Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Saturday, April 9, 2011

April 6th - Game 4 of The Great Hunt vs. The Green Tide

Last Wednesday Neil and I decided to continue the ongoing series of Orcs vs. Wood Elves we've been playing since 8th edition came out.  The last game Neil absolutely annihilated me in turn 1.  The old Orc Waaaagh and the Waaaagh spell were just well the win.  This was the 4th game in our series and Neil had been up 2-1.  We were both playing the  lists we plan on bringing to OFCC this year and this was one of Neil's first games with the new Orc army book.  Needless to say it was a pretty good game.  I'll narrate as we go.

Oh and so that Neil has a sense of satisfaction from the previous game here is the 1st and only turn from last game.


Anyway, that said let's go on to this last game.

Armies:
The Great Hunt, War Host of Athel Loren - 2000 point Wood Elf army
vs.
The Green Tide - 2000 point Orcs and Goblins army.

The Army Lists:
The Great Hunt, War Host of Athel Loren

The Green Tide
(I do not have the names of Neil's units so we'll just use proxies - the army theme is based off a pirate orc army that represent the seven deadly sins)

The Boss - Level 4 Orc Shaman on Wyvern
The Little Boss - Level 2 Goblin Shaman
4 x 20 Orc Arrer Boyz units.
1 6 man Troll unit
1 3 man Troll unit
2 Spear Chukkas
1 Arachnarok
4 Black Orcs, one in each Arrer Boyz unit.

Mission Type:
Pitched Battle

Deployment:
As you can see we both deployed very well.  This game I set up my army to function as 2 wings.  The melee wing and the ranged wing.  I finished and scored first turn.


Turn 1 Wood Elves
I chose to slink forward and let him come to me instead of moving full tilt forward and open myself to charges like I have in the last 2 games.  The magic phase wasn't that impressive, I managed to get Wild Form off on the Wild Riders. Shooting was pretty good - managed to do 1 wound to the Orc Shaman and 2 Wounds to his Wyvern.  The Glade Guard managed to reduce AB3 unit down to half strength as well.

Orcs Turn 1
The Orcs had a bit of trouble.  Animosity really ran rampant through Neil's army.  He had 3 units just do nothing -  meanwhile his Orc Shaman hit me with Foot of Gork on my Waywatchers causing 3 casualties and he caused one of my Great Eagles to explode with his Spear Chukka.

Wood Elves Turn 2
Turn 2 was a pretty good turn for the Wood Elves.  I was able to move my units into a strong flank and focus fire on his Arachnarok.  Caused more wounds to his AB3 unit and inflicted 2 woulds on his Arachnarok.

Turn 2 Orcs
This turn Neil still had animosity issues but did start the game in earnest.  He charged my Waywatchers with his Troll unit 2 and his General on the wyvern to which the Waywatchers fled 12" causing 2 failed charges.  Oh that was after a stand and shoot against his Trolls where they made all 5 saves ...stupid regen.  Wild Riders and Dryads were engaged in combat while the Arachnarok took 3 more wounds from Stand and Shoot but managed to slam into the Glade Guard nonetheless.


Turn 3 Wood Elves
Wood Elves had a pretty good turn.  The Arachnarok had chewed through the Glade Guard and ended up out of position. The Wild Riders slew the Orcs they were engaged in and charged the General on his Wyvern.  The Treekin charged the other orcs while the Dryads remained locked in combat with the other Trolls.  Waywatchers rallied and the Spellweaver turned into a Great Fire Dragon.  This turn was pretty rough for the Orcs.  General was slain by Wild Riders, Treekin blew through their orcs and the Trolls were held by the Dryads.  The Glade Guard and Spell Weaver inflicted 2 more wounds on the Arachnarok and turn 3 for the Wood Elves ended.  Oh yeah, Miscast with the Spellweaver reducing her to level 2 and making her forget Transformation of Kadon.


