Competitive 40k tactics and Battle Reports with the Tyranid Codex

Monday, May 13, 2013

40k Battleboard

Here is the link to a thread I read lately on Dakka. Basically, some one has created a board that looks very fancy and complicated, but tracks everyone who plays 40k.



 It's not a new idea but this may be the best attempt I've seen. So, can it work? I've decided to sign up. I'm skeptical on how effective it can be, but I would love for it to work. And if this is going to work, then it will need a LOT of community support. Forums, GTs, everything. And, if it works, it could really help the community. But, it needs people to be supportive AND HONEST. Every report I put on here is true. I win a lot of my games, but I've had a couple of righteous beatings handed down upon me. I've chronicled every game of 6th so far that I've played, and that's what every member must do to if this is to work. I don't know if they can, but please, please try! I have a feeling that if we can only get every GT organizer to agree, then this would be amazing (as honestly, thats what I'll be looking at, not Joe Taus 100-0 record at the FLGS).
So, any GTOs out there! Please take a look. If you know a GTO, show him! If we get behind this it just might be amazing.

Thursday, April 4, 2013

Conversion Corner: Pre-Heresy Forgefiend


Hello readers! I'm taking a break from all my competetive articles and Battle Reports to contribute a little bit to the Hobby side of things. A tournament player, who enjoys the hobby? Nonsense! Anyways, the basis for this article is my Pre Heresy army of Iron Warriors that I am currently working on. Although I love my Tyranids, and think that they are more competetive, I've always loved the IVth Legion, and I think that the army has more personality. Plus, some of my Tyranids are pretty old and not too well painted... I want a nice looking army on the table! Because the FW Horus Heresy books are not fully accepted yet, I play my army with the Chaos Space Marine Codex. One of the new units that, statwise, caught my eye was the new Forgefiend. The only problem was, I couldn't just throw a Dinobot into my Heresy Era army! My army represents the point where the Warsmith has declared his support of Horus, but has not yet started to be physically corrupted by Chaos.
 
I thought for a while on how to best represent this, and then stumbled on the answer in a Horus Heresy novel! In the second Dark Angels book, the First Legion is protecting a weapon from the Sons of Horus, which was a super heavy sort of Artillery. The Dark Angels end up jury rigging the machine so that a Dreadnaught could be plugged in and man the Vehicle. This inspired me to replicate this on a smaller scale, where a Dreadnaught has been mounted on top of a rhino!
 
Materials needed:
One Rhino kit (Loyalist or Chaos)
One Dreadnaught kit (I used a venerable, but a different kind would work fine)
Rare Earth magnets ( I used 3/16" by 1/16" which worked fine)
A couple extra gun bits, your choice. I used two Lego cannon pieces!  
A spare 1" base.             
Superglue
Clippers/Exacto knife               
 
To start off this conversion, assemble a Rhino! Leave off the top doors.
 
 
 
Also, no Storm bolters or cupolas. I put the optional top straight in here, and in the other put the Marine torso peice in upside down. I then mounted a searchlight and Radar dish on top. Both look suitable without being restrictive of the model. 


 
 
Next, take the Razorback option top door shown below. Use a couple of spare sprue peices to make something that the small base can drop onto, as shown below. 

 
 
Flip it upside down once dry, and glue one magnet in, as close to the center as you can get! Don't be shy on glue, it'll take a bit to dry but you want it very solidly in there! 

 
 
Assemble the Dreadnaught top as usual. Leave off the legs and arms for now. Note that I attached an Iron-Halo looking peice that came with the Dread, this is used to represent the 5++ invulnerable it gets. 

 
Then, take the unused cupola (without a Storm bolter, obviously) and glue the cover on, then glue it on the Dread torso where the legs would go. It should fit quite well, as shown below. 

 
Glue the other magnet inside that cupola peice, as shown below. Make sure it matches up properly with the magnet on the tank! 

 
The Dread torso now fits very comfortably onto the tank body. It can be removed with relative ease, but will never pop off during a game. You could glue it straight on instead of using magnets, but using them allows the torso to be removed for storage, and to rotate in game.

