BatRep 030-05-11-2001
Eldar vs Imperial Guard
Assassins
The General watched as the Mordians busily and surely carried out the routine activities of war at the front. He peered out the bunker that was his command post, noting that there was only a few more hours of light left. Would they come at night, he asked himself.
"Sir," Lieutenant Tarleton snapped to attention, presenting him with reports, "If I may inquire, sir. Would it not be safer if you kept your command further from the front? I fear that keeping your headquarters this far forward could risk you to a sudden raid."
"Yes, Lieutenant it would," the General absently replied, lost in his thoughts. How long had he and this Farseers of the Veelnan been trapped in this dance of death? Across how many worlds had they chased each other, alternating as hunter and hunted? Now they were here, on this barely tamed agri-world. The colony was so new that there were less colonists than Mordians.
But the Veelnan were here, and he knew that they would come. Recently, they had the initiative, having beaten him and his Mordians back across a dozen light years. If he was going to regain that initiative, he'd have to do something daring, almost desperate. It was dangerous, but he sensed that this Meesi was young, and eager. He was betting that she wouldn't pass on an easy target.
"Yes, Lieutenant," the General repeated, with more force, "being this close to the front is almost asking to be attacked."

View from the North
Overview: We've decided to contribute to Batreps.com by pitting myself (Corey) against Meredith in a head to head battle of the Mordian Home Guard, 442nd Artillery against the Veelnan Craftworld. The mission we chose to play was Assassins from White Dwarf 232, with the Veelnan trying to get the drop on the Mordians. Will the General survive this attack? Or will the Veelnan decapitate the Mordian forces in one feel swoop?
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Corey (aka General Somavia): I've fought Mer's Eldar
no less than two dozen times now, and in fact helped her design the army. I seem to have
done too good a job because in it's current incarnation, her army has only lost to me once
or twice! Well enough hemming and hawing, onto battle. Choosing my army is easy: pick up my list and I'm ready to go. I'm a believer in having a standard army, or at least only changing about 500 points. That makes it a real challenge to see if you can design a balanced army list that can handle all opponents. The army is composed of two platoons of 30 men each. As any IG player worth his lasgun will tell you, the strength of the IG lies in its troops. Personally, I think that 60 men is a bare minimum and often wish for another squad or two, but I can't bear to drop out some of the other squads. If you look, I have a Space 1889 theme to my army (even though I use Mordians instead of Praetorians, as I find them cooler looking). Continuing with that theme of psuedo-British Empire are my ogryns and ratlings. The ogryns, as you'll see if there's a good enough pic, are levied from the Highland Infantry. Similarly, the ratlings appear to be American Colonials. Neither of these units are particularly effective, but they are fun to take. Rounding out my force are a Callidus, a Leman Russ, and a Basilisk. The Callidus is painted like an zulu/amazon warrior straight from Heart of Darkness. She too is part of the colonial levy, and her ability to show up anywhere is very versatile. Meredith hates the Callidus. My Russ and Basilisk round out the firebase. Those two vehicles are the two most feared of all the vehicles the IG possesses. The mission we've chosen is Assassins from White Dwarf 232, with the Imperial Guard as the defender (makes sense). So I have to do something that I am completely unused to doing: keep my men alive. Generally I throw men at the enemy with reckless abandon, and my commander leads by example. This is going to be doubly hard because Mer will be gunning for my commander. Oh wait, I get fortifications and hidden set up? Hmmm . . . I have the inklings of a plan . . . |
| Type | Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | Cost |
| The General (Colnl) | 1 | 4 | 4 | 3 | 3 | 3 | 4 | 3/4 | 9 | 4+ | 145 | |
| Any Imperial Guard unit within 12" of a
Command HQ may use the Ld of the officer leading it for all Ld tests.; Plasma Pistol;
Power Weapon Carapace Armor, Bionics |
||||||||||||
| Command Section | 3 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [45] | |
| Lasgun (x1); Lascannon (x1); Plasma Rifle (x1) | ||||||||||||
| Standard Bearer | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [10] | |
| Any unit within 12" of the Standard Bearer may re-roll failed Morale checks.; Lasgun | ||||||||||||
| Ogryns | 5 | 4 | 3 | 5/6* | 4 | 3 | 3 | 2/3* | 8 | 5+ | 235 | |
| It's dark in dere: Ogryns won't get into their Chimera unless there's an Officer or Commissar within 12".; CCW & Ogyrn CCW (x5) | ||||||||||||
| Chimera | 1 | BS: 3 Front: 12 Side: 10 Rear: 10 | [85] | |||||||||
| Tank. Optional rules (feel free to use them as long as both players know what they are): Up to 6 models in the Chimera can fire Lasguns out, rather than half the squad. If the Chimera doesn't move, one model or a weapon crew can fire any weapon from the top hatch, even heavy weapons, but the Chimera becomes Open-Topped for the turn he does so (and his opponent's turn). They and the Lasguns must fire at the same target. All models entering or leaving the Chimera must appear / disappear from within 2" of the Access Ramp at the back. Amphibious: The Chimera treats water features as clear terrain when it moves.; Turret Multilaser; Hull Heavy Bolter | ||||||||||||
