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Made in us
Commoragh-bound Peer




Naperville, IL - USA

Last Saturday I played in a local AWC tournament. Instead of bringing out my Ultramarine Blue Mech Guard, I went with the dark eldar. I had acquired the army a few weeks earlier and was looking to test it out. I was restricted by what models I had (No Ravagers ) but was mainly looking to get some good experience against some good opponents and have fun.

Here's my Army and List



*HQ*
[508] Archon-Retinue
Archon – Punisher, tormenter helm, shadow field, combat drug dispenser, plasma grenades, Mask of the Damned, trophy rack, animus vitae
Incubi Retinue – 8x incubi, 1x master, all with punishers, tormenter helms
Raider transport – dark lance, horror-fex, nightshields

*Elites*
[238] Wyches
9x wyches, 1x succubus, wych weapons, 1x blaster, splinter pistols, ccws, plasma grenades, succubus w/ agonizer, pistol
Raider – dark lance, horror-fex

[238] Wyches
9x wyches, 1x succubus, wych weapons, 1x blaster, splinter pistols, ccws, plasma grenades, succubus w/ agonizer, pistol
Raider – dark lance, horror-fex

[238] Wyches
9x wyches, 1x succubus, wych weapons, 1x blaster, splinter pistols, ccws, plasma grenades, succubus w/ agonizer, pistol
Raider – dark lance, horror-fex

*Troops*
[155] Raider Squad
10x warriors – Blaster, Splinter Cannon
Raider – dark lance, horror-fex

[155] Raider Squad
10x warriors – Blaster, Splinter Cannon
Raider – dark lance, horror-fex

[155] Raider Squad
10x warriors – Blaster, Splinter Cannon
Raider – dark lance, horror-fex

[155] Raider Squad
10x warriors – Blaster, Splinter Cannon
Raider – dark lance, horror-fex

[155] Raider Squad
10x warriors – Blaster, Splinter Cannon
Raider – dark lance, horror-fex

Total - 1997

I tried to play this army as a more mobile force, I didn't want to just sit back and shoot across the board (as that's what my Mech Guard are there for), the plan for all my opponents was to use wyches to tie down enemy units in HtH, mass rapid fire with warriors on enemy units that weren't tied up in CC, use the HQ and Incubi as the hammer unit to wipe out enemy squads, and the lances from the raiders as my long range anti-tank or to pin enemy units with horror-fexes.


Round 1 -

Opponent
- Space Marines Bike army



Khan on bike
Lib on bike w/ Null Zone & Avenger
Command Squad on bikes all with storm shields and a variety of weapons to spread wound allocation

3x Full bike squads, each with 2 special weapons (2 squads had 2x melta, 1 squad had 2x plasma) and multi-melta attack bike

3x attack bike squads with 3 bikes each. (2 squads with 3x multi-melta, 1 squad with 3x heavy bolters)

I have played against Greg before, but never against his bike army. Every time I have played him, he has consistently outplayed me, and he is very skilled at running a marine bike army. My plan at the time was to close in quickly and assault his forces with my wyche squads and incubi, because despite his bikes being toughness 5 (4 for instant death), I had a big advantage in close combat.

The Mission
Deployment was pitched battle. Two objectives total were placed. The entire "no man's land" was a minefield. If any units moved more than 6" in a turn (not counting assault moves), then the whole unit had to take dangerous terrain tests (If you move 6" and then run, you have to take dangerous terrain). If you had a scoring unit within 3" of an objective for a turn, then the area within 18" of that objective is totally safe.

Primary objective was to claim more objectives than the opponent. Secondary objective was to have all of your units out of your deployment zone by the time the game ended. Tertiary was to wipe out all of your opponent's troop choices.

He won the die roll for deployment and made me go first.

Initial Plan
This mission was pretty much a big fat middle finger to both of us, as we both were generally fast armies. I think my tactics and reliance on closing in to close combat was hurt much more, because his units could afford to shoot from medium range and also had the ability to outflank. I figured that I could move slowly across the board, catch his stuff piecemeal, and then make a dash when the bulk of his army showed up. I just deployed myself together and planned to scoot across the board to catch his reserves coming in piecemeal. I also kept together because I didn't know if he would outflank, I didn't want him to catch my forces piecemeal.

