The Blackhawk roared out of the warp gate in the Castor system. Autarch Machant'ii immediately engaged the interstellar transport's cloaking technology, making it all but invisible to all inferior races, except perhaps to the technologically advanced Tau or ancient Necrons. The Blackhawk pulled into orbit around the 6th planet. "We are undetected," said Farseer Ji Handr'an, who had been dispatched by the Council to oversee this mission.
Sensors indicate that the Orks appear to be scavaging the planet looking for resources. Machant'ii communicated mentally Ji Handr'an.
We launch in 30 minutes, Ji Handr'an commanded,
have a tactical plan to me in 20."The orks have discovered a mine shaft. Our planetary penetration sensors report strong levels of titanium in the mine," reported Machant'ii 20 minutes later. "So we had faulty information back on Novas-Dinne," responded Ji Handr'an. "We will correct that when we return. What is your assessment, Machant'ii?"
"The orks are in a spread formation, scouring the land. It appears they have sent a rearguard of lootas and a wagon to guard the mine, but the lootas appears to be slowed by the vegetative terrain. Next to the mine is a small settlement. It is in ruins, but our visual sensors show massive numbers of gretchin working to prepare the settlement for habitation. Among the gretchin is a Big Mek; he appears to be in charge of the resource gathering mission. A large squad of ork boyz are marching toward a glowing artifact in the east. The artifact's radiation emission is consistent with that of the Tau. The orks have sent another wagon of lootas and a skorcha buggy toward that artifact to secure it before the main squad of ork boyz can arrive. "
"Great Farseer, our plan is to launch a mechanized assault on the western flank. The spread formation of the orks will allow our infantry to outnumber them on that flank. This should allow us to take control of the mine and give us time to eliminate their transports. We can then secure the artifact."
I will accompany Kallas in his Wave Serpent. Stay aboard the ship, Machant'ii, and communicate updates as they occur. We will secure the region and prepare for the landing of the rest of our force. We launch now, commanded Ji Handr'an. Minutes later, a beam of darkness flashed down in the glow of the planet's sunrise. The Eldar had landed.
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The Eldar launched a 1500 points mechanized force:
- Dire Avenger Wave Serpent: Squad of 10 with Exarch Kallas wielding dual avenger shuriken catapults. Farseer Ji Handr'an accompanied this squad. Serpent equipped with twin-linked ("TL") EML.
- Striking Scorpion Wave Serpent: Squad of 10 with Exarch Sol'Tor. Serpent equipped with TL EML.
- Dire Avenger Wave Serpent: Squad of 10 with Exarch Oazi wielding dual catapults. Serpent equipped with TL scatter lasers.
- Two Fire Prisms with holofields.
- Reserve squad of 4 jetbikes.
- Outflanking lone War Walker with dual scatter lasers.
The Orks had a 1175 (or 1125, I forget which) points force, which was approximately as follows:
- Big Mek in a squad of 30+ gretchin.
- 30+ shoota boyz.
- 30+ boyz.
- Scorcha
- Two squads of 10-12 lootas with accompanying looted wagon transport
Deployment and Mission
The game was a Capture and Control mission (two objectives) with Dawn of War deployment. The Orks deployed first as shown in the picture; the Eldar deployed nothing and went second.

Turn 1
The Orks had no targets, so they marched onto the board and ran forward.



The Eldar mechanized force deployed on the western flank and skimmed close to the line of shoota boyz, but blockading them from blocking the rear access of the transports. Oazi's wave serpent flew flat out over the line of shoota boyz, preparing to surge forward to the lootas in the bush in the north. Firing at the empty wagon, Kallas's wave serpent missed with its twin-linked EML, while Sol'Tor's serpent hit, but could not damage the front armor of the transport.

Turn 2
The orks ran around preparing for their shots, but their empty wagon experienced a power surge, forcing it to burst forward 12 inches, providing solid cover for the wave serpents. The eastern lootas let loose their rokkits at Oazi's serpent, wrecking it despite its flat out movement the turn prior. Oazi's squad took cover behind the downed serpent. Unfortunately for the orks, the gretchin didn't notice the approaching Eldar and went about their business preparing the ruined settlement, keeping the Big Mek from firing his Shokk Attack gun.

None of the Eldar reserves arrived. Sol'Tor's scorpions disembarked their white transport, which then flew over the ork line, covering them from the north. The serpent fired at the surging wagon, stunning it. Kallas's fortuned transport bolted forward maximum distance to prepare to attack the lootas in the bush. The Prisms missed entirely. Oazi's dire avengers moved into position and bladestormed into the bush-hidden lootas, killing 5; but they hung around. The scorpions charged into the doomed spread orks, killing 20. The orks struck 5 scorpions in return, but their armor repelled all but one of the attacks. The fearless orks consolidated into the battle.

