Battle Report: Eldar v Orks
I had a fight with some orks last night - my first game of 40k in some weeks, and maybe only my third since 2023. Needless to say, I'm a bit rusty, but keen to get the Eldar on the table again.
Eldar Warhost
1.5k Warhost (1490 points)
Aeldari
Strike Force (2000 points)
Warhost
CHARACTERS
Autarch (90 points)
• 1x Dragon fusion gun
1x Star glaive
• Enhancement: Timeless Strategist
Farseer (85 points)
• Warlord
• 1x Eldritch Storm
1x Singing spear
• Enhancement: Gift of Foresight
BATTLELINE
Guardian Defenders (100 points)
• 10x Guardian Defender
• 1x Heavy Weapon Platform
• 1x Bright lance
DEDICATED TRANSPORTS
Wave Serpent (115 points)
• 1x Shuriken cannon
1x Twin bright lance
OTHER DATASHEETS
Dark Reapers (90 points)
• 1x Dark Reaper Exarch
1x Missile launcher
• 4x Dark Reaper
Dire Avengers (150 points)
• 1x Dire Avenger Exarch
• 2x Avenger shuriken catapult
• 9x Dire Avenger
Falcon (130 points)
• 1x Bright lance
1x Pulse laser
1x Shuriken cannon
Fire Prism (160 points)
• 1x Prism cannon
1x Shuriken cannon
1x Wraithbone hull
2x Howling Banshees (90 points)
• 1x Howling Banshee Exarch
• 1x Executioner
• 4x Howling Banshee
Rangers (55 points)
• 5x Ranger
Shroud Runners (80 points)
• 3x Shroud Runner
Vypers (65 points)
• 1x Bright lance
War Walkers (95 points)
• 1x Bright lance
1x Scatter laser
Warp Spiders (95 points)
• 1x Warp Spider Exarch
1x Death weavers
1x Powerblades
• 4x Warp Spider
Orks had
Warboss + 20 boyz in battlewagon
Warboss + 10 nobz + 10 boys in battlewagon
beastboss with 3 squig riders and true dapper head slapper
Speedboss on defkilla trike with 3x bikers. 4+fnp relic.
2x 11 grots and herd.
Mission: 5pts per objective, max 10/turn, 5 per objective held at the end, twist is can pick 3 secondaries and discard one, diagonal deployment. I went first
Turn 1 Eldar
I drew hold the middle and no prisoners, pretty tricky for Eldar, having to sit in the middle of the ork lines. I figured I could at least take one trukk down.
The serpent with banshees moved to be wholly within 6" of the centre, about 10" away from the wagon with the boss and nobs. The guardian lance poked out, I forgot to move the farseer for guide, the falcon with reapers star engined to the centre to draw a bead on the battlewagon, the prism moved up to get a bead on some grots, the shroud runners moved forwards to target the grots on their home objective.
Shroud runners scatter lasered 10/11 grots off the home objective, unfortuately leaving one alive, and rifled the battlewagon, knocking 2 wounds off and preventing it from getting cover. The walker then scatter lasered the squighogs causing a wound, then lanced the wagon, doing no damage but targeting it so the rest of the army got +1AP against it. The banshee serpent lanced the wagon getting a solid 8 wounds, then the falcon finished it off, 10 boyz got out to reinforce the home objective and 10 nobz disembarked towards the banshee serpent. The reapers, lacking their falconed target now fired into the other wagon, doing 3 damage. The prism killed a few grots. but otherwise achieved little. I score 5 for holding central objective and 2 for killing a unit. Orks 0 -Eldar 7
Ork T1
Orks draw hold the middle and storm hostile, something they'll easily get this turn. The nobz moved towards the banshee serpent, the bikers and trike moved down my right flank, and the squighogs moved towards my left. everything unloads into the banshee serpent that pops -1 to hit, and then fades back D6+2" for an 8" move away from the nobz. Incidental fire kills a reaper and knocks a wound off a shroud runner. Orks score 10 I think for both secondaries. Orks 10 Eldar 7
The battlefield after Ork T1 Movement
Nobz advance on the serpent, which fades back after the wago shoots it, leaving it high and dry.
The bikers advance to target the runners, but only cause one wound.
Bigly Squiglies.
Eldar T2
1 objective for 5 primary I draw deploy homers and engage. Great, I have to move out into the middle. This is the turn where I think I lost the game in being too aggressive and overcommitting. Nothing can get wholly within 6" of the centre for homers, and nothing can get fully into opposing dz. Prism move up the left flank to try and kill the grots, shroud runners position to maybe try homers next turn, serpent disembarks 5 banshees then moves about. The Vyper comes on from reserve. Spiders, avengers and guardians all move out from their buildings to try and kill the nobs. The war walker gives +1 AP, the farseer gives +1 to hit, the shroud runners strip cover from the nobs, then the avengers spiders and guardians unload into them killing all but 2 and the warboss Other lance fire kills the other battlewagon. 5 banshees charge the remaining nobz, killing them nd leaving the warboss on 1w. Damn. Warboss strikes back killing 2 banshees. I get engage for 3 but no homers. Orks 10 - Eldar 15
Ork T2.