Turn 4 Orcs
The death of the general causes the T2 unit of Trolls to flee.  The Treekin killing the other orcs makes the other unit of Trolls flee - even after they had decimated the Dryads. The Wyvern died to the Wild Riders while the Spear Chukka's moved out of charge range for the Treekin. Neil dispelled the Transformation of Kadon.  Bye dragon =(


Turn 5 Wood Elves
The Glade Guard advance along with the Waywatchers and shoot up the remaining Orc units while the Treekin readjust.  I move the lone Wild Rider away from the Spear Chukkas so that Neil won't get 290 points for popping the remaining model.

Turn 5 Orcs

The Goblin shaman rallies while the other two Trolls flee off the board.  The Spear Chukka's pop the remaining Eagle and the Orcs shoot up the Glade Guard unit.

Turn 6 Wood Elves
My final turn - I move the Glade Guard and Waywatchers up and pretty much just advance right into the Chukka's.  Waywatchers pop the Shaman and kill him while the AB3 unit is shot up some more by the Glade Guard.

Orcs turn 6
Here Neil had a good chance to tie up the game. If he had been able to catch and destroy the Glade Guard with the Spellweaver in it, charge and kill the Waywatchers and if I had not rolled a 6 on my Ward Save for the last Wild Rider then it would have been a tie game.  He tried - almost was successful.


Winner: Wood Elves

I had a great time, Neil and I have a pretty good friendly rivalry going and after he tweeks his list to minimize animosity that army may flatten everything it runs into.

Three things I did this game which I did not do in my last 3.
1. Set up for combo charges - didn't get any but that's ok I had the foundation laid.
2. Focus Fire on primary units.
3. Picked my fights and didn't spread out like a moron.

Thanks for reading the battle report.  I'll try to get these out more often and with better accuracy.

Thursday, October 28, 2010

REVENGE! - Battle Report Oct 27th - The Great Hunt vs. The Green Tide PART DEUX

Hello everyone, so as you know last week I had my first game against Orcs & Goblins in 8th edition.  As many of you already know, I got absolutely obliterated and conceded at the bottom of turn 2.  One would think that this type of how do you say ... posterior realignment by way of orcish sodomization would make someone hesitant to take on the same army again.  Well folks, what can I say?  I love a good challenge!  My philosophy is, if you lose and lose bad - you screwed up.  Your opponent was able to do EXACTLY what he wanted which means that you played his game and not yours.  Last week the wood elves said "Hey dude! We're gonna go ahead and lie down so that it takes less time for our bodies to hit the floor is that cool?"  This week... much better results.

Hopefully in the future I will be able to secure a video camera and just post battle report videos but in the meantime I'll be continuing to post picture and Battle Chronicler reports.  Moving forward I'll be taking a notepad and writing down everything as opposed to typing everything out from memory since I'm sure I am forgetting certain moves or events that were important.  That said, let's get down to business shall we?

My opponent Neil is a veteran wargamer and has been playing for about two decades.  He's played every army and last year his army for the OFCC was Wood Elves.  So he knows all the tricks that I would attempt to pull with my Wood Elves.  He made some small changes to his list from last week in the form of reducing his Black Orcs to 32 from 42 and changing the size of his Arrer Boyz units.  He downgraded his River Trolls to normal Trolls and added yet ANOTHER unit of 6 Trolls to the army.

Orcs have always been the bane of my existence.  For some reason they have always provided the most challenging fights for me and the first few times I engage them they absolutely kick my ass.  So I was very eager to take on Neil's orcs yet again and attempt to use what I learned from the last game in this game.

Neils' Green Tide v.2.0

Lord: Level 4 Orc Shaman
Hero: 5? Black Orc Heroes
Core: 5 units of 20 Arrer Boyz, 1 unit of 10 Arrer Boyz
Special: 32 Black Orcs, 3 Rock Lobbas
Rare: 2 units of 6 Trolls.

In the future I'll have my opponents email me their Army Builder roster so I can properly list their army.  I feel that if my opponent is going to take the time to play against me I should take the time to properly post his list. After all, that's their army and it should be displayed properly.  Ahem anyway.

Battle Scenario 2 - Dawn Attack
This scenario divides each deployment zone into 3 parts in which each player will roll a die to determine where their unit is placed.  Left, Right, or Center.  This is to represent the disorienting morning haze as the armies battle each other at the crack of dawn.  The victory conditions are straight up Victory Points and the player who wins the roll off sets up first and unless his opponent rolls a 6, the first player chooses who goes first.  Neil chose to go first this game.

