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Made in gb
Tower of Power






Cannock

Had a game with Paul last night. He has started a new army, Imperial Guard. This is about the 3rd or 4th time he's played them, though not at 2k level. Looks like we're both army newbies as this will be my 4th game with Dark Eldar, and now I've got a crap load of Venoms models too - cue Archon laugh * Muhahahaha.

Dark Eldar


HQ

Haemonculus - webway portal & hexrifle

Elite

4 x Kabalite Trueborn - w/ Venom 4 x blasters - Venom w/ splinter cannon
4 x Kabalite Trueborn - w/ Venom 4 x blasters - Venom w/ splinter cannon
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
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 razorwing flocks
Beastmasters - 3 x beastmasters, 4 x khymerae & 4 x razorwing flocks

Heavy Support

Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield

Total: 2,002


Imperial Guard

HQ

Company Command Squad w/ Chimera - plasma pistol - Chimera w/ heavy flamer

Troops

Veterans - 3 x meltaguns & demolitions
Veterans - 3 x meltaguns & demolitions

Veterans w/ Chimera - 3 x meltaguns - Chimera w/ heavy flamer
Veterans w/ Chimera - 3 x meltaguns - Chimera w/ heavy flamer

Fast Attack

Vendetta - heavy bolters
Vendetta - heavy bolters
2 x Hellhounds

Heavy Support

2 x Leman Russ Vanquishers - lascannons & multi melta sponsons
Manticore Rocket Launcher
3 x Hydra Flak Tanks

Game: Seize Ground + Spearhead

Deployment

Objectives were placed in a ruin mid bottom right, in the open mid top right, centre shrine ruin, top mid left and mid left in a large ruin.

Paul won the roll off and deployed first. He put his fleet of tanks close to the deployment zone edge with one sitting on the objective, the Vendettas were close by and the Vanquishers. Towards the left flank half away across the board was the Hydra squadron.

I deployed best I can further back using the larger ruin to block cover, I was worried that Paul could move out and shoot me first turn with me getting little cover, though it's swings and roundabouts as I'm too far back now and all my stuff is bunched up.







* Tactical Notes

My first plan is to attempt to steal the initiative as going second isn't cool with Dark Eldar I've found and going second against Imperial Guard isn't cool full stop. My plan is to suffer the first attack and then turbo boost using the shrine for shelter, the Haemonculus will bail out and drop the portal. I will then sweep up the board avoiding the Hydras and attack the bulk of Chimeras and Vanquishers.

My target priority is the Hydras by using the Ravagers and the Vendettas. I'm not too fussed about the Vanquishers as I personally don't rate them and from what I've seen from other people using them they're not that good, plus the centre shrine will block LOS.


Turn 1

Paul does his scout move turbo boosting one Vendetta with melta Veterans towards the right side of the board and my Dark Kin in what looks like a alpha strike move, especially since he was asking about it. The other one turbo boosts down by the shrine.

I attempt to seize the initiative and get a 5, close by no cigar.

Pauls first turn he moves the Vendetta by the shrine 6" towards me while the CCS Chimera and a support Veteran Chimera rolls out and hides behind a ruin as the other one sits on the objective. The Vanquishers roll up while the Hound squad moves 18" and hides behind the shrine. Hydras move up to draw LOS. I am not sure if Paul forgets to move the Vendetta he was going to alpha strike me with or just has a brain fart as he moves it away from me, even though I mentioned to him about alpha strike lol.

Shooting Paul fires the Manticore and gets 3 shots, he targets the Haemonculus Venom with the barrage. After the shots have landed he scores two penetrating hits and a couple of glances, I save one penetrate and the glance leaving a immobilised Ravager and a wrecked Trueborn Venom. Hydras broadside a Ravager along with support from the Vendetta, the flickerfield is strong and the Ravager takes a crew stunned result. The other Vendetta blasts a Trueborn Venom and it explodes, killing two in the blast who pass morale and pinning.

My first turn and I roll three Venoms out of terrain, one gets immobilised but it's not too bad as it's by a objective and I have LOS thanks to windows in the ruins. All other transports move out with the Haemonculus bailing out the Venom after it's moved 12".

Shooting the Haemonculus activates the webway portal for the Beastmasters, dropping it by the shrine. Due to range all I have to fire at is the Vendettas, blasters and dark lances let rip but best I can is shake them both, though I guess both of them are not firing next turn.





