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2013/12/12 03:13:16
Subject: JimSolo's 40k Battle History Chronicle (Last update 6-12-14)
Hello all. I'm endeavoring to track my progress through this game. While I've been playing for much longer, I've only started tracking my record recently. (October of 2013)
For the purposes of the following list, all supplements are lumped in with the codex they come from. All Space Marines from Codex: Space Marines are being considered the same army, even when there are two groups of them.
My accumulated track record.
Spoiler:
Total Army - Win - Loss - Tie
- 3 - 3
- 12 - 10 - 1
- 0 - 1
2013 - 3 - 3
- 4 - 4
- 0 - 1
2014 - 1 - 0
- 12 - 6 - 1
- 0 - 0
For those who want some context, a breakdown of my regular opponents.
Spoiler:
Sean - Sean is my longest running opponent. A veteran gamer, he's been playing 40k since the Rogue Trader days. He's also the guy who got me into the game.
Armies- Space Marines (White Scars/Ravenguard), Necrons. Playstyle - Semi-competitive.
Fritz - Fritz is a relatively new player. Starting with Imperial Guard, he expanded into a number of other armies before settling on a few and selling off his vast collection. He's more into the competitive aspect of the game than the modeling side, so my games against him tend to be a bit more intense.
Armies - Tau, Imperial Guard. Playstyle - Competitive.
Will - Will always makes me ashamed to put my army down, since his is always so much better painted than mine. He puts a lot of time and effort into his models, and it shows. He's got a larger selection of Forgeworld units than most of my opponents, although he has always offered an alternative list if I didn't want to face Forgeworld selections. As a historical footnote, Will is the first opponent I ever faced competitively.
Armies - Orks, Tyranids, Chaos Daemons, Chaos Marines. Playstyle - Competitive.
Adam - Adam is one of my longest gaming friends, and has been playing the game for a long time, almost as long as Sean. He took a brief hiatus, getting out of 40k for a while before coming back.
Armies - Eldar, Orks. Playtstyle - Casual.
Conker - Easily my most easygoing opponent, Conker is a recent addition to our gaming group, but a welcome one. A veteran of the game, he's played most of the armies, and owns a fair number of them still.
Armies - Sisters of Battle, Chaos Marines, Space Marines (Imperial Fists), Grey Knights. Playtstyle - Casual.
Brian - Brian primarily plays in a different gaming club, based out of the nearby college campus. (I'm primarily based in the Lords of Egypt, the 'townie' club.) With an encyclopedic knowledge of the rules, Brian and I have the fewest rules issues out of any of my matchups. He's got some amazing looking minis too, which always make the game more enjoyable. We consistently play extremely close games, so I really have fun when we get together.
Armies - Chaos Marines, Space Wolves, Sisters of Battle, Imperial Guard. Playstyle - Competitive.
Battle Report: 12-10-13.
Army: Dark Eldar, 750.
Spoiler:
Duke Sliscus
Wyches in a Raider
Kaballites in a Raider
Reavers
Ravager
Opponent: Fritz, Tau, 750.
Spoiler:
O'Vesa
Farsight
Battlesuits with burst cannons
Battlesuits with burst cannons
Game: The Scouring
Deployment: Hammer and Anvil
Each Tau HQ is joined to one of the battlesuit units, both deployed within a ruin at the end of the table.
The Ravager and Reavers are hidden behind hills at the other end. The remaining Dark Eldar are in Reserve.
Turn 1: Ravager moves up the board, firing ineffectively at O'Vesa's unit. Ravagers turbo-boost into hiding behind a rocky outcropping near the ruin. Tau return fire, equally ineffectively.
Turn 2: Thanks to his Warlord trait, Sliscus's unit and the Wyches both arrive from Reserve. Both scatter away from the ruin, but still within firing range of the units within. Reavers turbo-boost through the ruin, killing the drones out of O'Vesa's unit. Splinter fire inflicts minor damage on both Tau units.
Tau return fire, blowing up both transports and scoring First Blood. The wyches dive into cover behind a rock, the kaballites become the newest citizens of the independent sovereign nation of Assinthebreezia.
Turn 3: A bangup job of firing from the Ravager drives Farsight's unit to go to ground. Splinter fire inflicts a single casualty on each unit. Wyches charge O'vesa's unit, losing a couple wyches to overwatch. Sliscus and the wyches rip into the battlesuits. Farsight returns fire, killing a reaver.
