40K VWMkIII - Battle #21, Round #2 - Dark Eldar versus Blood Angels - Warhammer 40K Fantasy

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  1. #1
    Now with STFU flames! Caluin's Avatar
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    40K VWMkIII - Battle #21, Round #2 - Dark Eldar versus Blood Angels

    Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

    Mission Type - Recon


    The Blood Reavers

    Dark Eldar

    Headquarters – 254 points
    Archon:
    Punisher, Tormentor Helm, Shadow Field, Combat Drugs, Animus Vitae, Plasma Grenades

    Dracite:
    Reaver Jetbike, Power Weapon, Tormentor Helm, Plasma Grenades

    Elites – 303 points
    Wyches Squad – Ten (10) men
    Nine (9) armed with Wyche Weapons, Plasma Grenades
    Succubus: Wyche Weapons, Plasma Grenades, Agoniser, Splinter Pistol
    Raider: Dark Lance, Horrorfex

    Warp Beasts Pack – Six (6) models
    Beast master: Agoniser, Splinter Pistol
    Five (5) Warp Beasts

    Troops – 944 points
    Raider Squad – Nine (9) men
    Six (6) armed with Splinter Rifles
    One (1) armed with Splinter Cannon
    One (1) armed with Blaster
    Sybarite: Punisher, Tormentor Helm, Plasma Grenades
    Raider: Dark Lance, Horrorfex
    (Archon joins this squad)

    Raider Squad – Ten (10) men
    Seven (7) armed with Splinter Rifles
    One (1) armed with Splinter Cannon
    One (1) armed with Blaster
    Sybarite: Punisher, Tormentor Helm, Plasma Grenades
    Raider: Dark Lance, Horrorfex

    Raider Squad – Ten (10) men
    Seven (7) armed with Splinter Rifles
    One (1) armed with Splinter Cannon
    One (1) armed with Blaster
    Sybarite: Punisher, Tormentor Helm, Plasma Grenades
    Raider: Dark Lance, Horrorfex

    Raider Squad – Ten (10) men
    Seven (7) armed with Splinter Rifles
    One (1) armed with Splinter Cannon
    One (1) armed with Blaster
    Sybarite: Punisher, Tormentor Helm, Plasma Grenades
    Raider: Dark Lance, Horrorfex

    Warriors Squad – Ten (10) men
    Eight (8) armed with Splinter Rifle
    Two (2) armed with Dark Lances

    Warriors Squad – Ten (10) men
    Eight (8) armed with Splinter Rifle
    Two (2) armed with Dark Lances

    Fast Attack – 206 points
    Reaver Jetbike Squad – Six (6) men
    Two (2) armed with Blasters
    Succubus: Tormentor Helm, Power Weapon
    (Dracite joins here)

    Heavy Support – 140 points
    Ravager:
    Three (3) Disintegrators, Night Shield

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

    Flesh Tearers - 2nd Company under the command of Chaplain Megacles
    Blood Angels Space Marines


    Headquarters – 275 points
    Master of Sanctity Chaplain Megacles – Automatically leads Death Company squad.
    Thunder hammer; Terminator Honours; Jump Pack; Frag Grenades
    D3+3 Death company


    Elites – 486 points
    Terminator Assault Squad Harmodius – Six (6) men
    Three (3) armed with Thunder Hammer and Storm Shield
    Three (3) armed with Pair of Lightning Claws.

    Dreadnought “Crushinator?:
    Extra Armour; Smoke Launchers; Assault Cannon; DCCW

    Dreadnought “Harvester?:
    Extra Armour; Smoke Launchers; Assault Cannon; DCCW; Venerable


    Troops – 764 points
    Tactical Squad Alpha – Eight (8) men
    Six (6) armed with Bolters
    One (1) armed with Meltagun
    Sergeant: Power Fist and Bolt Pistol, Terminator Honours

    Tactical Squad Beta – Eight (8) men
    Six (6) armed with Bolters
    One (1) armed with Meltagun
    Sergeant: Power Fist and Bolt Pistol, Terminator Honours

    Tactical Squad Gamma – Eight (8) men
    Six (6) armed with Bolters
    One (1) armed with Meltagun
    Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Frag Grenades

    Tactical Squad Delta – Eight (8) men
    Six (6) armed with Bolters
    One (1) armed with Meltagun
    Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Frag Grenades

    Scout Squad Epsilon – Eight (8) men
    Seven (7) armed with Bolt Pistol and CCW
    Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Teleport Homer; Frag Grenades


    Fast attack – 160 points
    Land Speeder Squadron “Shredder? – One (1) Land Speeder
    One (1) armed with Heavy Bolter and Assault Cannon

    Land Speeder Squadron “Harpy? – One (1) Land Speeder
    One (1) armed with Heavy Bolter and Assault Cannon


    Heavy Support – 163 points
    Vindicator “Inferno?
    Demolisher Cannon; Storm Bolter; Extra Armour; Power of the Machine Spirit; Smoke Launchers

    Notes:
    All non-vehicle models automatically have furious charge
    All Death Company models have Jump Packs.

