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Daemons 'Dirty Magic' vs Dark Eldar w/ Eldar allies - 2,000 points  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Tower of Power






Cannock

Played Dave aka Blood and Slaughter on Saturday. I am expecting a tough game with Dave as he's a pretty switched on guy and a fair good player. Things might be a bit hazey as the game is from 4 days ago

Daemons 'Dirty Magic' - 2,000 points

HQ

Herald of Tzeentch - chariot of tzeentch, master of sorcery, we are legion & bolt of tzeentch
Herald of Tzeentch - chariot of tzeentch, master of sorcery, we are legion & bolt of tzeentch
Herald of Tzeentch - chariot of tzeentch, master of sorcery, we are legion & bolt of tzeentch
The Masque

Elites

5 x Flamers of Tzeentch
5 x Flamers of Tzeentch
5 x Flamers of Tzeentch

Troops

10 x Plaguebearers of Nurgle
10 x Plaguebearers of Nurgle
5 x Plaguebearers of Nurgle
5 x Plaguebearers of Nurgle

Fast Attack

6 x Screamers of Tzeentch
6 x Screamers of Tzeentch

Heavy Support

Soul Grinder - phelgm
Soul Grinder - phelgm
Soul Grinder - phelgm

Dark Eldar w/ Eldar - 2,000 points

HQ

Baron Sathonyx
Archon - shadowfield, huskblade & soul trap
Eldrad
Warlock - conceal

Elite

5 x Wracks w/ Raider

Troops

10 x Wraithguard
5 x Kabalite Warriors w/ Venom - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - Venom w/ splinter cannon

Fast Attack

7 x Warp Spiders - Exarch

Heavy Support

Ravager - night shields
Ravager - night shields
Ravager - night shields

Game: Hammer & Anvil + The Relic - night fighting is active

Deployment

I win the roll off for table side and deployment; I chose the table side with less open ground and I decide to go second.

Dave deploys putting his Wraithguard super unit on the deployment line along with Venoms dotted about the place and the Wracks. Everything else is in reserves.







* Tactical Notes

The super unit of Wraithguard with the characters is going to be a tough nut to crack. If I can get multiple Flamer units down on it first turn, then hopefully I can create a big hole. Everything else I should deal with ok, nothing else really worries me really; will just come down to target priority.


Turn 1

Dave moves his Wraithguard super unit up and runs them to spread them out. All vehicles move up the board from their positions and move flat out. The vehicles are all spread out, so easy to isolate but the super-wraith unit is my main concern.

Ok, so my first turn. I split my waves and I get my aggressive wave; all Tzeentch Heralds, all Flamers and all Screamers. One Flamer unit scatters and lands by very close to the Wracks Raider by the centre tower ruin, other two land on target right by the Wraithguard . Both Screamers land ok and all Heralds do, well except one who scatters into a ruin and is fine; Heralds are spread out on my table side and can draw LOS to all vehicles while the Screamers are on Dave's side and will slash.

Shooting; Flamers multi burn the Wraithguard and after the smoke has cleared only one Wraithguard remains and Eldrad is on a single wound, wow! Screamers fly over a Venom and slash it; Warriors are pinned. I can't remember what the other unit flies over. Heralds blast shots into the Wrack's Raider, it's stunned first but then goes down, Flamers which scattered fire into them and only kill one due to limited LOS. Other Heralds blast the other two Venoms, though Dave's jink saves are strong.









* Tactical Notes

Holy smokes Batman! Looks like Dave's super unit has just folded thanks to double Flamer attack, such a shame the other unit didn't get to hit them as well. I really cannot complain all in all, even took out two vehicles and one unit is pinned and the other unit is stunned, so cannot shoot, which is great as my Flamers are bunched up for liquifier damage!

Next turn I will move all Flamers to bbq the Wraithguard unit, if they survive I'll send Screamers into get them. Heralds will focus on the vehicles while the Flamers by the Wracks will have a easy time bbq'ing them.


Turn 2

Dave rolls for reserves and all Ravagers come on, he bunches them up, but I suggest he spread them out as I will just multi assault the lot of them with Screamers, see I not that much of a dick, I do help . Ravager's spread out as my suggestion.

A Venom moves from behind a ruin and parks by the Flamers by the shrine ruin. Depleted Wraithguard unit comes down and eyes up a Flamer unit. Another Venom comes out of hiding by the shrine ruin and targets a unit of Screamers while the last remaining Venom moves a little bit.

Shooting; Venom which moved a little bit guns down my warlord (Eyeball Paul) with support from the Warriors, they gain a pain token and Dave gains a point for slay the warlord. Shots go into the Flamers and Screamers, though both units take minimal damage.

