Hello Dakka,
This is my first battle report so please forgive any mistakes. We are hoping this will be the first in a series of reports for an Arbites (
WH) vs. Eldar campaign. In the campaign we have a stereotypical plot; the Eldar will be trying to retake a planet with some kind of ancient webway portal/lost technology/genie in the magic lamp, whatever it is. Anyhow the planet used to belong to the Eldar, it no longer does and they want it back. No good pointy eared freaks. Little do the Eldar realize that this planet now houses a major training school, supply depot, Court of High Appeals, and prisoner transport station for the Adeptus Arbites. The entire planet is under their control, from the major cites to the out most agricultural centers. For matters of pride there is no planetary defense force, the Arbites are the only military presence on the planet. Due to this fact there is little likelihood that the Arbites will be calling for the assistance of any other Imperial forces, other than those of the Ordo Heraticus, who they always work closely with.
If we finish the campaign we will play a series of games, the most wins out of 7 for an overall winner. In game #1 an advanced Eldar strike force has landed and will be trying to disrupt power relay stations that control the energy shields around the major cities and starport. Once the relay stations are disrupted the Eldar army can launch large scale assaults on Arbite strongholds without the protection of the energy fields. The power station is a small complex that houses 4 main relay stations that transfer power to different facilities throughout the planet. For the purpose of this game we decided that any unit on foot could control an objective. The only exceptions are beasts, jump infantry, mounted units, and Arco-Flagellants, due to their special rule. Whoever controls the most relay stations at the end of the game will win the game, and it may have an effect on future games…
Relay station
Now for the armies, this game will 2500 points a side:
The Arbite defenders:
HQ
195 Ordo Heraticus Inquisitor (Chief Justice), psychic hood, master crafted power stake, rosaius, inquisitorial mandate, hexagramatic wards, bionics, inferno pistol
125 Retinue, sage, familiar, peitent, 3x crusader, 3x acolyte w/carapace armour & shotgun
055 Inquisitorial Chimera, hull heavy bolter, turret heavy bolter
070 Priest w/laspistol, carapace armour, eviserator
075 Priest w/carapace armour, master crafted plasma gun
Elites
110 Ordo Heraticus Inquisitor(Justice), master crafted plasma pistol, power weapon, rosaries
083 Retiune, sage, penitent, familiar, 3x warrior w/plasma gun
055 Inquisitorial Chimera, hull heavy bolter, turret heavy bolter
210 Arco-Flagellants (6) (Cyber Mastiffs)
210 Arco-Flagellants (6) (Cyber Mastiffs)
Troops
140 Inquisitorial Storm Troopers (ARbites Patrol Team) #1 (10) w/shot guns, veteran, power weapon, 2x grenade launcher
055 Inquisitorial Chimera, hull heavy bolter, turret multi-laser
140 Inquisitorial Storm Troopers (ARbites Patrol Team) #2 (10) w/shot guns, veteran, power weapon, 2x grenade launcher
055 Inquisitorial Chimera, hull heavy bolter, turret multi-laser
140 Inquisitorial Storm Troopers (ARbites Patrol Team) #3 (10) w/shot guns, veteran, power weapon, 2x grenade launcher
055 Inquisitorial Chimera, hull heavy bolter, turret multi-laser
140 Inquisitorial Storm Troopers (ARbites Patrol Team) #4 (10) w/shot guns, veteran, power weapon, 2x grenade launcher
055 Inquisitorial Chimera, hull heavy bolter, turret multi-laser
Heavy
135 Exorcist
135 Exorcist
214 Retributor Squad (Suppression Team) (10) veteran superior, imagifer, 4x heavy bolter
035 Rhino
Total
2497
In case anyone was wondering we allow forge world rules, in the Imperial Armour 2 update inquisitorial chimeras are 55 points and inquisitorial/SOB rhinos are 35. Not that readers really care but for campaign purposes this force represents two unites assigned to the power station and relief force from the closest city, under the command of a Chief Justice.
