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Made in gb
Tower of Power






Cannock

Battle report from my blog www.imperiusdominatus.com

Got a game in with Poddy last night. Last time he whooped my ass when I used CSM, I am sticking with chaos and gone down the Daemon route this time. Will Poddy score another upset?

Daemons 'Dirty Magic' - 2,000 points

HQ

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

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 - phlegm
Soul Grinder - phlegm
Soul Grinder - phlegm

Dark Eldar 'Kabal of the Gaping Gash' - 2,000 points

HQ

Haemonculus - liquifier gun

Elite

3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon
3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon
3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon

Troops

9 x Wyches w/ Raider - shardnet + impaler & haywire grenades - Hekatrix w/ agoniser - Raider w/ flickerfield
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

6 x Reaver Jetbikes - 2 x heat lances
6 x Reaver Jetbikes - 2 x heat lances

Heavy Support

Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield

Game: crusade + dawn of war

Deployment

As writing this I realised we forgot to roll for night fighting and warlord traits, ah well!

I win the roll off for table side and Poddy wins for deployment and choses to go second; reason he did this is because if he goes first he will lose a turn of shooting, plus Daemons are all about alpha strike and it doesn't matter if he goes first or second my Daemons will still alpha strike, providing I get the right wave

Poddy deploys with his Raider and Ravagers at the front long ways on, well one Ravager is over on my right flank. Behind is the Venoms and behind those the Reavers.

I had placed an objctive in the large ruin centre of my deployment zone and another one in a large ruin on the left flank on the top floor. Poddy placed the other one in a ruin on a hill in his deployment zone in the middle.





* Tactical Notes

I really do not like D.E when I am using an infantry based list, in fact I do not like them at all. They pack enough anti infantry and anti armour weaponry to deal with any army. Because Poddy can dakka my units to bits fairly easily I will deep strike my first wave all over to the left flank, there's more room here you see plus so is the Raider with the Wyches and Haemonculus so I can kill two birds with one stone. I can cause massive damage first turn and hopefully roll up the flank and across Poddy's table side. Though Daemons being Daemons anything could happen!

Fluff

The sinister Haemoculus in service to the Kabal of the Gaping Gash smiled with deviant glee. Soon it would happen and soon the warp spawn would come.

The Archon of the Gaping Gash requested the Haemonculus take to real space with a fleet of slick Venoms along with the Archon's Wych bodyguards. The reason for this raid wasn't to inflict pain or punishment or even capture slaves. The reason for this raid was to acquire the head of the Daemon known as the Ever Seeing.

The Archon lusted after a deadly but beautiful Dark Eldar female. In order to woo his love, the Archon sent his force to bring back a gift for his bride, the head of the Ever Living. While this didn't attract the attention of the Haemonculus at all, having the opportunity to play with the warp spawn would be very fun indeed.

Turn 1

I roll for my waves and I get my aggressive wave. I drop down a unit of Flamers in front of the Raider and they land bang on, another unit of Flamers scatters into terrain after I attempt to land by the Ravager, they are ok though. Another Flamer unit lands on target by the Ravager. Heralds land pretty much where I want them with minimum scatter and Screamers both scatter back towards the shrine ruin, one even lands in the shrine, though models pass dangerous terrain tests.

Shooting; Flamers burn multiple D.E vehicles along with shots from the Heralds and sweeping attacks from the Screamers, after the dust has settled the Ravager, Raider and a Venom are gone along with several Wyches, who are pinned by the way.

Looks like I've had a good start but I expect I will be taking a hammering by Poddy.

Poddy moves a lone Venom up towards Eyeball Paul (warlord) while the Warrior squad in terrain from the busted Venom bunker down on the objective and are ready to lend their fire power. Venoms move about a little bit but nothing significant.

Shooting; Eyeball Paul eats splinter cannons, splinter rifles and blasters and is toast. Both units of Flamers closer to the D.E fleet gets blasted back to the stone age with splinter weapons and are destroyed - I even forgot to fire the unit in terrain, doh! Reavers do bladevane the Flamers which actually finishes them off.









* Tactical Notes

Looks like we have given each other a bloody nose; I have taken out three of Poddy's vehicles, I swear a unit of Trueborn was destroyed in an explosion and the Wyches are pinned and depleted. Things aren't rosey for me as I have lost two units of Flamers and a Herald, my warlord; these are my heavy hitters particularly the Flamers.

Next turn I'll use Screamers to multi assault the Venoms close by, with luck I should be able to take down several Venoms and also get that Warrior squad in terrain. Heralds can rock up and pick on Venoms the Screamers cannot reach while the Flamers will bbq the Wyches and the Haemonculus.

Fluff

The Haemonculus climbed out the wreckage of his elegant craft, the green warp fire still burnt the smooth tattoo armour panels. Spitting curses in his own tongue, the Haemonculus attempted untangle himself from the wreckage, though he could see his doom oncoming as the warp spawn fled towards him on coils of glowing green warp fire.

