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Made in us
Dakka Veteran





next to a stop sign

As the common build at the LGS is 1850, this will be my staple list for all battles within this thread ... hope you enjoy - and if you have any questions or comments then please add them here.

Performance Record: W06 L00 D00 ( Victory Points via Draw = W00 L00 )

HQ: Haemonculus with Hexrifle
HQ: Haemonculus with Hexrifle
HQ: Haemonculus with Hexrifle

Troop: Warriors 9x ( Splinter Rifles ) Warrior ( Dark Lance )
Transport: Raider with Dark Lance and Flickerfield plus Enhanced Sails upgrade

Troop: Warriors 9x ( Splinter Rifles ) Warrior ( Dark Lance )
Transport: Raider with Dark Lance and Flickerfield upgrade

Troop: Warriors 9x ( Splinter Rifles ) Warrior ( Dark Lance )
Transport: Raider with Dark Lance and Flickerfield upgrade

Troop: Hekatrix ( Blast Pistol - Agoniser ) Wyches 2x ( Razorflails ) Wyches 7x ( CCWSP )
Transport: Raider with Dark Lance and Flickerfield upgrade (all Wyches have Haywire Grenades)

Troop: Hekatrix ( Blast Pistol - Agoniser ) Wyches 2x ( Razorflails ) Wyches 7x ( CCWSP )
Transport: Raider with Dark Lance and Flickerfield upgrade (all Wyches have Haywire Grenades)

Heavy Support: Voidraven Bomber with Void Mine and 2x Void Lances
-- Flickerfield upgrade and equipped with 4x Shatterfield Missiles

Heavy Support: Voidraven Bomber with Void Mine and 2x Void Lances
-- Flickerfield upgrade and equipped with 4x Shatterfield Missiles

Heavy Support: Voidraven Bomber with Void Mine and 2x Void Lances
-- Flickerfield upgrade and equipped with 4x Shatterfield Missiles

my list of "hexed" models

Khorne Chaos Lord with Mount .. Kharn the Betrayer .. Winged Nurgle Daemon Prince

This message was edited 5 times. Last update was at 2010/11/07 02:17:19


"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Dakka Veteran





next to a stop sign

Mission: Seize Ground ( four objective markers )
Deployment: Pitched Battle
The Opposition: Chaos Space Marines

Khorne Chaos Lord on Mount with Daemon Weapon
Plague Marines in Rhino
Kharn the Betrayer with Khorne Berzerkers in Rhino
Noise Marines on foot
Chaos Terminators with Land Raider transport
Pair of Chaos Vindicators

The Game Begins:

Combat Drug Result = affected units begin the game with a Pain Token. I won the die roll and had my opponent setup first. He deploys all of his units on the table, spread out evenly in his Deployment Zone. Then I deployed some of my units - concentrating on one corner of my Deployment Zone: all three Warrior squads on the table - separate from their Raiders - with a Haemonculus attached to each (Share The Pain = Feel No Pain) ... these are all relatively close to my board edge to prevent the Vindicators from having a target on the first turn. The two units of Wyches with Raiders plus the three Voidraven Bombers were placed in Reserves. Happy with the setup, I tried to seize the initiative but failed...

Turn 01:

CSM: The two Vindicators and the two Rhinos advance, and pop their smoke - the Plague Marine Rhino takes position near an Objective Marker. The Chaos Lord takes shelter behind the two Rhinos. The Noise Marines move forward and run - taking position near an Objective Marker in Ruins. The Land Raider advances and fires its Lascannon at one of the Raiders (rolls 1 .. twin linked .. rolls 2)

DE: All three Raiders shift slightly to allow for the Warriors to embark - pending their survival and the need to go mobile. Two of the Dark Lances find their targets: one Vindicator is Immobilized, and the Plague Marine Rhino is Immobilized.

Turn 02:

CSM: The Chaos Lord takes position behind the Kharn/Berzerker Rhino. Plague Marines stay inside their transport. Land Raider scores a hit on one of the Raiders, earning an Immobilized result. Noise Marines and Immobilized Vindicator are denied any targets. The other Vindicator scores a slight scattering hit on a unit of Warriors - eliminating four of them. The Havoc Launcher on the Plague Marine's Rhino scores a Stunned result on one of the Raiders.

DE: One unit of Wyches arrives from Reserves, and closes in on the Kharn/Berzerker Rhino - Wyches disembark. Two of the Voidraven Bombers also arrive from Reserves and enter play from the opposite corner of my Deployment Zone. Haemonculi all detach from their Warrior squads - leaving the Pain Tokens with the Warriors. Combined efforts from the Dark Lances manage to destroy the mobile Vindicator (Wrecked) ... pop open the Kharn/Berzerker Rhino (Explode - with some casualties) ... and rattle the Land Raider ( Crew Stunned ) ... The two Voidraven Bombers alpha-strike the Noise Marines with their Shatterfield Missiles and eliminate the unit. And at the end of the Assault Phase the Wyches are locked in close combat with Kharn and the Khorne Berzerkers.

Turn 03:

CSM: A Havoc Launcher manages to eliminate one of the Raiders (Explode), and nothing else notable in the Shooting Phase. The Khorne Lord adds support to the ongoing assault - eliminating the unit of Wyches.

DE: The third Voidraven Bomber arrives, as does the second unit of Wyches. With some of the threatening elements removed, my units begin to go mobile - taking strategic positions: The Wyches in their Raider advance towards an Objective Marker, and one unit of Warriors embarks in their Raider and does the same = potential targets are kept out of the firing arc of the Immobilized Vindicator. The two depleted Voidraven Bombers concentrate their efforts on the Land Raider - and when the dust settles (Explode) the unit of Terminators become Pinned. The third Voidraven Bomber scores a Stunned and Weapon Destroyed result on the Plague Marine's Rhino. Rapid Fire Splinter Rifles reduce the unit of Berzerkers with Kharn down to two models. Three of the Haemonculi take aim at the Chaos Lord, and one of them scores a life-threatening (Rending) hit with its Hexrifle - the Chaos Lord fails its save and test against the weapon, removing the model from play.