 
For the right arm, I took an assembled assault cannon arm, and cut off the actual cannon. I then shaved it flat with a knife and glued a lego on! This particular peice doesn't look obnoxiouslt lego-like, but you can use whatever you want to get the Hades-autocannon. Dual Autocannon would work just as well. Also, Plasma cannons could be used, if you prefer the Ectoplasm cannons that the Forgefiend may take. 

 I also added a few random poles and plasticard tubing to make it look like a cannon, do as you see fit.

The left arm was a wee bit trickier, as it comes as an "arm" not just a gun mount. I clipped a lot of the arm peice off, and added a plate underneath to cover the hole. The Ven. Dread. comes with plenty of extra plates that fit the job. Then, add another cannon matching the opposite arm.
 
Because the other arm had an ammo feeder, I added the plasma coil to the left arm so that it looked roughly the same. 


 Take the arms and attach to dreadnaught as normal! Feel free to leave unglued, so that the arms can move up/down, and be removed.

 Here is your final product! I think it looks pretty cool, myself.
 
 
But, how viable is it to use in game? After all, the Forgefiend is mounted on an oval base! Compare the footprints in the two pictures below. Shooting from a head on angle is actually slightly better for your opponent, and because shooting is measured to the hull it will never be a pivotal "He's cheating!" issue. However, I always carry a spare base with me in case my opponent wants to check for himself. So far, I have had no issues. Also, the arms don't even extend past the rhino, so no Fodeling for Advantage there either. 

 
 
The tank-Hybrid is slightly shorter than a Tervigon but is still a big model. A built from the box Forgefiend is actually almost the exact same height. Still no modeling for advantage!

 Here is how it compares in height to the Forge World Contemptor Dreadnaught.
 Finally, you can see it next to  base AOBR tactical Marine, and also a PH Dark Angels Objective marker, and a Custodes model I made.

Finally, a fun shot! Forgefiends make great fire support for your precious marines as they challenge the blind followers of the Emperor. Tear down the Imperium! Death to the lackeys of the false Emperor!
 
 
I hope you found this article informative! Although it looks a bit different, this conversion is proportionally very similar to the original Forgefiend model. It also makes a very unique model to add to your collection, and an interesting center piece! Just make sure that your opponent knows exactly what it represents on the table, and you shouldn't have any trouble. Like a Forgefiend, a Dreadnaught has a 12/12/10 statline. The BS 3 could be represented by the tremendous recoil of such a High caliber weapon, while the Iron Halo I added could explain its durability. Even the Daemonforge rule could be represented by the Dreadnaught ignoring Mechanicum reccomendations, and firing full auto... devestating, but in danger of overheating. Also, walkers can rotate in the shooting phase, just like the Dreadnaught on top! 

Monday, March 25, 2013

Chaos Space Marines: Daemon Allies




Hello everyone! Now that I have a few months before my next big tournament, I've spent a good deal of time looking over the Daemons book, and also the Allies system. As a Nid player, I actually don't know the rules too well on allies! However, looking over the Battle Brothers section it's quite clear that they can use powers on each other... the natural conclusion of this, of course, is to look for Divination to add to my Chaos Marines. Fortunately, Tzeentch is my god of choice! 

When looking at an allied chart, you MUST take a troops and an HQ. While some people like to take 5 warriors and Necron Wraiths as allies, I feel that a good allied contingent must have a useful unit in every slot, otherwise you're wasting points for the unit you're adding in! I'd like to keep my attachment to a relatively small number of units, like 2 or 3.

HQ: Because I want to add divination to my army, there are really only two choices. A herald of Tzeentch or a Lord of Change.

Herald of Tzeentch:
 Pros: Cheap, can be hid in units. Up to three Divination powers
Cons: Very weak, can only join other Daemons, and only Tzeentch ones. An absolute pushover in CC.

Lord of Change: Pros: Tough, Flying Monstrous Creature. No slouch in CC, and isn't tied to a unit, very mobile.
Cons: Big target, draws fire, only a 5+ save, pricey.

From my experience with FMCs from Tyranids, I know how fast they can go down. With only a 5++ and not as easy access to FnP, I think that the Herald is more price-efficient.

