A Short Battle Report (that is in fact quite long).
Greetings. Once more I have collated a series of pictures and attempted to add prose to them to give the impression I have a wonderfully complete hobby life. Anyways a brief summary of Orks vs Eldar will follow.Within the context of the meandering Scargill Cleansing, shortly before reaching their destination, a splinter group of Waargh Gitsmasha; (sub)Waargh Tonkwappa's navigational equipment diverted them to an imperial planet in a sparsely populated area of the Scargill Sector, a system called Last Chance. The only habitable planet, Skorlax drew the Orks like mothbears to wounded Grox. As Waargh Tonkwappa troops started landing they were attacked by a force from Craftworld Ulthwe. The machinations of the Seer council of Ulthwe were coming to fruition. The runes, once cast had indicated that Waarrgh Tonkwappa were a large potent weapon that needed to be redirected. Rather than allow Tonkwappa to continue on towards Scargill, several small groups of rangers infiltrated the hulks and set ultra low frequency devices to steer the primitive spacecraft to Last chance where a large force of Orks were needed. Skorlax's populace had been neutralised months before by an unfortunate event, a large poisonous comet had inexplicably rained toxic dust upon the populated area killing 93% of the population and horribly maiming the remainder. With the humans out of the way Ulthwe needed to entice the Orks to enact a large scale ground invasion. The easiest way to do this is to make the planet seem like it has plenty of enemies to fight upon it. So with this intention, the Seer Council of Ulthwe needed to inflict mass casualties on the Ork initial force to encourage a larger invasion. The reason for the need for Orks remains unclear......
The Orks turn was next, very inconveniently. As this game was pre The Big FAQ 2018 Dylan's Deffcopters arrived on my right flank ready to impinge on my Craftword's right to express itself and to generally be a big killjoy. He zoomed his Fighter Bommer over the Dire Avengers in the not Bastion and killed a few with a big bomb. The Bikerz raced over to the scouts to 'ave a word wiv dem. The totally unharmed Stormboyz that should have been at the very least 75% fighting capacity flew over to the Guardians, getting within a long charge range. The rest of the Orks shooting phase was a bit uneventful. In combat the Bikerz assaulted the Rangers and the Stormboyz assaulted the Guardians. To keep casualties down I played the Lightning Reflexes strategem on the Guardians giving them a -1 to hit in the fight phase and probably saving quite a few. The resulting return attacks and subsequent morale phase saw the few remaining Stormboyz vacate the battlefield. The Bikerz stuck the boot into the Rangers, unsurprisingly wiping them out. End of Ork turn one...
In my next turn I ran the Banshees over to cover an objective, but close enough to the Deffcopters to assault them too. The Dire Avengers and Asurmen moved towards the Ork Big Mek, leaving the Warlock to mind the objective. I moved the Windriders into Dylan's deployment zone to shoot up some Lootas. I then concentrated my heavy weapons on the Fighter Bommer, shooting it down with the help of the Aeldari Missile Launchers. The Dark Reapers also shot down a Deffcopter and damaged a second. In the assault phase the Banshees attacked the remaining Deffcopters dismantling them.Banshees grab an objective.
Dylan needed to make up some VPs and he had to grab objective 5 which I had carelessly vacated to kill some Deffcopters. The Grotz over on my left sat on their objective hoping that the objective they were sitting on would suddenly become important enough for them to get 'participant' badges in the post battle after party. The Bikerz then zoomed over to beat up the Windriders and the large mob of Boyz just lurked where they were. The reason for this was the Weirdboy Da Jumped them over to the objective 5. They then shot up and killed at least 4 Banshees by sheer weight of numbers. Some of the Dire Avengers were perforated by Loota bullets and then came the assault phase. It was only the Bikerz who could and they killed three Windriders. At the end of turn 2 I had totally forgotten to take a picture of the VP marker so you will have to remain suspenseful waiting for the next turn.........Who then Da Jump their way to the other side of the battlefield.
As is customary in my battle reports, excitement tends to outweigh the taking of adequate pictures and this game is no different. I was ahead in VPs so all I really needed to do was take out the large group of Orks in the centre and the it would be a uphill struggle for the Orks. I had to make sure no more VPs were gained from the large mob on objective 5. I moved the Banshees and Farseer close enough to them so that Doom and a successful charge should see them off. The Guardians sat where they were. They killed a couple of Grotz but they surely didn't win any awards for outstanding contribution. The D Cannon on the right killed a couple of Boyz as did the Reapers and Banshees in the shooting phase. The Wave Serpent that hasn't been mentioned yet this game moved forward and shot a couple of Lootas. Asurmen and the Avengers first shot the Big Mek. then the Phoenix Lord told his little helpers to hold his beer as 'he had this' and assaulted the Ork, I was pretty confident as I reckon Asurmen is one of the better close combat space elfs. This was to prove unfounded in the close combat phase as neither model really did that much. The Banshees were far more effective as they charged in and chopped up the remianing Boyz (well for the sake of accuracy Dylan had 6 or 7 boyz who had to roll a -7 to remain - they didn't). So at the end of my turn I had evicted some Boyz from my table edge and killed a good few Orks without losing too many of my own, 👍 .The Orks on the objective are no more.Asurmen and the Dire Avengers assault the building. The warlock guards the objective. The surviving jetbikes shoot up some Lootas.
The Orks were under pressure and Dylan drew the hold the objective that my Rangers had stolen from his Grotz. As I don't think he had any 'pummel the pansies into the dirt' objective cards the Bikerz executed some impressive doughnutty type maneuvers and raced back that way. The Ork psychic and shooting phases went by as blurs so I think it was a safe bet to assume I didn't lose very many models.The main event was Asurmen vs the unnamed Ork Mek. Some wounds were caused (and saved) so the combat wore on. Well that's not entirely true. The Big Mek duffed up Asurmen to such an extent that he left the battlefield in tears. No, he (or she) was a casualty. That's the last time I trust a 3+ invulnerable save!
The remainder of the game involved the Warboss killing my jetbikes, the Dark Reapers killing the Bikerz and the Warlock and Wave Serpent assaulting the Lootas to stop them from shooting any more. The Big Mek died to shuriken (too late to save Asurmen though). The Farseer had started moving to the opponents half of the table but I realised it was unlikely to reach anyone worth killing, except the Warboss who would probably do a good job of killing her instead. Once again Father Time intervened in what was a cracking game and told us to go to bed (for me) and home then bed for Dylan. We totted up the VP's and it was a resounding Aeldari win. 12 - 5.Sadly, it was the Big Mek.