He deployed nothing on the board, choosing to bring all of his reserves off his own board edge, not wanting to outflank anything.



He declines to roll for seizing the initiative.

Top of Turn 1First turn consists of me moving vehicles forward 6" to have one less turn of dangerous terrain checks.

Bottom Turn 1 Nothing Happens as his army is in reserve

Top of Turn 2 Now my mind flips and decides to abandon my calm plan of cruising slowly figuring that he'll come in and I won't be in position to assault his forces. I try to send my guys flying flat out to the left objective, to give myself control of that minefield area, so when he did show up, I'd be able to move unrestricted. Well I move 9 raiders, and rolled four 1's. 4 raiders were immobilized and his army hadn't even shown up on the board yet. I did get a Raider squad on that objective, so it's safe for next turn...but half of my army is immobile and stuck in the backfield :(



Bottom of Turn 2 He rolls his reserves and failed every single one. Nothing came in.

Top of Turn 3 I have little choice I feel, I disembark the wyches out of the immobile raider and start moving forwards, behind the other raiders which I jetted flat out to his side, so I could set up to assault his forces. At this point it's just about a Hail Mary for his forces to come in piecemeal and to me having a chance.



Bottom of Turn 3 My hail mary is shot down, when all but one of his squads come in on this turn.

His shooting explodes 2 raiders (1 warrior squad is pinned, the wych squad is killed with follow-up shooting), wrecks the HQ's raider, and shakes the 4th raider on the right. He also shoots and takes out most of the wych squad that was walking up behind. His libarian uses Avenger and kills 6 of my incubi retinue.



Top of Turn 4
The rest of the game is me fighting for a draw and hoping for the game to end on turn 5. I move my incubi retinue up to assault what I can. I fire some lance pot shots from the immobile raiders, but I fail with most of them and hardly kill anything. They manage to charge the lib, but in attempting to hit another squad, they had to roll difficult terrain, so they could only hit the librarian. The archon kills the Librarian with little trouble, but is left in the open for the rest of the army to kill. My two remaining wyches charge into a combat squad and do some wounds, but tie it up.



Bottom of Turn 4
He shoots my army, wrecks the raider to the right of my HQ unit and shoots the squad inside to death. He shoots my retinue, kills it down to just the Archon and two incubi. He charges the archon with the command squad and Khan. Seeing that almost all of the command squad had storm shields, I had my archon swing at khan. I did two wounds, but he made both invul saves. Khan wasted the incubi, and the command squad attacked the archon, I made the saves from all the lightning claw attacks, but then failed once against his apothecary's regular CCW attacks :( . After losing the shadow-field, he was promptly ended with a power fist.

Rest of gameThe game kept going on all the way to turn 7. We called the game after my turn on turn 7 (Greg was cool enough to finish out a close combat between the two wyches and a bike squad, which I managed to win, but didn't mean much in the overall game.) Aside from those few wyches, he had tabled the rest of my army (Had a few squads fleeing near my board edge and under half strength.)



That was one of the more lopsided defeats I have ever suffered. I think it was a combination of things. My inexperience with the army led to poor decision making. I should have stayed back in the middle of my deployment zone, waited for him to come in, shoot him with dark lances, and only rush to assault when he got close enough. The mission hurt me alot, but my opponent also had to deal with being handicapped by it as well. He did a much better job of adjusting his tactics than I did in adjusting mine.

I ended up with 0 points after the first round, while he got full points I believe. Now on to the second round and possible redemption? Or maybe getting mauled again?

This message was edited 1 time. Last update was at 2010/08/29 06:57:08


Gluing Plastic...LIKE A BOSS! Painting Models...LIKE A BOSS! Building Lists...LIKE A BOSS! Rolling Dice...LIKE A BOSS! Failing Saves...LIKE A BOSS! Rules Arguing...LIKE A BOSS! Now I'm Tabled...LIKE A BOSS!

