1,500 pts of Ghostly Tides (Tau & Eldar)
Commander w/ drones controller, target lock, two missile pods, iridium suit
2x 10 Kroot
2x Riptide w/ fusion, ion, EWO, VT
4 Marker Drones
Farseer w/ eldar jetbike, Spirit Stone of Anath'lan
5 Dire Avengers in Wave Serpent with scatter lasers
5 Dire Avengers in Wave Serpent with scatter lasers & shuriken cannon
The list sticks with our theme of "blow all your points on big stuff and then see what else you can afford". However, unlike our previous doubles list, this one is actually capable of taking out flyers and has more ranged firepower in general. You could say we've given in to the 6th edition mentality of "shoot it until it dies" and you'd probably be right. Even so, we're under no illusion that it's a friendly list but there are far worse things we could've taken. Anyway, onto the battles....
Game One - Ghostly Tides vs. GK/Necrons
Luckily we managed to get the first turn which we hoped would allow us to kill off one of the dreadknights and maybe even weaken the praetorians whilst the flyers were in reserve. If the wraithknight got lucky with it's distort roll then we might even kill both. Sadly thanks to a miscommunication we didn't position the riptides so they could both see the same dreadknight. The wraithknight failed to kill his target and thanks to poor rolling from me the riptides only managed to put the odd wound on each dreadknight. The dreadknights teleported up but luckily we hadn't got anything that could be particularly threatened by the incinerators (both wave serpents survived). We'd get another turn to shoot the praetorians before they could shoot or charge us.
The drones marked up the praetorians and one riptide pieplated them managing to put 5 down. The dire avengers were hiding in a building and attempted to move through cover to get up a level to add their firepower but failed both their difficult terrain and run rolls to do so. The commander and the wave serpents added their fire though to put down another couple of praetorians and leave the destroyer lord wounded. The wraithknight charged into combat with one dreadknight and managed to kill it off. The kroot arrived on the right flank and with help from the other riptide we hoped we might do enough to kill the second dreadknight but it passed all but one of its saves.
At the end of turn 5 we had the wraithknight claiming one of their objectives, some kroot on one of ours, dire avengers on the other and a wave serpent poised to clear theirs. Sadly the game ended there meaning we missed out on the points from their objective and linebreaker. Still we'd claimed a 13-4 win (9 from objectives, 2 secondaries and 2 bonus for killing the dreadknights). Not bad out of a possible 17 for the game.
Game Two - Ghostly Tides vs. Tau & Eldar
|Spot the missing unit....|
Game Three - Ghostly Tides vs. SW/DA
We won the roll off again and shot at the only models on the board, the thunderwolves. Thanks to a combination of sheer weight of fire and some unlucky rolls on the armour saves we managed to kill three wolves and wounded a fourth but sadly the lord held his nerve so we'd be unlikely to take First Blood which is crucial in the Relic. Their turn was pretty much a blur of disbelief for us. I realised too late that I should've positioned my riptide in melta range of the Relic as that was almost certainly where the drop pod would arrive. Even so I attempted to kill it with interception from my fusion blaster but could only strip a hull point. The squad inside had no other option but to fire at the commander and his drones with help from one of the deathwing units who both (unsurprisingly) arrived on turn one as well.
We were in a state of shock after that as there's no doubt the Farseer is a the key model in our force. Without his Guide and Prescience our shooting is far less accurate. If only we'd realised just how big a loss it would be and we might've just gone home then!
Meanwhile the terminators were free to charge both wave serpents and wreck one whilst blowing up the other. This was after we'd caused 11 saves on the unit which were all passed on 2+. The thunderlord then proceeded to toss krak grenades at nearby units and caused the odd casualty which were often enough to finish off units. The rest of the game was spent watching the riptides fail to kill Belial or take the single remaining wound from the thunderlord. Eventually Belial fell and one squad of kroot hid in their deployment zone for linebreaker. The Relic had been in the hands of the grey hunters since turn 1 and they'd been steadly moving back towards their own board edge. With the final shot of the game we had a chance to pie plate them. This was out last ditch (long shot) attempt to stop them claiming the Relic. If we could kill 3 models and force a morale check they'd be close enough to the board edge to run off.
Looking back now our big mistake in game one was trying to spread our fire out too thinly. Had we focussed everything on one dreadknight at a time then gone for the praetorians I reckon we'd have won more decisively. We were pretty unlucky not to kill them earlier mind you as the dreadknight's saving throws were solid and most of the praetorians got back up. With the benefit of a 6th turn we'd have scored enough points to make a big difference to our final standings (more on that soon).
Our third game was, in a different way, a good example of why random pairings don't work (I'll get to that soon I promise). Essentially our dice beat us in that game. That's not to insult our opponents who played well but with even half as many 1s we'd have comfortably won the game. Incredibly frustrating but what can you do? Still at least we'd lost the Relic game with the lowest number of available VPs and we'd still managed to come away with 2 VPs. We'd need to do well in our final games but we'd be in with a shout of the top three assuming we got some favourite games.