* Tactical Notes

First turn I don't think I've done too bad in the damage department considering the amount of guns against me. I did manage to use terrain to give me cover well from majority of Pauls force. I've lost two Venoms which isn't too bad and got a immobilised Ravager with limited LOS and a immobilised Venom in cover and right by a objective. I wish though I had taken out both Vendettas, especially the fire power which had been directed to one of them.

My plan next turn is to send a couple of Venoms along with a Ravager along my boardside and use the terrain to attempt to block LOS, hopefully this will put me close enough to dish out some dark matter fire power and neutralise them. The rest I'll move up towards the shrine and next turn I should be in blaster range.


Turn 2

Pauls turn he turbo boosts the Vendetta near the right table edge back to where it started off more or less while the melta Veterans move up from the other Vendetta towards my lines of grav boats while the Vendetta moves and hides behind the shrine to get cover. Hydras creep up a bit along with the Vanquishers, unfortunately Paul forgets to move his Hellhound unit...

Shooting the Manticore gets another 3 shots, I'm not sure what it fires at, but I am sure it caused some damage. The empty Vendetta blasts a Venom along with the Vanquishers and it explodes, the squad takes no wounds and passes pinning. The Hydras empty at the oncoming Ravager (the Manticore proxy btw) and score weapon destroyed after flickerfield saves.

In assault Paul multi charges the Veterans hoping to drop melta bombs on my spiked hulls, he does nothing to the Ravager as it moved 12" and scores immobilised on a Venom.

My turn I roll for reserves and a unit of Beastmasters arrive running out the portal and along side the shrine. I move the weapon destroyed Ravager up along with two supporting Venoms and the previously stunned Ravager while the squad in the crater move out to blast some rear armour on the Hellhounds while a ruin blocks LOS to them from the Hydras. The Trueborn units on foot move to guard my objective with mass blasters as the only embarked unit moves 12" and spins around so can unleash fire into the Guardsmen on foot and blast the Vendetta through the shrine ruin windows.

Shooting the Trueborn's Venom and the immobilised Venom along with the squad inside it blast the Guardsmen on foot and take their souls to Commorragh. Trueborn blast the Venom but are rubbish and hit nothing. Ravager fires at the Hydra and wrecks one. Warriors on foot blast the rear of a Hound but miss. That's about it.

In assault the Beastmasters charge the Hellhounds taking advantage that they hadn't moved. After the Razorwings and jumped down exhaust pipes and Khymerae chewed the tracks one Hound is wrecked and the other has lost it's turret and crew shaken.







* Tactical Notes

I don't think that was a too bad turn taking damage and dishing out damage. I think a Ravager lost a weapon that turn, a Venom got popped and another immobilised. I took down a squad of Guardsmen, though that's nothing to write home about. I wish I could have took more Hydras out, perhaps down to one or stopped one from shooting at least and also did something to that Vendetta.

Next turn I expect the Beastmasters to be shot up, if they are still living I'll attack the Chimera on the objective as it hasn't moved until now, but will see. I'll keep putting pressure on those Hydras as if I move 12" next turn and get out I should have several blasters in range. I'll move up the Trueborn Venom so it's in terrain getting cover while the immobilised one can hold position and the troops bail out when needed on turn 5.


Turn 3

The Hydras shuffle about as does the Vendetta behind the shrine while the Hellhound moves just over 12" away from the Beastmasters. The Vanquishers adjust position to blast the Venoms coming along the flank as the Chimeras move to unleash hell on the Beastmasters.

Shooting Vanquishers blast and wreck the Ravager with only two lances left. The Venom by the squad on foot explodes and one Warriors dies from shrapnel, the Manticore then bombs them with triple shots wiping out the unit. The other Ravager then gets blown up the Vendetta while the Hydras score weapon destroyed and crew stunned on the immobilised Venom. The three Chimeras blast everything at the Beastmasters and force morale test, Beastmasters fail and fall back through the shrine ruin.

I roll for reserves and the second Beastmaster unit comes on and runs towards the trio of Chimeras. I move a Venom up behind the Ravager wreck for cover while the Trueborn Venom moves into terrainto get shots on the Vendetta hull but the Venom has cover. I move the other Trueborn units on foot out of terrain so they can get close towards the centre objective and get those blasters into range. Beastmasters fall back and are nearly off the board and back to the dark city.

Shooting I blast the Vendetta with the Trueborn who do nothing again, the Venom close by manages to crew shake it. I think that's about it.

In assault Beastmasters multi charge the trio of Chimeras, two take crew shaken while the CCS one loses the heavy flamer.





