Orks Vs Eldar - Random Encounter - Take and Hold

Background: An Eldar holding force belonging to the craft world Orkan Baharr is charged with the defense of an ancient artifact on planet Aktuelle.  Farseer Joncleav is surprised by the arrival of an Ork space hulk, and quickly gather's his limited resources in order to defend the artifact from Ork threat.

Onward to the setup

Attackers: Warboss Bobz Killa Konviktz

Unit Name ## WS BS St To Wo In At Ld Save
Warboss 1 5 2 5/10 4 3 4 4/5 9 3+
Independent character (unless accompanied by a bodyguard).; Choppa; Power Klaw
  'Eavy Armour 4+ Armour save.
  Bosspole Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.
  Bionik Arm Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is).
  Bionik Bonce +1 armour save (included on profile).
  Nobz Bodyguard 2 4 2 4 4 2 3 3 7 4+
Choppa; Shoota
    'Eavy Armour 4+ Armour save.
    Kustom Job: Blasta Gives a Shoota or Slugga AP3 at 12" and AP2 at 6". Overheats- if you roll a '1' to hit, make a save or take a wound.
    Kustom Job: More Dakka Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol).
    Mad Dok 1 4 2 3 4 1 2 2/3 7 6+
Choppa; Slugga
      Dok's Tools May be used on an ork in the same mob at the end of the shooting phase. Roll a D6- on a 6 the Ork regains 1 wound, on a 2-5 nothing happens, on a 1 the Ork loses a wound.
    Mekboy 1 4 2 3 4 1 2 2 7 6+
Slugga; Burna
      Mek's Tools May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage.
    Additional Nobz #1 1 4 2 4 4 2 3 3/4 7 4+
Choppa; Big Shoota
      'Eavy Armour 4+ Armour save.
      Bionik Arm Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is).
      Kustom Job: Blasta Gives a Shoota or Slugga AP3 at 12" and AP2 at 6". Overheats- if you roll a '1' to hit, make a save or take a wound.
      Kustom Job: More Dakka Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol).
    Additional Nobz #2 1 4 2 4/8 4 2 3 3/4 7 4+
Power Klaw; Slugga
      'Eavy Armour 4+ Armour save.
      Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
    Additional Nobz #3 1 4 2 4 4 2 3 3 7 4+
Choppa; Shoota
      'Eavy Armour 4+ Armour save.
      Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
Big Gunz Battery 3 Armour: 10
Randomise hits between the Gun and Krew; on a 1-4 the Krew is hit, on a 5+ the Guns are hit (it has Armour 10 all round and is destroyed by any glancing or penetrating hits).; Kannon
  Krew 9 2 2 2 2 1 2 1 5 -
    Slaver 1 4 2 3 4 1 2 2 7 6+
Slugga; Grabba Stick
'Ard Boyz 18 4 2 3 4 1 2 2/3* 7 4+
Slugga & Choppa (x15); Big Shoota (x1); Burna (x2); Frag Stikkbomz; Krak Stikkbomz
  Nob 1 4 2 4/8 4 2 3 3/4 7 4+
Power Klaw; Slugga; Frag Stikkbomz; Krak Stikkbomz
    'Eavy Armour 4+ Armour save.
Burna Boyz 9 4 2 3 4 1 2 2/3* 7 6+
Slugga & Choppa (x5); Burna (x4)
  Mekboy 1 4 2 3/5 4 1 2 2 7 6+/5(I)+
Slugga; 'Uge Choppa
    Mek's Tools May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage.
    Super Stikkbomz As Krak Grenades, but AP == 2D6+10. If you roll a double for the AP, the Mek takes a wound unless he can make a save.
    Cybork Body 5+ Invulnerable save.
Slugga Boyz 30 4 2 3 4 1 2 2/3* 7 6+
Slugga & Choppa (x27); Big Shoota (x1); Burna (x2)
Shoota Boyz 13 4 2 3 4 1 2 2 7 6+
Shoota (x11); Big Shoota (x2)
  Nob 1 4 2 4 4 2 3 3 7 6+
Choppa; Big Shoota
    Bosspole Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.
    Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
Trukk Boyz 9 4 2 3 4 1 2 2/3* 7 6+
The Trukk Boyz only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it.; Slugga & Choppa (x9)
  Nob 1 4 2 4/8 4 2 3 3/4 7 4+
Power Klaw; Slugga
    'Eavy Armour 4+ Armour save.
    Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
  Trukk 1 BS: 2 Front: 10 Side: 10 Rear: 10
Fast, Open-topped.; Big Shoota (x1)
    Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc.
    Stikkbom Chucka Vehicle can make Tank Shock attacks. If it can already Tank Shock, enemies have -1 to their Morale check when it does.
Leman Russ Demolisher 1 BS: 2 Front: 14 Side: 13 Rear: 11
Make a Breakdown test for each looted vehicle at the start of each turn. Roll a D6, on a '1', roll again; 1) May not move this turn, roll again next turn, 2-3) May not move this turn, 4+) Don't press that... the vehicle moves 2D6" straight ahead, as if moving normally (e.g., tank shock, dangerous terrain, etc. apply) and cannot move further that turn.; Leman Russ Demolisher; Tank.; Demolisher Cannon; Heavy Bolter; 2 Spn. Heavy Bolters
  Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc.
Killer Kan 3 WS: 4 BS: 2 S: 5/10 I: 2 A: 2
Front Armour: 11; Side Armour: 11; Rear Armour: 10; Dreadnought CC Weapon; Big Shoota (x2); Rokkit Launcha (x1)
  5 pt. Armour Plates If the vehicle is hit, roll a D6- on a 6 ignore the hit.
Big Mek 1 4 2 4 4 2 3 3 7 3+
Independent character (unless accompanied by a bodyguard).; Slugga; Burna