    Tactics:
    Well, obviously tactics will change drastically depending on the amount of death company I get, but I’m expecting to get around seven or more death company, and I will put at least one sergeant in there to get a power fist or power weapon depending on which one suits the situation the best. The scouts will infiltrate close to the enemy, and hunker down in cover from the enemy. They’ll use their homer to draw the terminators down close, before diving forward from cover to tie up the units that could threaten the terminators – 21 strength 5 initiative 5 attacks plus 4 power weapon attacks with the same strength and initiative should do a fair amount of damage to anything that could threaten the terminators, and then they can consolidate into another unit and maybe tie that up. The terminators should hopefully be able to take some damage and then take out almost anything they run into. The death company and the chaplain will of course be another distraction to stop enemies totally annihilating the terminators when they come in, and the steamroller of the basic troops and sheer weight of meltaguns will lay the hurt down on anything with the help of blood rage. As for the dreadnoughts and the vindicator, they will lay down covering fire, the dreadnoughts advancing at the same time, taking out vehicles and heavy infantry. The LSTs will also deep strike down at some point and lay down some incredibly heavy cover fire which, when combined with the dreadnoughts, will result in a withering hail of assault cannon fire which can kill vehicles and infantry. The weapons being so versatile means they can turn their hands to either killing vehicles or infantry, and the sheer combat ability of everything means that they will be able to run up shooting and then charge to deliver the final deathblow.

    Last edited by Caluin; February 5th, 2006 at 22:57. Reason: Stupid Smilies


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  3. #2
    Festo Diata TwoHats's Avatar
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    85 (x2)

    Dark Eldar

    Highly mechanised, the DE can run rings around the Blood Angels, who will find themselves put out of range again and again. The Ravager can eliminate a whole squad a turn. The DE have more than enough Dark Lances to destroy all those vehicles, as well.
    2H - LEGIO HYDRA

  4. #3
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    Well the blood angles get first strike, with there landspeeders and dreadnoughts. Taking down 4 raiders, and killing half of each raiders people.

    That leaves 40 blood angles running about, which wont be effect whats so ever by the whynches ability.

    The deathcompany are the best space marine CC unit avaible, and are base 2 in CC. +1 attack when not fighting whyches, +1 attack when charging, which is almso always, combine that with furious charge, AND feal no pain, and the DE are in trouble, not to mention the jet packs.

    DE cant hold up to space marines in CC, nor in the shooting phase.

    Blood angles

  5. #4
    Dancing Peanuts? You bet! Robizzle's Avatar
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    106 (x4)

    Blood Angels

    The DE vehicles will get torn apart by shooting, then get ripped apart as they trudge up the field. They don't really stand much chance of getting into combat, and when they do they've got a pretty good chance of losing.

    Forged, out of interest, why do the Wych weapons not affect BA?

  6. #5
    Senior Member Librarian Augustine's Avatar
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    Blood Angels

    The dark eldar will have their transports taken down by shooting. The Death Company will kill the Dark Eldar in cc.

  7. #6
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Quote Originally Posted by Robizzle
    Forged, out of interest, why do the Wych weapons not affect BA?
    As far as I know, they will be affected normally. Loss of attacks, half the weapon skill - I'm not sure what reason Forged has for why the Blood Angels would be immune to the Wych Weapons.


  8. #7
    Festo Diata TwoHats's Avatar
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    Quote Originally Posted by ForgedInTheFurnaceOfWar
    Well the blood angles get first strike, with there landspeeders and dreadnoughts. Taking down 4 raiders, and killing half of each raiders people.[/B]
    The Dreadnoughts don't have Drop Pods. How do you figure they get first strike? The Land Speeders can Deep Strike, but won't arrive in time before the DE get into combat.

    All the Blood Angels anti-tank weaponry is range 24" at best. The DE can keep out of range with speed and concentrated fire. Destroy the Land Speeders first, then the Dreadnoughts, then the Vindicator.

    The only worry for the Dark Eldar is the Death Company, because they have speed to match. The Ravager can dispatch all of them in the first shot.
    2H - LEGIO HYDRA

  9. #8
    LO Zealot numberofthebeastxxx's Avatar
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    A couple assault cannons and a short range demolisher are not going to do anything to the transports. Everyone seems to think the DE transports will start in the open and be shot down. The transports will be in cover at the start of the game. Even then they can still easily get a 1st turn charge. The tactical squads wont get to do a thing. Not to mention the eldar have far superior mobility. After running through the squads they can just score in the angels deployment zone. Lances kill the dreads, wyches kill the death company. They take out a bunch of attacks, and halve their weapon skill, they hit first and with more attacks, and lets not forget the combat drugs.

    I don't see a way the angels can win this.

    I vote for DE.
    Last edited by numberofthebeastxxx; February 6th, 2006 at 22:12.
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  10. #9
    Senior Member Librarian Augustine's Avatar
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    Well every single blood angel gun can hurt the transports. That will have the DE entangled, taked a few casualties and transportless. Raider squads are nothing without the raider. Oh and I would consider the landspeeders assault cannons 36 as the landspeeders move 12. The also have heavy bolters. And the dreadnaughts would be 30 inches considering they move 6 and shoot.

  11. #10
    Pure Venom. Lordofchange's Avatar
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    Blood angelsNote that the land speeders do not HAVE to deep strike - of course any competent player would put them on the field where they're most useful. If they can take down two dark eldar transport's between them, they've pretty much made their points back, in which time they can rip apart a squad with their assault cannons and heavy bolters. The vindicator will take out the light vehicles easily, and will decimate the squads, and the death company will tear through the basic squads and give the better DE squads at least a run for their money. This is probably the best case scenario for the blood angels - they can run forward, into the place where they excel, whilst shooting down transports and severely hindering the DE force. It's the versatility of the blood angels and the low DE armour value that will win the day. The dark lances will lose their advantage too, due to the lack of armour in the blood angels army, meaning that the dark lances will simply end up as expensive marine killers - not what they're supposed to be doing.LoC
    Last edited by Lordofchange; February 7th, 2006 at 01:25.
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