Sunday, 17 February 2013

1850 Eldar vs. Grey knight rematch

So, following the last game we had a rematch. We played *basically* the same lists as the last game (I tweaked mine, and lost a few men here and there to pick up a few upgrades here and there.) So that's Mal's Eldar versus my Grey Knight plus Imperial Guard list. (Check the last game report for the list.) I decided not to do a battle report as we started late and I had work the next day, but Mal took the following photos (apologies for the quality.) It was a fairly exciting game, so I thought it was worth writing something up!

We were playing Dawn of War and Big Guns Never Tire. Here's the map from two angles:



I was in the sparsely populated half of the table, whilst on the other side was a corner filled full of ruins. One objective was in the ruins, and one on the other table side in a forest. The westside of the table  had a triangle of objectives. I was on the side without the ruins. I figured I should place my conscripts in the forest - there was a lot of them, and they could sit on that objective and suck up a lot of fire. I needed troops to take the triangle of objectives, and opted for the rest of my platoon to do that. In the middle of the table I placed a rhino with psycannons, the leman russ, the two dreads and a chimera with my librarian and the melta armed acolytes in it. I was deepstriking a strike squad and five terminators with Shanks, my inquisitor. (My alternative deployment plan, by the way, was to put a small number of troops on the table, reserving some of the platoon and outflanking my Inquisitor with the Chimera full of acolytes (he had the outflank warlord trait!): that way, we might get some of his tanks on the outflank reserve, and my troops could charge on in just the right place, rather than placing on one side of the table and then having to slog to the other after Mal deployed away from me. I knocked that plan on the head when I realised my Inquisitor couldn't use his Divination powers to get the meltas in the Chimera twinlinked as you can't use psychic powers in reserve, and that the platoon has to reserve and deploy all together.)



Unsurprisingly, Mal placed all his guys in the cover of the ruins. 


Nightfighting was rolled, so I decided, in the main, to just get into position rather than wasting shots. My platoon charged forward onto the temple of skulls, where the triangle of objectives were. However bad rolling meant that they were basically left out in the open. The vehicles moved forward and popped smoke, and a few shots went off into the middle of nowhere to no effect. Mal moved on up.




So you can see in the photo above the bottom left jet bikes behind his Dire Serpent, then further up is Eldrad's Coward Falcon, and then the Fire Serpent - loaded with ten Fire Dragons - moving up right next to my vehicles ready to blast them. In the bottom right you can see my conscripts; on the hill in the centre you can see the (still partially assembled) Leman Russ with the rhino and chimera just behind it. Then, further behind that, you can see my imperial guard platoon: a mortar team in cover, holding back, and the rest making a run for the hill. Oh, and in the top left you can see a bunker. The figures on top are actually 'in' it, and are guardians. Mal intends for them to sit there, safe and sound, and then leg it for the objective near the end.

Here's a shot from another angle:

So now it gets funny. We wasted the Fire Serpent. Blew it to pieces. The damn thing was Fortuned, but I nonetheless exploded it to hell and back. My Leman Russ then annihilated the Fire Dragons stood in the remaining crater, and we mopped up afterwards with whatever was left. My deep striking units also came in. Both came right next to the table edge. This was a mistake: I should've placed them in range of Mal's units but on the other side, heading towards the table centre, so they'd be in a better position when the Eldar naffed off (which they did the next turn.) We tried shooting the jet bikes (no great effect) and we shot the rangers sat atop the ruins (killing a bunch who then went to ground.) Mortar fire scattered off and took out a few more jet bikes (I think I was aiming for Sweeping Hawks who were about to charge my vehicles and dreads - I was as happy with the scatter as I would've been otherwise.) Meanwhile, the plasma on my platoon and the psycannon on the interceptors just pounded the bunker in the hope of blowing it up so I could kill his guardians and take out one of his few troop units.