Deployment






The deployment went fairly well, Neil was able to place most of his units where he wanted to and I didn't get screwed too badly.

Turn 1 - Orcs


The Orcs started off the game by moving forward and shooting at my Spellweaver Glade Guard with artillery.  I lost 4 models to his warmachines and my General took a wound from some Orc headbutt spell.   First blood to the Orcs!

Turn 1 - Wood Elves


The Wood Elf turn 1 went spectacularly well.
Movement Phase:  Moved to the right of the board with every unit and attempted to secure the right flank.
Magic Phase: Amber Spear was dispel scrolled, Wild Riders were augmented with Wyssan's Wildform and the nearest Trolls were hexed with Curse of Anraheir.
Shooting Phase: This is where the the turn shined.  I unloaded everything I could into the Troll unit that his general had joined.  I did enough wounds to cause a panic test which resulted in both Troll units panicking and running towards the edge of the board.

Turn 2 - Orcs


The orcs continue their slow advance unloading arrows into my Treekin and Glade Guard.  Neil charges his Arrer Boyz into my Wild Riders and manages to get a spell off that gives them Always Strike First.  Neil also causes two wounds on my Treekin from a Direct Damage spell from his Shaman.  I lose two more Glade Guard to his damn warmachines as well.

Turn 2 - Wood Elves


Turn 2 was very important since this was the point at which I conceded last game. Now this turn had some ups and some downs as you will see in the next following turns.
Movement: Treekin charge the Black Orcs, Glade Guard with Spellweaver fail their charge against the Black Orcs and the Dryads make their charge.
Magic: Black Orcs get Hexed with Curse of Anraheir, Wyssan's Wildform gets dispelled and Amber Spear fails to cast. meh...
Shooting: Again this is the highlight of the phase - I unload once again into the Troll unit with the shaman and do enough wounds to cause another panic test.  This time it causes both the Troll units to flee off the table edge as well as his General and 2 of his 3 Warmachines.  I was elated for a brief moment, then the close combat phase began.
Combat:  My Wild Riders kill the Arrer Boyz and chase them down.  The surviving members of that unit number 3.  Losing 7 Wild Riders to 20 basic Orcs should tell you how bad Orcs are to fight.  Now the annoying battle luck!  1 unit of Dryads, 1 unit of Treekin - the Black Orcs are hexed meaning they suffer a -1 to hit.  12 Dryads will yield 19 attacks (champion in unit) and 6 Treekin will yield 18 attacks + 3 stomp.  You would think with that onslaught of attacks the Black Orcs would fold right?
1 wound  - I did ONE WOUND.  So  I lose combat by 4 and the Treekin bolt, the Dryads being made of sterner stuff apparently stick in combat to continue fighting.

Turn 3 - Orcs


Turn 3 for the orcs opened with Neil charging the Dryads flank and maneuvering the rest of his archers into a better position.  His shooting phase resulted in 1 Glade Guard dying but the close combat phase is where he scored some victory points.  Dryads get wiped out and the Arrer Boyz catch them as they flee which brings them into contact with the Glade Guard.

Turn 3 - Wood Elves


The Great Eagle was also part of that previous combat in which the Treekin and Dryads were involved btw - it fled.  The Treekin rally and the rest of the Wood elves army that isnt engaged gets into better position as you can see from the movement arrows.  The Black Orcs have their numbers reduced by shooting.  The Glade Guard combat results in a draw due to the fact that I had buffed the unit with Wyssan's Wildform in the magic phase.

Turn 4 - Orcs




The Orcs advance further shooting at the Treekin and Waywatchers. The Black Orcs fail their charge against the Glade Guard.  The ensuing close combat phase results in the Spellweaver unit fleeing from combat and the Arrer Boyz only pursuing 4 inches.

