Monday, January 17, 2011

Dark Eldar vs. combined Chaos

After a lot of Dark Eldar reviews, I guess it was time to play a game with them. My buddies called me up and we threw down a 1500 point game.  I packed up the Dark Eldar I have and away we went.
Now I didn’t build some super list or anything. I took units that I really wanted to try and some I know should work well.
HQ- Heamonculus- venom blade
HQ- Haemonculus- venom blade, webway portal, scissorhand
TROOP- Wrack x10 liquifer x2, aconthyst –scissorhand (played tonight by marines x2 flamers)
TROOP- Warrior x9 raider, sybarite, venom blade, blaster (haemon with webway here)
TROOP- Warrior x10 raider, sybarite, venom blade, splinter cannon
TROOP- Warrior x20 sybarite, splinter cannon x2
ELITE- Trueborn x6 dark lance x2
ELITE- Grotesques x5 aberration, flesh gauntlet, liquifer gun (haemon goes here) (played tonight by tryanid warriors with a deathspitter as liquifer gun)
HEAVY- Ravager, dark lance x3
HEAVY- Ravager, disintegrator x3
HEAVY- Ravager, disintegrator x3
I was up against a combined Chaos force of……
HQ-Abbadon (oh poop!)
HQ- Demon Prince, mark nurgle, warp time, wings
ELITE- Terminators x4 heavy flamer, combi-meltax2
ELITE-Terminators x4
TROOP- Plague Marines x7, melta x2, rhino
TROOP- Marines x10, icon chaos glory, plasma, flamer, rhino
TROOP- Marines x10, icon chaos glory, plasma, flamer, rhino
TROOP- Marines x10, icon chaos glory, plasma x2, rhino
These were two 750 point Chaos forces joined as one. It would be Ian the slave taker vs. Mike the warmaster and aspiring champion Lew. We rolled up spearhead deployment and my favorite……capture and control. I truly hate that mission. It mostly, and can easily, comes to an end in a big fat tie.

My Deployment

Chaos Deployment












It was atypical set-up for this game; both of us set our objective in the far corners.  We rolled for 1st turn, I lost, deployment started, I choose not to try and steal 1st turn and the game started.

TURN 1
All but one rhino plow ahead toward me, and pop smoke. The demon prince flies along with them.
The grotesques and wracks were placed in reserve pre-game. The ravagers zip over and throw dark lances into the lead rhino, it is shaken. The ravagers unload disintegrators into the prince. One wound gets through his toughness and invulnerable save.
moving and shooting the demon prince

TURN 2
Abbadon and four terminators arrive via deep strike. They try to land behind my flag. They scatter off the table…mishap chart…..and a roll of 1. The fickle Chaos gods have need of him elsewhere.
Other terminator squad lands close to where Abbadon was wanting to land.
The rhinos continue forward as does the demon prince.
The terminators unleash a heavy flamer make several warriors crispy.
Bottom of two and I roll my reserves and the wracks want to arrive. I wanted them out of the portal, but didn’t place it last turn. They walk on behind the terminator squad.
Raiders move, ravagers move.
I open fire again on shaken rhino, and 3 dark lances….shake it again.
A ravager opens fire on the demon prince and wounds it twice. The once 20 man warrior squad opens with 12 splinter cannon shots. The demon prince goes down.
Here come the liqiufer guns….and AP 5 and AP 6 are rolled…..well that wasn’t as productive. They both do a substantial amount of wounds, but only kill 1 terminator.
The trueborn fire at an incoming rhino to cause 2 hits and zero damage, not even a glance.
The other ravager doubles back to help with the incoming rhinos.
The wracks charge the terminators and throw out an impressive amount to attacks and quite a few wounds. One more terminator falls as they also pull down a wrack. Thankfully, they missed a bunch of their power weapon attacks. A tie so they all stay there.