Next turn, the avatar charged my Leman Russ, destroying it. Oops. The Hawks charged my dreads, doing both of them at the same time as I'd placed them so close. Their haywire grenades made short work of them over the next few assault rounds. Double oops. Here's the picture. Note the extra craters on the hill where once the Leman Russ was (this piccy is from while the hawks were assaulting the dreads.)






















And here's a shot from the other side:


You can see in this one the War Walker that came in on the table edge close to my infantry on the Temple of Skulls. The interceptor squad and the platoon turned their psycannon and plasma to killing it. But whilst it was there it managed to do some serious damage to my mortar team which were then finished off by - if I remember correctly - some long range fire from some vehicles (it was the S6 fire that did it - mortar teams should, quite reasonably, have Eternal Warrior - it makes no sense that you can instant kill them!) My termies and strike squad finished off the rangers, and then tried to move back into the fray. They were a fair distance from anything, though, because of my dodgy deep strike placement. Mal's Dire Serprent had moved over to the forest with the conscripts, so the obvious choice was for me to support them and I made my move for it. If I remember correctly, the bladestorm his Avengers laid down on my conscripts was fairly ineffective.

In the centre of the table the Avatar was advancing on my Chimera and Rhino. Here I'd lost control of my senses. What I should've done: there were no objectives there; there were objectives elsewhere; I had no way of stopping the avatar; ergo I should've slammed into reverse and left. For some reason I didn't see it that way and stayed put, plowing fire into the avatar in a particularly ineffectual manner. He speared my Chimera, destroying it, and then charged my librarian and his acolytes. He rolled double 1.

Saved.

This is a photo shot from  a fair distance away, but this is what it looked like:



Next turn was fairly funny. My Libby managed to get the 'ignore cover save' power up on his boys, and they made it by a smidgen of an inch within 6" of the Falcon. Which we then blasted. And blew up. Deprived of his scoring tank, Mal was not amused. Obviously Mal then charged them with the avatar, which - this time - succeeded in making it. But my Crusader would last a fair while, and - whilst he'd pass over before the end of the game - the combat would keep going until the end of the game.

On the other parts of the board I was *still* smashing into the bunker, and getting nowhere. My dudes were spreading out across the temple of skulls ready to charge the objectives near the end of the game. On the other side of the table (in the bottom of the photos) I moved two strike squad members back onto the objective in Mal's deployment zone (they'd taken some long range fire) and hooked Shanks up to them to be a human shield. The Terminators charged down towards the Dire Avengers which were still hanging around the conscripts, harrying them.






















Near the end it started getting tricky. Eldrad and the warlocks charged up onto the Temple of Skulls. I spread my men around in an effort to force his Destructor template to be as ineffective as possible. I split the two units into a V shape so that, as you have to flame as many people as possible from the unit you're shooting, he'd annihilate one and only clip the other at best. That worked (I think the other unit got off scot free!)

The terminators made their way to the conscripts. Mal moved his Dire Serpent between the ruin and the other piece of terrain next to it, blocking my passage through so I had to go the long way around. You can see it in this photo in the bottom left:























Meanwhile his Dire Avengers were sat next to the objective, gunning away. My terminators *just* managed to see their way around so one could see them. They charged and, whilst one died on the way in, they managed to assault his dire avengers. Rules question: to assault you have to be able to see the unit; if a figure dies on the way in so the remaining units *can't* see the assaulted unit, does the assault still take place (if they're in range?) We ruled 'yes'. Here they all are in the bottom of the photo:























I butchered them and the one remaining figure did a runner.

His guardians legged it from the bunker in order to get onto one of the objectives. I sent my interceptors over using their movement power, and spread them out in a long line, 2" seperated, forming a wall that his guardians couldn't get through. You can see them in the middle-right of the photo (this photo is from Mal's turn, as you can see his Dire Serpent has moved to the right.)
