Eldar Strike Force:
HQ
155 Prince Yriel
105 Farseer, runes of witnessing, Eldrich Storm, Guide
Elites
132 Stiking Scorpions (5) w/exarch, scorpions claw, shadow strike, stalker
125 Wave Serpent, twin-linked scatter laser, shuriken cannon
138 Stiking Scorpions (6) w/exarch, bitting blade, shadow strike, stalker
125 Wave Serpent, twin-linked scatter laser, shuriken cannon
107 Howling Banshees (5) w/exarch, executioner, acrobatic
145 Wave Serpent, twin-linked bright lance, shuriken cannon
Troops
147 Dire Avengers (10) w/exarch, shimmer shield and power weapon
147 Dire Avengers (10) w/exarch, shimmer shield and power weapon
147 Dire Avengers (10) w/exarch, shimmer shield and power weapon
240 Pathfinders (10)
120 Pathfinders (5)
120 Pathfinders (5)
Fast
120 Vyper Squad (2) w/ 2x shuriken cannons
060 Vyper Squad (1) w/ 2x shuriken cannons
Heavy
207 Dark Reapers (5) w/exarch, fast shot
160 Fire Prism, spirit stones, hollow field
Total
2500
Or so we thought, the no good pointy eared freak added his list wrong and also had a squad of 3 War Walkers each with 2 scatter lasers, so he really had 2680

Oh well.
For anyone who notices we are proxying an old forge world Tempest Model for the Fire Prism.
On with the show. Most of the power station complex was destroyed but the initial Eldar attack. The Arbites have focused their defense around the main building of the complex. The relay stations are noted in the red circles. On the far right of Arbite line one squad deployes in tier Chimera next to an empty Rhino. They shield the exorcist while a unit of Arco-Flagellants hugs the cover of the building. In the big building one unit of Arbites mans the second floor and the Retributor squad holds the roof and one objective. In the center the Inquisitor holds the dugout with his retinue, behind him is his chimera and an exorcist for support. On the left flank a mechanized group holds the end. In front is one arbiter mount in its chimera and another empty. Behind them is the Inquisitor Lord, and another Arbite squad. At the far left of the like hiding in the building is second squad of Flagellants.
For the Eldar the left flank is held by one squad of Dire Avengers and Pathfinders in the building. Supporting them is a squad of (FREE) squad of War Walkers. Then ruins are held by Pathfinders and Dark Reapers. The Dark Reapers are honored by the presense of the their Farseer. Behind them the Banshees wait to strike from their Wave Serpent. In the center the large unit of Pathfinders hold the building that also conceals the Fire Prism. To their right Prince Yirel joins a unit of Dire Avengers and prepares to advance on the Arbite line. To the far right the 3rd unit of Dire Avengers man a ruin backed up by a Vyper squad. So that is the layout
Arbites win the toss for first turn, on with the game.
The mech units of the Arbites move up. The empty Rhino charges through difficult terrain to conceal the loaded Chimera. The Exorcist on the Arbites right moves over to have better cover next to the building. Each of the Flagellant units run to gain more ground.
The Shooting starts with the Exorcist opening up on the War Walkers, scoring two penetrating hits. One is destroyed and the other is imobilised, which I never knew until now is also a destroyed on a vehicle unit. So two down one to go.
On that same flank the rhino, chimera and mounted arbites open up on the Dire Avengers, killing 6. Ouch, but they pass their moral check. Inside the big building the arbiter squad fires grenade launchers at the last war walker, but the bounce off of its armour. The Retributors fire at the Dark Reapers, killing 4 with bolters and heavy bolters.
In the center the Inquisitors Chimera shoots at the large group of pathfinders to no avail. The Exorcist scores a pen on the Wave Serpent, but drat it is saved by a lucky hulled down roll. A Chimera sores a some hits on the Dark Reaper Exarch and he fails his save. You can almost hear the Farseer singing “all by myself” as his line is crumbling around him.
Combined fire from Chimeras and grenades from an Arbite squad claim 3 Dire Avengers in the center and scores a wound on Prince Yirel. Take that named character hahahahaha. The last chimera along with its squad on the Arbites far left opens up and takes down one Vyper, plus destroying a shuriken cannon on the other. In all a devastating turn for the elder.
Eldar turn one
The Farseer decides to hoof it towards the Fire Prism. The lone War Walker moves up for better a better shot at the advancing Arbites. The fire prism moves up for a better shot at the chimera wall. The Banshees in their Wave Serpent move up to take aim at the Exorcist on the Arbites right. They Vypers on both flanks move out for better shots. The Dire Avengers on the Eldar left fire at the flagellants, but their shots can do nothing to slow the mechanical monsters.
However the Pathfinders in the building above them manage to kill one! The lone War Walker scores a penetrating 6 on the rhino, stripping the Arbites of their mobile cover.
The large unit of Pathfinders manage to kill one retributor on the roof of the big building, but they pass their pinning test. The Wave Serpent tries to take out the Exorcist on the Arbite right, but fails to hit home. In a spectacular shot the Fire Prism scores a direct hit on a loaded chimera and rolls a 1 for
AP. Yirel’s squad shoot at the Inquisitor and retinue in the dugout, but can’t wound. The Dire Avengers on the Eldar right looking to for a moral boost fire at the Flagellants bearing down on them. They manage 5 hits, no biggie 4+ invunrable right.