Turn 4 - Wood Elves


The Treekin and Great Eagle charge the Arrer Boyz that did a number on the Glade Guard. The Warhawk Riders charge the remaining Warmachine and win. The Black Orcs take enough casualties to take a Panic test from all the shooting.  They break and flee from the Waywatchers and Glade Guard.  I attempt to cast Transofmration of Kadon only to have it dispelled.

Turn 5 - Orcs


The Arrer Boyz charge the Treekin and the Black Orcs rally.  The Treekin remain locked in combat with the Orcs.

Turn 5 - Wood Elves


The Wood Elves begin the phase by adding the Great Eagle into the mix, Sadly the Great Eagle also gets pulped by the Black Orc hero hanging out on the corner.  The Black Orcs take another brutal round of shooting. Treekin remain locked in combat.

Turn 6 - Final turn for the Orcs!


This turn could have been huge for the orcs had things worked out.  He needed to kill my Treekin and overrun into my Glade Guard as well as wipe out my Waywatchers in order to tie the game.  Neil fails the charge with this Black Orcs.  His Arrer Boyz rally however, and his 2nd unit of Arrer Boyz flank charge my Treekin.  The Treekin kill the unit and remain in combat with the now severly diminished Arrer boyz unit.

Turn 6 - Wood Elves, Retribution is at hand!


The Treekin manage to win combat and chase down the Arrer Boyz and the massed shooting destroys the last of the Black Orcs securing full victory points for that unit.

The Wood Elves are victorious!
Using the victory point rules I am estimating this VP total:
Wood Elves: 2100ish
Orks: 206


This game Neil suffered from the Leadership test bane.  I also was rolling very well but fortunately my strategy of flank attack and concentrating all my firepower into one unit worked.  While I doubt I'll win this big again against Ork, it felt good!  I was fortunate in that I never had any units except my Great Eagle and Dryads fully destroyed.  I had massive casualties in several units, only 2 units were at full strength but since you have to wipe out the entire unit to score the VP's - I was able to move the reduced units away and out of harms way.

Overall, it was a good game and I fully enjoyed it.

Thanks Neil!

Thursday, October 21, 2010

Experimenting with Battle Chronicler

Here is essentially the game I played last night against Neil.  I'm testing out how this looks and if I can master the may the program works, all my battle reports will be in this format from now on.  I'm not going to narrate this post since I'm mainly testing out the images from the battle program.


Deployment















The Green Tide Turn 1














The Great Hunt Turn 1














The Green Tide Turn 2

Wednesday, October 20, 2010

What the Waaaaaaaaagh??

So I have had the opportunity to play against every army in the Warhammer Fantasy game with the exception of the Orcs and Goblins army.  Being a 40k player and an Eldar player to boot, I have always had you could say a bit of animosity towards Orks in general.  In fantasy, I have now found a new nemesis!  I had been expecting to take on my friend Neil's Empire army, I was surprised when he pulled out a horde of green skinned orcs to take on my Wood Elves.

We played 2500 points and rolled the Watchtower scenario for our battle mission.  Neither of us having played the Watchtower mission meant we got to play something new for a change.  Neil's army was comprised of over 120? orks with 42 of them being Black Orks.  Oh boy!  I had never fought them before so it was going to be a learning experience to say the least.
Neil's Green Tide - from what I can remember.
3 Rock Lobbas (?)
Level 4 Orc/Goblin Shaman
6 River Trolls
42 Black Orks
4 or 5 units of 20 orks with bows
3 black orc characters

I rolled and won so I got the Watchtower turn 1.

I foolishly deployed one of my 2 units of Glade Guard in the tower and then Neil set up his orks and I my Wood Elves.

Deployment

Turn 1 Pirate Orcs of the Green Tide -
His Trolls were stupid for turn 1 including his caster with that unit.
His entire army shot at my Waywatchers killing only 1 due to him needing 8's to hit.
His warmachines killed 4 Glade Guard from his templates.
Turn 1 Wood Elves
Entire army moves forward.
Venom Thicket rolled for woods the Wild Riders run into.
I get my +3 str/+3 attack spell off on waywatcher general
Amber spear gets dispel scrolled.
I kill 11 Black Orks with an entire round of shooting - they pass their panic test.

