Showing posts with label Battle Reports. Show all posts
Showing posts with label Battle Reports. Show all posts

Monday, 18 April 2016

Tournament Results


So went down on Saturday and got 3 games in with my "Shadow Raptors" Dark Eldar.

Bit of a strange system the scoring was via 6 objective cards that each person had available all game, plus a VP for each Objective at the end of the game.

Something Like:

Assassinate - 1 VP per independant character killed this turn
Take and Hold - 3 VP's if you control 3 objectives
Purge - 1 VP for manifesting a psychic power or denying the witch
No Prisoners - 1 VP per unit killed in Assault
Something? - 1 VP per unit killed by Shooting
Linebreaker - 1 VP if you have a unit within 12" of the opponents table edge

Was a bit strange as I'm used to scoring through the game with Maelstrom and I'm not a big fan of leaving the scoring to the last turn, however it is what it is.

Had one big win, one big loss, and one closer game so fairly balanced I guess, although it was a shame as none of the game's were particularly close.

First game (18-1 Win against Space Wolves)

Bad matchup for this guy and I did feel bad for him, He had roughly:

Njal Storm Caller in a unit of 9 Wulfen, 3 Claws, 3 Hammers, 3 
Arjac Rockfist in a unit of 6 Terminators inside a Landraider (2 Flamestorm Cannons)
Giant Flyer thing
2 units of 5 Grey Hunters

With him just really having 2 big dangerous units I was able to dance around and shoot  them to pieces, he had nothing left on the table by the time the Flyer finally arrived turn 4.

Wyches did OK I guess, moved out of their transport turn 2 and knocked two HP off the Landraider with a thrown and then placed Haywire Grenade, before being toasted by the flamestorm.

Game ended turn 5 with 4 units of kabalites chasing after the flyer snap shooting at it and finally bringing it down. Jumped onto the objectives at the end for an extra 6 points. (MISTAKE as it dictated my next matchup)

Second game (20-0 Loss against Eldar)

Brutal matchup and I was almost tabled turn 1 (Just de-meched Kabalites and half a unit of Wyches left with him destroying all 6 skimmers before I got a turn)

His list was pretty brutal for a "friendly" tournament:

Farseer on bike
4 Scat Bikes
4 Scat Bikes
10 Warp Spiders
5 D-Scythe Wraith Guard in Wave Serpent
3 Hornets with 2 Pulse Lasers
3 Hornets with 2 Pulse Lasers
Dark Reapers with Exarch manning an Icarus LasCannon emplacement

so the Scat Bikes took a skimmer out each (16 s6 shots per unit) then the Hornets took a skimmer each (12 s8 shots per unit) then the Warp Spiders accounted for 1, and the Icarus Lascannon plus Dark Reapers plus Serpent Shield and Lance from the Serpent finished off anything that was left.

Fun...

Wanted to call it before my First turn but opponent pointed out we needed to carry on for VP purposes. He finished what was left his turn 2 but my reserves came in afterwards. He then tabled what was left T3.

Funnily enough that list went on to win the tournament having won 19-1 // 20-0 // 20-2

My last match was against a friend of mine with his Tau, something like:

Riptide
Y'Vara (Spelling?)
Ghost Keel
Coldstar Commander
Regular Commander with 5 Marker Drones
1 Crisis Suit with Fusion Guns
3 Crisis suits with S7 / S5 stuff?
2 Broadsides
5-6 Sniper drone things
Pathfinders

Again pretty brutal with 3-4 Skimmers down first turn although I did manage to score a few points in this match at least, losing 12-7 in the end.

Anyway!

Long and short of it is I think if I ever go to anything semi competitive again I'll probably need to bring some Eldar support as it just didn't feel that I could compete with my opponents after the first game. 






Monday, 22 June 2015

Pro Elves vs Amazons // Re-Roll Tokens // First Lineman Painted



Had my first full game of Blood Bowl on Friday night and loved it.

Previously had only been able to get in half matches and I've played a few half matches now against Humans, Orks, then Amazons.

Went round to a friends house Friday though hoping to get a full game in and although it took us a while (4 hours - but some chatting in between) it was great fun and we got it finished.

Random dice rolls were had all round, at one point I failed a re-rollable 2+ twice in two turns! but at the end of it, I had failed dice rolls that weren't critical (although one did lead to my Thrower getting whacked and dropping the ball), while my opponents failures included a 4+ re-rollable catch 3 squares from the end zone with a free run in, then a couple of turns later, a GFI into the end zone.

A few pics of the game:

Well that was a good start, we kick off and the eager crowed invade the pitch, knocking down half the players!


Dave's dice rolling is not doing him any favours...
Whereas mine is fine a minute later!

Dave's luck not improving, even with a 3D block on the catcher...
The casualties start to mount up though...




The game ended with a 3-0 victory to the Pointy Eared Potters although one of the Linemen died, and my thrower got a smashed hip so will miss a match and has -1 MA. Nerves of Steel really came into it's own on a couple of occasions, picking up the ball in 3 tackle zones and running in for the score at one point, and later in the game got my catcher surrounded by no less than 5 players with no way out in sight... only to lob it over to another catcher who waltzed in for the score.

Overall a great fun game and I look forward to a rematch soon!


Re-Rolls

Also I spent an hour yesterday evening making some re-roll counters for my Pro Elves and Norse teams, these are really easy to do but a few people have complimented them so I thought it'd be worth sharing how.

I found a logo on-line and then pasted them into a bottlecap .psd template (Did a quick Google search and it's something like this), printed them off onto light card and cut them out (With a 1" Stamp) then stuck an epoxy bubble on top. Really easy and cheap way to make tokens for anything.

Here's the end results, nothing amazing, but for a cheap and easy option I'm pretty happy with them.



Finally, I managed to get my first team member painted to a basic level, it's not great but it'll do for now and once I've got the whole team painted I'll go back and touch them all up.



Thursday, 18 June 2015

Pointy Eared Potters get their first Home Games in (Blood Bowl)

Well had two half games on the new pitch last night and I was really happy.

The new pitch had loads of people commenting on it and went down very well, I'm really happy with it and although it wasn't cheap (although Alex gave me a great deal) I feel I'm going to get great value out of it.

For those that are interested I got the pitch from here: http://www.ff-fields.com/

I played two half games with my Pro Elves, first against Orcs and then against Amazons, winning the first game 1-0 and drawing the second 1-1.

Overall I'm really enjoying Blood Bowl and it seems very tactical now I'm starting to learn some of the intricacies. I think it'll take me a while to be able to challenge any of the more seasoned players at the club but there are 5-6 of us just picking up the game so will be good to climb the learning curve together.

