This is my fourth game of 6th ed now, I think I've got the rules pretty much sussed now. Probably just little odds and ends which I've missed out. Would appreciate rules feedback if I missed anything etc. I'll try and include as much detail as possible.
Beware, this is a short report....
Oh, for the new narrative side, which makes 6th more of a hobby game than tournament game, I'll add some blurb of fluff as well

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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
Space Wolves - 2.000 points
HQ
Wolf Lord - power fist, storm shield, runic armour, thunderwolf mount & saga of the bear
Wolf Lord - frost blade, storm shield, runic armour, thunderwolf mount & saga of the warrior
Rune Priest - runic armour - chooser of the slain, living lightning & gate of infinity
Troops
10 x Grey Hunters w/ Rhino - 2 x plasma guns, mark of the wulfren & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns, mark of the wulfren & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns, mark of the wulfren & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns, mark of the wulfren & wolf standard
Heavy Support
6 x Long Fangs - 2 x lascannons & 3 x missile launchers
6 x Long Fangs - 2 x lascannons & 3 x missile launchers
6 x Long Fangs - 2 x lascannons & 3 x missile launchers
Game: Vanguard Strike & The Relic
Warlord Traits: Baron Sathonyx (Princeps of Decit) & Wolf Lord w/ fist (allows his unit to outflank)
Deployment
I won the roll off to pick table half (I pick the left side) and win deployment, which I decide to go first.
I deploy my Ravagers 12" from the centre going in a diagonal direction from corner to corner, Trueborn Venoms deploy behind and then the troop ones. Baron's Beastmaster unit deploys as close to the bottom right corner as I can while the other Beastmaster unit deploys in a large ruin near the top left corner.
Shaun decides to make the most out of his outflank ability and declares he is going to outflank the two Lords (they are a single unit). I do tell him that they cannot assault from outflank, though he sticks with his guns. One unit of Long Fangs deploys opposite my Beastmasters top left, in a ruin. Rune Priest deploys with another Long Fang unit in a ruin Shaun's board edge and the last Long Fang unit deploys in the tower ruin along the right flank. Rhinos deploy together using the shrine ruin for cover.
Thanks to princep of decit, I can deploy a couple of units, though I decide not to.
* No tactical notes this game as it's Shaun's first game, so just going with the flow and using my noggin as I go along, instead of sitting there scheming last a fat cheshire cat.
We roll for nightfighting and it's not in play.
Narrative
The Haemonculus known as Klin Glith has created a powerful device which can inflict pain on many prey subjects at once, this device is known as the mind breaker. The device sends out pulses bringing on agonising pain to all those close by, Dark Eldar are not effected as much as the lesser races and only serves to impower them. With the mind breaker device in action, prey can be easily captured, enslaved and brought back to Commoragh.
Proteus Alpha is a former world of the Imperium, as far as the Imperium is concerned it is still in their fold. Unknown to the Imperium, the only and early settlement on the planet has been wiped out many moons ago and only ruins remain, which has slowly been reclaimed by the jungle. It was the Dark Eldar which destroyed the citizens of the Imperium and the jungle is the very reason for their doing so, see the jungle offers many interesting poisons and elixirs, which the Dark Eldar find most interesting. Having monkei prey destroying these precious plants was unacceptable. All that remains of the Imperial citizens are the odd skull pits scattered across the settlement.
Unfortunately for the Dark Eldar, Proteus Alpha has come to attention of the Imperium. A passing Space Wolves cruiser has been ordered to investigate.
The arrival of the Space Wolves couldn't have been a better time for Klin Glith. The mind breaker needed testing, and fresh subjectes are hard to find in Commoragh. A small party attempted to deploy the mind breaker, however the excellent marksmanship of Long Fangs destroyed all Dark Eldar craft, and any survivors gunned down by precise bolter fire from Grey Hunters. The mind breaker lies in the ruins of the settlement, not far from the clutches of the genetic monkei.
Turn 1
I move the Beastmasters in the top left corner forward towards the closest Long Fang unit, with good rolls I should be in assault, looks like Shaun hasn't deployed them right, as the total distance away is 20" after a good old pre-measure. Ravagers move up near the Beastmasters and stay together as a trio. Venoms all move up and get by the relic, I use the shrine for cover. All guns can target various Long Fang units. Baron's unit moves and runs along my table edge, they get a crappy 1" run move and use a ruin to block
LOS to most the unit - Baron is at the front along with the Khymerae to asborb shots.
Shooting; splinter cannons from Venom's blast at all the Long Fangs - unit on the right flank loses two Fangs, though passes morale. Unit near the Beastmasters only takes a single wound, while the Rune Priest's unit loses five Fangs and the Priest takes a wound - squad passes morale
btw. Ravagers blast the Rhino's, one at the front closest to Shaun's table edge is stunned and only has a single hull point left, while the one next to it goes boom (thanks AP2 getting +1 on the damage table), three Grey Hunters die and the squad passes morale and pinning.
