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40K VWMkIII - Battle #15, Round #2 - Dark Angels versus Dark Eldar

791 Views 7 Replies 8 Participants Last post by  TheWamp
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 - Cleanse

Deathwing “Mech� List
Dark Angels Deathwing

Headquarters – 601 points
Chapter Master:
Stubborn; Terminator Armour; Sword of Secrets; Thunder Hammer; Furious Charge

Reclusiarch Chaplain: (Joins with Terminator Command Squad)
Twin-lightning Claws; Terminator Armour; Furious Charge

Deathwing Terminator Command – Five (5) men
Entire unit has Furious Charge
Two (2) armed with Storm Bolter and Power Fist
Two (2) armed with Assault Cannons and Power Fist
Sergeant: Storm Bolter and Power Weapon

Troops – 480 points
Deathwing Assault squad – Five (5) men
Entire unit has Furious Charge
Four (4) armed with Lightning Claws
Sergeant: Thunder Hammer and Storm Shield

Deathwing Assault squad – Five (5) men
Entire unit has Furious Charge
Four (4) armed with Lightning Claws
Sergeant: Thunder Hammer and Storm Shield

Heavy Support – 769 points
Land Raider:
Twin Linked Heavy Bolter; Twin Linked Lascannon Sponsons; Power of the Machine Spirit

Land Raider:
Twin Linked Heavy Bolter; Twin Linked Lascannon Sponsons; Power of the Machine Spirit

Land Raider Crusader:
Twin-linked Assault Cannon; Multi-Melta; Hurricane Bolter Sponsons; Smoke Launchers; Searchlight, Extra Armour

Tactics:
Land Raiders move up 6� and fire their payload, the Crusader moves straight forward as far as possible and fires smoke launchers. Next turn, the big command squad dumps its payload of massive slaughter and ties up as many units as possible. Next turn, the other Land Raiders move up and add in their attacks. Not much can stand up to 32 S5 power weapon attacks that re-roll to wound. The thunderhammers are a just-in-case measure. With all the furious-charge powerfists, multi-melta and assault cannons, enemy vehicles shouldn’t be a problem. And since these guys will be outnumbered, they’ll have to concentrate their attacks and move on. The Land Raiders also make good LOS blockers.

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Dark Eldar Wych Cult

Headquarters – 188 points
Wych Archite:
Mask of the damned; Power Weapon; Jet Bike; Combat Drugs; Plasma Grenades; Shadow Field; Tormentor Helm; Splinter Pistol

Elites – 300 points
Warriors squad – Ten (10) men
Eight (8) armed with Splinter Rifles
Two (2) armed with Dark Lances

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

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

Troops – 800 points
Wyches Squad – Eight (8) men
Seven armed with Wych Weapons; Splinter Pistol and CCW
Succubus: Agonisor and Splinter Pistol; Goblet of Spite
Raider: Dark Lance; Horrorfex.

Wyches Squad – Eight (8) men
Seven armed with Wych Weapons; Splinter Pistol and CCW
Succubus: Agonisor and Splinter Pistol
Raider: Dark Lance; Horrorfex.

Wyches Squad – Eight (8) men
Seven armed with Wych Weapons; Splinter Pistol and CCW
Succubus: Agonisor and Splinter Pistol
Raider: Dark Lance; Horrorfex.

Wyches Squad – Eight (8) men
Seven armed with Wych Weapons; Splinter Pistol and CCW
Succubus: Agonisor and Splinter Pistol
Raider: Dark Lance; Horrorfex.

Heavy Support – 345 points
Ravager:
Three (3) Dark Lances

Ravager:
Three (3) Disintegrators

Ravager:
Three (3) Disintegrators

Special – 213 points
Warp beast pack – Six (6) models
Beast master: Agonizer and Splinter Pistol
Five (5) Warp Beasts

Warp beast pack – Six (6) models
Beast master: Agonizer and Splinter Pistol
Five (5) Warp Beasts

Warp beast pack – Five (5) models
Beast master: Agonizer and Splinter Pistol
Four (4) Warp Beasts

Strategy:
(PLEASE READ) Ok since not too many people are familiar with DE, especially the updated codex rules I’ll give a quick run down of some of the wargear and just what this army can do. The updates are posted http://uk.games-workshop.com/darkeld...dex-update.pdf]HERE[/url].

