The Eldar known as the Lost, enslaved to Slannesh engage a host of Khorne Daemons in order to recover lost treasures for She Who Thirsts. Who will win?
This is the first time each player has faced off against the other army, I'm the Eldar so I'm hoping my speed will be my advantage. I knew my opponent was a Khorne fan so I based my tactics off Khorne units and hoped it would pay off - luckily it did as he brought a Khorne army! My first target would be Flesh Hounds; these are beasts with S4 and furious charge, nasty! Then the big winged creatures would be next and then finally the infantry. The Soul Grinder would attract all the brightlances I had too.
Eldar "The Lost" - 2,000 points
HQ
Farseer doom, guide & spirit stones
Elites
10 x Striking Scorpions w/ Wave Serpent - exarch w/ scorpion claw - serpent w/ twin-linked brightlance & shuriken cannon
5 x Fire Dragons w/ Wave Serpent serpent w/ twin-linked shuriken cannon & shuriken cannon
5 x Fire Dragons w/ Wave Serpent serpent w/ twin-linked shuriken cannon & shuriken cannon
Troops
10 x Dire Avengers w/ Wave Serpent serpent w/ brightlance & shuriken cannon
10 x Dire Avengers w/ Wave Serpent serpent w/ brightlance & shuriken cannon
10 x Dire Avengers w/ Wave Serpent serpent w/ brightlance & shuriken cannon
6 x Guardian jetbikes 2 x shuriken cannon
Heavy Support
Fire Prism
Fire Prism
Khorne Daemons - 2,000 points
1 x Blood Thirster - blessing of the blood god
1 x Skulltaker
1 x Hearld of Tzeentch
Elite
1 x Bloodcrusher of Khorne
Troops
20 x Bloodletters - fury of khorne, chaos icon & chaos instrument
20 x Bloodletters - fury of khorne, chaos icon & chaos instrument
Fast Attack
10 x Flesh Hounds - fury of khorne
10 x Flesh Hounds - fury of khorne
Heavy Support
1 x Soul Grinder - phlegm
1 x Daemon Prince - iron hide, mark of tzeentch, breath of chaos
* Note I do not know all the wargear the Daemon player took.
Deployment: Pitched Battle
Mission: Seize Ground
Turn 1
Unfortunately I lost the roll off and not surprisingly the daemon player wanted to go second. We placed the objectives so I had one in the centre of the board in my deployment zone and the other two were in opposite corners of the daemon players board, so they formed a triangle with the tip in my deployment zone if that makes sense.
First turn I spaced my stuff out as much as possible and turbo boosted a few units to get cover saves. Obviously I had nothing to shoot at :(
So once I had moved everything this is what the board looked like:
The daemons teleported in after splitting into two halves. The daemon prince teleports in behind a fire dragon serpent near a objective, and two units of blood letters appear around the other objective. Only shooting is from the daemon prince which scores a crew stunned result on a brightlance serpent carrying dire avengers with breath of chaos after hitting the rear armour. A unit of flesh hounds and the blood crusher appear in my left hand corner behind the large unpainted ruin.
Turn 2
I move my units around a bit to take out the flesh hounds, bloodcrusher and the daemon prince hopefully in this turn. I bail out a unit of dragons in terrain by the blood crusher and flesh hounds, a unit of dire avengers bails out the other side of the ruin by the flesh hounds and the jetbikes come to back up the avengers. The other unit of fire dragons bail out their crew stunned wave serpent and aim at the daemon prince, nearby brightlances moved into place and the fire prisms move to target a unit of bloodletters. I also cast doom psychic power on the hounds.
In the shooting phase the farseer's wave serpent takes a wound from the bloodcrusher, the supporting fire dragons polish it off with mass meltagun shots. The hounds take fire from the fire dragons serpent, dire avengers and the jetbikes and only 2 are left are saves. Other side of the board the daemon prince survives a nuking from the fire dragons but suffers two wounds in the process. The fire prisms unleash the large blasts on the bloodletters they can see and start to chip them down.
In assault the avengers charge and killed the dogs. That's 2 units of daemons down....
Daemons mobilised and start to move away from the objective in the top left corner. Only the blood thirster arrives in from reserves, it deep strikes into terrain in the middle of the ruin with the objective to claim a cover save and doesn't suffer a wound from dangerous terrain test.
In the shooting phase the daemon prince uses breath of chaos but only kills 2 fire dragons and scores crew stunned on their serpent. In assault the daemon kills another 2 and takes no wounds but the last dragon remains in combat!
Turn 3
Not a lot of movement by me this turn, only realy importance is that the avengers which assaulted the hounds get back in their transport and so do the fire dragons which nuked the blood crusher. The jetbikes also move onto the objective closest to me without suffering any wounds when moving through terrain.
Not a lot going on in the shooting phase, just smoke a few bloodletters. The bloodthirster also gets nuked by mass brightlance shots and shuriken cannon fire, another daemon smoked
In the daemons turn only the second unit of flesh hounds arrive, leaving the soul grinder the only unit in reserve.
Shooting wise the daemon prince uses breath of chaos on a fire prism but only scores crew shaken after a hitting.
