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Mission: Secure and Control, gamma level. Dusk or dawn did not occur.
THE TYRANIDS OF HIVE FLEET KOHR-AH
Vermithrax (flying hive tyrant)
Scything talons, lash whip and bonesword. Adrenal glands (WS and I), flesh hooks, implant attack, symbiote rippers, toxic miasma, toxin sacs, winged.
Grendel (hive tyrant)
Venom cannon and twin-linked devourer. Adrenal glands (WS), enhanced senses, flesh hooks, implant attack, symbiote rippers, toxic miasma, toxin sacs
Tyrant Guard with lash whip. Flesh hooks.
3 broods with 3 Quickdeaths (leaping warriors) each
Scything talons and rending claws. Adrenal glands (WS and I), extended carapace, flesh hooks, leaping, and toxin sacs.
Extended carapace and flesh hooks.
2 broods of Spinegaunts, one of 12 and the other with 13.
1 brood of 10 Hormagaunts
Venom cannon and barbed strangler. Enhanced senses and reinforced chitin.
Barbed strangler and twin-linked devourers. Adrenal glands (WS), enhanced senses, flesh hooks, reinforced chitin, spine banks, symbiote rippers, tail weapon – mace, and toxic miasma.
DARK ELDAR (as best as I can work out from memory)
Archon with retinue of 6 incubi and Drahzar. The Archon was kitted for close combat. Combat drugs, agonizer, all that. All mounted on a raider with a disentigrator.
10 Warriors with 2 dark lances. One was a sybarite kitted for CC.
10 Raider Warriors with 2 splinter cannons. One was a sybarite kitted for CC. Raider armed with a disentigrator.
7 Scourges with 3 splinter cannons. One was a sybarite kitted for CC.
4 Grotesques with some sort of leader. I think, perhaps, a Haemonculus. Also kitted for CC.
5 Reaver jetbikes. One with a blaster, one upgraded to a succbus kitted for CC.
The board after deployment:
The Archon gazed through the lifting fog to survey the lush jungle. She had deployed her troops behind this copse of dripping trees while the jetbikes located that infernal haemonculus and the grotesques, which were separated from the main force by a sudden swarming of the local fauna, four foot long ant-analogs that squirted an acid spray at anyone insane enough to attack several thousand of the nasty things. The grotesques had spent hours smashing the creatures, before the haemonculus finally grew tired of watching his charges play. The Archon was furious, because they needed to move quickly before the Tyranids arrived and retrieved the rotting bodies of the exodites that her force had ambushed and killed just three days before. All had been powerful psychers, like so many of the feral eldar on this planet, but that was normally of no importance. The sudden arrival of the hive fleet and their relentless hunting of the exodites through the sodden jungle caused the Archon great concern. The Tyranids were specifically hunting the psychically talented exodites! Was it to add more power over the gossamer threads of the warp to their gene pool? She might not ever understand, but she must deny them access to the amazing powers exhibited by the four exodites before they were finally shredded in a hail of splinter cannon fire.
Suddenly, the raider she had just climbed down from was struck by something. A deformed seed cut through the side plates and impacted on the pilot’s chest. The barbed strangler exploded into amazing growth, hopelessly entangling the raider and catching 5 of her incubi in crushing tendrils. Only amazing speed and some luck allowed her, Drahzar, and one incubi to escape the hideous mass of tentacles. Before she even caught her balance, the other raider was struck three times by a venom cannon, its engines ruined and the gunner tossed around like a puppet as the craft slammed to the ground.
Across the field, the jetbikes saw the flash caused by the raiders' detonating energy cells. They started to turn when a barbed strangler struck the engine of the rearmost jetbike. The rider felt the crushing grip of the growing lifeform for five long seconds before it cracked his skull like a ripe nut.
Turn 1, Tyranids. Grendel advances and fires on the raider warrior transport, hull down due to its cover. The shots immobilize and stun the vehicle. Vermithrax flies over to take cover behind its walking brother, also giving it the option of moving to engage the grotesques. Gamera makes a great difficult terrain roll and moves 6”, giving a hull down shot on the other raider, sadly out of range for the devourers. The barbed strangler does the trick, immobilizing the vehicle and catching most of the Archon's squad in the blast . Ymir moves out of the high grass, again with a decent difficult terrain roll, and eliminates one jetbike with his barbed strangler. All other broods move forward, paying attention to my synapse coverage and taking advantage of cover as able.
Dark Eldar were stunned, barely able to get moving as they tried to understand the terror that was bearing down on them through the mists. The Archon noted with satisfaction that her gunner was still arming the disentigrator on her downed raider and he began laying down suppressing fire. If only she knew what was on the other side of the trees in front of her, what had blasted her raider from the sky and was even now being punished with dark lances and the disentigrator. Forty yards ahead of the Archon, the sybarite leading the warrior squad smiled in pleasure. He was personally directing his two dark lances in returning fire on the huge shape lumbering through the fog. Whatever the monster was, it would not be long before it was dead.
