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Dark Eldar Domination at 'Ard Boyz-Atlantis Comics...FEED THE HATE!!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

My Dark Eldar totally dominated this weekend when I played at Atlantis Comics in Norfolk, Va. My list had to go thru some changes since I didnt really have the models that I needed to play what I wanted. I didnt want to buy anything special for the tournament so just played with what I had.

These are entirely new models and I had probably the second army closest to all painted. Just like to say how much I love this new line. I jumped onto the bandwagon as soon as I saw how awesome the models are compared to the old and havent looked back...my collection is getting bigger and I've still got lots to collect since I havent picked up any of the latest wave of models yet.

Anyway, back on track, my army this weekend.....

HQ:
1 Asdrubael Vect

1 Haemonculus =Venom Blade+ Shattershard+Liquifier

Elite:
4 Kabalite Trueborn=Blaster x4
1 Raider=Grisly Trophies + Flickerfield

Elite:
4 Kabalite Trueborn=Blaster x4
1 Raider=Flickerfield

Elite:
8 Incubi
1 Raider=Shock Prow + Torment Grenade Launchers + Enhanced Aethersails + Flickerfield

Troops:
9 Kabalite Warriors=Blaster x1 + Splinter Cannon x1
1 Sybarite=Phantasm Grenade Launcher + Venom Blade
1 Raider=Flickerfield

Troops:
9 Kabalite Warriors=Blaster x1 + Splinter Cannon x1
1 Sybarite=Phantasm Grenade Launcher + Venom Blade
1 Raider=Flickerfield

Troops:
9 Kabalite Warriors=Blaster x1 + Splinter Cannon x1
1 Sybarite=Phantasm Grenade Launcher + Venom Blade
1 Raider=Flickerfield

Troops:
9 Wyches=Haywire Grenades + Shardnet & Impaler x2
1 Hekatrix=Haywire Grenades + Agoniser
1 Raider=Shock Prow + Torment Grenade Launchers + Enhanced Aethersails

Troops:
9 Wyches=Haywire Grenades + Hydra Gauntlets x2
1 Hekatrix=Haywire Grenades + Power Weapon
1 Raider=Shock Prow + Torment Grenade Launchers + Enhanced Aethersails

Heavy Support:
1 Razorwing Jetfighter=Night Shields + Flickerfield

Heavy Support:
1 Ravager=Night Shields + Flickerfield

Heavy Support:
1 Ravager=Night Shields + Flickerfield


Essentially what I like to do is zoom forward with wyches and Vect/Haemon/Incubi and get them up in the fight quick. The rest of the army provides fire support as needed in order to make sure that they get there and/or recieve as little firepower as necessary. Note that the two wych squads DO NOT have haemonculi. This is a huge problem in this list as whenever a raider crashes, it can hamstring your squad. Not good. Like I said however...I don't have the models yet for the alternate list I WANTED to bring. The Fighter was an untested new addition and I'd never used one before. The model is absolutely stunning and is on my "next to paint" after I finish my Grey Knights for NOVA. After this weekend I'm totally gay for this model. It performed so admirably and gave me so much more than a third Ravager would have. I think one of the key's to using this model is NOT to save the missles. USE THEM ALL AT ONCE and take out a unit. Get as many points back on that investment as fast as you can and anything it takes out after that is gravy. After the missles are gone it's somtimes considered a low priority (as a weakened ravager). It can then sit back and wait to zoom out 36" and contest. I love this thing.

Anyway, onto the Batreps.
Disclaimer-All enemy forces are noted down by memory...the points may be slightly off

Game 1
Ultramarines (Battleforce list)
Traitor mission

His list

HQ
Calgar
Sicarius

ELITE
5xTerminators Assault Cannon
Dreadnought w/MM
(10)Sternguard Vets w/MM and some Comb/Melta

TROOPS
(10)Tacticals with Plasma and Missle
(10)Tacticals with Plasma and Missle
(10)Tacticals with Plasma and Missle
(10)Tacticals with Plasma and Missle

FAST
(10)Assault Marines w/2xFlamer, Fist, Meltabombs
(10)Assault Marines w/2xFlamer, Fist, Meltabombs

HEAVY

Dakka Predator w/Autocannon, HB's, Stormbolter
Land Raider

Battleforce list. This guy makes no apologies for not being competetive. He knows who's going to win this game but we've known each other for some time so it's no biggie. On the roll to go first...he wins. He deploys his army across his entire deployment frontage spreading all the tacticals out taking cover here and there, Raider on the left...predator on the right both beside buildings. Assault marines are combat squadded and spread out equally along the deployment. Sicarius allows the Sternguard to outflank. Traitor is with the tacticals in the middle amongst some terrain.

I set up my forces for a refused flank pushing against the Predator's flank b/c the terrain seemed more favorable on that side. I'd come into contact with the terminators/Calgar quicker, but was confident that Vect and friends could handle them. I felt safe and was planning on stealing the initiative, but even if I didnt the mission was turn 1 nightfight so my CC elements were going to get up there come hell or high water. My Traitor is aboard one of my raiders with the Kabalites that gave up a model.

I roll to steal. '5'.