Turn 4: Kaballites and Ravager finish off Farsight's unit. Wyches kill the last of the battlesuits, and in a fit of foolish pride, Sliscus challenges O'Vesa, who accepts. With no Tau units remaining, the challenge continues on and on. Game ends with the Reavers scoring a single objective, and both wyches and kaballites standing around cheering Sliscus fighting the Riptide.
End result: Dark Eldar win 5-1.
This message was edited 24 times. Last update was at 2014/07/26 04:18:17
Turn one: Reavers turbo-boost over Firewarriors, get shot to pieces in subsequent shooting phase. Ravager remains unharmed.
Turn two: Kaballites and Wyches arrive via Deep Strike. One pirahna killed, hammerhead killed. Splinter fire inflicts minor casualties on Tau. Firewarriors return fire, inflicting minor damage on both raiders.
Turn three: Wyches and Sliscus jump out, launch a three way multi-assault on the Firewarriors without an HQ, plus both units of drones from the pirahnas. Firewarriors end up fleeing from combat. Because firewarriors roll first, they cannot be pursued, since another unit remains in combat. The single remaining drone ALSO fails morale test and flees, outrolling the wyches and escaping. Wyches subsequently shot up, but not too badly.
At this point, time constraints force us to end the game early. Fritz claims two objectives, plus First Blood. Wyches claim one objective.
Tau win, 7-3.
Game 2 Army: Dark Eldar, 750
Spoiler:
Duke Sliscus
Wyches in a Raider
Kaballites in a Raider
Reavers
Ravager
Opponent: conker249, Space Marines (Imperial Fists) 750
Spoiler:
Terminator Librarian
2 dual heavy bolter landspeeders
predator with heavy bolters and assault cannon
2 tactical squads in rhinos (melta/missile launcher)
Mission: Big Guns Never Tire
Deployment: Hammer and Anvil
Turn 1: Ravager blows up one landspeeder, moves out of range of return fire. Reavers turbo-boost over other land speeder, trying to bring it down with bladevanes.
Turn 2: Sliscus and wyches arrive by deep strike. Open fire on librarian, who is on foot behind the rhinos, casting Invisibility on the Predator. Libby wounded, begins to move away from raiders, uses Puppet Master to make wych raider blow up the Duke's raider. Punishing heavy bolter fire tears the Duke's kaballites apart. Duke's unit fails morale test and begins fleeing across the board.
Turn 3: Last surviving Reaver begins bouncing around land speeder, trying to take it out with blaster. Libby suffers Perils of the Warp and dies. Ravager fails spectacularly to kill anything. Raider blows up a rhino, marines pinned.
Turn 4: Wyches and Sliscus shoot up pinned marines, charge them. Sliscus kills sergeant in challenge. Land Speeder proves triumphant over the Reaver in the high-speed duel. Ravager continues to fail to kill the Predator. In conker's assault phase, last surviving tac marine fails morale test, beats wyches on initiative, and escapes.
Turn 5: Ravager AGAIN fails to kill predator. Wyches assault predator, finishing the job with haywire grenades. Sliscus pins down lone tactical marine and slits his throat, is set upon by the remaining fresh tactical squad and blown to smithereens.
Game ends with the Dark Eldar claiming two objectives, plus First Blood, Linebreaker, Slay the Warlord, plus the point for killing the Predator. Imperial Fists in turn score a single point for killing Sliscus. Dark Eldar win 10-1.
Battle Report: 12-27-13. Army: Space Marines (Salamanders) 2000
Spoiler:
Vulkan He'stan
Assault Terminators (6, with a 1-2 split between claws and hammers)
Land Raider Crusader
Tactical Squad (x3)
(with a flamer, multimelta and a veteran sergeant with a lightning claw, combi-melta, and melta bombs, mounted in a drop pod with a beacon)
Sternguard with 8 combi meltas and 2 heavy flamers
Ironclad Dreadnought with flamer/multimelta
Creed
Command Squad including Kel, the guy who screws the opponent's reserves, and the guy who drops pie plates.