Turn 04:

CSM: Not much activity at this point - Plague Marines remain embarked in their transport. Vindicator has no viable targets. Kharn and his one Berzerker shoot at a Haemonculus and eliminate it.

DE: Two Voidraven Bombers combine efforts and force the Plague Marines to disembark from their Rhino (Wrecked). The third Voidraven Bomber alpha-strikes the Terminators with its Shatterfield Missiles (scoring two hits and two minimal scatters) and its Void Lances - only one Terminator remains but before he has a chance to show a sign of relief, he gets popped by a Raider's Dark Lance. A round of Rapid Fire Splinter Rifles leaves Kharn standing on the battlefield by himself - but not for long ... another Haemonculus displays his marksman skills and scores a killing blow with its Hexrifle. Remaining units shuffle for position and try to reduce the size of the Plague Marine unit - but with little results.

Turn 05:

CSM: Plague Marines take aim at one of the contesting Raiders and score big (Wrecked)...

DE: Going for cleanup - random pop shots at the Vindicator have little effect (ggrrr...Daemonic Possession). A round of shooting from Rapid Fire Splinter Rifles plus two Voidraven Bombers with their Void Lances takes the Plague Marine unit down to two models (they really are quite resilient). The third Voidraven Bomber relocates to contest the objective still held by the Plague Marines...roll for game length = continues to turn six.

Turn 06:

CSM: The Plague Marine's score a Penetrating hit on the Voidraven Bomber with their Meltagun, but the vehicle makes its Invulnerable save.

DE: Voidraven Bombers finish off the Plague Marines, but that darn Vindicator just wouldn't go away...

End Game:

Dark Eldar earns a victory with a score of 3-0

CSM Casualties:

-- all but one Vindicator

DE Casualties:

-- unit of Wyches
-- two Raiders
-- one Haemonculus

"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Dakka Veteran





next to a stop sign

Mission: Capture and Control
Deployment: Spearhead
The Opposition: Blood Angels

Mephiston
Three Baal Predators
Three Autocannon - Lascannon Predators
Six Lascannon - Plasmagun Razorbacks
-- five man Tactical BA squads in each ( Meltagun )

The Game Begins:

I was really looking forward to this game - playing against a good friend of mine that IMHO (and his track record) is a high caliber tournament player: I figured results pending from this game could at least give me a deeper perspective of how well this list might do on a competitive level.

Combat Drug Result = re-roll failed wounding rolls in close combat (nice - though I didn't expect there to be a lot of assaults in this match up). I win the die roll and give my opponent the first turn: he goes all in - his objective marker placed close to his deployment zone corner. I deploy all units except for the Voidraven Bombers: each Warrior squad has a Haemonculus attached to it and placed in cover near the mid table region, all five Raiders (two with the Wyches embarked at the start ) are positioned in my deployment zone corner - my objective marker placed close to my deployment zone corner.

Turns 01 thru 04:

Forgive me if this Battle Report lacks as much detail as the one before it, but it would seem simply redundant to repeatedly post something like "his vehicles fire at my vehicles and warriors" -and- "my warriors and vehicles fire at his vehicles" on a turn by turn basis ... an assortment of reduced fire lanes, cover saves, invulnerable saves, etc keeps the damage almost balanced on both sides = but when the damaging hits are scored we both suffer severe losses (explode and wrecked results)

It should be noted that there were some elements of close combat .. Mephiston tries to perform a one-man show = eliminating two Warrior units before a unit of Wyches eliminates him.

Turn 05:

BA: A unit of Blood Angels in their transport relocates to secure their objective marker, while a Predator attempts to tank shock a unit of Wyches that are holding their objective marker - the leadership test is passed (Death or Glory with a Haywire Grenade scores a Shaken result) but the Predator is now in a contesting position.

DE: Playing with the notion that the game could end here - one Voidraven Bomber moves flatout to contest the Blood Angels objective marker, while another one takes position behind a terrain feature that would block any line of sight to it. The Wyches attempt to eliminate the contesting Predator = Blast Pistol scores an Immobilized result, but the Haywire Grenades have minimal damaging effects ... we finish the turn with a draw status and roll for game length = continue to turn six

Turn 06:

BA: One shot from a Meltagun eliminates the contesting Voidraven Bomber - at the end of their turn, the Blood Angels have control of their objective marker while their Predator is still contesting the Dark Eldar objective marker.

DE: The last remaining Voidraven moves from its hiding place - going flatout like the Voidraven before it to contest the Blood Angels objective marker. A Warrior squad had repositioned itself the turn before and now takes aim at the contesting Predator = scoring a Weapon Destroyed result. The Wyches again have little effect on the Predator ... once more we finish the turn with a draw status and roll for game length = continue to turn seven

Turn 07:

BA: Combined efforts of what little anti-tank remains of the Blood Angels is used in an attempt to eliminate the contesting Voidraven Bomber = five penetrating hits are scored, of which four are saved against from having moved flatout in the previous turn .. the one hit that does score results in a Weapon Destroyed. The Blood Angels end their final turn with the Voidraven contesting their objective marker, while their Predator still contests the Dark Eldar objective.

DE: The Voidraven Bomber performs a short pass over the lone unit of Blood Angels - dropping its Void Mine on the unit and continuing to contest their objective marker. The Warrior squad once more fires its Dark Lance at the Predator, this time with better results (explodes). The blast radius however causes four wounds on the unit of Wyches - luckily I rolled three 6s on the saves = enough to not trigger a morale test.