TURN 1
Now, I havent played in a month or so, and my opening move is totally stupid. I'm looking around for stuff for my Torment/shock prow/Aethersail raiders to tank shock since he's all on foot and decide on a unit of assault marines protecting the predator. I decided to risk a Krak Grenade hit. (since my stupid self didnt look at his army list) He DoG's with a Meltabomb, I wince b/c I opened up by moving VECT'S Raider. Pen...my heart stops...Weapon destroyed. I'm luckier than I deserve. I vow no more tank shocks for the rest of the day. All my luck was used up there. I would've 'ed myself but I was too busy holding myself upright on the tables due to almost fainting. My other raiders with wyches move up to support and the rest of my forces move for dark lance shots. Ravagers and Fighter move into my right corner on both board edges just to ensure safety. Two trueborne move up, disembarking and firing at the predator. 8 Blasters, some Splinter cannons and several Dark Lances later, the predator is Shaken. The tank shocked Assault Marines are dead as they were out in the open. Not very stellar shooting, but my CC units are up there ready to go.

His turn has a unit of Assault marines moving up toward my raiders to respond to my refused flank. Terminators also move out of his deployment and toward my group of paper airplanes. His land raider moves forward. Thru night fighting he wrecks one of my Raiders with wyches, immobilises Vects Raider, and blows the Dark Lance off of and stuns my second wych raider. The dismounted wyches get flamed by the advancing assault marines losing 7. Sgt w/Power Weapon and two Hydra Gauntlets are left. The rest of my forces are untouched. Damage from the flamer takes me out of charge range so the assault marines get to sit there and get massacred on my turn.

TURN 2
Vect begin's his walkabout thru the enemy army...
Vect Dismounts and set's up a multicharge into terrain on a tactical squad. I'm able to set the charge up so that only Vect, the Haemonculous, and one Incubi charge into the primary squad and the remaining 7 incubi charge into the next tacticals over. My fresh wych squad disembarks and set's up their own multicharge connecting this combat with the assault marines that flamed their sister wych squad...that wych squad set's up to charge the Assault marines as well....it's about to be one huge scrum. The Razorwing fires all missles at the middle tactical squad babysitting his traitor just to weaken them a bit. 4 Marines die. Lances and blasters have an abyssmal shooting phase....shaking the Landraider, blowing the autocannon off of the Predator, and killing a singe terminator with blaster and Splinter shots. During the assault, I charge all intended units. Assault marines die to a single man. Vect's primary tacticals die to 2 men, and the Incubi slaughter the multicharged squad to a single man. I lose a single Incubi to the Tacticals attacks (they attacked first since I moved thru terrain but I wasnt worried since the Incubi had FNP. Combat results were something ridiculous like 17 or 16 to 1. All of his marines broke, all got caught and all died to combat res wounds. Vect's unit got Two pain and the weakend wyches got one. Vect and company take cover within the cleared terrain and the wyches also take cover behind buildings out of charge range.

His Terminators are the only Assault threat...they move to take on Vect and Friends. (Brave souls) Sternguard fail to arrive. His shooting blasts one of my Trueborne squads down to a man. His predator moves to fire a heavy bolter and a stormbolter at wyches out in the open. (if he hadnt moved he could've fired all but I would've had cover) Wyches lose 3. Terminators open fire on Vect and the Incubi. I allocate wounds correctly and only lose my Haemonculus. His terminators with Calgar charge Vect and Incubi...Calgar and Vect are base to base. Incubi kill all but one terminator who kills a single incubi. Vect put's two wounds on calgar who's gauntlets bounce of off Vect's Shadowfeild. Calgar of course chooses to remain in combat.

TURN 3
With Vect locked up and noone really even close except for advancing Assault marines...my army opens up on them. The remaining 10 assault marines die trying to cross the board in order to get to grips with my vehicles. I take a few token Dark Lance shots at the Land Raider blowing a lascannon off and Shaking it. Wyches that were picked on by the predator charge it and it explodes due to Haywire...killing another 2 wyches. Vect Finishes off Calgar and the Incubi finish off the remaining terminator b4 either can strike back. I consolidate 6" toward the middle squad containing the traitor.

Sternguard finally show up but unfortunatly for my opponent they show up on the far table edge. They're useless this game for him. A lascannon shot from the Land Raider wrecks a raider. Long range shooting from the remaining 2 tactical squads kills all but one Incubi and fails to wound Vect in a final act of defiance.

TURN 4

Vect and the Incubi move and run toward the middle squad in order to murder the Traitor. The Razorwing and both Ravagers open fire on the sternguard at long range after moving to start softening them up...killing 4. The rest of my Dark Lances and Blasters engage the Land Raider and it eventually explodes under the massive weight of fire. All his teeth are pulled. Vect and the incubi charge the middle tactical squad with the traitor. Killing all BUT the traitor who gets caught after routing and dies, the marines in the squad all died to Vect and his Incubi buddy. Consolidate toward Sicarius and the final tactical squad on the left flank.

His sternguard try to move toward the fight as there are no targets for his short ranged melta. It's useless though...they are out of the fight. Sicarius and his squad move into rapid fire range and kill off the remaining incubi and bounce off of Vect's defenses. They are now within range though for a charge.

