Afternoon kids.
This is my first time writing up a battle reports, so forgive me for any blunders. I will take now to apologise for the lack of pictures.
Ahem. Anyway, yesterday I played against a good friends of mine, Alex, and his Dark Eldar with my pre-heresy Night Lords to see who the real masters of terror were. Both of us are quite new to our forces, and are fairly tactically inept anyway, so whatever happened we knew this would be interesting.
Army Lists.
I took: Space Marine Captain (Terminator armour, dual Lightning Claws, Meltabombs)
First Claw-Tactical squad (10 men, Sergeant w/Power sword+Meltabombs, Meltagun, Dedicated transport-Rhino)
Second Claw-Tactical squad (10 men, Sergeant w/power sword+meltabombs, Missile Launcher)
Third Claw-Tactical squad (Sergeant w/ Power sword+meltabombs, Meltagun, Dedicated transport-Drop pod)
His list was something along the lines of:
Archon (Webway portal, Ghostplate armour, Blast pistol, Agoniser, Shadow field)
10 Wyches (Hekatrix w/Agoniser, 1 Shardent and Impaler, 1 Hydra Gauntlets, 1 Razorflails, Haywire grenades)
10 Kaballite Warriors
10 Kaballite Trueborn (Dark Lance, Splinter Cannon, may have been a Syrabite)
5 Reaver Jetbikes (Heat lance, may have been a champion with a nasty weapon of some description)
Pre-game and Deployment.
We rolled up Annihalation and Pitched battle for the game, before rolling off for deployment. He won, and predictably chose the 'North' side as it had the most cover (our store is quite sparse on terrain, so we had to make do with what we had). Cue crude and poorly scaled paint image:
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As you can tell I'm not taking art GCSE. Anyway, the Dark Eldar set up first-The Trueborn hid like the cowardly Xenos they are in the central rocks, the Warriors in the rocks on the right, the Archon and Wyches next to the Trueborn's position whilst the Reavers were held in reserve. For my army, the Squad in the rhino parked on the left side of the hill, the missile 'krew' as they were dubbed on the hill, and the captain hitched a ride in the drop pod with the combat squad.
The Dark Eldar got +1 strength from their combat drugs, and got first turn. I tried to seize the initiative and promptly failed. Great.
Turn 1. Warning shots
Turn 1 for the Dark Eldar started as it often does, with a headlong rush at my lines by the Wyches and accompanying Archoness. Eskewing cover, they started to dash straight for the rhino, hoping my history of being unable to shoot for tofee would work to their advantage. They run a further 3" in the shoot phase, but took a risk and instead of hopping into cover kept going for the tank. The Trueborn took aim at said Rhino with their Dark Lance, but missed-we put it down to the "Curse of the really expensive weapon", which has affected us both in the past. The Warriors did a little better, mowing down one of the Marines on the hill with Splinter rifle fire-first blood to the Commorites!
During the Night Lords turn, the Drop pod landed on target and unloaded its deadly cargo-five warriors of Third Claw and a notoriously unstable Captain. I considered moving the rhino towards the shuttle wreckage to plonk its embarked squad into cover, but decided against it-would this come back to haunt me later? In the shooting phase, I fired the Meltagun in the newly arrived squad and promptly missed despite standing about 3" away from the Wych squad. Sigh. However, combined bolter fire from the rest of Third Claw, the Rhino and a member from its squad peeping out the fire point more than made up for it, mowing down 6 Wyches! But this rare show of luck wasn't done yet, as the sergeant fired his pistol-Alex took it on the Archon, confident her Shadow feild would save her...and rolled a 1. With that gone, I was feeling much more confident in taking her head (and the resulting kill point) in the next few turns. The squad on the hill also gave a good showing for themselves, as a Frag missile and Bolter fire killed 4 of the Trueborn despite them having a 4+ cover save! Annoyingly, neither squad panicked.
Tactical analysis: Wow, what a great first turn! Although I lost one battle brother, I've put a serious dent in his elite forces and made him reconsider his plan. The Trueborn were probably just having a bad turn, and I'll have to watch out for them, but with more fire from Second Claw I should be able to kill them off quickly-and we can take the Wyches in assault, right?...
Current score-Night Lords: 0. Dark Eldar: 0.
Turn 2. Gladatorial games
Still reeling from the loss of so many of their number last turn, the Wyches broke off their charge at the Rhino and doubled back towards the newly arrived Third Claw and their friend. Alex rolled for the Reavers, but they didn't turn up. Come shoot phase, the Warriors shot down another 2 Brother-Marines, and the Trueborn took a modicum of revenge by killing a member of Third Claw with their Splinter cannon. The Wyches and Archon assaulted into the Combat squad and Captain, slaying the three regular marines and wounding the captain. In return, the Night Lords managed to put a wound on the Archon, leaving her with 1 left. Not a single Wych feel, and although the marines lost, they did not flee.
