I gambled on getting the first turn (something which would shape the entire battle) and set up aggressively near the centre right with Guardians, Wraithlord, Farseer and Banshees. Closer to my own edge some Scorpions and Dark Reapers occupied a ruined building overlooking an objective. Waaay off to the left Pathfinders deployed in some rocks close to another objective, War Walkers not far off. The entire Tau firebase deployed opposite the bulk of my own army. The first shooting phase would prove key.
And the Tau got the first chance to shoot. This seemed devastating at the time as the Guardians were wiped out entirely, and the Wraithlord and Farseer were both reduced to a single wound. For a while all I did was firefight, throwing the Banshees into the Kroot skirmish line the Tau were hiding behind and pulling the Scorpions deeper into cover. The Kroot were slaughtered but this left the Banshees totally exposed to the Tau plasma rifles and missile pods the next turn.
The Tau killed the Banshees and Wraithlord and then concentrated on trying to mop up the Scorpions and Reapers, diverting a few units off to the left to deal with the War Walkers and Pathfinders. The War Walkers did particularly well in devastating a Stealthsuit unit, but once out in the open could not hope to withstand the Tau railgun fire. (The surviving Stealthsuit mowed down the Farseer – whose singing spear bounced off this unusually resilient individual – before jetting off towards the Pathfinders.)
My keenly tuned tactical brain (yes, I know, this is intended ironically) had recovered from seeing my entire front line massacred and I realised this game was a lot closer than it looked: I almost certainly couldn’t win, but a draw looked very achievable. The Pathfinders holding the objective on the left had a 2+ cover save and the Tau would really struggle to kill them. The Tau had only a single scoring unit left as well, so they would have to deny the Pathfinders control of the objective to get a 1-0 win on objectives.
Bearing this in mind, rather than ramming the Wave Serpent full of Wraithguard into the heart of the Tau army when it arrived, I brought it on in cover behind the Pathfinders. A Tau Devilfish was already contesting their objective with Battlesuits moving up behind it.
For the next few turns the game was poised on a knife-edge – would I be able to keep the Tau away from the Pathfinders’ objective? Despite the brightlances and shuriken cannon on the vehicle, and the Wraithcannon of the constructs, it proved infuriatingly difficult to destroy, and I couldn’t eliminate it until turn six – the dice had already gone my way by extending the game once. Long-range railgun fire had already knocked both weapons off the Serpent and when the Wraithcannon eventually blew the Devilfish to pieces I was very relieved – the only downside was that the explosion cut down the Warlock overseeing the Wraithguard unit.
We entered the final turn with only the Tau Commander and his bodyguard capable of contesting the objective and winning the Tau the game. Their plasma rifles and missile pods battered at the Pathfinders but their camo protected them again. They were just out of assault range. We were left with only my turn to go in what had to be the final turn of the game.
Whether I drew or lost the game now depended on whether I could kill or otherwise roust away from the objective the enemy Commander and his bodyguard. I had the Pathfinders, four Wraithguard and the weaponless Serpent to do it with. I started by tank shocking with the Wave Serpent: the bodyguard, somewhat surprisingly, attempted a death-or-glory attack but was crushed by the tank’s leading edge, and the Commander fell back a little, now alone and exposed to the Wraithguard and their cannon. I made to roll for their advance towards him when my opponent looked at the unit and said:
‘Wraithsight…?’
With the Warlock dead the constructs were now subject to this rule. Briskly I nodded and rolled the dice, and it was with what seemed at the time like genuine physical pain that I saw it land with the 1 uppermost. The Wraithguard froze into immobility leaving me with no realistic chance of shifting the Tau Commander. Possibly I should have gone for broke and assaulted him with the Pathfinders, but I was so stunned at the Wraithguard locking up on me that I wasn’t thinking straight. He rode out their volley of longrifle fire and the game ended in a win to the Tau, but of the closest possible kind.
