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RULES / POINTS VERSION:
10th Edition, 2025 – 2026 Chapter Approved
December 2025 Balanced Dataslate and MFM Points Update, with January 2026 500 Worlds Update
MATCHUP:
| Faction: | Detachment: |
| Aeldari | Aspect Host |
| VS | |
| Faction: | Detachment: |
| Orks | Green Tide |
MISSION:
| GW Mission | Q |
| Primary | Supply Drop |
| Terrain Layout | GW Terrain Layout 3 |
| Deployment | Sweeping Engagement |
LISTS:
Aeldari:
List
Aeldari
Aspect Host
Strike Force (2,000 Points)
CHARACTERS
Asurmen (125 Points)
• 1x Bloody Twins
• 1x Sword of Asur
Avatar of Khaine (280 Points)
• 1x The Wailing Doom
Fuegan (120 Points)
• 1x Fire Axe
• 1x Searsong
Jain Zar (120 Points)
• 1x Blade of Destruction
• 1x Silent Death
Lhykhis (135 Points)
• Warlord
• 1x Brood Twain
• 1x Spider’s Fangs
• 1x Weaverender
DEDICATED TRANSPORTS
Wave Serpent (125 Points)
• 1x Twin shuriken cannon
• 1x Twin shuriken catapult
• 1x Wraithbone hull
OTHER DATASHEETS
Dark Reapers (90 Points)
• 1x Aspect Shrine Token
• 1x Dark Reaper Exarch
◦ 1x Close combat weapon
◦ 1x Reaper launcher
• 4x Dark Reaper
◦ 4x Close combat weapon
◦ 4x Reaper launcher
Dire Avengers (75 Points)
• 1x Aspect Shrine Token
• 1x Dire Avenger Exarch
◦ 2x Avenger shuriken catapult
◦ 1x Close combat weapon
• 4x Dire Avenger
◦ 4x Avenger shuriken catapult
◦ 4x Close combat weapon
Falcon (130 Points)
• 1x Pulse laser
• 1x Shuriken cannon
• 1x Starcannon
• 1x Wraithbone hull
Fire Dragons (120 Points)
• 1x Aspect Shrine Token
• 1x Fire Dragon Exarch
◦ 1x Close combat weapon
◦ 1x Exarch’s Dragon fusion gun
• 4x Fire Dragon
◦ 4x Close combat weapon
◦ 4x Dragon fusion gun
Howling Banshees (95 Points)
• 1x Aspect Shrine Token
• 1x Howling Banshee Exarch
◦ 1x Executioner
◦ 1x Shuriken pistol
• 4x Howling Banshee
◦ 4x Banshee blade
◦ 4x Shuriken pistol
Rangers (55 Points)
• 5x Ranger
◦ 5x Close combat weapon
◦ 5x Long rifle
◦ 5x Shuriken pistol
Shining Spears (110 Points)
• 1x Shining Spear Exarch
◦ 1x Star lance
◦ 1x Twin shuriken catapult
• 2x Shining Spear
◦ 2x Laser lance
◦ 2x Twin shuriken catapult
Swooping Hawks (95 Points)
• 1x Aspect Shrine Token
• 1x Swooping Hawk Exarch
◦ 1x Close combat weapon
◦ 1x Hawk’s talon
• 4x Swooping Hawk
◦ 4x Close combat weapon
◦ 4x Lasblaster
Swooping Hawks (95 Points)
• 1x Aspect Shrine Token
• 1x Swooping Hawk Exarch
◦ 1x Close combat weapon
◦ 1x Hawk’s talon
• 4x Swooping Hawk
◦ 4x Close combat weapon
◦ 4x Lasblaster
Warp Spiders (105 Points)
• 1x Aspect Shrine Token
• 1x Warp Spider Exarch
◦ 1x Close combat weapon
◦ 1x Exarch’s death spinner
• 4x Warp Spider
◦ 4x Close combat weapon
◦ 4x Death spinner
Warp Spiders (105 Points)
• 1x Aspect Shrine Token
• 1x Warp Spider Exarch
◦ 1x Close combat weapon
◦ 1x Exarch’s death spinner
• 4x Warp Spider
◦ 4x Close combat weapon
◦ 4x Death spinner

Orks:
List
Orks
Green Tide
Strike Force (2,000 Points)
CHARACTERS
Ghazghkull Thraka (235 Points)
• 1x Ghazghkull Thraka
• Warlord
◦ 1x Gork’s Klaw
◦ 1x Mork’s Roar
• 1x Makari
◦ 1x Makari’s stabba
Painboy (80 Points)
• 1x Grot Orderly
• 1x Power klaw
• 1x ’Urty syringe