Turn 1, Dark Eldar. The Archon and what remains of her retinue move the heck away from the big fire magnet, taking cover behind the trees. The raider warrior squad stays put, as does the squad in the trees – which fires on Gamera, along with the one raider. Between the two, they score two wounds on the monster. The scourges stay where they are, waiting for the bugs to crawl closer, as do the grotesques. The jetbikes boost to gain an invulnerable save and try to get into position for a strafing run, the copse of trees is too small to provide them reliable cover.
The board at the end of turn 1:
The huge carnifex roared in pain as a dark lance pierced his thick carapace. The downed raider was in sight, but this beast had an instinct written into its very genes to kill troops. It unleashed a hail of fire from its barbed strangler and devourers into the trees where lithe forms flitted in the shadows. On its right, the hive tyrant felt the carnifex’s instincts and unleashed an equally deadly volley of venom cannon shards and more devourer worms. Dark Eldar screamed in agony as their bodies became host to dozens of ravenous alien worms. Only the sybarite remained, having cut off his own left arm to prevent the worm that hit him, and was inside the arm, from eating its way to his heart. He crawled into the underbrush near one of the dead exodites they had come to retrieve. Far away, the haemonculus watched as another jetbike exploded when a shower of acid and crystals perforated the vehicle and rider.
Turn 2, Tyranids. Gamera stomps forward and to his left, then unloads on the only real ranged threat on the board – the warrior squad with its dark lances. Grendel continues forward, adding his fire to the hell pouring down on the warriors. Between the two monstrous creatures the warrior squad is reduced to only the sybarite, who promptly fails his morale check and ceases being a factor in the game. Ymir moves forward and kills another jetbike with his venom cannon, while all other broods run forward, using fleet when able.
The Archon's gunner continued using the mangled raider as a stationary firing platform. He stopped and pointed, signaling that enemy were close. The Archon hissed at the scourge sybarite, “Fly forward! Kill anything you see!” With a nod, the sybarite jumped and led her team. Upon landing she saw dozens of Tyranids emerging from the bushes only yards away. They could never kill them all! But, if she did not, her Archon would slowly roast and eat her while she was still alive. The sybarite grinned a death’s grin and directed her squad to shoot at the worst threat, half a dozen genestealers that were running directly at the doomed scourges.
The jetbike leader suddenly understood that his squad was trapped. The carnifex was sniping them out of the sky, while gaunts and warriors seemed to boil out of the mist and grass to rush towards the body that the grotesques were guarding. Hoping to strafe the warriors, he led his force in a sharp turn and poured on the speed. Unfortunately, he could not close the gap enough to bring their weapons to bear on the warriors. With a curse at fate, he clicked his trigger and targeted the mass of gaunts, his squad following suit. Then the Dark Eldar continued on course, cutting a swathe through the swarming tyranids with their jetbikes.
Turn 2, Dark Eldar. The jetbikes move into position and fire into the spinegaunts, then assault. Over half of the gaunts are killed. The raider squad, now footing it, moves to the board edge and starts moving up. The scourges jump in front of the downed raider nearest the board edge and unload on the genestealers, killing five. The remaining stealer is in synapse. The raiders fire on Gamera and Grendel, putting a single wound on the tyrant’s guard and another on Gamera.
The board at the end of turn 2:
The Archon grimaced as the raider to her left exploded, leaving a burning wreck. Outgunned by tyranids! At least her humiliation would be short lived.
The genestealer knew only the love of combat. Of rending other living beings apart, feeling the hot fluids running over its limbs. It was the tip of a mass of death as it and the hormagaunts swept into and over the scourges. The sybarite killed a hormagaunt, then tried to jump out, but it was too late – a scything talon cut her leg off at mid-thigh. She bled to death in less than a minute.
Elsewhere, the haemonculus was surprised when the tyranid warriors charged into his little group, leaping their giant frames through the jungle with a grace usually found in arboreal mammals. Two grotesques were cut down immediately, while he only wounded one of the creatures. “How do you find the weak point in a ball of claws and talons?” he thought, rhetorically, as he tried to parry the frenzied creature that pressed him.
The reaver sybarite tried to continue through, to finish his charge before the warriors could catch his tiny force. He even saw the graceful leap of the warrior as it gauged his trajectory and bounded twenty yards through the air to land on the jetbike, crashing it to the ground. The sybarite swung his weapon, but it bounced off the warrior’s body even as he was crushed into the ground.
