Showing posts with label Eldar. Show all posts
Showing posts with label Eldar. Show all posts

Tuesday, March 22, 2022

Welcome back, Eldar!

   It's finally happened- I got my wife to play something other than her Sisters!  For years I've tried to convince her to try a different army as this provides perspective that can help with her normal force.  After all, it's hard to consider the uniqueness and power of a single army when you never experience another.


  She chose the Necrons... of course she did!  We planned for an Incursion game (1,000 points) so that she only had to learn the stats and rules for a couple of units.  And we know that I'm a fan of the smaller games, even if I never get to play them.  After a quick review, she built her army list and I was proud.  Just based off the 'what looks cool' rule, her choices were rather good.  Tons of choppy-choppy on a small board?  How did she know!?!


  I decided that the War in Heaven had to get its due, plus the new Eldar codex came out.  With the retirement of my T'au due to overperforming, it was time to give the next xenos in line their go at battle.  I chose my old theme of Iyanden-style with a little support from Reapers.  Tons of guns versus blades for days!   



  I don't remember the name of the mission as I don't have practice with the Incursion scenarios, but I do remember that there were six objective markers.  The shocking part, to me, was the size of the board.  At half the size of a standard 2,000 point game, there seemed to be very little room to maneuver on this board size.  This made terrain even more important as one good round of shooting could result in an army being wiped out.  Block that line-of-sight to have a game.





  The game started with the Necrons clanking forward and the Eldar shuffling up or taking shots downrange.  Unfortunately, it resulted in the Immortals suffering and little in trade from the space elves...




  Round 2 was absolutely brutal as these two ancient enemies unleashed their powers.  The Necrons had long forgotten how adept the Eldar are at reading their movements and committed just to see their enemies respond perfectly.  With pinpoint accuracy, Immortals and Destroyers were immediately annihilated from shuriken and wraithcannon.  After the fusillade, the ghosts charged in and chopped down the survivors.  Even the Necron warlord found himself facing a massive Wraithlord!





  While the Eldar were ruthlessly effective with their shooting, the Necrons weren't going to be defeated by their foe so easily.  Trading robot for pointy-ear, Immortals and Scarabs swarmed Guardians and eventually pushed through to steal the objective.  The Necrons paid dearly on that side, but objective points matter.
  Meanwhile, the Destroyer Lord laughed mechanically as the Wraithlord struggled to get through his phase-shifting shield, only to gleefully dice up the construct and begin to move toward the Guardians standing on the other objective.  Shuriken storm from those Guardians ended the warlord, but it was still sweet to chop down the big baddie in front of them.




  In a last-ditch effort, the surviving Necrons camped their characters on their objective points and sent the Wraiths forward.  Their last protocol was to hunt down the glowing leaders of the Eldar and so they stalked the ruins until they found and killed the Spiritseer leading the ghosts.  With the loss of most of the ghost units and now their commander, the Eldar decided to quit the battlefield and minimize losses...




  The game ended with an Eldar victory by points, but it was just great putting the new Eldar on the tabletop AND seeing my wife try out a new army.  She noted that it wasn't as difficult as she thought it would be and she found it easy to remember the rules and stats.  The entire game just became more accessible to her, and that perspective change is something I was hoping for.  While she didn't get to really take advantage of the Necrons' abilities, she enjoyed playing a different army and actually likes the cute robot guys.  Of course.

  I found the Eldar to be awesome!  While an Incursion game isn't exactly scaled properly, it was still really cool to feel those new abilities.  Battle Focus is pretty strong, especially on those Guardians that spent 2 command points every round to shoot and dance around.  But the real surprise to me was the Wraithguard.  Their longer range and devastating guns make their offensive output ridiculous, and then you add the 3 wounds, toughness 6, and 2+ armor save (with Protect from the Spiritseer) and a FnP (with Fortune from the Farseer).  Add some Battle Focus from the warlord and those units can be oppressive.  They may be dead, but they aren't useless!

Happy Gaming!


Tuesday, May 12, 2015

The not-so-old is new again!

  Sorry it took awhile- my course load for this session seems to be a bit heavy.  So please forgive me if I don't post with my expected regularity for a while.  All that aside, let's get to the post!

  I broke down today.  One of my buddies called me up with his copy of the Eldar codex (now known as Codex Craftworlds) and serenaded me with all the new rules.  I started to fidget, put my shoes on, and let him go so I could buy mine.  In a masterful stroke of promotion, my buddy caused my willpower to completely crumble and forced me to spend money I didn't want to.  Yet...

  Now it's my turn to shamelessly promote this book.  As y'all should remember from my last post, I'm not happy about how quickly this one was released.  I'm not like the rest of the blogosphere and believe that the world is ending because of this book- I don't play like that!  You will never see me with 12 Wraithknights (or more than 1, for that matter) or 3 units of Windriders all decked out with Scatter Lasers and Shuricannons.  You will see me with Guardians, though.  Because I like Eldar.

  The first thing to note is that the book is very thick.  It was promoted to be as thick as the Space Marine codex, which it is.  And, it's in full color from start to finish.  But let's talk about how thick that book is- IT'S A LIE!!!

  You see, there are two different formats for the codices right now.  The 'older' books give the pictures and unit descriptions in the first 1/3, then a gallery in the middle, then the army list and options for the final third.  The 'newer' books actually show the unit pictures and descriptions on the same page as the army list entries.  This is where the Eldar codex gets weird.  The first 1/3 of the book is the old picture-and-description format, then the gallery, then the final 1/3 is the picture-and-description-and-army list information format.  That's right- this book repeats every unit twice and uses both the old AND new format for codices!!!  When you repeat everything twice, it tends to add some pages and make the book thicker.  So while this book is much thicker than the previous one, it's both unnecessary and a lie.  Take out the first set of unit descriptions and I promise this book is no bigger than the old one.


  That's really the only complaint I have with this codex.  Now let's get to the good stuff.  

  First off, we all know that Eldar are awesome, so I'm not going to touch the 'fluff' part of the book.  Plus, it's the same stuff that we're used to- Eldar were once great, then they got full of themselves, now they have to use necromancy and downright genocide to stay alive.  Yep, got it.  But let's look at the 'game' stuff:

  The Phoenix Lords and all the Aspect Warriors no longer have the special skills to buy.  In fact, most of those skills (Night Fight, Crack Shot, invuln in CC) were made into standard special rules for the units!  I'm sad that my Avatar can no longer take Fast Shot, but I can't complain when my Reaper Exarch comes with it base.
  