Assault; Beastmasters roll 7" for assault and manage to climb the first floor of the ruin. Long Fangs strike first and all but one pile in 3", though they roll poorly and fail to wound, in return the Beastmasters rip them up and I gain a victory point for First Blood.
Shaun's first turn; Grey Hunters bail out the stunned Rhino and move forward to gun down the Beastmasters as the squad out the exploded Rhino move forward to support. Other two Rhinos move down towards Baron using the shrine ruin for cover.
Shooting; Rune Priest attempts to blast the Beastmasters with living lightning, though rolls a double six and is mind fried, the remaining lascannon from that squad blasts a Khymerae back to the warp. Long Fangs on the right flank blast a Ravager, though Shaun gets some bad rolls and gets a 2 to damage with the missile launcher and a 1 with the lascannon. Grey Hunters fire boltguns and plasma guns into the Beastmasters, who just killed the Long Fangs, they take heavy losses after my Khymerae get blown away, Razorwing gets gibbed and Beastmasters slayed, only three flocks and a Beastmaster remain; they pass morale. Baron's Beastmasters get shot up by plasma guns and storm bolter fire, Baron gets unlucky and fails his first out of two armour saves from storm bolter fire and is dead, a victory point for Shaun for Slay the Warlord.
Turn 2
Both Beastmaster packs move forward ready to engage the already depleted Grey Hunter unit. Trio of Ravagers reposition while Venoms move up to dish out poison shots on the other exposed Grey Hunter unit, couple of Venom's break off and flank around the shrine to engage the oncoming Rhino's. Unit of Warriors bail out from their Venom (it moved 6") and move and grab the relic.
Shooting; splinter cannons and splinter rifles along with some lances open fire on the full strength Grey Hunter unit. Ravagers long range fire and take out the stunned Rhino and wreck the one trailing behind it; squad fails pinning test. Trueborn coming around the shrine ruin fire quad blasters into the final Rhino (blasters from two other Venom's had fired with snap fire, though failed to hit), the Rhino goes boom and a few Grey Hunters die, the squad then is blasted by splinter cannons and only three remain; they fail morale and fall back. More splinter cannons dakka the Long Fang unit on the right flank in the ruin, after several salvos on the squad leader remains; passes morale test.
Assault; both Beastmaster units attempt to assault the depleted Grey Hunter unit, who got blasted out their Rhino the previous turn, the larger Beasmaster unit fails to reach assault (even with re-roll!). The small Beastmaster unit then gets decked, only a single Flock remains, who fails morale and falls back 7". Grey Hunters consoliate towards my Kabalite Warriors on foot.
Shaun rolls for reserves and the Wolf Lord's fail to turn up, even with a 3+.
Falling back Grey Hunter unit regroups and moves to support the other two units, one moves up and looks to be taking aim at the Warriors on foot.
Shooting; Grey Hunters who just won combat instead rapid fire into a Trueborn Venom, it goes boom (after flickerfield saves - saved one pen) and two Trueborn die (squad passes morale and pinning), while the Warrior holding the relic is wounded twice, but passes both armour saves! Bolt pistols from the other Grey Hunter unit fire at another Venom, but fail to score any damage.
Assault; Grey Hunters charge the Venom, but even with needing 3+ to hit and krak grenades they fail to do any damage after Shaun only hits once and then fails to damage the xeno vehicle.
Turn 3
Beastmaster unit and three Venoms move around the shrine so near the Rhino which exploded last time, Kabalite Warriors get back into their ride, the Venom moves 6" and hides behind the shrine. All other Venoms reposition coming forward as do the Ravagers. Falling back Flock fails to regroup (needs double 1) and keeps falling back.
Shooting; splinter cannons, splinter rifles and blasters dakka the three Grey Hunters up in my face, all three die and three units (one Trueborn and two Warrior units) get pain tokens. Both remaining Long Fangs are killed, one by splinter cannons the other by blasters. Ravagers take pot shots at the whole and last remaining Grey Hunters, ready to soften them up for the Beastmasters, but the trio of Venom's flanking around the shrine open fire with splinter cannons and wipe them out.
6th ed rules say that if a player has no units on the board at any one time, then the opponent automatically wins. Bad luck for those Wolf Lords!
Summary
As much as I like
40k, that game was like hot sex which lasted 30 seconds and you fail to blow your load :( . Don't get me wrong, I like playing Shaun and also
40k, but 6th is still a dice game, and Shaun's dice didn't have any fire today. Plus I feel that the norm Space Wolves Rhino chassis with Fangs list can't stack up to D.E Venom Spam that much. D.E just out shoot the Long Fangs off the table with anti infantry fire and blow the Rhino's up without any problems.
Be interesting, as next week is my D.E vs Shaun's mech I.G!
I also need to get a new bulb, photos are shocking...