Turn 3, Tyranids
With no other target, Gamera fired on the downed raider, but failed to even glance. The hormagaunts and genestealer charged the scourges and wiped them out, though losing a few hormagaunts in the process. They consolidated toward the synapse, which was good, because they were outside of it. The spinegaunts gained the trees, while Grendel destroyed the immobilized raider to his front with the venom cannon. Vermithrax moved up as did the unit of warriors on my left. On my right, Ymir moved up, as did both warrior units. One unit of warriors charged the jetbikes, annihilating them in CC, while the other charged the grotesques and killed two of them, losing a single wound in return.
With nowhere else to go, the Archon, Drahzar, and the final incubi swept into the spinegaunts. They were like deadly shadows, killing tyranids before the predators even knew the Dark Eldar were there. Soon, very soon, the larger creatures would arrive. Then the Archon would find sport. Then she would feel fear course in her veins as she battled the great devourer. She loved the thrill, needed it, wanted to kill that which would also kill her.
Seeing their brethren cut down, the warriors opened fire on the hormagaunts that were covered with Dark Eldar blood. After the flashes died away, they let out of triumphant cry that only two of the creatures were still alive. The rest were little more than twitching meat.
The haemonculus knew it was coming. The tyranid warrior was more feral than he and it finally crushed him to the ground under a flurry of strikes. His internal organs were pierced in dozens of places by the tips of razor sharp claws.
Turn 3, Dark Eldar
The Archon and her tiny retinue killed 8 spinegaunts after their charge. The remaining warrior squad moved up and fired into the hormagaunts, killing an impressive number, but the remainder were barely in synapse (by about ½”). The grotesques and their leader were eradicated.
The board at the end of turn 3:
“More flesh!” The jolt energized the carnifex’s mind as the warrior squad moved from behind the crashed vehicle. With spasms it fired the barbed strangler, devourers, and its spinebanks into the unwary Dark Eldar. They fell like wheat.
Meanwhile, the winged tyrant recognized what was happening in the trees. A dangerous opponent was cutting down gaunts, causing the tyrant to feel each one as it died. Despite what millions of years of evolution should impart in a lifeform, the tyrant spread its wings and swept into the trees. It must find what kills so perfectly. It must! What it found was three figures, moving with grace in a whirl of blades. It found the center, that which the other two danced around, and attacked. It was not puzzled, nor angered, when the forcefield deflected four scything attacks. The tyrant merely continued attacking, following patterns set into its DNA. A code that had witnessed millions of such deadly dances across dozens of galaxies.
Turn 4, Tyranids
Gamera moved up and unloaded max firepower on the warrior squad. It ceased to be. Vermithrax charged the Archon and failed to wound despite multiple hits (darn that amazing inv save). The Archon managed to inflict a wound on the tyrant. Drahzar managed to kill off the gaunts holding him and piled in to the tyrant. The genestealer chopped up the immobilized raider. The incubi killed a gaunt, but fell under the remaining three.
The Archon could not wound the massive engine of death that beat on alien wings before her. Then, even as Drahzar gashed it twice with his blades, her forcefield failed under a titanic blow from the bonesword. She was cut in half from shoulder to hip. Drahzar, seeing the battle was lost, attempted to flee. He managed only a few steps before one giant scything talon pierced his back, exited his chest, and embedded itself in a rotting log. All was lost.
Turn 4, Dark Eldar
The Archon fails a save against one of Vermithrax’s attacks and dies. Drahzar did cause two wounds on the tyrant, but has lost combat, fails his morale check, and tries to flee. Vermithrax runs him down. No Dark Eldar are left on the field.
The board at the end of turn 4:
He had just a huge number of points tied up in his Archon and retinue. I believe it was about 400 points. Also, his lack of heavy weapons to deal with my monstrous creatures was going to be an issue. I had 20 wounds of toughness 6 beasts running around. However, this is a new army for my opponent (he plays Tau and Black Templars – he picked up the new BT codex to see how he needs to retool his army). He was playing with every single Dark Eldar model he had. At the end we agreed that he should get 2 ravagers or else invest in some more raider squads with dark lances, in order to put more weapons with MC and tank killing ability on the table. In a small game like we had, dropping the jetbikes, not going for so many upgrades on the sybarites, and paring down the Archon’s retinue seemed like natural choices.
The barbed stranglers and devourers did ugly, ugly things to the Dark Eldar. I cannot say how fragile they seemed. I mean, one unit of ten died in a single turn of shooting from a carnifex. My opponent needed to work on spacing out his squads, because the barbed strangler was killing his Dark Eldar in droves.
Last edited by Badmovies.org; November 15th, 2005 at 03:26.
congrats on the win and a nice battrep :yes:
oh my god... that is one of the worst Dark Eldar list iĀ“ve EVER seen, i mean... damn
the HQ unit is just plain rediculous, scourges geared for CC... my 1k list has twice the firepower and still match his HtH abilities.