And that  Dire Serpent moved so that it could get onto the objective in his deployment zone, tank shocking my dudes away from the objective so they were no longer within 3". He also dropped the Hawks on the objective my conscripts were on, contesting it. The Warlocks were contesting the objective that the remaining platoons were on. So I had *no* objectives. Worse, Eldarad breaks off and - and this is tactical genius - Mal mind wars the interceptor squad. He gets to pick a minature of his choice, so mind wars the centre figure. He kills him, leaving a hole in my interceptor line. Now his guardians can get through! He runs them, but they fail to make it to the objective because the roll is so low.

My heart sinking, we roll the die for the game ends. It goes on!

My terminators and conscripts slaughter the Hawks, regaining that objective. Shanks and the strike squad shuffle around so they're on the other side of the Dire Serpent and next to the objective, shooting it and blowing it up (leaving a space you can see in the photo below - bottom left.) Sure, the warlocks wipe out the platoon, but my rhino, which has been driving away from the avatar for a few turns, deposits a strike squad which shoots his guardians to death and runs onto the objective. Now Mal has no scoring units, and - whilst he can probably contest the objectives in the triangle near the temple of skulls - I've definitely got the two objectives at the bottom of the photo.


Win for me!

I made a gross tactical error in this game: leaving the Chimera and the Rhino in the table centre to face off the avatar. And that double 1 Avatar charge basically made the game a lot easier (would I have won if the Falcon had survived? Maybe... I'd have to think about that.) And I wasn't entirely unlucky annihilating his Fire Dragons. And I need to deep strike my dudes into better positions so they're not left slogging it to the other side of the field once they've come in (a serious problem when playing Eldar as they can fly off every which way but loose!)

I think I need to drop the terminators. They're not doing it for this list. Swapping them for a 10 man strike squad means I'll (when combat squadded) have two more troop units, which adds to my ability to manoeuvre around the battlefield. But I have to be careful not to build an Eldar-only killing army (esp. as I could likely do a better job than the list I have if that was the aim!) but I think the loss of 2+/5++ isn't that much of a cost when you're getting twice as many lads in return. I'll just have to keep my eye out for any AP 3 weapons when combat starts... (And work harder at keeping my dreads alive!)

Sunday, 10 February 2013

Battle of the Long Road (1850 Eldar vs Grey Knights)

So, it’s been a fair while since my last blog post. Mal and I have only had one game of 6th edition since it came out – well, in Birmingham at any rate. So this game is a long time coming. Fortunately, with the foolish lad having moved to Birmingham there’ll be many more games ahead (ready yourselves for a series of battle reports as I try and really hone my anti-Eldar skills!)

The game was played with a few proxies (a broken war walker, totally the wrong figures for interceptors, a random grey knight for my inquisitor, howling banshees for some fire dragons) as we were perfecting our lists. So if you note that the photos look odd, that’ll be why.

ELDAR ARMY LIST

HQ
Eldrad
4 Warlocks, 4 * Destructor
Avatar

Troops
10 dire avengers, exarch, bladestorm, xtra catapult
Wave serpent, EML
10 Guardian defenders, Scatter laser
5 Rangers
6 Jet bikes, 2 shuriken cannons

Elites
10 Fire dragons, exarch, fire pike, crack shot
Wave Serpent, EML

Fast attack
5 swooping hawks, exarch, skyleap
Vyper, 2 Shuriken Cannons
Vyper, 2 Shuriken Cannons

Heavy Support
War Walker, 2 Shuriken Cannons
Falcon, Scatter Laser

GREY KNIGHT ARMY LIST

HQ (Grey Knight)
‘Krise, Lord of Thorpe’ Librarian w/ Dark Excommunication, Quicksilver, Sanctuary, Shrouding, Smite, Warp Rift.
‘Inquisitor Shanks’ Ordo Malleus Inquisitor w/ terminator armour, daemon hammer, psycannon and psychic powers (psychic communion.)
‘Three Dead Men Walking and a Git with a Shield’ 3 Acolytes w/ melta gun and 1 Crusader
Dedicated Transport: Chimera

Troops (Grey Knight)
‘Brother Hamley’s Parade Unit’ 5 terminators w/ psycannon and three hammers.
‘Adriar Leesh’s Squad’ 10 man strike squad w/ two psycannons
Dedicated Transport: Rhino

Fast Attack (Grey Knight)
‘Noel Krik’s Counterattack Force’ 5 Interceptors w/ psycannon

Heavy (Grey Knight)
‘Brother Mack’ Psydreadrifle: Dreadnought w/ psybolt ammunition and two autocannons.
‘Brother Sando’ Psydreadrifle: Dreadnought w/ psybolt ammunition and two autocannons.

