It was an interesting game - the deployment was either the 2 edges of the table or 18" in the centre. We won the roll off and chose the edges. The twist was Warp Storm, which luckily only really affected the Eldar player, as no one else fielded Psykers. The game mode was the one where you add up the Power Level of any unit completely destroyed (I forget the name, but it was a good one!).
The game only actually lasted until the end of the 2nd turn, as we started late and the shop was being shut earlier last night too. We prevailed 27-26, but it honestly could've gone either way.
Here is a list of what I took:
The Eldar player took some jetbikes, dire avengers, howling banshees, rangers, guardians, a farseer (I think) and a farseer skyrunner. The Salamanders took Vulcan, a redemptor dreadnought (I think, again, it was the really big new one), hellblasters and primaris. The Wolves took primaris, regular marines, heavy weapons teams, 2 captains and a rhino.
Here are some thoughts on the units I used and the battle in general:
I held my Commander and Crisis suits in Manta and shoved the Breachers in the Devilfish. We lost the roll off for first turn, so they went first but through some odd movement choices and terrible rolling when shooting, they had a very unlucky first turn. The Eldar and I both managed to hit very hard in our first turn, through a combination of good rolling and lucky placement.
The bomber certainly managed to put a large dent in the heavy weapons teams, so I was pleased with how that performed. It was a bit better against Tyranids the other week, but that's largely down to the fact they have larger squads so I could roll all 10d6.
The Pathfinders probably did the best they've ever done since 8th. I managed to keep them in cover and despite 3 being killed off the bat by a flamer, the rest managed to consistently light up every target I shot at while remaining difficult to kill. The Cadre Fireblade, Pulse Accelerator and 2 Strike Teams did exactly as I thought they'd do - lots of S5 shots at 18" range, which was enough to kill plenty of marines to allow me some shots at Vulcan.
Honestly, the Devilfish with Breachers felt a little pointless. That may partly be because of the deployment, but I felt like it could've been better just having the Breacher team on the field straight away and using the points from the Devilfish for something else instead.
I had to Manta Strike my Crisis suits in at the start of the second turn to try and distract or deal with the dreadnought. Possibly a bad move, but I felt like I didn't have much of a choice. It worked to an extent that it wasted it's entire shooting phase on them, but the unit was absolutely totalled, despite the presence of the Shield Drones.
The Commander was useful, but again, seeing the dreadnought, I wish I'd gone for a Fusion Commander instead of Coldstar, as it was more of an objective grabber and backline harrasser. He managed to distract a captain as well as laying down a few shots, but by the time he could've been effective, the game was unfortunatley over.
The battle was never one sided and we all took some heavy beatings. I must admit I have a new found hatred for Vulcan as he's near impossible to kill. If I'd known about the dreadnought being fielded, I might have used a Hammerhead, Broadside or kitted out the Crisis suits differently.
I know it's not much of a report, but it's just some thoughts and observations I had last night while facing some fairly hardy enemies.