This then means that the Herald needs a unit to go with him. Compared to my Nids, I run relatively few scoring units for my Chaos Space Marines (I plan on three). The Daemon troops should then be very tough against shooting for a ore resilient unit, which Pink Horrors fit just fine. With the new Daemonic Instability rules, they can go to ground. A unit of Pink Horrors behind an Aegis Line are just nasty, as they have a 2+ cover save, and are allowed to reroll 1s due to being Daemons of Tzeentch! Gnarly! Horrors also add in a nice bit of shooting, if they need to use it.

The base allied attachment would then be 11 Horrors, with an Iridescent Horror (For Mastery level 2 until they got shot at) and a Herald of Tzeentch. The Herald would be ML 3, and rolling all divination. With Havocs and Forgefiends around to play, there shouldn't be an issue of running out of targets. Twin-linking a Forgefiend will brutalize a Rhino, even with cover, while making autocannon Havocs a sudden menace to any aircraft around. This even fits what I see as the Iron Warriors theme, a very immobile shooting force behind a fortification, with Daemons only being used as tools to further their own ends. And really, isn't that what allies are? Because sometimes, you just want Twinlinked Lascannons to ruin a guys day.

This would run in at 199 points, which is altogether VERY cheap for an allied unit. It has minimal upgrades, and doesn't have to roll on the Warp Storm chart. I'm basically paying for a tough unit behind an Aegis line, and a minor character who can really help my army be devastating on the field.

Wednesday, March 20, 2013

Crucible GT standings/review

Alright, I've finished my 6 Battle Reports and now, it's time for a final standings/tournament review: At the start of game 6, I was in a tie for 4th place at 62. Ahead of me, the players had 63, 68, and 71. Let's see how the final games went:
 
Necrons vs. Eldar/DEldar: The necron player from round 6 of Beaky, vs. the Eldar player from round 5 of Crucible. Eldar destroyed, 20-2! Necron wraiths got wrecked by the mighty Wraithguard blob, which took full points when the Wraithguard used his mulligan to reroll a 6 on a H&R attempt and claim an objective. Saved it for the last minute!
 
Tau/SW: Absolutely wrecked the IG player from my round 4 of Crucible, 20-0. Here's how the standings below worked out: (Top 15)
 
 
In case you can't tell by armies, I ended up with 4th place. Despite a win, I failed to advance at all from my post game 5 standing. The IG player matched me in points to stay ahead, while strong victories by Tau and Elda earned them the top 2 spots. However, the highest ranked Necron player finished number 6! Take that meta! Of course they also had the most spots in top ten with 3. as you can see, I was a point away from 3rd! This is where not consolidating in game 2 hurt me, I would love those two extra points! However, I did get a small trophy as "Best Tyranid" player.

Overall, the two players who beat me took spots #1 and #2... Combined with how bad the matchups were, I didn't have an easy path! Congratulations to them, those two guys were my favorite opponents actually. I can't complain with non-Necron, Non MEQ winning the prize! However, there were no undefeated players. Things got very messy up top! The winning Eldar list only lost to a Necron wraithwing list, Teddy from my game 6. Teddy lost to both me and Steve, another Necron player. Steve beat Joseph, the number 2 player, for his only loss. Joseph and Devin both beat me, however.


Tournament Review:

PROS:

-Terrain  was absolutely fantastic!This is better terrain than I get at most LGS, even when I set up the tables! For a GT, it was absolutely fantastic. Every table looked fair and balanced, and many had very nice themes as well.

-The mission format: I like having a 1st, 2nd, 3rd objective setup, I admit better than the "Primary, then tiebreakers" of BeakyCon 2. It wasn't perfect however, more on that later.
 
-The players there were fantastic. No cheating, no questionable behavior, and 6 amazing opponents. I would play any and all again.

-Pure Battle Point rankings: Very, very interesting how this worked. On the one hand, it gave a lot of people the chance to feel like they were competing, and made the prizes wide open in the final two rounds, instead of a "winner takes all" of a single game.

-The Mulligan: This random free dice reroll, for submitting lists early, was quite fun, and added a bit of depth to my games early on.

