Croggy (Craig) from Dakka Dakka come round mine last night for a game. Here's the write up:
Eldar "The Lost" - 2,000 points
HQ
Farseer - doom, guide & spirit stones
Farseer - guide & runes of warding
Elites
5 x Fire Dragons w/ Wave Serpent - serpent w/ twin-linked brightlance & shuriken cannon
5 x Fire Dragons w/ Wave Serpent - serpent w/ twin-linked shuriken cannon & shuriken cannon
5 x Fire Dragons w/ Wave Serpent - serpent w/ twin-linked shuriken cannon & shuriken cannon
Troops
10 x Dire Avengers w/ Wave Serpent - serpent w/ twin-linked brightlance & shuriken cannon
10 x Dire Avengers w/ Wave Serpent - serpent w/ twin-linked brightlance & shuriken cannon
10 x Dire Avengers w/ Wave Serpent - serpent w/ twin-linked brightlance & shuriken cannon
6 x Guardian jetbikes - 2 x shuriken cannon
Heavy Support
Fire Prism
Fire Prism
Total: 1992
Imperial Guard
HQ
CCS w/ Chimera - 4 x plasma guns
Elite
3 x Ogryns w/ Chimera
7 x Ratlings
Psyker Battle Squad w/ Chimera
Troops
PCS w/ 4 x flamers
3 x Platoon (10) several autocannons
Veterans - 3 x meltaguns
Veterans - 3 x meltaguns & demo charge
Fast Attack
Vendetta
Valkyrie - multiple missile pods
Hellhound
Heavy Support
Leman Russ
Leman Russ Executioner
Game: Spearhead + Capture & Control
Deployment
Craig wins the roll off and deploys first. We both put our objectives in our corners of the board, he takes top left so I've got bottom right. He deplys the Manticore in a crater in front of the objective and then his Platoon in front of the Manticore, I suggest to move the Platoon slightly as looking at it they won't get cover saves

. Along side the Platoon he puts down the Vendetta and along side a ruin he puts the standard Russ and then the
CCS Chimera behind it. In the remaining part of his quarter deployment zone he puts the Valkyrie by the shrine ruin with the Ogryn Chimera in front exposing its weak side armour and the Executioner behind it exposing the weak side armour too - the Hellhound deploys behind these in front of the Valkyrie.
I deploy putting my Fire Prisms at the back near my objective, I put Wave Serpents with Fire Dragons at the front so they can get into range quicker and then the remaining Serpents behind them. I keep the Jetbikes hidden in a ruin, I will use these to turbo boost and claim my objective later.
*Tactical Notes
My plan is to disable the Vendetta as it can pop my Fire Prisms easily and at range. I'll use the Fire Dragons to tackle the tough Russ armour and then start going to the Veterans. I'll use the Fire Prisms to tackle the Platoon and the Manticore and that's about it. Besides the Vendetta, Veterans and Leman Russ not a lot of high threat targets TBH as the Serpents force field will hold attacks off and if I take out those threats no anti armour left and my Prisms are safe.
Turn 1
I decide to steal the initiative and win! So I now go first

. I move Serpents about I move the brightlance armed ones only 6" or not at all so I can fire the main weapon or just to get in the range. I move the Fire Dragon Serpents forward, turbo boosting one to the left side of the board towards the Leman Russ and move another 12" towards the Executioner, but my Dragons by the Executioner are out of melta range so I leave them in the tank.
I fire two lances at the Vendetta and end up scoring crew shaken thanks to the extra armour, at least I've stopped it shooting. I wreck the Executioner with brightlance fire so good job I didn't get those Dragons out!
Melta Vets bail out the Vendetta and move towards the Serpent near the Russ while the Vendetta moves 24" towards the bottom left of the board, the
CCS Chimera moves 6" and the Russ attempts to ram the Serpent, but it dodges!

. The Ogryns, Valkyrie and Hellhound move across the top of the board and appear to be hoping to flank down.
