Battle report from my blog www.imperiusdominatus.com
Neil popped round mine for a game last night. He was bringing out the big guns this week and brought a Henchmen G.K list. I am hoping he can find his balls this time, as our last game he wimped out on turn 3

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Dark Eldar 'Kabal of a Thousand Cuts' - 2,000 points
HQ
Baron Sathonyx
Elite
4 x Kabalite Trueborn - 4 x blasters - Venom w/ splinter cannon
4 x Kabalite Trueborn - 4 x blasters - Venom w/ splinter cannon
3 x Kabalite Trueborn - 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
Grey Knights - 2,000 points
HQ
Inqusitor Coteaz
Inquistor - psychi communion
Elite
6 x Purifiers w/ Razorback - 2 x psycannons - Razorback w/ psybolt ammo
Troops
6 x Psykers w/ Razorback - Razorback w/ psybolt ammo
6 x Psykers w/ Razorback - Razorback w/ psybolt ammo
3 x Servitors w/ Chimera - 3 x plasma cannons
3 x Henchmen & 2 x Monkeys w/ Chimera - Henchmen w/ meltaguns
3 x Crusaders & 6 x Deathcult w/ Chimera
5 x Henchmen w/ Chimera - 5 x hotshot lasguns
Fast Attack
Stormraven - multi melta & lascannon
Stormraven - multi melta & lascannon
Heavy Support
Dreadnought - 2 x autocannons & psybolt ammo
Dreadnought - 2 x autocannons & psybolt ammo
Dreadnought - 2 x autocannons & psybolt ammo
Game: Big Guns Never Tire + Hammer & Anvil - night fighting is not active :(
Deployment
Objectives have been placed on in a large ruin my deployment side, one in the ruin in the centre, one in the ruin top right flank and one in a ruin top left flank.
Neil won the roll off for deployment side while I won the roll off for deployment. Against a shooty list like this I want to go first and knock out as much stuff as I can. If for some reason I cannot shoot i.e Neil deploys back, then I'll move flat out and gain a cover save.
On the left flank I put Baron and Beastmasters, two Ravagers on side ways and many Venoms behind. There's a tower ruin which divides the flanks, so the other flank has the remaining Ravager, Beastmasters and a few Venoms. It's not exactly splitting up my army, which I hate doing
btw with D.E.
Neil deploys and puts all his army on the right flank, it appears he has learnt something from our last game and isn't spreading out his force like a numb nuts. Though Neil doesn't surprise me and hangs a Dreadnought out to dry on the left flank on the objective - easy target for the dark kin! What Neil does surprise me with though is not putting infantry in vehicles. Instead all units are deployed on foot, except Coteaz with the Crusader unit who are in a Stormpig.
* Tactical Notes
I see what Neil has done, he has put the Dreadnought on the left flank to claim the objective. Problem is he has mobility and in two turns he could easily get that objective. The Dreadnought is all alone and is a easy target for me. Taking that out will mean less fire power coming my way.
All infantry units are on foot. Now I can only see two Psyker units and Servitors, which is fine, because Beastmasters on the right flank have zero cover when moving up the field. Perhaps I should have put both Beastmasters together. Anyway, they will not like the blasts from those units, so if I can thin them out or take them out, then that's a bonus.
After that I'll be cracking vehicles open and see if I can even see those Purifiers.
Turn 1
Neil attempts to seize the intiaitive, but fails.
I move my D.E up the field, nothing fancy.
Shooting; two Ravagers blast the lone Dreadnought and it is smoked; first blood and a point for me for taking out a heavy unit. Other Ravager blasts a Dreadnought in a ruin and takes off a hull point. Splinters go mad, one Venom practically destroys one Psyker unit while another unit loses two dudes I think. More splinters fire and the Servitors are dead and the Inquisitor has two wounds remaining. I run both Beastmaster units, though Baron's unit is within 12" for assault, I am not going to risk it.
The only movement from Neil is moving a Chimera forward to his Purifiers can draw
LOS.
Shooting; Dreadnought fires at a Trueborn Venom and it's immobilised. Psykers, multi lasers, heavy bolters, psycannons and anything I've missed fire into the Beastmasters out in the open and they are wasted.
* Tactical Notes
Not a bad first turn if I do say myself. One Dreadnought down, one Psyker unit who can hardly threaten me, another Psyker unit is weakened and nasty Servitors are gone. Pity I couldn't take out the other Dreadnought, but it's luck of the dice.