CONS:

-Pure Battle Point Rankings: Although I don't mind, I ended up ahead of a few 5-1 players... I would be unhappy if I was on the other side of things!

-The Mission Format: Some of the objectives were a little too fun. Example: Psycher Kill Points was basically a 5-point handicap for me in game 6. There was another KP mission that revolved around Dedicated Transports not being KPs! That's a bit unbalanced in my mind, and favors some armies WAY more than others.

-A couple rulings were questionable: For example, it was ruled that my Flyrant in area terrain recieved no area terrain cover? For me that seems like a pure "I think this makes sense logically", as it is completely unsupported by the rules as written.

-My biggest concern here: Match-ups: I won't list every example, but there were quite a few instances of players being matched up who were of very uneven points levels... One example, was round 6. Joseph and I are both tied for 4th, sitting at 62 points each. My opponent, Teddy, had 61 points. Josephs round 6 opponent however had 49 points... a huge discrepency! Perhaps I'm bitter because I'd want to do better, but I think 12 point swing between the opponents of two equally placed players is a bit ridiculous. There were other stories I heard of mis-matches. However, Joseph did deserve to finish higher than me, purely by merit of how badly he beat me!

OVERALL:

I liked the event overall, and how it was run. It seemed a bit different from most GTs, but overall I did have a great time. If the GT is back next year, then I can guarentee I will be as well!

Monday, March 18, 2013

Crucible 2013: vs. Necrons

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative. My Mulligan has been used.

At this point, I am in a tie for fourth. Here's the field:
1. 71 Eldar/Deldar
2. 68 Necrons (the player from round 6 BeakyCon)
3. 63: IG
4/5. Me (62)/the Tau/SW player (62)
6. 61: Necrons
So, I can break the top three with a solid victory I hope!


The sixth mission:

Primary: 7-  3 objectives, all in no mans land. One in dead center, two more 12" left and right. Every unit within 3" of an objective adds one Master Level to an IC if he's there, a sergeant if not, and generates one random power.
Secondary: 5- Kill Points (Psychers only)
Tertiary: 2- Emperors Will
Bonus: 2 each- rulebook secondary objectives

Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.

My list:

Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores





My Opponent: Teddy

Imotekh the Stormlord
Cryptek with one reroll (Chronometron?)
5 Warriors in Night Scythe
5 Warriors in Night Scythe
5 Warriors in Night Scythe
5 Warriors in Night Scythe
6 Wraiths, 3 whips
6 Wraiths, 3 Whips
3 Tomb Spyders
3 Tomb Spyders
10 Scarabs


Psychic Powers:

Flyrant 1: Enfeeble, Life Leech
Flyrant 2: Life Leech, Endurance
Tervigon 1: Enfeeble, Endurance, Warp Speed
Tervigon 2: Enfeeble, Endurance, Warp Speed
Tervigon 3: Enfeeble, Endurance, Warp Speed
The Doom: Cataclysm

Warlord Traits: Useless

Night Fight turn 1
Deployment: Dawn of War

Initiative: Necrons

Pre Game Thoughts: Teddy is the winner of BeakyCon, and plays in GTs throughout the USA. On the one hand, this is a good match up for me, on the other hand I know that he is an excelllent player. However, when it comes down to it, my Psychic Powers are very strong even with no Iron Arm. I can use them to establish a solid ground control, and then claim the Primary objective. However, the Secondary objective is absolutely infuriating. I start out with 5 psykers, he has 0, so this'll be tough to win... My Emperors Will objective is center of my deployment, in the ruin. His is the far back right of his DZ.


Deployment: Necrons: He stacks the field to my left. Both Wraith Squads in the open, and both Spyder squads behind a ruin to the left. 10 Scarabs in the Ruin. Everything else, in reserve of course.

Deployment Nids: Tervigons each start of far forward, 12" away one each from the objectives. Flyrants on my left, Biovores in a ruin. Ymgarls/Doom in reserve, I also put all my gants on the left side, if slightly far back.

Turn 1 Necrons: He advances everything, including a bolstered Scarab squad, who are still in cover. Lightning results in no damage.