Painboy (80 Points)
• 1x Grot Orderly
• 1x Power klaw
• 1x ’Urty syringe
Painboy (80 Points)
• 1x Grot Orderly
• 1x Power klaw
• 1x ’Urty syringe
Warboss (100 Points)
• 1x Attack squig
• 1x Kombi-weapon
• 1x Power klaw
• 1x Twin sluggas
• Enhancements: Brutal But Kunnin’
Warboss (95 Points)
• 1x Attack squig
• 1x Kombi-weapon
• 1x Power klaw
• 1x Twin sluggas
• Enhancements: Raucous Warcaller
Warboss (75 Points)
• 1x Attack squig
• 1x Kombi-weapon
• 1x Power klaw
• 1x Twin sluggas
Weirdboy (65 Points)
• 1x Weirdboy staff
• 1x ’Eadbanger
Weirdboy (65 Points)
• 1x Weirdboy staff
• 1x ’Eadbanger
BATTLELINE
Boyz (170 Points)
• 19x Boy
◦ 19x Choppa
◦ 19x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
Boyz (170 Points)
• 19x Boy
◦ 19x Choppa
◦ 19x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
Boyz (170 Points)
• 19x Boy
◦ 19x Choppa
◦ 19x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
Boyz (170 Points)
• 19x Boy
◦ 19x Choppa
◦ 19x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
Boyz (170 Points)
• 19x Boy
◦ 19x Choppa
◦ 19x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
Boyz (170 Points)
• 19x Boy
◦ 19x Choppa
◦ 19x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
OTHER DATASHEETS
Gretchin (40 Points)
• 10x Gretchin
◦ 10x Close combat weapon
◦ 10x Grot blasta
• 1x Runtherd
◦ 1x Runtherd tools
◦ 1x Slugga
Stormboyz (65 Points)
• 4x Stormboy
◦ 4x Choppa
◦ 4x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga

FACTION SPECIFIC STRATEGIES:
Aeldari:
This is another detachment that was nerfed during the last Balanced Dataslate. The big change was to the Skyborne Sanctuary stratagem and limiting its usage so that a unit couldn’t get back into a transport during the same turn that it disembarked unless it also was eligible to fight. While unpopular, at least with Aeldari players, this change made sense to me because that combination alongside the below Lhykhis + another unit using Preternatural Precision combination was so lethal and uninteractive that it made the other player feel like a NPC in Aeldari’s game.
That said, I still think this detachment is good as it provides access to re-rolls and buffs many of the Aeldari’s best units. The intent behind this list is to play as many of the different Aspect Warrior units as possible, as well as to run the Avatar of Khaine. It’s not optimized, but is good and can be very lethal. More often than not, the thing that holds it back is me as I am just not a great Aeldari player and struggle with how to score primary.
The idea behind the list is to use cheap scoring units like Rangers, Warp Spiders, and Swooping Hawks to play the scoring game through the use of their superior movement while the Avatar is pushed up the middle of the board like a Distraction Carnifex. The other units are then deployed to snipe out the enemy when they come out to stop the Aeldari from scoring. The goal is to always be trading up, although that has gotten harder as the Aeldari points have gone up. Worst case scenario, this list can be used to play the points detail game and simply focus on tabling the opponent as quickly as possible.