* Tactical Notes

Not a massively impressive turn. I really need to turbo boost Venoms and get them close, looking at the game now I should have turbo boosted everything up the right flank and use terrain there to hide most things or rely on cover and range of I.G guns to help me. Beastmasters have done the most damage but they have only supressed stuff, good job it's not a kill point game!

My plan next turn is to move the Trueborn out their Venom and into terrain as the Venom moves out towards the objective by the Guard side. I'll use the Venom by the Ravager to move blast the Hound and then later turbo boost towards the objective mid left flank.


Turn 4

Guards turn the empty Vendetta turbo boosts across the board towards the objective top right corner while the other one moves 12" as the Chimera spread out from the Beastmaster unit. Vanquishers move to blast the remaining Venom on my table edge.

Shooting Beastmasters get shot up by multi laser, heavy bolter, plasma pistol and lasguns but survive. Venom by my board edge get shot by Vanquishers but they do nothing and it makes the flickerfield saves. Hydras fire at the immobilised Venom and score weapon destroyed and stunned, no weapons left now. I think that's it.

My turn Beastmasters get ready to charge as the Trueborn bail out their Venom and get in the window of the shrine while their Venom moves 12" to lay down supporting fire. The other Venom on my board edge moves to support the squad on foot and unleash double blasters on the Hound. I bail out the Warriors from the immobilised and weaponless Venom and run them into the shrine and claim that objective.

Shooting I fire blasters at the side armour of the Chimera on the objective Guard side hoping to pop it so Venom can fire at the Guardsmen and Beastmasters assault, but they fail. Blasters from the two units on my board edge fire at the Hound and do nothing because they both miss. Dark lances from the immobilised Ravager blast the turbo boosted Vendetta along with blaster support but just scores crew shaken again.

In assault Beastmasters charge and blow up the Chimera, Guardsmen fail morale and fall back 3".





* Tactical Notes

Not a massively impressive turn. Looks like my Dark Eldar either have bad luck or some of Paul's units i.e Vendetta is just unstoppable. I was really hoping to down that Vendetta so it hasn't got that objective and open up that Chimera (though Paul did pop smoke) to let the Beastmasters charge.

My plan next turn is to move up the Venom by the Beastmasters to contest the objective while I turbo boost the Venom on my board edge towards the objective mid left. I had earlier turbo boosted a Venom up the right table edge and hid it by a ruin, Paul seems to have forgotten about it so I'll move it 6" over the building to contest the objective near by. I then hope the game ends lol.


Turn 5

Pauls turn he moves the empty Vendetta down to contest the objective in the ruin in my deployment zone while the Vendetta carrying the melta Veterans turbo boosts and claims the objective mid top right. He moves a Chimera back to claim the objective mid left. He moves fast out with the Hound attempting to tank shock my Warriors on the shrine objective, but it hits terrain and is immobilised.

Shooting Hydras blast the Venom my table edge and it's toast. CCS multi laser blasts the Venom going for the Guard objective and it's immobilised while the Beastmasters get shot up and are destroyed.

My turn I move the hiding Venom over the building to the rear of the Vendetta on the top right objective. That's about it.

Shooting I manage to pop the Vendetta on the top right objective with the blaster inside the Venom while the Venom itself and two others blast the Guardsmen, they pass cover saves, now thinking about it the Vendetta was wrecked so should have been no cover saves as no crater. The other Vendetta gets blasted with a crap load of dark matter and is wrecked so I've got a objective my side.

At this point we call it a game due to time and it's a draw.



Summary

Interesting game against Mech Guard, always is a army I hate to face. I think I need to get my Dark Eldar to the fight quicker, getting first turn helps, but I should have turbo boosted everything up the right board edge away from the Hydras and dealt with the limited fire power on that side.

Mistake wise I think the movement as mentioned, also the end shots against the Vendetta wrecked it so would have been no cover for the Guardsmen, which could have failed morale maybe and failed back as in cover there wasn't enough wounds to cause morale.

Paul did ok with his Guardsmen. I think the Vendettas were wasted partially as they didn't fire a huge amount as moving around all the time so not firing. I think they should turbo boost last turns to contest objectives only, or get a squad in near the end of the game and turbo boost. I also thought the Vanquishers were meh and overloaded and the CCS could do with some weaponry. I also thought the Veterans inside the Vendettas are either sacrifice or wasted because not shooting, one unit died and did hardly nothing and the other didn't do anything offensive.