End of Turn 1

Turn 2 Orks
Neil declares a Waaaaaagh! Entire army moves forward ... a lot.
Neil declares his charges and makes all his rolls.
Wild Riders = charged and flanked by 2 units of Orks
Treekin = charged by Trolls
Watchtower = charged by Black Orks
Dryads = charged by 2 units of orks
Great Eagle no.2 = failed charge by Orks
Turn 2 Magic Phase -
Neil casts "Waaaagh" giving his entire army Always Strike First and rerolls to hit.  John fails his dispel roll...twice (thx Wand of Wych Elm! sigh...)
Turn 2 Ork Shooting - 4 more Glade Guard die to war machines
Turn 2 Close combat
a. Dryads all die and are chased down
b. Treekin lose combat and flee with Trolls 1 inch behind
c. Wild Riders lose half their number and flee, Orks 1 inch behind
d. Eagle fails panic test, flees
e. Waywatchers fail panic test and flee (failing the BSB reroll I might add)
f. Glade guard in watch tower would have melted but I called the game right there.

Turn 2 Wood elves - there was no bottom of turn 2.

I have to say I got absolutely TROUNCHED and it was AWESOME.  I totally learned how not to engage orks and what to do against them.  One of my better learning experiences in wargaming.  I personally do not mind losing, especially when it's against something I've never battled before.  I learned so much this game and guess what folks, I've got a rematch next week against Neil's Orks and they are going soooo down.

What not to do vs. Orks if you are a Wood elf player
1. Put glade guard in watch tower, should have been dryads.
2. Move to attack them, I should have made him come across the board and sacrificed my Dryads
3. Shoot at a different unit other than Black Orks to cause chain panic tests.
4. Omg roll better, I think my dice got scared and said "to hell with this game".

Over all, one of my more favorite losses so far in Fantasy.  Next week there shall be blood and it will be GREEN!

Wednesday, June 9, 2010

Wargames Wednesday at Ancient Wonders

This Wednesday proved to be a great day for Warhammer and Warhammer 40k.  A lot of great games were going on and I was able to capture some battle reports and pictures of some of the games.
Games for Wednesday:
John's Ulthwe` Eldar vs. DJ's Ultramarine 7th Company Bike Army
Shawn's Orks vs. Jeremy's Chaos Space Marines
Tom's Khorne and Tzeentch Warriors of Chaos army vs. Eric's Dwarves
Chuck's Tomb Kings vs. Josh's Empire
Aubrey's Nightbringer Necrons vs. Jimmie's Deciever Necrons

I pitted my Ulthwe` Eldar Company of the Damned against DJ's Ultramarine Bike army.  I liked DJ's army and what he wanted to do with it.  He used the points denial strategy in that he held everything in reserves the entire game which I felt probably was a huge disadvantage for him against my Eldar. 
We played Spearhead deployment with Kill Points for mission.  Here is my deployment while DJ was in reserves.










Here is DJ's Ultramarine 7th Company.  He had multiple bike squads with Attack bikes and a captain and librarian mixed in.











Here is Turn 2 where he had 3/4th's his army come in.  Sadly he turbo-boosted everything and that proved to be his undoing when I was able to swing into position and unload with everything.









Here is the bottom of turn 3.
As you can see he doesn't have much left of his army due to extremely good rolls on my part and terrible rolls on his.








Bottom of Turn 4.

Top of Turn 5 ended up with my Storm Guardians removing the remaining unit of bikes on the board along with my Seer Council and Dark Reapers batting clean up and removing what was left of his army. 

End of game at Turn 5:
Ulthwe` Eldar 8
7th Company Ultramarines: 1




Here is Shawn and Jeremy's game.  As you can see Shawn was ready to rock and Roy was for lack of a better term "Super excited!"







Here is the bottom of turn 5 for Shawn and Jeremy's game.  Shawn's dice were not his friend this game, that and how in the hell does a Chaos Space Marine Raptor squad of 8 survive 44 flamer wounds and then 34 flamer wounds and only lose 4 guys?  Seriously, wtf??

At the end of the game Jeremy held 2 Objectives to Shawn's 1.