Melta Veterans and
CCS fire at the Serpent but after cover saves thanks to turbo boost I suffer crew shaken. Manticore rains down fire and because I kept three Serpents together it hits three, it immobilises one with the Doom-Seer in while others are fine. The Psykers attempt to use their psychic power but thanks to runes of warding they fail
In assault the melta Veterans assault the Serpent and they wreck it!
* Tactical Notes
Ok I've lost a Serpent but the Vendetta has put itself right by my Fire Dragons, thanks! With another unit of Dragons up ahead by the wrecked Executioner I can now turn them back and torch the Russ.
Turn 2
I move the Fire Dragons away from the busted Serpent towards the Vendetta while the unit by the Executioner moves 12" they bail out and target the Russes side armour. The other unit of Dragons had their Serpent shaken some how last turn, they move 12" and bail out the back and target the Hellhound. I move a few Serpents around using them to block the incoming flank of the Valkyrie and Ogyrn Chimera.
Shooting the Fire Dragons break a weapon off the Vendetta, not what I wanted thanks to cover saves. The other Dragons make the Executioner go boom killing a single Guardsman in the blast. My other Dragons wreck the Hellhounds main turret weapon. I fire a lance at the Manticore but it does nothing while firing Fire Prisms at the Platoon still. A brightlance from one of the Serpents wrecks the
CCS Chimera after it fails a cover save.
In assault the Fire Dragons charge the Vendetta and throw melta bombs onto it's undercarriage, one hits and then the Vendetta goes boom but no Fire Dragons and killed in the blast!
The Ogyrns bail out their transport ready to get to grips with some Eldar while the Veterans in the Valkyrie bail out and get ready to unleash melta on a Wave Serpent which I had moved to block there flank down. The Veterans on foot aim at the Fire Dragons.
Shooting autocannons ring out from the Platoon and score crew shaken on the Wave Serpent in the middle of the board. The Ratlings killing three Fire Dragons wtih rending hits and failed armour saves the Hellhound finishes them off with heavy bolter fire while the Ogyrns make the Dragons Serpent explode! The
CCS and Veterans on foot fire at the Dragons which BBQ'd the Russ but two live on thanks to poor rolls though the Manticore does better killing three and damaging the twin-linked shuri cannon on the Serpent. The other Veterans fire at the Serpent blocking there flank and manage to immobilise it and take out the brightlance.
*Tactical Notes
Thinking about it I should have kept those Dragons in the Serpent by the Ogyrns or blasted the Valkyrie leaving those melta Veterans on foot, either way the Dragons would have died but at least the meltas wouldn't be in range and I'd still have a working Wave Serpent for my troops! Though on a good point at least the Vendetta is smoke and the Russ so all long range fire power is gone apart from the Manticore.
Turn 3
I move the Fire Dragons which wrecked the Vendetta round so they are by the Russ crater, they get ready to take out the melta Veterans while the other Dragons which got shot by plasma and melta will tackle the
CCS. I bail Dire Avengers out the immobilised Serpent by the other melta Veterans but leave the Farseer inside, I cast doom on those Veterans and guide on the Avengers, which have moved into terrain for cover.
Shooting I unleash Fire Dragons at the Veterans on foot but they don't kill many, the other Dragons join in and leave just the SGT standing. The
CCS takes fire from a shuri cannon from the immobilised Serpent carrying the Doom-Seer. Dire Avengers unleash shuri fire and wipe out the Veterans, I did score 10 wounds but for some reason Craig kept one on the board but the Guardsman failed morale and ran off so not the end of the world. I fire both Fire Prisms at the Manticore one is out of the range and the other scatters on the back but is only half strength and doesn't do anything.
Not much movement from the Guard this turn. The
CCS falls back towards it's table edge and the Valkyrie turbo boosts away while the Ogyrn Chimera moves ready to shoot the Avengers in terrain.
Shooting the single Veteran SGT fires his shotgun at the two Fire Dragons but does no damage. The Manticore fires but I can't remember what it does
TBH, I think it damages the remaining weapon on the Wave Serpent which it damaged before. The Ratlings and Ogyrns fire at the Avengers and kill one I think. The Platoon fires autocannons at the closest Serpent and cause some damage. T
In assault the SGT charges my two Dragons but they smack him down and he's killed, they consolidate right up behind the rear of their Serpent.