Oh no the dice gods have abandoned the Arbies, 4 Arco-Flagellants die
WTF
2 left
Arbites turn 2
The Flagellants on the Arbite right activate their stimm injectors and get closer to the Eldar hiding in the building. On the left the Flegellants also activate their stimms and get a 6, so they can move 12, but one dies
Only one left
On the Arbite left the Arbites in the front Chimera get out to take up a firing line. The Inquisitor Lord moves up in his ride. The Exorcist moves to take aim at the Fire Prism. The loaded Chimera on the far left moves up along the flank. To the right the loaded chimera moves up towards the Eldar line.
Another Dire Avenger falls on the Arbite right flank, leaving on 3 left. The squad inside the chimera miss completely. The Exorcist on the right returns fire on the Wave Serpent and scores a glance and a penn.
The Penn is just an immobilized, but the glace rolls a 6 which is still a 5 because the Exorcist launcher is an AP1 weapons. No Banshees are killed when their ride goes down. The Arbite squad in the building bounce more grenades off of the War Walker. The Retributor Squad drops 2 of the Banshees. The Exorcist on the left get a crew stunned on the Fire Prism, but the elder wave their spirit stones in the air so only a crew shaken. Some more massed chimera fire takes out 2 more Dire Avengers from Yirel’s squad.
The last Flagellant on the left makes it into combat with the Dire Avengers.
The Flagellant squad on the right fall short and can only stand and taunt the Eldar.
The Dire Avengers in combat on the left get two wounds, but apparently Arco-Flagellant can’t make a save and he goes down. Dire Avengers win.
Eldar Turn 2
Things are looking bad for the Eldar, until both of the Scorpion squads arrive and they out flank on the Arbites left. This is a real oh

moment for the Arbites
Yirel’s squad advances on the Arbites in front of them. The Fire Prism ducks back behind the building. The Banshees advance towards the Flagellants in front of them.
The Vyper on the Arbite left opens fire and destroys a chimera. The blast kills one Arbite and two Dire Avengers from Yirel’s squad. One of the Scorpion’s Wave Serpents destroys the Chimera on the far left flank one Arbite dies as his squad bails out of the wreckage. The 5 man Scorpion squad kills another with shuriken pistols. The next Wave serpent takes aim and blows up the Arbites left Exorcist. In a disappointing display the 6 man Scorpion squad fires their pistols into the back of another chimera, but nothing happens. The Pathfinders in the center open up on the Retributors and kill 2, they pass their pinning test. Banshees fleet to the Flagellants in front of them. Yirel and his Dire Avengers fleet towards a unit of Arbites. One of the small units of Pathfinders pick off another Retributor. Other units fire off at various targets but to no avail.
Yirel and his squad assaults Arbites in the open field.
Yirel kills 4 Arbites, and the Dire Avenger Exarch takes out the last one, they massacre for 2 more inches leaving the out in the open.
The Banshees assault the Arco-Flagellants and bounce off, in return they receive 5 wounds for their trouble and are whipped out.
The Flagellants massacre for a 5 putting them at the feet of the hidden Pathfinders.
Arbite turn 3
The Arbites on the 2nd floor decide that they can make a move for the objective out on their left. Time to raise the roof!!
They really hoof it for a difficult terrain of 6 and run for 6 and make it outside. They must be on the Arbite sprinting team. The Arbites on the right flank disembark, before the chimera moves, so the advance together. The Inquisitor Lord’s Chimera backs up and the big guy gets out focusing on the scorpions to his left. The Arbite squad on the far left flank advance on the scorpions.
The Arbites on the right flank put some grenades into the Vyper that has been skulking that flank and destroy it. The Exorcist takes a weapon off of the War Walker. The Ritributor squad picks off 2 more pathfinders in the center in exchange for their fallen brothers. The Inquisitor in the dugout and his retinue gives Yirel’s squad a face full of plasma, killing the last 3 Dire Avengers and taking another wound off the Eldar hero. Now he gets to sing “All by myself”. Three chimeras try to take the last wound off of Yirel, but he persists in being a pain. The Arbites on the far left pick off one Scorpion. The Flagellants assault the Pathfinders in the building. The Pathfinders wiff, one Flagellant overloads on stimm injectors but they throughout a whopping 19 attacks. Needless to say the 5 pathfinders are whipped out. They massacre for 4 and surround the last 3 Dire Avengers on the bottom floor
The Arbites to the far left assault the 5 man Scorpion squad. The Scorpions kill 3 Arbites, in return the Arbites drop 3 of the Eldar. Two more Arbites fall to the Scorpions Clas, they the Priest kills the remaining Eldar with his eviceratior. Arbites massacre for 5
Eldar turn 3
Yirel advances on the Inquisitor in the dugout. The 6 man Scorpion squad moves on the Inquisitor Lord. The Wave Serpents spread out to cause some mayhem. The Fire Prism peeks out to take another shot.
