For this week's HOTT game I decided to get out my Epic 40K armies again, and fight a battle between some Eldar and the Chaos army of Khorne.
The Eldar defended with grav-tanks and bikes (riders) on their left, their infantry (hordes) and some Dreadnaughts (blades) in the centre and their Avatar and some Aspect Warriors (behemoth and warband) on the right. They were commanded by a Warlock (magician).
Khorne advanced, looking to clear the terrain and then halt before their demon arrived. But the Eldar went for an active, aggressive defence, pushing forward their grav tanks and bikes to threaten the right flank. Their warlock stepped forward to concentrate her psychic attacks on the Khorne commander and encourage an advance.
The mighty Tower of Skulls drove off an attack by Falcon grav-tanks.
Khorne drove forward in the centre. The Eldar Warlock destroyed a Land-Raider.
As the Bloodletters and Chaos Hounds emerged from the woods, the Eldar advanced off their hill to attack them.
Meanwhile their Dreadnoughts faced the surviving Land-Raider.
The Dreadnoughts lost.
Throughout this time the Warlock was attempting psychic attacks on the Chaos commander, but to no avail.
The surviving Dreadnoughts destroyed the second Land-Raider ...
... but were in turn destroyed by the Demon Prince.
On the Eldar right the Aspect Warriors and Avatar attacked the Bloodletters ...
... flanked them, and destroyed them. All three elements of Khorne troops.
This left Khorne only 2AP from breaking, although the Eldar army was close to a morale collapse as well. With the odds slightly in his favour the Demon Prince attacked the Warlock; a win would give Khorne the victory, whilst a loss would only hasten what was increasingly looking like the inevitable.
The inevitable was hastened, as the combat odds were not reflected in the die rolls.
So the Eldar picked upa win in what was a close game; the Eldar were only a couple of elements from breaking themselves, having suffered losses early in the game. Khore were unlucky with the collapse of the troops on their right, and also in not getting their god onto the table. When they did roll a '6' they were already too committed to spend the PIPs on anything other than keeping up the momentum of their attack..
interesting game, it shows the value of seizing initiative although it could have gone either way.
ReplyDeleteSo if I understand correctly the lists were
ELDAR
Magician General
Behemoth
3 Riders
2 Blades
2 Warbands
2 Hordes
KHORNE
Hero General
Behemoth
God
2 Knights
2 Warbands
1 Beast
2 Hordes
That's exactly it! Well done!
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