Got a game in last night using my new Dark Eldar models, limited proxies and they was "Dark Eldar" in Guardsmen suits,
lol! I had a game with Poddy, this is about his 6th game now and he's got his list more tuned and hoping for his first win. We are both interested to see how D.E work as I've never used them at this point level and Poddy was going to do D.E instead of Tau.
Dark Eldar
HQ
Haemonculus - hexrifle & web way portal
Elites
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
Troops
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
Fast Attack
Beastmasters - 3 x beastmasters, 4 x khymerae & 4 x razoring flocks
Heavy Support
Ravager - flickerfield
Ravager - flickerfield
Total: 1,147
Tau
HQ
Shas'
El - twin-linked missile pod & targeting array
Elite
2 x XV8s - twin-linked missile pods & targeting array
2 x XV8s - plasma rifle, burst cannon & multi tracker
Troops
6 x Fire Warriors w/ Devilfish
11 x Kroot - 2 x kroot hounds
Heavy
3 x Braodsides - advance stablisation system, team leader, hard wired target lock, 2 x shield drones & bonding knife
Hammerhead - railgun, burst cannons, disruption pods & multi tracker
Hammerhead - railgun, burst cannons, disruption pods & multi tracker
Total: 1,149
Game: Capture & Control + Spearhead
Deployment
Poddy won the roll off and decided to go first, he placed his objective in first floor of a small ruin top right corner of the board, in that ruin he deployed the Kroot. Outside the building he deployed all suits and the Hammerheads while the unit of suits with missile pods went to the centre of the board. Devilfish with Fire Warriors stopped in reserve.
I put my objective in a ruin near bottom of the left corner of the board. I split my forces using terrain, I placed three Venoms including the Trueborn one with the Haemonculus inside on the left flank along with a Ravager getting cover. I placed the other two Venoms and the other Ravager behind the ruin my objective was in.
* Tactical Notes
My first targets will be the Hammerheads and Broadside unit, I am hoping with dark matter weapons I can disable the Hammerheads and then I.D the Broadsides. After that I will go for the misisle pod Suit unit while the Beastmasters will jump out of the portal and proceed to rip up the burst cannon Suit unit and then onto the Kroot unit. With the Fire Warriors in reserve I don't have to worry about them for a bit.
Turn 1
I attempt to seize the initative as going second against AP1 railguns isn't cool, I fail.
Poddys first turn he moves both Hammerheads towards me as the shrine ruin in the middle is blocking
LOS, they come down the right flank. He moves the Broadsides about a bit along with the other Suits while the Kroot stay in the ruin for cover.
Shooting he blasts a Ravager by the ruin holding my objective with railguns from the Broadsides and wrecks it, he fires the Hammerheads at the other Ravager, one misses but the other hits, though I pass cover. He fires the missile pods from the Commander at the Ravager again but it passes cover saves. The missile pod Suit unit fires at the Trueborn Venom and manages to stun it.
My first turn I bail the Haemonculus out the Venom and move a grand total of 4" through terrain. I move the other two supporting Venoms out of cover to blast with the splinter cannons while the two Venoms which was supporting the now blown up Ravager turbo boost towards the Hammerheads while the single Ravager comes out to play.
Shooting the Ravager blasts a Hammerhead and manages to shake it. The Venoms on the left flank fire at the missile pod suit unit with 24 poison shots killing a Suit and leaving one with a single wound.
* Tactical Notes
I don't think that was a bad turn for either of us really. I've lost a Ravager and got a stunned Venom while Poddy has got a shaken Hammerhead, so at least that's some fire power down, and lost a missile pod Suit with another on a single wound. I think movement wise I would have been better turbo boosting the Venoms across towards the right flank and using the large shrine ruin to block LOS. Then next turn I could get out and use the blasters or fire them anyway, as it is the blasters are out of range.
My plan next turn is move the Venoms forward to get the blasters into range and knock out the Hammerheads with blasters on the right flank.