  Speaking of Phoenix Lords- anyone notice that Baharroth no longer has an invuln save?  That's right!  Now only Asurman has it!  I know that seems weird, but Baharroth was arguably the best PL in the last book just because of that invuln.  Now it's arguable again.  Yay!

  See how the Autarch now has access to a Fusion Pistol?  I'm pissed.  I converted my own with a Fusion Gun, only to have a better option in the new(er) book.  Oh well, I should have expected it.  Just like Grav-guns in my Ultrasmurfs...

  Notice how the Farseer is now standard Psyker Level 3?  That's right!!!  I can finally out-dice my Chaos buddy!!!  It should be noted that the Farseer is still the only level that has access to the Runes of Fate.

  Speaking of the Runes of Fate- Mind War now has a disadvantage to the target on a tie- something that is so important considering most things have a Ld 10 that are any good in this game.  So it's nice that the all-too-feared power actually include something for those 'good' models to fear.  Also, Eldritch Storm?  I mean, you need Apocalypse templates to use this power!!!  That is both awesome and scary, especially considering what that power can do.

  The Warlock Conclave (sticking with the Psykers section) is really unique.  At first, I was unhappy that this became a Brotherhood of Psykers.  I have some GK and I've found that the 'brotherhood' rule actually hurts more than helps (think about it- I have 5 psykers in each unit, but I get a massive ONE whole die with them and count as Psyker Level 1.  That doesn't seem right).  But the Conclave resolves that by 1)counting Psyker Level as higher based on more models (up to Level 3) and 2)allowing each model to generate Power Dice.  That's right, my 5-man Conclave counts as a Level 2 Psyker AND generates 5 power dice!  Yessir!!!

  The Spiritseer's Spirit Mark rule was made easier.  What makes it so deadly is the fact that the wraith-portion of the Eldar army aren't stuck shooting at a single chosen target that just happens to glow because their daddy POINTED at someone.  Now, they can fire on anyone nearby their daddy because they all glow!  It's not game-breaking, but it does rule.

  And speaking of the wraith-portion part of the army- let's talk about the single most controversial topic since the release of the book: Wraithguard and the Wraithknight's D-Cannons.  Apparently, this is the end of the world and everyone should quit 40k because of it.  However, many of you will remember my rant about how 'D' weapons were nerfed in 7th edition.  As a very astute poster on another blogsite posted- "It's no different that being hit with a meltagun or plasma gun for most things."  He's not wrong.  Anything with an invuln save thinks that 'D' weapons are cute, and anyone with a single wound doesn't even notice the reality-ripping effect of the weapons.  I don't have a problem with all the 'D' weapons, but then I also play for FUN.  We'll discuss that more later.  Just know that those original Str10 AP2 guns now cause multi-wounds.  That's the change.  Oooooh.

  Windriders have been the other main topic of discussion since this book was released.  Every single bike in that squad can be upgraded to carry Scatter Lasers or ShuriCannons for 10 points.  That means that a BS4, T4, Sv3+ model with a 12" move and three or four Str6 shots only costs 27 points.  27 points!!!  Points efficiency is the problem here.  That points cost would be fine for the 'one-in-three' upgrade format of the past, but is way too cheezy for the fact that everyone can have them.  But I don't write the rules, so...  I will admit that I would take the ShuriCannons because I want to take advantage of the formation rule (Shred once per game).  Although Scatter Lasers are awesome, Rending is better.  

  There's no more Pathfinders.  Darn.  Because paying that many points to get more Rending opportunities never really mattered.  Not since 3rd edition, anyway.  Speaking of missed opportunities, I was mad about the points cost of the Eldar Missile Launcher in last edition.  This book suffered the same problem (they are three times as expensive as a Starcannon!).  But there's a silver lining here- all Eldar Missile Launchers have the Skyfire missiles now!  That's right, Eldar are now the 2nd best anti-aircraft army in the game, behind only the cow-people.

  Aspect Warriors are even more awesome now!!!  Dire Avengers can Overwatch at BS2 or gain Stubborn (and Counterattack) in a turn.  Striking Scorpions have good Mandiblasters again and can start off with a 4+ cover save.  Fire Dragons have a +3 on the chart to see if they've destroyed a vehicle.  Reapers get to reroll shots against fast things (Zooming, Swooping, Turbo-boosting, and Flat-out movers).  Shining Spears now have an amazing cover save when they move.  But the best changes were the Warp Spiders, with their ability to 'jump away' from being shot at, and Howling Banshees, who cannot be Overwatched.  It must be noted that the Banshee mask no longer reduces Initiative, but I'm thinking that it's a BIT better now.  I might actually have to start using Banshees!

  Most of the Eldar vehicles can now be squadroned.  That seems to be a theme carrying into the future, but really it's rumour and conjecture at this point.  What is ridiculous though is that those squadrons can combine fire and become more effective (remember the old Fire Prism formation?) or Deep Strike (Falcons have a use!!!).  The Serpent Shield on the Wave Serpent was 'nerfed' by making it better (2d6 vs d6+1 hits) but 'One Use Only'.  That made me happy because I forgot to use that shooting attack anyway.  What makes me even happier is the return of the good Holo-field.  Too many times did my vehicles get wrecked for no other reason than I didn't have the first turn.  I can't move so I couldn't use any of my cove saves (jink isn't that effective on its own AND I can't shoot back, defeating the purpose of bringing a vehicle!).  Now, I can buy an upgrade and actually have my tin-foil tanks survive long enough to use them!  Yay!!!

  Finally, we get to the Lords of War- the Avatar and the Wraithknight.  For the WK, it's been turned into a Gargantuan Creature.  This comes with a great deal of special rules, including not being able to Overwatch, but moving fast and firing all weapons at different targets.  Add some Feel No Pain and Stomp and we have a true monster.  I'm really geeked because my buddy's Kroot Snipers won't be able to kill me in one round (without some miraculous dice-rolling, of course).  The Avatar, on the other hand, is even more awesome.  Nothing really changed about him except...  He gives a 12" bubble of Rage, Furious Charge, and Fearless to his army!  Remember how much better those Howling Banshees are?  Add a screen of BS2 Overwatching Dire Avengers and a unit or two of Banshees near the glowing lava-statue and you have a helluva mean group!  Seriously, Banshees plus the Avatar equals AWESOME!