Next turn I'll sweep the Beastmasters around and much some Chimera. They can move up behind Neil and chew everything up while splinter cannons dish out pain on infantry while blasters and lances tackle vehicles.
Turn 2
Baron and the Beastmasters move forward and are ready to assault. I am really pushing it to multi assault, so I don't bother. Venoms and Ravagers repositon, but still stay packed together, which is fine as there isn't so many blast templates about now.
Shooting; blaster fires into the side armour of the Chimera which moved for the Purifiers, it loses a hull point, more fire and it loses the multi laser. Lances fire at the already damaged Dreadnought but best I can do is stun it again; not brilliant rolls this time. Splinter cannons dakka the Psykers, only two die due to ones I can see. Splinter cannons dakka the Purifiers and I think there's two left.
Neil rolls for reserves and only one Stormraven arrives; Coteaz's. I'll add that I got the -1 to reserve rolls, which is handy. The Raven moves 36" and lands in right in front of my lines.
I think a single Razorback moves and that's about it.
Shooting; heavy bolters from Razorbacks blast into Venoms, though cover saves are strong. Multi lasers, psycannons and guns from the Stormravens blast Venoms and Ravagers, I do very well on flickerfield saves and I lose a two Venoms, unfortunately Warrior squad fails pinning test and Trueborn lose half their squad.
* Tactical Notes
I think I've had a very lucky turn here with flickerfield saves. Losing two Venoms and having the troops pinned is something I cannot bitch about.
Usually in games turn 3 is where my plan comes together. I will move the Beastmasters up and multi assault two Razorbacks while Baron splits and goes for the Chimera with the Henchmen inside. I'll have to put some fire power into the Stormraven, but if it goes well I can dakka Coteaz's unit to bits and gain a point for slay the warlord. If not my Venoms have got limited sight on the Purifiers and Psykers.
Turn 3
Beastmasters move up to multi assault Razorbacks while Baron flies off to assault a Chimera. Venoms shift about while the two Trueborn from the blown up Venom, move into terrain.
Shooting; I fire a couple of blasters into the Stormraven and do jack, the unit of two on foot fire and roll a 6 to hit, 6 to pen and a 5 on the damage chart = boom! One Crusader dies and the wreck lands right in front of my Venoms. Trueborn slag the damaged Chimera. Splinter rifles and blasters fire into Coteaz's unit, Neil does extremely well with saves and limited numbers die.
Assault; Baron flops against the Chimera and one Razorback loses a hull point wihile I cannot remember the other, but it is still going - damn Beastmasters and the ginger haired geek!
Neil rolls for reserves and the second Stormraven comes in and lands in the spot where the other landed when it entered.
Two Razorbacks move about while one remains static. I think the Chimeras hold as well.
Shooting; heavy bolters fire at Baron and the fool fails his first sve; instagib for this tosser! Heavy bolters, hot shot lasguns dakka the Beastmasters; they survive and pass morale. Venoms and Ravagers get blasted, all Ravager go boom. If I remember right I lose two Venoms this turn and the pinned squad is destroyed by psycannons.
Assault; Beastmasters smack the Razorback what hasn't move and it is busted. Coteaz and his buddies rip up Warrior unit in assault, they consolidate around the back of the tower ruin where I can get limited sight.
* Tactical Notes
Plan failed :(. Baron failed to damage a tank while Beastmasters failed to take out two, considered one had already lost a hull point. Looks like things have changed around now and the shoe is on the other foot. I've taken a lot of damage this turn. Not only that but Neil has scored double brownie points as he has taken out all Ravagers and they give up points for heavy support destruction.
Next I'll move one Venom over towards the top left objective, I do not want to lose more units and end up with no mobility. Plus that objective Neil will now have a hard time reaching. I am hoping the Beastmasters can multi assault the hotshot Henchmen and the two Razorbacks, with them gone it will cause a big dent in Neil's force.
Neil atm has 5 points. I need to tackle all scoring units on his objective so he cannot claim it. I need to deal with Coteaz too. If I can do that and I can get a win.
Turn 4
A Venom moves 12" behind the shrine building while the last operational Trueborn one moves into terrain. Beastmasters move forward ready to multi assault.