Wracks arrive

Movement phase bottom turn 2











TURN 3
The constantly shaken marines get out to stop the fast moving raider headed toward their objective. The other rhinos move forward, one becomes immobilized in terrain.
The chaos marines unload plasma and bolters into the raider, I fail my flat out saves and it crashes and burns. I take 6 wounds, lose 5 to armor saves, but the haemonculus is in this raider. I get a couple back with feel no pain rolls.  A marine takes some burning raider wreckage to the face and his armor fails him.
The terminators continue the fight with the wracks. They do no wounds and then they fall to the high volume of 4+ poisoned attacks. They grab their pain token and consolidate 5 inches forward.
The grotesques arrive and I still hadn’t dropped the portal. I wanted that portal closer to the objective and was busying moving fast to get out and drop it.  They walk on with their haemonculus minder and head toward the approaching rhinos. It wasn’t actually a bad spot for them.
The ravagers move over to get closer shots at the far rhino.  The now raider-less squad, moves through cover toward the distant objective. The second raider zips by them to try and claim it first.  
The trueborn fire their dark lances at the still mobile rhino and explode it real good. A marine or two dies in the explosion.
The once 20 man opens their splinter cannons up on the marines on foot and drop a couple.
The wracks run to try and get in position to help with the approaching chaos marines. The grotesques do the same. The ravagers both open on the marines mid field, and only kill a couple. The raider-less squad nearby decides to rapid fire their splinter rifles into the remnants, and does no damage to them. 
Second turn of combat terminators are gone

Wracks charge terminators





 

TURN 4
The marines in the immobile rhino jump out and get moving forward. The squad nearest my objective closes and opens with plasma and bolters. A few more dark elder are gone from the shooting.
The ever shrinking marine squad on the other side of the board moves and unleashes shots on my other raider. I did move crazy fast to get saves. Those will help! Bolters and plasma guns open fire. On plasma gun over heats and kills the wielder. Several bolter shots get through the vehicle non-armor. The rapid firing remaining plasma gun also gets two hits. The damage is quite substantial, and the raider goes down. Wait going fast was supposed to help me not get shot down! Oh well. Three warriors die in the crash and the remaining members of the squad dust themselves off.
The wracks move through the terrain to get into flamer range…and don’t quite get there. The Grotesques get closer to the chaos marines and are still too far away to charge them.
The ravagers both dump shots into the remaining members of the farthest marine squad and they simply evaporate.
The trueborn open fire on the approaching marines and kill 1 with a dark lance.
The remaining large warrior squad dumps splinter rifle and cannon into the marines and force 14 saves on 6 guys…..and they all live.   
The dark lance ravager takes aim at the objective sitting rhino and scores 2 hits and neither do any damage.


The end of turn 4
TURN 5
The game doesn’t end. The remaining marines move forward. They flame the large warrior squad dropping them to 6 members remaining.
The marine squad following them continues their advance and they run to get closer.
The dark elder move and run to get near the chaos objective.
The wracks move to get within liquifer range and fire. They roll an AP 5 and AP 2. The AP five kills nobody. The AP kills only one marine.
The reaming warriors shoot into the distant marines and do no damage. The trueborn then fire at the same squad, and miss with their dark lances.
The grotesques advance and unleash their liquifer gun, and score an AP 5. They kill no marines. I guess the dark elder didn’t bring the proper concoction of chemicals for their liquifer guns this day.
The ravager fires 3 dark lances at the remaining objective rhino and it is shaken. The other ravagers fire and only get a single glance, which causes it to be stunned.
The grotesques reach combat. With the haemonculus attached they get furious charge and they begin to tear the marines apart. Well, the flesh gauntlet causes one wound and the remaining squad and haemonculus cause 8 more wounds. I must say the large amount of attacks they get when charging is stellar, too bad I rolled so poorly to wound.
Anyway the marine squad is killed. The wracks don’t make it out far enough out of cover to assault.
Bottom of turn 5 movement phase


Their objective

My objective











The game ends at the start of turn 6.
Thank the gods Abbadon didn’t land where he wanted to. Having him and more terminators in my backfield would have sucked. I also just couldn’t find time to drop the webway portal. I was moving too far to get out. I’ll look into placing it with a different unit next time. The grotesques mid-field and advancing toward the corner objective might have helped a bit. Hopefully it would have let one raider get closer to the corner.
If they wanted to these guys could have loaded themselves out with heavy bolters, autocannons or missile launchers and ruined my day early on. Thankfully they didn’t. However, they did enough damage where needed and helped keep the game in a big fat tie.
Also, not a single leadership save was failed all game. I know it is not impossible, but with dark elder and me it is semi-probable.
What was gleaned from this game?

web way portals might be great is you ever drop them for utilization.

Raiders are still so very frail and I think overpriced. I still would not pay for upgrades.

Ravagers are fun. Whatever armament you use is great. The 3 dark lances can be scary to vehicles. The 3 disitegrator cannons are great vs. marines and can sometimes supress rhinos.

Wracks x10 and Grotesques can put out a silly number of attacks on the charge.

Liquifier guns are fun and still a bit random, but well worth the points to take.

Splinter cannon x2 + 19 splinter rifles+ sybrite+ good times. I really like what this squad can do vs. non-vehilces. 12  splinter cannon shots if stationary is just sick! The +4 poison is a nice touch as well.

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