I suppose I have one. I was playing a 3v3 game of Annihilate in Dawn of War 2. If memory serves, the game began with high resources which made my decision to use Eldar foolhardy given the relative lack of doomsday weapons.
The long and short of it was that the game went fairly poorly for a time. With the enormous resources at our respective disposals, there heavy losses meant little though in short order both my teammates dropped leaving their armies controlled by AI. For those unaware, in most cases this would make the game impossible to win as the AI is largely concerned with capturing points and given the game mode and resource counts, this would only prove my advantage if I could somehow hold the enemy and cause enough casualties to drain them to the point where I could launch an assault of my own.
Eldar's strength is largely in mobility and while they can bring incredible firepower to bear it is all fragile. My opponents were all Imperial Guard and in short order they were sending endless waves of Baneblades, tanks, transports all backed by the steady pounding of Manticores. The only saving grace was that any semblance of coordination was lost on the enemy and superweapons were deployed with little support. If they had, for a moment, considered the value of simply deploying everything including their baneblades at the same time all would have been lost.
Over the course of an hour, I realized that victory was all but impossible. I had a raiding team consisting of a farseer, an autarch and a seer council that could strike high value targets with will. I had webway gates scattered across the map to ensure this raiding party never had to run far to find targets of opportunity. The main action, however, took place along a wide stretch of road leading from one end of the map to the other. Here endless waves of men and armor crashed against a defense consisting of little more than guardians, dcannons and bright lances. Were it not for the raiding party this impenetrable defense would be doomed as manticore fire could quickly open gaps in the line.
Time and again the assaults game and more than once it looked as though it would fold only to be halted by the arrival of a warp storm or the timely appearance of an Avatar or Wraithguards. My raiding party more than once was forced to engage baneblades and orgre rushes in close combat with little cover. Lucky then that doom and fortune and healing runes are so powerful when one can mass such lethality.
The game dragged on for yet another hour. The starting resources of the enemy were long spent and their efforts to capture additional resources grew steadily more desperate. The long battle in 3 to 1 odds, even when overwhelmingly in my favor also sapped my own resources but at last it seemed victory might be possible. Single units of AI were roaming around the enemy base at all hours doing little damage but ensuring that something be present to maintain the guard.
Victory was eventually delivered. The final assault took the form of an Avatar of Khaine backed by wraitguard and guardians in a shielded falcon. Probing attacks had long silenced the suppressive weapons present on the bases. Warp storms were fired, the falcon proved yet again that it is the single greatest transport in the game, my raiding party played the role of brutalizer and the wraitguard went about the grim and thankfully short work of dispatching the various HQ's.
In the end, the game took three hours - about six times longer than a normal 3v3. The stats in the end told the story: for every eldar that fell, 15 guardsmen met their end. Their leaders were assassinated more than a dozen times while my farseer never faltered (though the Autarch was driven off more than once). Final tally was more than 1500 killed at a loss at a cost of 100 eldar of all sorts (Mostly d-cannon crews).
The long and short of it was that the game went fairly poorly for a time. With the enormous resources at our respective disposals, there heavy losses meant little though in short order both my teammates dropped leaving their armies controlled by AI. For those unaware, in most cases this would make the game impossible to win as the AI is largely concerned with capturing points and given the game mode and resource counts, this would only prove my advantage if I could somehow hold the enemy and cause enough casualties to drain them to the point where I could launch an assault of my own.
Eldar's strength is largely in mobility and while they can bring incredible firepower to bear it is all fragile. My opponents were all Imperial Guard and in short order they were sending endless waves of Baneblades, tanks, transports all backed by the steady pounding of Manticores. The only saving grace was that any semblance of coordination was lost on the enemy and superweapons were deployed with little support. If they had, for a moment, considered the value of simply deploying everything including their baneblades at the same time all would have been lost.
Over the course of an hour, I realized that victory was all but impossible. I had a raiding team consisting of a farseer, an autarch and a seer council that could strike high value targets with will. I had webway gates scattered across the map to ensure this raiding party never had to run far to find targets of opportunity. The main action, however, took place along a wide stretch of road leading from one end of the map to the other. Here endless waves of men and armor crashed against a defense consisting of little more than guardians, dcannons and bright lances. Were it not for the raiding party this impenetrable defense would be doomed as manticore fire could quickly open gaps in the line.
Time and again the assaults game and more than once it looked as though it would fold only to be halted by the arrival of a warp storm or the timely appearance of an Avatar or Wraithguards. My raiding party more than once was forced to engage baneblades and orgre rushes in close combat with little cover. Lucky then that doom and fortune and healing runes are so powerful when one can mass such lethality.
The game dragged on for yet another hour. The starting resources of the enemy were long spent and their efforts to capture additional resources grew steadily more desperate. The long battle in 3 to 1 odds, even when overwhelmingly in my favor also sapped my own resources but at last it seemed victory might be possible. Single units of AI were roaming around the enemy base at all hours doing little damage but ensuring that something be present to maintain the guard.
Victory was eventually delivered. The final assault took the form of an Avatar of Khaine backed by wraitguard and guardians in a shielded falcon. Probing attacks had long silenced the suppressive weapons present on the bases. Warp storms were fired, the falcon proved yet again that it is the single greatest transport in the game, my raiding party played the role of brutalizer and the wraitguard went about the grim and thankfully short work of dispatching the various HQ's.
In the end, the game took three hours - about six times longer than a normal 3v3. The stats in the end told the story: for every eldar that fell, 15 guardsmen met their end. Their leaders were assassinated more than a dozen times while my farseer never faltered (though the Autarch was driven off more than once). Final tally was more than 1500 killed at a loss at a cost of 100 eldar of all sorts (Mostly d-cannon crews).