But then again he took what he had.
some advice to him, tone down your HQ ALOT. Ask any Dark eldar general what they feel about Drazhar and nearly everyone will tell you they rather have 3 incubi insted of him.
Archon + 3-4 incubi is well enough especially with a beefed-up Archon.
I run with just the uber archon + sybarite with agoniser and pistil + some other meat as i find it important to be able to FoF to reach HtH asap(cause its there he really really shines).
Also, Raiders is best with Dark lances and Ravager with Dissies(and many other DE players will agree).
3-4 raiders with DLs coupled with a DL sniper squad(10 warriors with 2 DLs) is well enough.
if he visits this forum iĀ“m sure the Dark Eldar generals here can give him a few pointers as well.
not trying to steal your win(a win is a win!) but it is a rather badly composed army list he had. :yes:
""What's the matter? Don't ya like clowns? Don't we make ya laugh?" - Captain Spaulding.
Excellent, I love reading battle reports. Keep up the work. ^_^
A billion chinese can't be wrong - eat rice.
really liked the story with the report, ncie that u split it up into turns
Thanks. This was largely a "feeling out the army" battle for the Dark Eldar gent. He had only been playing against guard, as in no armor and lots of troops IG, and said he did well against them. We talked about his army composition afterwards and he was definitely looking at using a ravager or two. He likes his scourges and the disentigrators on the raiders, so did not seem to be budging there. The scourges are not a terrible choice, but really function like fragile Tau stealth suits. I can see why he likes them for going after enemy infantry. The disentigrators on the raiders are not a bad choice either, because they are effective against my big creatures and can serve dual-purpose for killing troops.
He really, really needed to cut down on his command squad and buy some more warriors, with or without raiders (but with DLs in the squads). We also spoke about his Archon not being able to fleet with those darn incubi in tow.
The next time he and I play it will probably be my Tyranids against his Tau or Black Templars. Whenever I see his DE list again, it is sure to be better prepared and likely will be an interesting fight. I have to say, Eldar (either side of the light and dark) take some fine work to use right. Experienced players can really make them shine. I am careful, very careful of the veteran Eldar players.
Also, I would not crow about winning that one. He was just starting DE, playing with what he had, trying to decide what worked and what did not, and I have a pretty tried and true list. It was a friendly game. I also enjoyed getting to play the Dark Eldar (they seem to be rare) and seeing what they can do. I played around with them in Army Builder and you can do some pretty neat stuff, fielding lots of squads that can dish out the punishment. He just poured too many points into some things.
Last edited by Badmovies.org; November 15th, 2005 at 03:19.
Excellent Battle Report! Very well written and an enjoyable read.
I have to say from personal experience, the hardest part about fighting Dark Eldar is staying awake. They really just cant put up a fight if you are even semi competant. At our local GW there is a guy who struts around the place talking about how great his DE army is. He has yet to beat anyone tall enough to see onto the table with out a stool, and one extrmely incompetant SM player.
The problem with America is stupidity. I'm not saying there should be a capital punishment for stupidity, but why don't we just take the safety labels off of everything and let the problem solve itself?
I guess I could be ignorant about the new dark eldar, and new rules that might apply ot them, but when I played, when a raider was immobilized, it crashed and was destroyed. Therefore, the guns could not fire. I guess I might have also read wrong here. But it sounded like an immobilized raider was still taking part in the game. Am I right about this, or can someone illuminate me?
Man, what a slaughter.
Nicely written report although as has been said the dark eldar army was terribly constructed. Arpod please don't make generalisations about an army from your obviously limited experience, as a DE player myself I can tell you they are a very powerful army and I'd be happy to show just how powerful if you live in the UK. I have won local tournaments with my army and intend to take it to a grand tournament in the future. Dark Eldar are an excellent army, but hard to play, obviously the person you have seen with them is not yet conversant in their nuances or he'd be winning alot more.
"in other news, the dark eldar just got totally served," "Daaaammnnn"
How many Inquisitors does it take to screw in a lightbulb? Three,
one to screw it in, one to outlaw lightbulbs, and one to deny lightbulbs ever existed.
-Proud creator of the Sons of Omnissiah
-Kroot pluralized is Kroot, if you say Kroots, you irk me!
The Raiders had not moved, so the immobilized result did not turn into a destroyed one. If they had moved a, ahm, certain amount then they would have been destroyed by the immobilized result.Originally Posted by untitledmike
Eldar and Dark Eldar are very fragile. Their strength comes in deciding when and where to fight, due to their high mobility. If that is taken away, whether by army composition or circumstances, the result is usually a terrible loss. I am careful when fighting Eldar (either flavor). You can usually see where a Space Marine is going to make his push, with an Eldar it can be a very difficult thing to guess. They are just so darn mobile. Never, ever discount mobility.