  The best (and worst) part of the codex is the Formations.  While the Necron codex introduced the idea of Formation armies rather than CAD lists, and the Daemonkin codex carried that over in style, this book really brings it 'home'.  The Formations, starting with the Guardianhosts, are exactly how the Eldar appear in the fluff.  With the exception of Biel-Tan, Eldar Craftworlds have thousands of Guardians that are dedicated to battle WITH the Aspect Warriors.  Being a supporter of the 'ol Guardian Defender since the 90's, I'm happy to see GW force people to actually use Guardians again.  But here's the bad part of the Formation-focus- there are no limits!!!  Allowing the jetbike-heavy crowd to continue to use their jetbikes while also allowing people to use 12 Wraithknights doesn't seem to be a very strong limit.  That being said, only the 'cheezy' gamers our there would take advantage of this while the rest of us (the 'fluffy' gamers) are happy that we can get some special abilities for using the models that we have.  Unfortunately, the Formations also require some purchases for people as most of us don't have Artillery pieces.  But hey, GW's gotta make money somehow, right?  So with the bad comes far more good.  Go Formations!!!


  Okay, I think I've covered almost everything important.  The Artifact section is pretty good, mostly unchanged.  The points cost of a few things went down (the Crimson Hunter by a pretty big number) and some things were cleaned up.  But otherwise, there you have it!

  Let me know what you think of the Craftworld codex and, please, keep the whining about 'D' weapons down.  I think this book is awesome for other reasons.  What do y'all think?

Tuesday, April 21, 2015

Mo money, mo money, mo money!!!

  On top of all my other gaming addictions, like Wizkids stuff and Infinity, I still have to keep up with 40k.  As it turns out, GW knows this all too well and they continue to abuse me.  Am I upset?  Nope, not at all.  I chose to adopt this hobby and now I have to suffer...

  40k has been my game since DnD started to wane and since before college destroyed all my gaming habits.  I even worked for the Emprah for a while and was the champion of 40k we were supposed to be.  But even I have my focuses.  My main army always was and will always be the Ultramarines- paragons of order and competence, noble integrity and unshakeable honour.  My second army was, and will apparently always be, my Eldar.  I've not mastered the Eldar in any way whatsoever, but I definitely do dig them for some strange reason.  But I'm an Elf fan in DnD, so I guess it makes sense.

  And then what do I find out?  Apparently, GW is going to release new Eldar and Ultramarine stuff here soon!  Check out the pics of apparent new releases just in the next week or so:

Allegedly as large as the SM codex and maybe addressing the different craftworlds...

We were tricked a decade ago, but maybe this is real now?

Finally!  I HATE converting these!  That's why I only have one right now...

Nice model!  But I already made my own, so I'm fine, I guess...

   Admittedly, these pictures have been on the interwebs for a moment and these may even be released by the time you read this, but it still means that I have to buy a ton of new stuff very suddenly.  Darn you, GW!!!

Then we get to the Ultramarines.  Later this year, FW will be releasing the Battle For Calth book and the decals alone look awesome, much less the amazing models.  Then the rumour is that GW is going to be releasing a new Marine codex this year, which means that I may have to keep an eye out for that.  Does that mean I'm going to be spending money on more marine stuff (considering I already own too much that I don't even use)?

  Yep.  And they know it.  Well played, GW, well played!

Wednesday, August 7, 2013

Anger and Rage!!!

I had to strip this model for months.  It was well-painted when I acquired him years ago, but not to my liking.  So when I decided to finally do one for my army, I realized I had to take the paint off this one.  And it was on there good.  The original owner painted him (very well, mind you) with the older, thicker GW paints and then sealed them with varnish.  It was rough.

Unfortunately, the age of the metal and the stripping process left the surface of the model mighty rough.  I'm not complaining, but I promise I tried to get it right!

Avatar of Khaine




He's not the Forgeworld model, but I think he came out well.  Plus, he's not that easy to kill!

Happy Hobbying!

Monday, August 5, 2013

They say he talks to the dead...

Whew!  I'm back.  I know I've been gone for a few weeks.  My work schedule hates me and I've been otherwise occupied.  Sorry for the absence.  Without further ado:

This is a model that I dug up from my bitz box.  I know he's an ancient model and not wholly WYSIWYG for what I use him for, but I think he looks right.  Luckily, a Witchstaff is nothing more than a Witchblade with the Soul Blaze special rule.  So I don't feel too guilty...

Spiritseer





Simple and sweet.  Happy Hobbying!

Friday, July 12, 2013

Ode to Warp Spiders

Okay, here's the deal-
I hate Warp Spiders!

Or at least I kinda do.  I am on my third Eldar army.  And only now do I have Warp Spiders.  And it's funny how that happened.
First I painted up a small army of Ulthwe with Wraithey stuff.  This was back in 3rd edition and that army last one game.  I figured that since Warp Spiders were not common in Ulthwe, that wouldn't be a unit I have to include.
Then I traded and got a BEAUTIFULLY painted Saim Hann army, sorta.  The army had two Falcons, a Viper, 6 bikes, some Reapers, some Banshees, and TONS of Guardians.  It was 'codex'.  Again, no desire to add Warp Spiders to this force.  That was back in 4th edition.
Then I made my own army.  I got everything except War Walkers, Warp Spiders, Fire Prisms, and bikes.  And I mean EVERYTHING else.  Alot.  Sadly, as you see, my army didn't have any of the good stuff.  I liked the idea of 'codex' and I wanted only stuff that looked Eldar.  War Walkers, Warp Spiders, side-heavy Fire Prisms- they all just looked wrong (or were horribly-weighted models).  Nothing against them, I just wanted my army to appear a certain way.  

Then it happened.  It happened in a twist of fate that I never saw coming.
One of my customers/hobby buddies challenged me to a mano-e-mano paint contest  We were each to paint a unit of Fire Dragons and have the hobby community judge it in the shop.  Another buddy of mine then bet me that I wouldn't win, and we wagered that I would have to buy a unit that I absolutely HATE, and paint it up.  I took that wager because, well, I didn't lose at paint contests.  It's nice to be underestimated.

I lost, by one vote.  40-something people voted, and my first buddy had a much brighter squad of Fire Dragons.  Mine were 'technically' better, but that didn't mean better.  His were faded from orange to white in a very striking and convincing way.  One.  Vote.

Before I'd even fully registered that I lost the paint contest, by second buddy was holding the box of Warp Spiders at me.  Being a man of honour, I begrudgingly took the box to the till and bought it.  I wasn't happy. I wasn't upset because I lost the paint contest (I figured it was bound to happen sooner or later, and those Fire Dragons were striking!), I was upset completely because I now owned a unit that I would rather not.  Why, you ask?


