BatRep 032-08-25-2001
Imperial Guard vs Eldar
Realms
of Chaos
The wormhole held only for a moment. Briefly, Farseer Meési caught a glimpse of the Singing Gardens of the Veélnan Craftworld, an oval of color in this gray, dead land. Then, like an air bubble at a great depth, the scene distorted before collapsing in on itself. Meésis mind thrashed through the veins of probability, searching for the one in which the portal remained so that she could graft it onto this existence. She did not find it and with a psychic pop, the wormhole collapsed.
It was this land, Meési knew that. Sighing, she glared at the horizon. There was no sun, only grayed skies above, and hard, dead soil a few shades darker. A little beyond her, the Veélnan Warhost camped, waiting. She had not told them what she was attempting but they knew. Exarch Mirha had been a Dark Reaper since before she embarked on the path of the Seer. Exarch Atho had been trapped in the Aspect of the Striking Scorpion only a few millennia, but he too knew what she was attempting. It was a last desperate act, one that confirmed her suspicion.
She knew not how long it had been since her warhost had been plucked from its reconnaissance mission at Der-Avar. There was no day or night in this land. It was featureless; no landmarks appeared despite what seemed eons of travel. However, they never longed for food, drink or sleep so it could be that they were gone only a few hours. Intuitively, Meési knew this was not the case. No mortal realm acted this way. No mortal realm could so actively block her formidable powers.
In the distance, a cloud of dust slowly rose into the air. Meési started. The camp below was already stirring. Detaching her senses, Farseer Meési flung her mind across the distances, examining the new arrival. She saw starched uniforms of red, clanking machines of black, and an armored leader with chrome for half his face.
The shock sent Meésis mind reeling. Her mind delved deep into her memory to recall a time when she was a young Farseer, barely beyond the position of Warlock. Several decades of her life had revolved around this General and his men. Many of her greatest moments and worst defeats had been at his hands. But he had been dead for a long, long time.
Another memory surfaced in her mind. One of their last engagements, before which they had been allies, he had claimed treachery on her part. A battle on a dead world where he claimed that Meési had summoned the elements against him. Dread filling her, Farseer Meési knew now why she was here and under what conditions she would return home. Sighing, she sent the mental order to engage the enemy.

View from the North
Overview: By popular request (well, Ben anyway), Meredith and I have decided to contribute another batrep. This time were playing a scenario that I created, called Realms of Chaos. The General and Farseer Meési, by now familiar enemies, have been forced to do battle for the amusement of the malevolent powers of Chaos.
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General one too many hits to the head
Somavia: Well, last time I predicted a thorough beating for me and turned out
putting a hurting on Mer. Since that loss Mer has been quite fanatical about
following the mission objectives, so I cant expect her to make that mistake
again. Worse, Im not wearing my lucky underwear this time. My army, Mordian Home Guard 442nd Artillery, hasnt changed since you saw it last. Solid base of troops (still too few to my liking) with colonial levies to back it up. My battle plan? I have no idea. Its a rule of combat that no plan survives contact with the enemy, but thats taken to the extreme here. Weve played this scenario before and having units whisked about the board (sometimes units having their transports plucked from under them!), makes a battle plan hard. Im expecting Mer to be on the offensive so my plan is to try to break the cohesion of her charge and absorb the shock of the blow with ranks and ranks of men. One thing Id like to point out beforehand: I will not use the Word in Your Ear ability or the Flip Out ability of the Callidus. I love her paint job and think shes very cool, but shes under-priced. A power weapon wielding character that can show up anywhere for 120 points is a bargain enough, thank you. I want to win, but Id rather have fun and toning down this model seems fair to me. |
Type |
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | Cost |
| Colonel | 1 | 4 | 4 | 3 | 3 | 3 | 4 | 3/4 | 9 | 4+ | 145 | |
| Plasma Pistol; Power Weapon, Bionics, Carapace Armor | ||||||||||||
| 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 White Dwarf rules; Turret Multilaser; Hull Heavy Bolter | ||||||||||||
| Callidus Assassin (as) | 1 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 10 | 4(I)+ | 120 | |
| Independent Character; Can never join another unit; Infiltrate if allowed; Fearless; 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 | ||||||||||||
| Ratling Snipers | 6 | 2 | 4 | 2 | 2 | 1 | 4 | 1 | 6 | 5+ | 66 | |
| Infiltrate if allowed; Sniper Rifle | ||||||||||||
