So, it's been AGES since we posted a battle report, but we've both been quite busy attempting to get our new armies up to scratch while working (and drinking, in Panic's case) far too much and modelling far too little. Finally, we've managed to cobble together 1000pts of (almost) fully painted armies to have our first game. I'll be using my newly organised, repainted and based Arbites with the
BOLS Arbites Mini-dex, all newly spruced up apart from the tanks. Panic will be using his all-girl Hellion
DE Army, again mostly painted apart from the odd Hellion leader.
Here goes...
Panic's Dark Eldar All-Girl Hellion 1100pts - P&M Blog at
http://www.dakkadakka.com/dakkaforum/posts/list/336125.page
* Baron(ess) Sathonyx
* Haemonculus with Webway Portal
* Kabalite Trueborn (4) with 3 Blasters, in a Venom with Nightshield and additional Splinter Cannon
* Kabalite Trueborn (4) with 3 Blasters, in a Venom with Nightshield and additional Splinter Cannon
* Kabalite Trueborn (4) with 3 Blasters, in a Venom with Nightshield and additional Splinter Cannon
* Hellions (7) led by a Helliarch with Phantasm Grenade Launcher, Agoniser
* Hellions (7) led by a Helliarch with Phantasm Grenade Launcher, Agoniser
ArbitorIan's Adeptus Arbites 1100pts - P&M Blog at
http://www.dakkadakka.com/dakkaforum/posts/list/346076.page
* Arbites Marshall with Power Maul and Supression Shield
* Shock Team (10), including two Proctors with Power Mauls, in a Repressor
* Arbites Team (10), with Grenade Launcher & Flamer, in a Repressor
* Arbites Team (10), with Grenade Launcher & Heavy Stubber, in a Repressor
* Arbites Team (6), with Boltguns & Heavy Stubber.
* Pursuit Team (6), with Flamer, Grenade Launcher & Proctor with Power Maul
* Sentinel Squadron (3), with Multilasers
* Black Maria
DEPLOYMENT We rolled Capture & Control and a normal, 12" deployment area. Arbites won the roll to go first and chose to do so. Following the Thin Black Line rules, only
HQ, Troops and Scouts are allowed to set up at the start, so the two regular Arbites units deployed inside their Repressors, with the Marshall in cover and the Sentinels in the nearby ruins. The small squad of Arbites were in reserve inside the Black Maria. Dark Eldar deployed the three Venom transports and their units, ready to jump forwards and drop warp portals. The Hellions are in reserve, ready to come through the portals.
TURN ONE After being...um...forewarned... of the dangers of Nightshields, the Sentinels use their Scout move to advance into range, and attempt to bring down the Venom with the Haemonculus inside it, but only succeed in shaking it. The Nightshields mean that the rest of the army are out of range, and stay inside their Repressors.
The Dark Eldar advance halfway along the board and deploy, dropping the Webway Gate and opening fire on the Sentinels, destroying two.
TURN TWO None of the Arbites reinforcements show up this turn, so the current squads elect to stay in their tanks and open fire on the closes unit of Trueborn, killing most of them. The Trueborn make their panic test easily.
The first squad of Hellions arrives from reserve and exits the Warp Portal, making their way towards the two Repressors.
The rest of the
DE army then moves into range, Blasters destroying both Repressors and forcing the Arbites inside to disembark, where Splinter fire takes out half of one squad. The halved squad of Arbites then panics and runs from the board. One of the Venoms is a bit overenthusastic in it's movement and is immobilised in a canal.
The Hellions then attempt to charge the other squad, but roll low and can't get through the difficult terrain.
TURN THREE Again, no reinforcements at all arrive during the Arbites turn, so the Sentinel attempts to get closer to the Haemonculus, with a plan to tarpitting the unit in a combat they can't win. However, he fails to roll high enough to get the charge.
The full-strength Arbites Squad advances through the ruins and opens fire on the Hellions, killing four of the seven. Joined by the Arbites Marshall, they charge the remnants and wipe out the squad, consolidating into the nearby ruins.
At the top of the Dark Eldar turn, massed gunfire takes out the rest
fo the Arbites squad, leaving only the Marshall standing
Though yet again, the Hellions are slightly out of range for the charge.
TURN FOUR Finally, in turn four, some of the Arbites reserves turn up - the Pursuit Team and Black Maria using the Units Inbound rule to outflank and appear rather close to the
DE objective. The Black Maria opens fire on the nearest Venom, exploding it.
Having finished off the Arbites on the other side of the board, and with the last Hellions holding the Arbites objective, the Trueborn attempt to wheel and open fire on the Pursuit Team, killing two bikers and stunning the Black Maria.
TURN FIVE The final small squad of Arbites disembark from the Black Maria and run towards the
DE objective, hoping for another turn
As the Pursuit Team move towards a Venom, shaking it with boltgun fire but losing one biker to a difficult terrain test.
And the final part of the Arbites army turns up - the Repressor containing the Shock Team, which moves to block the Haemonculus and Trueborn before being thoroughly destroyed in the
DE turn.
At the end of turn five, Dark Eldar are winning, holding onto the Arbites objective while the Arbites have nothing, but we roll and get a sixth turn!
TURN SIX In turn six, the Arbites move tor try and stop the fast
DE vehicles from getting back to their own objective. The Black Maria takes out another Venom.
While the remnants of the Shock Team cross the canal and wipe out the closest Trueborn squad.
As the last squad of Arbites run into the ruins, taking hold of the
DE objective...
the Pursuit Team shoot and charge the last operable Venom, shaking it but not stunning it.
And in the return
DE turn, the Venom moves flat out onto the objective to contest.
We roll, and get a seventh turn, but massed fire from the Arbites army isn't enough to destroy the Venom and Arbites lose the chance to make it a draw. Victory to the Dark Eldar!