The Eldar are a graceful, lithe race.  Their warriors are clad in very tight and efficient uniforms, plated sparingly in simple armour-plates.  They have ornamentation on their heads, and carry small, elegant weapons.  Then there's the Warp Spiders.  They're BIG, bulky, carrying oddly-shaped guns, have bald heads, and are posed dumb.  That's right, every reason I like the aesthetic of the Eldar is the reason I don't like the Warp Spiders.

I failed to get that unit painted for years after (still to this day, in fact).  I refused to even include them in my army.  But then I had to fight the new Daemons back in 5th edition.  A third customer suggested an army list out of my stuff to use, and this guy isn't bad at all.  Of course he included Warp Spiders.  I begrudgingly deployed them.  The game raged, my Guardians were problematic for my opponent, and the Warp Spiders single-handedly killed a Greater Unclean One.  I was blown away.  I was befuddled.  I was disappointed in my own underestimation of the unit.

Now I use them almost all the time.  The new 6th edition book gave them a little more love with the 'Monofilament' rule, and the speed and resilience of the squad (even at small size) is refreshing in the army.  I have seen them cause more damage as a 5-man squad than an entire Dire Avenger squad for every turn of a game, it seemed.  They are almost an 'auto-include' to me now.

Now let me be straight and specific here:
I hate the way Warp Spiders look!
but I do love THIS image- credit to the creator!



But that's just me.  The way that unit performs is outstanding!  They are a great unit, worth their points-cost (almost, anyway), and do things for my army that are needed (like be able to hurt big stuff more than once).  My enemies have found that unit surprisingly dangerous, and I've found myself pretty happily impressed with them so far.  So impressed, in fact, that I bought a second unit.

That's right, I bought another box of five.  For 140  points, why wouldn't I?  It's a deal.

Do you have any?  If not, why not?  Besides not playing Eldar, of course.  If so, on the other hand, how've they been for you?  Let me know.

Tuesday, July 9, 2013

Full Frontal

Back to the series where I compare multiple versions of similar pieces of wargear.  This time, it's going to be about Eldar, as I'm focused on them.  Let's get started...

The Imperial armies all have multiple versions of multiple tanks and therefore make this article nearly unending.  But the oldest of the races in the galaxy don't have that particular benefit.  In fact, it seems that the Xenos only have one or two vehicle platforms to take to war.  Of all the xenos, the Eldar come away the best.  Tau only have two versions of a single tank, Orks only have one tank at all, and the Necrons have one real tank period (and a couple of fake ones).  The Eldar, on the other hand, have three tanks to choose from.

I do have to note that I was hoping the Hornet would translate from Forgeworld to 40k.  But it wasn't meant to be.  Oh well, it is what it is.

Instead, the Eldar kept the Falcon and Fire Prism grav-tanks, and added the Night Spinner.  As if the Heavy Support slot wasn't already filled to the brim with legitimate options, now it's even more full.  Which makes this article almost necessary.  So what are the differences?  Which tank is better overall?  What vehicle should an Autarch include if he gets the choice?

Well, there's some similarities to start with:  All three tanks have an armour value range of Front 12, Side 12, and Rear 10.  All three are Fast, Skimmer, Tanks, meaning they can move up to 6" in the movement phase and fire all weapons at full Ballistic Skill.  Or they can move up to 12" and fire two weapons at full BS and the rest as 'Snap Shots'.  During movement, they can ignore all intervening terrain and even friendly and enemy troops.  Furthermore, they can move 'Flat Out' in the shooting phase up to 18", allowing them to cover ALOT of ground in a hurry if needed.

Upgrades can really make these monsters a beast, as well.  The Crystal Targeting Matrix allows the vehicles to fire a single weapon after moving Flat Out at full BS.  The Star Engines allow the vehicles to move Flat Out up to 24".  The Vectored Engines allow the vehicle to turn to a new facing after firing its weapons, thereby keeping less vulnerable to fire from the rear.  Add the cover save-boost by the Holo Fields and you can see how the upgrades really work to make the tanks more threatening.  Admittedly, these upgrades aren't cheap and will increase the cost of the tanks by quite a bit.

Now we can talk about each tank on its own:

Falcon
This is the go-to tank for the Eldar.  Long has it been the 'main' battle tank and supported the advance of the ancient race as they go to war.  Mounting a fearsome array of weapons and with tons of options, it can pretty much handle any situation.  Then, to make it that much more effective, it has a transport capacity!  Carrying a squad of up to six models, it can lay down a punishing amount of firepower and then drop off some very powerful specialists to deal with threats of any type.

The 'common' version of the Falcon mounts a Pulse Laser (two Str 8, AP 2 shots) to kill tanks, a Scatter Laser (4 Str 6 shots with Laser Lock), and a Shuriken Cannon (3 Str 6, AP 5, basically Rending shots).  This load-out allows the vehicle to engage any target- from the heavily armoured (Pulse Laser) to the horde infantry (Shuriken Cannon).  The advantage added from the Scatter Laser is that it twin-links all other weapons on the tank as long as it hits the intended target.  Against vehicles this can guarantee the Pulse Laser hits and has a chance of causing some damage, while against infantry this becomes four more shots to add to the now-twin-linked battery of five already.

Not being terribly good at killing vehicles, it might be worth taking a Bright Lance (a single Str 8, AP 2, Lance shot) rather than the Scatter Laser.  But against infantry, the 'common' version is perfect.  Including the transport capacity, this vehicle may be considered one of the best 'all-around' vehicles in the game.  And the common version is only 145 points- not bad!  It's till a tad too expensive, but what in the Eldar army isn't?

Fire Prism
Long considered the 'ugly duckling' of the Eldar tanks, this one mounts a massive crystal weapon that can fire a beam of focused energy designed to slag enemy tanks.  In previous editions, this vehicle could either change the firing mode or combine fire with other Fire Prisms to create an even more powerful shot.  Unfortunately, this meant that owning only a single Fire Prism could really reduce the effectiveness.  Luckily, the new version of the tank brought back the differing fire modes and turned the vehicle into a singular threat again.

The Fire Prism weapon has three firing modes- a big boom (a Str 5, AP 3, large blast shot), a regular boom (a Str 7, AP 2, blast shot), or a surgical strike (a single Str 9, AP 1, Lance shot).  This allows the tank to engage mass infantry or heavy vehicles with ease.  Unfortunately, the Fire Prism only mounts a Fire Prism (see what I did there?) and could upgrade the twin-linked Shuriken Catapults to a Shuriken Cannon.  That's not alot of firepower.  However, it makes up for it with a single gun of epic destruction and mayhem.

