Where Devotees of the Primordial Annihilator, Khaine, the God-Emperor, the Greater Good, or even Gork/Mork can get some tactics, and other good warhammer related stuff.
Sunday, July 1, 2012
First 6th edition battle report will be up tomorrow!
Haemonculus with Liquefier
Haemonculus
4 blasterborn in venom
3 blasterborn in venom
2x 8 Wyches with all the good stuff in a raider
2x 5 warriors with blaster in venom
2x Voidraven with Flickerfield
Ravager
Allied Dark Eldar:
Haemonculus
3 blasterborn in venom
8 Wyches with the works in a raider
Ravager
So as you can see, I've brought back the voidraven. I think that at least 2 of these will be necessary for DE to win against other Flyer-spam armies that will be popping up. I'll probably keep them in reserve versus armies that have fliers, so they can come on turn 2-3 to pop vendettas and such. Wyches are absolute beasts with the new rules, what with the 6" disembark and the reroll 1 assault die. Also being able to hit Walkers on WS vs WS instead of 6s is a huge help vs. Grey Knights. And glancing hits are deadlier than ever, which is why haywire is great again. Part of me wants to take some Eldar allies for a Farseer with Runes of Warding, but we'll see how playtesting goes.
Friday, June 22, 2012
Quick Update and 6th edition thoughts
So, as we all know, 6th edition is around the corner, and I have been pondering what I'm going to do with it. I'm thinking right now that the Razorwing may find a place in my list once again, and I'm also starting to think that a Wych Cult type army could be in store for the Dark Eldar, not totally sure. I'm getting my copy of 6th pre-ordered today, so we shall see.
But what really excites me for 6th are that my poor Chaos could get a fresh lease on life. Basically, I'm thinking Thousand Sons with some Daemon support. And by Daemon support I mean Fateweaver, of course! Think about it: Rerolling Terminator 2+ saves, rereolling mass 5++ and 4++ saves, and best of all, rerolling smoke saves on vehicles! Since Psychic powers seem to be the rage, taking several small units of Thousand Sons along with Arhiman or 2 Tzeentchian Sorcerers could be a good combination with Fateweaver. Add in some obliterators, maybe a couple bastions with AA guns, and round it out with 2 tiny units of Plaguebearers for last turn objective grabbing, and you've got a pretty effective list that can comfortably take on most of the power lists that I personally see popping up.
Unfortunately, I see no end in sight for Imperial Guard/Grey Knight domination. Both will have access to most psychic disciplines, and Hydras will be cheesier than ever. Psydreads may take a bit of a nerf, which is always acceptable, but if Force Weapons are AP 2, coupled with mass psykers...Yeah, the dudes in grey are still going strong.
Anyway, that's this week's update. I'm sure I'll be posting more about my changes for 6th edition, and hopefully my blogging comrades will too (hint hint...)
EDIT: I also just noticed we're getting a ton of pageviews, but very few followers/commenters. Don't be afraid to hit that follow button or leave a comment, feedback is appreciated!
Sunday, June 3, 2012
Tournament Report!
Totally unrelated picture, but Thrones is the shizzle. |
Thursday, May 24, 2012
Quick Update and back from the dead!
2000 points, 3-0, 2nd place
1850 points, 1-2 (If I would have read the first mission correctly, things would have been different...), 8th place
1750 points, 2-1, 2nd place
1250 points, 2-2, 5th place, top of "2-2 bracket".
So, some decent placings. That 1850 point tournament though, that was pitiful. First round I read a mission deployment wrong, turned out it was dawn of war WITHOUT the nightfight...I took first turn vs. shooty Grey Knights...lots of dead paper airplanes. Then the second game lost to necrons when Stormlord's nightfight killed 10 of my vehicles in the first 2 turns...damn Chronometrons. Then I tabled Orks :). Also in the 2k tournament, managed to take down Kasrkar first round 14-6 when I couldn't fail a flickerfield save.
So after many, many games with the Dark Eldar, what are my thoughts?
The Good:
They are such a fun army to play, I must say. Wickedly fast, lots of dice, and a bunch of dirty tricks. A very good counterpoint to my Chaos, I must say.
The Bad:
Firstly, a word on Darklight weapons. Yes, you can take ridiculous amounts of them, and yes they are cheap. However, it will statistically take 12 of them to kill a single AV 12 vehicle. Haywire grenades are nice, but eh. Dark Eldar really lack any reliable anti-tank. I've been thinking about trying some Heatlance Scourges, but I don't know...
Also, it seems sometimes game results will come down to how many flickerfield 5++s I pass. It's such an arbitrary thing for a game to balance on, it gets irritating.