Aeldari’s Win Condition: This is going to be a tough game because the Aeldari got pinned during the pairings process of the team’s game that I am simulating. Traditionally, Aeldari wants to play against an opponent that is running a balanced, “all-rounder” type list. This is because their superior movement and access to “just the right gun for the job” allows them to always deliver the damage that they need to the right spot. What Aeldari hates, is when the opponent plays a skew list, especially if it is a horde style army with a large amount of chafe infantry units. Unfortunately, that is exactly what the Orks Green Tide is.
The only saving grace is that I think this board and mission give Aeldari a slight advantage over Orks if they can go second. They still hate the matchup, but having the primary be so late game loaded means that Aeldari can focus on trying to kill the Orks early and hope that they have just enough movement left to score just enough in the late game. With that in mind, their Win Condition is to go second and play very conservatively while making the Orks pay dearly for every point that they score. The goal will be to table the Orks by Round 4 and to try to tease out the Waaagh as early in the game as possible. I don’t think it pushes this to a win, but could get this up to a 5-15 loss from the previously expected 0-20 wipeout.
| Category | Description |
| Warlord | Lhykhis |
| Leader / Bodyguard Combos: | Lhykhis with Warp Spiders |
| Asurmen with Dire Avengers | |
| Fuegan with Fire Dragons | |
| Jain Zar with Howling Banshees | |
| Transport / Infantry Combos: | Fuegan + Fire Dragons in Wave Serpent |
| Jain Zar + Howling Banshees in Wave Serpent | |
| Asurmen + Dire Avengers in Falcon | |
| Strategic Reserves: | 2 x Swooping Hawks |
| Key Strategems: | Preternatural Precision – Used in your Shooting Phase to give one Aspect Warriors unit Ignores Cover, Sustained, or Lethal. You can choose to also use an Aspect Shrine token to pick 2 of the abilities. |
| Key Combos: | Lhykhis + Whispering Web ability + Warp Spiders + Flickerjump ability + Batlle Focus tokens + Path of the Warrior detachment rule and Preternatural Precision on another Aeldari unit This is THE COMBO for this detachment. It is used to have the Warp Spiders go up to 27 inches to shoot a target with Lhykhis. Other Aeldari units then get Critical Hits on 5+ against that target, which combos great with Preternatural Precision for Sustained and/or Lethal. This goes great with anything. Fuegan + 5 Fire Dragons re-rolling everything into a Monster or Vehicle? You know it. Asurmen + 5 Dire Avengers jumping out of a Falcon for wound re-rolls and getting within half of their range for potential Sustained, Lethal, Ignores Cover, and Asurmen’s once per game “Go Mode”? Yup! Dark Reapers ignoring all modifiers while blasting away with Sustained and/or Lethal and using the detachment rule to re-roll 1’s to hit? Still good. |
Orks:
I don’t know how good this list is, and it definitely is not something that my back will allow me to play often, but boy is it cool to see on the table and fun to play. Something about 120 Ork Boyz on the table running at their opponent just feels RIGHT!
The list is about as Orky as it gets. There’s not a lot of ideas behind it. It’s just 6 units of 20 Ork Boyz with different leaders that run at their opponent while also trying to smother them through board control and sticky objectives. Ideally, the Warboss units with Painboys go out first to absorb damage with their Feel No Pains, while Ghaz’s unit is saved for delivering the killing blow, and the Weirdboy units use Da Jump to move around the board to smother the opponent. The Grots are their to sit on an Objective and farm CP, while the Stormboyz provide another Deep Strike threat.
Orks’ Win Condition: Orks win this one by occupying as much board space as possible and by engaging the Aeldari in melee. If the Orks “Get Stuck In”, it’s over for the Aeldari. They want to use their numbers advantage to keep the Aeldari in front of them at all times and time the Waaagh for maximum impact to crash into the Aeldari like a Green Tidal Wave (get it?). If this game comes down to 1 Round of staging and then 1-2 of aggressive pushing, it will be good for the Orks. If they are forced to chase Aeldari around the board and to get into a trading game, it won’t be as good. The goal here is a 20-0 blowout and to do it by being aggressive and pushing through the elves.
