Eldar: Farseer, guide 75 (proxyied)
10x Dire Avengers, Exarch with diresword and shuriken pistol 157
10x Guardians, Star cannon 105
Wave Serpent, Bright lance and shuriken cannon, star engines 160
Imperial Guard: Command squad, Powersword and camo cloaks, vox caster
Platoon, 2x squads, vox caster, combined, heavy weapon squad 3x autocannons
Veterans, carapace armor, 2x flamers, 1x grenade launchers,
Valkyrie, heavy bolters
Deployment: Spearhead 2x objectives
Andy is playing Eldar, I am playing
IG. Andy gets the roll and chooses to go first, I fail my steal initiative roll.
Top turn 1: Andy guns the Wave Serpent with Farseer and Dire Avengers crammed in and speeds right into my lines. He actually manages to reach my lines in a tank shock and the Guard run from their trenches like sissies for a total of 6 inches.
The Star cannon in the eldar trench fires up trying to behead the Imperial commander, but ends up killing a member of his retinue instead.
Bottom of turn 1: First I manage to get my platoon to stop wetting themselves and regroup, followed by sending them back into their trenches.
I then attempt to kill that evil Wave Serpent by issuing Bring it down to my heavy weapons squad, but they refuse to listen. The commander has better luck making the platoon take cover with an order of Incoming. The heavy weapons open fire on the Serpent.
Despite the lack of a reroll they score one glance and one pen, the glance immobilizing it, but before it can crash the penetrating hit smashes through the cockpit and kills the crew, wreaking the vehicle. The Dire Avengers pile out just managing to be outside of 1 inch of my Valkyrie.
Its then that I realize my mistake. I should have moved the Valkyrie, but I forgot. I ask Andy if he would allow me to move it despite me starting my shooting phase, and he is nice enough to let me. The Valkyrie jet 18 inches towards their line ending just 12 inches from the guardians and more importantly his objective.
This done I pass the turn waiting for the response.
Top turn 2: The Dire Avengers accompanied by the Farseer advance on the Platoon.
The Exarch orders a bladestorm and the Farseer casts guide upon the Dire Avengers in an attempt to kill as many guardsmen as possible. At this point there is some question as to whether or not the proximity of the Dire Avengers would cancel the save granted by the trenches. In the end we roll a
d6 and the result confirms my guardsmen get the save, so I have a 2+ save. They unload their weapons into the guard but that massive save turns 19 wounds into 2 kills. The Star cannon tries desperately to stop the Valkyrie firing at it, but fails to even make a dent despite a direct hit.
The relief of the guardsmen from their trench saving them is soon gone as the Dire Avengers dive sword first into the trench slashing at the guardsmen.
The lack of grenades give the guard the first hit but soon they only manage to land to blows that result in kills. The return is much more damaging and 9 guardsmen fall to the melee. Completely broken the guardsmen run desperately trying to get away, but the Dire avengers are faster and they overrun the guardsmen stabbing every one in the back of the head as they turn and run.
Bottom turn 2: The guardsmen rappel out of the Valkryie landing very close to the guardians and marching at the guardians.
The commander issues Front rank FIRE second rank FIRE to his own squad trying to kill the Dire Avengers. Firing, the autocannons chatter up and the pointblank fire cuts 3 Avengers down where they stand.
The Commander fires and kills another one. At this point the Dire Avengers have had enough and not even the Farseer is able to stop them as they run from the trenches attempting to escape the fire.
The Veterans open fire, literally, with flamers and 4 guardians melt in their fiery path.
A grenade is popped into the trench and a heroic guardian throws himself on top of it, blowing himself to pieces to save his comrades.
It is to no avail as the lasgun wielding veterans open fire and slay another guardian. Only 4 remain and now the Valkyrie opens fire with the heavy bolters cutting the remaining Guardians to pieces before they can even run away.
Top turn 3: The Dire Avengers are all that remain and they rally to try to score a tie. They move forward advancing onto the lip of the trench.
Given that they are still reloading from the previous turn's hail of fire they choose to run over the lip and into the trench. Now they launch themselves at the heavy weapon squads and now that they are inside the trench there is no cowering in the trench.
The Dire Avengers butcher the Heavy weapon teams with suffering a single hit. Now they are within sight of the Objective.
Bottom turn 3: The veterans run forward to capture the desperately needed paintpot.
The Valkyrie, seeing that the veterans are safe and no longer need the fire support peels off towards the Dire avenger.
The Command squad reissues Front rank FIRE second rank FIRE with grand success. They Fire on the only target left and manage to gun down a Dire Avenger.
The valkyrie fires with everything its got and opens up with the multi laser, both heavy bolters, and looses off both missiles. The Trenches made to protect the Guardsmen serves to protect the Dire Avengers from the onslaught, saving all but one from the flaming death.
There is no running this time as they pass their leadership test, but there a catch. I suddenly remember a rule that always seems to escape me. Units below half strength can not regroup. Way back at the top of turn 3 they were below half strength and they regrouped. I point this out to Andy and we both stop for a minute. Finally I come out with the fact that he let me redue my mistake with moving my valkryie so I won't call him on this accident. It would prove to be my undoing.
Top turn 4: The Eldar are on the ropes, but there is the chance for recovery. Their guns are reloaded so once again the Exarch orders a bladestorm with the two pistols remaining in the squad and the Farseer casting another guide.
The shurikens find their mark downing 2 guardsmen. The Commander, after seeing his entire platoon butchered and having most of his own squad killed standing next to him, he breaks down completely and runs for his life with the remaining vox man following hot on his heels.
The Dire Avengers won't let their prey get away that easily and give chase catching up to deliver yet another blow. The Farseer smashes the vox mans skull to pulp as the Witchblade finds its mark.
The Dire Avenger that is still alive runs into the commander and runs him through with his diresword. Normally the commander would live through this but the spirit stones in the hilt of the sword whisper into his mind and burn away his sanity. He falls to the ground in a fetal position and dies of his wound a few seconds later. The Dire Avengers proceed to consolidate to just within the range of capturing the tube of glue
Bottom turn 4: Things are going south and fast. With no one alive to contest the Dire Avengers taking the tube of glue its all up to the Valkyrie killing them to win the game. It opens fire hoping to catch the Dire Avengers out of the trenches. The Multi lasers miss completely, but one of the heavy bolters scores a hit and the Farseer loses a wound when the bolt detonates in his arm. They are still alive, bloody but alive. Nothing else can be done.
Top Turn 5: The roll for continue of game comes out as a 1 and the game ends