Showing posts with label warhammer 40k. Show all posts
Showing posts with label warhammer 40k. Show all posts

Saturday, 26 May 2012

Ancient Enemies

Instead of the fourth age of man campaign (which seemed to be going down in popularity) this saturday the store was holding a mini gamesday in preperation for the main thing (I have to tell you I have been to the main thing and I would advise you all not to waste your money! Go somewhere free like Milton Keynes Campaign they are far better... oh yeah and the models are the same... but cheaper!). There was a scrap demon challenge and an armies of parade clinic, but myself and A from tale of two gamers arrived after all this for the Big Apocalypse game! I had originally been playing tennis so I had said I wasn't coming but my partner cancelled so we caught the bus to the store with our fully painted eldar units.

The game was a smaller version of their Gamesday game which the store will be hosting.
Here are the lists:

The Wraiths of Iyanden
Yriel of Iyanden
Farseer with 3 warlocks
Farseer with 3 warlocks
10 wraithguard with 1 spiritseer
10 wraithguard with 1 spiritseer
10 wraithguard with 1 spiritseer
10 wraithguard with 1 spiritseer
10 wraithguard with 1 spiritseer
10 wraithguard with 1 spiritseer
6 Harlequins (my unit)
Wraith lord
Wraith lord
Wraith lord
Wraith lord
Wraith lord
Wraith lord
Warp hunter (A's)

I had originally planned to come along and join in with some of the wraith units in the first part of the hour before I left for the bus, but then I realised that I had some Harlequins in my Dark Eldar force so I brought them along.
A brought along his forge world warp hunter with the Doom of Mymera rules (which are written by a lady who looks like she would tell you to be quiet in Sainsburys). Its a very very nasty tank that can do alot of damage... I can't remember if I've faced it before...
The necron force was basically the two staff member's necrons put together with a few detachments from some customers.
The Necrons of the tomb world
Overlord
Overlord
Overlord
Illuminor Szeras
Destroyer lord
C'tan shard of the deciever
Triarch stalker
10 lychguard
10 immortals
10 immortals
10 immortals
10 immortals
10 immortals
15 necron warriors
15 necron warriors
15 necron warriors
12 scarab swarms
Doomsday ark
Annihilation barge
Annihilation barge
Annihilation barge
3 canoptek wraiths
Canoptek spider
Canoptek spider
Canoptek spider
Doomsday cannon
Megolith
The Necron force was gigantic compared to our small army, but we were far more elite and ready to take on anything they threw at us. In the centre of the Necron army was teh huge Megolith! It followed all the normal rules for a monolith except that it had three structure points and allot more nasty stuff. We had two hours to play. Our objective was to destroy five of the eight pillars that were feeding power to the megolith (each pillar counted as an armour twelve vehicle... and to make it worse... they all got we'll be back!) whilst still leaving at least one model on the field.
As our wraith hordes advanced we felt confident of an easy victory. Turn one had seen us blast down a pillar which had not returned, and the D cannon on the warp hunter had opened up killing two lychguard and wrecking the Triarch stalker... in turn one! However the necron barage was more damaging than expected and the Doomsday cannon (firing an apocalypse template) blasted apart swathes of the wraith guard. We suddenly began to feel allot less confident...
The Necron forces began to close on us with the scarabs, Lychguard and canoptek spiders taking the lead along with the three overlords. My small gun line of six wraith guard and a spirit seer sood firm and true with the Harlequins dashing out along their right flank and my wraith lord firing from behind the wraiths.
I then sent my harlequins in for the charge, they dashed in to combat taking out nine scarab swarms before being annihilated by a rear charge from the lychguard.
Our thin yellow line was holding back the swarm of necrons whilst our wraith lords opened fire on the last pillars (we had already destroyed three pillars and kneeded just two more to win) with a barage of bright lance fire.
With the monolith spawned from the megolith and our line crumbling away fast, we quickly opened fire on the last pillars with all our bright lances blazing! My wraith lord took down one pillar and one of the others took down another. However this was the last turn and there was still a chance that one of them or both of them may pass their we'll be back tests. So we decided to take down another with the Warp hunter's D cannon... but we were told by one of the staff that it could not fire this turn as we had contested one of the rules. Now I may get a bit side tracked here as we all know that bending the rules to suit a better reality is much approved if not encouraged, but this sort of rule bending could be described as competitive in the extreme! However rant aside it made no difference and both of the pillars failed their we'll be back roles. With twenty minutes left we concluded that our policy of holding the dire avengers back on the very far boad edge secured us victory, though a narrow one.
In the spirit of the gamesday ocassion there was a raffle at the end. For every ten pounds you had spent you got two tickets. I had decided not to enter as my money is reserved for Rupert's royalist cavalry force and if I were to get anything mad by Games workshop then Wayland games or Wargames emporium sell it for much cheaper (do not fear Games workshop will not go out of business if we stop buying, they make a 76% gross margin so they can easily cut their prices to get us interested in it again). But as our side had won the game we all got two free tickets, and as my tale of two gamers partner had bought a hobby drill and got two tickets from it we decided to stay.