End Game:

Dark Eldar earns a victory with a score of 1-0

BA Remaining:

-- Predator
-- two Razorbacks
-- one unit of Blood Angels

DE Remaining:

-- Haemonculus
-- Void Raven Bomber
-- one unit of Wyches
-- one unit of Warriors

EDIT: looking back now I'm wondering if there were six Razorbacks or less...too many vehicles I may have lost count.

This message was edited 2 times. Last update was at 2010/10/24 07:40:53


"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Latest Wrack in the Pits




Decatur, TN

Grats man, looks like the Dark Eldar are doing well in the games I've seen reported!

This message was edited 1 time. Last update was at 2010/10/24 16:28:49


Learning 7th edition to prove that DE still rule the roost!
 
   
Made in us
Araqiel




Yellow Submarine

I like your list. The Voidravens look like the big money unit for heavy support. Great use of the HQ to support your Warriors.

Mayhem Inc.  
   
Made in us
Commanding Orc Boss




So in your opinion is the Voidraven worth it for the extra 80 points over a ravager?

Still seems a bit fragile for (well, you know how many, i cant post it) points.

With three of them not being that much more survivable 240 points in the difference seems like a huge points sink

I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Atlanta, Ga

I don't even have to play Dark Eldar to know that the Ravager can easily be replaced by the Voidraven. Given the versatility of the armaments (such as missiles and mine) not to mention the additional strngth on the Voidlances along with being able to move so damn fast and shoot...it's pretty easy.

I mean, who wouldn't want the ability to make entire squads disappear...not to mention entire groups of Monstrous Creatures from time to time...with one weapons platform?


"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"


"If all else fails, empty the magazine" 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Personally I'll probably stick with the Ravagers and at most drop one for a Fighter later on. Reason being I'd rather have more targets for the enemy to shoot than less but slightly more powerful units. Just personal opinion though. Grats on doing so well so far.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in gb
Blood-Drenched Death Company Marine






What mini do you use as a Voidraven?
   
Made in us
Dakka Veteran





next to a stop sign

zeekill wrote:"...So in your opinion is the Voidraven worth it for the extra 80 points over a ravager?..."


During several field tests over the last two weeks, I had the opportunity to try all types of units and gimmicks the codex has to offer - at the end of each game I take a look back and try to evaluate the selections that I made...there is fair ground that can be shared by both the Ravager and the Voidraven ... but between the two units one has always out-performed the other in the long run: the Voidraven Bomber.

My Ravagers have never lasted the entire span of a game - the same cannot be said about the Voidraven.

Dark Eldar opponent's know the Ravager is a high profile target, and they will soon learn that the Voidraven could be an even higher profile target - more costly yes, but it has IMHO a better chance of it earning its points back (and then some) than the Ravager has a chance to ... and the interesting thing is that as a higher profile target it gets more attention dedicated to it = meaning some of your other units can breathe a sigh of relief for a moment (example: relocating to better positions)

The 240 points you mentioned can be offset in this example since you'd be able to move a unit of Raider Wyches (roughly the same point cost) into a tactical next-tun assault position = not only does this offset the point cost difference, but on that followup turn the Raider could stack the earning points with its Dark Lance, and the Wyches could stack those points even more based on their close combat results.

Ggrrr...I really hope that made sense.



This message was edited 1 time. Last update was at 2010/10/25 00:40:19


"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Mimetic Dakini





Washington State

What took out your other Bomber? Would a Nightfield have made much difference?

Also, its hard to gauge the 'worth' of a Bomber in the config you are running over what the Fighter would bring for its equivalent configuration. Can you give us a sense for how much of a difference that is making for you?

With Haemonculi/Warrior Comb, you are starting them together out of the Raider, I am guessing?

Thanks for the BatReps!
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

What I got out of that is that people aren't shooting at your Void Ravens yet cause it's a new unit they haven't adjusted to but they shoot your Ravagers. If that's the case I'd be planning for when they know that Void Ravens are worse than Ravagers. Basically after another game or two or if they jump onto the internet and see batreps your opponents will figure out that Void Ravens are priority and that extra 240pts will look a lot better in a 10 man unit in a raider. Just personally opinion.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Dakka Veteran





next to a stop sign

spaceman spiff wrote:What took out your other Bomber? Would a Nightfield have made much difference?


One of the BA units with Meltagun, so yeah - a Nightfield might have helped there ... oops !

spaceman spiff wrote:Also, its hard to gauge the 'worth' of a Bomber in the config you are running over what the Fighter would bring for its equivalent configuration. Can you give us a sense for how much of a difference that is making for you?


Haven't tried the Razorwing yet, so hard to say ... looking into that model this week.

spaceman spiff wrote:With Haemonculi/Warrior Comb, you are starting them together out of the Raider, I am guessing?


Yes, using "share the pain" do give the unit FNP - and also have a better perspective of the field with the Warriors and Raiders separated .. I also like the idea of having a Sniper in the unit ( Haemonculus with Hexrifle )


Automatically Appended Next Post:
Hulksmash wrote:What I got out of that is that people aren't shooting at your Void Ravens yet cause it's a new unit they haven't adjusted to but they shoot your Ravagers. If that's the case I'd be planning for when they know that Void Ravens are worse than Ravagers. Basically after another game or two or if they jump onto the internet and see batreps your opponents will figure out that Void Ravens are priority and that extra 240pts will look a lot better in a 10 man unit in a raider. Just personally opinion.


Sorry, no - the opposite ... because everything is generally new I like to tell my opponents what everything does, and what they can do - the Voidraven has received the most attention - both in discussions and on the table = players tend to dedicate more resources into eliminating the model, which means my other units have the chance to fly under the radar so to speak. When they leave the Voidravens unchecked and concentrate on the support units, they tend to find themselves with their backs exposed - Voidravens naturally have a better chance of eliminating target tanks when they are firing Void Lances into side and rear armor...