This tank is very simply that- a tank!  It's not armed with a ton of weapons, nor does it have the ability to carry troops.  Upgraded with the Shuriken Cannon, this vehicle weighs in at 135 points, which isn't horrible considering what it can do.  However, it is also a prime target to the enemies of the Eldar, as it LOOKS threatening enough to warrant the attention.

Night Spinner
This is the newest edition to the order of battle for the Eldar warhosts.  It's not pretty either, but certainly better-looking than the original Forgeworld version.  The Night Spinner is easily overlooked as it's not the 'normal' thing that people are used to, but that may be a gross underestimation on the part of Autarchs everywhere.

This is the only artillery tank in the entire arsenal.  It mounts a fantastic weapon that enemies everywhere don't understand.  You see, it launches monofilament netting high into the air and allows it to drop on the mass of troops, slicing them apart with contempt.  And the tank need never be seen to do this!  If the Night Spinner is facing the enemy, then it can launch the monofilament right into their faces, ignoring cover and causing great mayhem overall.  It's gun has two modes-  the artillery (a Str 7, AP 6, barrage, large blast, Monofilament (basically Rending) shot) and the direct version (a Str 7, AP 6, template, Torrent, Monofilament (did I mention basically Rending?) shot).  Space Marine armour might be enough to stop the damage, but it's a risk the enemy doesn't want to take.  Better, this weapon can even kill tanks as easily as a Pulse Laser-wielding Falcon!

Having artillery is always a plus on the post-modern battlefields of the 41st milennium, and this tank fills that role all-too well.  Having a twin-linked Shuriken Catapult as the secondary weapon is irrelevant as, again, it's the main gun that counts.  Accounting for only 115 points, this tank is a bargain in the Eldar army.  It's even more of a bargain since the enemy will rarely be scared of it, but can often develop respect after gobs of troops die.

So what is my overall ranking?  Just as normal, I'll post my list below in order of best to worst.  Funny enough, this list is difficult to make as all three of these vehicles are valuable, and the points reduction in the new book makes a huge difference.  But I have to have my opinion nonetheless, so let's see:

Rankings
1.  Night Spinner- having nearly the killing power of the Fire Prism and the cheapness to beat all three, this tank certainly seems like the winner.  But it's arguable.
2.  Fire Prism- when it comes to having a tank, having a tank is actually the key.  There is no substitute for a gun that can be a Battle Cannon or a Bright Lance at a moment's whim.
3.  Falcon- this is more of a heavy transport than a true tank, but that doesn't mean it fails at its role.  In fact, this tank is still the obvious choice for the typical warhost of Eldar.  But it's more 'general' than 'specific', and that can really bring it down compared to the other two.

Do you agree with my estimation?  Let me know what you think.  As I said, it's difficult to rank these as all three tanks have their role to play and fulfill them perfectly.  All of them are still expensive (just as all Eldar are), but they aren't terrible.

Sunday, July 7, 2013

War of Escalation, game 2

It's been a week, and the forces found themselves at battle again.  This time, my buddy was itching to try out his new list and I was feeling less-than-confident.  At 1000 points, luck plays a role.  And I'm not known for luck.  But the battle had to happen, so let's see how it went:

Just as before, I'm not going to go into this battle report with my normal sense of 'fluff' and background story.  We played the game, it happened, and I'm going to present it in a very simple process.  I just wanted to toss this out there...

This battle is a 1000 point battle- our second, in fact.  For the mission, we rolled up 'The Scouring' (randomly-pointed objectives and Fast Attack focus) with 'Hammer and Anvil' deployment.  Since this was only a 4'x4' table, we played more 'Dawn of War' style as it makes no difference.  I won the roll-off for first deployment and first turn, choosing the 'south' side.  To finish off, it turns out that our battle started pre-dawn, so Night Fight was in effect for the first turn.

Knowing that I'm facing Tau, I chose to take First Turn again.  I believe I need to close range quickly and cause a little bit of damage before it smacks me hard.  And with that, here's the armies:

My Eldar
Spiritseer with Protect and Psychic Shriek powers
10 Striking Scorpions with Exarch wielding Biting Blade
10 Dire Avengers with Exarch wielding Shimmershield and Power Sword
10 Dire Avengers with Exarch wielding Shimmershield and Power Sword
5 Warp Spiders with Exarch wielding Powerblades, Twin-linked Death Spinner, and Fast Shot
2 Vipers with Scatter Lasers and Shuriken Cannons
Falcon with Scatter Laser and Shuriken Cannon

His Tau (remember that I could be off on this as it's not my army)
Crisis Commander with Iridium Armour, Cyclic Ion Blaster, Airburst Frag Launcher, Shield Generator, Stimm Injectors, and Neuroweb System Jammer
Crisis Suit wielding Plasma Rifle, Missile Pod, and Flamer
Crisis Suit wielding Plasma Rifle, Missile Pod, and Flamer
12 Fire Warriors with Shas'ui
12 Fire Warriors with Shas'ui and wielding Pulse Carbines mounted in Devilfish
12 Kroot with Shaper and Sniper rounds
4 Gun Drones
Broadside with Railguns and Smart Missile System
Hammerhead with Railgun, submunitions, Blacksun Filter, and Decoy Launcher

Deployment was almost too simple.  It didn't matter which way we deployed and which table edge was chosen, we each had a woods and a ruin on our side and a big hill in the middle.  Talk about balanced terrain!  Notice the six objective markers set up near the ruins, in the woods, and two on the center hill.  We wouldn't flip the objectives over until the end of the game just to add that bit of 'spice' to the battle.

So I set up in a very predictable way.  My first unit of Dire Avengers set up in the woods just behind the objective marker, with the Vipers deployed behind them for support.  My other unit of Avengers took the center of the battlefield with the plan of rushing up and moving to where ever they were needed.  The Falcon deployed behind the ruins to take advantage of cover (and Night Fight, not that it matters much against the Tau), and the Warp Spiders deployed behind the tank with the hopes of taking advantage of the advancing armoured monster for cover.  The Striking Scorpions were held in reserve with the plan to Outflank.
Meanwhile, my buddy deployed his Tau in a just-as-predictable fashion.  The long-range Fire Warriors took up position in the ruins to the east, and crowded around the Broadside.  Behind them was stationed a single Crisis suit Commander waiting to order his troops forward (or at least tell them which target to fire at).  The Devilfish deployed in the center, ready to react, followed by the Drone squadron hugging the woods in the west.  And right behind them was a Crisis suit, adding some firepower to the group.  Crawling around under the canopy of trees was a unit of Kroot, backed up by a Hammerhead.  Finally, the last Crisis suit was held in reserve and waiting to Deep Strike.