Turn 1 Nids: I enfeeble the leftmost Wraith squad, it gets denyed. The second goes through however! I zoom up both Flyrants (both have FNP) and unload on the Enfeebled Wraiths. Math hammer goes perfect. 24 shots, 18 hits, with preferred enemyI get 18 wounds. He fails 6 saves, and the unit is whiped due to Instand Death. I also get First Blood.

Turn 2 Necrons: Three Scythes come in and Line up a Flyrant (Warlord) He takes three wounds and is grounded. The Scarabs, now at 22 strong, burst out of cover and hit a 10 man gant squad I had strung out as a screen. They die horribly. The surviving Wraith Squad hits the grounded Flyrant and kill him.

Turn 2 Nids: My surviving Flyrant vector strikes a scythe, blowing it up as he leaves the field. I cast three successful Enfeebles. The Wraiths go to Toughness 2, as well as the Scarabs. BothYmgarl squads come in. Ymgarls jump out and hit one of the squads of Tomb Spyders, causing two wounds.  The other come out of a crater behind the Wraiths (one is killed by the falling Night Scythe). Both Tervigons nearby spawn gants, and the twenty man unit runs up towards the 22 Scarabs. Biovores and three squads, plus two Tervigons Cluster Spines, whipe out the unit completely. A third squad of gants opens fire into the T2 wraiths, then assault. Ymgarls also assault that unit. When it's all over, he has one Wraith left tying me up.

Turn 3 Cronz: His two flyers advance, the third flies max distance, all zero in on a single Tervigon. He causes three wounds total. In CC, his Spyders jump into the Spyder/Ymgarl combat and kill all my Stealers. Lightning ends for Imhotek. His disembarked warriors fail their Reserve roll. In assault I finish his wraith off.

Turn 3 Nids: I land the Doom on his objective, who jumps out and moves towards the board edge. My Flyrant comes on and blows Imhoteks ride out of the sky. (to the right of the two surviving Scythes below) My Ymgarls hide in area terrain, gants spread out, Tervigons endurance themselves.

 
 
Turn 4 Necrons: Both warrior squads come in and rapid fire the Doom, he's down to one wound. Flyers fly off the board. Spyders come close to the Tervigons.
 
Turn 4 Nids: Doom takes 4 wounds off the warriors, Flyrant advances and whipes the non Imhotek warrior unit. I spawn gants out of Tervigon, she's out, and assault 3 spyders. It's mostly a draw, I lose a few for one wound. Doom assaults Imhoteks squad and loses 3 wounds to overwatch! Youch! Imhotek challenges and knocks him down to one wound.
 
Turn 5 Crons: Both Scythes come in and finish off the last Flyrant. Other 3 spyders charge a Tervigon. Both combats are un interesting. Imhotek whiffs.
 
Turn 5 Nids: I hold objectives with my other two Tervigons. All nearby gants jump into the two Spyder units, do no damage but tie them up.
 
Turn 6 Necrons: He drops warriors on an objective and tries to kill a Tervigon with shooting, it fails. He does kill the Doom in CC. (He's been making every single 3d6 check...)
 
Turn 6 Nids: I kill the Warriors on the objective, the two CCs grind on.
 
END GAME:
 
Primary: Tyranids, 2 objectives to 0
Secondary: Necrons 3-2 (Flyrants and Doom to a Wraith and warrior Psyker)
Tertiary: Nids 1-0 (the Spod contests his)
 
I have First Blood/Linebreaker, he has Warlord and Linebreaker
 
Victory 13-9
 
That was a tough game, but I did enough early damage that I had dominant Board control. Sadly, I never really could get him to get near enough to the objectives where I could kill some Psykers. Still, I'm happy considering the quality of my opponent. Up next will be a tournament redux, including final rankings, winners and all! Stay tuned!




Saturday, March 16, 2013

NEW TAU ARE HERE!

From Spikey Bitz:
The Rumors are True, Tau Cometh- First Pics!
0 comments
Well it looks like the stars have aligned and we have another 40k release on our hands folks, and it is indeed TAU!

Here's a first look at the Tau Leak from the White Dwarf pics currently going around the tubes! Man I am going to love me some plastic Broadsides!