HQ (Imperial Guard)
‘Commissar Hugo Lambert’ Lord Commissar w/ melta bombs

Troop (Imperial Guard)
‘Sous-lieutenant Lachance’s Squad’ Platoon Squad w/ mortar
‘Maréchal de Logis Avant’s Squad’ Infantry Squad w/ plasma gun and mortar
‘Maréchal de Logis Dupré’s Squad’ Infantry Squad w/ plasma gun and mortar
‘Brigadier Dautin’s Mortier Squad’ Heavy weapons squad
‘Hugo’s Highly and Finely Trained Men’ 34 Conscripts

Heavy (Imperial Guard)
‘Le Seul Revancher’ Leman Russ Battle Tank

THE GAME

Here's a shot of the battlefield:



We rolled up the Scouring, playing corner to corner.  I pile three objectives in a triangle near the Temple of Skulls, whilst Mal spreads them out on the other side. When I roll up the choice of sides, I take the Temple-side (unsurprisingly.)

Mal lays down the Brigade of Slim Cowards with jet bikes and vehicles at the back, and an Avatar with a bunch of Guardians just behind the Vernon (that’s the building on the hill.) I shunt my henchmen out of my chimera, and put them behind the rhino on the far side (they should count themselves lucky: yesterday , in a game I didn’t battle-rep, I made them walk across the battlefield); the chimera has room for the psycannon strike squad, librarian and inquisitor (as I rolled a bunch of cover save denying, lose your save powers, and intend to drive up and fire three psycannons out the hatch and blow up his vehicles.) I reserve the other 5 man strike squad and the terminators. Now, funny anecdote: it was only at Xmas, when rereading the Codex that I realised that the ‘Deep strike’ special rule applied to *both* the interceptor squad *and* the Strike Squad. I never knew. This is annoying given that I once foot slogged men to fight a Tau army and they died en route (they must’ve *hated* the general that day.) Anyhow, I intend to rectify this error and try out some Strike Squad deep striking action.

The Eldar bastards redeploy. Ironically, having just left the room saying ‘I always ignore your deployment anyhow because of your special redeployment powers’ I managed to pay too close attention to his guardians and avatar and, to an extent, set up accordingly. So I’m pissed off when his guardians shift back into reserve, leaving his avatar on his tod. I presume this is some sort of bait, although I’m not sure if I should take it… Next we turn to the hidden victory points (I need to get some counters to better represent this stuff.) I get two 3’s and a 2 in my half, whilst the objective next to the avatar – the closest, and most likely, point of contestation – gets a 4 (NB: It later transpired that I never even got *close* to this objective, and threatened every other one except this one. Ironic.) So that leaves the Eldar with just a 2 and 1 safely in their hands. I settle on giving up on them: I reckon when I hit reserves I can drop my troops mid-point, and take the 4, allowing them to back everyone up there as well. (As I read this in retrospect, I laugh.)

We shift to Mysterious Objectives. I’m just out of one with my conscripts (hope that doesn’t turn out to be sabotaged…), my mortar team (safely hidden behind sandbags) get the scatter field with the bonus to cover save (woo hoo!) and the two units with the Leman Russ on the temple of skulls get the chance to reroll their 1s. (Mal’s rangers get nothing from the objective in their crater.)


