ELDAR
Morgan Rah (Prof Ra)
Farseer with spirit stones, doom and guide
10 Dire Avengers, Exarch, bladestorm and extra catapult
Wave Serpent with spirit stones, star engines and eldar missile launcher
6 jet bikes with two shuriken cannons
5 Pathfinders
6 Fire Dragons, with an Exarch, armed with a fire pike and with crack shot
3 Vipers with Star Cannons and Shuriken Cannons
3 Dark Reapers w/ Exarch, eldar missile launcher and fast shot
8 sweeping hawks, with Exarch, sky leap and sun rifle
TYRANID
16 Termagants
Tervigon
6 Shrike w/ bonesword and whip
6 Tunnelling Rippers w/spinefists
6 Warriors, one w/ venom cannon, the rest with deathspitters
Tyranid Prime w/regeneration, lash whip and bonesword
3 units of 2 Hive Guard
19 Hormogaunts w/toxin sacs
13 Genestealers
SET UP
Here was the terrain set up.
We rolled and got Annhilation and a Pitched Battle set up. This is how the Eldar set up, packed mainly in the northeastern corner hiding like cowards in the building.
The Sweeping Hawks, ready to bound off, set up on the western edge.
The heroic, valiant and fearless Tyranids were stuck in a dilemma. The terrain was too far apart for them to nestle in and shoot it out, and charging across the open land was tricky. I settled on hiding behind the building in the middle and seeing what happened. This was, ultimately, a very bad decision. This is how I set up
TURN ONE
The Tyranids seized the initiative! The Tervigon birthed 10 termagants, and then everything charged forward. Risking it, but knowing it was the only way they’d get into range, I sent the Hive Guard through the mine field. Fortunately, they came out unharmed. That unit of Hive Guard, plus the one that charged through the mine field, let rip with their cannons through the building and into the tank. It blew a weapon off, shook the crew and immobilised the tank (Good work boys) The far western unit picked off 2 Hawks who, presumably, were planning to nip off before I got a chance to even move.
Then it was the Eldar turn. The Vipers got Guide, and the Hive Guard unit that had just gone through the mine field got Doomed. The Hawks took off (see ya later you cowardly Eldar!) and the Jet Bikes moved to the eastern edge, hugging it tightly. The Vipers pulled back to the northern edge, getting away from the Hive Guard. The Dire Avengers disembarked the knackered tank and ran towards the corner where their fellow cowards were hiding.
The Guided Vipers let rip on the Hive Guard. They rolled badly, scoring only two hits. Even Doomed, only one wounded. The Dark Reapers, plus Professor Rah, fired on them. That, however, laid in four wounds and finished them off. One of the Pathfinders were in range of the termagants, but missed. The Dire Avengers, as yellow as the stripe in their plumes, ran away for another inch.
The end of turn looked like this:
TURN TWO
The Tervigon started by spitting out 11 termagants, but rolled a double 5 so got constipated. No more little fellas from here on in. The Genestealers came on in reserve. Perfect timing, they successfully outflanked and came in on the eastern edge. The jet bikes had formed a successful wall, so I had to enter in fairly far down the table, away from the Eldar cowards in their building.
The termagants and the warriors and the Shrike all charge. The Hive Guard end up out of synapse range (d’oh!) and so lurk, and I have to send the Tervigon to go fetch them. Every other bugger just moves towards that building, with the Hive Guard laying in fire on the Dire Avengers (but only getting one). The Shrike decide to run, thinking they’re ever so slightly out of assault range. This is flawed thinking, and they run up, left ready to be attacked in the Eldar turn. The stealers leg it north, and then leap on the jet bikes. Unfortunately, this wipes them out entirely, so we’re just twiddling our thumbs waiting to get shot the next turn.
The Eldar turn starts with the Hawks failing to return. Probably they’re too scared. I can see that. The Shrike get Doomed, and the Vipers get Guide. The Vipers and the Dire Avengers wipe them out. The Dark Reapers, laughing at the stealers being left in the open, lay waste to 4; the Pathfinders kill 3 more; the Fire Dragons take out one more; and Professor Rah kills 2. The Prof then charges in on them, and kills 1, and they fail to get him back. (And, fortunately, pass their morale rolls.)