TURN 5

Vect charges the Remaining Tactical squad after they get softened up a bit by my raiders and various squads. Another 4 Sternguard Lanced off the board. Vect kills all of the Tacticals that are left after the support fire. Sicarius 'Coupe de Grace' bounces off of Vect's shadowfeild.

My opponent is ready to quit at this point....I say, it's almost over..for sake of the tournament, lets just finish....

Sicarius murdered by Vect.

TURN 6

My army moves into firing position and positions on terrain peices for extra points. My traitor's raider enters his deployment zone, I then finish off his remaining two Sternguard for a Table.

It's something like 19 or so kill points (due to the dead Traitor) to something like 2 or three. I max out on the bonus points for a big win.

27pts gained

GAME 2
Grey Knights
Modified 5 Objective Mission

My Opponent's army

HQ
Draigo

ELITE
Venerable Psyfleman
Venerable Psyfleman

TROOPS
Paladins x 4 with full kit
(10)Strike Squad w/2xPsycannon, Hammer on Squaddie
(10)Strike Squad w/2xPsycannon, Hammer on Squaddie

FAST
(10)Interceptors with 2xPsycannon, Hammer on Squaddie

HEAVY
Land Raider w/EA
Land Raider w/EA
Land Raider w/EA

Again my opponent wins the dice roll for initiative. Weighs his options and decides to just take second turn rather than get siezed on. He also wants to be able to react to objectives on the final turn. He's playing his old "Water Style" army adjusted for the new codex.

I deploy up close counting on him not seizing. I do take some cover for my important assault units, but overalll I'm looking to storm his side.

He's able to find solid cover for both of his Venerables. His land Raiders are also sitting back to soften me up with lascannon fire. I see that I'm going to have to finagle shots to just get them out in the open to deny cover. The venerables are going to be a huge problem that I can see. I'm sort of wondering how I'm going to shut down those fortitude vehicles.

My opponent doesnt attempt to seize...he really wants second turn.

TURN 1
With nothing on foot except the interceptors and him taking refuge in his Land Raiders, I have to open up some vehicles and pray to get lucky with some shooting. I don't hold back and move up in order to get EVERYTHING in the fight and shooting. I need to kill some vehicles. My Assault wyches and Vect's Raider Turbo up into his face pretty much against his board edge. My Razorwing fires all missles and two dark lances at the Interceptors. (they're a BIG threat in this mission, and they're visible) The razorwing's missles are almost all dead on and I kill 8 of the marines. They get finished off by a blaster and Splintercannon from a Kabalite Raider Squad. The remainder of my firepower pours into the riflemen and landraiders. Shooting is horrible. 21 Dark Matter weapons net me a Shaken Venerable, and a Stunned Land Raider.

He fortitudes his Land Raider and his Psyfleman. Great, his vehicles are at full power. One Land raider moves 12" and shakes a loaded raider going for the objective on my Left (a 2 pt one). Both wych raiders go down, one crash kills 8 wyches (at this point I'm vowing to convert them to bloodbrides and bring the Haemonculus from now on), the other Crash kills 4. Vect's raider is immobile. One Ravager Explodes. Yuck.

TURN 2
I'm unsure what to do. I've got doubts as to being able to pop a Land Raider but I'm determined to try. I maneuver some raiders for a few shots at the one closest to Vect. Vect and friends dismount and take cover in the crater from the exploded Raider of the stronger wych squad. That squad moves in between the two venerables ignoring them...going for Draigo's Raider to strand him on foot WAY back in his table quarter. My tiny 2 man wych squad goes to try and tie up a venerable from shooting. Vect is ready to fleet out of his crater in case of a lucky Land Raider Explosion. My entire army shoots and Immobilises Draigo's Land Raider. I get lucky and Exlplode a Venerable...which rerolls to a Shaken. I think I may have stunned the Land Raider going for the Objective on my left with the Kabalite squad that dismounted to take it within the ruins. Bleh. Oh well, my small wych squad charges and does nothing to the venerable. But they do not lose anyone and remain there to keep it from shooting. My larger wych squad charge and explode Draigo's Land Raider. FINALLY a RESULT! Draigo are tied up for a minute. Hopefully I can keep them in this area of the table.

On his turn he shoots the offending wyches off the table with Draigo and his paladins. He moves his LR on the Left down to challenge my claim on the objective...stunning a Ravager. He also knocks a truborne squad down to 1 after they gtg. Some lucky cover saves and poor target selection make these my only losses. My wyches remain in combat with the venerable dread...losing one but getting a haywire hit on it to shake it. Draw.

TURN 3
I decide I MUST do something with Vect. I move out and move to where I can charge either the contents of the remaining Land Raider in his deployment or Draigo and company after a fleet move. I wind up running toward draigo for the charge but decide against it after doing some quick mathhammer in my head. Vect and company are looking stupid with nowhere to go. Oh well, I'll recieve Draigo's charge and hope for the best. I move my Raider down by the left objective in a position so as to box in the Land Raider unless it wants to risk Dangerous terrain tests. (which I know my opponent is loathe to do) I take a few blaster shots at it and knock off a lascannon. Another lascannon get's knocked off of his other Land raider. My wych holds the Venerable up for another turn of combat...at least she's working out.