Here is a picture of Tom and Eric's game.  I sadly forgot to take more pictures of his army due to my game going on.  I also didn't get to photograph the other 2 games in the other room. 
I've got a game against Tom's Warriors of Chaos in 2 weeks and man...my Wood Elves are awesome but his army is so damn tough. 






So... if you are bored on a Wednesday come on down to Ancient Wonders and grab a game.  We always have a LOT going on. 

Monday, May 24, 2010

The Fluff is a lie?

This is a two part post the first will be about my game Sunday and the second part will consist of the myth of fluffy lists being weak.
Part 1 - Orks vs. Ulthwe` Eldar
Sunday I played against Shawn's Ork army with my fluffy Ulthwe` list.  It was an objective game with 5 objectives and pitched battle deployment.  I used my 2k list mentioned previously in an earlier post against a very fast and tough Ork list.  Due to focus fire and good target priority on my part, I was able to pull out a win at the bottom of the 5th turn with 3 objectives to Shawn's 1.

Deployment pre-game.











Turn 3 - you can see the huge killing field in the center of the table where an absolute beat-stick mob of Nob Bikers met the combined force of 2 Storm Guardian squads and a Seer Council with some pretty handy D-Cannon Weapon Batteries softening them up.








Turn 5 - The Ork Nob Biker squads have been killed and I'm able to focus fire the rest of my army on a single unit while I make a mad dash to the objectives.











Part 2 - Fluff vs. Creampuff
The common stance in 40k is that if you make a list that is "fluff" that it's not going to be a tough list.  I labored under this misconception for a while until I started to finally master the units that are in my list and use them effectively.  Suddenly my fluffy lists are even more effective than my tournament lists.  How did this happen?  I spoke with a few folks and the common stance is: Experience.  You learn how to use what you have, and after 10-20 games with the same list you know how the units perform and can properly adjust your tactics to suit that unit.  I'll go into more detail in a moment.

Let's take a brief segue and look at some different types of armies and how they function - e.g. let's break down my 3 armies that I possess and how I perceive their strengths and uses.  I'll also list some other armies based on my experiences with them and my perception of how they work.