| 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); Grenade Launcher (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); Meltagun (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); Grenade Launcher (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); Meltagun (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); Grenade Launcher (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); Meltagun (x1) | ||||||||||||
| Sergeant | 1 | 3 | 3 | 3 | 3 | 1 | 3 | 1/2 | 7 | 5+ | [6] | |
| Laspistol & CC Weapon | ||||||||||||
| 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 | ||||||||||||
| 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 |
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Total Points: 1495
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Farseer tired of painting his models Meési: Ever since the last batrep Ive been concentrating on improving my game strategy. The first thing that I ask myself every time now is What am I supposed to be doing during this game? So far it has helped immensely. My army, the Veélnan Craftworld, hasnt changed since the last batrep. And since Im going to be up against the same old guard, the objective is the same - get them into hand-to-hand. The scenario is going to make that difficult, but the rules are so absurd that you just have to throw up your hands and say oh well whenever the winds of chaos take a unit away from the rest of the army. Its also quite difficult for the Eldar to beat the IG when it comes to Victory Points. Needless to say, both of our armies will either cope fairly well, or take big hits. Were also not playing at Neutral Ground this time but in Coreys room. Try to spot the pile of clothes in the background. Lets see how this turns out, hm? |
Type |
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | Cost |
| Farseer | 1 | 5 | 5 | 3 | 4/5 | 3 | 5 | 1/2 | 10 | 4(I)+/3+ | 116 | |
| Independent Character; Psyker, 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; 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 | ||||||||||||
| Vayle Squad (Defen) | 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; 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 | ||||||||||||
| Vala Squad (Defen) | 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; 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 | ||||||||||||
| 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 | ||||||||||||
| Shadow Weaver | 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] | |||||||||
| May not move and 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 in Front arc; Left Scatter Laser (x3); Right Scatter Laser (x3) | ||||||||||||
Total Points: 1497
Deployment: With a roll of a die, it was determined that the deployment zones would be corners, half the length of each table edge, 12 out. The Veélnan scored highest and chose the north west corner of the table in which to deploy, forcing the IG to deploy in the south east corner. The IG rolled higher for order of deployment, thus forced to deploy first.
The IG deployed Green Platoon on the western edge of its DZ and Blue Platoon on the eastern flank, with The General in the midst of the two, hidden behind a large ash dune. Behind the General the Home Guards Leman Russ deployed atop an ash dune that gave it a good field of fire. Shielded behind the Russ, the Chimera containing the Highland Ogryns waited. Closer to the east flank, the Basilisk deployed with a squad of Ratlings on the right.
The Veélnan replied by deploying most of its heavy support on the east flank. The Shadow Weavers deployed furthest out with the War Walkers in the center, shielded from most fire. Beside the two squads, Farseer Meési directed the opening portions of the battle. On the western flank, the small squad of Dark Reapers took up position. Behind them, in standard arrow formation, waited three Wave Serpents carrying two squads of Guardians, Al Vayle and Al Vala and a squad of Striking Scorpions. (At this point, I looked how tightly packed my army was and started to get a bad feeling--Corey)

A Word on Terrain: Although this is a demonic land where nothing is as it seems, the Foul Lords of Chaos have created a simulacrum of worlds familiar to both sides, in this case, an ash waste land on which the two sides have battled numerous times. In other words, were using my scratch built ash wastes terrain. A brief explanation on the rules we use: all ash dunes are Difficult Terrain, but provide only a 6+ cover save. Any rocky outcropping is Difficult Terrain and provides a 5+ cover save. The sludge river is considered impassable. The concrete banks are not Difficult Terrain, however it can provide a cover save. Provided the squad (or most of it) or vehicle is within 2 of the bank and the shot comes from the other side (i.e. you could crouch behind it), you get a 4+ cover save/are hull down. Finally, Wogs Scrap (see if you can spot it), doesnt impede infantry, cavalry, jump packs troops, or bikes and provides a 5+ cover save (not to cavalry/bikes, as usual). Vehicles, however, consider it Difficult Terrain.