| Category | Description |
| Warlord | Ghazgkull Thraka |
| Leader / Bodyguard Combos | 3 x Warboss + Painboy with 20 Boyz |
| 2 x Weirdboy with 20 Boyz | |
| Ghazgkull Thraka with 20 Boyz | |
| Transport / Unit Combinations: | None |
| Strategic Reserves: | Stormboyz |
| 1 x Weirdboy + Boyz | |
| Key Stratagems: | Come On Ladz! – Used in your Command Phase to return D3 + 2 models, excluding Characters, to a Boyz unit. |
| Go Get Em! – Used in your opponent’s Shooting Phase to allow a Boyz unit to make a Surge Move of D6 inches, which is re-rollable if the unit has 10 or more models, after the unit has been shot. | |
| Bulldozer Brutality – Used in the Fight Phase on a Boyz unit to make it so that any models within 3 inches of a target are considered in Engagement Range and therefore are eligible to Fight. | |
| Competitive Streak – Used in the Fight Phase to give one Boyz unit re-roll to Wound rolls of 1, or full Wound re-rolls if the unit has 10 or more models. | |
| Key Combos | Ghazgkull Thraka + Prophet of Da Great Waaggh! ability + Ghzgkull’s Waaargh Banner aura + Waaagh! army rule + Competitive Streak stratagem This is how the Orks will deal with Khaine. Hit him with 20 Boyz + Ghaz with Lethal hits and full Wound re-rolls. I could wish for more AP, but this is the Orks’ best bet. |
ROUND-BY-ROUND RECAP:
The game starts with Orks winning the roll off and choosing to have the Aeldari deploy first.
The Aeldari deploy somewhat strategically, with the Avatar of Khaine deployed to pressure the Center Objective while other fast units are deployed to run the flanks. Unfortunately, this is where the Primary mission really hurts the Aeldari as they don’t know which Objective will disappear first and have to deploy in a way that makes the entire board accessible..
The Orks deploy much more aggressively and, said frankly, in the only way they can given the number of models that they are trying to squeeze into their DZ. The Warboss units each deploy on the line to push for an Objective, while Ghaz’s unit goes behind terrain to stage for a push into the Avatar and the only Weirdly unit on the board deploys in between Objectives 4 and 5.
It is then determined that the Alpha Objective, which will disappear in Round 4, will be Objective 5 and the Omega Objective, which will disappear in Round 5, will be Objective 3. Aeldari then win the roll off to go first, which is not what they wanted. Board state at the start of the battle is shown below.

Board State: Start of the Battle
ROUND 1:
| Phase: | Go First: Aeldari |
| Score at Start | 10 |
| Command | -Draw No Prisoner’s and Overwhelming Force for Secondaries |
| Movement | -Khaine uses a Battle Focus token to move onto Objective 4 and setup a Charge into Warboss + Boyz 2 |
| Shooting | -Rangers use Precision keyword to do 1 Damage to Painboy 2 -Dark Reapers kill 1 model in Warboss + Boyz 2 -Wave Serpent kills 1 model in Warboss + Boyz 2 -Khaine kills 1 model in Warboss + Boyz 2 |
| Charge | -Khaine fails into Warboss + Boyz 2 by rolling snake eyes |
| Fight | -None |
| End of Turn | -Score 0 on Secondaries -Hold both cards |
| Score at End | 10 |
Pretty boring turn for the Aeldari, partially because of a terrible Secondary draw and partially because they really don’t want to give the Orks any easy Charges into infantry units this game. Also, Khaine failing a 4 inch Charge didn’t help. The only thing that has me wondering was the decision to keep both Secondaries. On one hand, it does cost the Aeldari the opportunity to draw another card next turn and a bonus 1 CP at the end of this one. On the other hand, it’s pretty much guaranteed that the Orks are going to put at least 2 Boyz units on Objectives next turn, so this could be a guaranteed points in Round 2. We’ll see if it was the right call or not. The board state in the middle of Round 1 is shown below.