| Ratling Snipers | 6 | 2 | 4 | 2 | 2 | 1 | 4 | 1 | 6 | 5+ | 66 | |
| Infiltrate if allowed.; Sniper Rifle | ||||||||||||
| Callidus Assassin (as) | 1 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 10 | 4(I)+ | 120 | |
| Independent Character. The assassin can never join another unit, they must fight individually. Infiltrate if allowed. Fearless - never fall back, auto-pass morale checks (even ones they would normally auto-fail). Cannot be pinned.; Callidus Temple; Jump Back: At the start of any Assault phase, the Assassin may roll a D6; On a 1 nothing happens, on a 2+ move the Assassin that many inches away from the enemy (but not into combat with another model); the enemy may consolidate if they are now unengaged; A Word In Your Ear: The Assassin may move one enemy unit up to 6" (to any point in their deployment zone; the owning player chooses their facing) after both sides have deployed.; C'tan Phase Sword; Neural Shredder; Polymorphine; Poison Blades | ||||||||||||
| Blue Command (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2/3 | 8 | 5+ | 74 | |
| Bolt Pistol; CC Weapon | ||||||||||||
| Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [36] | |
| Lasgun (x1); Lascannon (x1); Meltagun (x2) | ||||||||||||
| Blue One (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 | |
| Commander: Blue Command (Lieut); Lasgun (x7); Autocannon (x1); Meltagun (x1) | ||||||||||||
| Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
| Laspistol & CC Weapon | ||||||||||||
| Blue Two (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 | |
| Commander: Blue Command (Lieut); Lasgun (x7); Autocannon (x1); Grenade Launcher (x1) | ||||||||||||
| Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
| Laspistol & CC Weapon | ||||||||||||
| Blue Three (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 | |
| Commander: Blue Command (Lieut); Lasgun (x7); Autocannon (x1); Meltagun (x1) | ||||||||||||
| Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
| Laspistol & CC Weapon | ||||||||||||
| Green Command (Lieut) | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 2/3 | 8 | 5+ | 73 | |
| CC Weapon; Hellpistol | ||||||||||||
| Command Section | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | [36] | |
| Lasgun (x1); Lascannon (x1); Plasma Rifle (x2) | ||||||||||||
| Green One (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 | |
| Commander: Green Command (Lieut); Lasgun (x7); Autocannon (x1); Grenade Launcher (x1) | ||||||||||||
| Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
| Laspistol & CC Weapon | ||||||||||||
| Green Two (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 | |
| Commander: Green Command (Lieut); Lasgun (x7); Autocannon (x1); Meltagun (x1) | ||||||||||||
| Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
| Laspistol & CC Weapon | ||||||||||||
| Green Three (InfSq) | 9 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | 83 | |
| Commander: Green Command (Lieut); Lasgun (x7); Autocannon (x1); Grenade Launcher (x1) | ||||||||||||
| Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
| Laspistol & CC Weapon | ||||||||||||
| Leman Russ Battle Tank | 1 | BS: 3 Front: 14 Side: 12 Rear: 10 | 159 | |||||||||
| Tank.; Turret Battle Cannon; Hull Heavy Bolter; 2 Sponson Heavy Bolters, Searchlight, Smoke Launchers | ||||||||||||
| Basilisk | 1 | BS: 3 Front: 12 Side: 10 Rear: 10 | 125 | |||||||||
| Tank, Open-Topped.; Indirect Fire Capability; May fire indirectly. If it does so, the Earthshaker Cannon becomes G36"-240", S9, AP3, Ordnance 1, Blast (and uses the Barrage rules).; Earthshaker Cannon; Hull Heavy Bolter | ||||||||||||
Total Points: 1500
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Meredith (a.k.a. Farseer Meesi): There's only one problem with the army that I have now; it's geared toward
fighting IG - particularly Corey's IG. It is a good thing because now the games we have
are a lot more fun - I hate losing all the time! Choosing my army is extremely easy: it's already done! So I just pick up my list and codex and off we go. My army is an almost entirely mechanized Eldar army. I noticed fairly early on in my 40K career that the Eldar troops are too slow to get anywhere and do any effective battles. Especially since the Eldar fight well together, and not squad by squad. So, I have two troops of 10 Guardians on two wave serpents. From there I have my elite squad of 9 Scorpions and one exarch on a wave serpent, a Farseer on a jetbike, a squad of three War Walkers with scatterlasers, a squad of three Dark Reapers, and three Shadow Weavers. Ok, now I get to fight Corey's IG in an Assassin's Mission. This ought to be interesting... |
| Type | Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | Cost |
| Meesi (FarSr) | 1 | 5 | 5 | 3 | 4/5 | 3 | 5 | 1/2 | 10 | 4(I)+/3+ | 116 | |
| Independent Character. Psyker: See various
Psychic Powers: Guide; Shuriken Pistol; Witchblade Jetbike |
||||||||||||
| Striking Scorpions | 9 | 4 | 4 | 4 | 3 | 1 | 5 | 1/2 | 9 | 3+ | 357 | |
| Mandiblasters; Shuriken Pistol & CCW; Plasma & Haywire Grenades | ||||||||||||
| Exarch | 1 | 5 | 5 | 4/5 | 3 | 1 | 6 | 2/3 | 9 | 3+ | [46] | |
| Biting Blade; Mandiblasters; Shuriken Pistol;
Plasma & Haywire Grenades Crushing Blow |
||||||||||||
| Wave Serpent | 1 | BS: 3 Front: 12 Side: 12 Rear: 10 | [140] | |||||||||
| Skimmer, Tank, Fast. Energy Field: Shooting
attacks from the Front or Side of the Wave Serpent have a maximum AP of 8+1D6 (ie.,
S>8 == 8, max 1D6 extra AP). Carries 10 models, or 5 Wraithguard and a Warlock.
