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Made in us
Nurgle Veteran Marine with the Flu





Incinerating your hopes

Point Allocation: 1500
Game Type: Annihilation
Deployment: Spearhead

Brief table description (In quarters):

Top Left (Sector 1): Had some hills, a few sandbag lines, and barbwire.

Bottom Left (Sector 2): Two silos linked by tubing, sandbags and barbwire.

Top Right (Sector 3): Two small buildings and some ruins

Bottom Right (Sector 4): One large ruined building, and a hill with a watch tower.

In the Middle: A small square structure.

My List:
HQ:
The Baron (105)

TROOPS:
Kabalites x5, Blaster, Venom w/Dual Cannons, Chain Snares (130)
Kabalites x5, Blaster, Venom w/Dual Cannons, Chain Snares (130)
Kabalites x5, Blaster, Venom w/Dual Cannons, Chain Snares (130)
Kabalites x5, Blaster, Venom w/Dual Cannons, Chain Snares (130)

ELITES:
True Born x4, Blaster x4, Venom w/Dual Cannons, Chain Snares (178)
True Born x4, Blaster x4, Venom w/Dual Cannons, Chain Snares (178)
True Born x4, Blaster x4, Venom w/Dual Cannons (173)

HEAVY:
Ravager, Flickers (115)
Ravager, Flickers (115)
Ravager, Flickers (115)

TOTAL: 1499

His List (to the best of my recollection):
HQ:
Marshall, Artificer, Fist
Champ

ELITES:
Ven Dred with Asscan
6 or 7 Termies with 2x Cyclones
6 or 7 Termies with 2x Cyclones

TROOPS:
Mixed templar unit with 10 dudes, plascannon, plasrifle, and a rhino
Mixed templar unit with 9 dudes and a rhino

Roll off for first turn: DE wins the roll off and takes first turn.

I chose sector1 to negate the chance of abusing silo cover. I place the true born in a broken semi-circle around the center ring, the ravagers and two warrior units intermixed centrally with the trueborn. Two warrior units just behind the front line.

To my surprise he deploys rather close to his sector edges, mostly in cover. An empty rhino giving cover to his champs rhino near sector2. Both units of termies closer to sector3, along with the Plascannon marines. The Dred hiding behind the watchtower. He attempts to steal but misses the roll. I begin my first turn.

TURN1:
DE: Two true born units move towards the bottom of sector4 and dismount prepping to fire at the dred, or the two rhinos. The other Trueborn unit flys into sector3 next to the central structure and dismounts, ready to fire at either rhino, or either termy unit. Two warrior units go towards sector2 and the other two head into sector3. Ravager one goes into sector2, two into sector3, three stays in sector1. With all shooting, I wreck one rhino and explode the other, shake the Dred and blow off his killer arm of doom, kill 5 terminators in one unit, and 1 from the other terminator unit. No assaulting. And that wraps up my first turn.

BT: His forces move around a bit in sector4. His dred scoots down the hill and smokes. His shooting manages to blow up 1 ravager, kills 2 true born and shake a venom. His Lone termi assaults the TB in sector 3, the marshal into the four man TB in sector 4, and the champ into the two man unit in the same sector. Champ wipes em out, the marshal wipes em out, and the termi gets stuck in causing no wounds.

TURN2:
DE: The Baron arrives and I. . .I. . .uhhhhhh. . .place him behind a hill. . .at the top of sector1. . . Shaken Venom pulls back 24" to avoid any further fire. Ravager1 skirts to the bottom of sector 2, Ravager3 flies into some ruined buildings, all Venoms scoot back a bit. Shooting manages to kill 5 terminators, and a couple of templar in the plascannon unit. Assaulting results in nothing, I lose another kabalite in the lone termi fight but they pass their leadership.

BT: His forces scoot a bit. His marshal, the champ and a lone termi form the "Super Friends" unit and move towards the melee. Shooting results in nothing, flickers saved my but so many times. But, the big one, his ven-dred scored 3 pen hits on Ravager1 and I rolled triple sixes to avoid the damage! I love them soooooooo much. His termi is kills one TB and they remain stuck in.

TURN3:
DE: The venom comes back to the fight, the rest scoot about to remain away from fire. Ravager3 crashes in cover because of a bad DT roll. In the shooting phase I blast the H@LL out of the super friends, kill the termi, the champ, but watch with much sadness as his Marshal soaks around 50+ splinter cannon shots, it was RE-diculous. Ravager1 immobilizes the Dred. He finally kills the last TB and consolidates closer to the crashed Ravager.

BT: Very little movement. The Dred finally manages to kill the Ravager in sector2. Termi fails with his cyclone and bolter and then charges and only manages to smack a cannon off because of my two awesome flicker saves!

TURN4:
DE: Everything scoots, giving me position to shoot the dred with warriors, the termi with other warriors and so on. Kill the termi, shake the dred, wipe out the Plascannon unit and, at this point, he calls the game. Surrendering to the ever torment of the Dark Eldar.

VICTOR: DARK ELDAR!!!!!!!

This message was edited 1 time. Last update was at 2011/04/28 05:35:49


W/L/D
2/0/0
W/L/D
2/0/0 
   
Made in gb
Powerful Chaos Warrior



Reading, UK

That was pretty brutal. I like the idea of the Dark Eldar list you have, lots of shooting lol!

ULTRAMARINES LIVE LONGER WITH CALGAR!

Blood Angels-2000pts
Tau-1000pts
Empre: 2400pts
Warriors of Chaos: 2000pts

 
   
Made in us
Regular Dakkanaut




like your list. poor baron rolling alone like that though...

I'm patiently waiting for venoms to be released so i can stop with the depressing raider spammed DLs and move on to something with loads of dakka. nice to see them perform well for you.

"Nothing is so exhilarating in life as to be shot at with no result."
- Winston Churchill
 
   
Made in us
Ork Boy Hangin' off a Trukk




Los Angeles

Nice job - list is looking pretty solid.


There is one glaring thing that bugs me though...can't you find another spot you can spend the 30 points worth of Chain-Snares instead? I feel like those are a waste...

 
   
Made in us
Nurgle Veteran Marine with the Flu





Incinerating your hopes

This was my old list and, yes, I never use the snares the issue I found running this type of alpha list is it's mega lack of body. If the vehicles go, which is an easy thing to accomplish, the list fails, period. It doesnt have the numbers for a ground or cc fight. Having speed bumps is almost necessary IMO. I've created a two tiered alpha list which has done extremely well thus far. True born in raiders make up the first wave to crack transports with wyches right behind moving a full 24 in most cases making a up an angry wave/turn 2 assault/ speedbump that can't be ignored. That leaves my warriors generally unmolested for late game captures and contesting. I've got two bat reps with that list, both of which didn't make it to turn 3, with me winning by massacre. I do have another couple bat reps for this list that I'll put up since there seems to be some interest. Thanks for the comments

W/L/D
2/0/0
W/L/D
2/0/0 
   
 
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