Turn 2
Poddy rolls for reserves but the Fire Warriors don't come on.
Movement the shaken Hammerhead moves 12" towards the Tau lines while the other moves 12" to support it to avoid blasters, the burst cannon suits come out from the objective ruin and hide behind the tanks. Kroot move up through terrain and make sure they're on the objective. Broadsides move about a bit trying to get
LOS to use the target lock while the missile pod Suit and Commander shift around.
Shooting the team leader Broadside fires at a Venom on the left flank, either missies or I pass cover save I cannot remember. The missile pods blast the other supporting Venom but worst result is weapon destroyed. The other Broadsides fire at the last Ravager and blow it up.
In the assault phase the missile pods Suits hide behind a ruin which doesn't have windows, so I won't be table to get
LOS on them and finish off the one wound Suit and then pick on the Shas'
El.
My turn I move one of the Venoms on the bottom right flank into terrain to blast a Hammerhead, I'll keep it there and last few turns I'll move it out of terrain to get my own objective. I turbo boost the supporting Venom which lands the other side of the shrine blocking it from
LOS from most of the Tau force. The other two Venoms move 6" while the Haemonculus moves up through terrain to use the hexrilfe. I turbo boost the operational Trueborn Venom into the shrine ruin, I roll a 1 for dangerous terrain and the Venom and squad is destroyed!
Shooting I fire a blaster at the none shaken Hammerhead, it's just in range and the damn thing misses! I fire the splinter cannons from the Venoms at the Broadsides not realising they have 2+ armour save, you can guess how that went. As I have no other targets I fire the other two Venoms at the Broadsides and manage to put a wound on one of them. Haemonculus fires hexrifle at the Broadsides and misses, great!
* Tactical Notes
Well that wasn't a very good turn. I lost my most poweful unit, the Trueborn taking them out and the Venom. My reserves didn't arrive which would have been handy as they could have assaulted the missile pod Suits and maybe multi assault the Broadsides depending on dice rolls etc. I really should have also turbo boosted the other two Venoms to where the one is now by the shrine and next turn those blasters would have been in range.
My plan next turn is to move the other Venoms 12" forward or maybe turbo boost them so I can get close. I'll have to weather the storm but I really need those blasters in range to knock out the Broadsides. I am hoping my Beastmasters come on too and they tear up the missile pods leaving just the Hammerheads left as anti tank.
Turn 3
Poddy calls for reserves and nothing comes on.
In his turn he moves the Broadsides and the missile pod Suits while the burst cannon ones start moving across the board toward the left flank.
Shooting he blasts the Venom in terrain with a Hammerhead and it explodes, two die in the explosion and pass pinning test, they then get hit by something else and are destroyed. Railguns from the Broadsides fire at the two Venoms on the left flank and explode them both, both squads take damage and pass morale, though one squad gets shot up by missile pods leaving just the blaster Dark Eldar who fails morale and runs off. The turbo boosted Venom in the centre of the board gets shot by the Shas'
El and it's wrecked, squad passes pinning test.
In my turn I roll for reserves and the Beastmasters fail to make a appearance.
Movement I move the squad out their wrecked Venom into the shrine ruin for cover. The solo Dark Eldar falls back with his tail in between his legs. That's about it as everything is dead!
Shooting I fire the blaster from the squad in the shrine ruin at a Hammerhead, it hits but fails to do anything. Haemonculus fires the hexrifle as Broadsides I think but fails to wound. That's it!
* Tactical Notes
As you can see this is going down like a gak storm in a teacup. I've lost all my Venoms now and I've got one intact Warrior squad, which I suspect won't be intact for much longer. I see the only way out of this is hoping the Beastmasters come on and multi assault Poddys stuff while my Warriors fall back to my objective and I hope they're still alive, at least this way I can score a draw.
Turn 4
Poddy calls for reserves and the Fire Warriors come on moving 12" down the right side table edge. Poddy moves his Hammerheads back so the burst cannon suits can get
LOS on the Dark Eldar in the shrine ruin. The missile pod suits move to get
LOS on the Haemonculus.