Board State: Middle of Round 1
| Phase: | Go Second: Orks |
| Score at Start | 10 |
| Command | -Draw Secure No Man’s Land and Area Denial for Secondaries -Use Grot Orderly to bring back 3 models to Warboss + Boyz 2 -Roll to get an extra CP from Warboss 1, who has the Brutal But Kunnin’ enhancement |
| Movement | -Warboss + Boyz 1 Advance onto Objective 5 -Warboss + Boyz 3 Advance onto Objective 3 -Warboss + Boyz 2 Advance to stage behind terrain between Objectives 3 and 4 -Ghaz + Boyz move to setup Charge into Khaine -Weirdboy + Boyz 1 move forward to stage and screen -Grots spread out to screen DZ |
| Shooting | -Ghaz kills 2 Rangers |
| Charge | -Ghaz + Boyz into Khaine |
| Fight | -Ghaz + Boyz use Competitive Streak and Bulldozer Brutality to do 10 Damage to Khaine -Khaine kills 6 models in Ghaz + Boyz |
| End of Turn | -Score 5 on Secondaries -Hold Area Denial |
| Score at End | 15 |
This was a good turn for Orks. They have spread out across the board and hold all 3 Objectives. They also are positioned well for a Round 2 Waaagh. They could wish that Ghaz had taken down Khaine, but 4+ Invulnerable Saves with half damage is tough to crack.
Also, it was debatable on whether or not one unit can use 2 stratagems during the same activation. Best that I could tell, there is nothing in the core rules that forbids it, but some tournaments have house ruled against allowing it (specifically to stop things like stacking AoC with Smoke). Since this was a practice game, I ruled in favor of allowing it, but do acknowledge that it is something that could require a judge’s input on in a tournament.
The board state at the end of Round 1 is below.

Board State: End of Round 1
ROUND 2:
| Phase: | Go First: Aeldari |
| Score at Start | 10 |
| Command | -Keep No Prisoners and Overwhelming Force for Secondaries -Pass all Battle Shocks -Score 0 on Primary |
| Movement | -Use Battle Focus token and Flickerjump ability to move Lhykhis + Warp Spiders to shoot Warboss + Orks 3 -Take 1 Mortal Wound on Warp Spiders due to Flickerjump -Asurmen + Dire Avengers disembark from Falcon and setup to Shoot Warboss + Boyz 3 -Shining Spears back up -Khaine Falls Back -Rangers move to hide -Falcon moves to shoot Warboss + Boyz 3 -Wave Serpent uses Battle Focus token to get onto Objective 5 and contest it -Warp Spiders Flickerjump to stage behind terrain, no mortals -Swooping Hawks 1 Deep Strike near Objective 5 to shoot -Orks Rapid Ingress Stormboyz behind terrain in Aeldari DZ |
| Shooting | -Dark Reapers kill 2 models with Ghaz + Boyz -Rangers kill 1 unit with Ghaz + Boyz -Ghaz + Boyz use Go Get ‘Em stratagem and roll high to surge into Khaine -Lhykhis + Warp Spiders kill 6 models in Warboss + Boyz 3 -Swooping Hawks kill 6 models in Warboss + Boyz 3 -Falcon kills 2 models in Warboss + Boyz 3 -Asurmen + Dire Avengers use Preternatural Precision to kill Warboss + Boyz 3, but Painboy lives on 2 Wounds for 9 VP -Asurmen + Dire Avengers use Tactical Acumen ability to Move onto Objective 3 -Shining Spears kill Painboy 3 for 1 VP |
| Charge | -None |
| Fight | -Ghaz + Boyz kill Khaine |
| End of Turn | -Score 10 on Secondaries |
| Score at End | 20 |
1 down, 5 more to go. That was a good turn for the Aeldari, but boy did it take a lot to kill 1 unit of Boyz. They also made a movement mistake by leaving Khaine too close to Ghaz’s squad by trying to keep him on the Objective. They did want to smoke out the Orks’ surge move stratagem and it’s better to take it on Khaine than to lose the chance to kill Warboss + Boyz 3, but it still hurts. Here comes the Waaagh. Here’s hoping it is not too back breaking for the Aeldari. Board state in the middle of Round 2 is below.