Lets start with the lord. This is a Wych Lord and can therefore take wyches as troops, make warp beast packs not count towards the force organization chart, also removing the 0-1 limit, and warriors count as elites. The Mask of the Damned forces any unit wishing to assault him to take a leadership test, if failed, they may not assault him. After his wargear upgrades he has a 12inch move, S4, T4, I8, WS6, 2+ invulnerable, 4+ wych dodge if the 2+ fails, and 6 power weapon attacks on the charge. This is of course without any benefits he may be gaining from combat drugs. Unlike normal drugs, I get to roll many dice for upgrades if I choose. Plus he’s an IC, so he cannot be targeted.

The 3 warrior squads are standard, but sporting 6 dark lances between them, they pack a punch.

The wych squads are amazing in close combat. The Succubi have agonisers for some quick power weapon kills. Wych weapons do 2 things. Any models in an assault with the wyches lose bonus attacks for having 2 cc weapons. This can effectively halve a squads attacks that are being charged by the wyches. On top of that, any models with a base strength of less than 6 must halve their weapon skill! And lets not forget that wyches will hit 1st against most opponents, and don’t forget combat drugs! The raiders have horrorfexes which basically allow them to pin squads they shoot at with it. One squad has a goblet of spite. This nifty piece of wargear allows every model in the squad to hit on a 3+ regardless of all other factors!

The Ravagers will lay down some heavy fire. 3 dark lances and 6 space marine killing disintegrators pack quite a punch.

The warp beasts are vulnerable to shooting, but hey, there’s 3 of them. Plus there are more pressing targets for the enemy to deal with. They move as cavalry and pack a huge punch in cc.

A few more notes: This army has 13 dark lances! This is more than enough to down any amount of tanks. Plus it has an insane amount of mobility and cc prowess. With all this speed and firepower, plenty will get into cc, where the DE will enviably come out on top.
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Woa. Ummm you might wanna fix the 8) faces caluin. It's supposed to be 8 ) I believe.

Beat ya to it. Stupid things. Heh.

13 lances = Dead termies. Not to mention they should be able to make a pretty good dent in the land raiders over a few turns. The DE player has superior mobility by far. The termies have to come out of the transports soemt ime. At that point the very small amount of men (17) will be shot up, and chopped up in cc. The wych Archite alone should kill an average of 3-4 remies every turn. And with an I8, there is no way he's going last. Wyches hit 1st, cut out a bunch of the termies attacks and force some lost armour saves. Lets not forget all those Succubi with power attacks. The DE list will win in almost every field, shooting, cc, and mobility.

I vote for DE.
Dark Eldar

Dark lances will nail the Land Raiders, and thats already half his army down the drain. From there the DE will just beat up the termies in combat/dark lance them to oblivion.

Crushing victory to the Dark Eldar.
Ditto to the Crushing Victory for the Dark Eldar.

The Land Raiders are supposed to roll up and "dump their payloads of massive slaughter and tie up as many units as possible". If every unit is in a Raider, or deployed far back, as a Sniper Squad should be, what's there to roll up on? The Land Raiders pop: the Terminators get pinned: the Wyches eviscerate the survivors. Quite possibly a 2 turn game.
Zounds no question to a crushing victory for the Dark Eldar. Holy vegatable soup the Deathwing are going to overrun and outgunned. They don't have a hope.
DE. 750 free vicotry points to DE, game over.

Bright lance > AV 14
i vote DE
-this is possibly the most one sided votewar battle i have ever seen, DE pop tanks, and mow down termies with shooting
I vote Dark Eldar.

Shoot, I have to add a reasoning. Alright: Dark lances kill Land Raiders quick-fast.

Not much else needs to be said
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