Checkout the size of that Battle-suit!!! It's like 3 Crisis suits tall! -Enjoy MBG

From Faeit
Tau Pics Are Here!!!!! Sunshark Bomber/ Razorshark Fighter, and More

Ever concerned that Tau were not going to be released for April....... The Cat is out of the Bag!!!!!. Tau are here, and yes the pics out next month's White Dwarf are spreading faster than a wildfire.

These pics can be found over at Advanced Tau Tactica (Where they first appeared) and on Warseer by sinowarrior




Friday, March 15, 2013

Crucible 2013: vs Eldar/Dark Eldar

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative. My Mulligan has been used.

The fifth mission:

Primary: 7- The Relic
Secondary: 5- Table Quarters
Tertiary: 2- Kill Points
Bonus: 2 each-rulebook secondary objectives

Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.

My list:

Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores




My Opponent: Devin

Eldrad
10 Wraith Guard (1 Warlock)
3 Guardian Jetbikes
5 Dire Avengers
Wave Serpent
6 Fire Dragons
A special FW tank- Warp Hunter? It had a Large blast, Ap. 2, wounds on a 2+, Instant Death as 6. Could also be fired as a 6" torrent weapon, same profile.
3 War Walkers, Scatter Lasers
Aegis Line, Quadgun

Baron Sathonyx (?)-the Hellion dude with Hit and run and stealth
5 Warriors in Venom, Splinter Cannon
10 Warriors in Raider, Blaster



Psychic Powers:

Flyrant 1: Enfeeble, Life Leech
Flyrant 2: Life Leech, Smite
Tervigon 1: Iron Arm, Life Leech, Warp Speed
Tervigon 2: Endurance, Life Leech, Warp Speed
Tervigon 3: Iron Arm, Enfeeble, Life Leech
The Doom: Cataclysm

Warlord Traits: Useless

Not Night Fight turn 1
Deployment: Vanguard Strike

Initiative: Eldar/DEldar

Deployment Eldar: His Aegi is strung out between two terrain pieces, with the Exarch on the gun. Warwalkers to their right, behind the uardian Bike unit. 4 vehicles are scattered behind, and his super Death Star is as far forward as possible.

Deployment Nids: Two Trvigons are both 12"exactly from the relic, I'm not letting him run away with it! Flyrants are scattered to either side, gants are also hiding behind, my third Tervigon is hanging back a bit with the Biovores. Standard reserves of Doom/Stealers

Pre game planning: Theres no way that I can get a full victory here. Actually, I'm just going to have to try to take the primary objective, and that's it. Any other points I get are a bonus. Turn 1 he can jump the bikes on the relic and if he does I'll punce on them. If not, I'll just take it and wrap it.

Turn 1 Eldar: As I predicted, the Relic is siezed turn 1. By a unit of gants! That magical 6 comes up, and I decide to scrap all my plans. I hurl my army at his in a balls to the walls attempt to take him down. I gun down the full unit of War walkers, and kill the Guardian Jetbikes, netting me two KPs, First Blood, and 13 models on the Relic. I also run a second spawned unit to wrap the original.

 
 
Turn 1 Eldar (for real): His army took a hit, but sadly he's not down yet. He fires the Raider and Venom at the non-Warlord Tyrant, and wounds him a few times. The Fire Dragons then get three hits, and I fail two cover saves. One down. The Wraithguard target the other Flyrant, with Guide, and shoot him down all on their own.
 
Turn 2 Nids: Crap! This game isn't even close to over. I get the Doom and half my Ymgarls. The Doom kills 5 Fire Dragons, and the Ymgarls asault the Wraithguard. First though, I spawn another unit of gants directly in front of the Wraithguard, so he can't hit and run forward. Shooting kills one, but the Ymgarls fail to get a single rend! Remarkably, he fails to wound as well. He H&Rs 17 "!!!! Fortunately I had blocked him, so he only goes sideways. Below you can see us in the middle of the assault phase. The Quad gun intercepts and kills the SPod


Here is his monsterous Hit and Run...
 
 
Turn 2 Eldar: His Wraithguard advance, and shoot at a Tervigon. He only has a few in range, but rolls three 6s to wound! I can't make that many Cover saves... Tervigon down! The rest of his army focus fires and downs the unit with the Relic.
 