Co-Host - The Eternal Warriors - Chicago-Area 40k Podcast
dave@theeternalwarriors.com
www.theeternalwarriors.com 
   
Made in us
Commoragh-bound Peer




Naperville, IL - USA

Here's the Round 2 report

My Opponent Blood Angels
Mephiston
Librian - epistolary, blood lance, the sanguine sword, plasma pistol

Assault Terminator Squad (3x lightning claw guys, 2x thunderhammers) with dedicated Land Raider crusader
Sang Priest w/ jump pack

5 man death company w/ jump packs and lemartes w/ mix of weapons
10 man assault squad - couple of flamers, sarge with p-fist
Death company dread in drop pod, 2x "blood talons", heavy flamer, melta-gun, magna-grapple

5 man devastator squad w/ heavy bolter, 2x lascannons, plasma cannon.



The Scenario
*The previous round was a middle finger to fast armies...this was a steel-toed boot to the groin of slow armies.*

The deployment zones were for each player, up to 24" from the narrow board edges, so we're still 24" apart, but the game is side ways, going across the length of the table. It was dusk or dawn...we rolled a 1 and got dawn, so first turn was night fight.

Primary Objective - move more of your units off of your opponent's narrow board edge than your opponent could get yours. You had to get the entire unit off of the board edge in the movement phase (no running or consolidating after assaults out of the edge) You were not allowed to move flat out or turbo-boost off of the board. Also units in transports could not be moved off with the passengers inside. They would have to get out and walk across the edge. If the game ended before turn 4 due to units moving off of the board, then nobody would be able to win this objective (so you can't just jet off the board right away.

Secondary Objective - Kill Points

Tertiary - Victory points (I believe it was victory points, but I can't remember and can't find the sheet.)

Bonuses for killing your opponent's HQ and keeping yours alive or something.

Deployment
He won the roll and elected to go first. He put his dev squad down on top of a hill, overlooking most of the field, and mephiston down behind them. Dreadnaught was going in the drop pod, both assault squads were going to deep strike, and the land raider would deep strike. I believe he was aiming to drop near my board edge and then kill some stuff and scoot off. Realizing the dev squad had a good LOS over most of the field and first turn being night fight, I hid my raiders all behind a large building, and just waited for his drop pod to come in. Also even though some of the raiders are in the open, they're more than 36" away (I believe) so they will be safe for night fight.

*It was at the time between the first two rounds that it was pointed out to me that my raiders were painted for each squad. The plain purple Prows were for the Raider squad, the others with the mix of white, purple, and black were for the the wyches, and then the really funky one was for the HQ. All the raiders except for the HQ were equipped the same, so now it should be easier to follow where the warriors and where the wyches are.**





Initial Plan
I would spend the first turn or two seeing where his deep strikers come in, and then counter them with lances and/or heavy assault, and then speed squads flat out towards his board edge and hope the dev squad can't get them all.

I tried to seize initiative and failed.

Top of turn 1
His drop pod comes in. Scattering 7" away from my back raider, (another inch and the pod would have mishapped off the board) Mephiston jump packs foward and runs. The dreadnaught fires and wrecks a Raider with warriors in it. The guys inside are unharmed and pass their pinning test. The distance is too great for the devs to fire this turn, they sit tight, waiting for night fight to end.



Bottom of turn 1

I moved my raiders close to the dread and drop pod (didn't want to fail night fight), move the HQ and wyche raiders right up to the edge of the building, ready to jump out at anybody deep striking. My firing opens up and and is done after 4 dark lance shots from the vehicles, I exploded the dreadnaught, and then wrecked the drop pod. No other targets to attack yet, so nothing for me to do but sit tight and wait for deep strikers.



Top of turn 2
He rolled his reserves, bringing in the death company and the assault marines, in the middle of the table, away from my forces, on the opposite side of the building from my wyches and HQ. Mephiston moves forward and runs. The land raider does not come in yet. The devs try to shoot a raider, but failed (between bad rolling to hit and pen, as well as me making cover saves, for having most of the raider behind the building.)



Bottom of Turn 2
I jet my HQ raider towards the death company, and they get out, in charge range of the death company. I jump the three wych raiders towards the assault marines, those wyches get out. Shooting phase consisted of me rolling run rolls for my wyche squads. One squad did badly and was further away, so weren't in charge range this turn. I shot several dark lances at mephiston, but between my poor lance rolling, and cover saves from my models or his models in the way, mephiston only took 1 wound.