1.  Black Templars -  I see the Black Templar army as a full-fledged Space Marine Assault army.  Their codex and army composition supports this line of thinking as well.  The troops are given the option of using bolt pistols and chain swords or a boltgun.  The Emporer's Champion has a vow that increases their combat effectiveness by augmenting their strength by 1 and reducing their initiative, allowing them to reroll misses in close combat, granting them a 6+ invulernable save or the ability to nullify psychic powers that strike them.  The elite choices can take Furious Charge and be equiped with all sorts of Power weapons.  Templars run TOWARDS you instead of away from you when they take casualties from shooting not to mention they are also Fearless in close combat.  These types of advantages built into the army makes it a no-brainer that they should be run as an assault army.  They excel at it. So, as a result, I make my lists around the idea that I want these guys in close combat.  I include transports that disgorge fanatical witch-hating zealots into the fray, I run them directly into your biggest knot of guys in order to kill kill kill.  If I attempted to use this army like you would a normal Space Marine army - i.e. a lot of shooting, I would fail miserably - and trust me I have!  As it stands now, when I play my Templars as an assault based chapter and go on the offensive during the game I win a good amount of the time.
2.  Wood Elves - In Fantasy most combats are resolved with hand to hand.  The Wood Elf army sadly is not very strong in this aspect.  Most of the army is T3 and lacks the staying power or ranks that support your standard block-formation fighting that you see in practically every army in Fantasy.  Wood elves are exceptional archers.  The suffer no penalties for moving and shooting, no penalties for moving through forests and they have units that excel at hiding in forests and unleashing a barrage of arrows that can wipe out the toughest units.  My Wood Elf army as a result is built around movement, archery and multiple-unit combats.  My first few games of Fantasy were perhaps some of the most educational games I could have hoped for.  I had my teeth kicked in six ways to Sunday because I tried to play the army in a way it was not designed.  You can't effectively charge into combat with a single unit of Wild Riders and expect to win reliably.  You can not hit a unit of Ogres with a group of Wardancers and expect to deal out enough wounds to kill 4 of them and suffer no respite for it.  No, you have to hit that unit with both Wardancers and Wild Riders in order to get enough dice rolling to make those Ogres die.  You can't have your super tough Treekin take on 10 mounted Knights of Chaos and expect them to win.  Yes they are tough but they really do not have any staying power unsupported.  After I figured out how this army works, I haven't really lost a game since.  Well, not lost a game by a Massacre I should say.
3.  Ulthwe` Eldar -  This is my army of choice.  This was my first army and the army I had to temper my playing with in order to figure out the game.  If you thought my Wood Elves were a finesse army, you should take a good look at the Eldar codex.
                 The common theme in most 40k armies revolves around the stat-line.  Space Marines are BS4, WS4, T4, S4, I4 and 3+ armor save.  Orks are generally BS2 WS4 T4 S3 I2 6+ armor save.  Imperial Guardsmen even worse BS3 WS3 S3 T3 I3 and 5+ armor save.  Now if you look at an Eldar model it's going to be BS4 WS4 S3 T3 I4 5+ armor save and also be fleet.  So just looking at these stat lines you would naturally assume that the Space Marines dominate everyone.  1 on 1 maybe.  However each of those troops have something that makes them unique or special.  Orks get more attacks in close combat and get Furious Charge making their special niche close combat.  Imperial Guard have the option of numbers or even better Armor.  Imperial Guardsmen can climb into a Chimera and gain protection for a relatively cheap cost.  Therefore their special niche is Armored Combat.  Space Marines are pretty much above average at everything and so as a result they perform above average in most capacities.  In a game where dice are the determining factor of success, being above average is a big advantage.
               Now let's look at the Eldar; He's weaker, not as tough, not as many attacks, doesn't really have a point effective solution for armor, hrm.... what makes them special? Fleet? I guess you could use Fleet, the ability to run d6 inches in the shooting phase and launch an assault is nice.  There has to be something that makes them balanced against other armies but what is it? 
Eldar have the ability to make your army not function the way you want it to.
Eldar have several advantages when it comes to their army composition:
A. Psychic Powers - They have powers that allow for rerolls on shooting hits, to wound rolls, failed save rerolls, rerolling leadership, augmenting WS and Initiatve, Heavy flamer templates, concealment, rotating armor on the battlefield and picking off any character with a psychic assault.
B. Psychic Defenses - Eldar can make it to where you have to roll 3d6 for any psyhic test and add them together where anything 12+ = perils of the warp.
C. Unique squad selections that excel at their design - Eldar can take an entire unit of WS4 Power weapon wielding Banshees, or a full unit of BS4 Meltaguns, a unit that has 48" Str5 Ap3 Heavy 2 missile launchers with a BS4.  They have units that can generate over 40+ attacks at S4 and WS5 with rending.  The Eldar army can also unleash a barrage of firepower to rival any army by just fielding the appropriate units.
D.  Unique weapons that ignore the stat line - Witchblades wielding by Farseers and Warlocks can wound on a 2+ and are Str9 vs. vehicles.  D-Cannons are Ap2 and wound on a 2+ (a 6 to wound = instant death) not to mention against ANY armor they glance on a 3-4 and penetrate on a 5-6.  Their Vibro-cannons autoglance vehicles.  The have lances that treat all armor above 12 as 12.  They have transports that reduce your weapon if it's higher than Strength 8 to 8.
E.  Unique Stat Lines - Eldar have units that have invulnerable saves of 4+ or Toughness of 6 or even worse a Wraithlord with a Toughness of 8.  Eldar have by far the best transports in the game.  Fast skimmers that if properly kitted can move 36" in a single turn.  The Eldar have units that you just don't see in other armies because they are specialists.  Also, the lowest initiative for an Eldar is 4, the average is 5.  They almost always strike first which is important.

It is these types of advantages that help outweigh the disadvantages of the army - which are numerous.
A. Everything except the Wraithguard and Wraithlords are Toughness 3.  You will generally wound the entire army on a 2+.
B.  The average armor save for the army is 4+.  Most weapons in the game are Ap4 or Ap5 which autolifts Eldar.
C.  Expensive units - the average cost of an Eldar is about 16 points for an Aspect Warrior.
D.  Absolutely no staying power without synergy and psychic augments.

