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 - Secure and Control
Dark Eldar Wych Cult - (4 points)
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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Necrons - (0 points)
HQ: 185 Points
Necron Lord:
Resurrection Orb; Destroyer Body; Phylactery
Troops: 540 Points
Warriors squad – Fifteen (15) men
Fifteen (15) armed with Gauss Flayers
Warriors squad – Fifteen (15) men
Fifteen (15) armed with Gauss Flayers
Fast Attack: 408 Points
Destroyers Squad – Three (3) men
Three (3) armed with Gauss Cannon
Destroyers Squad – Three (3) men
Three (3) armed with Gauss Cannon
Scarab Swarms – Nine (9) swarms
Heavy Support - 625 points
Heavy Destroyers Squad – Three (3) men
Three (3) armed with Heavy Gauss Cannon
Heavy Destroyers Squad – Three (3) men
Three (3) armed with Heavy Gauss Cannon
Monolith:
Gauss Flux Arc; Living Metal
Phase Out: 10
Tactics:
I will utilise the speed of my Fast Attack to get into an effective position from which to open a constant hail of fire. My Monolith will preferably Deep Strike as close to the center of the table as reasonably possible without losing it. The Warriors will then come out. If I can't Deep Strike, I will simply move the Monolith constantly toward the center of the table. My lord will also support wherever things begin to get hairy.
Notes
Shots per turn:
30 Gauss flayers
18 Gauss Cannon shots
6 Heavy Gauss Cannons
3 Staff of Light shots
Gauss Flux Arc
Particle Whip
The Lord cannot be instant killed.