New Pitch:



Action Shot of the First Game:


Monday, 11 May 2015

1000pt First Week Results // Further Eldar Assembly // Imperial Assault Frustrations



1000pt Results (Maelstrom)

2 Games last Wednesday to tell you about, my list was as per last week's update:

Medusae
··Raider [Dark Lance]

Kabalite Warriors with Blaster
··Raider [Dark Lance]

Kabalite Warriors with Blaster
··Raider [Dark Lance]

Scourges with 4 Haywire blaster

Scourges with 4 Haywire blaster
Solarite with Power Lance (Warlord)

Venom with 2 Splinter Cannon

Ravager [3 Dark Lance]

Ravager [3 Dark Lance]

Ravager [3 Disintegrator cannon]

First game was Cloak and Shadows against a mechanised Imperial Guard army with a HQ Tank, 3 Troops Tanks and a Tank Destroyer thing with a massive gun, plus a Vendetta

Took out one of the tanks early on and the scourges dropped in turn 2 and over 2 turns took out another tank each, Lost one of the Ravagers and the Scourge units both died once they'd done their job but generally I flew around and claimed objectives whilst firing off lances and haywire at tanks.

I felt a bit bad for Chris as he's a nice chap but my army is pretty good at taking out armoured targets, and even with the Venom and Medusa being useless in this matchup I had plenty of tools for taking out the tanks. The Vendetta did cause a bit of a problem but my Ravager with DC's got behind him the turn after he showed up (Turn 3) and then followed it around firing shots into it's back armour and forcing him to jink, making it pretty ineffective.

Ended up winning the game 13-2, the mobility of the army really helps for Maelstrom missions!

Second game was Cleanse and Control against a friend's Scout army (Sentinels of Terra)

He ran something like:

ML2 Librarian
5 Bolter Scouts
5 Scout Snipers
5 BP + CC Scouts with a Heavy Bolter
3 Scout Bikers with Grenade Launchers
Mortis Dread with 2 x twin Auto Cannon
Dread with Assault Cannon and Heavy Flamer Power Fist
Vindicator
Landspeeder with Heavy Flamer and Multi Melta
Landspeeder with Heavy Flamer and Multi Melta
Aegis Defence Line

Good fun game and really close until turn 5 as I had to jink less and less as threats were taken out I was able to take the game away a little and ended at the end of t5 with a librarian and a couple of scouts left. Ended up winning 7-4.

Overall I was fairly happy with my list, I think the Ravager with Disintegrator Cannons definitely has a place and came in useful both games. There was plenty of anti tank whilst still retaining some decent infantry killing between the kabalites / venom (28 poison shots and 2 blasters in close range) plus the Disintegrator Ravager and the Ap3 Flamer from the Medusa. I'm not sure how I'd cope against a horde army like Nids or Orks but I think I'd still give it a good game.

Scourges I don't think I'd deep strike again, both games they came in and did something but they were pretty much suicide squads which is potentially fine, but if I can take out their targets without getting them killed then even better. Nice to have the option though I suppose.

I think two games in a night is starting to be a stretch now though so I'm likely to only get one game in a week from now on.

-----------------------------

Assembly

Just to keep a track of progress here, I managed to get 6 Striking Scorpions and a Support Platform done over the weekend, the Striking Scorpions took ages as the finecast was pretty bad and had to be very careful cutting bits away, will need to go back over these with green stuff at some point.

The Support Weapon Battery I enjoyed making and I really like the figure, nice to have the options without having to magnetise as well as they just slot on top.



-----------------------------

Imperial Assault

Had another game of this on Friday and we're now on about the 7th mission I think? We played the "Sorry about the Mess" side mission and it just felt impossible for the Imperial Player, I think the Story missions are balanced fantastically well but the Side missions just don't seem to have had that same thought go into them, much less detailed and they don't scale.

If we'd have played this Side mission as the first mission, the Rebels may have had a challenge, but as the 5th? Side Mission they just blew through it.

We'll need to think of a way to balance out the Side Missions I think, or I'll have to play more of a GM type role and add in things randomly to provide that challenge.

Oh well, I'm just a bit disappointed after my initial enjoyment of the game, I still hold high hopes for the Skirmish version though as that seems to be balanced well with a good variety of missions and the deck building element of it looks great too.

Friday, 24 April 2015

Brief Report of 750 Dark Eldar vs Blood Angels Drop Pod Assault



So on the back of the tailoring article on Wednesday I did play two games in the evening vs an Imperial Guard player and then Blood Angels.

I won't report much on the first game as it was pretty one sided in the most part.

He ran:

Leman Russ Vanquisher with Camo Netting
Leman Russ Destroyer? with Camo Netting (The thing with a Demolisher Cannon)
Leman Russ Destroyer? with Camo Netting
Vendetta with lots of Las Cannons and Heavy Bolters

Basically my Ravagers blew up one of the Troops first turn while my Blasters and Haywire Blasters from Scourges took out another, my Venom ran and hid on an objective.

Rest of the game was firing absolutely everything at his HQ Tank and him passing 13-14 cover saves on a 3+ and when I finally gave up and flew over him to get no cover shots... he passed the cover saves on a 6.

Regardless though his Vendetta and Vanquisher just couldn't kill enough to stop me grabbing 3 of the objective to his 1 (Went into hover with the vendetta turn 5) and won 11-4 (He had one objective and one for destroying  a Heavy, I had 3, line breaker and first blood)

-----------------

Second game against Blood Angels was much more interesting, as per my article Wednesday I did run a more balanced list (not just kabalites in transports) that I felt would give me more of a chance.

This is the two lists:

Blood Angels:

Sanguinary Priest with Combi Melta and Auspex
7 Sternguard with Heavy Flamer, Flamer, 2 Combi Meltas
Drop Pod

10 Tactical Marines with Heavy Flamer/Flamer
Drop Pod

Furioso Dread with Frag Cannon and Heavy Flamer Power Fist
Drop Pod

5 Tactical Marines with Heavy Bolter

------------------

Dark Eldar:

Medusa
Raider with Enhanced Aethersails

5 Kabalites with Blaster
Raider

5 Kabalites with Blaster
Raider

5 Scourges with 4 Haywire Blasters

Venom with 2x Splinter Cannon

Ravager with 3 Dark Lances

Ravager with 3 Dark Lances

------------------

So looking at his list I was still very worried about the flamers (2 S6 // 3 S5 // 2 S 4), but hoping that by deploying my kabalites in reserve I'd be able to limit the damage done.

Mission was Relic and Night Fighting was in effect, I won the roll and asked Fred to deploy his Blood Angels first and I would go second, reasoning if I went first I'd only be able to hurt the 5 tac marines, and I wanted to be able to go last come the end of the game.

I deployed my Scourges and Medusa (Not joined) in the bottom right corner and spaced all my vehicles to block access to them and try and limit how many vehicles he could catch with one template.

He landed the Dread and Sternguard first turn, pretty much central and as close to my deployment zone as he could get. Frag Cannon explodes a Ravager and stuns a Raider while the Sternguard blow up the venom. Painful but not as bad as it could have been had my kabalites been sat in their vehicles.

