White Scars seem to be conducting an awful lot raids recently...
Far out in the Lewisainne sector, Eldar have taken control of an imperial facility. White Scar forces mount a raid to recapture the buildings.
ArbitorIan's White Scars - 1000pts
* Librarian with Terminator Armour, Smite, Vortex of Doom
* 5 Assault Terminators with
TH/
SS
* 6 Bikes including Sgt with Power Weapon/Meltabombs, 2 Meltaguns, Attack Bike with Multimelta
* 5 Scouts with 3 Sniper Rifles
* 7 Scouts including Sgt with Meltabombs, Teleport Homer
* 10 Assault Marines with 2 Plasmapistols including Sgt with Powerfist
Fifty's Eldar - 1000pts
* Farseer with Singing Spear, Doom, Mind War
* 7 Dire Avengers including Exarch with Shimmershield and Fancysword
* 5 Dire Avengers
* 5 Howling Banshees
* 6 Guardian Jetbikes with 2 Shuriken Cannon
* Wraithlord with
EML and Pulse Laser
We played the third of the Raid missions from the 4ed rulebook, Strongpoint Attack. In this, the Eldar defenders get a square on their side of the board to deploy in, which includes fortifications and one bunker. They can deploy Troops, Heavy Support and
HQ. They then play using the sentries rules, with 8 Guardian sentries. The White Scar attackers have to try and hold the bunker. The game uses victory points, but the bunker is worth 1000pts on it's own, so it's really about controlling the bunker (Each bunker is worth a percentage of the points, but we only have one, so it's worth ALL the points...!)
Eldar deploy in the centre, with Jetbikes and Howling Banshees in reserve, and the small
DA squad in the bunker. White Scars deploy the two scout squads infiltrating and the assault squad on the board. The bikes are in reserve - as soon as they enter they will raise the alarm. The Terminators and the Librarian are in reserve for Deep Striking.
In the first two turns the Scouts skirt around the sentries, advancing to within assault range of the Farseer and Dire Avengers in cover. The assault squad has to stay further away, though. Thankfully, the bikes don't ruin it by turning up early. Then, at the top of turn 3, the Terminators and Librarian teleport in and scatter to within spotting distance of one of the sentries! (I completely forgot about my Teleport homer). The alarm is raised and the game begins.
The assault squad and scouts fire their pistols at the
DA/Farseer unit, before the scouts charge in. The scouts lose the combat, though, and are caught by a sweeping advance. Being marines, though, they hold for another round of combat.
It's now turn 3 and the Eldar reserves all become available at once. The jetbikes attack the scout snipers, killing three, and the Howling Banshees move on, but roll a 1 for their fleet and fail to reach the
DA vs Scout combat.
The Dark Reapers take out two of the Assault Terminators with accurate fire from the bunkertop, but the Farseer isn't so lucky, rolling triple six and failing to cast anything. The squad actually lose the next combat and flee while the remaining scouts advance on the Bunker.
In the fourth White Scar turn the Assault Squad leap over the building to engage the Howling Banshees and the Farseer and
DA Exarch. The Bikes finally arrive, shooting down four of the six Jetbikes, and the Scouts charge the Dark Reapers on top of the bunker. By the end of the Eldar turn the line is in disarray, the Scouts have defeated the Dark Reapers, all the Banshees are dead for only on Assault Marine, and the Farseer and Exarch are fleeing again.
In the Eldar turn, combined fire from the Jetbikes and the Dire Avengers in the bunker halves the Assault Squad
But in the fifth turn, the Librarian and Assault Terminators finally get into combat and manage kill the Wraithlord with No Retreat wounds. The Bikers advance on the Bunker and blow it up and the final Jetbikes and Dire Avengers are taken out by White Scar assaults. Win to the White Scars, Strongpoint successfully captured...!