Assault phase consisted of my HQ retinue charging the death company with lemartes, and the wyche squads charging the assault marines (that had the attached sang priest). My Archon was pretty good (using combat drugs to reroll misses, and boost to strength 5), killed a couple of death company. Lemartes attacked and just failed miserably, only got 1 hit and failed to wound anyone. the other 9 Incubi finished off the unit. I consolidated back towards my transport as I was hoping to not have them get charged by mephiston.

Two of my wych squads got to charge his assault marines, the third was stuck in a patch of terrain and didn't roll high enough to assault. We locked up in combat, but he had his sang priest near the front facing my units...so I made sure a succubus with the agonizer was in base contact with him. Close combat was pretty much a slap fight (As my wyches didn't do well against 3+ armor marines with feel no pain), but I did 1 casualty. The succubus with the agonizer took out the sang priest on that round, so for future rounds, he wouldn't have Feel no pain. His marines didn't do anything back (wych weapons negated his 2 CCW bonus, and he either missed his attacks and/or I made my saves). Both sides remained locked in combat.



Top of Turn 3
His land raider fails to come in again. Things are not looking so well for his forces. He moves mephiston towards my HQ retinue, and rolls double 1's for the wings jump ability, so he takes another wound (has 3 left). He shoots the devs at my HQ retinue and kills 3 guys (plasma cannon missed). The retinue makes their morale check, and is promptly charged by mephiston. I go a bit risky with the combat drugs for the archon (Used "always strikes first, +1 strength, reroll misses). I didn't get any doubles or triples, so I got all 5 attacks hit (thanks to the reroll), and then rolled to wound, got two 5's and a 6 (yay improved strength via punisher and combat drugs). The Archon killed mephiston before he had a chance to attack. The retinue consolidates toward their transport. The other combat results in me killing 6 assault marines, while taking a couple of wyches in return. He made his morale check and we remain locked in combat.

Bottom of Turn 3
I jumped my Retinue into their raider and it moved forward toward the devastators, right in their face. I moved the third wyche squad up to help out with the assault marines, to wipe them out. The other Raider squads just moved flat out as they had no targets to shoot. Close combat consisted of me finishing off the assault marines, and consolidating the wyches towards their raiders.



Top Turn 4
His land raider deep strikes in the middle. The terminator squad disembarks with the librarian. They open fire at one of my wyche squads, and the librarian does the blood lance intending to hit the wyches, and the 3 raiders that are in a line behind them. He rolls only far enough to kill a wych and hit the first raider, and he rolls a 1 for armor penetration. The land raider fires at my wych squad, manages to kill 6 of them. The devs open fire at the transport in front of their face, and shooting is miserable, gets only 1 hit with a lascannon, manages to glance the vehicle (rolls a 1 to pen), and then rolls another 1 on the charge, so the vehicle is shaken. The wyches make their morale.



Bottom Turn 4
My wyches move up to charge the termies, my raiders move up to lance the land raider, while two of the Raider squads move flat out, get near the board edge, so I can move 4 units off turn 5 to get primary objective (hop 2 squads out of transports and walk off board edge, and move 2 raiders off board edge). The HQ raider moves up to offload the retinue. My shooting with lances wrecks the land raider after a couple of shots, my wyches shoot the termies with pistols, manage to kill one, and then charge the squad. They kill the Librarian, and all but 1 terminator, who survived his no retreat wounds and was locked in combat. My archon and retinue killed the dev squad on the charge.

Post Game
We agreed to call the game then, because with him only having 1 terminator left against nearly my whole army...it was pointless to keep going. I got the full 48 points for this mission, so a complete opposite from my first round. I have to say that my opponent was a fun person and a very good sport.

I think his list just didn't have enough models to deal with everything I brought. It was tied up in alot of high cost stuff, that I managed to catch piecemeal and tear apart with dark lances and close combat. The archon was my MVP, killing several of the death company, killing mephiston first, and then leading the charge on his dev squad. I think having 9 incubi is overkill and a points sink(I have since this tourney dropped it to a smaller 5 man retinue which saves alot of points and still remains very effective at cleanup and ablative wounds for the archon)

The mission also hurt him, because it forced him to deep strike (as marching all that way may have been very hazardous, with the lance I had, and not much long range shooting on his part. The way I had my stuff set up forced him to not deep strike near my edge, as my whole army was sitting there, waiting for it, so he had to go to the middle, hoping for support from mephiston and the devs. While the devs did roll poor, their mixed weaponry hurt them, as it lost effectiveness shooting against my vehicles, and then when he tried to shoot my infantry, he didn't have enough shots to do much.