Now that might sound really negative, but I've had a great run with them. I've saved up store credit and actual cash to spend on them once 6th edition drops, and I've got a few GTs lined up for the fall that I hope to take them to. A local event called Duelcon, and a little event you might have heard of called Feast of Blades. Qualifiers for the Invitational are on August 4th, I hope to qualify. Even if I don't, I'll still probably play in the FoB Open.
Anyway, that's the update, I hope that I and my fellow bloggers can get some more articles up soon!
Sunday, April 22, 2012
Battle Report! Black Templar vs Dark Eldar! 1000pts!
So, I went down to the usual place again, awesome as ever, they had both a 40k tourney and a 24 hour painting event happening. I sat and watched the tourney games for a while, afterwards one of them agreed to play a game with me. He was Dark Eldar, and the lists were these:
Black Templars:
HQ:
Emporer's Champion, Accept Any Challenge No Matter The Odds. -140
Elite:
6 Assault Terminators, 3 with shields, one with a crusader seal -260
Troops:
5 Initiates, 4 Neophytes, Power Fist, Melta Gun, Rhino w/ Smoke Launchers -198
5 Initiates, 4 Neophytes, Power Fist, Melta Gun, Rhino w/ Smoke Launchers -198
Fast Attack:
Land Speeder Typhoon -70
Heavy Support:
Vindicator, w/ Smoke Launchers and Dozer Blade. -133
1000pts Exactly!
Dark Eldar:
HQ:
Archon w/ Agonizer, Combat drugs, Shadowfield - 120 points
Haemonculi w/ Liquifier - 60 points
Haemonculi w/ Liquifier - 60 points
Elite:
Five Incubi w/ Klaivex w/ onslaught - 140 points
Troop:
9 Witches w/ Shardnet Impaler, Hekatrix w/ Agonizer, and Phantasm Grenade Launcher - 158 points
9 Witches w/ Shardnet Impaler, Hekatrix w/ Agonizer, and Phantasm Grenade Launcher - 158 points
Dedicated Transports:
Raider w/ Flickerfield - 70 points
Raider w/ Flickerfield - 70 points
Raider w/ Flickerfield - 70 points
Heavy Support:
Ravager w/ Flickerfield, and Nightshield - 125 points
Deployment:
The game is Capture and Control, Pitched battle.
He wins the roll-off and goes first.
His deployment:
This picture was taken after my turn, as most in this battle report are, unfortunately. But as you can see, he deployed in the far corner of the table. This was actually a very clever move on his part. Because now I had to choose between getting close to him but having no cover to defend my objective, or vice versa.
I place my objective in the middle of all those little barricades, and my force just to the right of it. I send out the mightiest of my warriors to fend off the Dark Eldar attack. The fearsome Land Speeder! I choose to not try and seize, cause I want the second turn so I can have the final say on objectives.
Turn One:
He moves his paper convoy behind that big tower, and has longer range than I expected on his Dark Lances, and my Land Speeder narrowly escapes harm. It looks like he's gonna keep his guys in that group and steadily advance trying to take down my shooters before I take down his, then zoom a troop choice back to his objective.
Well I'm getting the hell out of there! I thought those Dark Lances were only 24" for some reason. Oh well. I back up my army into more cover, and cover saves him from the typhoon, this guy made cover and shadowfield saves like crazy in the last game I saw him play. I'll have to fight this up close and bloody.
Turn Two:
He spreads out! It looks like he now has his main assault going to the right flank, spearheaded by the Archon/Incubi Raider with Witches behind and one Witch Raider sticking kinda back in case he needs to get back to his objective right away. And his Ravager flanking to the left. Now the game is starting! In shooting his ravager blows the missiles off my Typhoon.
Turn Three:
He tightens up and really starts to move in. In shooting he wrecks the fearsome Typhoon! I warm him, that in the killing of the Typhoon, he has awoken the thunderous zeal of the Black Templars!
Turn Four:
He disembarks the Witches in the back to go get his home objective, disembarks the Incubi/Archon hoping his vehicles will pop the smoked Rhino and he can assault the guys inside. His central Raider goes up on top of the big landing pad in the center, ready to go wherever it is needed. In shooting he fires a total of six darklances at my smoked Rhino, but is only able to blow off the gun! His Incubi and Archon assault but do nothing. Sucks for him!