Shooting; Venom behind the shrine moves flat out to the top left objective, I'll get this next turn. Blasters fire into the Stormraven and do nothing. Trueborn fire into the weakened Dreadnought and it goes boom, one down two to go. Splinter cannons waste the remaining Psykers That's it for me!
Assault; Beastmaters multi assault two Razorbacks and the Henchmen, they flop against the Razorbacks but leave only a single Henchmen left - he fails morale and is destroyed by sweeping advance, not what I wanted.
G.K turn; Neil moves the Stormraven into hover mode and eyes up the Trueborn. The Henchmen Chimera moves out while Purifiers move up and the Inquisitor joins them.
Shooting; Stormraven blasts another Venom and it goes down while it takes out the last operational Trueborn Venom. Heavy bolters and multi lasers dakka the Beastmasters and they go down. I think that's it.
* Tactical Notes
Well, that's a gakker, my ace in the hole in the form of Beastmasters have been wiped out. I was hoping they would have tackled them two Razorbacks and then moved up and tackled anything else. I am also running seriously low on Venoms too.
So, next turn I'll bail out the Warriors from the Venom in the top left and claim that objective while another unit will move back to the one my deployment side - I should have done this the turn before. Trueborn in the immobilised Venom will get out and contest the objective in the centre, at least will pose a problem for Neil or something to deal with.
Turn 5
Last troop Venom moves towards my deployment zone while the one in the top left moves 6" and the troops bail out and claim the objective in the top left. I think that's all I've got.
Shooting; Venom going back towards my table edge while blasters fire into the Stormraven and take off a hull point and I also foolishly fire at the Henchmen Chimera instead of the Dreadnought, the tank goes down anyway. Trueborn in the tower ruin dakka Coteaz and one Deathcult dies.
Neil's turn; Stormraven moves up a bit to claim jink save and wants to gun down my Trueborn. I think that's all the movement.
Shooting; guns fire into all my Trueborn units and the two in the shrine are wiped out while one survives in the tower and passes morale.
We roll for game and it rocks on. Night fighting is also active now

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* Tactical Notes
Doh! I forgot to fire at the last Dreadnought, well looks like this game is probably over and Neil has it. He has four points for Ravager and Baron killings and no doubt can get linebreaker with Coteaz. He will also control two objectives giving him 10 points in total. Best I can do is control two objectives for six points and add my three points for first blood and Dreadnought destruction. I just hope I can tackle Coteaz's unit some way or another.
Turn 6
My only actions is to move the single Trueborn up to the top floor of the tower ruin and claim the objective my table side with my Warriors.
Neil moves Coteaz up through the ruin and all units come forward. He shoots my Trueborn and Warriors, I go to ground and both units survive.
At this point I have 10 points over all and Neil has 7. If I can hold on next turn or it ends, then victory is mine muhahahaha.
Turn 7
We roll for it and it's game on. I hope my dice rolls are gak hot! I do nothing this turn.
Neil dakkas my units and the Trueborn goes down and Coteaz and his mate claim the tower ruin objective and my Warriors take fire from the Stormraven, they fail morale and run for the hills.
Game ends with Dark Eldar 7 points (first blood, two Dreadnoughts, line breaker and a objective) and Grey Knights with 10 points (slay the warlord, line breaker, three Ravagers and two objectives).
Neil scores a well deserved victory, well done, poo pants
Summary
Excellent game with Neil!
The game was all over the place with up's and down's; first I hammered Neil first turn, second turn I got lucky and Neil hammered me back. Speaking of lucky, I got a lucky one taking out that Stormraven. Though I am afriad my luck ran out end of turn 7 when the Warriors ran away, or else it would have been a draw. But that's
40k for you; it's a dice game.
I made a few mistakes this game, should have moved one Venom back earlier just in case it ended turn 5, but that's a moot point because it didn't. I did forget to shoot the Dreadnought, that would have caused massive problems for Neil as that objective would go unclaimed. I perhaps also got two cocky with multi assault, but Beastmasters should tackle two vehicles when at full strength and then weakened vehicles when the unit is depleted.
Neil played well, though I don't think putting dudes on foot is the best idea. Tanks are mostly wrecked these days due to hull points etc. Keep them in the vehicle so they cannot get killed by small arms fire. Also, I think deploying the Dreadnought on the left flank was a mistake; was a easy target and that objective could have been obtained later.
But over all, Neil played very well and was the better player of the night. Well done, dude

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