Well, given I was expecting to be tabled after the absolute hammering I took on turn one, hanging in there for such a close result is something, I suppose. I’m pleased with my ability to focus on mission objectives rather than simply generating slaughter, which was the key to how this game turned out (one I suspect I’ll remember for a long time).
My low opinion of Eldar Guardians has not changed, though this is possibly unfair given that literally all they did in this game was deploy. Certainly Pathfinders seem like a unit with much more going for them, even though they’re three times as expensive – in decent cover they’re normally almost impossible to shift except in an assault. Then again they’re not very mobile and almost useless against even lightly armoured vehicles. Luckily I have plenty lurking in the bottom of my case waiting to be painted.
The other thing that would really have helped this game (other than better dice) would have been an increased ability to take the fight to the Tau at close quarters. Need to get those Harlequins and the Falcon finished. That said, the Tau Battlesuits were spectacular and I had nothing to counter them, either – so there I basically, long-range anti-tank firepower. (Even decent long-range anti-infantry weapons to deal with his Fire Warriors and Pathfinders). I suspect I’m thinking about a Night Spinner, as there’s nothing in the Eldar list that can outrange a Hammerhead or Broadside, and at least the Spinner could shoot without being a target.
Anyway, a great game that I can’t feel too raw about, given how close it went and the great spirit in which it was played. Plenty of ideas of what the army needs doing to it, as well. In many ways I think I’d rather scrape through a close game like this than effortlessly overpower someone… some of the time, anyway.
Ah ha! I knew I’d probably missed one of these (busy week, grandparent death). Good to see the Eldar earned a second outing. Sounds like a close game, good fun too. The Night Spinner is awesome but if you play an opponent more than once it quickly becomes a quick target that’s certainly a bit more squishy than the Wave Serpents are. I’ve been running a Falcon in my list recently and have never found anything that makes the BS3 so obviously frustrating… it barely manages to do anything apart from carry 5 Dire Avengers to capture objectives.
I made it to Vets night but when I got there I was the only one toting a 40k army… everyone else was playing Fantasy. I didn’t fancy hanging around and not getting a game so I went home and finished making some terrain for… Saturday where I played two games. First game was against Orks who are proving more and more trouble every time I play them, pretty much got trounced in a 4 objective game but still managed to go into turn 5 with the jammy Eldar objective blocking still a possibility, managed to block 2 of the objectives he was holding and made a big loss look a lot closer than it actually was… Second game I played Mech IG and… man, those Battlecannons are scary. Lots of popped transports all over the place. Thankfully he’d really over-invested in big guns and only had 2 units of 10 vets whom I focussed all of my attention on and had taken out by turn 4. It was a 5 objective game that I ended up taking 2-0 in 7 turns. I didn’t have many men left and his dice were pretty rubbish so I count myself lucky on the win.
Halfway through painting my Striking Scorpions at the moment. The army is really coming together, colour scheme gamble seems to be paying off.
Vets night tonight? I’m off to play Malifaux (whilst planning a 2 player 40k ladder campaign).
Wow, re: the Vets night situation. Ours is very heavily 40K-biased (at least 75-25 in favour). Didn’t play Eldar again tonight for various reasons – update to come tonight or tomorrow.
I don’t think I would be too worried about my opponent fixating on trying to take out my artillery, provided I hadn’t built the army around it. Don’t think you can do that in 40K, anyway: unless you go nuts for Basilisks and Medusae in an IG army in the hope you can utterly devastate your opponent’s force and then creep out with a few Troops units to claim objectives.
There’s going to be a Whirlwind in the NAP when it’s officially finished, but it’s there to draw fire away from the stuff I’m hoping will win games – assault infantry, mostly. If my opponent ignores it then I’ll just keep pounding away at him with it. Got a 1K game against Nids lined up for next Tuesday, and 1.5 vs Chaos Marines in a week, so we’ll see how it goes.
Forgot to add:
Sorry for your loss…