Eldar raids continue on the Moons of Brockelai, but the Eldar have sent a real infiltrating force in this time! Continuing from our last couple of Raid games, we decided to try this again, but with an Eldar force picked for the mission - bikes and vehicles would set off the alarm, so we have a fast moving foot Eldar force.
Panic's Eldar - 1000pts
* Farseer (Doom)
* 5 Wraithguard with Spirit Seer
* 6 Howling Banshees including Exarch
* 6 Striking Scorpions including Exarch
* 9 Warp Spiders including Exarch
* 5 Pathfinders
* 5 Pathfinders
ArbitorIan's White Scars - 1000pts
* Librarian (Vortex, Gate)
* Tactical Squad (Missile Launcher, PlasmaGun, Powerfist)
* 5 Scouts (Snipers)
* 6 Bikes (Power Weapon, Plasmagun) including Attack Bike (Hvy Bolter)
* Predator (Autocannon, Lascannon Sponsons)
* Predator (Autocannon, Hvy Bolter Sponsons)
* Whirlwind
We played the Sabotage mission, with Eldar attacking. White Scars deploy their troops and
HQ on the central objective, with sentries lining each board edge, and Eldar deploy their Pathfinders in the forests. The Eldar must spend a turn, uninterrputed, in contact with the vent in the centre, to win the game.
First turn goes to the Eldar, who immediately down two of the White Scars sentries with sniper fire. The bodies are left in case the other sentry can find them. However, Eldar win the roll for the other sentry move and he moves further away! The rest of the Eldar enter the board on foot.
In the second Eldar turn the Warp Spiders arrive, but scatter far enough that they won't be seen by a sentry. However, the Pathfinders fail to take out the remaining sentry on their side of the board and he raises the alarm! Sentries are removed and the White Scars activated!
The White Scars then spend their turn firing everything at the Warp Spiders, reducing them to three models as the rest of the Eldar get closer.
Oh, and lastly in the second turn, because we forgot earlier, one of the Predators shows up and races 18" down the road...
In the third Eldar turn the Spiders jump forward and kill the Librarian, before jumping back out of rapid fire range.
The rest of the Eldar group advances, but the White Scars concentrate fire on the Scorpions and Banshees. Both have to take panic tests and BOTH fail on double sixes! The Eldar advance is stalled for a turn.
In the fourth turn, the Farseer and Wraithguard shoot and charge the combat squad in the ruins, killing all of them. White Scar return fire takes down all of the Warp Spiders except the exarch, and their reserves start to arrive from the other board edge.
In the fifth Eldar turn, the Farseer and Scorpions assault the objective, while the Exarch kills some Scouts. He rolls low for his charge through cover, though. The Wraithguard move out to form a roadblock and meet the reinforcements.
However, massed White Scar reinforcement fire kill all the Wraithguard squad, and the Scouts even manage to kill the Warp Spider exarch in close combat.
Finally, as the Farseer is killed by an Autocannon shot, the last combat squad charge down from the building. They distract the Scorpions for a turn, but fare badly, and lose the combat.
It's now the sixth turn, and the Eldar plan revolves around getting a seventh turn, enough time for the remaining Howling Banshees to destroy the objective. Even the pathfinders start moving in, hoping they can reach it in time.
However, with all the White Scars reinforcements on the board, the Eldar suffere heavy casualties in the sixth Marine turn, including the rest of the Banshees. With no turns left, the White Scars successfully defend the objective and win!