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Made in gb
Tower of Power






Cannock

This battle report is from Thursday last week, so things aren't that fresh in mind, but I am hoping the photos bring it back! I am playing Chris, he is using his Salamanders and came 5th in the recent tournament. I am taking my current favourite army, Dark Eldar, will the melta wreck my open topped Venoms?

Dark Eldar "Kabal of a Thousand Cuts" - 2,000 points


HQ

Baron Sathonyx

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
3 x Kabalite Trueborn w/ Venom - 3 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, 5 x khymerae & 4 x razorwing flocks
Beastmasters - 3 x beastmasters, 5 x khymerae & 4 x razorwing flocks

Heavy Support

Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield


Salamanders - 2,000 points

HQ

Vulkan He'Staan
Forge World Apothecary character-dude

Elites

5 x Assault Terminators - 5 x thunder hammers & storm shields
Dreadnought w/ Drop Pod - multi melta & heavy flamer - Pod w/ homing beacon
Dreadnought w/ Drop Pod - multi melta & heavy flamer - Pod w/ homing beacon

Troops

10 x Tactical Marines w/ Drop Pod - meltagun & multi melta - sgt w/ combi flamer - Pod w/ deathwind missile launcher & homing beacon
10 x Tactical Marines w/ Rhino - meltagun & multi melta - sgt w/ combi melta
10 x Tactical Marines w/ Rhino - meltagun & multi melta - sgt w/ combi melta
5 x Scout - 5 x sniper rifles & camo cloaks

Fast Attack

Land Speeder - multi melta & heavy flamer
Land Speeder - multi melta & heavy flamer

Heavy Support

5 x Devastators - 2 x missile launchers & 2 x lascannons
Thunderfire Cannon

Game: Capture & Control + Pitched Battle.

Deployment

I won the roll off and let Chris go first, both our objectives were placed in top left and bottom right corners respectively, though mine was placed right on the corner and Chris' in terrain about 12" square from the table - I think he might have been getting confused with seize ground. Chris deployed the Thunderfire and Devs by his objective along with a Rhino about 12" away, the other Rhino was put on the right flank on its own. Everything else was in reserve.

I castled up in the bottom right corner placing my Beastmasters in terrain and using the Ravagers to block LOS or hopefully give cover to the Venoms behind.

Chris then infiltrated the Scouts into the centre terrain piece.



* Tactical Notes

It's good going second sometimes, as in objective games this can give me that extra 'turn' to out play the opponent to getting the objectives, but more importantly see how they setup. Another bonus of going second is those Drop Pods come down sooner, which means I don't lose a turn of shooting at them if they got second turn.

I'm expecting both Dreadnoughts to come down first, no doubt they will wreck something so I will have to bend over and take it. I will lance the Dreadnoughts to death and if needed assault with Beastmasters to tie them up. Scouts will eat splinter cannons. Lances will blast that single Rhino on the right flank and then splinter cannons can mow down the occupents. After that I will deal with units as they arrive from deep strike and move over to Chris' objective turn 4.


Turn 1

First turn Chris' Dreadnought Drop Pods land down by my skimmers and scatter away, but still will be in range. Rhino on the right flank speeds 12" down to support them while the other Rhino moves towards my D.E, but it still miles away. Devs have to relocate to get LOS so no shooting for them.

Shooting, both Rhinos pop smoke. Dreadnoughts fire at some skimmers, but both miss even though are twin-linked! Thunderfire drops some blasts on a Ravager and shakes it. Scouts blast a Ravager and manage to damage with rending, weapon destroyed.

Venoms jump about along with Ravagers to engage targets, the shaken Ravager moves flat out to get cover and lands by the terrain piece where I have deployed. Beastmasters move out of terrain ready to engage. Baron splits from the Beastmasters to attack a immobilised Pod

Shooting, Venoms blast the Scouts in revenge for fething up my Ravager and the little punks are wiped out. Lances blast the two Dreadnoughts and Rhino, one Dreadnought goes kerboom! but the other refuses to go down and is shaken. The Rhino takes some damage thanks to smoke saves and is immobilised and shaken.