Veteran Squads x2
Psyker Battle Squad
Infantry platoon
Two Leman Russes (Punisher and Executioner)
Grey Knight Strike Squad
Inquisitor with dual daemonblades
Vindicare Assassin
Bastion
Game: The Relic
Deployment: Hammer and Anvil
Not very exciting to chronicle, this game wound up being over by turn 4. Drop Pods assaults took out both Leman Russes before they could fire a shot. One of the tactical squads picked up the relic and booked in the other direction. The IG contingent tried to mob up on and around the bastion, but to no effect. The sternguard's arrival wound up killing both vet squads in a single turn. The Vindicare popped off a single shot at the Land Raider before its retort took the assassin out. One combat squad of tac marines and one of sternguard fell victim to the Inquisitor and his merry band of silver psychopaths, but Vulkan and the terminators arrived in time to mop up.
Game ends with the Salamanders victorious and alone on the table, with victory points clocking in at 6-0.
This message was edited 1 time. Last update was at 2013/12/27 06:12:57
Duke Sliscus
Wyches in a Raider
Kaballites in a Raider
Reavers
Ravager
Opponent: Sean, Space Marines (White Scars), 750
Spoiler:
Kor'sarro Khan
Space Marine Bikers (7 Bikers and an attack bike)x4
Game: Big Guns Never Tire
Deployment: Dawn of War
Deployment: 5 Objectives rolled. Duke Sliscus is apparently scraping the bottom of the barrel, because both of my drug rolls come up Hypex. I weep. While the majority of the steep hills are difficult terrain, my opponent stipulates prior to game beginning that the very large hill is impassible (save through the tunnel) and can only be reached by jump or jet infantry. One of the objectives has been placed within the tunnel. A picture of the deployed game can be seen below. All further pictures were taken at the end of the turn summation that they follow.
Spoiler:
Turn 1 passes uneventfully. Due to Night Fighting and an abundance of caution, the Ravager pops up over a hill and fires at the squad with Khan in it. The heavy bolter fires back, to a resounding lack of success. One biker buys it.
Turn 2 starts a little more excitement. Both my Raiders arrive from Reserve. The wyches land on top of the large hill, while Sliscus and his posse land further back. Some ineffective shooting is traded. Khan turbo boosts forward, intent on scoring the extra point for icing that Ravager.
Spoiler:
Turn 3 finally sees the first blood point! The wyches bail out of their Raider, which immobilized itself while Deep Striking, and leap to the ground. They fire on the nearest biker squad, and unfortunately for them, the bikers fail their morale check and flee off the board, leaving my assault-less wyches as the newest residents of the sovereign nation of Assinthebreezia. The Reavers earn their biscuits, slashing the crap out of Khan as they turbo-boost to the unassailable hilltop.
Khan assaults the Ravager, failing to accomplish anything of note. The bikers converge on the wyches, shooting the crap out of them. Some ineffective shots are also directed at the Reavers. Fortunately for me, the bikers also fail to make their assault roll, leaving the wyches unengaged!
Spoiler:
Turn 4 sees the improbable rolls continue. Sliscus immobilizes HIS ride in the trees. The wyches assault the wounded biker squad, and fail to kill it. Here is where I made the mistake that I believe will go on to cost me the game. I jump shoot jump the Reavers, instead of sending them into assault to support the wyches. On the plus side, the Ravager scores me the Kill the Warlord point by vaporizing Khan.
The two bike squads in the immediate vicinity rat-pack the wyches and finish them off. Their heavy bolter does manage to blow up the wychs' Raider, however. The remaining squad hugs the hills, hiding from the Ravager and Sliscus.
Spoiler:
Turn 5 brings it all home. Despite taking some more wounds from shooting, the biker who has moved into the tunnel refuses to die. Sliscus and his boys manage to kill the attack bike out of the black bike squad, but the game ends with the White Scars holding two objectives to the Dark Eldar's one.
Spoiler:
The little attack bike that scored the winning objective.
End Result: Dark Eldar lose, 5-6.
Post game analysis: The close score indicates a pretty accurate assessment of a close game. For funzies, we kept playing out the last two turns as if the random roll had come up that way. Turn 6 ended with him winning again, but turn 7 ended with me victorious.
A bad difficult terrain roll really cost me, since my kaballites couldn't claim the objective they were angling towards when game ended. (Double 2's.) I saw as many failed charges (both sides!) in this game than I've seen in the rest of 6th edition combined.
As far as bad luck goes, you can't plan for that, so I'm not going to cry over spilled milk. My 'no balls, no babies' approach to dangerous terrain tests was bound to dirtshank me some day, and I'm glad that all the karma bills came due in the same game.
