Right no time for a proper bat rep as I am flying to India in less than 48 hours and things are rather hectic.
Game one
Imperial Guard commanded by softhearted general
I say soft hearted because he had looked online, seen Henas proposed list and graciously didn't take 1+ shadowsword companies. All heart that lad.
Instead a rather staid Guard army list was formed (oh how insulting)
Russ
Hydra
SC
Hydra
Infantry
Fire support
Vultures
Storm troopers in valks
Manticores
Deathstrikes
Hydra bat
Thunderbolts
Somewhat light on flak in my opinion but apparently he was feeling magnanimous.
I was using the redeemers at 85 horde as suggested by Hena. The first thing I realised was Hena got his sums wrong as the proposed army comes to 3200. I was forced to re-jig to
Assault
Chap
2 redeemers
Devs
2 Redemers
SC
Devs
2 Redemers
Chaplain
Devs
2 Redemers
Librarian
Terminators
Chaplain
Attack bikes
Landing craft
Thunderhawk
Zero flak! Well the thunderhawk was there as a mobile flak battery. It also gave me some deep strike capability. In fact it then became an air assault option as the more I looked at the list the less confident I was. I figured some terminators kept henas MW theme and one lot of devs was dropped for them.
After studying this a bit I reckoned I could up the activations and MW count by trying the terminators in redeemers. Some more re-jigging and it became
Assault
Chap
Terminators
Chaplain
4 redeemers
Landing craft
Devs
SC
Hunter
Devs
Redemers
Devs
2 Redemers
Attack bikes
Scouts
thunderbolts
2995 (700 points on 'allies')
Somewhat annoyingly 295 left over so a redeemer went for a hunter (remember Hena max two extra vehicles) some scouts and some thunderbolts.
The plan was for a turn 2 attack - bizarrely leaving me hoping to lose the init first turn to increase the chance of winning it turn 2.
Standard 4 ruin, 4 hills 4 woods mix. Guard put their blitz centrally with their two objectives on the half way line. I had my blitz over in a corner with my two objectives near the guard blitz.
The deployments were unsurprising, though I realised the guard russ had a run almost to the two objectives down a corridor covered by the deathstrikes. The valks and vultures started on overwatch, with the vultures covering me popped up and the valks covering the guard. The Hydra covered practically the whole army with the deathstrikes and manticores close together and russ and sc on either side. The infantry company were off to one side in some ruins in what looked like a blatant attempt to bait the air assault down there (and apparently it was).
The scouts garrisoned with everyone else making themselves scarce behind terrain covered by the hunter.
The vulture/manticore combo was an annoying one, eventually I set up in the vehicles mostly bar the SC with the rhinos empty (ablative rhinos

).
Guard obligingly won the initiative. Tbolts capped.
And so begins the agony of advancing towards the imperial guard. With 7 activations, one of them the lander who wasn't doing much this turn, it wasn't going to take long.
The SC doubled up, deploying into cover and hiding from the guard, sadly not drawing vulture fire. The IG moved up the infantry rather than keep them on blit guard, maybe as a roadbump, we'll never know. The rest of the armies exchanged like this (avoiding each other) until eventually the vultures got to open up at some dev moving between cover, blowing away both empty rhinos, 1 redeemer and 1 stand. The survivors got shelled by the manticores and broke. Clearly I didn't retreat far enough as the SC came and had a go as well on a double, killing one infantry stand and disrupting another. In return it got strafed by the thunderbolts due to poor hydra placement and then the LC who got a bm from the thunderbolts (risky I know). The storm troopers moved up and let rip at the SC formation. Last activation was the Leman Russ who... overwatched. Bugger.
Turn 2 went to me. I faced the problem of an overwatch castle at the rear (russ, manticores, deathstrikes and hydra) and the somewhat bm'ed SC out front with the stormtroopers and infantry nearby. It was throw everything at the russ and degrade their fire to the point they could be air assaulted, attack the van guard and move back (in the process I'm sure the LC would get deathstriked) or strike around the russ, try to trigger their overwatch fire while taking out their support and relying on the ra saves to weather the overwatch dice they throw out if not triggered by the time the air assault came in (AT2+, 10 AT5+, 11 AP4+, 11 AP5+). As a decisive individual I went for a mix.
The salamanders engaged some of the forward guard forces, the Sc and some devs supported by a couple of bikes hitting the guard SC (killing him) and breaking the formation. In return the SC got wiped out bar the hunter and a dev formation damaged by advancing stormtroops. The attack bikes manged to only bm the deathstrikes but get in a support position on the russ, the scouts broke the deathstrikes but in return were done by the hydra and vultures (should have gone after the bikes). This to and fro continued with eventually the bikes and some untouched devs near the russ who were covered by one integral hydra and one unsuppressed hydra, leaving behind them a fleeing hunter and shot up dev formation facing off against some broken mech, pristine infantry and damaged stormtroopers who got hit by some sharpshooting thunderbolts.
The LC cam ein and the game was over. The CAPing tbolts (who both got shot down) distracted the pilot from the Hydra who of course got a point of damage and a critical. I argued to continue and ignore that, but then the Russ rolled about twenty odd hits and I threw the towel in.
We had time after a break for a quick second game, me using what I thought was a slightly more flexible list. I thought the guard would stay but instead my brother beseeched the tourney Orks from the mansfield tourney and got those. Actually less models than the guard. I've realised I've spent so much time nattering packing time has been severely curtailed! So very short report.
Great Gargant
Big zap briagade
zap brigade
zap brigade
Skorcha mob
Big boyz
Big boyz
supa big big guns
Fighta bombers
Hmm to attack the GG or not? This was answered by a roll of 6 for shields. So ignoring him. Used the varient list on henas idea proposed yesterday with redeemers at 75 points.
300 Tac (BTS and SC

)
075 SC
075 Red
075 Hunter
250 Dev
150 Red
050 Chap
250 Dev
150 Red
050 Chap
425 LC
250 Dev
150 Red
250 Warhound
200 Attack Bikes
150 Scouts
150 Thunderbolts
Well, maybe I'm not to good with henas idea. The Orks again copied the guard with the great gargant staying near the blitz, though he never managed to get on overwatch (with 12 shields I would have charged). The rest of the battle was in the middle of the table. The zaps largely fell to the warhound, though they did manage to kill the Landing craft turn two when it came in, with some ineffective flak providing a distraction. The redeemers burnt a fair number of orks out of cover but a dev formation I discovered could still be got in a firefight with cunning use of grotz. Somewhat unsurprisingly the orks lost most of their men but the mek weapons did do terrible things to marine armour. I was left at the end of the game having lost the BTS (to a combination of damage sources including that assault, fighter bombers and a random skorching) but with troops at both ork objectives, sadly one being contested. In return the orks had both my objectives contested and 2 survivng flaks threatening to get to the blitz next turn. The orks though had lost all the skorchas, 2/3's of the infantry including all the grotz and virtually all the blitz wagons. I was down the bts, about 1/2 the infantry (mostly to supergun hits) and had lost all but one rhino with 3 redeemers blown up, our fighters were all pristine.
The game had to end sadly turn 3 but I was well ahead on vp's and if the game continued I reckon the warhound especially could have done more damage and I had two mostly intact formations (the LC formations, down one of two infantry and a redeemer) in the centre to help deal with the orks. I might have been able to get it to 2-1, failing that I had a points win by at the very least a 500 point margin over my own losses. Here I think the previous LC with the terminators would have been better, at least I could have had a crack at the Gargant!
I'm not convinced the redeemer is that terrifying and I still think the attack bikes and speeders are balanced, so I await other thoughts and experiences.