Assault; Wraithguard unit assaults the Flamers, I don't do too good with overwatch, but Dave had cast fortune and not surprisingly he has the Archon leading the way. I cannot remember the combat result, but the slog remains on.

I roll for reserves and everything shows up except one Soul Grinder and two units of 5 Plaguebearers. One Grinder does mishap onto the Venom by the shrine, which Dave places all the way the other side of the table and it lands in a ruin, it then is immobilised after it fails dangerous terrain test.

I move one unit of Screamers to assist against the super Wraithguard unit while the other unit moves up ready to multi assault the Venom which shot at them and a Ravager. Unit of Flamers by the shrine move up to bbq the Venom while Chicken-Man comes to support and the other unit repositions so I can get max templates on the Wracks.

Shooting; Chicken-Man wrecks the Venom near the shrine, squad passes pinning test, but soon gets blasted by warpfire from the Flamers and they are wiped out. Wracks get incinerated by Flamers and are destroyed. Five-Face blasts the remaining Venom in my deployment zone, but fails to score any damage. The Soul Grinder which didn't scatter fires phelgm and harvester into the pinned Warriors and they are wiped out.

Assault; Screamers pile into the Wraithguard assault, Archon fails the shadowfield save even with re-rolls, though I think my Flamers are wiped out. Screamers fail to multi assault the Ravager and Venom, I perhaps should have played it safe and gone just for the Ravager as it was closer, ah well they would be shot either way by the Venom and that is bigger target priority; like I care about anti tank which cannot hurt my eternal warriors .









* Tactical Notes

Another destructive turn for the Daemons. It perhaps could have got better if I hadn't got cocky with the Screamers and tried to multi assault, ah well, gak happens, if I would have gone for the Ravager (which is less target priority) then the Screamers would be shot by Venom next turn anyway. Also, the Wraithguard unit is getting on my nerves with re-rollable saves, I am hoping that the 20 Plaguebearers will have something to say about that!

Next turn I will use the Masque to challenge a Eldar and pile in all Plaguebearers. Weight of attacks and a challenge should cause some damage. If the Screamers remain, then I'll assault a a Venom.


Turn 3

Dave rolls for reserves and the Warp Spiders fail to arrive.

Ravagers reposition to draw LOS on the operational Soul Grinder while the other holds position with a Venom to deal with the Screamers who failed assault. Remaining Venom in my deployment zone falls back a little bit, though has little place to run on my side of the board.

Shooting; Screamers get blasted by poison weapons and lances and go down rather quickly - sad panda am I :(. Dark lances blast the Soul Grinder mid field and it goes boom. Splinter cannons and rifles fire into Five-Face and he is dead meat.

Assault; Screamers and Eldar forces duke it out, though I don't think anyone dies this turn.

I roll for reserves and all remaining units arrive; Soul Grinder lands on my side of the board while Plaguebearers land mid field to add support to the combat and maybe go for line breaker.

Movement; Masque and the two units of 10 Plaguebearers move towards the scrum, one unit picks up the relic. Chicken-Man and Flamers move to tackle the Venom in my deployment zone while the other Flamers move behind the shrine to tackle the Venom which just gunned down the Screamers.

Shooting; Venom in my deployment zone gets opened up by Chicken-Man, the Soul Grinder finishes them off with phelgm and the harvester. Flamers blast the Venom and take off a hull point, could have been worse I guess.

Assault; the Masque and both Plaguebearers pile into assault. The Masque issues a challenge and the Warlock responds, though bad times for him as the Masque rends him to bits, even fortune cannot help. Plaguebearers take out the Wraithguard, though Baron is invincible.







* Tactical Notes

Right, it's going well, Dave has lost all but one mobility unit and that unit is far from the relic. Speaking of the relic, because I charged into combat the Plaguebearer holding the relic died, which means the relic is on the floor in the middle of the scrum!

If I can take out the Ravagers, then I won't have to worry about them sniping at me any more. My biggest threat atm is the Venom and also the Warp Spiders, when they arrive. Anything mass anti infantry is a issue for me.


Turn 4

Warp Spiders arrive, they scatter towards a Ravager but are fine. Ravagers move and angle themselves to blast the Flamers by the Venom, the Venom also moves over head ready to unleash dakka.

Shooting; Ravagers, Venom and Warriors fire into the Flamers and one remains! Warp Spiders fire into a unit of Plaguebearers, though I think I only lose one if I remember right.

Assault; Warp Spiders use their warp generators and move using terrain to for cover, though Dave rolls a double and one dies. The massive scrum carries on.

