Back again - we've been playing a lot of games to try out Panic's new
DE army against various armies. After three poor showings against Chaos Space Marines, this time we're trying them out against Penal Legion
IG - about as different a force as we could find. As always, Panic is trying to refine the army, so C&C on build/tactics is appreciated.
Panic's All-Girl Hellions - 1500 pts
* Baroness Sathonyx
* Haemonculus (Agoniser, Webway Portal)
* 9 Hellions (Helliarch w/ Agoniser)
* 8 Hellions (Helliarch w/ Agoniser, Phantasm Grenade Launcher)
* 8 Hellions (Helliarch w/ Agoniser, Phantasm Grenade Launcher)
* 4 Kabalite Trueborn (3 Blasters, Dracon w/ Agoniser) in a Venom (Nightshield, 2 Splinter Cannon)
* 5 Kabalite Trueborn (3 Blasters, Dracon w/ Agoniser) in a Venom (Nightshield, 2 Splinter Cannon)
* 5 Kabalite Trueborn (3 Blasters, Dracon w/ Agoniser) in a Venom (Nightshield, 2 Splinter Cannon)
* 6 Scourges (2 Blasters, Solarite)
ArbitorIan's Drade 117th Suicide Legion - 1500pts
* Company Command Squad (4 Meltaguns, Astropath) in a Chimera (Multi-laser, Heavy Flamer)
* Primaris Psyker
* Psyker Battle Squad (1 Overseer, 9 Sanctioned Psykers)
* Psyker Battle Squad (1 Overseer, 9 Sanctioned Psykers)
* Ogryns (1 Bone'ead, 5 Ogryns)
* Veteran Squad (3 Flamers, Demolitions, Shotguns) in a Chimera (Multi-laser, Heavy Flamer)
* Penal Legion Squad
* Penal Legion Squad
* Penal Legion Squad
* Scout Sentinel Squadron (3 Sentinels with Multi-lasers)
* Hellhound (Heavy Bolter)
* Hellhound (Heavy Bolter)
Deployment
We rolled Annihilation and Dawn of War, and
DE won the dice roll yet again, but this time opting to go second. Imperial Guard set up the Primaris Psyker and the Veteran Squad together in the Veterans' Chimera. Two of the Penal Legionnaires roll 'Psychopaths' and one rolls 'Gunslingers', but none of the squads were sent to outflank - the entire army would be walking on in turn one.
Dark Eldar set up the Haemonculus and two regular Hellion squads the regulation 18" away. The Haemonculus joined one squad to give it a pain token. The Trueborn squads, Baroness, Scourges and remaining Hellions were sent into the webway, with the three empty Venoms ready to arrive on the first turn. The army rolls for Combat Drugs and gets +1S.
End of Deployment - the Imperial Guard are looking rather overwhelmed at the moment.
Then, after choosing to go second, the Dark Eldar roll a six and seize the initiative! First turn to Dark Eldar.
Turn One
The Dark Eldar assault commences with all three Venoms moving flat out into a line around the central hill, aiming for the Chimera. They can't fire this turn, though. The Haemonculus moves forward and drops the Webway Gate directly on the centre line of the board.
The Hellions slowly advance on the Chimera too, taking cover on the other side of the forest.
Imperial Guard then roar onto the board, the entire army taking a refused flank and squishing themselves onto the opposite side of the board from the lone Chimera.
The Hellhounds and Sentinels deploy much closer to the centre, and nearer the Gate, as the foolish Suicide Legion commander forgets that the Truborn are webway reserves rather than riding in the Venoms this game..!
The foolish Suicide Legion commander also manages to forget that it's Night Fighting, and it's only the lone Chimera's Searchlight that manages to spot one of the Venoms.
And, illuminated by the Searchlight, the Venom is quickly taken out by the Hellhounds.
End of Turn One. There's an awful lot of Guard on the board, but they haven't managed to do much, and all the armour is now piled up next to the Gate ready for the Trueborn to emerge...