Up for grabs was five mystery bags (later revealed as a unit of savage orcs, a drednought, a tau skimmer, five lychguard and something else), a fully painted copy of dread fleet, a large bag of eldar and the necron terrain set (basically the necrony pieces of terrain from todays game, plus the megolith and Doomsday cannon).
In the draw I was some how called out?! and the five lychguard were mine. I'm not quite sure how this happened... and I don't think the chap with sixty tickets who didn't get a think was either...

Anyway a good game that you are never likely to play again (we worked out that the entire eldar army would cost you around £700).




Friday, 13 April 2012

Exploration of Mortalis: expedition 2

Hector was by now searching the hulk again. More men had been dispatched from the other ships surrounding the hulk, but the Tau and Kryptmann there was no sign of. Hector could not quite see how Kryptmann could have survived the structural collapse of the other half of the hulk, or the swarms of tyranids, but he must recover the body anyway.
It was time for a re-match. This time we chose our characters with more care (if we could), however the store's staff controlled tyranids got to control more and less was left to chance. Hopefully we could do better than we did last time a  second time round... however with people swapping fighting ability for psykers that was doubhtful (I am notorious for my hatred of these wanna be wizards).
I had swapped my incredibly bad (though technically he did win the game) Inquisitor for a Dark eldar archon (the notorious mr.chuckles http://warformiddleearth.blogspot.co.uk/2011/12/battle-for-spongia-ix.html) with ghostplate armour, huskblade (power weapon instant death, nic for killing tervigons!), shadow field (2+ invunerable save) and combat drugs (re-roll to wound).
My tale of two gamers partner kept Hector with the same profile however (i must admit that the model is awesome).
The game only really got started by turn three with Mr chuckles and the chaos chaplain charging straight for the large hordes of Gaunts, followed close behind by the wolf lord and Hector with the Ork warboss and the two psykers lurking at the rear. By now the zoanthrope was already here and three waves of Tyranids were swarming up the corridor towards my incredibly squishy dark eldar and the much harder chaos lord in terminator armour.
We seemed to be making good ground as Mr.chuckles beat back waves and waves of the gaunts, making for the Tervigon. The Terminato lord was heading towards the Zoanthrope and Hector (no doubht trying to find Kryptmann) was pushing his way into the front lines. The blood angel librarian then started slinking off to the back (cowardly marine!)... heading the way he had come.
Archon Chuckles was doing amazingly well, he was just a pace away from the Tervigon, much much further forwards then we had got last time. By now the Chaos lord had fallen under a wave of tyranid shooting and swarming and Hector was pinned against a wall and surrounded by gaunts, the wolf lord and Ork warboss were now holidng the line.
Mr chuckles had by now taken a large wave of tyranid shots which managed to brake his shadow field, but the "hive mind" (game master/tyranid player) said he had killed soem many gaunts by now that he was allowed his "feel no pain" save from "power from pain" and so he unbelievably stayed standing.

This was a rather comic moment when the staff member (who was playing the tyranid hive mind) called out "Who wants to be shot" and Hector called out "me" (As you can probably tell he didn't really mean it). And with a cry of "Bang" every single one of the termagaunts opened up on the inquisitor. It goes without saying that this downed him and left Mr chuckles stranded a man's width away from plunging a Huskblade into the Tervigon! But he had to content his thirst for pain by hacking up a few Gaunts.
The zoan thrope then Psyked out the warboss and thw orks' head exploded. The wolf lord then lept into combat with the Psychic Nid, taking a wound and inflicting none.
With nothing left for them to shoot at the Tyranids turned all their shooting on Mr.Chuckles (whom they seemed to have been ignoring up untill now... that is to say until he was raising a huskblade above the tervigon's head). He took but one wound from the lot... but it was enough to kill him (don't worry we will recover one of his eyelashes and re-grow him).
The zoanthrope then took out the wolf lord and with that the two psykers were left on their own to perish....

A very good re-match and I have to say it was fun. My Archon did so much damage and almost managed to take down the Tervigon. He lasted amazingly long for such a weak character and struck out alone... it seemed to be a thing of these games that the weakest character (Archon and battlesuit) seemed to do the best and get the furthest

Hector looked out from his ship at the space hulk floating out at space. No doubht the blood angels would send a large battle force to wipe out the tyranid menace on board the ship as revenge for their men lost aboard it... but Hector's mission would still continue. Kryptmann had escaped with the tau and would be threatening Imperial systems again soon.

Exploration of Mortalis: expedition 1

Ordo Hereticus Inquisitor Hector walked along the dark unlit corridors of the abandoned space hulk. He was on the trail of the wanted ordo Xenos inqusitor Kryptmann who had gone rogue after he had been stripped of his rank for the destruction of two imperial hive worlds. Kryptmann had claimed that these worlds were infested with Genestealer broods and that he had killed the few to save the many. But he was still a wanted man. For a long time now he had been gathering a force of like minded renegades (you must of course understand that they were not chaos cultists and dispised chaos as much as the emperor).
Now Hector together with the two space marines, a blood angel and a space wolf, dispatched to help him were creeping through the unexplored reaches of this space hulk for the heretic inquisitor.
Hector turned teh corner. He was immediatly confronted with Kryptmann and a Tau battlesuit. He let off a blast from his inferno pistol before whipping his force sword out and striking out againt Kryptmann, but both these attacks were blocked by the battlesuit and it let rip with its rifles, pinning the two space marines to the floor. A massive ork warboss, who had been hiding in the shadows then picked the two inquisitors up and rapped their hats down over their heads. "Now den! Dets get down to da real buisness!" growled the ork.

The story behind this game was that Tervigon had lodged it self in the control room of an abandoned space hulk. It was breeding like crazy and endangering the neraby space system.
A small force of commanders from the different races had got together and were planning  to storm and kill the Tervigon.
We played our game on the zone mortalis board from forgeworld, which one of the staff at my local games workshop store had purchased. We could each take a hero worth up to 150pts and eight heroes objective was to kill the Tervigon. Unforntunatly somewhere around the zone there was a Zoanthrope lurking to catch us as well. With the tervigon generating 2D6 termagaunts a turn and practically anything being possible it was set for a very fun and exciting game.



 Thegame opened up with the Battlesuit and Ork warboss spearheading the way to the Tervigon followed by the wolf lord. However the Blood angel wandered off towards one of the outside doors and almost set the cabin off to decompress, but instead he only released four termagaunts, which bogged him down for a good four rounds of combat. The two inquisitors on the other hand, hung back out of shooting sight from the gaunt swarms heading along the corridor.
But it turned out that our boys were quicker and in an inquisitor approved formation; the Xenos as the meat shield with the space marines to back them up and us two inquisitors (Hector was played by my tale of two gamers buddy) at the rear out of sight to come in at the end and force sword the Tervigon.
We just hoped that with all those gaunts kicking around we could kill enough to actually make some progress in advancing towards the tervigon!
Then teh hive mind dispatched a small band of four Termagaunts to deal with the inquisitors. But it only really distracted the inquisitors as with two rounds of combat the inquisitors had reduced the gaunts to chopped up limbs.
By now the Zoanthrope had arrived and us inqusitors were rather anxious not to get in its way (especially as hector was on one woudn from a round of gaunts shooting at him), though we did want to stick a force sword up it).
For a Tau the battle suit had been having remarkably good rounds of combat with that big shield of his, and had totted up quite a few tens of dead gaunts by now (with its shooting and combat ability it was killing around three or four gaunts a turn). However the xeons fighters were getting badly damaged as tehy took the brunt of the tyranid wave.
With an almighty crash the ork warboss was downed and the badly woudned wolf lord was forced to take his place in the front of the line along side the battle suit. With our inquisitors settling down to hide from the zoan thrope again a great supise greeted everyone. It was a late comer, more specifically a chaos lord in terminator armour! Just what we needed. However us two inquisitors seriously discussed putting a force sword or two in his back as not only was he a worshipper of chaos but he looked suspiciously like a chaplain...
It wasn't long before the wolf lord fell, and not long after him till it was the brave tau battlesuit's (whom had travelled here with Kryptmann) turn. This was a sad afair and the fall of the battle suit sealed our fate. The blood angel and chaos chaplain of khorne (?!*) then got charged and became the unwilling front line. The foolhardy Hector (on one wound) also surged forward to help hold the line, and Kryptmann (my iquisitor) took his chance to make a get away. My plan was to back onto the single tile width strip where I could fight the tyranids one at a time on my own terms!
The Blood angel and Hector quickly fell (with Hector teleporting himself back into his ship outside the abandoned hulk). Kryptmann had finally got onto the bridge and was waiting for the tyranids round the corner to reach him.
The chaos lord quickly fell under a swarm of gaunts and gaunt shooting... but then the tervigon went crashing through the wall onto the bridge where Kryptmann (the last of the company) stood.
Aparently all the tyranids had always strikes first (including the initative 1 tervigon ?!*) and so the tervigon quickly beat him up... however just to see what Kryptmann would have done if he hadn't died I was aloud to make his force weapon attacks against teh great beast... and he killed it!

Kryptmann stood on the bridge with his sword drawn, he was ready to fight to the last but all of a sudden just behind him the wall buckled and the huge Tervigon burst through. He threw himself at it but with one mighty lash of it's head he was thrown bck off the bridge and into deep space... but all of a sudden he disapeared just then the Tervigon started to feel awfully quire and it collapsed over... DEAD! Kryptmann had teleported himself to the Tau battle ship that had brought him here but his sword had been displaced as he travelled through the warp and had reapeared inside the tervigon's head! He was now watching as part of the space hulk collapsed under the pressure rushing in from the hole in the wall. He was standing on the command deck of the tau battleship and knew that he would easily be out of reach before that witch hunter even realised he'd gone!

Wednesday, 14 March 2012

2nd Battle of Tamirkhaman

After his Victory that morning Heinriech Von Brandenburg had moved up another conscripted brigade to make up for his incredibly heavy losses. A secret motto of the 17th Ger conscripted brigade, often quoted by the men and subordinate officers, "There are alwasys more to fall after they have" sprang to Heinreich's mind as he buttoned up his sweat soaked uniform. The Desert sun was now high in the sky and all he could smell was sweat. The blood of his men that had been spilled that morning had by now all evapotared. The new recrits were now marching in their columns... but then they faltered. The eldar had appeared... bloody death was upon them.

After the eldars defeat of nearly 100vps we decided to have a rematch, this time I was so confident that I re arranged the board in a strategically bad way (by mistake) and let my opponent rewrite his list.

