Got a game in with Craig last night, not played him for a bit. Craig is a very good player and brought Guard, I thought I'd use my Dark Eldar as a real challenge, plus Craig know D.E too as he has been playing them since the current codex come out - a lot longer than me then as this is my 4th game with them if I remember right.
Dark Eldar
HQ
Haemonculus - webway portal, liquifier gun & venom blade
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 - 2,000 points
HQ
Company Command Squad w/ Chimera - 4 x meltaguns
Company Command Squad w/ Chimera - 4 x meltaguns
Troops
Platoon Command Squad w/ Chimera - 4 x flamers
Infantry Squad - flamer - Commissar
Infantry Squad - flamer
Special Weapons Team - 3 x flamers
Special Weapons Team - 3 x flamers
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns
Fast Attack
Vendetta
Vendetta
Hellhound
Heavy Support
Manticore Rocket Launcher
Manticore Rocket Launcher
Griffin heavy mortar
* All tanks have hull heavy flamers
Game: Spearhead + Annihilation
Deployment
I lost the roll off and Craig chose to go first deploying in the top right corner. He castled up everything against the board edge with his artillery against the board edge then all Chimeras out in front. He deployed the Platoon mostly inside a a ruin. Vendettas were deployed in front of the Chimera wall with the SWTs inside.
I deployed majority of my Venoms around a large ruin to get cover while two Trueborn Venoms with noe carrying the Haemonculus behind the large shrine ruin, a Ravager deployed with them to support.
* Tactical Notes
Going second against Imperial Guard isn't fun so I will try and seize the initiative, not got good chances but better than nothing. In my first turn if I don't go first I'll have to stand the artillery barrage, which I am hoping for some scatters. I'll then move majority of vehicles flat out to get close to the Guard and use the large ruin by the Guard force for cover. My targets in this game will be the Vendettas and the melta units, ordnance will be a pain but I'll have to take those as they have got cover.
Turn 1
Craig does his scout moves with both Vendettas going flat out and coming towards me. I roll to seize the initiative but fail.
Guards first movement turn sees Craig move one Vendetta around the shrine to get
LOS. Everything else holds position.
Shooting one Manticore along with the Griffin fires at the Haemonculus Venom, after saves the Venom is crew stunned. The other Manticore fires at the large group of Venoms, it scatters about and mostly gets half strength hits which either do nothing or get saved by flickerfields. Vendettas open fire one at the Haemonculus Venom which makes the flickerfield saves while the other Vendetta blasts the Ravager which also makes the flickerfield saves.
My first turn I bail the Haemonculus out the Venom and walk through the building and out the other side, Trueborn bail out the stunned Venom keeping the pain token ready to gun down the Vendetta. All Venoms move flat out towards the Guard while one stays behind to support the other two Trueborn Venoms and Ravager. One Ravager moves down with the Venom fleet while the other Ravager stays to blast some Vendettas.
Shooting one Vendetta takes 11 dark matter shots and eventually goes down in flames, SWT takes 4 wounds in the explosion, they then get blasted by splinter cannon fire and are destroyed. The other Vendetta takes 4 dark matter shots and is immobilised.
Kill points - Dark Eldar: 2 Imperial Guard: 0
* Tactical Notes
Ok not a bad first turn as I've scored two kill points, which btw I forgot we was actually playing! Doh! I'm a bit annoyed though that the Vendettas especially one of them asborbed that much fire power to kill it. I was actually hoping to take them both out along with the squads inside.
My plan next turn is to take out the immobilised Vendetta and squad inside while the blasters start firing on the melta units which aren't far away.
Turn 2
No movement from Craig, he keeps everything static.
Shooting the immobilised Vendetta fires at the Venom supporting the stunned Trueborn Venom and after cover save it explodes, Trueborn inside all die. Griffon rains down on the exposed Trueborn and wipes them out, their Venom explodes and the Haemonculus is fragged thanks to Manticore fire. Multi lasers, Manticores and plasma guns fire at the oncoming fleet of Venoms, I get lucky with cover saves and only a single Venom is destroyed with a Trueborn dying in the explosion.
I roll for reserves for Beastmasters and none of them arrive out the portal.
I move Venoms further down the flank 6" to use the blasters while I move the Ravager by the two smoking Venoms up to get better
LOS on the immobilised Vendetta. A Venom comes behind slowly to support the Ravager while the two other Ravagers move behind the Venom fleet to get
LOS and into range better.
Shooting the remaining Trueborn on foot near the Guard blast a
CCS Chimera, get two penetrating hits but the tank makes cover saves. I fire another blaster but it misses and then find out the remaining blasters are out of range, great. Three Ravagers and a Warrior blaster manage to pop the immobilised Vendetta along with weapon destroyed, SWT fails pinning test.
Kill points - Dark Eldar: 3 Imperial Guard: 6
* Tactical Notes
Not a very good turn for me this one. The immobilised Vendetta took 10 dark matter shots to take down and I wasn't able to gun down the surviving Special Weapon Team, though at least they are pinned. I did do well on cover saves considering all the fire power Craig has fired at me, though he's got a lot of kill points thanks to exposed units i.e Haemonculus and Trueborn.