Come my turn, I had a choice to make-I could either roll the Rhino closer to the Wyches, to offer support to the beleagered Captain and Sergeant, or hold its position. I went for the latter option, and with combined fire from it, the Pod, and the Squad on the hill caused numerous wounds to the Trueborn. True to form (if you'll excuse the pun), they failed a further four cover saves, but still didn't run. Assault could only go one way-before my brave men could even raise their weapons, they were hacked down by the Wyches, giving them two 'Power from pain' markers. This meant they now had Feel no Pain and when combined with their combat drugs had strength 5 on the charge-Ouch! They consolidated towards the shuttle wreckage.
Tactical analysis: Ah. It seems my earlier confidence was sadly misplaced. Loseing not only two units, but one of them being my
HQ in one turn was a blow, and even though I wounded that Archon I don't need to be the Legion's Primarch to have a premonition that those Wyches are going to cause me trouble. That Warrior squad ias also starting to worry me, being a real thorn (or should that be Splinter?) in my side with their blasted efficiency. So now another choice-Do I fire at them next turn, or concentrate on that nearly dead Trueborn squad? It's a hard life...
Current score-Night Lords: 0. Dark Eldar: 2.
Turn 3. We came, we saw, we died like dogs
Bolstered by their success, the Wyches broke cover and dropped the Webway portal-furthermore, the Reavers passed their reserve roll, screaming into realspace with their scary melta weapon right in front of my tank! I braced myself for a two pronged assault, the jetbikers killing the vehicle and then the Wyches slaughtering the squad in combat. However, in the shooting phase, the Wyches ran back into cover-Alex assured me he did in fact have a plan, but I couldn't for the life of me see it. The Reaver with the Heat lance took aim at my Rhino, but missed. Thr Trueborn with the Dark Lance took aim at the Drop Pod, hit...and rolled a 1. They were really having a rough time of it! For once, the Warriors didn't manage to kill any Marines, so I thanked Curze for small mercies. However, it couldn't last-The Wyches assaulted the Drop pod and took it apart with their haywire grenades, garnering them yet another kill point and making themselves Fearless.
Eager to extract vengance for my fallen brothers, I resolved to kill as many of the alien b******s as possible. The Rhino mounted squad disembarked, with the vehicle itself remaining stationary. In hindsight, I should have moved it between the Squad and the shuttle wreckage to protect First claw from the Wyches, but can't change that now can I? In the Shotting phase, it, the squad on the hill, and the squad that had just 'arrived' fired at the Reavers, wiping them out to the last Eldar, and finally netting me a kill point!...Well, better late than never...
Tactical analysis: Things look grim, but I might be able to turn this around yet. The killing of the Reavers means the fastest elements of Alex's force is dead, and with combined fire the Trueborn and Wyches (despite their new-found resilience) should go down. This game is still in the balance, and I'm determined that if I go down I'll show these Xenos what the 8th Legion can do-this isn't over yet!
Current score-Night Lords: 1. Dark Eldar: 3.
Turn 4. Laws of Probability need not apply.
The Wyches began their turn by sneaking through cover, edging their way towards First Claw. Rather than run in the shoot phase however, they and the Archon elected to fire their pistols, but killed nothing-this means they'd be out of range in the Assault phase, buying me some more time. Phew! Thr two remaining Trueborn fire at the Rhino with the Dark Lance, but miss once again. The Warrior squad however, angered by their faliure last turn, made up for it and killed two marines on
th hill as well as the sergeant! Although his loss will be mourned, by sacrificng himself he kept the most important element of that squad-the Missile Launcher-alive, and so his loss was deemed acceptable. The squad refused to succumb to fear and panic.
Spying their chance to take vengance, First Claw advance towards the Wyches, bringing them to within Meltagun and Rapid fire range. To allow them to get past, the Rhino finally moved, driving towards the rocks containing the Trueborn. In the Shoot phase it fired its Storm bolter, gunning down another of the Trueborn. The Squad on the Hill finished the job, and with a sneer still on its lips the Kaballite elite exploded into fleshy chunks due to a direct hit from a Krak missile. However, it was then karma decied to strike. First Claw fired its Meltagun and Bolters at the Wyches, scoring a mighty nine wounds on the alien gladiators...who then proceded to pass every single cover save. In a word, feth. With that, I realised that this game could only end one way....this wasn't going to be pretty.