Draigo moves to charge Vect and the Incubi the LandRaider on the left objective finds it cannot move out of the box and dismounts it's contents ...they move thru ruins to fire at my squad on the objective. Killing 2 after cover saves. The land raider stuns the raider blocking it in. One trueborne unit on foot is destroyed by fire....all other fire goes into Vect and his incubi. They take some casualties. Draigo and company charge. Take a few wounds with Draigo himself taking 2. Vect is unscathed but Haemonculus and Incubi get hurt bad. 2 Incubi survive. My squad rolls an 11 for leadership...they get away but are under 50% for Rallying. AARRRAAGGHHH!!! Grey Knights charge my Kabalites on the objective. I get lucky and kill 2. They're robbed of attacks thanx to my Phantasm Launcher and only kill 3. I stay in combat.

TURN 4
Vect runs
I manage to explode the Land Raider toward the objective on the left with a single trueborne blaster shot...the lone gunman. I back my Fighter WAY off for a last turn objective Grab/contest. I knock another lascannon off of the Raider above...that's about it. My Kabalites in combat manage to hang on for another turn of combat losing a few but killing another marine. Again, I hold up his one psyfleman with my wych.

For some reason my opponent still see's Vect and the Incubi as a threat and Draigo along with the Rifleman shoot at him. He kills a single Incubi after saves. I was SO hoping for both to die. He manages to finish off my Kabalite squad actually running them down. He consolidates onto the Objective.

TURN 5
I need to be very careful at this point to win the game. Vect routes again...but just a very little distance. I make sure my razorwing is REALLY far from the fight...but close enough to contest the far left objective. I move the dead kabalites raider to take a shot at his remaining land raider. My Other two Kabalite raiders grab up their kabalite passengers and move 12" to be in easy distance of the middle and upper right (another 2pt) objectives even if the raiders go down. I press with my remaining raider and Ravager. Amazinglyl...my wych STILL refuses to die...holding up the Psyfleman another turn. My far left raider also immobilises the last land Raider on his own objective....no more threat there. Only Draigo and his paladins are a concern...they 'could' be able to contest the middle. My wych finally dies to the Psyfleman's attacks. That's about as good as I could've expected of her. She did well.

He manages to blast my last Ravager off of the board. His shooting was pretty bad so that's all he manages...he wanted the fast vehicle dead. The rest of his army moves up to push the center. He's taken too long to get out of his quarter...I see that I've won at this point.

TURN 6
NIGHT FIGHT!
I maneuver as far away from his forces as possible but remain with my loaded Raiders on the center and far right objective. This will gain me 6 Objective points if I can hold them. I don't see how he can get to me. My Razorwing hits the afterburners and rocket's about 36" to get close enough to the left objective to contest it, again, trying to remain far away as possible from his main forces. Vect routes again, on top of the same objective. We discuss whether or not he can contest it being broken. He's counting as destroyed for VP purposes, but otherwise he's still an enemy model on the board. We decide that he CAN contest. I move my remaining 2 Raiders close enough to his home objective to contest it. Those vehicles along with the SINGLE Trueborne also box in his terminators and two Dreadnoughts. This just won me the game. There is nothing he can do to get me off the centre objective, and my raider on the right is WAY to far away to shoot it during nightfight.

He fights tooth and nail to blow up the remaining raiders on his objective. One Explodes but the other is nothing more than a weapon blown off and stunned. He multicharges it missing the raider but killing the trueborne. His consolidate does nothing. His troopers on the left objective shoot at but do nothing to the razorwing.

6 objective points to 0. Massacre. I recieve an additional bonus point for having a unit (a raider) in his deployment zone.
We note that I only scored 800 vp's off of him while he blasted 2000 pts of my army off of the board. Dark Eldar maneuver for the Massacre. Cool!

GAME 3
Slannesh Chaos
Victory point battle

My Opponent's army

HQ
Daemon Price with wings and some Psychic stuff
Sorcerer

ELITE
5xTerminator's all combi-Plasma'ed out
3xTermicide terminators with Combi-Melta
(6/7)Slannesh Vets with Meltaguns in Rhino

TROOPS
BIG squad of Daemons
8-10 Noise Marines
8-10 Noise Marines with a Rhino
8-10 Noise Marines with a Rhino

FAST
8 Slannesh Raptors with Vet w/Lightning Claws

HEAVY
Close Combat Defiler (but still with cannon?)
Defiler

My opponent wins the roll to go first. He decides to put his sorcerer in a troops's rhino in the middle of the board...really out of any terrain.

I set up nothing on the board deciding to bring everything on, on turn 1.

I roll to seize....'5'....my opponent is dumbfounded when I tell him that I actually seize on 4+. He acts almost as if I should've told him. He saw my armylist beforehand. The fact is that lack of attention to detail and lack of knowledge of his enemy handed me this game in the form of a complete and total slaughter. So here we go....