This message was edited 2 times. Last update was at 2010/10/25 01:09:30


"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Mimetic Dakini





Washington State

Appreciate the comments.

Follow up then to your answers,

So it sounds like the S9 VL has been working real well but how about the Void Mine, I know you have stated that you have made a couple of fly-bys with it to good effect.

Has the AV 11 made much of a difference from the perspective of being able to be a bit more aggressive since it can shrug off small arms fire better?

I would pretty interested in learning a bit more about your movement/target priority thought process during your Batreps leading up to when your Bombers arrive and target prioritization/movement thereafter.

Lastly, why Shatterfield over Monocsythe? The AP - on the Shatterfields seem to be a downer even though they are strength 7. Do you run into a lot of T5/6 targets in your area?
   
Made in us
Araqiel




Yellow Submarine

I am very keen on the Voidraven and plan to use a couple. It's great to hear good things about them.

Mayhem Inc.  
   
Made in ru
Drew_Riggio




Russia

Wow only after reading that reports i realized that you can move 12" then fire 2x VL + 4x Missiles + Void Mine.. all of that with just one bomber...
how can Ravager be better then such unit?

ps. OP do you tried Implosion missiles? if you can alpha-strike with them, they must really wreak a lot of things.
pps. oh and what you use as Voidravens?

This message was edited 1 time. Last update was at 2010/10/28 22:37:35


are writer, not reader
FB DE 1-0-0 | 1-1-0 
   
Made in us
Dakka Veteran





next to a stop sign

Mission: Annihilation
Deployment: Dawn of War
The Opposition: Tau Empire

Commander with two Bodyguards
Team of 3x Crisis Suits
Team of 3x Broadsides
Three units of 12x Fire Warriors
Sniper Team
Full unit of Kroot with Hound
Full unit of Gun Drones
Team of 5x Stealth Suits

The Game Begins:

Combat Drug Result = units roll 3d6 for run and take the highest. I won the die roll and decided to setup first = three Voidraven Bombers held in Reserves, and all other units arriving on the first turn: Wyches with their Raiders and Warriors (each with a Haemonulus attached) separate from their Raiders. My opponent deploys his Commander with Bodyguards, the unit of Kroot, and one unit of Fire Warriors - all other units declared as first turn arrival. Opponent attempts to seize the initiative but fails...

Turn 01:

DE: The two units of Wyches with Raiders move flatout up the right side table edge. Warriors and Raiders move on near the left corner of the table. The only notable shooting results are two Dark Lance shots from Raiders pass their Night Fight tests and through failed savs eliminate the two Bodyguards.

TE: A bad string of Night Fight tests (plus a small handfull of saves from Flatout and/or Flickerfields) keep most of my units unscathed - two shots that did find their mark resulted in a Weapon Destroyed on a Wych Raider, and an Immobilized result on a Warrior Raider.

Turn 02:

DE: All three VBs remain in Reserves at the top of the turn. Wyches launch an assault - one against the Stealth Suit unit (eliminated) and the other on the Crisis Suit unit (eliminated). The Tau Commander displays a great deal of resilience - shrugging off numerous Dark Lance shots. One unit of Fire Warriors lose two models from static Poison weaponry.

TE: The unit of Kroot advance in an effort to engage the two units of Wyches - but terrain tests will cause them to fall short. Broadsides connect on the second Wych Raider (wrecked), and through a series of odd dice rolls two Warrior Raiders take damage (crew shaken on one, and crew stunned on the other).

Turn 03:

DE: All three Voidraven Bombers arrive at the top of the turn - one of them Alpha Strikes the Kroot unit with its missiles and eliminates the whole unit (helps to score 39 wounds on the unit). The other two VBs target the Broadsides team and reduce the unit to one model. A unit of Wyches takes residence in an area of ruins, while the other embarks in their Raider. Two of the Haemonculi detach from their squads (pain tokens left with the Warriors) and take aim with their Hexriles on the Commander - with no effect. Two Warrior squads embark in their transports - two Raiders advancding six inches towards two different units of Fire Warriors (rapid firing into them with minimal damage). Third Warrior squad lights up the unit of Gun Drones, and takes it down to two models (fails morale and flees).

TE: The single Broadside fires at a Voidraven, but the Bomber passes its Invulnerable save...The Sniper Team scores a pentrating hit on the Raider with Wyches (explodes - passengers eliminated via result and enemy fire from a unt of Fire Warriors. Remaining DE units prove to be as resilient (or just as lucky) as the Tau Commander.

Turn 04:

DE: The static unit of Warriors with Haemonculus attached continue their efforts against the Tau Commander but continue in their failed efforts to eliminate the model. The other two mobile gunships reduce two units of Fire Warriors by a few models from each (one results in enough casualties to force a morale test (unit now below half) = the Fire Warriors fall back. A single VB eliminates the last Broadside Suit with its Void Lances, while the other two VBs combine their Void Lance efforts to eliminate the Sniper Team.

TE: The fleeing unit of Fire Warriors finds itself now nearly in base contact with one unit of Fire Warriors - the two that are missing only a small number of models have a good round of shooting: DE Raider (wrecked) DE Raider (explodes) ... passengers from both transports suffer very little damage through saves and/or feel no pain. The Tau Commnader has no effect on the previously Immobilized (Warrior) Raider.

Turn 05:

DE: Begin cleanup...one of the VBs launches an Alpha Strike on the unit of Fire Warriors (with the fleeing unit of Fire Warriors in close proximity), scoring four hits and with collateral damage = 16 wounds on the fleeing unit (after saves = eliminated) and 20 wounds on the other unit (after saves = reduced below half). A second VB launches its Alpha Strike on the third remaining unit of Fire Warriors (after saves = reduced well below half). Third VB finally eliminates the Tau Commnader with its Void Lances.