In assault Beastmasters charge the remaining Dreadnought, a Beastmasters and Khymerae die, but the Beastmasters stay in combat. The other Beastmaster unit fails to make it through terrain to attack the immobilised Rhino. Baron does nothing to the Drop Pod.



* Tactical Notes

I feel like complaining how I failed to pop a Rhino and also a Dreadnought, but I think turn 1 wasn't too bad. Scouts were easy pickings and one Dreadnought is down. The Rhino isn't going no where (unless it repairs) so the squad will probably bail out next turn. I've also got the Dreadnought locked in assault, chances are it's not going to tackle the Beastmasters so I am hoping for some rendings.

Going on what's on the board the moment, I'll splinter the Devs a little bit and splinter the Tacticals in the Rhino if they get out. Anything else will be dealt with when it arrives.


Turn 2

Chris rolls for reserves and everything arrives! Drop Pod with Vulkan and the other Tacticals lands in front of the Beastmaster unit which failed to make combat while the two Speeders appear close to the board edge, Assault Terminators hide behind one.

Tacticals bail out the immobilised Rhino while the other Rhino moves 12" and the Tacticals bail out.

Shooting, Tacticals on the left melta the rear armour of the Ravager with the lost dark lance and it is wrecked. Vulkan and his Boyz fire into the Beastmasters, the beasts lose quite a few models including beastmasters, but they pass morale! Tacticals which bailed out the immobilised Rhino blast Baron but he makes all the shadow field saves. Typhoons let rip with missiles, one causes weapon destroyed on a Venom, but I think that's about it. Thunderfire blasts a Ravager but ti doesn't do nothing while the Devs explode a Venom - two Warriors remain who pass morale and pinning.

In assault Dreadnought smashes a Khymerae, but the Beastmasters hold on. Baron cannot do any damage to the Drop Pod so does hit and run.

My second turn, Baron moves to the Tactical Squad by the immobilised Rhino while Venoms and Ravagers jump about.

Shooting, dark lances and splinter cannons blast Vulkan and his boys, after it is all said and done Vulkan has a single wound left, the Apothecary lives and so does a single Tactical Marine - they pass morale. The other Tactical Squad gets blasted by splinter cannons, three left, who pass morale. Both Speeders get blown up by dark matter weaponry.

In assault the lesser Beastmaster unit charges and wipes out Vulkan and his unit. Baron charges the Tacticals, but they are all safe while the Dreadnought and Beastmasters still battle it out.




* Tactical Notes

I'm doing well so far, I've lost a Ravager and Venom and got a battered Beastmaster unit left, who passed morale. I don't think that's too bad going. Salamanders have just lost Vulkan and another Tactical Squad hasn't got much left. I was hoping to deal with the Dreadnought, but no luck.

Next turn I will torrent the Assault Terminators to death, hit and run Baron so those Tacticals can be shot at and Baron can assault. I will thin out the other Tactical Squad and the Beastmasters can then charge them


Turn 3

Assault Terminators move up to bash a Venom while the full strength Tacticals move into terrain to get cover. I think that's all the movement as everything else is either tied up in assault or carrying heavy weapons.

Shooting, Tacticals immobilise a Venom while the Thunderfire busts open a Trueborn Venom - squad passes pinning test. A Ravager is also shot down.

In assault Baron and Tacticals do nothing to each other and Baron does hit and run to fly away. Dreadnought smacks another daemon-dog, Beastmasters get the rending damage, but does nothing. Assault Terminators charge a Trueborn Venom, they roll badly and best rip off both splinter cannons and shake and stun it.

My third turn, I move the Venoms about so the Assault Terminators don't auto hit while the Trueborn bail out their stunned Venom and form a line so the Assault Terminators have to assault them and no other vehicles. Beastmasters move through terrain to get to the Tacticals inside.

Shooting, dark matter weaponry and splinter cannons half the Tacticals in terrain ready for the Beastmasters - squad passes morale. Dark matter and splinter cannons fire at the Assault Terminators and wipe them out.

In assault Baron re-charges the Tacticals and takes a wound! Beastmasters charge the Tacticals, three remain and it's a draw in combat. Dreadnought and Beastmasters fail to do any damage to each other.