TURN 1
ALL my stuff comes onto the board. My three assault Raiders zoom up and stop dead in the middle of the board. The rest of my army moves to shoot the middle unit off the planet. Night fighting serves me well. The Rhino explodes to my second Darkmatter shot. I then launch all missles at it to kill off the squad. I finish the sorcerer off with lance after lance after lance and wait for a bad cover save. I get it with a truborne squad shooting him.

He's a little demoralised at this point but still has plenty of teeth. He's still not paying attention though...maybe due to this loss. the only real targets are my assault raiders. He asks me what is in one of my raiders and I tell him "Wyches"...he assumes they are ALL filled with wyches and deploys. His defilers forget that the first turn is night fight and deploy too far away to shoot at the raiders. He manages to stun my Hydragauntlet wyches. He ignores vects raider completely. All of his marines are on foot behind a bastion of sorts....easily in assault range.

TURN 2
Vect moves out. I set up a devious charge on the raptors and the Daemon Prince who are RIGHT next to each other....all tightly packed. My Shardnet wyches move out so's they can 'net them a defiler and hold him up for the game till I finally Haywire it dead. Trueborne remount their vehicles and everything moves into blaster range of the defiler I don't plan on charging. My shooting, again this game, is starting out pretty crappy. I manage to blow the cannon off of the close combat defiler and stun it...yippee. I put a wound on the daemonprince though to sofen him up a bit for vect. Everything is in good position now in the middle of the board. My next turn will be a knockout punch....but I'm also waiting for his deepstrikers..... Vect Charges along with his squad. I'm charging into terrain so my Incubi are going last, but at least they have FNP. I put vect on the Daemonprince, I connect my IC Haemonculus base to base with his lightningclaws Raptor sgt so as to prevent lightningclaw attacks into the valuable Incubi...the rest of the incubi pile into the rest of the Raptors. Vect goes first and knocks the DP down to a single wound...and takes none in return thanx to the Shadowfeild. The Lightningclaws make short work of my Haemonculus, but the rest of the raptor attacks do nothing to the 3+ save with FNP Incubi. Incubi massacre the entire raptor squad dead! The Daemonprince dies to his Fearless wounds. My squad is down only a Haemonculus and now is maxed out on pain. My opponent is shaking his head as to the "brokenness" of the beatdown I'm bringing. (even though HE'S the one screwing up) Losing two expensive squads and his two HQ makes him feel like he's already lost...he's not far wrong. My wyches manage to knock the cannon off of the defiler they charged but lose a girl. Draw combat. Vect and his boys consolidate taking cover on my side of the bastion. They brace for his firepower.

My opponent gets all of his reserves except for his daemons. Since I am in the middle of the board it doesnt matter much where his Vets come on but they move on just a little bit and pop smoke. Later he realised this was another mistake b/c he was confusing Nightsheilds and flickerfeilds and which of my vehicles had what. He could've knocked a raider down but instead smoked the loaded rhino. His defiler, in the face of tons of darklight and poor terrain for hiding a huge model, decides it's a better idea to get rid of the wyches holding down it's brother...mistake. Suicide terminators and Oblits deepstrike behind my lines to target the Ravagers. Plasma terminators hit bang on target to light up the Incubi. Terminators do pretty big damage mowing down 6. His two noise marine squads plink away another and we have a discussion on what is the "Best" save to use against a bolter round...a shadowfeild or a Ghost Armour with FNP. Obviously...being a Dark Eldar player, I opt for the Ghostarmour but he disagree's. I roll the saves to see if it matters...and roll a 1. Rather than argue the ambiguous rules I agree to a 4+ to decide who's right. Vect Loses his shadowfeild...a casualty in and of itself. Suicide terminators knock two weapons off of one Ravager, the Oblits Explode another. His assault phase see's his defiler charging my wyches. He lumps all of the attacks together and kills another wych...my dodges take care of the rest of the wounds. I stun one defiler, doing nothing but giving me '1' for combat res...a draw combat again. Both Defilers locked down.

TURN 3
I prepare to pull the rest of his teeth. My army moves clear of his Melta Vets in order to blaster/darklance his oblits and terminators off of the board. I spread a little more shooting around as well. My Combat Drugs result was a pain token on both of my wych squads so I can split pain up enough that vect leaves the lone incubi with two taking one for himself....the lone incubi circles the bastion and fleets a little further so as not to move thru cover for an assault into a full unit of noise marines w/o a power weapon. He plans on taking them all on by his lonesome. Vect, after leaving the incubi, joins along with his pain token to the hydragauntlet wyches. He needed a new bodyguard to tackle the big terminator squad. Some token shooting takes one of those terminators out. Blasters wax the suicide terminators and oblits. I do another casualty to the squad about to be charged by the Incubi. Incubi charges the squad...and kills two with his furious charge. They barely kill him with a return wound. Awww.... Vect and his girls charge the terminators and kill all but one of them after wound allocation. He swings his powerfist at the Shadowfeildless Asdrubael Vect...to which I say "no problem" I've got ghost armour with a backup 6++ invuln, and right on cue my WC club dice rolls up a bright yellow "PIMP" which is what my 6's are replaced with. I hold my arms up in the air gloating in victory! (you gotta admit that scene was awesome) The dejected terminator faint's from disbeleif. (or get's run down by my wyches for the layman) I consolidate along the bastion again...still facing two units of noisemarines. The defilers fight my wyches still to a standstill, inflicting two wounds that get dodged.