My plan next turn is to kill that SWT though I'm probably going to have to use a Beastmaster unit to do it looking how far away Craig's units are. I'll move my Venoms up to get into blaster range and go for melta units while the Ravager move up to get into range.
Turn 3
Craig once again stays static.
Shooting he fires his Manticores into the Venom fleet along with multi lasers and plasma, after the dust has cleared he has taken out three Venoms and destroyed two Warrior squads, one fails morale and runs off. He uses the one of the other Manticores to long range fire the Venom by the shrine and it explodes, squad takes morale test and fails falling back.
My turn I roll for reserves and a single Beastmaster unit arrives and moves to the SWT.
I regroup both falling back units and move onto into the large terrain pieces in my deployment zone while the other fails to run close enough into it. I move the three remaining Venoms flat out behind a ruin on my board edge while the two Ravagers move up.
Shooting I fire Ravagers at Chimeras, two at the melta
CCS while another at a plasma Veteran Chimera. The Veteran tank is immobilised and crew stunned while both
CCS are crew shaken while one is immobilised.
In assault Beastmasters tear up the SWT with a single rending wound and 17 other wounds.
Kill points - Dark Eldar: 3 Imperial Guard: 12
* Tactical Notes
Oh is all I have to say on this one. Looks like my alliance with the dice gods for cover and flickerfield saves has failed. At least I've gone flat out to get cover save next turn.
Plan, erm, plan has failed :(
Turn 4
Again Craig remains static, only thing which moves is the Hellhound which has finally come out to play.
Shooting the Hellhound and Griffon along with a single multi laser make short work of the Beastmaster unit and instagib the lot. More multi lasers and plasma blast the Ravagers and Venoms, worst results I get is stunned on a Ravager, two weapon destroyed results on Venoms.
I call for the other unit of Beastmasters from reserve and surprise surprise they don't come on...
I move the Venoms out to get into blaster range while the solo Ravager moves across the Craig's table edge to target the Hellhound.
Shooting I blast the Ravager at the immobilised plasma Chimera and it's wrecked, squad passes pinning test. I fire remaining dark matter weapons at Chimera in front of me and I don't think I do anything - boo :(.
Kill points - Dark Eldar: 4 Imperial Guard: 13
* Tactical Notes
Well that was another bad turn. I had limited fire power as it is due to lost units and a stunned Ravager, and now nothing happens even when firing on side armour of one Chimera. To add insult to my dice rolls the Beastmasters failed to arrive from reserve.
My plan is to take out as many Guard stuff with me and unless I can get some serious points in the next turn the game is probably lost :(.
Turn 5
Craig moves his Chimeras out so Beastmasters won't auto hit and he can get into melta range and double tap plasma range.
Shooting the Hellhound blasts the remaining Trueborn still by the large building by the Guard and only kill two, multi laser finishes off the survivor though. Multi lasers blast the Venoms and all of them are wrecked or destroyed, one squad fails pinning while the others are killed off.
Beastmasters come in via the portal and roll a grand total of 1 to run.
Movement everything remains where it is.
Shooting I blast the immobilised
CCS Chimera and it's wrecked. I blast another Chimera and it's wrecked also - both squads pass pinning
btw.
In assault the Beastmasters charge and explode the Hellhound.
Kill points - Dark Eldar: 8 Imperial Guard: 19
* Tactical Notes
Bummer. Please send turn 5! lol.
Turn 6
We roll for it and the dice gods dice they have not taunted me enough and the game continues.
Craig rolls out bringing his units into melta range, he issues orders which sees one Ravager destroyed from melta. Last Warrior squad on foot is gibbed by the Griffon. Beastmaster unit gets taken apart by first rank fire second rank fire from the Platoon and mass flamers from the
PCS.
I call it a day as I've got practically nothing left, boo hoo. Guard win with a crap load of kill points to my 8.
Summary
Well that wasn't a very good game for me :( . Even though I started off the game scoring two kill points the dice just wasn't with me as he took 11 shots to take down a single Vendetta. I got some good cover saves Craig's turn 2 and I think turn 4 shooting but after that the dice gods abandoned me.
Mistake wise I think I should have moved all vehicles up to blow up the Vendettas and the SWT. Then move them all down a flank together laying down fire salvo. Thinking about I might have done down Craig's table edge, but I don't think he would have made any difference
TBH.
Craig played really well waiting for me to come close and then laying the smackdown. He stunned the Haemonculus Venom which was enough to delay my Beastmasters.
I wouldn't say it matters too much but the only mistake I think he made was moving those Vendettas closer to me. He lost four kill points from those along with anti tank and anti troop. We did discuss this after and he said he kept the Beastmasters back, though I don't think both Vendettas and squads inside are worth to do that job especially when ordnance could have done the job. I guess it's a moot point as Craig won either way.
Good game in all just a shame the dice wasn't too good, in the last few games they've been rolling high. Can't have it all I guess.