Sunday, December 5, 2010

Dark Eldar: Battle Summary

Well, no detailed battle report as promised, but I did get a chance to test my Dark Eldar against my buddies Blood Angels.  Next time there will be pictures - I promise!

The main difference in the list from the ones in the past is having only four Troop choices, but making those choices strong.  This list was originally e-mailed to me by my friend Larry over at HERO's Gaming Blog, as a creative solution to combine what has worked for us individually in the new Codex.  I just edited it slightly to suit my taste.

Mission: Seize Ground (5 objectives)
Deployment: Spearhead


Dark Eldar Roster:
Vect - 240
2 Heamonculi (2 Liquifier, 2 Venom Blade) - 130

3 Trueborn (Venom SC, 3 Blaster) - 146
3 Trueborn (Venom SC, 3 Blaster) - 146
3 Trueborn (Venom SC, 3 Blaster) - 146

8 Wyches (Raider FF, Hekatrix: Agonizer) - 180
9 Wyches (Raider FF, Hekatrix: Agonizer) - 190
10 Wracks (Raider FF, 2 Liquifier, Acothyst: Agonizer) - 220
10 Wracks (Raider FF, 2 Liquifier, Acothyst: Agonizer) - 220

1 Ravager (NS, FF) - 125
1 Ravager (NS, FF) - 125
1 Ravager (3 Dissy, NS, FF) - 125

Total: 1,993
20 KP
Army Notes: Vect and Heamonculi go with one Wych squad, the other Heamonculi rides with the other Wych squad.  FNP FTW.

Opponent List (from memory):
1 Librarian - Jump Pack, Inerfnos Pistol - 140
1 Librarian - Jump Pack, Inerfnos Pistol - 140

1 Priest - Jump Pack, Power Weapon - 90
1 Priest - Jump Pack, Power Weapon - 90
5 Terminators - 4 LC, 1 TH/SS - 205

10 Assault Marines - Power Fist, 2 Melta Guns - 235 (combat squad)
10 Assault Marines - Power Fist, 2 Melta Guns - 235 (combat squad)

1 Land Speeder - Missile Launcher - 90
10 Vanguard Veterans - Jump Packs, 1 Powerfist Upgrade - 325

10 Devestators - 2 ML, 2 LC - 240 (combat squad)
10 Devestators - 4 ML - 210 (combat squad)
Total: 2,000
KP: 11 (15 with combat squads)

Pre-Game:
  • I knew that with 5 objectives, my mobility and ability to move 24" put me at an advantage.  My opponent wisely opted to combat squad his Assault Marines, giving him 4 options to capture objectives.
  • My opponent wins the roll to go first.  He deployed both Devestator squads (4 squads total), 2 combat squads of Assault Marines, and his Land Speeder.  Everything is in cover.
  • I deploy as far back into my corner as possible, just in case Vect failed to seize.  Raiders in front, Venoms and Ravagers behind.  I roll a 5 to seize, and Vect already comes in handy.
Turn 1:
  • I turbo everything up, getting into position.  A straggling Ravager takes 3 potshots at an Assault Squad but fails to do anything.
  • My opponent moves up his Assault Marines - one towards my main force, another towards an objective. 
  • His shooting is able to wreck both Wrack Raiders and blow the weapon off a Wych Raider.
Turn 2:
  • I continue to move into position and conduct my shooting.  I take out the majority of a Dev squad and the forward Assault squad.  Vect gets out of the Raider (Wyches stay in), and wipes out a Devestator squad in assault.
  • My opponent gets his Vanguard and one Assault squad in (along with Librarian and Priest).  His shooting takes out a Ravager and immobilizes both Wych Raiders.  His Vanguard assault my Wracks and we stay locked in combat.  
Turn 3:
  • I focus my fire on his remaining Land Speeder and Devestator squads.  Wyches get out, one squad joins up with Vect, while the other moves towards the Devestators.  Heamonculi detatch and attempt to Liquify stuff. Vect's squad rolls a 1 for fleet and shuffles around in place.  The other squad gets a 4 and engages (and wipes) 2 remaining Devestators.  Wracks and Vanguard still locked!
  • He gets another Assault squad, Librarian and Priest.  His shooting takes out another Ravager and 2 Wyches from Vects entourage.  Wracks win combat vs Vanguard and chase them down.  Bad rolling for the opposition. They consolidate towards an objective.
Turn 4:
  •  Shooting takes out some Devestators and Assault Marines.  Vect and his Wyches assault a Devestator squad, the other Wych squad assaults the other.  Vect makes short work of the Devestators, while the other Wyches win by 1 and stay locked in combat.  I consolidate Vect and Co. towards an objective.
  • His Terminators finally come in and drop between 3 objectives.  His Assault Marines take out a Ravager with shooting and close combat. His other Assault Marines take out a Venom, but the Trueborn inside don't get pinned.
  • Going in to turn 5, I had 2 Venoms/Trueborn remaining, along with both Wrack squads, both Heamonculi, both Wych squads and Vect.  My opponent had 2 Assault Marine squads, 2 Priests, 2 Librarians, and a lone Assault Marine sitting on an objective.
Turn 5:
  • The store is closing so this is our last turn.  One Venom with Trueborn aboard zoom over to contest an objective held by Assault Marines / Priest / Librarian.  Another Venom + Trueborn moves into position to unload on the Termies.  Wyches stay put on the objective but Vect fleets out, and is ready to engage the Terminators.  He kills 3 on the charge and makes all of his 2+ saves.
  • This game came down to my opponents inability to move through difficult terrain fast enough to assault me and potentially move me off objectives.  If he would have rolled better, it could have been a whole different end result.  He is able to wreck the contesting Venom, but the Trueborn stay put - able to contest.  Vect wiped the Termies and rolls a 6 for consolidation - putting him in position to contest the final objective.
Wrap-Up:
  • Objective one: Wracks and Assault Marines contest
  • Objective two: Trueborn and Assault Marines contest
  • Objective three: Controlled by Wracks
  • Objective four: Controlled by Wyches
  • Objective five: Vect and Assault Marine contest
  • Final: 2-0 in favor of Dark Eldar
Post-Battle Thoughts:
  • Absdrubael Vect is a BEAST.  Most of the time I broke him away from his Wych unit and just let him go to work - and go to work he did.  On his own he took out two 5-man Devestator squads and a Terminator squad.
  • 10-man Wrack squads are rock solid and a good option to hold objectives.
  • Dark Eldar vehicles are as fragile as can be.  It's important to have stuff inside that can withstand a few turns of shooting (i.e. 10-man squads with FNP).
  • As mentioned above, Dark Eldar vehicles are fragile.  Spend your first two turns getting things where they need to be so when they DO get shot out, they don't have far to go.  Any vehicles that are alive during the last few turns can zip around to contest.

P.S. If you're interested in checking out a full batrep of my Dark Eldar in action against Eldar, check out my friends blog post about it here

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