One of the Wave Serpents cuts loose and drops 2 more Arbites on the far left leaving just the Veteran and the Priest. However their lives are cut short when the remaining Vyper cuts them down with amazing accuracy.
In a devastating display the Fire Prism, get a direct hit with a large blast on the Arbite Squad that just left the building, killing 6 ouch! That is enough for them and they break and fall back.
Yirel assaults the Inquisitor in the dugout. He uses the Eye of Wrath, killing 4 members of the retinue and putting a wound on the Inquisitor who does nothing back in return. The unit breaks, but Yirel is too fast and cuts them down before they can run.
The Scorpions attempt to assault the Inquisitor Lord, but fall short. Hahahahahahaha
The Dire Avengers decide to be brave and assault the Flagellants, however they get them selves killed. The Flagellants massacre for 5 and move on to the next unit of tasty Pathfinders.
Arbites turn 5
Not much moving this round. The Inquisitor Lord moves on the Scorpions. The Arbites on the far right move towards the objective using their chimera for cover. They load up on crak grenades and shoot a hole in the last War Walker leaving it a pile of wreckage. The Retributors pick off another Pathfinder in the center. The remaining Exorcist scores a glancing hit on the Fire Prism and rolls a 6. Which is 5, destroyed, due to the
AP 1 shot, but the Eldar pull out the old hollo field trick. However that back fires on them when the re-roll is also a 6 and they fail the hulled down roll. By by Fire Prism. The Inquisitor Lord melts the head on a Scorpion with his inferno pistol. In a surprising display Yirel shrugs off wounds from the mass fire of 3 chimeras. Apparently that must have dented his armour, because he falls to a crack grenade from the fleeing Arbite squad. Take that!!
The Arco Flagellants assault the next small unit of Pathfinders. The Pathfinders whiff and the Flagellants kill 2. The last Pathfinder falls back
The Inquisitor Lord and his retinue assault the Scorpions. The Scorpions kill 1 henchman, the Inquisitors crusaders kill 2 scorpions, but the elder hold.
Eldar Turn 4
Not much happens this turn. Pathfinders kill 1 more Retributor and a Wave Serpent destroys a chimera on the left flank. In Combat the Scorpions kill 3 henchmen, the Inquisitor Lord whiffs again, but his henchmen take out 3 more Scorpions. The Exarch is alone, but holds out.
Arbite turn 5
The Arbites on the far right move further to the objective. The Flagellants hoof it towards the remaining Pathfinders in the center. From mass chimera and Retributor fire, 5 Pathfinders fall, but pass moral.
The Arbites on the right run and seize one of the middle objectives.
In a bad move the Flagellants get full of themselves and assault the Farseer. This does nothing but result in both sides exchanging wounds and invulnerable saves for the rest of the game.
On the other side of the field crusaders soak up the hits from the Scorpion Exarch. The Inquisitor Lord WIFFS again, but a crusader thumps the Exarch on the head killing him.
Eldar turn 5
Things are getting desperate for the pointy ears. Their lines are getting thin and they only hold one objective. In a panic both Wave Serpents and the last Vyper move to take up a firing position on the Arbites on the middle objective. The give them everything they have and kill 3 but the Arbites hold. The Pathfinder shots also fail to take down the Retributors.
We roll for a 6th turn and don’t get it, game over.
In the end the Arbites control two objectives
One by the Retributors on the roof
One in the center by an Arbite squad
The Eldar only control one with the Pathfinders in the center.
ARBITES WIN!!
The Eldar will have to fight harder to get past the city defense shields.
I would also point out that the Eldar had a chance to tie

but forget about their last unit of Dire Avengers on the Arbites left flank

Hahahahaha, but at 7:30
AM from a game that started at 1
AM we were fighting weariness from both lack of sleep and alcohol

So boys and girls done drink and game, or your opponent will take advantage of it.
I hope you all enjoyed it was fun to play and put up and let us know if you would like to see more games from the campaign.