Tactical analysis: Well, that could of gone better. Although I'm glad that those Trueborn are finally dead, the survival of every single Wych including the Archon has really put me in a bad position. First Claw's fate is pretty much sealed, but maybe their death will buy me time to panic the Warrior squad and make them flee of the table. It's a long shot, but I think it may well be my only chance.
Current score-Night Lords: 2. Dark Eldar: 3.
Turn 5. Wiccaphobia-fear of Witches.
The Wyches bounded out of cover, intent on spilling the blood of the dwindling number of Mon-Keigh before them and drink their souls. As you do. Firing their pistols, they scored numerous hits but failed to wound any of the Space Marines, meaning that this would be settled with blades rather than bullets. Where's Angron, or Russ when you need them? The Warriors continued their deadly routine and fired at the squad on the hill, killing the two remaining 'regular' marines-but once again the Missile Launcher-toting warrior survived, and bravely refused to budge. In the Assault phase, the Wyches and their Archon buddy hit First Claw like a mag-train, killing nine of them before they even relaised what was happening. However, when their backs are to the wall the sons of Curze rise to the challenge, and stabbing his power weapon through her chest the Sergeant took the Archon's last wound! However, even as the alien leader's corpse toppled into the dust, it wasn't enough and (quite understandably) the sergeant fled-he was caught, and despite
ATSKNF letting him fight the Xenos one last time he was slaughtered in seconds.
Well, with two models left on the board, my turn was rather short. The Rhino trundeled closer to the Warrior squad, whilst the Missile Launcher armed marine prepared to spit in the enemies eyes one last time. Firing a frag missile at the Warriors, he sadly scattered off target, his last effort coming to naught. The Rhino fared slightly better, killing two of the Warriors with unneringly accurate Storm bolter fire-but it wasn't enough. We rolled to see if the game ended, but it came up a 5-it appeared that I wasn't to be excused from my suffering just yet.
Tactical analysis: Well, if nothing else this game I've sent that Archon off to a trip to the Haemonculus'. I fully expect next turn to be my last, and probably due to being tabled. It's a good day to die.
Current score-Night Lords: 3. Dark Eldar: 4.
Turn 6. In Midnight clad one last time.
It was all over rather quickly. The Wyches made a beeline for the Rhino, their haywire grenades the only thing that could damge it now. The Warriors fired at the Missile LAuncher, and at last the valiant warrior fell, body riddled with poisonous splinters, even now muttering "For the Primarch" under his breath. The Wyches ran, but only managed a measly one inch, and so were out of assault range. The Rhino moved even closer to the Warriors and fired its Storm bolter, causing another of the pirates to bite the dust. With that, the end game roll came up a 1, and dust settled on the now bloodsoaked desert.
Final score-Night Lords: 3. Dark Eldar: 5.
DARK ELDAR VICTORY!
Post-Mortem: Hmm. Not exactly a resounding victory for Nostramo's finest. This was my first time playing against Dark Eldar...well, ever, and I knew I would be up against something dangerous-but wow! I never would of expected such brutality from any race so lithe and graceful. Still, you only fail if you take nothing from faliure, so what did I learn?:
Dark Eldar Wyches are insane. Seriously. Once they hit combat they are the most disgusting things ever. In my next game against the Eldar's cursed cousins, I'll need to focus on taking them out first.
I also shouldn't have underestimated the Warriors-they pretty much single handedly managed to take out one of my Tactical squads whilst receiving little injury in return.I should of been smarter in regards to First Claws deployment and sent them in their RHino to wipe them out early in the game, because Splinter rifles can't scratch the tank.
I am in desparate need of some new, dedicated Close combat units-whilst when they actually got to hit they performed admirably, my units were cut down in record time by the combat-focused wyches. I'm thinking probably some rapt...Assault Marines, or Terminators to accompany my captain.
Finally, I shouldn't take this as a sign that Trueborn are a bad unit-they had an incredibly poor run of luck, I don't think they passed a single cover save all game and they missed with all of the big gun's shots. If they'd performed even avaragely I'm sure they would of caused me a real headache.
So, the next time I play Alex I'll be countering his nefarous cover-hogging ways with a more aggresive strategy in an ironic role reversal. Specifically, I'll pick my targets with more care-and if nothing else, take that as the 'moral' of this game. Man of the match has to go to my Rhino-It was an absolute hero, killing a slew of Aliens, sheilding First Claw in its roomy confines and not even being shaken for its troubles! I hope you had as much fun reading my little batrep as I did writing it-I may well do some more in the future now I've caught the bug. Now, you must excuse me-I doubt lord Curze will be most pleased to hear of my faliure...