He moves his meltavets under one of those landingpads and disembarks to take a shot at an empty raider. His remaining noisemarines then open fire on vect with doomsirens and all the shooting....they wind up killing something like 6 of the wyches and wounding vect once. His Vet's immobilise my raider and blow the weapon off. His Noisemarines then charge vect and the wyches. On their charge Vect kills off the remnants of the squad that the incubi softened up....the other squad get's punked losing two guys b/4 they swing from the wyches...they kill a wych, and lose another to combat res. Right about now Vect is looking like Sauron wailing on allied elves and men in the beginning of the first LotR movie. Swinging his mace back and forth with bodies flying out with every swing! Defilers do another wound, which i dodge, yawn!

TURN 4
I maneuver my army since the only threats left are two defilers and a single squad and I've yet to lose anything substantial, I've almost wiped him out and all I've lost are a ravager, the Incubi and my Haemonculus! I maneuver savely at range and open fire exploding both of his rhino's and working the vet's down to 4 guys after their cover saves. Vect Finishes off the rest of the squad before they swing back....more bodies flying. Vect think's he's Brad Pitt for a second "IS THERE NOONE ELSE!!??", and consolidates closer to his transport after he see's no more victims to feed his thirst for pain and suffering. Defilers and wyches again....draw combat. No casualties.

He try's to preserve his troops rather than just giving up and commiting suicide. They hide deeper into cover. His Daemons arrive in the nick of...nevermind. They materialise next to my immobile Raider in an attempt to do SOMETHING. They charge and wreck it trying to take cover behind the wreckage. His defilers finally get a wound in and my wyches decide to run....no big deal...they did great! They're not caught but have a long way to go in order to get clear of the defilers and the now materialised daemons in order to rally. His defilers both attempt to take cover behind whatever terrain they can find.

TURN 5

I maneuver all my vehicles and disembark all of my kabalites in order to rapidfire on the 15 or so daemons that just deployed. I make sure to have lance shots on the defilers as well. I blow the autocannon off of the regular one, and wreck the CC defiler with Darklances. Rapid firing slaughters all but two of the daemons. I take a couple of pot-shots at the hidden Vets who take two casualties and the remaining two guys break and run.....

With the game lost, he does what he can and attempts to charge his daemons into cover against one of my disembarked units of Trueborne. They strike first due to initiative and kill one of the daemons. The daemon kills two of them but they hold fast. His defiler breaks cover and Heavy flamers one of the Kabalite squads burning all but the Sybarite...who stays frosty.

Due to random game length we have to roll to continue. My opponent rolls a '2' and the game ends.

I massacre with 23 victory points. Leaving me in EASY lead of the rest of the pack sitting on 71 victory points for the day.

So I qualify for the Semi-Finals one StormRaven richer.

I don't think I'll be using Dark Eldar at the Semi-Finals but I cannot say for sure until I see the missions. The missions played on Saturday were HEAVILY tilted in favor of a fast-moving attack force that need's to not get shot up on turn 1. Night Fight in all three missions was rather unbalancing I would have to say. It was a GREAT boon to my forces and allowed me to deploy without fear in two of my games. No Scout moves only makes it easier. I don't figure they'll got this way during the semi's but if they do I'll probably bring Dark Eldar again. This time with the models that I need to feild the force I actually want and Haemonculi escorting bloodbrides with haywire and 3 special weapons each. Vect obviously will stay but other changes will be made.

All in all, even though I hammered my opponents really badly, I had a lot of fun and it was great to stretch my legs and actually get some games in after so long. It was a nice warmup and nice flexing of my brain muscles to get me in "40k mode" for NOVA. I'll have to take some pics there to put down a good tournament report being that I'll be playing a total of 8 games that weekend but we'll do our best. I'd like to document that as well with my first big tournament outing with my Grey Knights.

Hope you enjoyed reading this....and remember....SHOOT Vect...he will kill you!

This message was edited 1 time. Last update was at 2011/08/15 17:04:58


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Nice batreps. Appreciate the detail. Vect is a fricken animal.

We discuss whether or not he can contest it being broken. He's counting as destroyed for VP purposes, but otherwise he's still an enemy model on the board. We decide that he CAN contest.

Interesting. 5ed has rules for this for standard missions, but whether ard boyz was suppose to use those rules is anyones guess.

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BRB pg 90 wrote:In standard missions, as soon as the game ends and
before working out victory conditions, all units that are
falling back are removed and count as destroyed.

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Good thing in the end it didnt matter....

Good to know for the future though.

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I set up nothing on the board deciding to bring everything on, on turn 1.


Am I missing something? How is this possible?
   
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Dawn of War missions...

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Great reps, and congrats. Will you have your preferred list for the semi's?

Deadshane1 wrote: The Fighter was an untested new addition and I'd never used one before. The model is absolutely stunning and is on my "next to paint" after I finish my Grey Knights for NOVA. After this weekend I'm totally gay for this model. It performed so admirably and gave me so much more than a third Ravager would have. I think one of the key's to using this model is NOT to save the missles. USE THEM ALL AT ONCE and take out a unit. Get as many points back on that investment as fast as you can and anything it takes out after that is gravy. After the missles are gone it's somtimes considered a low priority (as a weakened ravager). It can then sit back and wait to zoom out 36" and contest. I love this thing.