Turn 1
Under cover of darkness, the Eldar advanced quickly.  The Vipers dashed out from behind the woods and shot the Fire Warriors hiding in the ruins on the east, but to no avail.  The Dire Avengers in those same woods found out the hard way that the trees were carnivorous, losing one of their number.  The Dire Avengers and accompanying Seer advanced behind the hill, taking cover from the onslaught of firepower sure to come their way.  Meanwhile, the Falcon silently drifted to the west to take a shot at the Hammerhead hiding behind the woods to the west, but failed to penetrate the armour.  Seeing no other option, the Warp Spiders hunkered down in the western ruins to take cover.
Both the Hammerhead and the Devilfish scoot and activate their Decoy Launchers, hoping to protect themselves against the Eldar tank.  After the change of position, the Hammerhead launched a Submunition round at the Vipers, but their speed saved them.  The Devilfish detached its Drones to add some threat and provide cover for the Crisis Commander.  The Kroot investigated their forest and found it populated with Ironbark trees, much to the celebration of the brutes.  Seeming offended by this celebration, the Drone squadron skimmed eastward toward the ruins, looking to add their support to that flank.  The Broadside turned and shot at the Falcon, but also missed due to the speed of the vehicle.  The Fire Warriors in the ruins creep up and shoot at the Vipers, yet fail to cause any damage themselves.  Taking a last desperate shot, the Crisis suit near the woods shot across the battlefield at the Vipers and is foiled again by the small crafts' speed.  As the sun rises, it is found that the only casualty is caused by a terribly hungry tree.



Turn 2
The sun rises to find the Eldar scrambling to close ranks as fast as they can.  The Vipers dash up and unleash their firepower at the moving Drones, felling only two of the small targets.  Meanwhile, the Dire Avengers run from the carnivorous trees and use the Vipers as cover.  The Avengers behind the hill come around and fire at the newly-detached Drone squadron, killing them both.  First Blood goes to the Eldar.  The Falcon takes advantage of this as it advances forward and shoots the Crisis Commander, but find the hero plated in Iridium Armor, causing only a single wound.  Meanwhile, the Warp Spiders continue to lay in waiting in the eastern ruins, watching for sneaky Tau.
As the Tau battle-plan unfolds, the remaining Crisis suit drops from the sky right in front of the Dire Avengers in the east, unleashes its Flamer and Plasma Gun, and kills two.  The Crisis Commander adds his Airburst Frag Launcher and Cyclic Ion Blaster and kills another 2.  The Fire Warriors in the ruins shoot at the Vipers shielding the Avengers, easily destroying the craft.  One explodes and kills two more Avengers!  The Broadside confidently takes a shot at the Falcon, but misses.  The Hammerhead moves west and takes the shot of opportunity, but the Falcon's speed saves it again as the Hammerhead misses.  The Crisis suit hiding behind the woods jumps out and shoots at the Falcon, hoping to do what the two anti-armour units can't, only to find the the medium armour is just too much for it.  Finally, the Kroot fire at the Avengers appearing from the hill, killing one and pinning the unit with fear.  The Tau are elated at such a glorious turn against the pompous Eldar.


Turn 3
Silently creeping around the battlelines, the Striking Scorpions show up on the eastern flank and shoot at the Fire Warriors in the ruins, killing two.  Taking advantage of combined arms, the Falcon also shoots at the ruins and kills another Fire Warrior.  Seeing a trap closing on them from both sides, the Fire Warriors flee from the ruins and dash back to the rear.  The remaining Avengers in the east advance on the recently-added Crisis suit and shoot it, causing no damage.  They then charge into combat and hack at it with their blades, causing a wound and forcing it to flee.  As it tries, the Avengers catch it and cut it down.  The Dire Avengers, now pinned behind the hill, shoot at the Crisis Commander proudly standing in the middle of the battlefield, but to no avail.  The Seer takes the chance and casts Psychic Shriek at him, but the hero's Shield Generator saves all but a wound out of potentially five!  Tau technology is certainly a match for the ancient ways of the Eldar.  The Warp Spiders, now too wise to advance into the open, continue to hold position in the ruins.
The Tau have no such fears and continue their vicious assault.  The Devilfish disembarks another Fire Warrior unit armed with Pulse Carbines behind the eastern ruins, which gives the fleeing Fire Warriors the nerve to return to the fight.  The Broadside advances to a higher position within the ruins, and then all three units unleash on the Scorpions.  Combined with the Drones, originally hidden, seven of the Eldar weapon-specialists are annihilated.  The Crisis suit near the Kroot fires across the battlefield at the remaining Avengers in the east and kill one.  The Crisis Commander follows suit, but the Exarch activated his Shimmershield just in time to protect himself and his buddy.  Both these units, depleted nearly beyond effectiveness, keep their courage and continue to fight on.  The Dire Avengers pinned behind the hill are shot at by the Kroot hiding in the Ironbark forest and lose another, but they aren't worried now.  The Seer has demanded retribution!  The Hammerhead, again skimming westward, takes a shot at the Falcon and misses. It seems the gunner is not comfortable with his targeting systems yet.

Turn 4
The Striking Scorpions advance on the recovered Fire Warriors and kill one with pistol fire, charging into combat against them.  Swinging their trademark chainswords and firing their Mandiblasters, they fell one of the Tau.  In return, the Fire Warriors rifle-butt two of the aspect warriors to death, forcing the survivor to flee in utter disbelief.  The Fire Warriors shoot the survivor down a short time later.  The Dire Avengers in the center advance up the hill and fire at the Kroot in the woods, killing two-despite the Ironbark protection!  The Falcon slowly drifts forward and adds its firepower, killing another two.  Nearly afraid, the Kroot stand their ground, barely.  The last two Dire Avengers standing by the eastern woods fire at the Crisis Commander, but fail to cause any damage.  Hope has left the battlefield for the Eldar.
The Tau Commander decides to enjoy their victory a little early by ordering the Devilfish to ram the Falcon, finally causing a bit of glancing damage.  Mocking laughter rises up from the Tau lines.  That laughter dies as the Broadside and Hammerhead again take aim at the Falcon but again fail to cause any damage.  The Hammerhead is noted for Gunnery Class by the Commander.  Unacceptable.  After grumbling to himself about this, the Crisis Commander fires at the Dire Avengers atop the hill and kills three.  The Kroot follow with their shots and kill another one.  Finally, the Carbine-wielding Fire Warriors fire at them and wipe out the rest of the unit, even wounding the Seer and forcing him to flee.  The final Crisis suit shoots at the two Avengers in the east and kills one, leaving the Exarch alive.  Both the Exarch and Warp Spiders simultaneously notice the Seer fleeing for his life (while bleeding all over the ground) and decided it was wise to quit the battlefield.  Tau victory.  