TE: Two units of Warriors in proximity of the remaining two Fire Warrior units suffer minimal damge through a string of dice rolls in favor of Dark Eldar. We roll for game length = and the game ends...

End Game:

Dark Eldar earns a victory with a score of 9-5

DE Casualties:

-- four Raiders
-- one unit of Wyches

TE Casualties:

-- all but two units of Fire Warriors

"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Dakka Veteran





next to a stop sign

Mission: Annihilation
Deployment: Pitched Battle
The Opposition: Orkz

Warboss
Three Deff Dreads
Squadron of three Killa Kanz
Big Mek
Four full units of Boyz
Unit of Tank Bustaz

The Game Begins:

Combat Drug Result = re-roll failed wounding rolls. My opponent wins the die roll and opts to setup first...he goes "all in" with his units. I respond equally deploying all of my units: Raiders and Warriors (Haemonculi attached to each) to the left side corner, Wyches in their Raiders to the right side corner, and the three Voidraven Bombers in the center of my edge. The positioning and layout had me semi-comfortable against enemy fire for the first turn, but I would be more comfortable with getting the first turn: I roll to seize the initiative but failed...

Turn 01:

OZ: Very little agressive activity because of the limited range, so the bulk of the army just advances and runs.

DE: The Warriors and their Raiders concentrate on the wall of Deff Dreads but have very little affect (crew shaken). The Two units of Wyches with their Raiders move flatout along the right side table edge. The Voidraven Bombers connect on their intended targets - Alpha Stike on each: unit of Boyz (reduced to five models), unit of Boyz (reduced to eight models), unit of Tank Bustaz (eliminated).

Turn 02:

OZ: Shooting from the enemy results in a (explodes) Raider: Wyches (eliminated via explosion and shooting) and also a (stunned) Raider: Warriors. Orkz call a Waaagh!!! this turn - where one unit of Boyz with Warboss was able to assault a Warrior squad (eliminated).

DE: Remaining Warrior Raiders take aim at a Deff Dread - scoring an Immobilized result and Weapon Destroyed. The VBs assist in the effort but rolled horribly (min effects of shaken). The one unit of remaining assaults the 5-man unit of Boyz (eliminated).

Turn 03:

OZ: The two Ork Boyz units target two of the Warrior Raiders but have no effect (Flickerfield saves helped here). The Deff Dreads and Killa Kans try to handle the Voidraven Bombers - best result was Weapon Destroyed on one of them (Void Mine).

DE:

...errr...to be continued (or read "end game" for the time being to see the result - sorry, I was trying to post this before the store closed). Continue...and now the actual damage scored turn-for-turn becomes a blur.

Turn 04:

OZ: Again, sorry but trying to recall actual details from last night are fuzzy. I know I lost another Warrior squad around here at some point, along with a Raider and a Haemonculi.

DE: Units go mobile for defensive positions rather than going for offensive positions. Most remaining Raiders flatout, and VBs taking distance to their advantage to clip Deff Dreads and Killa Kanz.

Turn 05:

OZ: Remaining Ork units (two units of Boys - one with Warboss, the squadron of Killa Kanz, and two Deff Dreads) begin their turn in a wedged position essentially between Raiders on one side and the Voidravens on the other - Dark Eldar suffer minimal damage from the lack now of anti-tank weaponry and/or range to targets.

DE: Dark Eldar units continue to maintain distance for their advantage. In the shooting phase both Deff Dreads are eliminated (wrecked and explode), and one Kill Kan is eliminated (explode). A unit of Warrior with Raider and a unit of Wyches with Raider close in slightly on the unit of Boyz with Warboss to allow for a possible next turn Shooting/Assault threat. We roll for game length = continue to turn six.

Turn 05:

OZ: The Killa Kans eliminate one Raider, otherwise no other substantial damge scored against Dark Eldar units.

DE: In the shooting phase: Warriors rapid fire into the unit of Boys with Warboss, Haemonculi add some more casualties to the unit with their Hexrifles. Wyches fire into the unit with their Splinter Pistols. Voidravens also reduce the unit by a few more models. At the end of the assault phase the unit plus Warboss is finally eliminated. We roll for game length = game ends.

End Game: Dark Eldar earn a victory with a score of 9-7

DE Casualties:

-- Warriors and their Raider
-- Warriors and their Raider
-- Wyches and their Raider
-- Haemonculus

Ork Casualties:

-- all but one unit of Boyz and two Killa Kanz left from the squadron

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next to a stop sign

Mission: Seize Ground (Five Objective Markers)
Deployment: Pitched Battle
The Opposition: Blood Angels

Commander Dante and The Sanguinor
Two units of Assault Marines
Two Baal Predators
Two Dreadnoughts
Whirlwind
10-man Death Company with Rhino

The Game Begins:

Combat Drug Result = +1 Strength. I palce the first objective marker near my left corner (12" by 12" in) - my opponent mirrors my placement, putting the second objective marker in his opposite corner (12" by 12" in) .. I place the third objective marker 12" from my previous marker .. my opponent follows suit and places the fourth 12" near mine .. I place the fifth and final marker 12" from his last one = this creates a nearly 12" "objective box" near the left side/center of the table (quite happy with this as it will dictate where most of the "scoring" activity will take place).

I win the die roll and opt to setup first: going "all in" with my units: as usual Warriors (with Haemonculi) deployed out of their transports. My opponent goes "all in" except for Reserve units: Dante with the first Assault Marine unit (combat squad - deep strike), the second unit of Assault Marines (combat squads - deep strike), and the two Baal Predators (outflank). My opponent attempts to seize the initiative...but fails.

