the swordwind

the swordwind
The rune of Biel-tan stands for the principle of reinincarnation, a fate thought to be reserved for every Eldar before the Fall. The name of the craftworld means "rebirth of ancient days".

Tuesday, 9 June 2009


I have mentioned before how reserves have really helped me out in my battles. Increasingly I am finding that reserving my jetbikes has several advantages. Normally the disadvantages of reserving something is that you don't know when its going to arrive and that its going to be doing nothing for at least a turn, possibly more. However, I use my jetbikes purely as objective grabbers and possibly a little harrasment if I'm lucky. Their purpose is to not die until turn 5 at which point they go and claim an objective (alternitively, in KP missions their purpose is just to not die, and to fill up my second troops slot.). To this end, where better place to protect them than off the table? Sure, they can't hurt anything but they were hardly going to do anything anyway, and best of all my opponent can't hurt them for up to 4 turns! I know some people might play jetbikes in a more aggresive way, but this is how I use them and so far reserving them has worked well.
(NB: I am talking about my anti horde list here which Iam considering using for everything. Any thoughts on this?).

vs. necrons

Mission was seize ground with pitched battle deployment. i was using my anti horde list in a fit of madness, but without eltritch storm. What do you think of this format for a battle report?

His deployment.
Turn 2
(during his turn 1 he just moved up so ive included that in this picture and skipped straight to turn 2) I shot plasma and next turn he self repaired the single wound it caused.
Turn 3
Guided dire avengers shot doomed squad. Everything shot the squad and wiped it out.
Turn 4
Jetbikes turbobosted to behind building, wave serpent shot the secon squad with similar results to previously.
Turn 5
wave serpent turboboosted to contest and jetbikes shot to no effect before claiming another objective during their assault move. Roll a 3 so game continues
Turn 6
necrons rapid fired my wave serpent before the lord assaulting. did no damage thanks to 3+ cover save from turboboosting and only hitting on 6's in assault. Wave serpent turbo boosted back to claim a different objective jetbikes did same as last time. game ended on a 1.

final thoughts
eldar: 2 objectives
necrons: 1 objective

I think a wave serpent with dire avengers and a farseer works really well, and i am even considering completely scrapping my anti marine 500 point list and just using this one. I think that mech is the way to go and 3 reapers really isnt worth it. Any thoughts?