I move Plaguebearers, Flamers, Chicken-Man and the Soul Grinder up the board hoping to get a few units on Dave's deployment zone for line breaker. Plaguebearers in Dave's deployment zone move to take out a Ravager while Flamer repositons to multi burn.

Shooting; Chicken-Man moves flat out and lands in Dave's deployment zone, thinking about it, I did this a turn too early. Flamers and Soul Grinders run while single Flamer burns the last Venom and Ravager, though fails to score any lasting damage.

Assault; Plaguebearers assault the Ravager, though fail to damage it. Masque issues a challenge and Eldrad responds, though Eldrad fails his last wound and dies; no more fortune! .





* Tactical Notes

Ok, looks like everything is in a ideal position for winning the game; I've got multiple units ready for line breaker and with weight of attacks, I hope to take out the Baron and the Archon.


Turn 5

Dave repositions the Ravagers so they can draw LOS and get into range of the last Soul Grinder while the last Venom moves across the table down to the other side where Chicken-Man is.

Shooting; lances blast and kill the Soul Grinder while mass poison shots kill Chicken-Man. Plaguebearers get blasted by Warp Spiders, though only one dies.

Assault; Warp Spiders warp jump and try to block off a Ravager from Plaguebearer assault. In combat the Archon dies while the Baron decks some Plaguebearers.

Last unit of 5 Plaguebearers move behind a ruin to block LOS to all of Dave's units in his deployment zone, hopefully these guys will get me line breaker.

Assault; Masque issues a challenge and Baron responds, I think the Masque takes a wound.

* Tactical Notes

Ok, looks like things have turned around a bit and I've lost a fair few units this turn. I shouldn't have moved Chicken-Man flat out and should have instead held him back. I also shouldn't have issued a challenge with the Masque and should have bashed Baron in with mass Plaguebearers.


Turn 6

It's game on, baby! Dave brings the last Venom down and aims at the Flamers while the Warp Spiders move down hoping to assault and kill the Plaguebearers who are getting me line breaker.

Shooting; splinter cannons, splinter rifles and lances waste the Flamers. Warp Spiders shoot the Plaguebearers and one dies.

Assault; Warp Spiders charge the Plaguebearers, not sure on result but only I know only three Warp Spiders remain. Masque and Baron duke it out and combat remains on.

Ok, my turn and everything is in combat. Plaguebeaers drop down to one and the Masque is slayed in combat and the Plaguebearers pile in.

Game ends here, Daemons pick up the win after a tough battle with 2 points for first blood and line breaker while Dave gets 1 point for slay the warlord.

Summary

Cracking game with Dave. It cam pretty close at the end and Dave really brought it back after several turns of getting hammered.

I made a few mistakes this game. I forgot the Masque has hit and run, so could have bailed out of assault and left the Plaguebearers piled in. Plus I shouldn't have challenged Baron with the Masque. Also, I moved Chicken-Man for line breaker a turn too early.

Dave played really well. I think though having your units all over the board isn't a wise thing to do. It lets your units become isolated and easy to deal with. They don't get much support from each other either. Also, having units bunched together when there's Screamers about isn't cool, though because I am such a cool guy I suggested to Dave to spread his units out.

This message was edited 1 time. Last update was at 2012/10/31 11:17:39


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
Excited Doom Diver






Shrewsbury

Should probably point out before the heads of some of Dakka's more fragile members explode in a fit of righteous nerd-rage that my Wraithguard are and were in fact 10 strong, not 15.

Follow these two simple rules to ensure a happy Dakka experience:

Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.

Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s.  
   
Made in nz
Longtime Dakkanaut



New Zealand

In general with Eldar/Dark Eldar you don't want to bunch up against a null deployment list, but you don't want to just be scattered all over the board either. Generally I try and deploy in pods of 1/2 or 1/3 of my army (depends on points size how much you split up), the idea being that once the enemy shows up you can use you mobility to isolate and destroy.

However it was weird not to see any attempt at all to screen the Wraithguard, its a seriously expensive block and Breath counters them pretty hard (to the point that staying in cover was largely a waste of time). Even if they get locked in combat (very likely in this game given all the close range firepower units) they still are very helpful since they give you a T6 majority. Due to the way Daemons tend to work you probably don't need to push the Relic in the center so hard Turn 1, on the drop Daemons tend to either punch you in the face as hard as possible (i.e what happened in this game) and would be ignoring the objectives completely, or get their bad wave and would have to drop conservatively. Since the Wracks are largely pointless (not sure what role they serve if they aren't scoring) it would have been possible to screen the Wraithguard fairly well with the Wracks (disembarked), their Raider, a couple of Venoms and the back table edge. If you were really worried about it disembarking a unit of Warriors (or 2) should give you a complete bubble wrap. Flamers still hurt vehicles, but nowhere near as reliably as infantry (mostly just because you only get 1 hit per template) and its nowhere near as painful as losing 350+pts of infantry models.
   