Tactically, I think I could have placed my objectives better. (More focused towards my back lines, where the deep strikers could have sat on them. However, I anticipated a bike rush, and dropping in behind them. Kind of surprised by my opponent's cautious approach. Nevertheless, I think I could have gained a great deal of advantage if the Reavers had rushed the marines. It might have been the extra two wounds I needed to end that assault. At the very least, it would have given me some more wounds when the girls got charged the next round. Possibly have even tied the White Scars up a little longer (although that Hit and Run is a beast).
This message was edited 1 time. Last update was at 2014/01/03 06:10:45
Duke Sliscus
Wyches in a Raider
Kaballites in a Raider
Reavers
Ravagerx3
Opponent: Sean, Necrons, 1000.
Spoiler:
Transcendent C'Tan
Necron Overlord
Heavy Destroyer
Necron Warriorsx2
Game: The Relic
Deployment: Vanguard Strike
This game went pretty quick. Here's an artist's rendition.
Bottom line: I was horribly, hideously outgunned. The Escalation unit just ate my lunch in a fashion that's truly horrendous. If someone else had lured me into a game like this under the guise of a friendly match, I'd have been pretty cheesed off, but I can't really complain here. Sean suffered a turn three tabling at the hands of ShasO'mygod a few months ago, so a suckerpunch in return is only fair game. We're going to play a larger game a little later to see if Escalation really is bad as everyone says it is.
A couple of times I got bent over a barrel here by rules I didn't know. Two of my tactics were based on not realizing certain things about Gargantuan Monstrous Creatures. Now I know, and knowing is half the battle...
Duke Sliscus
Wyches in a Raider
Kaballites in a Raider
Reavers
Ravager
Opponent: Will, Necrons, 1000.
Spoiler:
Ork Biker Warboss
30 Shoota Boyz x3
Game: Big Guns Never Tire
Deployment: Dawn of War
This game was a little dull to play and would be fairly dull to watch. Tl;dr version? The Dark Eldar played leapfrog all over the board, trying to stay one step ahead of the orks and take potshots at them as they footslogged. The orks tried to catch up to the more fragile Dark Eldar to crush them in CC. If the game had ended at turn 4, the orks would have one on objectives. In turn 5, the Dark Eldar managed to finish off two of the boyz units and flat-out the Ravager for a late game objective steal, which clinched the game.
8 VICTOR!
3
This message was edited 1 time. Last update was at 2014/01/17 06:21:39
Vulkan
Assault Terminators
Land Raider Crusader
Tactical Squad x3 in pods
Sternguard Squad in a pod
Assault marines in a pod
Him, Clan Raukaan, 1850
Spoiler:
Chapter Master with Honor Guard in a pod
Tactical Squadx3 in pods
3 vanilla dreds in pods
2 ironclad dreds in pods
Game- The Relic, Deployment - Dawn of War
This game really came down to who went second. Luckily, it was me. In what turned out to be the most epic game of darts ever, we essentially wound up just podding down in an ever-widening circle of landing craft. Game ended with one of my combat squads squirting away between two pods with the relic, and almost everything else in my army standing around in a circle trying to mob out the Chapter Master.
On a plus note for my opponent, he did manage to score the Slay the Warlord point from his Chapter Master wrapping the Gorgon Chain around Vulkan's neck and garroting him with it.
End result: Salamander victory 5-1.
This message was edited 1 time. Last update was at 2014/01/30 06:10:21
Duke Sliscus
Wyches in a Raider
Kaballites in a Raider
Reavers
Ravagerx2
Talos Pain Engine
Opponent: Brian, Chaos Space Marines, 1000.
Spoiler:
Chaos Lord on a Juggernaut with the Burning Brand
Chaos Marine squad
Chaos Cultist squad
Forgefiend
Heldrake
Chaos Vindicator
Game: Crusade Deployment: Dawn of War
Deployment
Spoiler:
Duke Sliscus stared at the holoscreen intently. The single building stood amid a swirling skein of ice. The winter winds were so fierce, the hotsprings of the region would freeze in mid-eruption, leaving thick curtains of ice across the landscape. He smiled.
"My lord," rasped one of the thralls, a renegade from some Kabal or other, "it appears that a band of mon-keigh worshippers of the Hungry Ones are already here looking for our prize." Sliscus laughed. When he had heard about a forgotten laboratory where cultists of She-Who-Thirsts had been developing a supply of Warp-tainted poisonous ammunition, he'd been intrigued but unsure the journey would be worth his time.