Now I'm back from the bottom end to the middle of the pack!! On to Round Three!!!

Gluing Plastic...LIKE A BOSS! Painting Models...LIKE A BOSS! Building Lists...LIKE A BOSS! Rolling Dice...LIKE A BOSS! Failing Saves...LIKE A BOSS! Rules Arguing...LIKE A BOSS! Now I'm Tabled...LIKE A BOSS!

Co-Host - The Eternal Warriors - Chicago-Area 40k Podcast
dave@theeternalwarriors.com
www.theeternalwarriors.com 
   
Made in us
Commoragh-bound Peer




Naperville, IL - USA

Here's the round three report for the AWC 2k Tournament I was in.

My Opponent Space Marines

Librarian in terminator armor

5x assault termies TH/SS in dedicated land raider redeemer
Ironclad dread w/ melta, heavy flamer, hunter killer missle
Ironclad dread w/ melta, heavy flamer, hunter killer missle

10 man tac squad w/ lascannon, meltagun, combi-melta, rhino w/ hunter killer missle
10 man tac squad w/ lascannon, meltagun, razorback w/ twin linked lascannon
7 man scout squad w/ snipers, missile launcher, camo cloaks

3x attack bikes w/ multi-meltas
3x scout bikes w/ combi-melta

Vindicator
Thunderfire cannon

I've never played against Brian before, but I had seen his army at Adepticon and it was gorgeous. Seeing it here, it certainly doesn't disappoint.

*The big wall behind his army wasn't terrain, that was his display board *



Scenario
Dawn of War deployment and night fight first turn. There were two warp storms (small blasts) that we deep struck on the board before the game started. Every player turn, they would scatter. All units hit by the blasts suffered 2d6 str 10 ap 2 hits. If the scatter is doubles, then it would go to a large blast template and scatter 3d6" for the rest of the game. If more doubles were rolled, then the scatter of the blast goes up by another d6, and the amount of hits every unit takes increases by another d6.

Primary objective - Control table quarters - control more table quarters with scoring units than your opponent. Any other unit can contest a quarter.

Secondary - Get more units within 12" of the center of the table

Tertiary - Get more units into your opponent's deployment zone than your opponent has in yours.

Bonuses include things like - if you didn't lose any units to the warp storm.

We drop down our warp storms near the center left of the board, I aim for his side of the board, but it drifts back towards my side, his was aimed on the left sizd, and it drifted back to the left corner on my side.

The game can end on turn 5, but only if both players agree to end it then (No rolling for random game length). If either player wants to go to turn 6, then it goes to turn 6. If either player wants to go to turn 7, then it will go to that. The game ends after 7 turns always (no going to 8 turns).

I lost the roll for deployment and he made me go first.

Deployment
I deploy nothing, electing to bring in my force turn 1. He deploys nothing, electing to outflank his scout bikers and scouts, putting both his tac squads in reserve (also elected to combat squad them), while the land raider (with termies and Lib), thunderfire cannon, ironclad dreads, and attack bikes choose to come on turn 1.

He chooses not to sieze initiative

Top Turn 1
I move my whole army flat out diagonally so that they can all claim a cover save, deciding to hang back, see where he comes in, and gun him down with lances before assaulting.

The warp storms move, one drifts towards my back left corner, while the other shifts more to the left side.



Bottom Turn 1
He bring his land raider, both ironclads, and the thunderfire cannon on my left side, on the far side of the table from me. He brings the vindicator on the same side as me and sends the attack bikes turboboost close to my raiders, on the other side of a wall. The vindicator pops smoke.

The warp storms move a little bit, one bounces into the edge of the table, while the other shifts more to the left.



Top Turn 2

I move my raiders to get lance shots on the vindicator, I moved up the HQ retinue and disembarked them, ready to assault the attack bikes. I moved some raiders up along the right edge because I want to get side armor shots on the vindicator and I didn't think he had much of a long range threat. I shot the lances at the vindicator, managed to wreck it. My assault with the retinue results in a wiped out attack bike squad.