Turn 01:

DE: The Haemonculi detach from their squads and try to use their Hexrifles on the Sanguinor but have little effect. Wyches in their Raiders advance: one towards the Death Company Rhino and the other towards the Sanguinor. Dark Lances and Void Lances combine their efforts on the armored models = one Dreadnought explodes and the other Dreadnought is both Shaken and Immobilized.

BA: The Whirlwind tagets a Warrior Raider but scatters: the result lands on a unit of Warriors = they take enough casualties to test for morale, and fail .. off the table from fall back move. The Death Company use their Meltas on the Wych Raider but the vehicle shakes off the damage with its Flickerfield. The Sanguinor assaults the other Wych Raider but has no effect on the vehicle.

Turn 02:

DE: Voidravens go on the defensive (flatout) expecting Assault Marines and/or Baal Predators to arrive next turn - the vehicles sit near the middle of the table away from any objective markers. Dark Lances combine efforts on the previously damaged Dreadnought = score two Weapon Destroyed results. Both units of Wyches disembark from their Raiders and charge: first unit versus the Death Company (units locked in cc at the end of the turn) and second unit versus the Sanguinor (units locked in cc at the end of the turn).

BA: Bad dice for Reserve rolls (and that's with some of the re-rolls) = only one unit of (combat squad) Assault Marines arrive. They target one of the Wych Raiders with Meltas and disable its Dark Lance (Weapon Destroyed). Wyches still remain locked in close combat at the end of the Blood Angels turn, however the Sanguinor wins the assault against the other unit of Wyches - they fallback and the Sanguinor pursues.

Turn 03:

DE: Despite the one unit of Wyches still being above half model count, with the Sanguinor in proximity they continue to fallback. I'm at a crossroad of thoughts on what to do with the Voidravens: moving flatour again for a defensive role, or relocate to engage the DC Rhino and/or the Whirlwind .. I opt to go on the defensive and leave the anti-rank up to the Raiders. Remaining Warriors embark in their transports where applicaple and relocate (moving six inches) for better positioning - pop shots (Raider Dark Lances) on both the DC Rhino and the Whirlwind have no effect, but two units of Warriors combine and eliminate the 5-man Assault Marine squad with their Splinter Rifles. Wyches finally eliminate the last few remaining models of the Death Company unit - they take their pain token and consolidate into terrain (cover saves).

BA: Another odd round of Reserve rolls = only the two Baal Predators arrive. One of them score a penetrating hit on a Warrior Raider (explodes - passengers get pinned). The other scores a penetrating hit on the rear armor of a Voidraven Bomber but its flatout save prevents it any damage. The undamaged DC Rhino performs a Tank Shock/Ram against a unit of Wyches (they fail the morale test and start fleeing) and a Voidraven Bomber (passes its Skimmer dodge save). The Whirlwind attempts a similar move - declaring a Ram against another Voidraven Bomber .. this one having better effects (wrecked). The Sanguinor (insert tactical error here) rather than just conrinue his pursuit on the other unit of Wyches, declares on an assault .. the Wyches pass their test, regroup, and end up eliminating the Sanguinor in close combat.

Turn 04:

DE: Not much activity other than units taking defensive "scoring" positions (or for the Wyches falling back - proximity to the DC Rhino) for the most part (sooner or later the remaining Assault Marines and Dante will arrive). The last two 'Ravens advance towards the edge of the table where only one objective marker is (my thoughts here late in the game is that if my opponent wants to destroy them with Meltas, then his troop units will be forced out of better scoring position). If the AM units want to stay in scoring positions then they have to cur through transports first - leaving themselves possibly open to passengers following up with rapid fire .. darned-if-you-do-and-darned-if-you-don't...the only other thing notable here was that the DC Rhino got nailed by a Dark Lance shot from one of the Warrior Raiders (explodes).

BA: The last of the three Assault Marine squads arrive - one with Dante attached. My opponent opts to leave the 'Ravens alone with Meltas for now, rather trying his luck with one of the Baal Predators: one Voidraven is hit hard (explodes) .. and hoping to get lucky again with the Whirlwind (it gets Immobilzed while trying to drive over the previously wrecked Voidraven Bomber). The second Baal Predator attempts a Tank Shock on the one unit of footslogging Warrior (keeping the declared distance away from the Dark Lance model), but they pass their morale test. All three Assault Marine (Dante) units try to eliminate Raiders - only one of them suceeds (wrecked - passengers disembark but otherwise unharmed) .. Flickerfield saves and/or shots missing help keep the other two on the table.

Turn 05:

DE: Three troop units take up three different scoring positions (in their transports where possible) - and for no other reason than good habits on this turn: two Raiders move to contest the other two objective markers. Through a series of mixed ranged weaponry = one Baal Predator is Immobilized / Crew Stunned, and two units of Assault Marines are eliminated.

BA: Blood Angels begin the turn with Dante attached to a 5-man unit of Assault Marines and one active Baal Predator - very limited choices at this point .. Baal Predator lacks range to any targets, and guess my friend wanted to commit Dante and his Assault Marines on the last Voidraven Bomber (knowing I guess how much I like the model) ... but once more it passes its Flickerfield save (well, two of them actually - ouch !). We roll for game length = continue to turn six.

Turn 06:

DE: Dante, his Assault Marines, the Whirlwind, and one Baal Predator are eliminated .. the last Baal Predator remains unscathed. Three units maintain their scoring positions.