"Prepare my Raider," said the Duke, flipping his hair over his shoulder. "And bring us in to the atmosphere..."
The Chaos Lord rolls Exalted Champion as his Warlord Trait, while Sliscus gets Master of the Vanguard. (Which means what he really got was hosed.) You can see the five objectives arrayed across the board. If you're missing it, the fifth one is in the bottom of the large ruin. Sliscus is apparently scraping the bottom of the drug barrel, and gets stuck with Grave Lotus. On the other side of the buff coin, the Chaos Lord generates three different mutations, and gets rerollable armor saves, among others.
Turn 1
Spoiler:
The Raider hurtled through the upper atmosphere, flames licking at the sides of the atmo-bubble. Sliscus watched the battle below on his holoscreen, grinning sadistically as the laboratory exploded outwards, a plume of fire and rubble vaporizing the pack of Reavers to slow too avoid it.
Dark Eldar have the initiative. The Ravager manages to put two wounds on the Chaos Lord, while the Reavers and the Talos ping away at him through the ruin to no avail.
The Chaos Marines have a much better time of it. The Reavers are lost to the Hades Autocannons.
Turn 2
Spoiler:
The mon-keigh on the daemon reached up with a power-fist, ripping the drive engines free from the Ravager. Its twin turned to fire on the Chaos Lord, ignoring the mechanical dragon overhead, only to burst apart from the force of the cannon-blast fired by the tank hidden behind the ruined laboratory.
"That vehicle has become a nuisance," said Sliscus. "Tell Frykyrion to attend to it."
Turn two starts with disappointment. Of the three units in reserve, only the Ravager arrives. Not only that, the entire army once again focuses on the Chaos Lord, and fails to inflict even a single wound. (Note, the rerollable armor saves come through in spades, sparing the Lord from death.)
The Chaos Marines hit back, and hard. The Vindicator detonates one of the Ravagers, while the newly arrived one is torn apart by the Chaos Lord, who sweeps in to finish what the Heldrake begins. With only my Talos left on the board, it looks grim.
Turn 3
Spoiler:
The Traitor Marines lurched over the ice plains. The guns had fallen silent for the moment. The first of them, Diomedes, reached for the broken door to the laboratory. The plaster wall exploded as the Dark Eldar monstrosity lurched through it, chains raking through the Marines' ranks.
Turn 3 doesn't start much better. The Duke is delayed again, and the Wyches mishap (fortunately right back into Reserve) leaving the Talos alone on the table, the last line of defense between me and a turn 3 tabling. Fortunately, Fryk manages to come through in the clutch, and absolutely annihilates the Chaos Marines. He consolidates back into the ruin, where the cover save, as well as his own formidable defenses, keep him safe and hunkered down. The Heldrake cruises off the board to come back around.
Turn 4
Spoiler:
The Heldrake's talons closed over the frame of the corrupted Wraithlord, lifting it bodily into the air. Across the battlefield, Sliscus winced as Frykyrion was hurled down through the building.
"I hope we can repair that," he sighed. "Fraconides will be so lost without his brother..."
Turn 4 shows a little promise. The two Raiders come down and miraculously scatter in a favorable direction! Although they don't do anything on the drop but ping away uselessly at the Chaos Lord, they do set themselves up where they can't both be killed by the Heldrake. The Talos, on the other hand, tears the Vindicator apart.
In retaliation, the returning Heldrake Vector Strikes Fryk into an early grave. The Hades Autocannon wrecks the Wyches' Raider, sending them scurrying for the lab. The Chaos Lord heads them off, challenging (and defeating) the Hekatrix. Dismayed, the Wyches flee for the board edge.
Turn 5
Spoiler:
The Heldrake wheeled overhead as lance fire sizzled up at it. Snarling, Duke Sliscus shoved the gunner aside and grabbed the gun controls.
"Give me that!" he snapped, taking careful aim at the cavorting hell-spawn. A single arc of black energy shot out, taking the Heldrake in the 'armpit.' With a squeal of tortured metal, the machine crashed into the snow. Duke Sliscus turned back around, ignoring the hail of ice and shrapnel raining down around them.
"That's how you do it," he sneered.
Turn 5 turns everything around. The Wyches rally, in range of an objective, no less! The Duke's Raider gets a lucky shot off and blows the Heldrake out of the sky. The Kaballites aboard, no longer confined to snap shots, manage to gun down the Chaos Lord in a furious hail of poisoned firepower.