Shooting the Haemonculus takes a round of missile pods and survives cover but isn't so lucky from the second barrage and is instagibbed. The Dark Eldar get hammered by burst cannons and plasma rifles, some how I pass all but one cover save. Hammerheads blast with the large blast template, luckily they scatter.
In assault more Suit movement to hide away, not that it matters
lol.
In my turn the Beastmasters finally arrive and make the grand total of a 2" run from the portal - looks like the 12" assault range to the missile pods Suits will be very close. I move and run the Dark Eldar a total of 10" back towards my objective, they're abuot 6" away from the ruin. The solo Dark Eldar continues to fall back and is about 6" away from the board edge.
In my assault phase I charge a Hammerhead with the beasts, they score weapon destroyed taking out the railgun, not that is matters and stuns it - I checked range on the Suits after just to know like and was a few inches out that turn so good job I did charge the Hammerhead!
* Tactical Notes
I see more bad luck in dice rolls has continued, Beastmasters not assaulting what I want them too! I'm glad to see I did have good luck saving the Warriors but they're in the open and could be gunned down next turn by Hammerhead large blasts, good job I've only got one to worry about
Next turn I'll move the Dark Eldar through terrain and claim my own objective and get a draw at the least. If the Beastmasters are still alive I will weave through the Tau and assault the Kroot leaving Poddys objective contested by me, giving me the win, I hope lol.
Turn 5
Short and sweet this turn as the single Hammerhead fires at the Warriors by my objective, luckily it scatters and misses while burst cannons on the Devilfish is out of range. Everything else fires at the Beastmasters who have only about 50% models left and all beastmasters dead, the beasts fail morale and fall back, nice...not.
In my turn I move the Warriors 5" away from the ruin as I need to be lucky to get a 6+ to move that extra inch inside through terrain and based on my luck it's not worth it. I then run them and get a 2 so I haven't got my objective :( .
* Tactical Notes
Can I say feth and bugger? I think I can as it's not Big Brother and not live (Bo Selecta anyone?). If there isn't a next turn I lose. If my Warriors die next turn I lose. I'm hoping for a lot then! lol.
Turn 6
We roll for it and game continues!
Another short turn which Poddy blasts the Warriors with everything in range, only one survives after cover saves and luckily passes morale!
My turn I move through terrain and claim my objective.
We roll for it and the game ends here, mercifully!
Summary
I think to say I got a draw is a understatment! I got that draw by the skin of my teeth. If turn 6 hadn't of happened or those Dark Eldar all died then Poddy would have won, and his first victory at that!
I made some bad mistakes this game. The two games I've had with Dark Eldar I've gone first and turbo boosted my Venoms to get into range. Whether going first or not I should have done this in this game and used the shrine ruin for cover, I didn't and I paid for it. I had some rotten luck as well, first turn was ok, but after that stuff started falling apart as I failed cover and flickerfield saves - I made one flickerfield save all game! Didn't help my Beastmasters coming on late, if they would have come on I think the game would have been more in my favour as they could have assaulted and possibly killed the missile pods units leaving the Kroot, Broadsides, burst cannon unit and Hammerheads to kill them or else get assaulted next turn. This would have worked nicely as my other units would have advanced without too many issues. As I say
40k is a game of dice and tonight my dice wasn't with me, nor was my brain!!
Poddy did really well this game. He had researched the Dark Eldar and got his target priorities right taking out those Ravagers early on and stunning the Trueborn Venom meaning the Haemonculus had to deploy the portal further away, which lead to Beastmasters not assaulting as far as they could if the portal was closer. Poddy didn't mention to me he wish he had focused on the Dark Eldar on my objective instead of the Beastmasters, the Beastmasters took a lot of punishment and too be fair if they had survived I would have assaulted his Kroot and probably killed them meaning he wouldn't have his objective either scoring a draw. I think he took the lesser of two evils as killing those Dark Eldar on my objective were in his favour.