Librarium Online Forums banner

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

1157 Views 18 Replies 13 Participants Last post by  ForgedInTheFurnaceOfWar
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 “Crushinatorâ€?:​
Extra Armour; Smoke Launchers; Assault Cannon; DCCW​

Dreadnought “Harvesterâ€?:​
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 “Shredderâ€? – One (1) Land Speeder​
One (1) armed with Heavy Bolter and Assault Cannon​

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


Heavy Support – 163 points
Vindicator “Infernoâ€?​
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.​
See less See more
Status
Not open for further replies.
1 - 19 of 19 Posts
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.
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
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?
Blood Angels

The dark eldar will have their transports taken down by shooting. The Death Company will kill the Dark Eldar in cc.
Robizzle said:
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.
ForgedInTheFurnaceOfWar said:
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.
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.
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.
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
See less See more
Well this is really going to come down to dice as all games do but the Blood Angles have a few things in their favor for example the landspeeders will be able to keep up will all of the transports and vehicals the DE have and the arms to destroy them. Also every weapon in the BA's posession is able to destroy the DE and thier vehicals it is true that their weapons are potent as well but it is going to come down to what gets killed first. I think that the BA will destroy their enemies first. Mission BLOOD ANGLES
Unfortunately I dont see an assault squad on the BA list so Fluffy DE
Deek said:
Unfortunately I dont see an assault squad on the BA list so Fluffy DE
Death company with jump packs that are basically an uber assault squad? Assault terminators? No weapon with more than a 24" range? Looks pretty fluffy to me...not that it matters a great deal, but still. LoC
i reluctantly vote BA
-most of their tanks will do down on turn one or two, and then they die in CC.
-an extremely skilled DE played could pull this off using extrem mobility, and heavy cover, but assuming equal skill levels, BA win.
Alright, the distince lack of cc-ness gives the Dark Eldar my vote fluff-wise, but I'm undecided on the mission
Ok this is a Recon mission. This means that movement will be a key factor in the outcome of this fight. Also only the Land speeders, and the death company are going to be able to move quickly enough to respond to Dark Eldar's manuvers. The blood angels have superior firepower, but lack sufficient manuverablity to take full advantage of it against the Eldar. It's only going to take a few squads getting into hand to hand before that firepower is going to suddenly be less important. I only see one raider going down on the first turn if they can even be seen, then the others close into HtH. After that I give the victory to the Dark eldar.

The reason the blood angels are "immune" to the witch weapons is because by taking bolters they don't have that extra attack to start with. So they are weaker in HtH without the wytches help.

This is why I vote Dark Eldar FTW & Fluff
Dark Eldar

The have a huge manouverability bonus. The Dreadnought wont see anything 1st turn then they will briefly see a black lance coming thier way. Then nothing.

The LST's as mobile as the DE are a threat but they cant kill the whole DE army by thier lonesomes. Dissies may take them down.

Wyches can outfight any BA c.c unit if they charge. Maybe not the DC but the rest of the army yes.
The reason the blood angels are "immune" to the witch weapons is because by taking bolters they don't have that extra attack to start with. So they are weaker in HtH without the wytches help.
They don't have the option to take bolt pistols and close combat weapons - they have to have bolters, the only ones that can take close combat weapons are death company and assault squads. This is what confuses me when people say "the angels aren't CC enough" - the massive amount of low range weapons, and the death company and assault terminators are indicative of a close-ranged army, meaning Blood Angels also get my fluff vote.

LoC
I say Blood Angels on this one, but only just.

The Dark Eldar have a lot of nasty units, particularly those witches who are going to give him a headache once they hit his lines. However the Assault Cannons are going to take a toll of the Raiders on the way in, and the Blood Angels should not be disregarded in their assault, with their numerous power weapons they should put a hurt on those DE squads when (as in on the occasions) they get the charge. I also see the Death Company as a pain to deal with, incubi would be great but the DE player lacks them.
Well you see, a standard tactical squad need only shoot a raider to destory it. If the raiders want to get there troops into CC before the landspeeder destory them, they need to move up. To do this, they expose themselves to the dreadnought and the troops firing. (although the troops probably wont fire, a staytionary tactical squad could probably destory a raider)

Wychnes cant beat a DC in CC.

The wyches transport will obviously be the one the landspeeders destory.

This renders them always worthless. Not totaly wrothless as they make good meat shields for the Big dude with the stuff thats unfair.

But the law of averages will eventually meat up with him, that, or a chaplain.

I cant see S3 troops cutting through 3+ armour, and then 4+ feel no pain save. They effectivly have a 2+ armour save, and +1 attack from normal assault troops.
1 - 19 of 19 Posts
Status
Not open for further replies.
Top