Board State: Middle of Round 2
| Phase: | Go Second: Orks |
| Score at Start | 15 |
| Command | -Call the Waaagh! -Draw A Tempting Target to go with Area Denial for Secondaries -Aeldari choose Objective 3 as tempting target -Use Come On Lads stratagem to bring back 5 models into Ghaz’s unit -Gain a CP from Warboss 1 -Score 5 on Primary |
| Movement | -Stormboyz Advance to Charge Dark Reapers -Warp Spiders Overwatch and kill 4 models in Stormboyz -Warboss + Boyz 1 Advance to Charge Wave Serpent -Weirdboy + Boyz 1 Advance to Charge Wave Serpent -Warboss + Boyz 2 Advance to Charge onto Objective 3 -Weirdboy + Boyz 2 deploy from Reserves into the Orks DZ to screen and stage |
| Shooting | -Ghaz kills Rangers |
| Charge | -Warboss + Boyz 1 into Wave Serpent -Weirdboy + Boyz 1 wrap the Wave Serpent -Warboss + Boyz 3 into Asurmen + Dire Avengers -Stormboyz into Dark Reapers |
| Fight | -Warboss + Boyz 2 kill Asurmen + Dire Avengers and then Consolidate into Lhykhis + Warp Spiders -Warboss + Boyz 1 kill Wave Serpent, 1 Howling Banshee dies disembarking -Warboss + Boyz 1 Consolidate into Howling Banshees -Stormboyz kill 4 Dark Reapers -Weirdboy + Boyz 1 Pile In to Howling Banshees and Fire Dragons to split attacks to kill Fire Dragons (but not Fuegan) and 3 Howling Banshees -Lhykhis + Warp Spiders use Epic Challenge to do 5 Damage to Warboss 2 -Warboss + Boyz 1 tank all Howling Banshee and Fuegan attacks thanks to high rolling Invulnerable Saves and FNP’s |
| End of Turn | -Score 10 on Secondaries |
| Score at End | 30 |
Well that was brutal. Pretty much the only thing that did not go according to plan for the Orks was the Warp Spiders popping off on Overwatch and wiping out most of the Stormboyz. Otherwise, that turn was picture perfect and the Aeldari are in big trouble. Board state at the end of Round 2 is below.

Board State: End of Round 2
ROUND 3:
| Phase: | Go First: Aeldari |
| Score at Start | 20 |
| Command | -Draw Defend Stronghold and Recover Assets for Secondaries -Drop Defend Stronghold for Cull the Horde -Pass all Battle Shocks -Score 0 on Primary |
| Movement | -Dark Reapers Fall Back -Warp Spiders move to Shoot Stormboyz -Lhykhis + Warp Spiders use a Battle Focus Token to Fall Back -Shining Spears back up to Shoot -Swooping Hawks 1 use a Battle Focus Token to move back to Recover Assets -Falcon moves into the midfield -Swooping Hawks 2 Deep Strike into the Orks DZ to Recover Assets |
| Shooting | -Swooping Hawks 1 and 2 plus Falcon Recover Assets for 5 VP -Warp Spiders kill Stormboyz -Jain Zar + Howling Banshees kill 2 models in Warboss + Boyz 1 |
| Charge | -None |
| Fight | -Jain Zar uses Epic Challenge and does 5 Damage to Warboss 1 -Howling Banshees kill 1 model in Warboss + Boyz 1 -Weirdboy + Boyz 1 kill Fuegan -Warboss + Boyz 1 use Bulldozer Brutality stratagem to kill Jain Zar + Howling Banshees -Fuegan stands back up |
| End of Turn | -Score 5 on Secondaries -Drop Cull the Horde for 1 CP |
| Score at End | 25 |
Sigh. The Orks tagging everything last turn really took its toll on this turn. Between Recovering Assets, which I now think was a mistake, and the number of units that had to Fall Back, the Aeldari were left with few damage dealing options. As a result, they bounced against the Orks and then lost 2 more critical pieces in the Fight Phase. This one is officially ugly. Board state in the middle of Round 3 is below.