* Tactical Notes

Ok, the Dreadnought/Beastmaster fight is going on a bit now. I was hoping the Beastmasters would have done the job by now and be onto new things. I am a bit annoyed the Terminators took a lot of fire power to go down as I wanted to put some splinters into the Tacticals by the Baron, I guess there's only three of them left, and also Baron is on borrowed time, but at least he will stop them from shooting this turn and they will probably win combat which means I shoot them in my turn!

Next turn I am expecting Baron to die, so I will splinter that Tactical Squad to death. I am hoping the Beastmasters can pull off a win now they are striking with their initiative order and only three Marines are left. I will also start moving Venoms to get to Chris' objective, shame the Venom I wanted to use is immobilise...I'll just have to use another!


Turn 4

No movement from Chris.

Shooting, Thunderfire blasts immobilised Venom, nothing happens to the Venom but a stray shot does kill a Warrior from the two man squad - survivor passes morale. I don't think the Devs do anything this turn.

In assault Beastmasters beat the Tacticals, one survives who fails morale and falls back, Beastmasters gain chase to stop the Marine from regrouping. Beastmasters battle the Dreadnought and another Khymerae falls, Beastmasters hold on in assault. Baron does nothing to the Tacticals and dies :(

In my turn I move the last Ravager flat out along with a Venom towards Chris' objective, both end up by the centre ruin. I move a Trueborn Venom into terrain, it fails terrain test and is immobilised, annoying because I was going to use it to get the Salamander objective. Beastmasters move and circle the Rhino was has moved away and the single Tactical Marine.

Shooting, splinter cannons fire at the Devs, they lose three Marines and fail morale and fall back. Splinter cannons from the immobilised Trueborn's Venom kills the three surviving Tactical Marines. Dark matter weaponry blow up the immobilised Rhino and two Drop Pods clearing the area near my objective of the imperium's armour, except the Dreadnought.

In assault Beastmasters charge the Rhino and single Tactical Marine, Marine dies and Rhino is wrecked. Dreadnought finally gets ripped to pieces by the Razorwing Flocks and it explodes!

* Tactical Notes

Looks like this turn the Dark Eldar have cleared house. Salamanders now have zero presence near my objective and no way of getting it. The Devastators are falling back (hopefully they continue to do so) , but even if they regrouped they cannot fire for a turn. More importantly, and not to sound big headed but this game is now in the bag and Chris cannot win. He has no troop choices left and cannot contest my objective as cannot reach it. I guess it's just carry on until the bell rings then.


Turn 5

Devastators regroup and run back onto the Salamander objective.

Shooting the Thunderfire opens up on the Beastmasters but the shots miss all the time.

Dark Eldar turn, Beastmasters move up to the Devs while the Ravager moves flat out and contests the Salamander objective while the Venom follows behind.

Shooting, splinter cannon from the Venom blasts the Techmarine, though most hit the cannon the Techmarine is still hit a few times and survives.

In assault Beastmasters charge and kill the Devastators.



At this point we roll for game and it's game on, at this point I would have called it a day if I was in Chris' shoes, but looks like he is hardcore!

Turn 6

Thunderfire cannon blasts something, not sure what, can't remember anything going down.

Beastmasters move to engage the Techmarine while the Ravager moves about and the Venom moves up. Shooting dark lances and splinter cannons blast the Techmarine and the Thunderfire is gone. Beastmasters deliver the coup de grace' to the Salamanders and devour the Techmarine.

Summary

To be honest I was expecting a tougher battle thanks to Salamanders packing meltas, that would be +2 on the damage table for my Dark Eldar, and part the reason I brought them, to give Chris a helping hand. Looking back Chris' list hasn't got a huge amount of melta in a 2k Salamander list; it's got 7 x multi meltas, 3 meltaguns & 2 combi meltas. Multi meltas on the Tacticals didn't fire at the Tacticals were always moving.

Chris has some bad luck with his dice rolls, like when the Dreadnoughts first arrived and his Assault Terminators smashing the Venom, but rest was down to deployment and tactics. Chris spread out his deployed forces way too much and then had the other half in reserve. This let me tackle his army in smaller chunks and roll up the board and just take everything out. I admit this took longer as all his reserves came in at once, but three of those units were taken out the turn they did arrive. If I was Chris I would either Drop Pod the entire army, or put them all in Rhinos. With half the army in your opponent's face and the rest dragging behind it's not going to always end well. One big mistake was putting those Scouts waaaaay too close to me, this left the Salamander objective open and unclaimed by any Salamander troop choices.