Bottom turn 2
His scouts come in from reserves and outflank on my right side, go into the forest on my right side in the middle of all of my raiders. His land raider moves up and the dreads move and run. The thunderfire cannon opens up and takes out one of my raiders, with the squad failing their pinning test. His scouts attempt to shoot one of the raiders, and then fail to assault as they roll too low on difficult terrain.




Top Turn 3
I sent my wyches in the raider in the far right out of the transport to assault the scouts. The HQ retinue gets back in the transport and it moves forward, behind the hill for some cover. I moved my raiders forward to get shots on the land raider and thunderfire cannon. My shooting is ineffective. Only had 1 shot in range of the thunderfire, but it missed. I failed to damage the land raider. Between warrior squads shooting out of raiders at the scouts and a wyche squad assaulting, I wipe the scouts out completely and consolidate into the woods for cover.



Bottom turn 3
The rest of his reserves comes in. His tac squad in Rhino shows up the same side as his dreads in the corner, with a combat squad with lascannon walking, and the sarge & melta riding inside. His other tac squad comes in on my right, same idea, with the lascannon group going on foot, and the short range group inside the razorback. His scout bikes outflank on my right side, right about where his scouts came in the previous turn. His land raider moves forward again, and the dreads run behind. His thunderfire cannon shoots at the wyche raider (the one that's where his attack bikes were assaulted the 2nd turn) and immobilizing it. His land raider fires at my raider on top of the hill , exploding it, and the squad fails the pinning test. His scout bikes shoot one of my raiders in the back right, failing to damage it. His assault with the bikes results in the scout bikes exploding the raider with krak grenades, the squad passes the pinning check and morale check from casualties.



Top turn 4
I move my wyches out of the woods to assault the scout bikes. I decide that the land raider needs to be stopped, so I go for broke to put all the guns I can bring to bear, and set up my wyches and incubi retinue to charge anyone that comes out of the vehicle. I move the wyches out of my immobilized raider and have them move towards the lascannon razorback. I race up an empty raider flat out in an attempt to block LOS of the lascannon combat squad and to give cover saves to the rest of my guys behind. I move up a warrior squad to try and help with taking the middle. My wyches in the woods moves to assault the scout bikes.

My shooting with the lances only manages to stun the land raider. The wyche squad that went towards the razorback gets a 6 on their run roll, putting it in assault range of the razorback, just needs to make a difficult terrain check getting over the hill to the razorback. Realizing the land raider shooting failed, I just ran the incubi unit to spread them out, to reduce the damage they take from a likely redeemer shot or thunderfire cannon. I have the warriors in my back quarter shoot the scout bikers, killing two of them, they make their morale check.

I assault the lone scout biker with my wyches, taking him out. My other wyche squad in the upper right goes for the razorback, and makes the difficult terrain check. They assault the razorback with plasma grenades and the agonizer (Woo strength 4 grenades and agonizer always glancing on 6's), I managed to get 4 glances, I roll on the damage chart and get two 5's and a 6, piling enough weapon destroyed and immobilized results to wreck the vehicle. The marines get out and pass their pinning. My last wyche squad goes after the land raider in a move of sheer desperation to stall him, failing to damage the vehicle.



Bottom Turn 4

He disembarked the terminators, separated the librarian to go after a squad. He moved the ironclad to go after my incubi retinue. He moved the land raider back to open up LOS for other units. The land raider fired a multi-melta at the closest raider, exploding it. The librarian follows up on the warriors with the vortex of doom, killing most of the squad. The lascannon combat squad in the right shoots at the raider directly in front of them and explode it. The combat squad nearby moves and rapid fires the wyches, killing 5 of them. The warriors the librian killed fail their morale test and flee. The wyches make their morale check. The thunderfire cannon shoots at the incubi, killing 1. The terminators assault the wyches and kill a bunch of them, while the wyches do nothing to the terminators, they fail morale and flee off, being under half strength, unable to regroup.