I managed to put 2 HP and immobilise the dread but couldn't finish it off, Medusa got 8 marines under the template and wounded 4... which they all save with FNP due to the Sanguinary Priest. Disappointing!

Most of the rest of the game involved me trying to run away whilst firing what I could into the Sternguard to whittle them down. The Dread went down T2 with a Disintegrator Cannon in the back, but by T4 I had 1 Raider on 2 Hull Points hiding on the far left, 1 Ravager on 2 Hull Points and 1 Kabalite with Blaster on the right near his deployment zone, and my other unit of kabalites at full strength about halfway up the field in the centre. He had 2 Sternguard, 10 Tac Marines, and the 5 man Combat Squad. Not looking good!

Turn 5 he started moving his Combat Squad towards the objective but they were still a good 5-6 inches short after running. The Sternguard moved and charged the Ravager, putting a Hull Point on it, while the 10 Marines ran towards the Relic, ending about 1/2 " from it.

I moved the Raider within 1" of the objective and everything moved and fired at the marines by the Relic, between them killing I think 5-6 marines but leaving a few still within 3" of the Relic.

We rolled for end of game and hit a 2 so tallied up the scores. I had Slay the Warlord to his First Blood and Slay the Warlord. I checked with my opponent what detachment he was running and it was the Blood Angels specific one so no Objective Secured. My Raider therefore could steal the Relic from under the nose of the Tactical Marines and claim the win for me at 4-2.

Overall I was pretty happy with the game. I think I played reasonably well and did what I could to minimise the alpha strike, I was unfortunate with the Ravager exploding and my opponent passing 4 FNP on the Sternguard  but that's dice for you. By t2 it was clear that the only way I was going to win was through the objective, so I did what I could to pull the marines after my Ravager and Kabalites etc. to try and ensure they wouldn't go and sit on the objective, which would have made it almost impossible for me to shift them (If they pick it up I'm pretty sure I can't claim it by being in 3")

My main learning points from the 2 games were:


  • As long as I've got a plan for my opponent bringing drop pods, I "can" limit the destruction they cause and not automatically lose the game. I think my deployment worked well to limit the damage and although it hurt me (1 Ravager, the Venom and stunning the Raider meant it was pretty much confined to dying t2) I was happy enough after his first turn that I would still be able to strike back. I think if we hadn't been doing the relic mission it would have been easier for me to leave the marines there and fly off, but sadly they were within 10-12" of the Relic the whole game so I couldn't just leave them to themselves.
  • Objective Secured is huge, I think the way Dark Eldar play you need to have this and it's fantastic that you can take an absolute pounding, be almost completely tabled, but that one Raider can still win you the game from almost anywhere on the board (12" move, 24" boost with aethersails)
  • Scourges with Haywire Blasters are fantastic reliable anti tank, I've not really used them before, preferring to spam Raiders with Kabalites in, but there is a massive difference between glancing on a 4 and glancing on a 2. These have definitely won a bump up my painting queue and I'll likely be using two units with 4 Haywire in most of my games in future. 240pts for 8 haywire shots from 36" away (12" move, 24" range) seems great value, and with a 4+ save and 5+ FNP from T3, they're a fairly survivable unit by Dark Eldar standards.

Friday, 20 March 2015

Last week of Combat Patrol with Dark Eldar

Hi guys,

quick update, Wednesday night I played two more games at the club against the 1st place and 3rd place players (I was 2nd)

First game was against the guy in 1st who was a nice guy and we'd played before and had a good time so I enjoyed the match.

He had something like:

Inquisitor with 10 guys, Plasma Cannon and Heavy Bolter Servitor things in this unit.
10 Guardsmen with 3 Plasma Guns in a Chimera with Multi Laser and Heavy Bolter
5 Guardsmen with Plasma Gun in a Razorback with TL Assault Cannons
5 Guardsmen with Plasma Gun

First turn he advanced and got a shot off with the Assault cannon but the rest was out of range and/or missed.

My turn I moved onto an objective and shot everything at the Razorback, blowing it up and killing all but 1 of the unit inside between everything firing into them (couldn't see the Chimera)

His Turn 2 he moved round with the Chimera, fired the lone Plasma Gunner into one raider exploded it, The Chimera took out a second raider, and the Guys inside fired 3 plasma guns and 2 bolters at the other Raider and destroyed that.

Not a good couple of turns...

So from there I didn't really have much of a chance, two units with Blasters were pinned, all my units were disembarked, and he had his Inquisitor and 10 guys on a 4 pt objective in the far corner... Not happening.

Nice guy though and sometimes the dice just don't work for you, I couldn't pass a jink save for toffee and that Chimera was just absolutely BRUTAL (4 S4 Bolter shots // 3 S5 Heavy Bolter // 3 S6 Multi Laser // 6 S7 Plasma Gun all re-rolling 1's to hit for an objective...)

Second game was against Necrons and this guy was the chap I'd lost as he walked over everyone at Kill Team. (9 Tomb Blades with Ignores Cover Gauss all in single model units at 200pts is crazy)

His list was something like:

10 Tomb Blades with Ignores Cover and 3+ Saves (2 S6 Blast Weapons in here)
5 Immortals
5 Immortals

Dice went horribly for me again and first turn 4 Lance Shots on 2's to wound, and 9 DC shots on 3's to wound, all with no save (didn't jink) and then 36 poison shots left... 2 dead Tomb Blades.

Then to add insult to injury, my Venom holding an objective rolled sabotage, then a 1 for it to explode, then 5 S4 hits, which then blew it up... At this stage I'm thinking this isn't going to be my evening.

Anyway, over the next couple of turns I finished off the bikes for the loss of 2 Raiders and 1 of the units inside them, and one unit of Immortals that had walked across by now. We called it on T4 as he couldn't stop me boosting over to his side of the table for linebreaker without moving his Immortals off the objective which would make the loss even worse, giving me the game at 5-4 (Objective // Slay The Warlord // Linebreaker vs Objective // First Blood)

The dice were horrible to me throughout the game but eventually after firing approx 30-35 AP2 shots and dozens of poison shots the Bikes went down, and the rest was much easier from there, I was saved by the fact that he could only take out 1 target a turn.