Made in gb
Excited Doom Diver






Shrewsbury

Given the flamer units can put down 3 (at least, sometimes they can wangle another) separate templates when they land, and the screamers can flat out and hit multi-targets it's insanity in my view not to spread the vehicles out. Similarly screening the wraithguard doesn't work. i needed my venoms (plus their troops) to mow down the demons later in the game (which you'll notice they managed despite being spread out. keeping them close, even in two groups would just have encouraged earlier losses.

the wraithguard were actually 'covered' by two 2++ and one 3++ re-rollable saves. However it's not possible to screen all of the unit and Mark managed to land some flamers in a nice juicy spot. Shifting a 2++ or 3++ save would merely have meant he'd have tried to land somewhere else. Also, Eldrad failed 2 3++ rerollables early, which meant I had to LOS! a couple of wraithguard which with more normal rolling I wouldn't have had to have done.

The unit's pretty slow so my aim was more or less for them to grab the relic (and they needed to early because none of my other troops could survive with the relic) and then plough on up the table using Hit and Run where possible to allow them to escape plaguebearer tarpitting. in the event, the first turn losses (which were about twice as severe as they should have been statistically, but that's the way it goes sometimes) precluded that and their aim then became to tie up as many demons as possible, which they did superbly until the end of the game -- I was only one plaguebearer away from snatching the draw.

What I liked most about the game (besides the close result) was that it was played in a spirit of cooperation over the rules rather than trying to gazump the other guy through his not knowing or forgetting something (I thought screamers could only hit one unit they flew over so i deployed my ravagers quite close to each other, but Mark pointed out they could target all 3 with their fly-bys and kindly allowed me to put them back on the table -- EDIT: I seem to have misunderstood what he was saying but the result was the same anyway). Also when i was distracted by chatting and forgot to cast Fortune at the start of turn 3, he let me for the sake of a better game. the flip side is that I helped him through challenges which he was very unfamiliar with. We reminded each other about reserves too as I recall).

I got a bit lucky against the Soulgrinders, who tended to collapse quite easily to lance fire (easier than they should have done really), and of course the one who mishapped getting immobilised in terrain effectively took him out the game, and my Warp Spiders did sterling work throughout (though sadly failed at the very last throw of the dice to remove the remaining Linebreaker). And the Baron showed that (s)he can make umpteen 2++ saves without Fortune as easily as with . . . As I say, balancing that, Mark had better than average luck against my robot zombies on turn one and both Eldrad and my Archon didn't get as much benefit from Fortune as might have been expected.

Mark's daemons are very nicely painted and that always adds to a game too (as are his GK plaguebearer proxies).

The out of place unit in my force is really the wracks but they're mainly there because I'm lacking models for either another ravager (dual FOC being possible as I already have enough troops and HQs to do so) or another venom with warriors They did predictably poorly but to be honest being the target of lots of daemon flamers isn't going to go well for most units . . .

One last thing,I think the game in fact went to turn 7 but otherwise my recollection of events tallies pretty closely with Mark's.

This message was edited 1 time. Last update was at 2012/10/31 12:13:48


Follow these two simple rules to ensure a happy Dakka experience:

Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.

Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s.  
   
Made in au
Daring Dark Eldar Raider Rider



In your nightmares...

Great battle report. Well-painted minis, lots of detail and nice tactictal notes.

2000 points. Win:23 Draw:3 Lost:3

Back after hiatus. I'll see you around! 
   
Made in gb
Tower of Power






Cannock

Dave, think you might have crossed wires on something. The Screamers can only slash attack one unit, they do this when moving flat out. I meant spread your stuff out, because I would have multi assaulted if you didn't. I was feeling a little guilty for causing that massive hole in the Wraithguard and surely Screamers multi assaulting three Ravagers would have meant a lot more earlier ending game for you.

I am pretty clueless with challenges thanks for the info on that .

I would rather help someone out to get a better quality game than stomp all over someone because lack of tactics or game knowledge. It's better for both people then, especially if you learn from what the other player has advised, or know what can happen.

Hopefully the Soul Grinders won't go down as quick anymore. The amended Daemon FAQ says ALL Daemons get a 5+ inv save. I have been telling internet geeks this for ages though. I say wooooo!

Haha, Plaguefiers for the win

Your Wracks I really like; they gave me first blood if I remember right and a easy target

Yes, you're right turn 7 the game ended. I must have missed some pictures out or something.

This message was edited 1 time. Last update was at 2012/10/31 11:25:20


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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