Board State: Middle of Round 3
| Phase: | Go Second: Orks |
| Score at Start | 30 |
| Command | -Draw Assassination and Engage On All Fronts for Secondaries -Pass all Battle Shocks -Get a CP from Warboss 1 -Sticky Objectives 3, 4, and 5 -Use Grot Orderly to get 3 models back in Warboss + Boyz 1 -Score 15 on Primary |
| Movement | -Warboss + Boyz 1 Move to Charge Swooping Hawks 2 -Ghaz + Boyz towards the Falcon -Weirdboy + Boyz 2 use Da Jump ability to get into Aeldari DZ |
| Shooting | -Warboss + Boyz 2 use Grenades to do 4 Mortal Wounds to Lhykhis + Warp Spiders -Weirdboy 2 whiffs into Dark Reapers |
| Charge | -Warboss + Boyz 1 into Swooping Hawks 2 -Weirdboy + Boyz 1 into Fuegan -Ghaz + Boyz into Falcon -Warboss + Boyz 2 fail into Lhykhis + Warp Spiders, and then fail again on a re-roll -Weirdboy + Boyz 2 fail into Dark Reapers |
| Fight | -Weirdboy + Boyz 1 kill Fuegan for 5 VP -Ghaz kills Falcon by himself -Warboss + Boyz 1 kill Swooping Hawks 2 |
| End of Turn | -Score 9 on Secondaries |
| Score at End | 54 |
That was a massive turn from a points perspective and this is the round where the Orks run away with this game. They broke the Aeldari back on the Waaagh and now just need to keep scoring. Board state at the end of Round 3 is below.

Board State: End of Round 3
ROUND 4:
| Phase: | Go First: Aeldari |
| Score at Start | 25 |
| Command | -Draw Engage On All Fronts and Sabotage for Secondaries -Pass all Battle Shock -Score 0 on Primary |
| Movement | -Warp Spiders Flickerjump and use Battle Focus Token to get to near Objective 4, but take 1 Mortal Wound -Swooping Hawks 1 use a Battle Focus Token to move by Ghaz + Boyz and Grenade Pack Flyover for 3 Mortal Wounds -Lhykhis + Warp Spiders move into Orks DZ to Sabotage -Shining Spears use Battle Focus Token to gain Line of Sight on Ghaz -Dark Reapers move to gain Line of Sight on Ghaz |
| Shooting | -Swooping Hawks 1 use Preternatural Precision for Sustained to kill 7 Boyz with Ghaz -Warp Spiders kill Boyz and Makari -Dark Reapers and Shining Spears whiff into Ghaz -Lhykhis + Warp Spiders Sabotage |
| Charge | -None |
| Fight | -None |
| End of Turn | -Score 4 on Secondaries |
| Score at End | 29 |
Math says that Lhykhis and the last Warp Spider survive the Grots to score 6 more on Sabotage. Beyond that, I don’t see a path for the Aeldari to get to 50 points since the Shining Spears and Dark Reapers whiffed into Ghaz and he needs to go down in order for the Aeldari to avoid a blow out. Board state in the middle of Round 4 is below.