In a last desperate gambit, the Chaos forces attempt to shoot the Wyches off their objective, but fail to score enough kills to force a lead check.
Turn 6
Spoiler:
Sliscus and his unit hop out of their Raider, jogging back to claim a second objective. Too far distant to do any good, the Chaos Marines take the single objective they managed to secure and depart the battlefield.
Conclusion
Duke Sliscus kicked open the box. The belts of ammunition within glowed an iridescent blue, the liquid within their hollow frames promising an exquisite death.
"Someone go and see if any of the mon-keigh in the powered armor still live. And while you're at it, bring down a team of slaves to dig Frykyrion out of that building..."
4 - First Blood and a single objective.
7 - Slay the Warlord and two objectives. VICTOR!
Alexi wrote:I like the narrative points. Telling the story of the game makes for more fun.
Noted. I'll start adding them in. I'll also try to keep it short.
conker249 wrote:Nice reports. I want to play a match sometime.
Done and done! I've got some more Dark Eldar coming in, and I'd love to get a larger point game in once they're all built.
barko wrote:I love these. Can you add in a pic of the armies by themselves by the starting list?
Sure! The only trouble (as you well know, sir!) is that space can sometimes be limited at our gaming pit, so it can be a little tricky to get them all organized in parade formation, but yeah, I'll give it a shot. (I don't think I'll especially request opponents to arrange their armies for a photo op just for me, but I'll let them know that I can if they want me to.)
Glad people enjoy these. I was starting to fear no one was reading them.
Duke Sliscus Wyches in a Raider Kaballites in a Raider Reavers Ravagerx2 Talos Pain Engine
Opponent: Lou, a new opponent. (If we wind up playing each other another couple of times, I will write some more info on him up above), Tau, 1000.
Spoiler:
Commander Crisis Suits (Deathrain) Firewarrior team (6) x2 Pathfinders (6) Riptide Longstrike in a Hammerhead
Game: Scouring Deployment: Vanguard Strike
Deployment
Spoiler:
Ree'chi snarled through teeth that had been filed to points long ago. The repulsors of his jetbike gave off a soft hum that was scarcely audible over the rain. He whipped his head to the side to clear the hair plastered across his face, gazing out across the hills still shrouded in the darkness of the storm. The rain was passing, though. If they were going to strike, it needed to be soon.
"I saw one of the giant ones," muttered Elaireia on his left. "If we come over the ridge and break away, we can cut it to ribbons before it can get a shot on us."
Ree'chi hissed, fingers wringing the handlebars of his bike. Grave Lotus always made him want to strangle something with his bare hands. It was one of the few times he regretted becoming a Reaver.
"Don't be foolish," he said. "I've fought these mewling soft-hearted children before." He jutted his pointed chin out into the hills. "Somewhere out there, they've got forward spotters hidden." He turned and jerked a thumb to the motionless form of Frykyrion, the corrupted Wraithlord awaiting the order to advance.
"Let's see if they can avoid a target like that."
Sliscus wastes a Warlord roll and once again gets Master of the Vanguard. You can't really see all the objectives, but it doesn't really matter. Sliscus has apparently run out of drugs, and gets stuck with Grave Lotus. Again.
Turn 1
Spoiler:
Frykyrion staggered back beneath the onslaught of ionized energy bursts. The behemoth collapsed into the mud, vaguely grasping at its ruined face.
Ree'chi paid no attention to it, save for a slight shiver of delight at the waves of psychic agony rolling off the thing. He had seen the telltale green glint of the markerlights. He gunned his bike and howled.
Tau have the initiative. Riptide and Longstrike try to take out the Talos, but in the end it is the missile pods that take the monstrous creature down.
The Dark Eldar respond hard, however. A turboboost from the Reavers winds up tearing the Pathfinders to ribbons.
Turn 2
Spoiler:
The burst from the cluster caltrops shredded the Tau scouts, dropping their bloodied corpses into the dirt. The Viridian Vipers banked, preparing to bring their bikes around. Ree'chi saw the motion to their right in time to put Elaireia in between himself and the figures advancing through the rain.
Lou's Kroot arrive right on time. A lucky outflank roll (not really that lucky, I suppose) puts them right where they need to be to rake some fire over the Reavers. The Dark Eldar bikers manage to weather the firepower of the Tau however, and emerge with the cluster caltrop bearer still standing. The Ravager, although it hasn't managed to do anything (and will continue to fail for the rest of the game) proves impervious to enemy fire due to a combination of Night Shields and Jink saves.