Tau win:  Eldar 1 (First Blood), Tau 8 (Slay the Warlord, Fast Attack unit, 6 objective points)


Unlike the last battle, this one was not bloody at all.  The Eldar had successfully killed a unit of two Drones and a single Crisis suit, and managed to add four Kroot and six Fire Warriors to the mix.  Yet they lost two Vipers, 19 Dire Avengers, a Spiritseer, and 10 Scorpions.  The Warp Spiders were effectively pinned in place by the threat of the Kroot, and so could be considered a casualty as well.  Only the Falcon truly survived, and that was a matter of terribly good luck (and horrific shooting by the Tau).  THIS is more what I expect when fighting Eldar against Tau.  Eldar are outmatched- range, weapon strength, armour saves, armoured vehicles, and point costs.  Only in speed and psychic powers do the Eldar have the upper hand.  Expected, but certainly not an enjoyable realization.  Hmmm...

Now we move up to 1500 points.  Sadly, I don't feel quite so confident at that level either.  I think it'll be a bit more of an even match, but my normally 'cheezy' units in the Eldar aren't so 'cheezy' in this matchup.  Time to get creative.  Or lucky.  Since I'm not known for luck, let's see how creative I can get.

As always, I'm open to feedback and just general impressions.  Let me know what you think.  And, of course, Happy Gaming!

Monday, July 1, 2013

War of Escalation, game 1

My buddy and I have decided to run an 'Escalation Campaign' against one another with the two newest armies to be released- Tau and Eldar.  He's using the Tau and I'm using the Eldar.  We're going to play two games at each level- 1000, 1500, and 2000 points.  And who knows, maybe we'll even jump up to Apocalypse standards.  But for now, it's pretty well set at what we're doing...

Normally, I'd have a long and droll backstory about why these two armies would be fighting each other and all the background information and setting 'fluff'.  For this, we're just playing.  Normally, we'd agree to paint our armies and grow them to completion at an equal rate.  But I don't have the time to paint right now (70-hour work-weeks will do that) and my buddy hates painting.  So for this, we're just slapping models down and rolling dice.  Normally, there'd be some kind of additional special rules or veteran 'upgrades' or even limitations.  But for this, we're just looking for a chance to enjoy not working.  It's about gaming, loyal reader, just good old-fashioned gaming.

Our first game was Wednesday, after work.  Since this game was only 1000 points, I established a 4'x4' table with the most 'bog-standard' terrain setup imaginable (and one that you guys have probably seen a gazillion times).  So it was time to do some rolling off.  Mission was the 'Emperor's Will' (aka- 'Castles'), and deployment was 'Vanguard Strike' (our least favorite, but most common by far).  You'll see the terrain setup and deployment line.  Notice that we set our objectives as far from each other as possible- his behind the hill and mine on top of the ruins.  I won the roll-off for table edge, and I chose the southern table edge.

I also won the roll-off for first deployment/turn, which I was more than happy to take advantage of.  After all, I'm Eldar and he's Tau.  I need to close range before everything dies.  Here's the armies:

My Eldar
Spiritseer with Conceal and Psychic Shriek Powers
9 Dire Avengers with Exarch wielding Diresword
10 Dire Avengers with Exarch wielding Power Sword and Shimmershield
9 Rangers
5 Warp Spiders with Exarch wielding Twin-linked Death Spinners and Power Blades
10 Swooping Hawks with Exarch wielding Hawk's Talon
5 Dark Reapers with Exarch with Fast Shot and wielding Missile Launcher

His Tau (remember, could be off)
Fireblade with 2 Gun Drones
Ethereal with 2 Gun Drones
12 Fire Warriors with Shas'ui wielding Markerlight and 2 Gun Drones
10 Fire Warriors
12 Kroot with Shaper
Crisis Suit with Plasma Rifle, Missile Pod, and Flamer
Crisis Suit with Plasma Rifle, Missile Pod, and Flamer
Crisis Suit with Plasma Rifle, Missile Pod, and Flamer
8 Gun Drones
Hammerhead with Ion Cannon and Disruption Pods

Deployment was gonna be tricky.  Because of the terrain layout and the diagonal deployment zone, neither of us were given much cover.  I chose the side with the ruins because I needed a place to hide stuff, plus I had the woods on my side.  And he got to deploy first, so here's what we did:

I deployed the Dark Reapers on the two levels inside the ruins, looking to take advantage of the cover and my long-range weapons.  My Dire Avengers (without the invulnerable save) were deployed guarding the Spiritseer behind the central woods.  The Warp Spiders deployed right behind them in support  The other unit of Avengers deployed behind the crystal forest facing the western flank.  Finally, the Rangers deployed in those central woods (during the 'Infiltrate phase', of course), confident the Avengers and Reapers would be able to back them up well.  The Swooping Hawks remained in reserve.
My buddy's Tau deployed in a wide line across the other side.  He put the big unit of Fire Warriors, led by the Ethereal and Fireblade, right in the center of the line, and dropped the Hammerhead right behind that for the heavy support.  Behind the crystal forest, he place the other Fire Warriors and one of the Crisis suits to flank west.  Behind the dilapidated building, he deployed the Drone squadron and another Crisis suit to flank east.  He left the last Crisis suit in reserves to deep strike, and the Kroot in reserves to outflank.  That did not make me feel confident at all...

Turn 1
The Fire Warriors and Crisis suit on the western flank advance forward, firing at the Dire Avengers and killing three in a hailstorm of pulse fire, plasma bolts, and missiles.  The Drone squadron and Crisis suit on the eastern flank advanced.  The Crisis suit fired at the Dire Avengers nearby and killed one with a vengeance.  The Drones, choosing a different target, fired at the Rangers hiding in the trees and successfully eliminated the squad with backup fire from the main unit of Fire Warriors and the Fireblade's well-timed volley fire.  Only two Rangers survived and slunk deeper into the shadows and went to ground.  Meanwhile, the Hammerhead charged the Ion cannon and fired at the far ruins, sensing the Dark Reapers.  Luckily, only one fell as the masonry of the building protected most.  
Both units of Dire Avengers rushed forward, hoping to put some Shuriken love against the enemy.  The Western squad, aided by the Reapers, unleash into the advancing Fire Warriors and obliterate all but one, forcing him to flee.  The Eastern Dire Avengers, led by the Seer, advance on the Drones and target the hovering unit.  Unfortunately, Drones are very nimble and only one falls to the firepower, while their circuits are more than capable against the Seer's Psychic Shriek power.  It was embarassing.  While they sulk at their failure to hurt the unit, the Warp Spiders jump forward and shoot three more Drones down, proving how much of a threat they are.  And the Rangers continue to slink about the woods.

