Had a recent battle on vassal, thought I’d throw up a quick batrep on it. First, the lists:
My Dark Eldar:
2 x Dracon with agonizer, pistol
4 incubi
2 warriors with splinter cannons
Raider with
DL
3 x 5 warriors, 1 with splinter cannon, 1 with blaster
Raider with
DL
3 x 5 warriors, 1 with
DL, 1 with blaster
Raider with
DL
3 x Ravarger with 3 disintegrators
His Space Marines…wanted to go with the new
SMs, which was fine with me:
<[-
HQ-]>
Chapter Master Erithias Dominus (230pts)
Relic Blade, Artificer Armor, Hellfire Rounds, Digital weapons, auxiliary grenade launcher, jump pack
X-Elites-X
Sternguard Veteran Squad Zeta (310pts)
10 Veterans, Sargent w/Power Fist
Drop Pod
V-Troops-V
Tactical Squad Alpha (240pts)
10 Marines, Meltagun, Plasma Cannon, Sargent w/Power Fist
Drop Pod
Tactical Squad Beta (240pts)
10 Marines, Meltagun, Plasma Cannon, Sargent w/Power Fist
Drop Pod
Tactical Squad Gamma (240pts)
10 Marines, Meltagun, Plasma Cannon, Sargent w/Power Fist
Drop Pod
Tactical Squad Saga (240pts)
10 Marines, Meltagun, Plasma Cannon, Sargent w/Power Fist
Drop Pod
For mission, we rolled spearhead annihilation. I won the roll, but let him pick quarters and go first. Wasn’t aware he’d get to drop half his army (rounding up) on the first turn, but it probably wouldn’t have made a difference in my choice. He picked the upper-left corner. I held everything in reserve.
First turn
He drops his troops kind of strangely. I’m not sure what I was expecting, but this wasn’t it. I guess I figured he’d drop towards the middle/my corner, to force the fight. Obviously nothing from my side this turn.
Top of two
He rolls for his sternguard (with
HQ attached) and other troop squad to drop in. Again…surprised by his choice of placement. He moved a squad into the building.
Bottom of two
1
HQ and all the splinter cannon squads come in. Strange split of the units.
HQ goes over to assault the close squad, rest inch in two suppress building. Managed to shake building to prevent shooting. Kill a few of the marines to shooting, all but three in the subsequent assault. Lost one warrior in return. They failed morale and (I thought) should have been cut down, but apparently marines are treated as fearless or something, so they took the 4 hits and stayed locked in combat. Wasn’t sure, but it kept my guys safe.
Top of three
Marines continue to advance, shooting (limited) does nothing, kill the marines in assault and move back towards raider
Bottom of three
Roll for reserves, and everything else comes on. Wow…quick escalation of this battle. Obviously, I want to stay at range and pick him apart, so I do my best to spread out in a “C” shape along my corner.
HQ gets back on the raider and hides. Early shooting wrecks the building, so the marines bail out and get shot up quite a bit.
Top of four
Some more advancing, then the commander drops his orbital strike on my middle ravager. It drifts to the right quite a bit and annihilates one of my squads. They rout (under half strength), so I take them of the board. The close marine squads immobilizes the closest raider (lots of damage rolls, but I made a lot of saves).
Bottom of four
And now, with the raiders and ravagers on line, the blasting begins. Both pods and the close marines mowed down. In fact, the middle ravager took out the far squad AND the pod! Two direct hits on the squad for 10 hits total (and can see 5 of 8 squad members, so no saves) and the third shot drifts south onto the pod, rolls a 6 for penetration and 5 on the damage table. Heck of a turn.
At this point, he concedes.
I’m fairly pleased with the list so far…seems like a good balance between assault power and mobile firepower. Really fragile, both with troops (for objectives) and everything (for annihilation). I’m considering dropping 1 troop choice to beef the others up, and maybe swap all the troop squads to splinter cannon and blaster. The
HQ and incubi aren’t incredibly powerful, but good enough to take out most squads, and could hurt more dedicated melee units after a bit of fire weakened them, I think.