In assault the daemon prince does nothing but crew stunned and shaken against the fire prism; something I can live with. The farseer's and striking scorpions' ride gets busted up and is wrecked, the remaining fire dragons which I bailed out get torn a new one by bloodletters - I will talk about this later as this was a illegal move on my behalf.
Turn 4
I move the scorpions and farseer towards the unit of bloodletters which killed the fire dragons; reason is this unit of 'letters had suffered more wounds and only 12 of them left. I also cast doom on them in the process and cast guide on my scorpions, again this is a mistake on my behalf - talk later. I bail out the supporting avenger unit which killed the hounds in combat too taking aim at the same bloodletter unit. I move the rest of my units to take out the wounded daemon prince with brightlances and the unit of hounds which just arrived from reserve.
Shooting phase the bloodletters take heavy damage due to doom; as aspected. Though they still survive! I use brightlance from the avengers serpent (which are supporting the scorpions & farseer) to blast across the table and rob a wound from the daemon prince, another brightlance serpent takes the last wound and rids me of the prince. The hounds get fired on next by the fire prism and empty shuri cannon wave serpent (dead fire dragons one) and with support from a unit of dire avengers which had bailed out into terrain in my movement phase; though 3 doggies still remain, unfortunately.
In assault I hammer the bloodletters and kill them all including the hearld of tzentch which was attached to that unit - I lost 2 scorpions in the process; not bad eh?
In the daemon turn the soul grinder finally makes a appearance and lands close by the dire avengers and scorpions which just hammered those bloodletters back to the warp. The remaining bloodletters move to assault the striking scorpions and the remaining 3 hounds move to assault the dire avengers which just shot at them.
In assault the hounds charge the avengers and take no wounds and kill 2 avengers; the avengers fail morale and get wiped out by sweeping advance :( . The hounds now take refuge in terrain. Not surprisingly the striking scorpions and the farseer get hammered in close combat by skulltaker and the other bloodletter unit; the entire eldar unit is wiped out.
Turn 5
I move my last mobile dire avenger unit towards the top right objective, which is in the black building on the top level. There is no daemon presence in this area so if I claim this objective next turn, if there is a next turn, then will hopefully win.
I fire brightlances at the soul grinder one does nothing but the other scores a penetrating hit but is saved by a cover save as the wave serpent was firing through a building and only could see part of the grinder. I fire pretty much everything I can at the hounds, which are in cover still but only manage to killed one of them - not good enough!
In the movement phase the bloodletters move onto the objective by them and claim in now they're within 3". The remaining hounds roll only a 3 to move through terrain and a 2 to run and head towards the objective guarded by my jetbikes. The soul grinder moves towards my jetbike held objective too.
In assault the soul grinder pops the dire avengers wave serpent as it auto glances with it's
dccw.
Turn 6
Luckily there is a turn 6 as the game is currently a draw.
In the movement phase I bail out the last mobile unit of dire avengers by the black building in the top right with the objective. They move through terrain 6" and then run 4" which takes me to the second from top level, the objective is on the top so I'm now within 3" and I claim that objective

. The serpent which dropped those avengers off moves out of terrain ok and lines a shot up to the soul grinder. I now only have 2 brightlances left so I am hoping I can take out that grinder as it's a threat to my objective along with the flesh hounds.
Shooting phase a brightlance pops the soul grinder and one avenger is killed in the explosion. For the crack I fire a brightlance at the hounds as I have no more visible targets, but the bloody dog makes the save! Enough is enough so I gun the remaining 2 down with everything I've got wiping them out.
I win as the only unit the daemons have is bloodletters with the skulltaker, everything else is dead Dave (
lol). They have no way to hold their objective and claim another.
Victory for the Eldar!
Summary
Cracking game I really enjoyed it; however daemons do have some major problems.
Firstly I'm glad I did my home work on these by reading the codex and getting a few heads up from posters on the blog. Even though the bloodletters are just as dangerous in c.c as the hounds the hounds had mobility. They had to die first and the first unit went down easily the second not so much but it got wiped out either way. The bigger units like the prince, thirster and crusher were just a case of torrent of fire and low
ap so they don't get the 3+ iron hide armour save; this worked very well. This worked to plan as these tough units are either hard to take down or being monstrous creatures can rip into my tanks easily.
Some mistakes; both on my behalf. Once again I got into a transport and got out the same turn, you cannot do this. Even though my fire dragons didn't kill anything in the shooting turn they did get assaulted and wiped out. So if I didn't get them out things may have slightly changed, maybe.
Next mistake was my lack of knowledge on the eldar psychic powers. I thought guide just allowed to re-roll hit but it actually only allows to re-roll to hit for SHOOTING only. So as I casted this on the scorpions their shuri pistols wouldn't benefit from it much. The nearby dire avenger unit with those shuri catapults would have benefited much better with the volume of fire. I guess this shows how much I play Eldar; mental note made for next time.
Other than that a good game. I think my plan worked well and went smoothly. Once the hounds and bigger beasties were killed I didn't find the army that tough,
tbh. The bloodletters were certainly annoying but that was only because of the large unit size. If they was smaller I don't think either would have lasted so long.
Next week at my gaming club we're having a massive 6k per side battle. I'll get pictures at least!