The end of the turn looked like this
And here’s the look from the view of the valiant, and bold, Tyranid horde
TURN THREE
The Ripper Swarms turn up. Annoyingly, aiming them to land next to the Reapers, they scatter onto the -building. A mishap roll later and Mal gets to place them wherever he wants.
He chose the minefield.
That was three wounds I could have done without, and the swarms are now fairly fucking far from where they need to be. Everything moves slightly towards the enemy. In the assault phase, Prof Rah finishes off the Stealers. So that’s two kill points for Mal, and one for me.
In the Eldar turn the Hawks swoop over and, petrified of chipping a fingernail, take off again as soon as they land – but not before bombing the Hormogaunts for four deaths. Poor little buggers. The Dire Avengers, fire on the nearby termagants, taking out 5, and a sniper takes another. An Exarch takes another three, and the Reaper finishes them off entirely. Another kill point for Mal.
The Vipers light up the Hormogaunts just behind the barbed wire and broken tank. The rolls are totally foobar, and all but one of the wounds are cover saved by the cover afforded by the tank.
Here’s a view of the Eldar at this time.
TURN FOUR
The Warriors crest the hill, and the Hormogaunts charge through the barbed wire (to no ill effect!) The Warriors let rip with a venom cannon on the Dire Avengers, with a perfect hit. Then the damage roll comes in with four 1’s and 2 6’s. FOUR 1’s! I wounded on a 2+! Mal sticks one of the wounds on the Exarch and some other guy, and *both* fail to save. Uber ace! It normally takes me ages to kill the Exarch… Two more Avengers buy it when Deathspitters pound into them. Alas, this was just enough deaths to put them out of range of my Hive Guard, who fired to no effect.
The Hormogaunts run and one gets caught in the barbed wire. The termagants also run. In what I take to be an act of sympathy and in an attempt to help his buddy, one of the termagants also gets caught in the wire. I reckon he was there, until the end of the battle, gnawing at it in an attempt to free his mate. That’s how I like to think of them. Friendly, matey, willing to die for their comrades, and not cowards hiding in buildings. Here’s the wire:
On the Eldar turn the Hawks come in and bomb the Hormogaunts. This gets another one, and off they bounce back into the air. The Dire Avengers move back a little, as do the Vipers, and Ra goes up onto the building.
The Avengers fire, killing two Hormogaunts. The Vipers also shoot, killing one of the warriors and wounding one of the others. The Reapers plus Ra lay down fire on the Warriors, killing the one with the venom cannon and taking out two more warriors. The bloody sniper finish off another. Here’s what it looks like now
TURN FIVE
The termagants keep moving, and lose another to wire as they advance. The Hormogaunts advance again, as the Warrior and the Prime think better of a two man charge and, heroically, retreat. The Hive Guard on the western flank, who basically did sod all after killing some hawks back on turn one, shoot the nearby tank. It explodes, leaving a crater and yielding another kill point for me.
The Hormogaunts charge forward, getting a 5” run up and manage to charge the Avengers and the Fire Dragons simultaneously. In a brutal bloodbath 5 get in on the action (the rest tailing behind by a good distance) but they still get 3 Avengers and 1 Fire Dragon (mainly thanks to their toxin sacs.) The Eldar come back, and get three Hormogaunts. We do a morale check, which the Avengers fail, and they charge off the board with their Farseer. That’s two more Kill Points for me. Hoody hoo!
Now it’s the Eldar turn. Professor Rah comes off of the building, ready to assault the Hormogaunts. The Vipers blast the termagants on the east, wiping them all out and earning Mal another kill point. The hawks then swoop in.
They bomb the ripper swarms who had moved out of the mine field and are slowly edging around the hill. It’d 4 wounds, doubled as they’re a swarm, followed up by snipers taking another base and the missile launchers landing another four wounds. That leaves one base. Rah charges the Hormogaunts, but only gets one of them. They come back, for 6 wounds, 4 of which are saved, so two more Fire Dragons go to the graveyard for cowards. The Fire Dragons come back on the Hormogaunts. They kill three! That leaves only a small number. Out of synapse range, the gaunts have to make a morale test. With a leadership of 6, this don’t look good as that’s a 4 or under on 2d6 and they’ll almost certainly die if they flee.
I get a four. Look at my heroic hormogaunts!
The end of turn rolls around, and I'm thinking I'm in with a chance. But, no, the game ends. Here're two pictures of the battle at the end:

