Unforgetful Path #2 Epic Armageddon Imperial Guard vs Eldar


If you are unfamiliar with my Unforgetful Path initiative you can read more here.

Going through the hulk you stumble upon a data console. It flickers to life once its auto senses detect a living human being. On the display, you can see that a report was logged in by scribe Garkal and is awaiting approval. You wonder for a moment but decide to read through the report and give its author the long-awaited rest he so badly desired.

Imperial guard versus Eldar!  This was the first time I've actually battled Eldar. 
I believe that this was also the last game before the 2019 World Championships. 
It's hard to believe that it's been a year since we made this battle, so much has changed in that time.

The armies that we were using were the Championship ones:

Imperial Guard
REGIMENTAL HQ [550]: Supreme Commander, 12 Infantry, 7 Chimera, Hydra, Commissar
INFANTRY COMPANY [250]: Commander, 12 Infantry, Commissar
MECHANISED INFANTRY COMPANY [450]: Commander, 12 Infantry, 7 Chimera, Hydra, Commissar
SUPER-HEAVY TANK COMPANY [500]:3 Shadowsword, Commissar
ROUGH RIDER PLATOON [150]:6 Rough Riders, Commissar
ROUGH RIDER PLATOON [150]:6 Rough Riders, Commissar
ARTILLERY BATTERY [250]:3 Basilisks
DEATHSTRIKE MISSILE BATTERY [200]:2 Deathstrike Missile Launchers
SUPER-HEAVY TANK PLATOON [200]: Shadowsword
FLAK BATTERY [150]:3 Hydra
FLAK BATTERY [150]:3 Hydra

ELDAR:

AVATAR [0]
ASPECT WARRIOR WARHOST [400]: 8 Dire Avenger, Exarch, Autarch
ASPECT WARRIOR WARHOST [325]: 8 Shinning Spears, Exarch
GUARDIAN WARHOST [150]: Farseer, 4 Guardians, 3 Heavy Weapon Platform
VOID SPINNER [275]: Void Spinner
NIGHT SPINNER TROUPE [175]: 3 Night Spinners
NIGHT SPINNER TROUPE [175]: 3 Night Spinners
SWORDS OF VAUL TROUPE [250]: 3 Falcon, 2 Fire Storm
SWORDS OF VAUL TROUPE [250]: 3 Falcon, 2 Fire Storm
SWORDS OF VAUL TROUPE [250]: 3 Falcon, 2 Fire Storm
RANGER TROUPE [100]: 4 Ranger
REVENANT TITANS [650]: 2 Revenant Titans


Deployment

And the missing left flank.


Right flank doubles and covers and fire the other skimmers.


 Flak guns move up forward.


Roughriders take up positions for an assault next turn.


Death strikes prepare to fire but having no valuable targets they just use their shots and killed something not very interesting. Later on, I discovered that I can actually shoot only one launcher at a time and that's how you can have two shots instead of one being able to kill two smaller war engines that are in separate formations.



Eldar summon the Avatar! Imperial cavalry charges!
I completely forget that falcons are skimmers and can easily avoid my extra hand to hand attacks. The charge goes really, really bad for me and the assault is lost along with the entire unit.



Skimmers double up and fire at the back of my Mechanized Infantry company.
Two things this game has taught me about these units:
1) They can soak up A LOT of blast markers
2) if you can sustain fire OR assault an enemy it's generally better to assault.


Super heavies double up and try to catch the Revenant titans. Due to good manoeuvring, only one tank is able to fire but unfortunately, it misses.


The  Shadowsword on the hunt.


Jetbikes hunt for my lonely Shadowsword.


Flock fires upon the Jetbikes doing some damage and putting blast markers


Eldar assault in action (barely visible on the right). Half of the units are broken, almost all toke casualties. Most of my "big" formations are still in fighting condition but the activation advantage means that the Eldar can do what they want when they want. 


Eldars were in on turn three. I believe the score was 2(3?) points Eldar Imperial Guard 0.

This was quite an interesting battle that showed me how ill-prepared my Imperial Guard is for such mobile adversaries. Skimmers were actually a problem because assaulting anything in hand-to-hand combat was out of the question. I only had two rough Rider units so that was some kind of issue but not the biggest one in the game. The lack of mobility and the easiness in which elders were actually able to pick out my smaller formations decreasing the activation count was the biggest issue.

This game also showed me once again that when faced with a dilemma either to sustain fire with your Mechanized Infantry Company or assault you should almost always do an assault. The amount of dice the Mechanized Infantry Company possesses is impressive but even on sustained fire chances that you are going to hit are slim and since these are normal attacks not macro weapons or titan killers even an insane amount of dice is going to diminish very quickly. While in an assault even if you do not kill that many units you always have (not always but most of the time) "there's more of you " and "there is twice as many of you as there are the enemy" and you have the faithful commissar on your side so even if attacking with blast markers and attacking an opponent that has no blast markers you're still as a plus one base.

This battle took place somewhere along the middle of 2019.08

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