Over on this side things get a little crazy. I disembark my objective guards, and go to move out my Rhino to do something awesome. Sir Waldus is restless! However, my rhino immobilizes itself going over the first barricade. Awesome. Waldus is not deterred! He opens fire on the Raider on the platform, two hits... and a six! He glances! Waldus is truely a gunner like no other, but the damn flickerfield saves it. What a buzzkill. My Champion's Melta gunner popped out the hatch to try and finish the job, but only stunned it. Good enough.
My Vindicator misses, but I kill one Incubi with a potshot from the objective unit. My Terminators assault and kill all but the shadow fielded Archon, who flees, and I consolidate my Termies so that they are both in cover behind the Rhino should they need it, and six inches from the Archon so he can't rally next turn. Things are turning to my favor now.
Turn Five:
His army mostly stays put, his Archon flees seven inches, and I believe he tried to shoot at my Termies but did nothing. His old transport moved to be a wall between my termies and him. And he missed all the Dark Lance shots took this turn. Hehehe. He made a joke about how they should be called Dark "Glances" it was funny.
My Rhino moves to engage the Ravager and center Raider, but it Immobilizes itself! Second time this game! Crazy. On the bright side it did lead to this awesome shot of the melta guy coming out the firing hatch to shoot at the Ravager, and he killed it!
My Vindicator was out of range of the Raider it was shooting at, but my Termies assaulted and killed the Raider in the way, staying six inches from the Archon. Now, it may look like I'm wiping the floor with him at this point, but if the game ends this turn it will be a draw...
It goes on! (I know, that was pretty intense.)
Turn Six:
His Archon flees off the board, apparently a very common death for his Archon. He zooms his central Raider riiight over to my objective. I admit, he got me unsuspecting. I was way ahead in kills at this point, but he could still win if his Witches pulled this off.
I moved up with the terminators and disembarked the champion in the immobilized Rhino to run like hell for the objective. As the first picture shows, in shooting, I melted his Raider, and pinned the squad! This is bottom of six, so they are out of the game, hostages for the Templars. My Vindicator was out of range, but my Termies assaulted and killed another Raider, they need a 4+ consolidate roll to be in sure assault range next turn. A four! If it goes on, I think I can win...
It goes on.
Turn Seven:
Well, this was an insanely fun, bloody, bloody game. The guy I played against was really great, even when things turned bad for him he kept laughing and smiling. So, if you're reading this, follow the example, and don't be a competitive ass. Games are meant for fun. Once again I had a great day at the Bowie Bunker, and will keep coming back. If you are thinking of coming, I plan to go most Saturdays. May the dice be ever in your favor, and Goodbye, from Grandpa Rhino.
Oh! Also, check out this awesome Vendetta I saw!
Saturday, April 21, 2012
Dark eldar are victorious!
3 Trueborn with 3 Blasters, venom with 2 scannons
4 trueborn with 4 blasters, venom with 2 scannons
5 Warriors with blaster, venom with 2 scannons
5 Warriors with blaster, venom with 2 scannons
2 Beastmasters with 3 Khaemerae, 2 Razorwing flocks
2 Beastmasters with 3 Khaemerae, 2 Razorwing flocks
Ravager with Flickerfield, night shields
Ravager with Flickerfield, night shields
It's exactly 999 points, which is pretty cool if you ask me. Anyways, so I show up at the tourney, hoping to see a lot of good matchups for myself, and first thing I notice is that there are 4 Guard and 3 tau. Seriously? Anyway, lots of good players, and good armies. So, sure enough, round 1 is:
Round 1: Vs. Darren's Imperial Guard
Vets with Grenade launcher, missile
Vets with 2 meltas
Vets with 2 meltas, Chimaera with Heavy flamer
Vendetta
Banewolf with multi-melta
Vanquisher with heavy bolter sponsons, lascannon
Demolisher with Heavy bolter sponsons, lascannon
Mission: Capture and control
Deployment: Pitched battle
So, I will the roll to go first, and take it of course. Never take turn 2 vs. guard unless you are going full reserves. I deployed centrally behind a building, holding one unit of warriors in reserve, but deploying their ride. He deploys spread out in cover, with a squad meltavets in the vendetta, and the missile vets in a ruin.
The Game:
He scouted up his vendetta pretty far, so far that I was able to hit it with blasters turn 1 and blow it up, killing 7 of the guys inside and pinning them. I also got side armor on the chimaera with a Ravager and blew it up, killing 4 of the guys inside and pinning them as well. I also killed a handful of the vets on foot, and stun/weapon destroy the Vanquisher. His first turn, despite losing a bunch of stuff, is very good as well. He kills one ravager, stuns the other, and kills a bunch of trueborn when he explodes their venom.
The rest of the game is me stunlocking his vehicles until the beasts can get in and mess them up. I wind up tabling him turn 4, so a round 1 victory for the Dark Eldar.