I think Paul made a few mistakes game wise. He forgot to move the Hellhounds which I managed to capitalise on and didn't alpha strike with the Vendetta when he turbo boosted them over. Also he didn't fire with the Veterans and mutli assault, though that's just game knowledge.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Lethal Lhamean






Venice, Florida

Nice Batrep. Yeah, the more you play DE the more you'll learn how important the movement phase is to them as an army.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Hardened Veteran Guardsman






Nice batrep, although that's a mech list I've never seen before.




Automatically Appended Next Post:
BTW, are hexrifles any good?

This message was edited 1 time. Last update was at 2011/08/01 23:29:18


 
   
Made in gb
Tower of Power






Cannock

Thor665 wrote:Nice Batrep. Yeah, the more you play DE the more you'll learn how important the movement phase is to them as an army.


Thanks man. Definately do mate, movement is a big part of this army. I am still in Blood Angels mode lol.

Warmastersolon wrote:Nice batrep, although that's a mech list I've never seen before.




Automatically Appended Next Post:
BTW, are hexrifles any good?


Which mech list? Mine or the Guard?

Only used them twice and this game didn't fire as only tanks to fire at and against Tau didn't do a fat lot.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Lethal Lhamean






Venice, Florida

For my money, Hexrifles are pretty much useless. SOmeone actually ground out the math, and I'm not kidding here, it's something like 1/1000 that you'll hit, wound, *and* cause the ID to a sample Toughness 5 multi wound unit.

I guess maybe they have a bit of play versus TWC, Oblits, and Nob Bikerz but...meh, that's super conditional and I bet the math is still super terrible for it.

I've dropped them from my WWP list totally.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in gb
Tower of Power






Cannock

Hellfire! TBH I just put a hexrifle on as my Haemonculus comes out and just stands there. I did use a liquifier gun before, but never used it. I haven't got a Haemonculus model yet and I'm not sold on the hexrifle TBH. I may got liquifier gun and venom blade and use the haemonculus to contest a objective or something. Thanks for the info btw.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Lethal Lhamean






Venice, Florida

Yeah, I mean they're an obvious no brainer weapon for WWP. Snipe after dropping portal, huzzah for Haem!

But they're just too weak to add much to him. I'm currently running Liquifiers and basically hot foot it towards any troops with the threat of flaming them - so shoot those Wyches or shoot the Haem coming at you with the best flamer in the game; your choice.

I'm contemplating going naked on them, just to save points, but I really feel there has to be a quality use for them after portal drop - I'm just not sure what it is. Maybe if I ran Wracks out of my portal, but I'm a Wych man.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Inside a pretty, pretty pain cave... won't you come inside?

Hexrifles are fun in concept, crap in practice. Sniper rifles as a whole are underpowered in 40K, the random chance of "remove from play" doesn't really add enough to justify the cost. My Haemonculi prefer Liquifiers or a Shattershard.

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Sniper rifles as a whole are underpowered in 40K

Not when you face an MC like an Avatar or WL. They will easily cripple.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Tower of Power






Cannock

Thor665 wrote:Yeah, I mean they're an obvious no brainer weapon for WWP. Snipe after dropping portal, huzzah for Haem!

But they're just too weak to add much to him. I'm currently running Liquifiers and basically hot foot it towards any troops with the threat of flaming them - so shoot those Wyches or shoot the Haem coming at you with the best flamer in the game; your choice.

I'm contemplating going naked on them, just to save points, but I really feel there has to be a quality use for them after portal drop - I'm just not sure what it is. Maybe if I ran Wracks out of my portal, but I'm a Wych man.


Exactly what I was thinking. Drop portal and pitch up with hexrifle. I've been considering a liquifier and venom blade and just contest a objective, any one gets close and they get countered assaulted and flame'd. If I dropped the hexrifle there's not really a fat lot else I could take for 15 points TBH.

Skarboy wrote:Hexrifles are fun in concept, crap in practice. Sniper rifles as a whole are underpowered in 40K, the random chance of "remove from play" doesn't really add enough to justify the cost. My Haemonculi prefer Liquifiers or a Shattershard.


In concept they sound good, practice I've had no luck. I think the wound test isn't too bad and would be great on 2 wound models, on something which has higher then probably not.

wuestenfux wrote:
Sniper rifles as a whole are underpowered in 40K

Not when you face an MC like an Avatar or WL. They will easily cripple.


If you get lucky like that then they're definately worth it. Just the people who I play against don't pack multi wound models that much, except for a Tyranid player.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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