After the league table was updated I'm now at 5th with my first opponent still top and the Necron player just below me in 6th. So far I've won 5 of my 6 games but my objective points aren't high enough to lift me any further sadly as some of the games I've won with low scores. (The league is ranked by Objective Score Rate, gained by dividing the amount of Primary and Secondary objectives you have got so far by your win rate)

---------------------



Thursday night I went back to my Raiders and did the bases before I move on to the Kabalites, as the ones I'd done "yellow" (Don't ever try and shade this with Nuln Oil) had just gone a slimy green. I think they look much better with the light grey and it makes the Purple stand out a lot more, I'm pretty happy with these now and I think once I've gone back and done the crew they'll look pretty good. (Or at least to a level I'm happy with! :) )

Thursday, 12 March 2015

Dark Eldar Combat Patrol at 400pts - Imperial Guard (No pics again I'm afraid)

Same list as the previous game but repeated here in case you're reading through archives:


5 Kabalites with Blaster (Warlord here)
Raider with Disintegrator Cannon and Enhanced Aethersails

5 Kabalites with Blaster
Raider with Disintegrator Cannon

5 Kabalites with Blaster
Raider with Disintegrator Cannon

Venom with 2 Splinter Cannons

His list was something like: (Pardon my butchering but I don't know what the leaders etc. are called)

Platoon:
Command Squad: Sergeant, Grenade Launcher, Autocannon, 2 grunts
Squad 1: Autocannon, Grenade Launcher, 8 grunts
Squad 2: Autocannon, Melta Gun, 8 grunts
Squad 3: Missile Launcher, Grenade Launcher, 8 grunts
Squad 4: Missile Launcher, Melta Gun, 8 grunts

Wyvern (I think?) Had 2 Barrage 2 shots at S4 each turn.

Mission: The Scouring (Fast Attack are 1 additional VP, random points for objectives)

First Turn: I win it and deploy first/go first

Deployment:

2 Raiders and the Venom on my right behind a ruins, the other raider goes on the left as I was hoping to get a side shot on the Wyvern (Didn't think that through probably)

He deployed the Wyvern in the far left corner and diagonally, I'm not getting a side shot on that from anywhere. Squads 2 and 4 go on the left deployed separately but both in front of the Wyvern, one in ruins, the other in the open.

Squads 1 and 3 combine into a blob and sit on the right in ruins, with the command squad behind them.

He failed to seize, we flipped the objectives to find them laid out as below:

My near left corner: 3
Far left corner: 3
Central and about 10" on: 2
Pretty much centre of table: 2
My near right corner: 4
Far right corner: 1

Initial assessment is it's quite nice for me, I have the 4 already, and feel he'll struggle to get to it with his horde of infantry, he has a 3 and a 1, but the others are unlikely to be claimed by him as he's not particularly mobile. The Wyvern will worry me once I'm dismounted, but needs a 6 to glance before then, the Heavy weapons are concerning, but there aren't "that" many of them and I'm happy jinking and taking my chances, I'm not sure he has enough weapons to down all 3 raiders and a venom, and if he doesn't manage that, I can dive on the objectives at the end.

Turn 1

Night Fighting is in effect. Top left and bottom right objectives are nothing of note, his blob squad is sitting on re-roll 1's though...

Raider on the left moves forwards and the DC and Kabalites fire into the front Squad with the Autocannon, which breaks and flees off the board.

2 Raiders on the right start chipping away at the blob and kill I think 3 of them, can't draw LOS to the Command Squad.

Venom moves forward and shoots the other squad on the left and kills 3, they stay put though.

No Movement from the Guard, the command squad and blob squad shoot two separate raiders which both jink, one takes a HP. On the left the Wyvern shoots the Raider and fails to glance, the missile launcher misses (jinked raider here too)

 Turn 2

Raider on the left moves forward 6" and fires at the guard in front again, joined by the Venom, I think maybe 3 left in the unit after this but they stay around again.

Raiders on the right get a bead on the Command squad and kill 3 of them, leaving the Autocannon and the commander alive after he passes LOS.

Wyvern fires and hits with 4 again but fails to glance, Missile launcher fires and misses.

On the right the blob shoot one of the Raiders which explodes killing 3 but leaving the Warlord and one kabalite alive.

Command squad move out of site of the other raider and the AC snap shoots at the venom and shakes it.

 Turn 3

The other raider on the right disembarks it's passengers who go and sit on the 4pt objective, it then moves closer to the blob squad.

Venom moves onto the centre objective and snap shoots at the Command Squad, between this and the DC on the left raider they finish them off.

The Squad inside the raider on the left shoot at the remainder of the unit in the ruins and finish them off leaving the Wyvern in the top left, and the depleted blob squad occupying the ruins in the top right (maybe 15 left here still)

Blob squad shoots at the raider and immobilise it. Wyvern hits but fails to pen the other Raider again (Not sure why he didn't shoot my dismounted kabalites but think he had given up by this point)

 Turn 4

Left Raider nudges forward to get Line Breaker and the objective, the squad inside shoots the Wyvern but miss

Right raider is immobilised but fires into the blob squad killing 1, it's passengers are still sat on the 4pt objective in my DZ.

Warlord and the other kabalite jump into the empty, immobilised raider and throw some fire at the blob.

Venom shoots into the Blob squad and kills 4-5 including the autocannon, they pass their LD test.

Turn 5

Kabalites sit on 4pt objective, Raider in top left has a 3pt objective, my Venom moves back 12" into my bottom left onto the other 3pt objective.

Venom and Immobilised Raider fire into the blob squad again and kill a few more, they pass their LD again.

Kabalites in the top left raider fire at the Wyvern next to them again but still can't hit it (it's about 3" away!)

Wyvern fires into the Raider in front of him again but can't pen it still, missile launcher and the grenade launcher from the blob shoot the immobilised raider but can only glance it down to 1HP.

We roll for game to carry on and it doesn't,

13 to 1 victory for the Dark Eldar  (4VP, 3VP, 3VP, Slay the Warlord, First Blood, Linebreaker)

Conclusions

This list seems very effective as it's able to take on a wide variety of targets and once it gets up close it's pretty brutal with a lot of rapid firing poison. I was worried about the amount of guardsmen but actually the list has the ROF to take out a good amount of them even if most of the time they were in 4+ cover.

I think I played it reasonably well, I probably should have kept all the raiders together, and maybe ignored the blob squad as I never really hurt it much, but overall it worked out well.

Looking at his list I'm not sure how he would ever have got to the objectives he needed to be honest.

Thoughts?

Dark Eldar Combat Patrol at 400pts - Battle Report vs. Orks (No pics sorry)

So took my Dark Eldar down to the club again last night and had a couple of games, this is the list I took down, I've kinda given up on Wyches at this level as I came upon the situation last week where I had NOTHING that could scratch his tanks after first turn because the only real anti tank was the Raiders themselves.

I'll post a second Battle Report later today/tomorrow with my second game

5 Kabalites with Blaster (Warlord here)
Raider with Disintegrator Cannon and Enhanced Aethersails

5 Kabalites with Blaster
Raider with Disintegrator Cannon

5 Kabalites with Blaster
Raider with Disintegrator Cannon

Venom with 2 Splinter Cannons

First game was against a good mate who I'd arranged to play as I got a bit frustrated with "lack of clarity around rules" last week and just wanted a relaxing game where I didn't have to check the rules every couple of minutes.

