Part 2 in our 5 part series.
Game # 2
After winning I move on up and get Shep’s
IG. I know Shep from the Vegas
GT where I was the only one to slow down his Ork army and get a tie from him while his other 4 opponents got crushed by him. I was in LA a couple of months ago and I wanted to know how tough Mech
IG are with the new codex and he was posting some batreps with his Mech
IG and I able to get a hold of him and he was nice enough to invite me over to play a game at his house. I ended up barely winning (it was really a tie where he would have won if the game ended on turn 5, a tie on turn 6, but it went 7 turns and I won. So I look at it as a tie but who ever got lucky with the turn dice would win.)
When I was walking around and checking out the armies, his army is the one that scared me the most. I hate Mech armies, and his was brutal. So I knew that I would face Shep sooner or latter and I got lucky and was able to play him in a round where the scenario really favored me.
My list!
HQ
Eldrad
Avatar
Elite
5 Fire Dragons
Exarch w/Dragon’s breath flamer
6Harlequins w/5 Kisses, 2 Fusion Pistols
Shadow Seer w/Kiss
Troupe Master w/Power Weapon
Troops
10 Guardians w/Brightlance
10 Guardians w/Brightlance
10 Guardians w/Missile Launcher
3 Eldar Jetbikes w/Shuriken Cannon
Warlock w/Singing Spear, Destructor
Heavy Support
3 War Walkers w/Scatter Lasers
3 War Walkers w/Scatter Lasers
Falcon w/Missile Launcher, Shuriken Cannon, Holo-Field, Spirit Stone, Star Engines, Vectored Engines
Shep’s List:
HQ
Company Command squad 4x meltaguns in a chimera with hull heavy flamer
Company Command squad 4x meltaguns in a chimera with hull heavy flamer
Elite
Psyker Battle Squad with two extra psykers in a chimera with hull heavy flamer
Troops
Veterans with 3x plasma guns in a chimera with hull heavy flamer
Veterans with 3x plasma guns in a chimera with hull heavy flamer
Veterans with 3x plasma guns in a chimera with hull heavy flamer
Fast Attack
Banewolf with hull heavy flamer and smoke launchers
Banewolf with hull heavy flamer and smoke launchers
Heavy Support
3x Hydras
Manticore with hull heavy flamer
Manticore with hull heavy flamer
A tough Mech
IG list
Mission: Modified Capture and Control
One Objective placed in the center of the table. Objective can be picked up and moved 6” a turn. You drop the objective if you run or fleet, or lose combat.
You win if you are able to get the objective off of you opponent’s table edge.
Deployment: Pitched Battle
Game Length: 7 Turns
Special Rules:
Infiltrate
Deep Strike
Outflank
Reserves
My Strategy for the game:
Take a fortuned Avatar and grab the objective and make a run for the border! Since he can kill all he wants, and it will not affect the win/loss so I will try to give him plenty of targets on the flanks and try to lessen the fire from the Avatar. I will also keep Eldrad and Harlequins close to him to pick up the objective in case he goes tits up.
I really can’t lose this mission, but I can tie. There is no way that he can come up and take possession of the objective and walk it off of the table though my army. I kind of felt bad because I want missions that are balanced and I have at least a chance at losing.
Set up
See the picture below for set up.
He has his Chimeras in from of his Hydras on the left. His 2 Manticores are on the far right.
I have the 2 War Walker squads on both flanks, and the Falcon with the Fire Dragons on the left.
I win the die roll and choose to go first
Turn #1
Eldar turn #1
I run forward and stake my claim for the objective.
I needed to take out those Hydras so I fly my Falcon forward and unload the Fire Dragons and do about 3 damage results on them and he makes all of his obscured rolls. Then I shot the Hydras with my War Walkers and do 6 Glances! He makes 5 out of 6 obscured rolls and I stun one Hydra. Hmmm, things are not looking good. On the right a bright lance stuns a manticore, and the War Walkers shoot the weapon off of the other.
Close up
Imperial Guard turn #1
His Hydras down my Falcon, and the Chimeras on the left shoot at my War Walker and one on them kills 2 Walkers.
Turn #2
Eldar turn #2
I try to move my Avatar forward and I get caught in the woods and only move 3”. I am worried about my Harlies getting BBQed with all of the hull heavy flamers, so I try to stay a back a little with them.
Imperial Guard turn #2
He moves up and tried to wall in my Avatar.
He unloads on my Avatar and does 3 wounds to him.
Turn #3
Eldar turn #3
Now the game really begins.
I move forward the Jetbikes, 1 War Walker in the left, and a brightlance or 2 shoots at the Hyrdas stunning them and knocking off a weapon.
Avatar and Harlequins shoot their meltas and then assault the vehicles wounding several of them.
Look at all of the green damage markers!
Imperial Guard turn #3
He backs up an inch so that I only hit on 4s. He shoots a lot of things at my Avatar and I make all of his saves. His Manticore turns around and flames my Harlies, but they make most of their saves, and I lose only 2 of them (I forgot about that stupid manticore still has a weapon). His other manticore finally gets to shoot and it takes out one of my War Walkers, and stuns the other 2. An infantry squad got out of his chimera to kill 3 of my jetbikes.
Turn #4
Eldar turn #4
My War Walker on the left charges the infantry squad that shot my jetbikes, and locks them up in assault for the rest of the game. The 2 War Walkers on the right charge the shooting Manticore and they kill it in assault. My last jetbike hides in the hydras. I continue to shot, kick and claw at the Chimera wall.
Imperial Guard turn #4
He keeps shooting at my Avatar, but is shooting has diminished greatly and he just can’t do that last wound.
Close up
Turn #5
Eldar turn #5
Still grinding forward killing chimeras. The War Walkers on the left unload on the side of those Hydras and start to do some real damage killing one.
Close up
Imperial Guard turn #5
He is running out of tanks, and everything that can move starts to try to cut off my Avatar.
Turn #6
Eldar turn #6
I am not meeting much opposition, so the question is can I get off of the board in 7 turns?
The tanks in front the Avatar are dead, but there is his command squad (that you can’t see behind it). I charge the squad with the Avatar with the hope of getting a good consolidation move, and set me up for a move off of the board in turn #7. I hit the command squad and kill a lot of them and only the company commander is left alive after making his
Inv save, and he holds (The Avatar is standing on the Hellhound in front of him, but the model would not balance on it).
Imperial Guard turn #6
He takes his
PBS and forms a ring around the avatar, and behind them he forms a ring with an infantry squad to try to hold my Avatar off of the table.
At the end of the turn we do our combat and the Avatar hits once and he makes his
Inv save and he stands, and there is no way I can get off of the table at that point and we call it a game.
I end up with a lot of victory points. He just has a few guys left alive. I have a lot still alive since he stopped shooting at a lot of my army after turn 2. I wish I could have played him in a better scenario and it would have been a better game, and a true test of skill.