Armylists were as follows

17th Ger conscripted brigade
Heinreich Von Brandenburg's, Company command squad (5 man)
company command squad (5 man)
Storm troopers (6 man) meltagun and outflank
Storm troopers (6 man) Deep strike
Guards (10 man)
Guards (10 man)
Guards (10 man)
Guards (10 man)
Guards (10 man)
Rough riders (6 man) meltagun
Rough riders (6 man) meltagun

Craftworld Kaela-Morr
Autarch, aspar fateblade
Avatar of Khaine
Guardians (10 man) heavy weapons platform
Dire avengers (10 man)
striking scorpions (6 man) Outflank
snipers (6 man)
Wave serpent (tank)
warp spinner (tank)


Imperial Guard turn 1
Move
The game opened with  four units of my guards marching in close confines down a gap between two buildings, very nasty if a template was to hit. My rough riders on the left then advanced down the backsteet behind the building. On the right however my rough riders and a column of guards spearheaded straight for the tower with the dangerously placed snipers.
Shoot
Unlike the last game my shooting phase proved quite uneventful with the nice vulnerable units hidden behind buildings and the tanks sarring out at me.

Combat
In the combat phase the rough riders charged the tower, somehow bounding up into combat with the snipers on the top and dispatching them all to but a single casualty! Not a bad opening move for the right flank horsemen.
Eldar turn 1
Move
The eldar move phase consisted of the guardians moving out of range of a rough rider charge and the Avatar moving to the base of the tower for an assualt.
Shoot
The shoot phase however was utterly devastating, with the warp spinner opening up on my ranks of guardsmen in the gap. Its firing suceeded in blowing apart eight of the guards, but fortunatly not sending any into retreat.

Guards turn 2
Move
In the move phase  I quickly sent my line double time towards the enemy, spurred on by their command squads (It proved to much for one of the squads as they took a casualty from the warp spinner's net and went fleeing through the acid field). It was also now that my  Storm troopers arrived. The outflankers came on from the left and quickly occupied the store house to give them a field of fire over the Guardians. The aerial assualters however landed in one of the pipes and had to make an emergency landing in the far right hand corner (it turned out later the plane had been hijacked by eldar)
Shoot
In the shoot phase the unit nearest the Avatar opened up with skirmishing fire and managed to wound it. No other firing was plausible.

Combat
In my combat phase I attempted a reckless feat of daring, chargng my rough rider cavalry straight for Fateblade's wave serpent. They dived on it withe their hunting lances, the leader hurling in a melta bomb as they broke wrenched it apart. With their lances they disabled its weapons and wrecked it... And then the melta bomb went off! The whole tank exploded in their faces killing 2 rough riders, a storm trooper, a guardian and 2 of the trapped dire avengers inside. This incident seemed to make the point that rough riders live for: The age of the horse is not yet over and the time of the tank has passed!

Eldar turn 2
Move
In the eldar move the Avatar charged into the rough riders on the right while the Autarch went charging into the rough rider's who had just blown up his ride. Also the Striking scorpions emerged from the left and charged into the flanks of the guard units filing past them.
Shoot
In the shooting phase the Warp spinner suprisingly missed it's shot. But the Dire avengers shot to bits the nearest guard unit. The guardians then opened up on the storm troopers killing all but the sergeant.

Combat
The combat went suprisingly well with my Rough riders cutting down the Autarch to only one casualty themselves. However their kin on the right didn't do as well losing two men to the avatar who their sergeant wounded. On the left again the striking scorpions took down fifteen guardsmen to only three casualties themselves
Things were not looking up for the conscripted brigade.
Guards turn 3
Move
In the move phase the Storm troopers began to serge forward from the back. Also the command squads moved forwards and suceeded to rally the fleeing troops. The Rough riders and storm trooper sergeant then charged the guardians.
Shoot
In the shooting phase the subordinate officer and the closest guards opened up on the dire avengers with skirmishing fire, killing four of them! Over on the left Von brandenburg and his veterans opened up skirmishing fire on the scorpions, killing two.
Combat
In the combat the rough riders and storm trooper sergeant managed to wipe out the guardians, taking not a single casualty! While over on the left the remaing guard and sergeant dispatched the last scorpion with a power sabre thrust. Over on the right however the avatar chopped up the last riders with his huge blade... proving monsters are better than horses.