                So when I sit down to make an army list for Eldar, I figure out what exactly I want to do with this army.  I play an Assault and Skirmish type of army.  This means that I need to be faster than my opponent and hit him hard and fast and remove the unit I attack then run away and repeat the process.  I have no ability to stay in combat unless I field something like a Seer Council and even then it becomes a rather expensive war of attrition because my opponent can keep throwing cheap troops into the fight and bog them down.  I have to make lists that excel at killing fast and killing well otherwise I get boned, and badly.  So I take units that allow me to ignore your toughness, or use flamer templates so I don't have to use my BS3 of my Guardians.  I take weapons that wound on a 2+ or can turn your vehicles inside out because unlike most armies.  Eldar armies are small.  This type of army however is generally different from what you see from other Eldar players.  Many Eldar players play very shooty lists that involve moving from place to place and utilizing Aspect warriors to carve out the main meat of their opponents army.  Just look at my friend Mike's Eldar list.  He runs Dire Avengers, Swooping Hawks and Falcons and does just fine against a variety of opponents.  It really boils down to picking your fights as Eldar and disallowing your opponent from cornering you.  Roy described the Eldar the best - "They are freaking Ninjas man."
Now after all of this breakdown of what Eldar are good at and blah blah blah, let us get back to my original statement.
The Fluff is a lie?

               When I first decided to get into 40k and my friends tricked me into playing (I'm looking at you Roy and Shawn), I read the Eldar Codex.  The Eldar codex was chock full of neat little lore bits and fluff.  The Craftworld and paint scheme that appealed to me the most were the Ulthwe`.  The Damned as they are call, really called out to me as "This is your craftworld".  They had the colour scheme I liked, the lore was really cool and also they didn't use Aspect Warriors in large number.  I remember building the list and really liking the Dark Reapers, the Storm Guardians, Maugen Ra and the idea of the Seer Council.  I liked the Rangers and the Wave Serpents and how the army emphasized  a fast and furious type of combat.  So when I sat down originally to play I made at least 40 lists in 6 months.  I think Roy saw me go through more incarnations of Eldar than Michael Jackson had plastic surgery (too soon?).  After a long while, I finally figured out how the army worked and said "to hell with making power gamer lists, I'm going with fluff" expecting to lose a lot but still enjoy playing.  Ah...the common misconception that fluff armies suck... how naive I was...
            An army only sucks if you suck at playing it.  If you look only at the stat line of a squad and base your opinion of their worth solely on that without playing them, you could and generally are overlooking a good unit.  Guardians are the very definition of suck, seconded only to Imperial Guardsmen if you look solely at their statline.  I would like to point out that with Guardians as my primary fixture in my list, I kicked serious ass in tournaments and also in normal games with them.  Why?  I know how to actually use them.

So the Ulthwe` fluff goes as follows:
They utilize Guardians as the bulk of their forces since their closeness to the Eye of Terror has taken it's toll on the Craftworld's Aspect Warrior population.  The Ulthwe` also have an inordinate amount of psykers compared to other craftwords.  Ergo: Guardians and Warlocks make up the bulk of their army.  According to the older codices, Dark Reapers are also the only Aspect that makes its appearance on the craftworld thanks to Maugen Ra using Ulthwe` as his base of operations until he rescued Altansar.
So the issue here is - am I disguising douche bag tournament lists under the banner of fluff?  Am I using Ulthwe` fluff to justify taking a Seer Council and D-Cannons and Dark Reapers?  The answer is yes and no.  I am not making douche lists, however due to the fact that I have a ton of experience with the units I choose for these lists - they become very, very effective.
So for an experienced player, does making an effective fluff list mean that you are disguising a power gamer list as a fluff list?  I don't know the answer to that one.  I compose my lists out of what I feel fits the Ulthwe` theme or any theme for whatever army I am running.
Anyway...
I'm getting rather long winded and sadly short on time so I will sum up this wall of text and perhaps revisit it in another post with:

Fluff or no fluff, an army is only as effective as it's general!