He is doing a Luftwaaaghfer (get it!?!?) Ork army with a distinct aerial theme so I was kinda scared of his bomber but hoped to avoid it without taking too much damage. Please note this is a very fluffy list and I'm fairly sure it is not intended to be competitive at this level.

Snikrot

10 Ork Boys with TL Shoota on Nob and a Rockit Launcha
Ork Truk with Rockit Launcha

Some sort of artillery piece with 4 grot crew? S7 AP2 gets hot - Looked really cool :)

10? grots with Runtherder (Warlord)

Blitza Bomber

---------------

Relic Mission

He won first turn and deployed the Ork Truk on his right flank (my left) with the Runtherds on the left and Artillery in the centre in ruins.

I deployed everything on my left opposite the truck and in some cover from the artillery.

Tried to seize and failed, rolled for the plane to come on in T2 and it will do so.

Turn 1

His first turn moved Truk forward a little onto a hill and the grots on my right move forward into some ruins, takes some shots at the raiders with Rokkits and Artillery but they only manage a glance on one of the raiders.

I moved forward with the 3 raiders towards the trukk, while the Venom heads to the middle of the table and targets the Artillery, killing 2 of the crew and putting a wound on the gun itself. everything else shoots at the Trukk and then the Trukks crew and blow it up, leaving (I think) 4 guys left including the Nob and Rokkit Launcha.

Turn 2

The Bomber comes on next to the grots on the right and targets the Venom, it doesn't jink but takes a Crew shaken result from the Super Shoota on the Bomber. Snikrot comes on from my table edge and into some woods. The orks clamber back into their wrecked trukk and use it as cover whilst shooting in vain at the Raiders.

Artillery then fires at the centre raider which jinks.... but it scatters onto the raider next to him and blows it up, killing 2 in the process including my warlord. They pass their pinning and disembark towards the relic

Raiders move forward further towards the remaining 3 guys in the Trukk, dismounted warriors move to claim the relic. Venom moves right up to the Artillery piece.

Shooting everything targets the artillery first and takes it out, before pouring the remainder into the 3 ork boys on the Trukk, who go to ground and make about 11 out of 14 saves to leave just the Nob on one wound. He passes his leadership test.

Turn 3

Bomber zooms over the Venom and drops a bomb on it, whilst the grot on the back shoots into it, no damage however as they either miss and/or fail to penetrate. Remaining Nob shoots and hits the raider again (I don't think he missed a shot all game despite needing 6's most turns!) but fails to glance/penetrate, Snikrot advances to try a 12" charge against the Warriors holding the relic but fails in his roll.

One unit of kabalites disembark to shoot at the Nob in the raider while the other unit of kabalites take the relic and jump into the recently vacated raider, which mvoes 6" back pointing it's guns at Snikrot. The venom also faces Snikrot down and he failed enough cover saves to die.

Kabalites on foot shoot into the Nob and he finally fails a cover save, having passed about 13-14 during the game!

Turn 4

Bomber flies off the table, grots shuffle around to protect Runt Herder.

Raider with objective moves back a bit more, other Raider and the Venom shoot at the grots and kill a couple

Turn 5

Grots shuffle, little they can do really with s3 guns against the Raider/Venom.

Blitza comes back on and bombs the Venom again but it survives.

Kabalites ensure linebreaker and Venom kills a few more grots, they take a leadership test but pass.

Game ends at the end of T5

DE: 5 (First Blood, Linebreaker, Relic) vs Orks: 1 (Slay the Warlord)

Overall I felt I had a pretty brutal list against quite a fluffy list so I'm not surprised with the result but John is a great guy and a smashing opponent so we had some fun imaging the Nob cowering for cover whilst taking surprisingly accurate pot shots at the Raiders!

Hopefully his list will come into it's own at higher points and we'll get a rematch in, those grots would be rather more effective manning the guns in a huge Orky Air Control Towa (Bastion) don't you think?!?!

Monday, 2 March 2015

Harlequin Weapon Math and Exe-Wing

Hi guys,

Just a brief update, I went to an X-Wing store championship event over the weekend and had a great time, it was held by Kirton Games who normally have a store up in Crediton, Devon - However it was held at the hall where our club is normally held on a Wednesday night.

Wasn't expecting to do well at all as I haven't really played for a long time. We went to the release event for the Phantom/Defender a while back and since then I've only played twice, both times using Phantom and 2 Royal Guard.

I decided to go with what I knew though as I've played a lot with 4 x Royal Guard so put "Push The Limit" on them and took them for a ride!

Ended up coming fourth which I was really chuffed with given the lack of playtime and picked up an x-wing dice bag and a set of acrylic focus tokens.

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I've also been doing some math on the various Harlequin weapon options and thought I'd share here so that others can either:

a.) benefit from the info
b.) point out my errors

I assumed in all cases that I'd be facing MEQ type troops (WS4 // T4 // 3+ Save) and did the figures for on the charge, and subsequent combat.

Efficiency is calculated as Kills / Points, so a 10pt model with 1 kill would be 0.1, whereas if the same model cost 100pts it would be efficiency of 0.01. The higher the better.

This does not take into account additional uses such as anti vehicle (they all contribute in some way S6 attacks) or taking on other troop types, I may at some point in the future do those separately.

On the Charge:

Weapon
Kills
Efficiency
Caress
1
0.043
Kiss
.89
0.044
Embrace
1
0.50
TM with Caress
1.25
0.029
TM with Kiss
1
0.025
TM with Power Sword
1.67
0.033
TM with Storied Sword
2.22
0.037

Subsequent Combat Round:

Weapon
Kills
Efficiency
Caress
.67
0.029
Kiss
.70
0.035
Embrace
.22
0.011
TM with Caress
.89
0.022
TM with Kiss
.78
0.019
TM with Power Sword
.89
0.018
TM with Storied Sword
1.33
0.022

Conclusions:

Pretty much as expected and the Kiss seems to be the best option for most circumstances in my opinion which is great as it's the iconic Harlequin weapon. Saying that, the Caress or Embrace have more hitting power on the charge and can glance vehicles easier with the S6 auto glance on the to hit roll for Caress (Although no possibility of penetrating AV10 or AV11 which a kiss could do), and the S6 HoW hits from the Embrace. 

From a pure efficiency point of view there doesn't seem much downside to just running Kisses, but I'd probably put in 2 Kiss and 2 Caress I think in a 5 man, potentially with a plain one to soak up the first casualty if I ran them as a 6 man troupe.

For the Troupe Master I will probably run one with the Storied Sword as my Warlord, then the others will just have the Caress to keep them cheaper.

For those interested in the combined hitting power, a unit of 5 averages the following to MEQ on the charge:

Loadout
Kills
2 Kiss, 2 Caress, Storied Sword
6
2 Kiss, 2 Caress, TM with Caress
5.03

And subsequent (or they're charged)

Loadout
Kills
2 Kiss, 2 Caress, Storied Sword
4.07
2 Kiss, 2 Caress, TM with Caress
3.63

Hope that helps some people with their decision making anyway, if any of the Math is wrong, please let me know.