Then my subordinate ran off to slay the avatar with his power sabre drwan!
After a quick round of combat in which the avatar hit with three attacks and then rolled a triple one to wound, the avatar was left on one wound from a quick slice by the Commander's blade.
Things were looking bad for the eldar as they had but an avatar on one wound, four dire avengers and a warp spinner.
Then I decided to make a job of the Avatar, charging in the storm troopers to help my subordinate. As the avatar was on one wound I was positive that at least one power weapon would get through... perhaps another sergeant would have done it. After a round and a bit of combat my command squad and storm troopers were all dead and the avatar was still standing.
With a few shots from my remaining units the dire avengers were destroyed to a man leaving a one wound avatar and a warp spinner left.
But then the avatar started on my units taking out the nearest one.
It was looking horrible for my force as the warp spinner blasted away all but von brandenburg's command squad, who then opened up with skirmishing fire upon the Avatar of khaine, and by some miracle a shot from a veterans lasgun pierced it and the mighty beast fell...
Then the warp spinner opened up on the command squad and killed the medi pack carrier. And with that the game had ended. It was a close run thing of near 40pts but it was an Eldar victory non the less. A sad day for the imperium but we were happy in the knowledge that we had beaten then by 70pts last time!

Tuesday, 13 March 2012

1st battle of Tamirkhaman desert

Heinreich Von Brandenburg had been told it would be a simple mopping up operation, Inquisitor Bartholemew of the Ordo Xenos had been quite specific about that. And as his force of eighty conscripts marched through the deserts he could see but sixteen of the aliens with their witch, general and a tank. This would be a pushover, outnumbered four to one the xenos would have no choice but to capitulate Tamirkhaman or be wiped out be overwhelming fire power from his brigade.
Heinreich laughed to himself before dismounting to join his squad.

This was my Imperial guard's (the 17th Ger conscripted brigade) first outing. We were playing 1000pts and I far outnumbered may Eldar opponent! I entered this game with the mind set any imperial guard player who makes an entirely infantry/cavalry no heavy weapons/vehicles army should have and expected to be obliterated by my opponent's elite force of Eldar.

Armylists were as follows

17th Ger conscripted brigade
Heinreich Von Brandenburg's, Company command squad (5 man)
company command squad (5 man)
Storm troopers (6 man) meltagun and outflank
Storm troopers (6 man) Deep strike
Guards (10 man)
Guards (10 man)
Guards (10 man)
Guards (10 man)
Guards (10 man)
Rough riders (6 man) meltagun
Rough riders (6 man) meltagun

Craftworld Kaela-Morr
Autarch, aspar fateblade
Doom seer
dire avengers (10 man)
striking scorpions (6 man) Outflank
warp spiders (5 man) deep strike
snipers (6 man)
warp spinner (tank)

The lines were arrayed thus with the eldar holding a tiny line against an imperial guard force that only just fitted on the table and this wasn't all of it!
Imperial Guard turn 1
move
In the move phase I managed to run my  rough riders halfway across the board in what seemed to me a very ill fated charge! After that I moved my Right flank forwards while holding my left flank back and ordering them all to do platoon fire.
shoot
The shooting phase was devastating with a whopping 60 lasgun shots finding their way into the dire avengers. It goes without saying that not a single dire avenger survived.

combat
After ordering the rough riders to advance with all speed they then charged the doom seer, he inflicted no wounds and was wounded by a hunting lance himself. Things were not looking up for the eldar who had at this moment a meagre 8 models and a tank on the board to my 84.