Here's a  shot of deployment, post redeployment:



ELDAR TURN ONE

Mal wins the toss and I fail to seize. The rangers and avatar stay where they are, whilst the jet bikes and tanks move round. They open fire on Brother Sando (the dreadnought.) The Falcon, guided, scores two pens and immediately destroys him (no save, you see. I didn’t see how I could get him in cover without threatening the chimera – later, Mal pointed out that hiding behind the Leman Russ might be the way forward, although I worry that this means it’s difficult to shoot with both autocannons.) The Viper near the Avatar opens up on the mortar team, but they don’t even need the scatter field as its shots bounce harmlessly off. Another tank shoots at Brother Mack, but bounces. The next launcher manages, however, to blow him up too… Here's a shot:






So, one sixth of my army is now dead.

The other viper, mashed in with the group, fires on the mortar team. But their cover saves stop the 3 instant death wounds. They’re not so lucky when the jet bikes instant death two bases with shuriken cannons  (the remaining base flees, but then rallies back onto the objective in my turn.) The jet bikes then shift into reverse in the assault phase and do the ‘French Elf’ manoeuvre, fleeing behind the ruins.

THE GOOD GUYS TURN ONE

Fuck me.
1/6th of the army dead.
Fuck.
Me.

The boys pile into their respective tanks, although my “psycannon’d HQ plus strike squad” number in the chimera are a smidgen out of range of his Falcon. As I want to save my wounds (which I’ll lose from perils inflicted by his runes of warding) I decide not to use my powers. We advance forwards slightly, and my conscripts unearth another scatter field at their objective. My Interceptors leap past the hill and blast the Avatar (3 wounds, 2 saved), whilst the mortars open up on the jet bikes (killing a base.) Everyone else opens up, but after a battery of melta gun fire, battle canon fire (totally missed!) and psycannon shots, I’d managed to kill but one more jet bike (and that was with the flipping rhino and its mounted storm bolter!) Useless. I do manage to get the bikes to flee into the open as they fail their morale, but – overall – as opening salvos go, this isn’t stellar. 

Here's a shot from into the movement phase:


ELDAR TURN TWO

The bikes make their regroup check, but at least they’re stuck, dangling, on the road. His War Walker makes the reserve roll, and the correct outflank roll, coming in on my arse end behind  Maréchal de Logis Dupré’s squad. The hawk  land and blast the conscripts. There’s a rules conflab about how to resolve the blast – do they get cover saves from the cover between where the Hawks now stand or does the bomb ‘come from above’ and they lose it. I think the correct interpretation is that they do, in fact, get the cover. Answers on a postcard… In any case, six of them die, but Commissar Lambert just cries for them to continue charging forwards! The Dire Serpent advances, as does the Fire Serpent, which deposits 10 Fire Dragons right next to my rhino. This is *not* going well. Having made no progress on destroying any of his vehicles, which means he has a fully armed and armoured fusion gunned Fire Dragon squad ready to plow through my Terminator unit, I get this sinking feeling in my stomach. As my interceptor squad watch the Hawks hurl back up into the sky, their line of sight returns to the sight of Eldarad’s Coward Mobile (a.k.a. the Falcon) swerve around from behind the Avatar ready to demolish them…







The Fire Dragons shoot the rhino, blowing it up and replacing it with a crater:


 It takes out two melta guns. The bikes fire at them, but as only one can see it does nothing. The Viper fires at the squad. My Crusader never survives in any game and, true to form, rolls a 1 on his first save, making sure he doesn’t survive in this one either. The rest of the fire finishes the squad off. Let’s see: the rangers fire at the conscripts (nothing); the Falcon on the Interceptors (focus fire, killing three of them); Viper fires on the remaining Interceptors (killing the Justicar); the lone interceptor then sucks an elder missile, wiping him out; War Walker on some of the guard takes out four; twin linked launcher from the Fire Dragon kills a single conscript. 


GOOD GUYS TURNS TWO

We are seriously screwed. 