I couldn't agree more. It's a great vehicle, the first turn shock and awe of the thing is immense. Have you toyed with other missile options? (I still think that Monoscythes are the most useful....)
   
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Nice work; congrats. To take nothing away from you, but as a DE player, I would have been drooling over those matchups. But then, such is the way with the prelims in Ard Boyz.

 
   
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I have to also agree on your assessment of the Razorwing. I've used it in 4 games now and it delivers just a brutal amount of pwnage to a target. I'm a huge fan of the shatterfield missiles. Scoring 36 wounds at times makes me giggle like a little school girl.

   
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Always knew the DE were disgustingly inbalanced (to powerful) simply to make GW sell more damn bananaboat boxes.
So far no one has been able to prove me wrong.

I sincerely hope the 6:ed rules will hurt the DE vehicles because the army is broken and boring.

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I have found one opponent to DE that I do not like. Deathwing. All that 2+/3++ save with 5 or 6 CMLs backing him up was absolute death. I think I had every vehicle a smoking wreck by the end of turn 2 for 2 typhoon speeders and a small handful of white terminators to my credit.

That being said, kudos to taking DE to the party. I would not have taken them as I consider DE a bit of a roll of the dice. You dominate 5 out of 6 matchups but there is that one that it seems you can't hit or opponent gets some lucky pens or glance rolls and you are thrown off your game.

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@pyriel: i dont agree that DE are broken - though they can be powerful, and i certainly dont agree that they are boring...! Its an army that brings a lot of action and close quarter fighting + mobility to every battle, not boring in my book.
Even if you think DE are boring/broken, no reason to bring that up in this nice batrep. Why not just start a separate thread to discuss that?

@OP, thanks for posting. I like your list a lot. Good luck with ard boyz. I agree that these 3 match ups imo also look very good from a DE (or mechdar for that matter, which i play) perspective
   
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Pyriel- wrote:Always knew the DE were disgustingly inbalanced (to powerful) simply to make GW sell more damn bananaboat boxes.
So far no one has been able to prove me wrong.

I sincerely hope the 6:ed rules will hurt the DE vehicles because the army is broken and boring.


I know losing sucks, but try to keep it in perspective. Our vehicles were effectively useless for all of 4th edition and we went like, a decade without a new codex. You tend to either win big, or lose big, with DE.
   
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Pyriel- wrote:Always knew the DE were disgustingly inbalanced (to powerful) simply to make GW sell more damn bananaboat boxes.
So far no one has been able to prove me wrong.

I sincerely hope the 6:ed rules will hurt the DE vehicles because the army is broken and boring.


Wait, I thought it was Imperial Armies which were overpowered and broken so GW could sell more Vendettas/Razorbacks/Dreadnoughts etc?

I'm confused...

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Yea, DE are totally broken.

That's why in game number 2 I got my but handed to me on a platter "battle"-wise and only won thru maneuvering and outplaying my opponent.

If you think DE are completely broken, you need to learn to play better. It's actually an extremely well balanced codex.

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could not agree more to the above...

Tbh a lot of battles really aint easy matchups, and you always need to think, DE break on the first touch, wear paper armour and ride in paper boats...

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Good job on the wins, though I must say the lists you fought against were not exactly fearsome in any way.


Good luck in the later rounds! I'd love to see DE win the whole thing.

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ph34r wrote:Good job on the wins, though I must say the lists you fought against were not exactly fearsome in any way.


Good luck in the later rounds! I'd love to see DE win the whole thing.


I tend to agree....unfortunatly.

Hopefully the Semi's will be a tougher proving ground.

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I feel like DE got hosed in their newer codex. They can no longer get blasters on their wych squads, and in general wyches were nerfed. I also miss the mass negative ld modifier that the grenade lauchers gave. Lelith got a minor nerf, losing here nice combat drug ability, and combat drugs themselves(12" assault? FCK YEAH). Last, but not least the nerf of our disintegrators from plasma cannons.

I'm glad that someone was able to get a triple massacre(although if Vect had gotten blown up in the 1st game I think it might have been a different story).


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Note: Defilers can not replace their battle-cannon with anything. Only the flamer and autocannon.

This message was edited 1 time. Last update was at 2011/08/16 22:17:23


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I think the disintegrator downgrade is all that really irritates me about the new codex... and not being able to put my haemy on a bike into play.
   
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Deadshane1 wrote:Yea, DE are totally broken.

That's why in game number 2 I got my but handed to me on a platter "battle"-wise and only won thru maneuvering and outplaying my opponent.

If you think DE are completely broken, you need to learn to play better. It's actually an extremely well balanced codex.


I agree, the DE are an all offense codex. You sit back at your own peril with DE. They are made to alpha strike or play aggressive the entire way. I play the least aggressive DE with a predominance of kalabite warriors but I find I am unloading raiders within 12" with them to get the rapidfire range to devastate the opponent. Nothing in the DE codex can play sit back and defend.