*No pic for this, sorry.*

Top Turn 5

I move the remaining 4 wyches at the combat squad that rapid fired them. The Incubi retinue moves to assault the only thing they have a chance of hurting, the terminators. I jump the empty raider (the one that transported the now fleeing wyches) back 24" to pick up the wyche squad in the back. My warrior squad on the hill shot at the librarian and managed to kill him with the blaster. My other shooting was not very successful, only good thing was that a horrorfex from a raider on my far right pinned his lascannon combat squad. I shook the land raider

Assault consists of my wyches charging the combat squad that rapid fired them and my archon + retinue charging the terminators (normally not the best thing, but they had nothing else to charge...and we were both out of running for the top spot, so we went for the epic combat.) *Had to move some guys back a bit from base contact, as the hilly terrain was forcing people to fall over (despite all my guys being weighted down with washers under the bases)



Epic Showdown!



My wyches get in and get 2 marines, while the marines get one wyche. Marines make their check. The archon goes after the termies...boosts up on combat drugs, and does 3 wounds, but the termies make all their saves. The incubi retinue do well and kill 3 of the termies. Termies hit back and manage to do two wounds to the retinue. One gets applied to an incubi, and deciding to keep with the theme of "go big or go home", I put the other one on the archon...sure enough he went running home with his tail between his legs...rolled a 1 on the shadowfield save, killing the archon. The morale checks were made and everyone else stayed in combat.

The warp storm jumps over the epic combat, and just clips the terminator...doesn't touch the incubi, so the termies take 2d6 str 10 ap 2 hits.
They ended up taking 10 hits and 9 wounds...but he made 8 out of 9 invul saves and kept one alive.

*I haven't been mentioning the warp storms because they spent most of the game bouncing around, not hitting anything

Bottom Turn 5
He moves the iron clad to assault the incubi, moves the land raider. On my left side, he moves the rhino tac squad and ironclad to take my back left table quarter. Land raider and thunderfire cannon fire at the HQ's raider, exploding it. The iron clad dread charges the incubi, killing a few, my incubi send as many attacks as they can at the terminators, but fail miserably. The flee and escape, but don't go far, so they'll be within 6" of an enemy. The combat between the wyches and combat squad kept going, dropping the marines to just the sargeant, who stayed in combat.



Since we were both having fun, we both wanted to keep playing out the game, and it was still close for the objectives.

Top turn 6
My fleeing warriors and incubi run off the board. My raider in the back picks up the wyches and moves forward 12" (aiming for an attempt to contest his table quarters turn 7.) My few lances left dont do much, the horror fex from my raider in the upper right pins the lascannon team again. Close combat ends with the wyches taking out the tac sargeant. the squad consolidates behind the hill (out of LOS of the thunderfire), and ready to charge the lascannon team turn 7.

Bottom turn 6
His terminator gets back into the land raider and they move towards my bottom right quarter. The thunderfire cannon fires at my raider transporting the wyches, failing to damage the vehicle this time. dreadnaughts move a little bit.

We decided that the game was fun and close enough that we wanted to fight it out to turn 7 and we had time to get the turn in.

Top 7
I move the raider carrying wyches 24" to get into the upper right quarter, contesting it. I move my Raider in the upper right (carrying warriors) and rapid fire the combat squad, managing to drop them down to a few guys left. I fire a few blasters and lances at the land raider, still failing to immobilize or kill it. The wyches then followed up, charging and wiping them out, consolidating to hide behind the razorback wreck.



Bottom Turn 7
His terminator gets out and moves near my warriors, in my quarter to contest. The land raider moves 6" to flame my warrior squad on the hill. His ironclad moves towards my raider preparing to flame and assault it. His land raider shoots a multi-melta at the raider that's contesting his quarter and uses the flamestorm cannon on the warriors on the hill. The flamestorm gets all but 1 guy, while the multi-melta wrecks the raider. My guys get out, trapped between an inroclad dread and a thunderfire, I put my guys on the side away from the dreadnaught, hoping for his shots to scatter. He fires the thunderfire at the wyches and it does not scatter at all. I attempted to go to ground in the open for 6+ cover, but that didn't help to save anyone. My lone warrior made his morale check and stayed.




Here's what the whole board looked like


End of Game
The game ended. It was a slugfest, but it was alot of fun. We each had control of one table quarter, with each of us contesting another. We had a draw on the primary objectives, and he won the secondary (have more units within 12" of the center of table) and tertiary (get more units in opponent's deployment zone.) Despite me ending up with the minor loss, it was one of the more fun games I have ever played. Brian was definitely one of the nicest and most fun people to get in a game of 40k with.