The remaining Reaver turboboosts again, killing half the Firewarrior squad while simultaneously putting a couple of feet and a large hill between himself and those Kroot. Once again, the Duke doesn't feel like showing up. (Clearly, with his drugs running low, he's trying to kill off some excess hangers-on.) The Wyches arrive, however, failing to hit anything with their Snap Shots. Although I asked before game, I forget before placing the Deep Striking Raider that the Riptide has Interceptor. Fortunately, the big boy fumbles, and the Wyches arrive safely.
Turn 3
Spoiler:
His other two companions dead, Ree'chi zoomed along alone. He gunned his bike at the base of the approaching hill, flying high into the air as he launched himself over it. At the apex of his trajectory, he reached out one hand to gently caress the Riptide as he passed behind it, raking a thin scratch across the thing's painted finish. Almost as an afterthought, he fired another salvo of shrapnel into the Firewarriors below him as he soared overhead. As his bike zigged and zagged down the steep incline on the other side, the cries of wounded Tau echoing behind him, Ree'chi saw another squad of Firewarriors approaching, rifles raised.
"Not again," he hissed.
The Firewarriors arrive from reserve, and manage to finish off the remaining Reaver. The Raider gets broken open, and the Wyches manage to break free, fortunately closing close enough with the units around them that they can claim better cover saves from their Phantasm Grenade Launcher. The Tau Commander uses his Target Lock and kills the Ravager.
The Duke arrives in time for me to forget (AGAIN!) about the Interceptor. Not as lucky as the Wyches, his Raider gets blown up, and four of the Kaballites pay the price for his hubris. My Wyches charge the Crisis Suits, and actually lose in assault. (I lose two of them to Overwatch, and a zealous Commander in Iridium Armor tanks the wounds for the rest of his squad.)
Turn 4
Spoiler:
Ree'chi stumbled through the mud, holding his ruined arm against his side, trying to keep it from flopping uselessly. The wrenching pains from the broken limb invigorated him, pushing him on faster. Ahead of him, he could see the Harlot Choir in full retreat, their Raider spinning uselessly in midair, the drive motives shot to pieces. The Hell Chariot, Duke Sliscus's personal conveyance, fell from the sky as he watched, burning and melting even as it came.
The poor luck continues. Massed fire kills off the Kaballites. The Duke, attempting to tank the missile pods, blows his Shadow Field on the first. damn. save. With no one left on the table, I could technically still keep playing until the end of this turn, or perhaps longer (I still have a Ravager in reserve) but I choose to call the game here, feeling that we've pretty much reached a shooting solution.
Conclusion
Spoiler:
Gasping for breath, Ree'chi paused behind the ridge to gather his wits. Behind them, the Tau showed no signs of giving chase, having handily repelled the raiding force. Looking to his left, the reaver boss was surprised to see the Serpent himself crouched in the mud, back to the same hill. The pale overlord was wrapping a priceless Fenrisian ermine cloak around the stump of his left hand, which had clearly been blown away by one of the shots aimed at him.
"What in the hells was that?" hissed Ree'chi. "It was like they knew we were coming!"
"Probably because they did," grinned the Duke, cinching the makeshift bandage with his teeth.
"Wha...what?" the biker gaped, uncomprehending.
"Lots of recruits recently," said the old Serpent. "Not enough ships. Not enough slaves. Not enough candy." He reached into a belt pouch and pulled out a slim self-injector, pressing the vial to his arm with a hiss. He looked over at Ree'chi and winked.
"Now the supplies go a lot further," said the Serpent. Laughing, he lurched away into the drizzling rain, leaving Ree'chi to stumble after him, awash in awe and pain in equal measure.
12 - First Blood, Slay the Warlord, and three objectives, plus killing a Fast Attack choice. VICTOR! 1 - Killed a single Fast Attack choice.
So, here's where I need some assistance, fellas. I'd like your opinions on where I went wrong tonight.
Here's what I think I mighta coulda done different. I think if I had started the other Ravager on the board, it might have helped. Two of them advancing downfield might have done some good, plus thrown some target confusion into the mix. I also think I should have brought my Raiders down on the other side of that huge hill, out of LOS of the Riptide, and moved them up in the following turn. Giving Sliscus's boys and their Splinter Racks an opportunity to kill that Riptide might have helped me out.
What do you guys think? Any way I could have played it better, with the list I had?