BA: My friend shakes my hand and says "good game"

End Game:

Dark Eldar earn a victory with a score of 3-0

DE Casualties:

-- one unit of Wyches (falling back)
-- one unit of Warriors plus their Raider
-- one Raider
-- two Voidraven Bombers

BA Casualties:

-- all but one Baal Predator

"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
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Dakka Veteran





next to a stop sign

Mission: Seize Ground (Four Objective Markers)
Deployment: Pitched Battle
The Opposition: Chaos Space Marines

2 Winged Nurgle Daemon Princes
2 units of Plague Marines with Rhinos
3 units of footslogging Plague Marines
3 Defilers

The Game Begins:

Combat Drug Result = +1 Attack. Objective markers are placed roughly in a "rectangular box" near the middle of the table. My opponent wins the die roll but has me setup first. I go "all in" with my units. He then deploys all of his units except for the Defilers. After setup is finished, he attempts to seize the initiative but fails...

Turn 01:

DE: Haemonculi detach early from their squads leaving the paink tokens behind, and taking defensive positions in either ruins or wooded areas .. shots at the Daemon Princes with their Hexriles have no affect. The Warriors embark on their transports, and the vehicles move - Dark Lances combine to leave one Rhino without any weapons (Bolter and Havoc Launcher). The Wyches advance in their Raiders to setup potential next turn charges - one toward a Plague Marine Rhino with a Daemon Prince nearby, and the other toward a footslogging PM unit also with a Daemon Prince nearby. The Voidraven Bombers add support against the Rhinos with their Void Lances .. Immobolizing the undamaged vehicle and scoring a Crew Stunned on the previously damaged vehicle.

CSM: The Chaos Space Marines begin the turn with very limited range to any target. The Immobolized Rhino uses its Bolter and Havoc Launcher against one of the Wych Raiders but the vehicle is undamaged (the Havoc scatters, and no damaging hit from the Bolter). All other units simply reposition themselves from their starting points .. Plague Marines disembark from their transports.

Turn 02:

DE: The VBs relocate in anticipation of the Defilers possibly arriving. Warriors remain in their transports and shift slightly - the Raiders trying to focus on the Rhinos .. minor damage on both keeps them less of an immediate threat. Haemonculi and Wych Raiders take pop-shots at the Daemon Princes but inflict no wounds on either model. Both units of Wyches launch assaults .. one against the disemrked unit of Plague Marines plus the Daemon Prince, and the other unit (poor difficult terrain roll) against a footslogging unit of Plague Marines - the Daemon Prince just out of reach. All units remained locked in close combat at the end of the turn.

CSM: Two of the Defilers arrive from Reserves: player opts to use the Reaper Autocannons - two Defilers targeting two Voidraven Bombers .. single penetrating hits are scored on both VBs but the Flickerfields hold up and keep the vehicles undamaged. Random Melta-Plasma shots on Raiders leave one Wrecked, and one without a Dark Lance. Close combat continues, but this time the second Daemon Prince joins the one ongoing assault .. all units remain locked in combat at the end of the turn - losses on both sides but PMs are losing numbers (one Daemon Prince in base contact with a Hekatrix is losing wounds).

Turn 03:

DE: The three Voidravens concentrate on the two Defilers - their combined efforts leave one of them wrecked and the other explodes. Remaining Raiders score minimum damage on the Rhinos, while the passengers use their mobile platform to shoot into various Plague Marine units - scoring a few wounds here and there (a Melta model and a Plasma model are eliminated). In the assault phase, the one Daemon Prince is eliminated by the Hekatrix with her Agoniser (pain token) - all other units remain locked in close combat at the end of the turn.

CSM:The third Defiler arrives from Reserves, and scores a Crew Shaken result on one of the Voidravens. Two units of Plague Marines tag-team a Warrior unit and their Raider - the first unit forces the Warriors to disembark due to a wrecked result, and the other unit eliminates the Warriors through shooting and assault. During the assault phase, one unit of Plague Marines lends close combat support - engaging one unit of Wyches. Once more, all units remain locked in close combat at the end of the turn .. but all units are being reduced in numbers.

Turn 04:

DE: The damaged VB moves flat-out for protection, while the other two connect on the Defiler and score a wrecked result. Remaining two Warrior units and their Raiders begin to move for objective control - combining all of their ranged weapons into a single Plague Marine unit - reducing it to only three models. A unit of Plague Marines is eliminated, but the Wyches remain locked in combat because of the supporting PMs that joined the fight in the previous turn - the other Wyches eliminate their Plague Marine unit but remain locked in close combat with the Daemon Prince.

CSM: The two remaining units of Plague Marines continue their tag-team efforts .. once more wrecking one of the Raiders, then Flamer and Bolt Pistols into the passengers = Feel No Pain limits the casualties to only 2 models .. one unit of Plague Marines attempts to charge but is short by a few inches. Wyches and Plague Marines remain locked in close combat at the end of their turn, while the other unit of Wyches is forced to fall back as a result of combat resolution with the Daemon Prince.

Turn 05:

DE: Warriors, both on foot and in their transort, eliminate a Plague Marine unit with their ranged weapons. The Voidraven Bombers, due to proximity issues, rely on their Void Lances only and reduce the other Plague Marine unit out in the open by a few more models. The Daemon Prince takes three shots from the Haemonculi with their Hexrifles = one of them scores a wound .. the DP fails its save, then rolls a 6 on its wound test = removed from play. The ongoing close combat between Plague Marines and Wyches ends the turn with one Plague Marine model left, and the Hekatrix plus three other Wyches remaining.

CSM: An unchecked Rhino performs a Tank Shock on the footslogging Warrior unit - they pass their morale test and attempt to Death or Glory with the Dark Lance model = scores a crew stunned result. The unit is then eliminated though by the last unengaged unit of Plague Marines through shooting and assault - their consolidation move puts them into contesting position of an objective with the last Warrior squad and their Raider. The other assault continues after a bad string of dice rolls on my behalf for the Wyches against the solo Plague Marine = the models remain locked in close combat. We roll for game length, and we continue to turn six...