Turn Two
The Dark Eldar reserves rolls go well, with all three Trueborn squads emerging from the portal.
As the Hellions swoop in to converge on the lone Chimera
And the Scourges come out of the portal, taking up position next to a Venom on the hill.
Opening fire, one squad of Trueborn stun and destroy the Mulilaser on the lone predator.
While the other Trueborn and Scourges manage to immobilise and destroy the Inferno Cannon on one Hellhound, and stun the other, while the Venom kills seven of the nearest squad of Penal Legionnaires.
The swarm of Hellions closes in, using their S4 drugs to try to glance the lone Chimera, but only manage to shake it and destroy it's last weapon.
In the Guard turn, the Hellhounds are unable to fire back, but the Sentinels behind them manage to wreck the nearby Venom.
And the three remaining Penal Legionnaires behind them take out one of the Scourges.
The Veterans and the Primaris Psyker disembark from the lone Chimera, and line themselves up for shooting the two Hellion squads. The Psyker disengages from the Veteran unit, and the Veterans on their own take out the whole of one Hellion Squad with their Flamers. The Primaris Psyker then casts Lightning Arc at the second squad, leaving only three alive.
And at the other end of the field, the Command Squad disembark to attack the last remaining Venom, but forget about the Nightshield and are out of range.
End of Turn Two. It's getting bloody.
Turn Three
Turn three goes quickly for the Dark Eldar - the Trueborn and Scourges (joined by the Haemonculus) do badly against the tanks this turn, and are unable to penetrate anywhere. The Baroness and her squad still don't arrive from the webway, and the remaining three Hellions charge the Primaris Psyker and the Veterans, but only manage to inflict one wound on the Psyker.
In return, they take a wound from the Veterans.
One Hellhound is now free to act again, and moves forward to take out a squad and a half of Trueborn with it's Inferno Cannon, while the Sentinels open fire on the Scourges, killing three. The nearby Psyker Battle Squad then reduced their Leadership to 1, forcing them to flee at the end of the phase.
The last trueborn in one of the squads is left standing in front of the Veterans as they win the combat, at the cost of the Psyker's other wound.
End of Turn Three. Tables have turned and it's not looking good for the Dark Eldar.
Turn Four
The remaining Trueborn target the Hellhound, immobilising and stunning it.
While the Baroness and her squad finally arrive and charge into the Sentinels, also assaulting the two Hellhounds with a multi-charge. Two Sentinels are shaken and a third wrecked, and the crippled Hellhound loses it's last weapon.
The Scourges regroup at the back of the board (we later found this was illegal) but have nothign in range to shoot at.
And the final Venom, lurking at the back of the board, is frustrated when the last remaining survivor of the Penal Legion squad it's been whittling down for the last few turns runs behind a hill, out of sight.
And at the end of the turn, the Hellions pile into combat with the Sentinels, avoiding shooting attacks in the next turn.
In the Imperial Guard turn, the Command Squad in the Chimera advance on the Scourges, finishing off the unit, as the remainder of the army arrange themselves to receive a Hellion charge.
And, after destroying another Sentinel, the Hellions jump out of combat with Hit&Run, into cover.
End of Turn Four. The Hellions have positioned themselves to charge any of the soft/damaged targets next turn, but are still quite behind on Kill Points. The Penal Legion have lined up incase they decide to charge the lines. The last remaining Venom was finally destroyed by the Chimera's multi-laser.
Turn Five
Looking for easy Kill Points, the Baroness and Hellions charge into the Sentinel and kill it, destroying a Hellhound in the process and netting a couple more Kill Poins, but the lone Veteran squad come up from the rear and flamer the squad, leaving only a few standing.
The full Ogryn and Penal Legionnaire line advance to within 12" and open fire too.
And, topped with the Multilaser from the Chimera causing Instant Death on the Baroness, only a few Eldar are left on the board. Turn five ends the game.
Result: Dark Eldar 5 - Imperial Guard 10