Rich


Thursday, 4 December 2014

Battle Report Friday // Infinity Report // Guard House Scale

Quick update, I was going to schedule this for Friday but as a scale picture of the Guard House had been requested I didn't want to delay it when I'd already got the bits ready so it's a day early this week.

I've never written an infinity report before and I'm afraid I don't know of any map type program that I'd be able to use, as terrain plays such a huge part in Infinity I can't just botch it with "similar" pieces.

Unfortunately I didn't take many pictures during the game either so I figured I'd just throw a quick overview up.

It is a bit all over the place I'm afraid but I figured I'd put it up just in case anyone wants to read it, if not then don't bother and I won't get offended! :)

First of all I took a quick picture of my 150pt Haqqislam force before we played.



So that is 150pts worth for Infinity, and one of the reasons I like the game, I only have to paint 8 models! I do have more painted this than but with the list I'd written I didn't have two naffatun painted so I proxied it with the unpainted model here.

My list was:

Halqa - 16
Halqa - 16
Halqa Doctor - 20

These 3 kind of work together as they all have a rule called mechanised deployment which allows me to deploy them within each others "Zone of Control" up to half way onto the board rather than just the normal 12" for my deployment zone. I find this really useful as they can threaten straight away or gain a really good vantage point over an objective etc. The doctor with them can try and heal the other two up if they fall unconscious so is also very useful.

They cost an extra 3 points over the standard Ghulam light infantry for the privilege of the mechanised deployment but I find it very much worth it as you don't have to spend the orders getting them in a good position, they just start there.

Naffatun Heavy Flamethrower - 12
Naffatun Heavy Flamethrower - 12

These two can be either defensive or offensive, they have a very large 10" long template weapon that unless the opponent chooses to dodge rather than fire back they auto hit and go straight to an armour save. I can use this to run around a corner and flame things or just to stand in a defensive position and flame something coming around the corner. They're also my cheapest troops at 12 points.

Ghulam Lieutenant- 13

A little telegraphed in this list however I try and keep her out of the way at the back in total cover and protect the approaches with the Naffatun. (I could have a Halqa lieutenant however they're quite aggressive troops with starting halfway up the board so can be quite vulnerable)

Hunzakut - 25

Camo troop so deploys as a token rather than a model and the opponent has to discover him before shooting at him at all. Gets a +3 modifier to his first shot out of camo as well and once revealed opposing troops are at -3 to hit him due to the camo. 

Has a sniper rifle so although he can deploy up to half way onto the board with infiltrate, normally it's better to keep him back as he gets +3 modifier from 16" upwards while if an opponent gets within 16" he'll lose that.

Djanbazan Heavy Machine Gun - 36

Nasty Medium Infantry troop that has lots of cool rules. He has a Heavy Machine Gun which shoots 4 shots with +3 from 16" to 32"range in N3. (New edition of Infinity coming out December)
He also has a Multi Spectral Visor which sees through Camo and TO Camo so he can shoot these troops without the modifiers as well as seeing through smoke.
In addition he has an extra point of armour compared to my normal guys and can even regenerate if he falls unconscious.
He's also a slightly better shot than the rest of my guys with BS 12.

So with my list laid out this is what the table looked like: 

Blue scenery is Mantic Deadzone bits, MDF is Micro Arts Studio District 5 Guardhouse, Cardboard stuff is from the Operation Icestorm boxed set (Can't recommend this boxed set enough, it's awesome)

You can see my opponents list on the bottom left there, he had:

3 Fusiliers in a link team (nasty combination that until one of them goes down they get two shots in the reactive turn instead of one)

2 Order Sergeants with Combi Rifle

TO troop of some description with Combi Rifle

Teutonic Knight (Heavy Infantry thing with lots of armour and a panzerfaust!)

Order Sergeant with Spitfire

I won the roll and chose to go first, Dave chose to deploy on the left of the picture above and made me deploy first. 

We decided to play a similar mission to what we did at the Infinity weekender and said whoever has the most points on the centre building at the end of the game wins.

Deployment

I put the 3 Halqa on the Guard House using Mechanised Deployment with the 2 standard troops taking up firing positions on the parapet whilst the doctor hid prone behind them.

One naffatun was deployed on the left of the building behind the Guard House, whilst the other was to the right of the same building.

I deployed my lieutenant prone on the building in the centre of my deployment zone with my HMG next to her stood up.

My Hunzakut was held back until after I saw Dave's deployment but was deployed on the far blue building on the right flank, hoping to get some shots on Dave's link team.

Dave deployed his link team on the watchtower in the centre and his teutonic knight and spitfire behind the cargo container to the right of it.

He had two order sergeants on and then behind the building to the left of the watchtower, and his TO camo marker was held back, but went down on the far left next to the blue deadzone building.

Turn 1:

I started with my Halqa and used a co-ordinated attack to shoot at the Link team and managed to knock one unconscious. My sniper took some shots at the Order Sergeant on the building and the HMG fired at the link team as well, killing the whole link team and the order sergeant. My naffatun on the left moved up slightly into a better position behind the guard house. Quite a brutal first turn!

In response Dave moved his TO marker around the side of the building and up to the shipping crate by the main objective building. My Djanbazan and Naffatun both tried to spot him as he rounded the corner and the Djanbazan succeeded however he was now back in total cover so re-camo'd and crept around the side to shoot at the hunzakut, succeeding in knocking him unconscious. The spitfire next to the Teutonic knight crept up to the corner and shot at one of the Halqa's, knocking him unconscious.

Turn 2:

I wanted to try and deal with the spitfire before it pipped off all my Halqa and also didn't want that TO marker close to the objective so I activated my HMG and shot the spitfire full of bullets first. My Doctor then activated and healed up the Halqa who'd been knocked unconscious in Dave's turn although he was still prone so wouldn't be able to threaten anything approaching the objective as he couldn't see over the parapet.

My naffatun ran forward from the building in the centre to run past the objective and flame the TO guy sat behind the shipping crate. The flamer killed him and he failed to hit me in return, after which I ran back around the corner and up onto the objective.

In response Dave didn't have much left but I was underestimating his Teutonic Knight! He charged around the corner taking out the other Halqa and then moved out from behind the shipping container to shoot his panzerfaust at the Djanbazan with HMG. The Djanbazan won the roll off and put a point on the Knight but he has 2 wounds so kept coming, second time round the knight hit the Djanbazan with his panzerfaust and he failed 1 of his 3 saves meaning the HMG was now unconscious. With his last order the knight moved up to the bottom of the objective building and shot at the Naffatun by the guard house, knocking her unconscious, she responded by flaming him but he passed the save.