So looking around at the other tables, Karskar drew some Blood Angels, and there was only 1 other person who tabled their opponent. So, that sets me up on table 1 for round 2.
Round 2: vs. Mabus's Dark Eldar!
Mabus is his Warseer name, and he got 2nd place at our local tournament this year, only a little behind Blackmoor, and got best general, so he is definitely no slouch.
His list:
5 Warriors with blaster, venom with 2 splinter cannons, night shields
5 Warriors with blaster, venom with 2 splinter cannons, night shields
5 Warriors with blaster, venom with 2 splinter cannons, night shields
2 Beastmasters with 2 clawed fiends
2 Beastmasters with 2 clawed fiends
Ravager with Flickerfield, Night Shields
Ravager with Flickerfield, Night Shields
Ravager with Flickerfield, Night Shields, 2 disintegrators, 1 darklance
Mission: Seize Ground (3 objectives)
Deployment: Spearhead
So, our lists are very similar. We talk a lot during tournaments, but rarely ever play each other. So he wins the roll for fist turn and takes it. He sets up ready to go after me turn 1, I set up behind a big piece of terrain, and hold one squad of Beasts in reserve.
The Game:
So, on his first turn he rushed up with his stuff, he managed to kill most of my beast squad, who ran off the table when I forgot that beasts are LD 5 instead of 3, oh well. My turn I hurt both beast squads, but just piss them off more. His beasts assault my ravagers, and do nothing, he takes out one of my warrior squads and their ride. I kill all of his beasts, and one of his Ravagers, and he makes like 7 Flickerfield saves in a row, at this point I am pretty sure he will win, he is too. His next turn, he kills all the trueborn, but I make more than my share of flickerfield saves.
So turn 5, he is holding 2 objectives, I have none. I contest both, and then I remember that there is a warrior squad in an immobilized venom sitting next to an objective, so they get out and claim it. We roll to see if the game ends, it is a 1. A narrow victory to (my) dark eldar! So on the table next to us, a Tau player basically crushed a guard army, so I find myself on table 1 in round 3 vs.:
Round 3: Vs. John's Tau!
So John got 3rd at our local GT, AND is the only person who can regularly beat Kasrkar. Will the tough matchups never end?
His list:
Etherial with 10 firewarriors
2 Crisis suits with TL missiles, flamers, a bunch of crazy stuff
6 Firewarriors
6 Firewarriors
7 Pathfinders with Devilfish with all the works
4 Gun drones
2x 2 Broadsides with Blacksun filters, 2 shield drones, the slow and purposeful thing, target lock
Mission: Annihilation
Deployment: Dawn of War
So, this is going to be tough, with all those Blacksun filters. So I'm happy when he wins the rolloff and takes 1st turn. He deepstrikes his Drones. So, to heighten the tension, I'm going to go turn by turn:
Tau 1: John moves on his army, pretty spread out. Pathfinders hiding in a building, little firewarrior squads thrown up really far.
Dark Eldar 1: I move on, beasts roll an awesome 1 and 2 for fleets. I kill one little squad of firewarriors.
Tau 2: He stays mostly still, ready to shoot the crap out of me. In his one real mistake of the game, the drones deepstrike very close to some beasts. His broadsides kill one of my Ravagers, another wrecks a venom, his other shooting puts a few wounds on some beasts, nothing too impressive.
Dark Eldar 2: My beasts move toward the Drones, ready to draw blood (Coolant fluid?). My other vehicles shuffle around to get good lines of fire. I kill a few pathfinders, a few drones from the broadsides, and stun his Devilfish. Not that impressive. The beasts assault the drones and tear them a new one.
Tau 3: So, we knew that this would be the last turn. I think he gets a little over-exuberant in his attempts to get kill points, as he makes a few mistakes. For one, he seemingly suicidally moves out a unit of firewarriors to kill some trueborn. He kills them, and the rest of his shooting doesn't do much. Some battlesuits assault some beasts, they slap each other a little and stay locked in.
Dark Eldar 3: So, he was ahead by 1 Killpoint at this point. I needed to kill 2 units of his. With that in mind, I killed the Pathfinders down to 2 guys, and prepared to assault his firewarriors with some beasts. The pathfinders run. The beasts kill the firewarrors easily. So now it's down to the battlesuit/beast combat. The beasts manage to wipe them out, securing a 3rd victory for the Dark eldar.
So, final tournament results I am the only undefeated, so I take 1st. A tau guy went win win draw, so took 2nd. And my round 2 opponent took 3rd. With the prize support, I got a new ravager, to complete the spammy trifecta.