*Tactical Notes
I'm starting to thin the Guard out but they still have that annoying Manticore and the Platoon which needs thinning out so I can get to there objective. I'll use the once again crew shaken Serpent and get the Fire Dragons back in the weaponless Serpent and move them and tank shock the platoon. Hopefully I should get close to their objective too.
Turn 4
I turbo boost the shaken Serpent from the middle of the board and turbo boost the Serpent the two Dragons just got in and tank shock the Platoon. They fail one leadership test, which I thought they just move out the way but it appears they do not! They pass another which a autocannon squads attempts death or glory! but the squad fails and gets face planted by a skimmer. I attempt to move Avengers from the terrain towards my objective but I get a 1 for terrain move and run! I decide to turbo boost the Jetbikes out of terrain towards the Platoon, I lose one thanks to dangerous terrain. I edge the Fire Prisms up so they can target the Manticore and clear it out the way.
Shooting the Manticore suffers immobilised only, bummer. That's about it for me this turn.
The Valkyrie moves over towards the Platoon and the
CCS get inside it. The Hellhound uses the roads and rams my immobilised Serpent blocking that flank and wrecks it! The Psyker Squad moves towards the Platoon.
Shooting Ratlings fire at the Avengers moving towards my objective but score no kills. The Valkyrie and Ogyrns Chimera fire at some Eldar vehicle but do no damage. The Manticore fires it's last and single shot which lands right on the heads of the Jetbikes, they fail the armour save and three die they then fail morale and fall back, mega bummer!
In assault the Platoon charges the two Eldar vehicles but don't do any damage with the mighty frag grenades of doom!
lol.
* Tactical Notes
So it appears I've really FUBAR'd this turn. I lost the Jetbikes due to my own stupidity, I could have sent them over to get my objective but now I haven't got it. Also the Platoon should have fallen back after they failed a tank shock, however the Fire Dragon Serpent shouldn't have tank shocked at all as the Dragons got inside! Rules and tactica balls up here! Stuuuupid!
Turn 5
I get another Avenger unit out the transport leaving the Doom-Seer inside and they move towards my objective but end up 1/2" away! I move the other Avengers through terrain but they get a poor roll and stop 2" away from my objective - I have no troops on my objective so I hope there's a next turn! Fire Dragons bail out the Serpent by the Platoon ready to light up that damn Manticore while their Serpent and the other Serpent rams the Manticore in attempt to just move closer, if the Manticore is destroyed they'll be within 3" then.
Manticore suffers crew stunned thanks to crappy Dragon shooting, it cannot shoot anyway!!
Guard turn they large Platoon moves around and gets onto it's own objective. Hellhound moves through the wreck of my Serpent and tank shocks my Avengers by my objective, they fail and fall back off the table!
We roll for turn 6 and it doesn't happen :( Imperial Guard win claiming there own objective and I fail to get mine! :(
Summary
Well I ballsed that up! Craig even said to me at the end of the game that I had been saying I was going to use my Jetbikes to get my own objective and I do the complete opposite! All the way through the game I had been kicking Imperial ass and I lose the game thanks to my stupidity and bad rolls - if I would have got that second Avenger unit out the transport a turn sooner I would have had it.
A few mistakes too like turbo boosting the Serpent when the Dragons got in on turn 4 and also the Platoon should have fallen back from tank shock, which would have put them off the table which would have made the game a draw in the end.
Craig did ok I don't think he made any mistakes in game but deployment could have been better. I would have hidden the Ogyrns Chimera behind the Executioner and kept that Leman Russ behind terrain too. But I guess neither mattered too much.
I guess can say was bad dice rolls and very bad tactica on my part moving those Jetbikes and those Platoon perhaps should have fell back if failed tank shock from the legal tank shock, but I can say but this and if that at the end of the day I lost and that's it. Notes for next time is stick to my plan and do what I was going to do with units!
lol.