The above is a picture from the end of my turn 2 (Infinity games are generally 3 turns long) You can see where my Halqa were deployed on top of the Guard House, one of my Naffatun has crept around to the bottom of the Guard House to guard against anything coming round that corner, while my other Naffatun has run up and flamed the TO troops that had taken out my sniper before taking a position on the objective.

Turn 3

 That turned the tables a little and now I have a problem unless I could get rid of that knight. I moved the naffatun on the objective around to flame him and although he failed his save this time he also shot down the naffatun meaning I had nothing left on the objective.

I charged my lieutenant down the ladder and over to the objective building, leaving her in the corner and said good game to my opponent thinking I'd tabled him.

Dave then pointed out he still had an order sergeant on the table that I'd completely missed, hiding behind the building just to the right of the watchtower all game. As he was religious he ignored loss of lieutenant and proceeded to walk around the corner, and shoot/kill my lieutenant for a draw!

Thoughts

Overall I really enjoyed the game and I'm loving Infinity at the moment (although I'm enjoying my Dark Eldar too) I thought I'd won the game first turn but that certainly wasn't the case and there were some really cool moments with Dave's knight being generally awesome!

There were loads of mistakes made by both of us but we're still learning and had fun so it's all good :)

I was also happy with the terrain, I think there was enough for a decent game and I was a bit worried about the deadzone stuff as it has a lot of holes in the ruined bits but it seemed to work pretty well.

Anyway, I'm sure this post isn't particularly well written but hopefully you'll be able to take something from it. I think in future, particularly for the Infinity reports if I'm not going to include maps I need to take a lot more pictures.

Rich

Friday, 28 November 2014

Wych Cult vs Blood Angels - 1750pt Battle Report

Ok so on to the game, if you are looking for the lists, please see the previous post.

I apologise for the poor quality pictures, they're taken using my mobile and I was just snapping very quick shots while we went through so a number of them are blurry. Hopefully the maps will help you see what's happening :)

Mission: Crusade (5 Objectives rolled, 3 VP's each at the end of the game)
Deployment: Dawn of War
Night fighting:Yes

Warlord Traits: 
 - Dark Eldar - Towering Arrogance (Fearless to Warlord and units within 12")
 - Blood Angels - Forgot to roll (oops)

Combat Drugs: +1 WS

Psychic Powers: Prescience // Foreboding // Precognition

Dark Eldar won the roll and decided to deploy first and take first turn

Terrain Setup (Ignore the Dark Eldar)




Deployment




Dark Eldar deploy first and put all the Raiders on the right out of LOS of the Quad Gun in case the Blood Angels seize the initiative, the Reavers with Heat Lance deploy with them on the right to try and dissuade the Knight and Baal from deploying opposite, the other Reavers deploy on the left hand side along with the two venoms containing Succubus/Incubi and Kabalites just left of centre.

Blood Angels Put the Death Company Rhino on the left and deploy the Librarian with Devastators manning the Quad Gun with the Baal Predator next to them. Imperial Knight just to the right of them (as you look at the map) behind the two story ruin.

Blood Angels try to Seize and fail.

Blurry Pic:




DE Turn 1



Venoms pull left to draw a bead on the Quad Gun and open fire at it, the first Venom destroys the Quad whilst between the Reavers and the second Venom 2 marines from the Devastator unit are killed.

In the centre the Scourge jump forward into the crater and fire at the Knight, causing 3 Glances and 1 Penetrating hit of which 2 Glances and then Penetrating hit are saved by the shield. (5 HP left)

On the right the small unit of Reavers moves and boosts behind the ruin at the top right, hoping to bring their Heat Lance into play next turn. The 3 Raiders move out trying to spread a bit to avoid more than 1 getting hit by the Battle Cannon and fire at the Knight, causing one penetrating hit which blows off the close combat weapon. (4 HP left)

Blurry Pics:




BA Turn 1




The Rhino on the left moves 12" around the woods and pops smoke, Baal Predator fires at the Kabalite venom and wrecks it despite jinking. Librarian casts prescience and the Devastators fire at the Incubi's ride which jinks for a 3+ (Night fighting) and saves everything.

The Knight moves out slightly and shoots stubbers against the small unit of Reavers which Jink for a 2+ and the Battle Cannon at the middle raider which Stuns it and leaves it on 1 hull point.

Dark Eldar 0 - 1 Blood Angels (First Blood)

Blurry Pic:




DE Turn 2



All 3 Razorwings fail to come on.

The left Reavers jump over the wood to line up shots at the Devastators and the venom moves up 6" alongside the wrecked Venom before the Succubus and Incubi disembark ready to charge (thought about this for a while first.)

The Reavers shoot at the Baal in the end along with the Kabalites that have climbed into the ruins, hoping that the Succubus and Incubi can take care of the Devastators and Librarian. They Stun it and leave it on 1 hull point before using their Eldar Jetbike move to jump into the crater in front of the Predator.

Succubus throws the Animus Vitae which hits but fails to wound before they charge in, Succubus challenges and kills the unit champion before the rest of the unit kills all the Incubi (no grenades :( ) Succubus is fearless so stays put.

On the right I move everything up and around to take shots at the Imperial Knight and cause 1 glance, with the rest missing, failing to pen, or being saved (4 Haywire Blasters and 2 Dark Lances, then 2 snap shots from Dark Lance / Heat Lance)

Reavers then charge into the Knight (I forgot about Stomp and thought I could lock it in combat, never played against a Knight) and the Cluster Calrops on the specialist cause one rend leaving it on 2 HP, return stomping and attacks kill 2 Reavers.

Blurry Pics:






BA Turn 2



Vanguard Vets drop between the two woods and prepare to charge the Venom but the Assault Marines and Terminators stay off for now.

The Death Company Rhino moves forward at cruising speed through the woods and shoots at the venom but no damage, Baal fires snap shots at the Venom which jinks and saves everything.

The Knight walks out of combat towards the Scourges and fires into them with it's Heavy Stubbers however their armour and 6+ FNP saves all but the front Shard Carbine Scourge. The Battle Cannon fires at the stunned Raider and wrecks it, causing the Wyches to bail out towards the objective.

In the Assault phase the Knight charges the scourges and stomps all but one, with the remaining Scourge fleeing and getting away. The Succubus puts one wound on the Librarian and then takes two wounds from the combined attacks of the unit and Librarian. Stays put again due to Fearless

Dark Eldar 0 - 1 Blood Angels 

Blurry Pics:




DE Turn 3



All 3 flyers come in and line up shots, with the two dark lance Razorwings aiming at the Knight while the Disintegrator Cannon Razorwing flys at the Vanguard Veterans.