So, a successful tournament. Any comments?
Friday, April 20, 2012
Battle Report! 1000pts Black Templar vs Necrons!
Turn 4
On my turn, I moved out and assaulted all his vehicles, on a rush for kill points, I will show the results.
There was a Barge where that squad is.
There was an arc where that squad is, he didn't bother getting his warriors out though.
And there was a Barge where those Termies are.
A 4-1 victory for the Templars! I felt bad accepting this victory, as the game ended right at the worst time for him. He may have still lost, but it wouldn't have been by as much. It was an okay game. I need to learn to not always just try to castle. It suits my army against other assault armies, but I need to take my combat advantage against shooters. My opponent was a good guy, although sadly I don't remember his name, maybe next time! I'll try to make another battle report over this coming weekend, but I'm still working on getting my list comfortable at 1500, hopefully soon! Until next time, goodbye from Grandpa Rhino.
Sunday, March 11, 2012
A (somewhat unexpected) Dark Eldar tournament report!
Chaos Daemons Progress Report
Monday, February 13, 2012
Oops
Footdar V.2! 1,750 pts
Sunday, February 12, 2012
Dark Eldar Tournament report!
Thursday, February 9, 2012
Dark Eldar for a tournament this weekend!
Hi, all!
So, a new game store opened near my place. I've been taking my chaos to RTTs lately, so I thought I'd change it up a little. Here are my dark eldar at 1750 points
Asdrubael Vect
Lady Malys
5 Incubi with Klaivex, venom with 2 scannons
3 Trueborn with 2 scannons, venom with 2 scannons
9 Wyches with hydra gauntlets, haywire grenades, Hekatrix with Agonizer, Raider with FF, Grisly trophies
8 Wyches with hydra gauntlets, haywire grenades, Hekatrix with Agonizer, Raider with FF, Grisly trophies
5 Warriors with blaster, venom with 2 scannons
5 warriors with blaster, venom with 2 scannons
Ravager with 3 Dark lances, flickerfield
Ravager with 3 Dark lances, flickerfield
Voidraven with flickerfield
Total: 1,750 points
Now, there are some choices in there that a lot of people don't usually take. I will explain the uses of these units:
Malys:
I really like what she adds to the army. She's a little bit of a shocker to a lot of people, with her redeployment. Often during dawn of war i will deploy Vect and some wyches in a raider as far up as possible, and hoping to kill him early, the enemy will deploy a couple of razorbacks or something, then I can pull him back to come on turn 1, and then kill the razors with ravagers, all while cackling maniacally, of course. Also, 8 power weapon attacks are not to be sniffed at.
Vect:
He is my sledgehammer, honestly. He is possibly the best pure assault character in the game, even topping Mephiston I think. He will rip through MEQs and HQs like nothing. But be careful he doesn't get gang-tackled, because once that shadowfield goes down, Vect will soon follow.
Incubi w/ out grenade support:
A lot of people will use these guys as a spearhead unit, to just bash face, with an archon with a PGL, of course. However, I use them differently, and very effectively. See, I usually keep my venoms in a fleet, very tightly packed, all shooting at the same 1-2 targets. The downside to this is that a lot of the time, people will multiple assault and beat up my poor paper airplanes. The Incubi are there to dissuade such units from attempting such moves. Also, if there's a tactical squad out of cover, they are the perfect unit to handle them.
Voidraven:
The Strength 9 lances are really useful to pop dreadnoughts. I also like to point out that it is the most durable vehicle in the Dark Eldar army!
Now as to the whole army, there is one thing you probably noticed: A lack of anti-tank. That is true, however, I've found that if you just kill or suppress a few key vehicles per turn, you're okay. Also, people will often use their ravagers to shoot a tactical squad. What i do is if there are no vehicles or monsters in line of sight, i will just turbo boost for the 4+ cover, or behind terrain, etc.
I have only played 1 games with this list, against Deathwing, in killpoints dawn of war. I got a 1st turn assault on some termies with a squad of wyches and Vect, who were then countercharged by a squad of terminators, who were then charged by Malys and her girls. At the end of this huge assault, the only survivors were Malys, and 15 wyches. The rest of my army was able to shoot the rest of his army to bits, except for one dreadnought who rampaged through my dudes.
My bad habit with this list is to shove the wyches+HQs up the center on a turn 1-2 assault, kill some stuff, then they get shot to death, and that's a lot of my army gone. What I will try to do is to play a little less aggressively.
We'll see how it goes. Expect an after-action report. Farewell until then!
P.S. I'll try to get Kasrkar and GR to post more.