INTRODUCTION
This was a while ago and may not be entirely accurate, but the results are. Comments and questions welcome. Enjoy!
DA DARK ANGELZ (ORKS)
[
HQ] Big Mek, Kustom Force Field, Burna (105pts)
[
EL] 9 Kommandoz including 2 Burnas plus Snikrot (205pts)
[TR] 11 Shoota boyz (Big Mek attached) including Big Shoota and Nob with Slugga, Powerklaw and Boss Pole in a Trukk with Big Shoota, Boarding Plank, Reinforced Ram and Red Paint Job (161pts)
[TR] 12 Shoota boyz including Big Shoota and Nob with Slugga, Powerklaw and Boss Pole in a Trukk with Big Shoota, Reinforced Ram and Red Paint Job (162pts)
[
FA] 2 Deffkoptas with twin linked rocket launchas and one with a Buzzsaw (115pts)
TOTAL: 748pts
ELDAR
[
HQ] Farseer with Spirit Stones, Guide, Doom, Fortune and Singing Spear.
[
EL] 10 Striking Scorpians with Exarch
[TR] 10 Dire Avengers
[TR] 10 Guardians with
EML and Warlock with Embolden
[TR] 10 Guardians with
EML and Warlock with Embolden
MISSION & DEPLOYMENT: Annilation, Dawn of War
PRELUDE
Eldar take 1st turn.
Farseer plus Dire Avengers set up in forest top centre. Guardian squad set up in forest top right. Striking Scorpions in reserve (outflanking).
Big Mek, Trukk boyz and Trukk set up 18" away from Dire Avengers, to left to put as much distance between them and Guardian
EML as possible (mistake 1). Deffkoptas in reserve (outflanking). Snikrot and Kommandos in reserve (ambushing).
Orks fail to seize the initiative.
TURN 1
Farseer and Dire Avengers move right. Guardians move up through forest. Second Guardians move on between the two forests. All run in direction of move - effectively taking Dire Avengers out of Trukk boyz charge range.
Big Mek plus Trukk boyz, having been outmanoeuvred, scoot flat out 19" towards the centre, in front of the second Trukk of boyz moving on from the table edge.
ORKS: 0
KP, ELDAR: 0
KP
TURN 2
Striking Scorpions outflank on the right, moving and running towards the action. Farseer and Dire Avengers and both Guardian squads move up. One of the
EMLs pops the Big Mek's Trukk. Hail of fire from the Dire Avengers cuts da boyz down, even in cover. The Nob attempts to restore disciplin, but only manages to bring the mob size below 50%, ensuring they will never rally.
Big Mek and boyz fall back further. Remaining Trukk moves forward and drops it's Trukk boyz next to the Farseer and Dire Avengers, in front of the Guardians in the top right forest. In an attempt to increase the combat results and tie up the Guardians, the Orks call their Waaagh. Trukk and fleeing big shoota fail to hit anything (typical). Trukk boyz run a little (2") closer to the Guardians, before multi assaulting the Dire Avengers and Guardians - well aware of the encroaching Scorpions... Orks win combat, but Guardians and Dire Avengers hold. Unfortunately, Nob was unable to get in base to base with Farseer...
ORKS: 0
KP, ELDAR: 3
KP
TURN 3
Striking Scorpions move towards combat in the centre and assault. Unengaged Guardians move further away from board edge and fail to take out the Trukk. Striking Scorpions wipe out da boyz before they even strike.
The lone Trukk driver decides to open the throttle and attempts to tank shock both the Striking Scorpions and the Dire Avengers. After gleefully running down the Striking Scorpion Exarch, the Farseer's singing spear stuns him into submission.
ORKS: 0
KP, ELDAR: 4
KP
TURN 4
The Farseer and Dire Avengers move south towards the centre. The Guardians in the centre also move further south, while those in the forest are spread throughout it's southmost region. The Striking Scorpions head north. Shooting sees the Trukk survive (at some point it lost it's big shoota, it was probably stunned and/or immobilised)
Deffkoptas choose to appear from the right. They move behind the top right forest, the Guardians in the forest in their sights. The Deffkoptas manage to kill a Guardian before assaulting into the forest. Unfortunately, distracted by missing the trees on the way in, the combat was drawn.
ORKS: 0
KP, ELDAR: 4
KP
TURN 5
The Farseer splits from the Dire Avengers to take a shot at the Trukk. The Striking Scorpions head north towards the Deffkoptas. The Farseer wrecks the Trukk. The Striking Scorpions assault the Deffkoptas, but have difficulty landing a telling blow on the hovering contraptions (in a miracle of Orky ingenuity, I made 6 of 8 4+ saves - the two unsaved on the Buzzsaw wielding Deffkopta, who had already suffered a wound) and the combat was drawn with the death of another Guardian. The remaining Deffkopta made use of his Hit and Run taktiks to leave the combat and fly to the other side of the forest - eying off the Farseer (incorrectly I might add - I rolled Leadership rather than Initiave, and made a normal move rather than
3d6...)
Finally Snikrot and his Kommandos decided to make an appearance and came on from the north board edge directly in front of the Striking Scorpions while the lone Deffkopta made sure he had the Farseer in his sights. The Deffkopta failed to kill the Farseer and so desperately launched an assault. The Kommandos made the Striking Scorpions do the burny dance, killing 4 as well as clipping a Guardian in the forest before launching their assault, finishing them off and consolidating into the forest behind the Guardians they did not quite have range to multi assault. The Deffkopta managed a wound on the Farseer, but couldn't convince him to flee.
ORKS: 1
KP, ELDAR: 5
KP
TURN 6
Not much movement that I recall. Two Guardian squad
EMLs and the Dire Avengers pummelled the remaining Kommandos, who, even in cover, were wittled down to only two - no Burnas or Snikrot among them. The Farseer and Deffkopta exchanged wounds, drawing the combat, and this time the Deffkopta was unable to Hit and Run.
The two Kommandos eyed off the two Guardians left in the forest and assaulted them - however the Guardians got the better of them, killing them both before the could land their attacks. The Farseer finally swatted the last Deffkopta.
ORKS: 1
KP, ELDAR: 7
KP
ORKS ANNIHILATED!
ELDAR VICTORY
AFTERMATH
Although not noted, the Eldar were constantly giving themselves armour re-rolls and Dooming my poor Orks.
Some lessons I thought I learnt from this:
I love going second in Dawn of War - the ability to set up Trukk Boyz with a 21"-22" charge range within 18" of the enemy almost guarantees a Turn 1 assault - *except* when they move away! I should have setup 18" directly opposite and risked spotting distance to the EMLs. Admittantly, this does seem to work out as a suicide unit though - which may or may not be worth it depending on what you are assaulting. Also have to consider whether having my HQ with a suicide squad is such a good idea...HQs are annoying and should be terminated with extreme prejudice. Regarding the above point, my thinking at the moment is that if their HQ is there, it is worth it - especially if you can give him some Powerklaw love. (However, the Eldar player was also working to deny me this.) Regardless, taking out the Farseer early (or at all!) would have removed Psychic powers from the game and made some of the shooting/assaults less one sided...Having effectively half your army in Reserve is asking for problems when they turn up late. The Eldar were effectively able to take me apart piecemeal. Of course, had the Kommandos shown up turn 2, I think they would have easily run through the two Guardian squads or dealt with the Striking Scorpions before they became an issue, but it was not to be.