This message was edited 3 times. Last update was at 2014/02/14 07:40:12
I think you should put the arrows and explosions back on so people can tell what went where. It will make deconstructing your battles clearer and probably get you more help.
Haven't posted for like, a month. I got a game in last week, with pics and everything, but haven't had a chance to write the report up.
Got two games in today.
Game 1 was against Sean. The Relic at 1500 points, Necrons versus Dark Eldar. Dawn of War deployment. In order to satisfy his own desire for uniqueness, Sean made an 'Optimus Prime' list. Each of his choices were selected in groups that added up to a prime number, and each selection's point cost was also a prime number. No two prime numbers were repeated. (As long as you count his selection of two Triarch Stalkers as one choice for the number '2,' and I think we can give him a little latitude there. ) Game ended in a Dark Eldar victory.
Game 2 was against Brian. Crusade at 750, Hammer and Anvil deployment. Mechanized IG versus Dark Eldar. Although I was (once again!) reduced to such a small force I asked Brian if he thought there was any point in continuing. Once again, he advocated a change in tactics, and his advice proved sound, leading to a Dark Eldar victory.
Played Sean in a Purge the Alien game (Dawn of War deployment). The game was notable for being a 'kitchen sink' list, including almost everything I could include and still have a mono-army list. Happily, to date I now have 2500 points worth of Dark Eldar.
We never managed to complete the game, however. With such a large point value, we only wound up playing two turns before calling it, although it was pretty evident how the game was going to go, so neither of us felt a great deal of apprehension about packing it in early.
First tie ever! Played conker again, and very nearly got spanked (AGAIN). I had to reach really far for some old 'sand-in-the-eyes' style tricks just to force a tie! He's getting really good with his Imperial Fists. (And he was allied with Sisters, which he's ALREADY experienced with). If he had packed some real distance anti-armor, I'd have been in trouble.
Played a relatively inexperienced player and a completely new player. In order to bring some fairness to the proceedings, I played a completely themed (Coven) Dark Eldar list. Still won both games, but the one against the completely new player was very, very close.
Got the first two seventh edition games last week.
They, uh, did not go well. Almost won against the new guard, but then got just utterly face-stomped by Ultramarines in pods.
"Men, it appears the Dark Eldar are upon us. I shall run and see what's taking those reinforcements so long. You all delay them by endeavoring to make sure their polearms become lodged in your skulls..."
This message was edited 1 time. Last update was at 2014/06/05 06:16:58
Jimsolo wrote: Got the first two seventh edition games last week.
They, uh, did not go well. Almost won against the new guard, but then got just utterly face-stomped by Ultramarines in pods.
Assuming you played your DE
Pro tip, full reserve DE against D-Pods.
Guard is always a mess for DE, Too much AV 12 for anything less then bloody.
Full Reserve still equals auto-lose in this edition, no? I did Reserve as much as possible, but I made a couple of crucial mistakes against the pods. (My first and primary army is a pod one. If there's one thing I know, it's how to make a Pod list lose. ) I took a Deep Strike mishap on one unit, which wound up with it being across the board, with two more pods coming down over THERE, and it ended up spreading my forces too thin to counter. However, I agree with you 100%. With no area terrain to castle in or around, my only option was reserving, which I did for as many units as I could and still have something on the table at the end of turn 1.
The Guard list went against me primarily because the Tactical Objectives bent me over a pickle barrel. I actually came within one unit of tabling him (and even then, the game ended at turn 5). I DID learn that Baron Sathonyx and a pack of Hellions make lovely second-tier tank killers, so it wasn't a total loss.
I don't think full reserve is an auto loss any more. I am pretty sure the way things work now it would only be an auto win if it was agreed before the game that it would be. But I could be wrong.
I thought there was still a proviso that if you had no models on the table at the end of a game turn, you lose. (Which is where I was getting full reserve = loss.) I mean, you could always agree that it wouldn't, of course, but that'd be a house rule. Unless I'm mistaken. (And I hope I am! If there's a loophole for full Reserve without auto-losing, it's about to get BUCK nasty with some Dark Eldar.)
Sure, if you want to throw them up here that'd be cool.
With the baby and the house, I just haven't had the time to annotate and narrate a full battle report every week. The only reason I still update this thread is that I want to be able to have just enough information to remember what I was doing when I look back on these posts years from now.
This message was edited 1 time. Last update was at 2014/06/15 06:29:34