Defenders: Craftworld Orkan Baharr

Unit Name ## WS BS St To Wo In At Ld Save
Farseer JonCleav (FarSr) 1 5 5 3 4 3 5 1/2 10 4(I)+
Independent Character. Psyker: See various Psychic Powers.; Shuriken Pistol; Witchblade
  Ghosthelm Ignore Perils of the Warp on a 4+. Daemons fighting the wearer 1/2 WS.
  Runes of Witnessing When making Psychic tests, roll 3D6 and discard the highest dice.
  Guide At the start of the Eldar turn, nominate one Eldar unit within 6". This unit may re-roll missed shooting 'to hit' rolls until the start of the next Eldar turn (Guess Range weapons can re-roll the scatter dice).
  Mind War Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound.
Purity Guards (Defen) 12 3 3 3 3 1 4 1 8 5+
Shuriken Catapult
  Grav Platform & Crew 2 3 3 3 3 1 4 1 8 5+
The Grav-Platform can move and fire a Heavy Weapon. If both crew are killed, it's useless - the platform itself can't be hit.; Shuriken Catapult (x2); Scatter Laser (x1)
  Warlock 1 4 4 3 3 1 4 1 8 4(I)+
Shuriken Pistol; Singing Spear
    Conceal The Warlock's whole squad always has a 5+ cover save.
Sun Guards (Defen) 12 3 3 3 3 1 4 1 8 5+
Shuriken Catapult
Storm Guards (Storm) 9 3/4 3 3 3 1 4/5 1/2* 8 5+
Shuriken Pistol & CCW (x7); Flamer (x1); Fusion Gun (x1); Haywire Grenades; Plasma & Krak Grenades
  Warlock 1 4/5 4 3 3 1 4/5 1/2 8 4(I)+
Shuriken Pistol; Witchblade
    Enhance The Warlock's squad gain +1WS and +1I.
  Wave Serpent 1 BS: 3 Front: 12 Side: 12 Rear: 10
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 Shuriken Cannon
    Spirit Stone 'Crew Shaken' results ignored on a 4+. 'Crew Stunned' results changed to 'Crew Shaken' on a 4-5, and ignored on a 6.
Dire Avengers 8 4 4 3 3 1 5 1 9 4+
Shuriken Catapult
Dire Avengers 8 4 4 3 3 1 5 1 9 4+
Shuriken Catapult
Rangers 4 3 4 3 3 1 4 1 8 5+
Infiltrate if allowed. When moving through Difficult Terrain, roll an extra dice to see how far you move. Cameleoline cloaks: If a ranger unit is in cover, it has a cover save of 1 'better' than normal.; Shuriken Pistol; Ranger Long Rifle
Striking Scorpions 5 4 4 4 3 1 5 1/2 9 3+
Mandiblasters; Shuriken Pistol & CCW; Plasma & Haywire Grenades
  Exarch 1 5 5 4/9 3 1 6 2/3 9 3+
Mandiblasters; Scorpion's Claw; Shuriken Pistol; Plasma & Haywire Grenades
    Crushing Blow +1 Strength (included on profile).
Falcon Grav-Tank 1 BS: 3 Front: 12 Side: 12 Rear: 10
Skimmer, Tank, Fast. Carries 6 models (not Avatars, Wraithlords, Wraithguard, or squads with an Antigrav platform).; Linked Shuriken Catapults; Bright Lance; Pulse Laser
  Spirit Stone 'Crew Shaken' results ignored on a 4+. 'Crew Stunned' results changed to 'Crew Shaken' on a 4-5, and ignored on a 6.
Warp Spiders 5 4 4 3 3 1 5 1 9 3+
Warp Jump Generators: Move 12", ignoring terrain. Instead of Assaulting, can make a second jump of 2D6" in any direction, but if you roll a double one member of the squad dies. Pursues and retreats 3D6", ignoring terrain.; Deathspinner
  Exarch 1 5 5 3 3 1 6 2/3 9 3+
PowerBlades; 2 Deathspinners
    Withdraw Unit may voluntarily Fall Back after the Assault Phase, enemy may only Consolidate. The unit automatically regroups.
Vyper Squadron 3 BS: 3 Front: 10 Side: 10 Rear: 10
Fast, Skimmer, Open-Topped.; Linked Shuriken Catapults (x2); Shuriken Cannon Upgrade (x1); Missile Launcher (x2); Scatter Laser (x1)
Dark Reapers 4 4 4 3 3 1 5 1 9 4+
Reaper Launcher
  Exarch 1 5 5 3 3 1 6 2 9 3+
Shuriken Cannon
    Fast Shot If the Exarch is firing an Assault or Heavy weapon, add 1 to the number of shots it gets (e.g., Heavy 2 becomes Heavy 3). If he fires a Pistol or Rapid Fire weapon, he never counts as moving. This skill cannot be used at the same time as Crack Shot.
Storm Dancer (WrLrd) 1 4 4 5/10 8 3 4 2/3 10 3+
Implacable Advance: Can fire 2 weapons when moving, and all weapons when stationary; can even fire Heavy Weapons when moving. Fearless: Cannot be pinned and never falls back, even if it would automatically do so.; Flamer (x2); Scatter Laser

Onward to the setup