Turn 3 Nids: I spawn a LOT of gants around the Wraithguard. Shooting nets 0 kills, darn Fortune. I then assault with only he TErvigon, who actually passes Iron Arm up to Toughness 9! I kill the Warlock in the challenge, he Hit and runs 11" backwards. I also get my second unit of Ymgarls in. I had gambled in their placement, and put them in a far off area piece with nothing nearby. My opponent was shocked, as he had flown his FW-tank over behind it! Muahaha... I hit the tank at +1attacks. 20 attacks, on a 3+, leads to 5 hits... leads to 0 glances... Oh no...  Below is his Death Star H&Ring back. To make things even worse, I put the Strength 10 Doom (he kills the last Fire Dragon) 1" away from the Raider, and then can't even see him behind it's Sail and forget to assault! 

 
 
Turn 3 Eldar His Wraithstar assaults and kills the nearest unit of gants. One dies in overwatch! The Venom blasts the Ymgarls down to 1 model :'( The Warp Hunter (FW tank) flies around and uses its template to shred a TON of gants. I had planned on that being dead, and clustered my troops a lot last turn... Ouch. The unit on the Relic dies also.
 
Turn 4 Nids: I go for a massive assault on the Deathstar. 32 gants head in with Poison, I should kill a few right? I leave one unit back to deny him a close H&R. It turns out he has defensive grenades... whoops. He takes 0 wounds, and steps back a few inches. The Doom assaults and murders the Raider, one turn late. 
 
Turn 4 Eldar: His Warriors step forward and blast down a unit of gants. I casually remind him to take a Doom Check, he loses 6 guys and falls back! I get to place the gants back, only for the damned Warp Hunter to lay down the Template of Doom and kill like 12 guys... (every single gant unit rolled a 1 to consolidate after he left combat) His Dire Avengers come in and hop in the Serpent.
 
Turn 5 Nids: I grab the relic again, and round up the gants to try to hold on for one turn. The Doom finishes off the Warriors. Biovores are ineffective, as all game.
 
Turn 5 Eldar: His Venom gets super lucky and kills an entire Tervigon. The Wraithguard hits the other squad and rolls a 6 to wound, I fail that cover save and lose the model. The two explosions decimate the gants around them, I only have a handful left, which is lessened by the Warp Hunters template. Not good!
 
I really need the game to end here... it doesn't. :/
 
Turn 6 Nids: Biovores kill a warrior out of the Venom squad, the last Ymgarl assaults and gets hit by a blaster on overwatch. Splat! Other gants crowd the objective. The Doom throws Catalyst on the Dire Avengers, who had disembarked. A direct hit only causes three wounds, he passes two cover saves and doesn't need moral. Bummer.
 
Turn 6 Eldar: I have no synapse, so he just lines up some gants for the firing squad. I have a few scattered left. He also flies the Warp Hunter full distance to contest the quarter the Doom was in.
 
The game ends here.
 
Primary: Draw
Secondary: Eldar (Full health vehicles could contest the quarter. I would have gotten this, and won, if not for that damned Warp Hunter! )
Tertiary: Eldar
First Blood: Nids
Linebreaker: Both of us
Warlord: Eldar
 
DEFEAT 11-4
 
 
Post game: In hindsight, I played this game completely wrong. I tried to block the Deathstar while I got the relic, and fed my entire army into that Meat grinder. I would have been a lot better off by just thowing one unit if gants in front of it, and then just avoiding it to kill everything else. Even if I lost primary I could have gotten secondary/tertiary, and combined with Linebreaker/First Blood could have had a narrow victory. This minor loss drops me from a solid 2nd place to a tie for 4th place, but I'm now far enough behind that I can't realistically win the GT. I think, other than my turn 1, the dice were a bit down on me. Both Ymgarl units were horribly ineffective, with simply godawful rolls. Then, a few bad saves, and hot rolls by the Wraithguard (especially on rolling 6s to wound) doomed me in this game. Plus, Eldrad is still my least favorite character in the game... I made enough mistakes though to say that my opponent deserved the win.