Because the DE are so offensively oriented, I do find you know which way the game is going to go by about turn 3 at the latest. I have never been able to come back and pull one out in the late game and I have never seen an opponent do it to my DE likewise.

I think the comments that it is broken come from the fact that a DE play so aggressively, an opponent has to have tactics that are modified to face DE. For instance a firepower Marine has to have excellent target priority discipline because he is only going to have one maybe two turns to affect the DE assault instead of 2 or 3 turns that he would against most opponents. Wyches can neutralize big CC elements so his one command squad or one terminator squad can easily be distracted for 2 turns while the DE eliminate everything else. Reavers mean you can't leave an unsupported unit of sternguard or devastators anywhere on the board because the DE will be able to decimate it with bladevane attacks. I think the "brokenness" of the DE is more a matter of your opponent cannot count on using the same-old same-old tactics that he can roll out against every other opponent.

This message was edited 1 time. Last update was at 2011/08/17 15:02:18


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Pyriel- wrote:Always knew the DE were disgustingly inbalanced (to powerful) simply to make GW sell more damn bananaboat boxes.
So far no one has been able to prove me wrong.

I sincerely hope the 6:ed rules will hurt the DE vehicles because the army is broken and boring.



I'm going to have to disagree with you there. The codex IMHO is the best 5th edition book. It is completely balanced...offers many good builds and has exploitable weaknesses. All of that means is that it was well written. I'm hoping 6th edition will end all parking lot armies. THAT is what is boring.

   
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Good battle against the grey knights. The new grey knights are definitely a challenge for DE. But he needed to play aggressively in order to pull off the win against you especially in seize ground missions. That is one of their greatest weaknesses - lack of mobility in a non-raven GK build.


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Did your list have the ability's of vect on it? If not you should of told him.

Its like not telling someone a ctan phase blade ignores invulnerable saves. A douche move.

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ChocolateGork wrote:Did your list have the ability's of vect on it? If not you should of told him.

Its like not telling someone a ctan phase blade ignores invulnerable saves. A douche move.


wysiswyg for a reason- if you don't know what something is or does and yet it is clearly represented (in this case, the Vect model, obviously a special character), I think you have the responsibility to ask. After all, I don't expect someone to describe to me what their boltguns do- I know from experience. If there is something you don't know, it's your job to find out or suffer for it. I have no problem going through my army unit by unit to describe what does what to someone who doesn't know, but willful ignorance is another matter entirely.
   
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I think Shane's just big fat cheater. Not telling his opponents all his tricks

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CaptKaruthors wrote:I'm going to have to disagree with you there. The codex IMHO is the best 5th edition book. It is completely balanced...offers many good builds and has exploitable weaknesses. All of that means is that it was well written. I'm hoping 6th edition will end all parking lot armies. THAT is what is boring.


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This message was edited 1 time. Last update was at 2011/08/17 18:32:46


 
   
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Evocatus wrote:
ChocolateGork wrote:Did your list have the ability's of vect on it? If not you should of told him.

Its like not telling someone a ctan phase blade ignores invulnerable saves. A douche move.


wysiswyg for a reason- if you don't know what something is or does and yet it is clearly represented (in this case, the Vect model, obviously a special character), I think you have the responsibility to ask. After all, I don't expect someone to describe to me what their boltguns do- I know from experience. If there is something you don't know, it's your job to find out or suffer for it. I have no problem going through my army unit by unit to describe what does what to someone who doesn't know, but willful ignorance is another matter entirely.


There is no wysiwyg for special abilities. Its not willful ignorance if you never expected him to have an ability like that. Not everyone has or should have the majority of codexes, if he had never versed a Vect before how was he supposed to know that it would have an ability of such pre-game importance. Something like that you should tell your opponent. Although i agree he should of asked, its not sportsmanlike to punish him with a 50% chance of total destruction becuase he doesn't know one of a thousand special rules and maybe forgot to ask.

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ChocolateGork wrote:
Evocatus wrote:
ChocolateGork wrote:Did your list have the ability's of vect on it? If not you should of told him.

Its like not telling someone a ctan phase blade ignores invulnerable saves. A douche move.


wysiswyg for a reason- if you don't know what something is or does and yet it is clearly represented (in this case, the Vect model, obviously a special character), I think you have the responsibility to ask. After all, I don't expect someone to describe to me what their boltguns do- I know from experience. If there is something you don't know, it's your job to find out or suffer for it. I have no problem going through my army unit by unit to describe what does what to someone who doesn't know, but willful ignorance is another matter entirely.


There is no wysiwyg for special abilities. Its not willful ignorance if you never expected him to have an ability like that. Not everyone has or should have the majority of codexes, if he had never versed a Vect before how was he supposed to know that it would have an ability of such pre-game importance. Something like that you should tell your opponent. Although i agree he should of asked, its not sportsmanlike to punish him with a 50% chance of total destruction becuase he doesn't know one of a thousand special rules and maybe forgot to ask.


My point was that he is clearly a special character... all of which have special rules or equipment. I'm never really so confident of victory that I don't feel the need to ask what your special character can do, unless I already know.
   
 
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