Captain Ikaru Perseus personally supervised the task of rearming and refueling one of the platoon Valkyries from the vantage point of a tower at the F.O.B “White Haven” – also known as “the Marbled Hellhole” by it’s garrisoned inhabitants. He was at the end of his twenty month long deployment at this Emperor forsaken rock, called Aglaia IV, which apperantly had resources valuable enough to justify the deployment of Phantine skyborne specialists rather than conscripted colonials for protection. Resources that were needed in some distant part of the Imperium, and that would never enrich these men and women’s home system. He hated this place. The ever burning sun, the scorching sands of the planet surface, and the constant harassment by solar winds making scanners and clarion vox-nets unreliable. For some ironic reason this system was also under constant threat from Eldar piracy, as if the Xenos found some animalistic pleasure or instinct in fighting over this place of rock and sand. Skirmishing with Eldar corsairs was a daily routine for the troopers of the 101st, which is why the commanders made sure to keep response units in the air at all times – consuming fuel on a rate higher than normally accepted by the Adeptus Administratum. Perseus glanced at the red veil flickering around the sun. In an instant, a flash of pure white light pierced his vizor and forced him to avert his gaze! A thundering salvo of laser and shuriken fire blasted the surface of the colony, forcing the defenders to take cover while Xeno hover craft and jet units deployed around the perimiter in a graceful manouvre. Before his troops had time to return fire, Cpt. Perseus activated his distress beacon to signal the rapid reaction units. “Three weeks left” he thought, and the Xenos could have this hell hole for all that he cared…
Welcome to this Warhammer 40.000 8th edition battlereport between my Elysian Droptroops and my good friend Simon’s Eldar army. This was a Matched Play test game of 700pts designed for us to try out the new indexes, as well as the core game rules and mechanics. We set up the game using the Vanguard deployment map and the ‘Secure and Control’ Eternal War mission. I won the roll off to set up a single objective first and placed it on the Skyshield landing pad. Simon then set up a single objective on top of one of the towers. Each objective is worth 3 victory points at the end of the game, and additional victory points can be scored for ‘slay the warlord’, drawing ‘first blood’ and securing ‘linebreaker’. Since this was a rather small test game I won’t go through the army lists, although I should point out that my army was battleforged (+3 command points), consisting of a single Vanguard detachment (+1 command point) while Simon’s army was unbound (0 command points). Units and models were selected mainly due to what we had painted from our 7th edition armies. Here’s an overview of the deployment.
After action thoughts
Simon: It’s always a pleasure to play against Fredrik and his flyboys. This was my second game in 8th ed. and the inexperience really shows off in some of the decisions I made during the game. But that of course went both ways since it was also Fredriks first game. I love how the new edition works, and all the small tricks that we found out as the game went on. Overall the game was really close but I made a fatal mistake in the 6th turn that made it possible for Fredrik to table me. Meltaguns in melta range hurts A LOT. My unharmed wraithlord got deleted by three lone meltagunners and BOOM!, game. We were equally surprised by their effect but had a great laugh together. Next time my Ghostwarriors will return in larger numbers and claim victory.
Fredrik: Wow, what a game! The new edition is really fast and engaging. My first impression is that you are a lot more active as a player during each phase now, since every situation has modifiers that impact the game in ways you need to be aware of. This feels very refreshing as opposed to seventh edition, even though I still miss templates (but that’s another debate). I really really enjoyed how well the Elysians performed in this game. They are my favourite army both in the lore and modelwise, and it’s very rewarding to finally see how their flavour as a guard regiment impact their game style. Having the ability to reserve half your army and perform deep striking attacks with surgical precision, wherever you want and whenever you want to (remember turn 3 at the latest!) for such low priced units is very strong. I will make a more thorough review over the next couple of days, but for now I think it’s safe to say that the Elysians have gotten a new set of teeth after lagging behind with an old armylist for a couple of years. Two final points: Tauros assault buggies and Drop sentinels are way more useful now since they dropped in price and got a boost to their weaponry. They are still not cheap enough to be over powered in any way, but at least they’re an option worth considering over similar units. I would love to make use of the Elysian’s unique order(s), of using heavy weapons as assault weapons, but never had the opportunity or the model count to use them effectively in this game – thus I tended to spam the “re-roll 1s” order a lot. In higher point games I think there will be more of a choice between orders for different situations. All I can say is watch this space for more battlereports with the Phantine skyrborne over the coming weeks!