Board State: Middle of Round 4
| Phase: | Go Second: Orks |
| Score at Start | 54 |
| Command | -Draw Establish Locus and Recover Assets for Secondaries -Drop Establish Locus for Sabotage -Sticky Objective 1 -Gain a CP from Warboss 1 -Score 16 on Primary |
| Movement | -Warboss + Boyz into Orks DZ -Weirdboy + Boyz 2 move into terrain in Aeldari DZ -Ghaz onto Objective 4 -Weirdboy + Boyz 2 use Da Jump to get into Aeldari DZ |
| Shooting | -Warboss + Boyz 1, Ghaz, and Weirdboy + Boyz 2 Recover Assets for 5 VP -Weirdboy + Boyz 1 Sabotage -Grots whiff into Lhykhis + Warp Spiders -Warboss + Boyz 2 Grenade Shining Spears for 4 Mortal Wounds |
| Charge | -Warboss + Boyz 2 Multi-Charge into Swooping Hawks 1 and Shining Spears -Grots into Lhykhis + Warp Spiders |
| Fight | -Grots kill Warp Spiders -Boyz 2 kill Swooping Hawks but last Shining Spear tanks Warboss 2 attacks -Lhykhis kills Grots but leaves Runtherd alive -Shining Spears whiff |
| End of Turn | -Score 5 on Secondaries -Aeldari score 6 on Secondaries |
| Score at End | 75 |
There’s a chance to avoid a 20 – 0 blowout. Not a big chance, as it hinges on the Warp Spiders taking down Ghaz to deny the Orks Round 5 primary, but it is a chance. Board state at the end of Round 4 is below.

Board State: End of Round 4
ROUND 5:
| Phase: | Go First: Aeldari |
| Score at Start | 35 |
| Command | -Draw Area Denial and A Tempting Target for Secondaries -Orks pick Objective 4 as Tempting Target -Pass all Battle Shocks -Score 0 for Primary |
| Movement | -Warp Spiders + Dark Reapers move onto Objective 4 |
| Shooting | -Dark Reapers whiff into Ghaz -Warp Spiders do 3 Damage to Ghaz |
| Charge | -None |
| Fight | -Warboss 2 kills Shining Spears -Lhykhis kills the Runtherd |
| End of Turn | -Score 0 on Secondaries -Orks score 6 on Secondaries |
| Score at End | 35 |
The cards lined up perfectly for a miracle but the dice did not. Ghaz stayed alive and is about to punish those Warp Spiders for thinking they could challenge him on route to a 20-0 blow out. Board state in the middle of Round 5 is below.

Board State: Middle of Round 5
| Phase: | Go Second: Orks |
| Score at Start | 81 |
| Command | -Draw Extend Battle Lines and Cleanse for Secondaries -Drop Cleanse for Overwhelming Force |
| Movement | -None |
| Shooting | -Ghaz kills 1 Warp Spider |
| Charge | -Ghaz into Warp Spiders -Warp Spiders Overwatch for 2 Damage |
| Fight | -Ghaz kills Warp Spiders for 3 VP |
| End of Turn | -Score 5 to max out on Secondaries -Score 15 on Primary |
| Score at End | 100 |
Final score for the game is 100-35 or 20 – 0. Board state in the end of Round 5 is below.

Board State: End of Round 5
RESULT:
Singles Format: 100 – 35 Orks WIN
WTC Teams Format: 20 – 0 Orks WIN
GAME REVIEW:
Unfortunately, this one went as expected, turned into the kind of wipe out that I don’t love, and the Aeldari got run over. Their win condition wasn’t strong to begin with, but the combination of going second, bad dice at critical times on the Dark Reapers, and making the mistake of choosing actions over violence in Round 3 sunk them.
From an Ork perspective, this went as hoped for. They ran forward and gave the Aeldari a good old fashioned Krumpin’.
WHAT I WOULD CHANGE NEXT TIME:
- Aeldari
- Bribe the team captain to setup a better matchup? Jokes aside, they were probably too aggressive with Khaine in Round 1 and then made the back breaking mistake of doing actions in Round 3. Unfortunately, that is what happens when you fall behind and start chasing points instead of making smart plays.
- Orks
- Not a ton here as I am very excited by how this game turned out.
EARNED THEMSELF A NAME:
Warboss 1. It might seem like a simple thing, but his Brutal But Kunnin’ enhancement provided me an extra CP in every round of the game that mattered. That allowed me to keep spending CP aggressively in a VERY CP hungry detachment, which kept the army running on schedule and allowed me to play around some Aeldari shenanigans by using Grenades instead of Ranged attacks.
MAGNUS OF THE GAME:
Avatar of Khaine. I love the model, but he went out too hot, then didn’t Fall Back far enough and got punished both times for it. He needed to be moved much more meticulously.






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