A small squad of Kabalite Warriors known as the Sickle called in delight, with combined fire power from their Venom and their own death dealing guns, the Herald known as the Ever Seeing lay in a heap on the ground, spasms shaking the Daemon's body every so often as the exotic toxins of the dark kin worked on the warp spawn. Revitalised from the pain they caused, the Sickle approached the Ever Seeing in their craft and a swift strike of a blade and the creature's tentacle head was in their grasp.

Turn 2

I roll for reserves and get the Masque, a Grinder and two units of 5 Plagues. Masque scatters and mishaps, Poddy places her in terrain bottom left corner - she's ok. Grinder lands in open ground close to the objective my table side and also the Reavers while a unit of Plagues land by the shrine, I don't want them too close to the Reavers while another lands on target by the ruin on the left flank where the objective is.

Screamers move up and circle the Venom and Warrior squad on foot who killed Eyeball. Other Screamers move up to multi assault the two Trueborn Venoms while Heralds scoot down to lay barrage of fire power on other Venoms and the Flamers bounce up to bbq the Wyches.

Shooting; Flamers bbq the Wyches and leave the Haemonculus on a single wound, Haemy passes morale test as I forgot it was a double 1, other wise he would have fallen back and probably would have been off the board anyway. Heralds dakka the closest Venom over towards the right flank away from the Venoms I am going to multi assault, though best I can do is immobilise it. Grinder shoots a Reaver unit, though blast template completely misses and harvester fails to kill after Reavers after jink saves.

Assault; Flamers kill the Haemonculus and take a wound from liquifier overwatch. Screamers chew up the Venom and squad in terrain runs off after losing combat while other Screamers take out two Trueborn Venoms, one explodes and leaves a single survivor who passes morale.

Poddy moves the Reavers up to deal with the Grinder while units reposition, both remaining Trueborn squads remain in position as not anywhere they can really go.

Shooting; heat lances and lances blast the Grinder, it absorbs some damage but finally goes down and is wrecked. Mass splinters blast the Screamers who totalled the two Trueborn rides and the unit is wiped out. Five-Face comes under fire from blasters, lances and splinter rifles and is destroyed. I think that's about it.







* Tactical Notes

Pity my Grinder just got smoked or else it would be chewing down Reavers next turn, ah well, it was risky placing it where I did and placing it else where it wouldn't have done a fat lot. I've also lost a unit of Screamers and a Herald, things are starting to thin out fast. I hope I can carry on moving up the flank and taking out as much stuff as I can.

Next turn I'll use the Screamers to assault the immobilised Venom and wrap it so the models cannot disembark, though 6" radius is tough to block. Herald will dakka another Venom while Flamers will bounce back and deal with the unit who have just been busted out their Venom.

Fluff

As the Sickle cheered in delight a shoal of blue daemonic creatures swooped down from the sky and ripped chunks out of their mighty Venom craft, the vehicle crashed to the floor in a heap and the Sickle quickly recovered and responded with a hail of splinter rifle shots, though the forces of Tzeentch are ever strong.

Close to the Reaver gangs known as the Hunters a vile form of Daemon and machine appeared, the creature fired a dirty great rusting cannon at the Reavers, which replaced it's arm. The gob of pus, muckus and acid luckily missed the Reaver gangs and then the returned fire with a hail of heat lances. Though glory was not to be their's, one of the Ravagers captain's declared the foul Daemon to be his and reduced it to scrap metal with torrents of dark matter.

Turn 3

I roll for reserves and I get one Grinder which lands close to the Reavers. I also get one unit of Plagues, who land by the wreck of the previous Grinder.

Movement; Masque moves up the board, though she won't be doing anything. Chicken-Man moves across the flank to unleash pain while Screamers move up to support. Flamers back track and go after the unit from the exploded Venom.

Shooting; Flamers just about waste the Warriors from the exploded Venom. Herald blasts a Venom and takes off a hull point and kills the single Trueborn. Screamers are 8" away from assaulting the immobilised Venom, I do not take my chances and sweep it instead and it is wrecked. Soul Grinder blasts a unit of Reavers, though the shot scatters massively and clips the Grinder, though it is ok.

Dark Eldar; Reavers move to unleash heat lances on the Soul Grinder while Venoms re-position to shoot the Herald while the unit who got busted out the Venom move into a ruin for cover.

Shooting; Chicken-Man takes a fair amount of fire power though sticks in there with two wounds. Soul Grinder gets blasted by heat lances and lances, Poddy doesn't do well with the heat lances and the daemon machine loses a single hull point after it is shaken by a Ravager. Screamers eat splinter cannons and are completely wasted.







* Tactical Notes

This game looks to be a right slug fest! Just as much as a I dish out Poddy gives back. The only big offensive unit I have is Flamers and they will be destroyed before they get any where or even do anything, well I could probably take out some Trueborn.

Next turn I'll use the Grinder to take out a Reaver unit while Plaguebearers assault the other Reavers while the smaller units of Plaguebearers capture objectives. Flamers will bbq Trueborn because it is the only thing they can do while Herald will shoot and charge the Warriors in terrain, if not he is going to get shot at next turn.