The one remaining Scourge rallies on a double 1 and snap shoots at the Knight but misses, the 2 remaining raiders move around to line up shots but have to move at cruising speed so haywire grenades will be snap firing. I bottle it and the Wyches stay in their transport as I hope to kill it with shooting this turn rather than risk my Wyches being stomped on or left in the open with the Assault Marines dropping in. The Reaver with Heat Lance and Caltrops moves just behind the Knight.

I open up with 6 Dark Lances and 2 Haywire Grenades (Snap Fired) as well as the Heat Lance and after saves the only thing to have caused any damage was the Heat Lance which knocked another HP off, but the Knight is still standing with one remaining Hull Point. I charge in with the Reaver and the Cluster Caltrops finish the job.

The Reaver and the closest Raider are caught in the explosion but it fails to wound / penetrate.

On the left the Venom moves forward into the Crater in the middle right in front of the Baal Predator and onto that objective, while the Reavers move to get shots with their blasters at the rear armour of the Rhino, stunning it and leaving it on 1 HP. I considered charging it and finishing the job with Cluster Caltrops but I don't want to be charged by the Death Company next turn so instead move to block all the exit points, trapping them inside barring an emergency disembarkation.

The Disintegrator Cannon Razorwing fires the 2 DC's plus the Splinter Cannon at the Vanguard Vets but I'm worried about the missiles scattering onto my Reavers so don't fire those. I kill 4 Vanguard Vets and leave alive. The Kabalites also shoot into the unit hoping to finish them off but can't do so.

In the Assault Phase the Succubus fails to do any wounds and the marines pull her down for Slay the Warlord.

Dark Eldar 0 - 2 Blood Angels (Slay the Warlord)

Blurry Pics:





BA Turn 3



The Assault Marines fail to come in again, the Terminators do, but try and drop by the Wyches in the bottom right and mishap, having to go back into Reserves.

Death Company stay in the Rhino, not wanting to emergency disembark, and the Rhino and passengers fire at the Kabalites but fail to hit / wound.

Librarian casts Prescience and Precognition and the unit shoots at the DC armed Razorwing which jinks but fails to save 2 penetrating hits, leaving it stunned and on 1 HP.

Baal Predator fires into the Venom in front of it and wrecks it.

Vanguard Vet shoots and then charges the Kabalites in the ruins but causes no wounds and they bounce off his armour in return.

Dark Eldar 0 - 2 Blood Angels



DE Turn 4



The DC armed Flyer flies off the board while the other two move over towards the Librarian and Devastator unit and fire missiles / lances into them killing 3. The Heat Lance armed Reaver moves behind the Baal Predator and misses, before charging in with Caltrops and wrecking it.

The rest of the Reavers move back and shoot at the Rhino again, wrecking it but finding themselves unable to charge the Death Company as they disembarked on the far side out of LOS, I use their jetbike move to pull back away from the objectives into the woods in the Marine deployment Zone.

The two Raiders move around for position and fire lances at the Rhino / Pred, missing. The remaining scourge moves to sit on the objective in the ruins.

In the Assault phase the Kabalites manage to bring down the Vanguard Vet and consolidate back into the ruins towards the objective.

Dark Eldar 0 - 2 Blood Angels

Blurry Pics



BA Turn 4



The Assault Terminators come in again and this time land close to their target, running in the shooting phase towards my Wyches sat on the objective.

The Assault Marines also come down near to the objective in the centre of my deployment zone and run in the shooting phase to spread slightly.

Death Company move south through the woods towards the objective on the left of my deployment and run in the shooting phase.

Devastators and Librarian shoot at one of the dark lance Razorwings and it crashes and burns in the open.

Dark Eldar 0 - 2 Blood Angels




DE Turn 5 



I forget to bring the DC armed Razorwing back on. The Reavers on the left move towards the Death Company and the remaining flyer turns and heads that way as well, firing 4 missiles and killing 2 Death Company and 1 of the Reavers that had strayed too close. The Reavers then charge in and kill another one, losing two back but staying in combat due to fearless.

One of the Raiders goes flat out down into position to deal with the Assault Marines next turn, while the other moves onto the objective in front of the Aegis. Combined fire from the HL Reaver, Raider and Passengers followed by a charge from the Reaver finishes off the Librarian and Devastators for Slay the Warlord.

The Wyches in the bottom right move up and shoot then charge the terminators, killing 2 and losing 1 in return although the Terminators hold.

Dark Eldar 1 - 2 Blood Angels (Slay the Warlord)




BA Turn 5



Assault marines move around the objective in the centre and shoot at the Kabalites in front of them but they pass all of the cover / feel no pain saves.

In Assault the Death Company and Reavers beat on each other but no casualties due to armour/feel no pain on both sides saving them.

In combat between the Wyches and Terminators one more Wych dies while what wounds do get through on the Terminators are saved.

We counted up the scores to see who would win if the game ended at this point and they stood at:

Dark Eldar (STW // LB // 2 Objectives) 8 - 6 Blood Angels (STW // FB // LB // 1 Objective)

Rolling the dice we got another turn

DE Turn 6



Still forgot to bring the DC armed Razorwing back on, the other flyer left the table.

Kabalites spread out and fired at the Assault Marines killing one.

The HL Reaver moved to claim the objective in front of the Aegis and one Raider went flat out down to claim the bottom left objective while the other moved around towards the Assault Marines and the Wyches disembarked. They shot and then charged in (WS 5 with Rage, Furious Charge, Fearless, Feel No Pain by this point), losing 3 to overwatch before killing the Unit Champion and 4 Marines, taking one casualty back.

Death company killed one more Reaver and lost one more marine.

Terminators killed 1 Wych and took no casualties.


BA Turn 6



Just the assault phase left, in which the Death Company and Reavers continue to slap each other and the Terminators kill 2 more Wyches, leaving just the Hydrae and Hekatrix.

Wyches in the centre cause a couple of casualties and take none back, with the marines fleeing (and getting away) off the objective.

At this point we decided to call the game.

Dark Eldar (STW // LB // 4 Objectives) 14 - 3 Blood Angels (STW // FB // LB )

So I really enjoyed the game despite making a good few mistakes as hopefully I'll learn from those and get better as a player.

If I was going back now I think the things I'd have done differently:

Don't jink with the jetbikes with Heat Lance on the first turn, I needed the gun not to be snap firing and they were in cover anyway.

Don't charge the jetbikes into the knight, stomp is nasty - I was lucky to get away with the Heat Lance surviving as it then went on to destroy the Knight, the Baal, and finished off the devastators before claiming an objective at the end of the game. Definitely my man of the match!


Should have just kept my Incubi and Succubus in their Venom turn 2, the Reavers could have charged instead and in charging through cover with Incubi against a reasonably sized unit they just melted.

Don't forget my Razorwings when they've flown off the table, they're not dead!

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Those are the obvious ones I can think of, I'm happy to hear any feedback from anyone who has an opinion on it.

What would you have done differently if you were the Dark Eldar and/or the Blood Angels player?

Thanks for reading,


Rich