Eldar turn 1
Move
The eldar did little movement save to charge their autarch into the rough riders, hoping to save the doom seer... which he probably would.
shoot
In the shooting phase the warp spinner and snipers combined fire on the remaining rough riders, obliterating the squad in a fatalistic charge of the light brigade style.
Combat
In the combat the Autarch and doom seer made short work of the rough riders, slicing them up in a whirl of blades.
Guard turn 2
Move
This turn both my storm trooper units arrived, with one of the units outflanking right next to the Tower with the snipers inside and the other deep striking directly in between both battle lines. I then decided to advance the entire forward, easily pushing over the half way mark.
One of the units ordered to run, went charging through the acid spraying out of the pipes with two killed.
Shoot
Having moved my line forward to shooting phase was fairly uneventful, however I had moved one of my command squads in range of the aerial assaulting storm troopers, ordering them to open up with skirmishing fire on the Doomseer, which they did, killing him!
Combat
Combat was uneventful with the Outflanking stormtroopers failing a rush on the tower.
Eldar turn 2
Move
In the Eldar movement their Warp spiders finally arrived, and deployed behind the rear of the right flank guards. The Autarch then started running from the Storm troopers who had shot the doom seer.
Shoot
In the shooting phase the Warp spiders opened up on some of the guardsmen killing five and sending the rest fleeing straight past them. The warp spinner then opened up on the centre of the guards ranks killing six and forcing one of the units to go to ground.
The Snipers then opened up on some of the storm troopers killing two.
Combat
Using their teleport move the warp spiders do a hit and run, having sent a unit fleeing they slink off behind a building.
Guard turn 2
Move
In the move phase we managed to rally several of the units hit by the warp spinner (unfortunately not the ones targeted by the spiders, who now fled the board). After that the storm troopers began to close in on the tower, grapnels out.
Shoot
In the shooting phase the unit nearest the warp spiders was directed to open up with skirmishing fire on them, killing all but the Exarch with a hail of close range shots.

Combat
In the combat phase both storm trooper squads scaled the tower and assaulted the snipers, losing no casualties and completely wiping out the eldar before abseiling back down the tower and heading for the Autarch.


Eldar turn 3
Move
In the next turn the final block of Eldar reinforcements the striking scorpions arrived from their ranks, charging towards the storm troopers. The Autarch then flew up to the heights of the tower and the remaining warp spider charged the nearest guards.
Shoot
this phase was completely un eventful save for the Autarch taking out a single guardsman with his missile launcher.
Combat
In the combat the Striking scorpions easily slaughtered the storm troopers before they could even react to the space elves chain saws.
Also the lone warpspider rushed into combat with the nearest guards. The guardsmen lost one casualty to the Eldar before their sergeant ran forward and sliced him in two with his power sabre.
Guard turn 4
Move
In our move phase the subordinate commander quickly lead his line forward. On the far left the rallied guards advanced through the acid pipes, managing to march with little mishap.
Shoot
The Storm troopers and two the two other nearest guards then opened up punishing skirmishing fire on the scorpions killing three of them before charging into combat with them.
Combat
In the combat the storm troopers and 5 guards ran into a fight with the scorpions. The scorpions managed to kill all the guards and 3 of the storm troopers before being slaughtered by the sergeants.

The game now left just 1 eldar and a tank against around 30 guardsmen. In the Eldar turn however the Warp spinner blasted apart the last storm trooper and the last 6 guardsmen of one of the units. They also moved their Autarch rather unwisely out of the tower (he would however of been assaulted if he had stayed there)
In my turn I ordered my right flank guards to open up on Fateblade with skirmishing fire, wounding him twice and leaving him nice and vulnerable for Von Brandenburg's subordinate officer.
In the Eldar turn the Autarch charged into my company command squad and was cut down by my officer's power sabre, only killing two of the veterans in the clash.
The warp spinner then opened up in a last ditch attempt to  take out the remaining guards.
But even it's guns could not wipe out the last guard units and only killed 6 guardsmen.
The game ended with the Eldar tank remaining against both my command companies and 3 guardsmen. All in all this was a very good game and one I did not expect to win, but as I always say "once you've moved your line into the enemy's table half victory is almost certain!"

Now Rematch!