Turn 3
The big mek fired his shokk attack gun at the swirling scorpion/shoota combat (which was an error we only caught at the end of the game -- you cannot target combats, even with ordnance blasts). The shot scattered off, missing everyone entirely. The lootas unleashed their rokkits into Oazi's dire avengers, who took 5 wounds, but surged forward with courage. The scorpions struck the shootas hard, felling 8 and only taking a single wound in return. This time, the orks were forced to retreat, but were cut down by the scorpions, who consolidated to the rear of their wave serpent. Ji Handr'an's fortuned serpent was shaken by rokkit fire, shrugging off approximately 30 incoming rokkits and two penetrating hits.


The Eldar retaliated hard. The War walker entered from the west flank, lining up a nice shot on the rear of the empty looted wagon. It fired, only shaking the vehicle with the 5 lasers that struck home. The scorpions embarked into their transport, which fired its EML at the side armor of the shaken transport, wrecking it from point-blank range. Oazi's depleted dire avengers took cover behind the wrecked wagon. Kallas's dire avengers disembarked and unleashed a bladestorm into the bush-covered, doomed lootas, kiling them all. Ji Handr'an remained in the serpent as it drifted forward slightly, covering Kallas's avengers and unleashing its EML at the wagon carrying the other loota squad, whose armor repelled the missile. The fire prisms finally pulled their weight. One fired through the arriving, turboboosted jetbike squad, destroyed the wagon carrying the lootas, while the other killed 5 of the disembarked lootas who were in heavy cover.

Turn 4
The shokk attack gun finally hit, stunning Sol'Tor's wave serpent; but the spirit stones reduced that to shaken. The blast also struck down one of Oazi's dire avengers, who bolted for the board edge. The remaining lootas fired at the jetbike squad, hitting two of them. Even with a 3+ save, the two bikes exploded violently; but the squad remained valiant. The eastern ork boyz continued running forward toward the artifact objective.
The Eldar again struck back hard. The shaken scorpion transport burst forward 24" to prepare a dual assault on the big mek and the ork boyz at the far objective. Kallas's avengers embarked onto their serpent, rejoining the Farseer. The serpent lined up a shot on the lootas and hit them hard, forcing them to fall back off the board. The prisms and walker unleashed their weapons on the big mek and his gretchin friends, killing 6 gretchin.
Turn 5
Ji Handr'an fortuned his serpent, which surged forward flat out over the titanium mine objective, claiming it. The two remaining jetbikes turboboosted forward to contest the artifact objective, which the ork boyz had finally reached. The skorcha had been able to maneuver behind Sol'Tor's serpent, shaking it with its flamer. The walker retaliated, immobilizing the vehicle and knocking out its flamer. The prisms took out 13 gretchin, but the squad passed its morale check. The scorpion serpent rushed forward next to the big mek, preparing for a run on the artifact objective. The game continued for another turn, dooming the two Eldar jetbikes, as they were surrounded by 30 boyz.



Turn 6
The shokk attack gun hit Kallas's serpent, but its fast move the prior turn saved it from damage. The boyz decimated the jetbikes. In return, the prisms took down a negligible number of them as they moved into position for tank shocks in the 7th turn, if necessary. The scorpions disembarked and charged the big mek's squad, wiping them off the board. In the meantime, their serpent tank shocked the boyz, contesting the artifact objective. The game ended on this turn, with the dire avengers controlling the mine and the artifact contested.





The Eldar had lost only 1 dire avenger squad and its transport, and two scorpions, while the orks were down to a single troop unit.
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This was a fun game and my first with an entirely mechanized force. I think it was a very strong force, and I think I handled mechanized tactics very well, even though I was outnumbered about 120 units to 41 (including tanks/transports). The Orks made a couple mistakes, one with aligning his lootas in area terrain and the other in accidentally moving his gretchin so his big mek couldn't shoot. He also rolled terribly on the damage table against my skimmers. My maneuvering was solid, nearly always having vehicles to provide cover for other vehicles and troops, and my attacks were synchronized well.
I made a rules mistake in the last turn, when I disembarked my scorpions and then tank-shocked the squad controlling the objective. You cannot embark/disembark and move flat-out in the same turn. However, it ultimately did not matter, as if I hadn't disembarked, I still would have tank-shocked the boyz, contesting the objective and thus winning the game that ended that turn. The only difference was that the big mek squad would still have been alive, but that would not have affected the outcome; and it would have subjected the gretchin to both of my prisms guns, instead of wasting the shots on the boyz.
Because of the way the orks had crushed the Eldar in the previous few games, we tried playing an unbalanced-points game. Next game, we'll be reducing the difference in the forces to something closer to 1500 to 1300. Here comes 60 more boyz. ;)