Tau 3 (Objective), Eldar 1 (First Blood)

Turn 2
The Fireblade's master strategy paid off as the Kroot successfully snuck up behind the ruins where the Reapers were hiding and fired wildly at the unit, killing only 1.  In addition, the third Crisis suit descended onto the battlefield from the sky in the center and added his firepower to the other Crisis suit in the west, trying to kill the remaining Dire Avengers.  By the grace of a Shimmershield, only two Avengers died.  The Drones jumped into the woods and fired at the remaining Rangers, but the trees were more than enough protection at such short range.  However, they built up momentum and crashed into the Rangers, killing the frail Eldar scouts finally.  The Crisis suit in the east and the main unit of Fire Warriors holding the center of the battlefield fire at the eastern Dire Avengers, killing four of them.  While his squad shot those, the Shas'ui and Fireblade fired their Markerlights at the ruins, marking the Reapers hiding there.  Now fully targeted and ignoring the cover, the Hammerhead fired the Ion cannon and killed two more Reapers.  The Eldar numbers were falling fast.
Having been a race of conquerors for too long to admit defeat (even when I was willing to do so), the Eldar pressed their attack.  It started with the flutter of metallic wings as the Swooping Hawks fell just behind the Fireblade and his bodyguard of Fire Warriors.  Dropping their Grenade Pack, then firing with every Lasblaster they could, they only killed two Drones.  But the Warp Spiders ran forward and demolished the Crisis suit in the east.  The Fire Warriors in the east ran backwards to hide behind the woods and shoot at the newly-arrived Crisis suit, easily cutting it down.  The remaining Fire Warriors in the west advanced on that Crisis suit and tried to repeat that success, but failed as the Crisis armour was strong against the shurikens.  Noticing the Seer charging the Drones in the woods, they chose to charge the Crisis suit and try to take it down.  The Exarch's Power Blade was more than enough as the Crisis suit fell to the ground in pieces, but the Seer fared less well as he suffered a wound from the Drones frenetic attacks.  The Eldar had successfully killed all three Crisis suits in one turn.  The Dark Reapers turned their missile launchers around and fired at the Kroot behind them, killing all but the Shaper and pinning him in place.  Smugly, the Reapers turned back around and faced the main Tau line again.  The battle was still raging, but wildly swinging by this point. 

Tau 3 (Objective), Eldar 1 (First Blood)
Turn 3
The Swooping Hawks became a priority target for the Tau, as the Fireblade ordered his Fire Warriors to turn all guns on them.  Between the Ethereal's Invocation of Fire and the commander's Volley Fire rule, the Hawks were easily wiped out in a massive volume of firepower that would make even IG commanders jealous.  The Hammerhead skimmed behind the hill and took aim at the Fire Warriors advancing from the west, fired with missiles and the Ion cannon, and killed three more.  The remaining Exarch and his singular soldier suddenly found themselves outmatched, but continued their advance.  The Drones and Seer tried again to slay each other, but failed to do any damage.
The Reapers, having few easy targets, fired and killed the Shaper as he began to recover.  The Avengers advanced over the hill and from behind the woods while the Warp Spiders jumped up behind the dilapidated  building.  Forming a vicious fireline, they all fired at the main unit of Fire Warriors and kill seven of their number.  Then all three units attempted to charge in and failed.  Luckily, so did the overwatch shooting of the Fire Warriors.  Finally, the Seer was able to kill a single Drone and take no damage in return, forcing them to flee as fast as they could.  The Seer, having seen the skeins of fate, chose to hide behind a tree and not lose his last wound to the gaggle of Tau in front of him.

Tau 3 (Objective), Eldar 1 (First Blood)


Turn 4
Now desperate, the Tau became surrounded on all sides by Eldar warriors.  The fleeing Drones shot and killed one of the two Dire Avengers on the hill, and the Shas'ui took advantage of his Target Lock to kill the Exarch.  The Fireblade and his unit fired at the Dire Avengers in the center of the battlefield and kill two more.  Finally, the Hammerhead fires at the advancing Warp Spiders and failed.  The gunner shot just moments too late as the Spiders teleport from point to point.
The Dire Avengers dashed up and shot a Fire Warrior down, while the Warp Spiders added their monofilament to the mix and killed another two.  Charging into combat with the remaining Ethereal, Fireblade, Shas'ui, and couple of Warriors, the Exarch slays the squad leader quickly but loses one of his squad.  The stalemate across the battlefield is broken when the Reapers unleash their missiles on the retreating Drones and kill two of the remaining three.
Tau 3 (Objective), Eldar 1 (First Blood)

Turn 5, 6, 7
The last Drone flees from the battlefield, its sense of self-preservation kicking in finally.  The Hammerhead fires and eliminates the last Dire Avengers with ease.  Moments later, the Hammerhead shoots and kills the Dark Reapers and leaves only the Exarch alive.  The Reaper-master descends the ruins and hides strategically behind a wall and out of sight of the tank.  The Seer and Exarch seem to share the same idea.  It all comes down to the combat in the center of the battlefield.  Fighting frantically for life, the Fire Warriors and Warp Spiders duke it out for a few turns.
The Exarch kills another Fire Warrior while his squad kill the other three in the squad.  Wanting revenge, the Fireblade kills an aspect warrior and keeps the unit in the fight.
The Exarch finally gets to the Ethereal, only to be killed by the monkish leader after cutting him deeply.  Over the combat, a missile flies from the ruins, targeting the Hammerhead but missing wildly.
Finally, as the sun sets, the Fireblade and Ethereal kill off the rest of the Warp Spiders, leaving nobody left to fight and threaten them.  Tired, they claim victory and quit the battlefield.  The Eldar, still surviving themselves, also claim victory and retire to their webway.  The battle was bloody, but finally finished.

Tau 0, Eldar 1 (First Blood)

It was a very bloody battle.  I expected to lose very quickly.  Eldar may be fast, but the Tau's guns are very long-ranged and high-strength.  No matter how many special rules the Eldar get, they aren't meant to go up against that much firepower.  However, some surprising swings of luck and suspenseful moments brought a barely-claimable victory.  I'll take it!

Next game will also be 1000 point game.  I'm very curious to see how we'll adapt our forces.  Until then, Happy Gaming!