phoenixes? (the
bombers) instead. If you just want a balanced force, send in 2
Nightwings and a Phoenix, or 1 Nightwing and 2 Phoenix if the Phoenix
can hold its own against the enemy fliers.

> Warhost of
> 5 S.Hawks w/Exarchs
It's good to put a warlock in one or two of these stands.

> Warhost of
> 2 Dark Reapers
> 4 Support Platforms.
This is very slow. Buy 3 Wave Serpents to transport/tow this
detachment if you want it to do anything. All of your other
detachments zip around, but these putz around at 10cm move and 45cm
range on their guns.

> On turn 2, the Gargant and Battlefortress both showed up for the
> Orks and the Phantom and Nightwings arrived for the Eldar. Again,
> everyone moved closer. The Nightwings swept in for a ground attack and
> did nothing.

6FP doesn't go that far, when it costs close to 150 points. You're
using Nightwings in the wrong role.

> The Orks retaliated by annihilating the Hawks detachment.

        This is my biggest problem with the battle. From what I can
tell, the orks had a bunch of 30cm range guns, and a few 45cm guns.
If the Hawks have a 45cm charge range, they can either wait until turn
3 to charge if they lose initiative, or avoid most of the guns.

> The Phantoms pulsar was in range of the Waaagh but as
> with the Nightwings, did nothing. A few of the Ork units were within
> FF range and actually beat the Titan, however it made its holo-save.
> End morale ended at 16/9 for the Orks. At this point I knew the Eldar
> army was seriously flawed.

        The way you play the Eldar, you'd have problems with Chaos
Daemon and Tyranid armies too, I think. You can't charge blindly at
the enemy, especially when you're as quick as the Eldar or Tyranids.

> Anyhow, I learned a couple of things from this battle.
> 1) Flyers are useless in small battles like this.

        Air-to-Air specialists are useless without enemy fighters.

> 2) Larger detachments are better in Escalating Engagement. For
> those of you who may disagree, my Hawks serve as a perfect example.
> They didn't stand a chance against the massive Waagh. I actually
> should have waited for some reinforcements, but it's history now.

        One large detachment is good, as it comes on to the board on
turn 1 automagically. The others, well... Speed is the most
important, not size, I would think.

> 3) Eldar titans kick serious ass (if I can manage to roll some
> half-decent numbers with them).

        Yup. I prefer the Revenant. Not quite as painful to lose
one, and having your firepower spread out onto 2 units makes them more
versatile and survivable. OTOH, if you don't have all your Phantoms
equipped with Pulsars, then you might want to consider fielding them.
:)

Mark
Received on Sat Nov 08 1997 - 19:50:02 UTC

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