The guard unit fail to rally. Gits. I manage to do some decent deep striking, though, as my reserves all come on in. Looking for cover for my strike squad, I drop them onto the ruin itself – I’m willing to risk those dangerous terrain tests (and, again, I point out that we *really* need to base the ruins so they’re proper area terrain.) They scatter, but fortunately scatter just behind the ruin, with a perfect LOS to the Fire Dragon squad, yet still receiving a cover save. AND no dangerous terrain tests. Go Grey Knights! The Termies do badly on the roll as well, ending up 11” off target, but – again – with a bead on the Dragons. The Chimera switches to ‘neutral’, and the humming sound of psycannons can be heard as we eye up the Dire Avengers’s transport. The Librarian tries for the chance to ignore cover saves, and blows a blood vessel instead for a wound. Risking it for a biscuit, and seeing that my Chimera isn’t meant long for this world without it, he psyches up a 4+ inv save for the tank. That he gets (I’m thinking my only chance at the moment is the fully functional psycannon squad at the beating heart of that tank managing to blow away most of his army.) Next I need a plan for the war walker. It’s AV 10, making my flash lights useless, so Lambert weighs that melta bomb in his hand, and orders the conscript squad back the way they came. I’m not confident that I’ll get them in this turn, so they should probably run, but it’ll also give me some objective claiming squads (which I’m likely to run short of come the end of the game) so abandoning my original plan – which was to run them up and shoot jet bikes and/or tarpit an Avatar – is just a sacrifice I’ll have to make. (And I’m not entirely sure what alternative there is: that War Walker might just run rampant around the back of the squads!)

Over to shooting. Mortars and combined storm bolter fire from the Strike Squad kill the Fire Dragons, except the Exarch. The psycannons fire their bullets, and manage to do an excellent round of hitting, but not damaging, and does a mere 2 glances to the Dire Serprent, which leaves it fully functional. The Chimera itself shoots away two jet bikes, but they’re in 12” of the Avatar so no morale roll there… The Conscripts run (a mere 2”). The Leman Russ shoots at the Bikes, but deviates and, again, does nothing. The terminators, who I’ve left until last, eye up their choices. We’ve got a ranger squad, fearless from the Avatar in a crater (not them, then), only two of my termies can see the Avatar (not that then), we can only see *one* jet bike (that’s them out) and the Fire Serpent is AV 12. Oh look: there’s the lone Exarch of the Fire Dragons. DIE DIE DIE DIE! (More wounds than were needed were spent on massacring him; he deserves it given what he’s probably done to terminators across the galaxy.)

Here are two shots from the opposing sides of the table:


And:




ELDAR TURN THREE

The Guardians make their  reserve roll and wander in on the edge. The Hawks come down and kill a conscript. Value for money those Hawks. Eldarad’s Coward Mobile shoots over to my side of the table, to – presumably – act as cover for the Dire Serpent that sweeps behind it, and then deposits the Avengers facing my Strike Squad. (Who are now *really* wishing they teleported onto the ruin as planned – I reckon that bladestorm will wipe them out.) The Jet Bikes scuzzy off.

The Rangers fire at my terminators. But, whilst 2 AP 1hit, only one wounds. The Dire Avengers bladestorm the strike squad. They manage to kill three, but that’ll generate a morale check… The Dire Serpent manages to kill the Justicar with focus fire, followed up by the Viper that finishes them off.

The Avatar continues his advance on the Termies, whilst the Viper and War Walker lay down the pain on the conscripts for seven in total, and a scatter laser from the Guardians makes ten. Blimey. Will they manage to deliver the melta bomb on the war walker? Let’s see…

The Fire Serpent finishes off the phase with a glancing hit on the chimera that is shrugged off with a 4++. 



GOOD GUYS TURN THREE

My valiant Librarian decides to go for it. He throws up the Divination power that lets him and the squad he’s with ignore cover saves. Then, thinking we could really do with the invulnerable save, I have him try and stick another 4++ on the chimera. Seconds later, Inquisitor Shanks is worrying about the smell of fried brain stinking up the joint as the Librarian falls to bottom of the tank dead as a dodo… [There was a discussion at this stage about whether the rules meant that we now lost the use of the Librarian power – answers on a postcard. As a kindness, it was decided I could press ahead with the power in effect.]