2 objectives for 10 primary He draws bring it down and capture enemy outpost. A WAAGH! Is called. The Warboss falls back from the banshees, and I seize the moment into the serpent protecting them. 10 boyz + warboss move to withn easy charge range of my guardians and avengers, squighogs+boss move to multicharge the prism and vyper, the trike and bikes move to 1" away from the serpent and close to the shroud runners for the multicharge. The boys thatcame out of wagon 1 run off their home objective and want to charge the serpent. I'd parked my units way too close together and set myself up for 3 multicharges tagging 6 of my units. Whoops, I didn't think he had the movement. Live and learn.
Squig bomb knocks 2 wounds off the vyper, pistols and such kill 3 warp spiders. I was saving fade back for the reapers or avengers but I think it didnt get used this time. I could have maybe used it on the vyper or something to make a multi charge harder. Warboss and boyz multicharge the war walker, guardians and avengers, squighogs multicharge prism and vyper, bikes charge serpent and shroud runners. Damn. This is where it gets interesting. Or less bad for me.
The warboss+boys attack first, the warboss goes into the war walker, but fails to kill it. The boys split into the avengers and guardians, I pop -1 to hit on th avengers. The guardians + farseer are wiped out by a million sustained 5+ attacks, all avengers are killed by the autarch lives, somehow, on 2w. The squighogs send one bloke into the vyper, the other 2+boss into the prism. 2 wounds done to the vyper putting it on 1, and ...only 6 wounds onto the prism! - it lives! The bikers annihilate the runners, however the bike boss and boyz only manage to take the serpejt down to 1W. At the end of that turn I have a war walker on 3w, a vyper and serpent on 1w, and a prism on 6w. If he hadn't got greedy and multicharged he could have had the full 8pts, instead he got none. Gutted. The autarch strikes back, killing 3 boys, another by or 2 is killed by the serpent. Orks 20 - Eldar 15
End of Ork t2 movement, the krumpin commences.
The squighogs charge the vyper and prism, leaving the vyper on one wound...
Eldar T3.
Zero primary this turn :( Hanging on by a thread, I draw assassinate and still have homers. The banshees jump out, 3 banshees stand between the warlord warboss and 10 boys assaulting the serpent ready to go into either, the other 5 run out and go for the warboss+boys that killed my guardians and locked in with the autarch+walker. the prism falls back 17" towards my table edge with swift agile drawing a bead to the biker unit and then pops feigned retreat so it can shoot. the bikers were the target as they were in the mid board, while the squig hogs were off to the far edge, and perhaps out of the game. The vyper sped off to their back table edge to divide the squig hogs attention. The spiders flickerjump 24" to stand next to the lone runt herder on their home objective. The serpent falls back 14" onto their objective also. Autarch falls back 7" onto my home objective and 9" from the edge in case I want to webway him. The rangers fnally come on in their DZ and deploy some homers. Banshee pistols go into the warboss and with some luck, he dies. War walker shoots the scatter laser into it's own combat, and the lance into the bikers killing one. Reapers fire into the bikers, killing another, the falcon lances the bikers, killing the last one and knocking 3w off the trike, which somehow has a 4+ FNP! Spiders hose down the runtherd and claim their home objective. The 3 banshees go into the 7/8 boys on the centre, leaving 2 alive, who then kill 2 ladies. The 5 banshees go into the avenger killing boys and murder about 6, leaving 4 and the boss. The warboss then kills the war walker and the boys kill 2 banshees. I manage deploy homers and assassinate for 10pts. As the orks just killed a vehicle, at the end of the turn they score bring it down for 3 - he should have gone into the banshees! Orks 23 - Eldar 25
End of my turn, the exarch is locked in with 2 boys, with her aspect token intact. In ork T3 she'll kill them both and claim this objective.
Ork Turn 3
Score 5 primary, he has capture enemy outpost and something else - table corners I think, which gets swapped for secure no mans land.
Little movement here, the squighogs go after and kill the prism, the trike chases down and kills the serpent - fires some pistols into the spiders which are saved and they fade back to the other side of a ruin. banshees exarch on the centre kills the 2 biys using a shrine token, claiming the centre, the others get killed down to just their exarchs, who then kill the boys. Gets no mans land for 5. orks 33-25 eldar
The squigs chase down and kill the prism, finally.
The other unit of banshees selling themselves to keep the orks off my home objective. Only the exarch survives.
At this point we call it as it's like 11pm. 40k takes way too long these days.
End of the game, it's 2 objectives each so 10-10
End score
Orks 43 - 35 Eldar
That was a surprisingly close game considering how I got butchered in t2. I think I could have held back another turn, but I didn't have enough firepower to take down those nobs without expsing myself. I should have kept the guardians back on my objective as they contributed little. I really felt the pain of not being able to jump shoot jum with many units, and I think Asurman will be a near must-take purely for this ability. 6 agile tokens was maybe too many and I didn't find myself using them, I could maybe swap that enhancement out for the phoenix gem or something to be a real nuisance.
Edited by Xenith
- Dr_Ruminahui, Karhedron, Emperor Ming and 2 others
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