Work is slow and I had time to write this up.
My list (an experimental variation of the previous game):
Company Command Squad + Banner + Astropath
Marbo
Platoon Command Squad + Al Rahem
2x Infantry Squad + Meltagun + Power Weapon
Commissar + Power Weapon
Special Weapons Team + 3x Grenade Launchers
SWT + 3x Flamers
PCS + 2x Flamer
2x Infantry Squad + Grenade Launcher/Flamer
Commissar + Power Weapon
Lacannon team
Autocannon team
Missile launcher team
Veterans + 3x Plasmagun
2x Leman Russ Battle Tank + Hull Heavy Flamer + Multi Melta sponsons(yeah yeah I know, ok?)
His list:
Avatar
2x 10 Dire avangers in Wave Serpent w/ Brightlance
2x Wraithlord w/ Brightlance +
EML
6 Warpspiders + Exarch w/ Deathspinner
6 Striking Skorpions w/ Exarch + Power claw + outflank
3x Warwalkers w/ twin Scatter Laser
Mission: Annihilation
Deployment: Spearhead
I win the roll for turn and deployment.
Deployment:
Kill points means castle up unfortunately. I hate this mission, so boring. Sure, you can spice it up with tactics and whatnot, but still sucks when compared to C&C or
SG. Aaanyway.
Time to check if my opponent is an optimist. First of all, I give him first turn in order to see his deployment and to give some boost to morale (Also known as the "No Alpha Strike!!!! YAY!" feeling).
He deploys everything except the Scorpions and Warp Spiders, grabbing for cover.
Second, I deploy as a standard castle and try really hard to feign attempting to screen my heavy weapons and big 20 man squad with the 5 guys from the platoon
HQ (that is, to screen them from incoming scorpions). I make damn sure though that he'd be able to multiassault the 20 man team and the platoon
HQ if he arrives before my Al Rahem. If they do not, well, they will get assaulted by my outflankers anyways. The point is to secure the 50% chance that my outflankers end up assaulting in my half of the table. Tanks stay in reserve since there really are no targets for them yet.
Turn 1(sorry for no proper picture)
Eldar:
He moves forward, very carefully to keep having cover from my HWTeams.
IG:
I make some feeble movements with big team and so on, shooting some heavy weapons to no real effect. Two warwalkers are stunned.
Turn 2
Eldar:
All his reserves arrive
I carelessly forgot about the warp spiders, but fortunately they scatter in a way that will give me cover from their shooting. Scorpions outflank and get where he wanted them to be. His stuff rumbles forward and the wave serpents unload for some reason (?). In shooting, the spiders kill a little and he desperately tries to kill off the platoon
HQ to let him assault the heavy weapons. The 3+ cover save (or 2+, not sure if I gave them "Incoming!") saves the day.
He then proceeds to multiassault the 20 man squad and the remnants of hte platoon
HQ.
IG:
Al Rahem arrives and guess where:
The two SWTeams move in the in the ruin in the top left corner and take pot shots with the triple grenade launchers stunning one war walker. Marbo and my tanks arrive too:
The tanks set up as planned. I did not expect such target rich environment though. The heavy flamer of War Pig (show camo) kills all dire avengers. The battlecannon and multimelta on Carnivore (industrial camo + dust) explode the wave serpent. My heavy weapons kill a few spiders and put a wound on the Avatar.
Marbo appears next to the other dire avengers and kills all but one with his demo charge.
My outflankers assault! All the power weapon attacks and all the regular attacks reduce the squad to two guys. Nice!
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Turn 3:
Eldar:
The lone avenger embarks on the wave serpent and runs away. Yellow wraithlord moves to hose marbo for good (I misjudged the distance when placing him) . Avatar and other wraithlord rumble forward. The spiders jump to assault my Company command squad and heavy weapons and opt not to shoot.
Brightlances destroy War pig. Wraithlord kills Marbo. Some scatter lasers obliterate the grenade launcher guys, but the flamer SWT stays put, hidden and claiming the table quarter.
In the assault phase, I butcher the scorpions. His warp spiders assault the autocannon team (6 wounds) and command squad (7 wounds) and predictably fail to break any of the two (we have a tie). Furthermore, because of the huge bases on the autocannons, when they move the closest 6" they leave a huge gap of non-difficult terrain for my power weapon armed troops to exploit.Unexpected.
IG:
Outflaners move to kill the spiders. Plasma veterans arrive to support my last russ.
In shooting, the russ wrecks the wave serpent with a multimelta and battle cannon. The vets finish off the hapless avenger.
My heavy weapons kill two of the war walkers. In assault, I finish the warp spiders.
Turn 4
Eldar:
Wraith lords and avatar move to claim my leman russ but it survives for one more turn, but is immobilized and stunned.
IG:
I run forward with everything that has short range to get the Avatar's head!
Last war walker is blown up. Vets take the avatar to one wound.
Last war walker is blown up. Vets take the avatar to one wound.
Turn 5:
Eldar:
Yeah, he blows up my tank and kills my veterans.
IG: In return, I kill the avatar with lascannons.
Game ends!
He has killed: 2 Leman Russes, veterans, Platoon
HQ and a
SW Team for 5 kill points.
I killed Avatar, Wraith Lord, two Dire Avengers, Two Wave Serpents, Scorpions, Warp Spiders and War Walker squadron for 9 kill points. He has just one wraith lord on the table.
I hold the secondary objectives, but since I didn't table him no major victory.
Imperial Guard wins!
Thoughts:
WHY did he disembark the avengers?! This has been bugging me ever since. He said it was a mistake, but I think it was an intricate plan that I somehow thwarted. But what about next time? Hmmmmm....
Game was ok, more interesting than the average annihilation. We played a second game after that, seize ground, which was FAR more fun (I won it with Minor Victory, but I was dying during turn 2-3). People keep going for my baits which is nice for me in the short term, but in the long term I lack the ability to plan for when they don't, or when they feign biting in the bait.
Most Kickass Unit: The Carnivore Leman Russ. This guy was a beast, killing both wave serpents, even putting some wounds on the
MCs.
Honorifica Imperialis: My Platoon
HQ who took tons of fire, only to be charged by deadly aspect warriors.
Tonight is game 3. I will use a slightly modified list:
Company Command Squad + banner + Astropath (my must have
HQ)
P. Psyker (not very efficient, just fun)
Marbo (awesome tactical distraction so far, and if he survives his initial charge ,things only get worse for the enemy - dealing wit ha 3: cover save guy sniping your remnant squads is nasty)
Platoon Command Squad + Al Rahem (delivering warm guardsmen to your door)
2x Infantry Squad + Meltagun +
PW
Commissar +
PW + Meltabomb
SWT + 3x Melta
Platoon Command Squad, 2x Flamer
2xInfantry Squad + Grenade Launcher
Commissar +
PW + Meltabomb
Lascannon Team
Autocannon Team
Missile Launcher Team
Veterans + 3x Plasmaguns
2x Leman Russ battle tanks + Hull Lascannon (because I haven't tried that yet)