Whilst the fleeing imperial guard infantry rally, my conscripts continue their slog to the War Walker, and I figure my Guard – who are ensconced in the Temple of Skulls – might as well give up firing mortar and leg it to the objectives lest a few bad difficult terrain rolls leave me wanting for half an inch come turn five. (The terminators, of course, move on the Avatar.)

In the shooting phase my Leman Russ turns on the Dire Avengers. The Battle Cannon strikes home, killing a whole five Avengers and clipping the back of the tank, turning it into a wreck. But, whilst not terrible, it hadn’t been a great success for the Leman Russ… The Chimera doesn’t manage to pick up the slack: the psycannons manage two hull points on the Coward mobile, leaving it quite functional. It’s around this point I stick two and two together and realise that his warlocks are going to come into the back ranks and lay down multiple templates on my guard, massacring them. Decided I need to try, desperately, to finish them off I fire the Chimera’s multi-laser at it. No effect.

Meanwhile, at the back, the rallied dudes turn their attention on the War Walker, firing a plasma gun at it for a point of damage (maybe I should’ve let the plasma do the talking rather than sending in Lambert with the melta bomb… ah well.) The conscripts charge, taking a man in damage, but miss with the melta bombs. Poor show Lambert! The rest of the Guard are busy using their run rolls to spread into the most template resistant formation I can stick them in.

Over to the terminators on the north side (well, we’re rewinding in time a little, given I just described the assault phase, but you see where I’m going!) The Terminators charge the Avatar who calls out my Justicar. He, sensibly, hides. They whack on in for a wound, but the damn Giant Smurf saves! Ramming a lava spear through the hide of one of the terminators, I lose a figure. We lose the morale check, and then get caught up in the subsequent sweeping advance. Yet they hear the Emperor’s words: ‘AND THEY SHALL KNOW NO FEAR!’ Locked again in combat, I fear that the remaining three lads won’t fare quite as well next round when the psyk-out grenades aren’t pushing the Giant Smurf to initiative 1…

Here's the back of the table, where my conscripts are caught in cmobat with the war walker:



ELDAR TURN FOUR

Eldarad fortunes himself and the Coward Mobile. The Hawks come down and template some Guard over in the Temple of Skulls, taking out a handful of figures. Everything starts coming for me: the jet bikes do a huge movement to the objective in the far corner; Vipers moving forward; the tanks advance ominously; the warlocks get out…

Whilst the Rangers ineffectually shoot the Chimera’s side, the inevitable happens and the Warlocks let rip with Destructor. They kill everyone they can see, although this doesn’t actually mean *everyone*. One man, the sargent, and the mortar team he’s with a impossible to see atop the hill, so they survive.  The nearby Viper takes offence, though, and shoots the Leman Russ up the backside, blowing it up and wiping out the unseen mortar team, leaving the sargent , Avant, on his tod (the blast even manages to take out a Fortuned Warlock!) Avant makes his morale check to the nose. Another unit of guard don’t fair so well as a scatter laser does them for three and then the viper totals them; the hawks do likewise, finishing off another load. Eldarad then does something funny: he mind wars the sole, remaining mortar team. That does a wound. But, heh, there’s a missle launcher on the tank left so it fires at them, but its scatter fielded cover save protects!
In the assault phase, the avatar does in another Terminator. I come back, landing only one hit and failing to wound with a ‘1’. Meanwhile, Lambert *again* fails to melta-bomb the War Walker and *again* the walker does the conscripts for a man. Then it’s over to my dwindling forces.