Turn 4

Grinder arrives and scatters into a building, luckily it is not immobilised. Remaining Plaguebearers land by the objective on Poddy's table side.

Grinder moves to assault Reavers as do the unit of 10 Plaguebearers while smaller units of Plagues move to capture or do capture objectives. Herald moves into terrain ok ready to shoot and assault.

Shooting; Herald blasts a Venom and also the squad n the ruin, squad passes cover save and misses the Venom, lol. Grinder kills two Reavers if I remember right; they pass morale. Flamers bbq the three Trueborn and wipe them all out.

Assault; Plaguebearers assault the Reavers, combat is a draw. Grinder assaults the Reavers, Poddy decides to auto fail morale test and falls back 8". Herald beats the Warriors who fall back.

D.E turn; Reavers and Warriors regroup, remaining units reposition to dakka the Grinder, Herald and Flamers.

Splinter cannons waste the Flamers while Chicken-Man absorbs a load of punishment though finally goes down. The Soul Grinder takes some pain and drops down to two hull points but carries on trucking.





* Tactical Notes

It is getting a bit close now, though I may have the edge here. There's two Grinders to keep Poddy busy with, though I have little offensive now. I am relying on the Plaguebearers to hold objectives, though longer the game does on the less chance they have for survival thanks to mass poison weapons. At least I have a unit of Reavers locked in combat.

Next turn the Grinder will go for the nearby Ravager while the other Grinder will pile into the Reaver vs Plaguebearer fight. Plaguebearers will grab the objectives my side and Poddy's side, I just hope they can last.

Turn 5

Plaguebearers move up and get the objective Poddy's side and also the one in the ruin my side. Grinder comes out the ruin to join the party while the other Grinder eye spies a Ravager. Masque comes forward but again will be usless.

Shooting; Grinder blasts the Ravager and clips a Reaver, kills a Reaver and does nothing to the Ravager.

Assault; Grinder and Plaguebearers mash up the Reavers while the other Grinder totals the Ravager.

Poddy's turn; Reavers come screaming down my right flank, looks like Poddy has a trick up his sleeve. Venoms move up to deal with the Plaguebearers on his objective.

Shooting; Reavers bladevane the Plaguebearers on my objective, though cover saves are strong. Plaguebearers on Poddy's objective get blasted to bits and only four remain now.

As it stands I hold two objectives and Poddy has none. We roll for next turn and it is game on.









* Tactical Notes

Ok, so next turn is game on. I think I will lose the objective Poddy's side as he can move up, bail out and claim it and has enough guns to wipe me out. I may still hold the objective on the left flank in the large ruin. Luckily for me the Masque is now close enough and can pavane the Reavers away from my objective and the Plaguebearers can charge and get them.

Turn 6

I move the depleted Plaguebearers into cover and still hold onto the objective Poddy's side, though I doubt I'll have it for long. Masque moves up and gets the pavane ready. Grinders move up sweeping behind the Venoms.

Shooting; both Grinders fire long range into the closest Venom to my Plaguebearers on Poddy's objective, if I stop this Venom then Poddy cannot reach the objective. Both Grinders hit and pen though Poddy saves with flickerfield and cover saves. Masque pavanes the Reavers and looks like my Plaguebearers may get them.

Assault; Plaguebearers assault the Reavers and Poddy rolls badly and the remaining three are dead meat.

D.E turn; Venoms rock up with a squad bailing out and moving towards my four Plaguebearers. One Venom does peel off to attack the unit in the large ruin on the left flank.

Shooting; the four Plaguebearers get blasted, though Poddy fired his Warriors instead of running them to claim the objective, doh, I even mentioned this to him the grumpy sod . Plaguebearers in the ruin on the left eat dakka and I cannot pass a cover save to save my life and the squad is wiped out.

Game ends here with Daemons holding one objective and scoring a total of 5 points (first blood and slay the warlord) and Dark Eldar scoring 1 point for slay the warlord.





Summary

Cracking game that and it was a real slog fest. I got back just as much as I dished out. I think Poddy thought he was in for it when I hit him hard first turn, but he got me back by taking out my Herald and two Flamer units; one which I forgot to fire!

Poddy played well and is getting better with every game, this was another close one. I think Poddy lost train of thought at the end, this was because he was more concerned with his Fantasy models selling on ebay; crappy Fantasy, no one wants to buy it! . Though if Poddy had got that objective I still would have won, however if the game went to turn 7 then Poddy could have got that objective I lost and score an victory!

I think the only mistakes I made was forgetting to fire the Flamers in the first drop and also forgot about the fear rule! I always forget that. Sometimes I put the Soul Grinders into risky places, but they served as a nice distraction and worked well.

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
Fixture of Dakka






Wiltshire, UK

Another fun bat rep, that first turn was very deadly for both sides.

Poddy is really doing well with the DE.

   
 
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