Cannot carry Avatars, Wraithlords or Anti-Grav Platforms.; Linked Shuriken Catapults;
Linked Missile Launchers Spirit Stone |
||||||||||||
| Guardian Defender Squad | 10 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 8 | 5+ | 235 | |
| Shuriken Catapult; Plasma Grenades | ||||||||||||
| Wave Serpent | 1 | BS: 3 Front: 12 Side: 12 Rear: 10 | [135] | |||||||||
| Skimmer, Tank, Fast. Energy Field: Shooting
attacks from the Front or Side of the Wave Serpent have a maximum AP of 8+1D6 (ie.,
S>8 == 8, max 1D6 extra AP). Carries 10 models, or 5 Wraithguard and a Warlock.
Cannot carry Avatars, Wraithlords or Anti-Grav Platforms.; Linked Shuriken Catapults;
Linked Star Cannon Spirit Stone |
||||||||||||
| Guardian Defender Squad | 10 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 8 | 5+ | 255 | |
| Shuriken Catapult; Plasma Grenades | ||||||||||||
| Wave Serpent | 1 | BS: 3 Front: 12 Side: 12 Rear: 10 | [155] | |||||||||
| Skimmer, Tank, Fast. Energy Field: Shooting
attacks from the Front or Side of the Wave Serpent have a maximum AP of 8+1D6 (ie.,
S>8 == 8, max 1D6 extra AP). Carries 10 models, or 5 Wraithguard and a Warlock.
Cannot carry Avatars, Wraithlords or Anti-Grav Platforms.; Shuriken Cannon Upgrade; Linked
Bright Lances Spirit Stone |
||||||||||||
| Dark Reapers | 2 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 9 | 4+ | 159 | |
| Reaper Launcher | ||||||||||||
| Exarch | 1 | 5 | 5 | 3 | 3 | 1 | 6 | 2 | 9 | 3+ | [85] | |
| Missile Launcher; Fast Shot | ||||||||||||
| Crew | 6 | 3 | 3 | 3 | 3 | 1 | 4 | 1/2* | 8 | 5+ | 135 | |
| Every 2 guardians have 1 Support Platform to use.; Shuriken Pistol & CCW (x6) | ||||||||||||
| Support Weapons | 3 | No Stats: - | [75] | |||||||||
| Each Support Weapon needs 2 crew, and one of those is needed to fire it. It is useless if both crew are killed, and cannot be harmed otherwise. It must stay still to fire.; Shadow Weaver | ||||||||||||
| War Walker | 3 | WS: 3 BS: 3 S: 5 I: 4 A: 2 | 240 | |||||||||
| Front Armour: 10; Side Armour: 10; Rear Armour: 10; Walker, Open-Topped. Energy Field: Shooting attacks from the Front of the War Walker have a maximum AP of 8+1D6 (ie., S>8 == 8, max 1D6 extra AP).; Left Scatter Laser (x3); Right Scatter Laser (x3) | ||||||||||||
Total Points: 1500
Deployment: The Imperial Guard deployed tokens as per the Hidden Set Up rules. The tokens were clumped in two groups, one centered on each bunker. Obviously, one of them held the Command HQ and one of them held a decoy. The Eldar forces similarly deployed in two groups, each one centered on the enemy bunkers. At the north end, the three Wave Serpents were accompanied by Farseer Meesi. At the south end, the Dark Reaper Exarch and his two comrades took place in the forested hill, ready to target the south bunker. Behind the Dark Reapers, the battery of Shadow Weavers calibrated their advanced targeting machinery. The War Walkers set up at the edge of the deployment zone, as close to the south bunker as they could get.

When the Hidden Set Up was revealed, Blue Platoon surrounded the north bunker, with the ratlings on top, crouching behind the parapets. Inside, Blue Command waited. The ruse had worked! Blue Platoon had drawn off the Eldar wave serpents! Beside them, behind the hill near the north bunker, the basilisk crew pulled off the tarp from their machine. At the south bunker, a Leman Russ battle tank waited, hidden by the hill with ruins and the bunker itself. Behind the hill, waiting to repel any attackers, was the Chimera carrying the Highland Infantry. In the ruins, Green Command and Green One took aim at the Eldar heavy weapons across from them. In front of the south bunker, Green Two and Green Three had deployed in a loose formation to protect the General and still minimize the damage from those dreaded Shadow Weavers. Inside the south bunker, the General permitted himself a small sigh before focusing.