GOOD GUYS TURN FOUR

What do I do? Tanks can’t contest, and Vipers are worth points. Working on the assumption that it’ll all end on Turn Five, I settle on a Chimera taking one Viper and the psycannons taking out another. The remaining choice (everyone else being dead, or in an assault) is what to do with my one, lone, serj: Maréchal de Logis Avant. Avant hunkers on down next to one of the skulls. Maybe, just maybe, if both Vipers die then Eldarad’s Falcon will wheel around and, when it shoots him, the cover save will keep him safe. At least, that was my thinking. Here he is, hiding on the left, the falcon just over the Temple crest:


The result? The Chimera manages to do only a single point to the Viper, although the other is annihilated in a rain of psycannon fire. Not exactly the success story I was hoping for. Another downside: Lambert gets around to melta bombing the war walker to death. Great. I needed it to do that next turn or last turn, not this turn… I manage to consolidate them so a single man stands on the tip of the crater.


And the terminators? Dead. Totally dead. Wiped out to a man.

Useless.

ELDAR TURN FIVE

The Sweeping Hawks come on in on the conscripts, ready to – presumably – assault them. The jet bikes do a super zoom all the way over to the Temple of Skulls to contest the objective over there. Everything else just edges closer and closer to my men.

The few remaining Avengers clear away the remaining mortar team, whilst the tanks smash missile after missile into the back of my Chimera, wrecking it. Amidst the smoke and the heat, my Inquisitor and the Strike Squad – leaving behind the body of Krise, Lord of Thorpe, Holy Librarian of the Emperor – disembark out the back into the incoming Destructors of the Warlocks. Again, my luck fails and while I needed only one man to maybe survive and leg it to the objective protected merely by a Viper, he annihilates the squad. Shanks – the Inquisitor – survives, untouched.

Speaking of that Viper he fires at Avant, who is now schooched on down in the Temple of Skulls. He gets wounded by two, but makes the saves to survive. The Hawks, though, focus fire, catching Lambert in the open (so putting some dudes in cover and others not was distinctly a disadvantage here!) and the conscripts end up fleeing.




THE LOSERS TURN FIVE

Unsurprisingly the conscripts don’t snake eyes their morale roll, and keep running. Avant hunkers further down the Temple of Skulls so he can control the objective.  My plan is to kill the Hawks and the Viper – if I can do that, I’ve still almost certainly lost but not as bad as one might think. Shanks maledicts the Viper and he fires his psycannon. Alas, of the three hits NONE penetrate. The Viper survives again! The conscripts fire at the Hawks, but with no wounds. Avant fires as well, but whilst he wounds they save.

Not what I needed.


ELDAR TURN SIX

Night fighting kicks in (we forgot about it during turn five…)

 ‘Just get on with it’, I say, as a victim might say to his inevitable murderer. The remaining Viper incinerates Avant, who cannot hold his luck out any longer, whilst the Falcon instant kills Shanks.

That leaves a single unit: the conscripts. The Hawks laser three of them down. The Jet Bikes, hovering near the objective, shoot as well, but each of the three hits fail to wound the remaining solider. Clutching his arm, but still alive, he grits his teeth and goes on! Then the Guardians, at quite a long range, let rip with the scatter laser. Three wounds. But, with night fighting in place, he manages his cover saves. That’s right. So there he is. Everyone else is dead. There’s no way he can get to an objective. Hell, the man isn’t even trying to stay on the battlefield. He’s fleeing from it as fast as possible. He’s the lowest, cheapest miniature in the list – and, ever so almost the worst and cheapest model in the game. And he’s surviving. He means to LIVE.

So Eldrad steps out and Mind Wars him. That’s right. Eldrad – the ten thousand year (and more!) old leader of the Eldar race has to bring his psychic powers to bear on the poor shit. He didn’t survive – hell, I’ve seen a Carnifex bite it from Mind War. But he at least knows this: TO DIE, ELDRAD HAD TO PERSONALLY MIND WAR HIM TO DEATH! I’d honour him in some way, but I don’t honour dead men.

Here are the photos of my humiliation:








RESULT

Eldar victory from tabling. For the record he also got all minor objectives, and had a bunch of other objectives. Poor show lads, poor show…