This message was edited 1 time. Last update was at 2011/11/29 10:13:51


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
Haemonculi Flesh Apprentice






His list needs more melta guns, attack bikes are way better then 90 pt typhoons. He also really needed to combat squad, had he done this he could have used his MM and doubled his scoring unit tally. It also doubles the targets which makes it harder on opponents who need to figure out how they will prioritize and also cant bog down an entire unit with just the baron

   
Made in gb
Tower of Power






Cannock

Soz dude, my mistake, the Speeders are melta/flamer - I don't know why I put Typhoons! But I agree, more melta!

Combat squad would have really helped him. He never fired those multi meltas because he kept moving. However due to the amount of splinter cannons I had the squads still would have gone down.

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 gb
Frightening Flamer of Tzeentch







Solid DE list however the salamanders didn't have enough men on the table, even for space marines just under 50 models on the table isn't enough

Tournament record: (W/D/L)
Space wolves : 1/1/1
Dark Eldar : 6/0/1 (1 overall win)
Daemons :8/0/2 (1 overall win)
Normal games starting 5/11/12:
Dark Eldar 13/0/1
Daemons 32/1/1
Friends armies 1/0/0 
   
Made in gb
Tower of Power






Cannock

The Salamanders I think would be better with mass Drop Pods and without the Assault Terminators - when those Terminators deep strike the opponent has a opening to take them out before they assault, or feed them something to assault (like I did) and then blast them to pieces after. Another Tactical Squad in place of the Assault Terminators would bulk up the numbers. I would also ditch the Thunderfire as well, if it was me.

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
Badass "Sister Sin"






Camas, WA

Hmm. Good report. The only thing I noticed was this:

"Baron cannot do any damage to the Drop Pod so does hit and run."

Baron can't H&R off a vehicle. You have to be locked in close combat to H&R and you can't be locked to a normal vehicle.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

arent the razorwings str 3? with d3 rend. maxxing out at 12. howd it explode?

   
Made in gb
Tower of Power






Cannock

pretre wrote:Hmm. Good report. The only thing I noticed was this:

"Baron cannot do any damage to the Drop Pod so does hit and run."

Baron can't H&R off a vehicle. You have to be locked in close combat to H&R and you can't be locked to a normal vehicle.


I checked the rules and it didn't say couldn't hit and run, just said how it works, but I guess it doesn't matter as Baron could walk away in my turn anyway.

jdjamesdean@mail.com wrote:arent the razorwings str 3? with d3 rend. maxxing out at 12. howd it explode?


My mistake. Wrecked. I just rolled loads of dice and saw plenty 5+ and 6+, there was four 6+ which would have finished it off.

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
Badass "Sister Sin"






Camas, WA

mercer wrote:I checked the rules and it didn't say couldn't hit and run, just said how it works, but I guess it doesn't matter as Baron could walk away in my turn anyway.

Oh yeah, not a big deal. It does get you a bit of free movement, but it isn't super important. I think the key phrasing in the rule is that the model must be locked in combat and you're never locked in combat with a non-walker vehicle.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in gb
Tower of Power






Cannock

I agree, as you could hit and run in your assault phase to find cover for example.

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
Pyromaniac Hellhound Pilot





killeen TX

mercer wrote:The Salamanders I think would be better with mass Drop Pods and without the Assault Terminators - when those Terminators deep strike the opponent has a opening to take them out before they assault, or feed them something to assault (like I did) and then blast them to pieces after. Another Tactical Squad in place of the Assault Terminators would bulk up the numbers. I would also ditch the Thunderfire as well, if it was me.




Yes, more drop pods, less rhinos, more melta, more flamers, and without a doubt, no assault marines unless they are in a land raider. he would be better off with a shooty squad of terminators with a hvy flamer.


all in all, good report.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in gb
Tower of Power






Cannock

Thanks about the report, though you mean Assault Terminators?

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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