That thunderfire cannon was brutal. Most of the time when that thunderfire cannon fired, it either wiped out a squad or damaged one of my vehicles with the strength 6 shots. It tore my army apart. I have since made a note of that unit and consider it a high priority threat.

Overall thoughts
This was the first time running this army to the tournament, so it had some growing pains. I did learn some things worked well, the splinter cannons were almost useless (have scrapped them from my future lists and am running more dark lances.) The archon + incubi retinue worked well, but having the full 9 man retinue was just overkill (I think taking a 5 man minimum sized retinue works better). The wyches are good with tying units down and eventually winning combat.

One area my army has lacked in has been killing tanks. Despite the lances, I think I need to bring more blasters and maybe some more haywire grenades to be able to get a better chance to deal with the land raiders. In general, I had fun with the army. I don't feel like the army wasn't able to compete with any of the armies I played against (which is nice to say about a 10+ year old codex), the games I lost either came down to my tactical errors and/or bad dice (for the first game), or was close enough that it could have gone the other way (for my last game, if I would've rolled better the times I managed to penetrate the land raider...the game may have been quite different.)

One thing I've noticed in the tournament and other games since then, is that my forces just don't have the tricks like other armies have (outflanking, scout moves, easy access to deep striking, etc). I'm not too worried about it because my army is very fast, and they'll be getting a new book in a few months.

I ended up 16th out of 22...so not amazing, but alright considering I had only been playing the army for about 2 weeks or so.

Gluing Plastic...LIKE A BOSS! Painting Models...LIKE A BOSS! Building Lists...LIKE A BOSS! Rolling Dice...LIKE A BOSS! Failing Saves...LIKE A BOSS! Rules Arguing...LIKE A BOSS! Now I'm Tabled...LIKE A BOSS!

Co-Host - The Eternal Warriors - Chicago-Area 40k Podcast
dave@theeternalwarriors.com
www.theeternalwarriors.com 
   
Made in us
Hollerin' Herda with Squighound Pack





Bossier

Very nice write up...I'm slowly getting more and more interested in Dark Eldar....hmmm..

anyone else think this looks like an upside down Marathon symbol?....classic

1750pts
woodelfs army too 2000pts(....the little fairies) 
   
Made in us
Agile Revenant Titan




Florida

Great report. I was looking at the photos from Game 1, however, and am left scratching my head a bit: why'd you roll for difficult terrain for the Raiders? It looks like they weren't trying to end/begin their move in terrain? Am I just 'misreading' the photo.

Otherwise, very cool report with some fantastic armies/terrain. This is one tourney series that always (at least from dakka reports) that always has very top notch looking armies. Thanks for sharing.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Commoragh-bound Peer




Naperville, IL - USA

Sorry if I didn't clarify mission 1. The entire area outside of the 12" deployment was a "minefield." If you tried to move more than 6" in the turn, you had to take dangerous terrain checks. If you had control of an objective, then everywhere within 18" of the objective was safe from the minefield.

Turn 2, I tried to rush up, and then I had to take dangerous checks from being stuck in the minefields, and out of my 9 checks, I rolled 4 1's, so 4 of my raiders were immobilized in the open back area.

That's why the mission hurt me and my failure to adjust to the mission conditions also hurt me.

I found the army was very fun to play with, but they're also on a knife edge. They're super fast, but if you make an error or have really bad dice, then you're going to pay for it dearly.

This message was edited 2 times. Last update was at 2010/08/29 16:34:41


Gluing Plastic...LIKE A BOSS! Painting Models...LIKE A BOSS! Building Lists...LIKE A BOSS! Rolling Dice...LIKE A BOSS! Failing Saves...LIKE A BOSS! Rules Arguing...LIKE A BOSS! Now I'm Tabled...LIKE A BOSS!

Co-Host - The Eternal Warriors - Chicago-Area 40k Podcast
dave@theeternalwarriors.com
www.theeternalwarriors.com 
   
Made in us
Agile Revenant Titan




Florida

Sorry. I just went back to reread that part of the battle report. Yeah, you wrote it. +1 for reading....

Thanks again.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
 
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