Turn 06:

DE: Combined efforts from most of the ranged weapons brings the unengaged Plague Marine unit down to one model, two Raiders not lending support were able to score wrecked results against both Rhinos. The Wyches finally eliminate the last Plague Marine and their consolidation move puts them in scoring position.

CSM: The Chaos Space Marines begin the turn with only a single Plague Marine left on the table. In an effort to go for a draw it fires into the contesting Raider with its Melta, causing the passengers to disembark (wrecked).. they pass their morale test and the Plague Marine assaults the unit. 10-to-1 in favor of the Dark Eldar - they attack first scoring a single wound = the Plague Marine fails its armor save, then fails its Feel No Pain roll. The Warriors maintain their scoring position.

End Game:

Aside from the opposition being eliminated, Dark Eldar earn a victory with a score of 2-0

DE Casualties:

-- one unit of Wyches falling back
-- four Raiders
-- two units of Warriors

CSM Casualties:

-- all models and/or units eliminated

"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Nasty Nob






Gardner, MA

So what seems to be your weakness? What do you not like seeing on the other side of the table?

A man's character is his fate.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

kaiservonhugal wrote:So what seems to be your weakness? What do you not like seeing on the other side of the table?

Obliterator-heavy CSM, mech Eldar, Tau?, autocannons, heavy bolters, ...

This message was edited 1 time. Last update was at 2010/11/07 08:17:35


Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
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Dakka Veteran





next to a stop sign

As of yet, there hasn't been anyrhing on the other side of the table that had me thinking along the lines of "...well, how am I gonna deal with this ?.."

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Infiltrating Broodlord





United States

What do you use as your Voidraven Bombers model-wise?

Ayn Rand "We can evade reality, but we cannot evade the consequences of evading reality" 
   
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Dakka Veteran





next to a stop sign

BuFFo wrote:What do you use as your Voidraven Bombers model-wise?


The new Night Spinner / Fire Prism kits ... I purchased 3 originally to be used as Night Spinners for my Eldar army (giving me three spare Prism Cannon bitz) ... WIP = in the process now of purchasing 3 more so that I can use a pair of Prism Cannons on each model to represent the Void Lances - Missile Launchers will either be mounted underneath, or modeled where the engine intake ports are located (both sides of the driver's canopy) ... and finally a few additional bitz added to make the vehicle "darker" than its Craftworld version.

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Infiltrating Broodlord





United States

toxic_wisdom wrote:
BuFFo wrote:What do you use as your Voidraven Bombers model-wise?


The new Night Spinner / Fire Prism kits ... I purchased 3 originally to be used as Night Spinners for my Eldar army (giving me three spare Prism Cannon bitz) ... WIP = in the process now of purchasing 3 more so that I can use a pair of Prism Cannons on each model to represent the Void Lances - Missile Launchers will either be mounted underneath, or modeled where the engine intake ports are located (both sides of the driver's canopy) ... and finally a few additional bitz added to make the vehicle "darker" than its Craftworld version.


Thank you very much. I appreciate the response.

Ayn Rand "We can evade reality, but we cannot evade the consequences of evading reality" 
   
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Drew_Riggio




Russia

toxic_wisdom wrote:
BuFFo wrote:What do you use as your Voidraven Bombers model-wise?


The new Night Spinner / Fire Prism kits ... I purchased 3 originally to be used as Night Spinners for my Eldar army (giving me three spare Prism Cannon bitz) ... WIP = in the process now of purchasing 3 more so that I can use a pair of Prism Cannons on each model to represent the Void Lances - Missile Launchers will either be mounted underneath, or modeled where the engine intake ports are located (both sides of the driver's canopy) ... and finally a few additional bitz added to make the vehicle "darker" than its Craftworld version.

you using them with their turrets? or no?) because i think, it will be pretty strange bomber - with a huge turret on the top of it.

are writer, not reader
FB DE 1-0-0 | 1-1-0 
   
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Anointed Dark Priest of Chaos






So if I'm reading your list correctly you figured out the optimal units in each force org slot type and then spammed them?

identical HQs, void ravens x3, etc., etc.

I was hoping that the DE codex was going to have some depth as far as list build options and play styles. It is sort of worrisome that you seem to have distilled it down to a handful of auto-includes.

Care to elaborate?


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Raging Ravener



Virginia

CT: Interesting assumption there.

The fact that Toxic took multiples of the same unit doesn't mean that they're the only good unit. The codex has a bunch of different builds, and nearly every unit can work in some build. Actually, I can't think of one obviously inferior unit.

But you can't just throw any combination of units together and expect it to work. For instance, I doubt a warp beasts pack would work well in Toxic's list. Toxic built a list from units that work well together. Most of the time that'll involve some repetition.

Also, when you have a bunch of new units, it's probably best to take a bunch of the same unit. That way you only have to learn how to use 6 new units at the same time, instead of 12 or more. Once people get more comfortable, we'll probably see more lists that include different units with similar roles.

Keep the reports coming, Toxic.

This message was edited 1 time. Last update was at 2010/11/09 22:21:03


 
   
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Dakka Veteran





next to a stop sign

penek wrote:"...you using them with their turrets? or no?) because i think, it will be pretty strange bomber - with a huge turret on the top of it..."


No turret, used as a fixed position (since there is no mention of turret in the listing).


Automatically Appended Next Post:
CT GAMER wrote:"...So if I'm reading your list correctly you figured out the optimal units in each force org slot type and then spammed them?..."


Sad to say, but yeah I guess so - at least for IMHO competitive play ... I still play pickup games using a variety of units = I believe the codex is great for campaign setteings and specialst games (Battle Missions and Planetstrike)

This message was edited 1 time. Last update was at 2010/11/10 02:19:32


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