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Discussion Starter · #1 ·
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 - Seek and Destroy


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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Strike force Igor
Deathwing Dark Angels

Headquarters – 780 points
Codicier Librarian: (Joins Terminator Command Squad)
Terminator Armour; Combi-Meltagun; Fear of the Darkness

Terminator Command Squad – Four (4) men
One (1) armed with Chain fist and Storm Bolter
Two (2) armed with Assault Cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Codicier Librarian: (Joins Terminator Command Squad)
Terminator Armour; Combi-Meltagun; Fear of the Darkness

Terminator Command Squad – Four (4) men
One (1) armed with Chain fist and Storm Bolter
Two (2) armed with Assault Cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Elites – 150 points
Dreadnought:
Assault Cannon; Heavy Flamer; Extra Armour, Drop Pod

Troops – 900 points
Terminator Squad – Five (5) men
One (1) armed with Chain Fist and Storm Bolter
One (1) armed with Power Fist and Storm Bolter
Two (2) armed with Assault cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Terminator Squad – Five (5) men
One (1) armed with Chain Fist and Storm Bolter
One (1) armed with Power Fist and Storm Bolter
Two (2) armed with Assault cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Terminator Squad – Five (5) men
One (1) armed with Chain Fist and Storm Bolter
One (1) armed with Power Fist and Storm Bolter
Two (2) armed with Assault cannon and Powerfist
Sergeant: Power Sword and Storm Bolter
Drop Pod

Notes:
All stubborn (fearless, but still takes pinning checks)
Fear of the Darkness nasty against low leadership
Entire army deep strikes
Drop Pods can’t be destroyed by scattering
11 Assault cannons
 

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-dark eldar

-the terminators will arrive peacemeal, and get shot to death by ravagers and then charged, and beaten by wyches.
 

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I vote wyches

The terminators will arrive sporadically and get shot and charged to death by the faster and more dangerous wyches. Assault cannons are nice, but not enough.
 

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I vote DE for the mission as the Wyches more than a match for the DA in hth, and hth will be gotten to quickly.

After that its a matter of greater number of units to out manuever the DA.
 

· Dawn Under Heaven
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I think the Terminators are going to get torn apart, especially since they are unlikely to all arrive all together. If they did then I think they might have a chance. But otherwise...

Dark Eldar win
 

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Discussion Starter · #9 ·
Robizzle said:
Yeah. this one is in the final, so its blatantly going to have a different result. :\
Well, there was one person who had changed their vote, so it could happen. But remember that the final score is between all six battles. Just because this battle may go poorly, you might do well in the other two and pull off a placement.
 

· Dancing Peanuts? You bet!
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Well, there was one person who had changed their vote, so it could happen. But remember that the final score is between all six battles. Just because this battle may go poorly, you might do well in the other two and pull off a placement.
Fiar play. :D

Just for the record, Wings forced me to write that. ;)
 

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DE

The longest range weapons the DW has is 24 inches, so wile the DW will put out fire it wont be enough to kill the DE before they get in cc.
 

· Ghost of LO
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Well, assault cannons are the best weapon in the game against raiders basically, and with drop pods they wont have any range issues.

The 300 points of elietes the DE player is using are going flying off the board when daul fear of the darkness rounds it it.

Drop pods arrive based on dice rolls not peice meal, dont be stupid.

2 or 3 squads come the second turn, the rest come 3rd turn.

Each termintors squad will down raider, and the passages will die horribly, losing about 5 each. So they will fall bellow 50% before even getting out of there tank.

In CC deathwing are totally uneffective by the whynchs, they still hit and wound with the same number of attacks they normally wound.

They 5 intitiative of DE is wasted on deathwing.

Think about it!

Lets say the deathwing get 3 squads in, that leaves only 1 squad of wynches to assault, they will lose that combat, and probaby fall back. The deathwing lose 4 models to shooting....

The next turn, the deathwing annihlate all tanks, and send all ground troops running, -4 leadership to BASE 8 IS 4 LEADERSHIP PEOPLE!!!!!!! Have you ever rolled a leaderhips test that low before?

And that doesnt includde any of the squad that are -1 for benig under 50%

Think about it.

Deathwing win
 

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ForgedInTheFurnaceOfWar said:
Well, assault cannons are the best weapon in the game against raiders basically, and with drop pods they wont have any range issues.

The 300 points of elietes the DE player is using are going flying off the board when daul fear of the darkness rounds it it.

Drop pods arrive based on dice rolls not peice meal, dont be stupid.

2 or 3 squads come the second turn, the rest come 3rd turn.

Each termintors squad will down raider, and the passages will die horribly, losing about 5 each. So they will fall bellow 50% before even getting out of there tank.

In CC deathwing are totally uneffective by the whynchs, they still hit and wound with the same number of attacks they normally wound.

They 5 intitiative of DE is wasted on deathwing.

Think about it!

Lets say the deathwing get 3 squads in, that leaves only 1 squad of wynches to assault, they will lose that combat, and probaby fall back. The deathwing lose 4 models to shooting....

The next turn, the deathwing annihlate all tanks, and send all ground troops running, -4 leadership to BASE 8 IS 4 LEADERSHIP PEOPLE!!!!!!! Have you ever rolled a leaderhips test that low before?

And that doesnt includde any of the squad that are -1 for benig under 50%

Think about it.

Deathwing win
Except that isn't how FotD works. It makes them take 2 tests at Leadership -2. More importantly though, they're immune to those tests when in the tanks.

Also your assumption seems to be "the dark eldar won't shoot those 3 DA squads at all. Rather, they'll entirely ignore their dark lances and charge."

Instead, they'd shoot 13 (and 6 disintigrators) dark lances, take out 2 squads, then charge with the wyches and cream the DA.

The DA ARE affected by wych weapons: they lose 1 attack each. So, we have terminators that attack with 2 attacks. They hit with half and wound more or less with all. Half get by the invulnerable saves, so 1 in 2 terminators kills A wych. Assuming any survive to strike back that is...

The DE will probably be behind cover in many places, so the terminators will unable to target all the raiders (despite the deepstriking). Raiders are open-topped, so they can move 12" out of cover, and then the wyches can hop out and charge.

Once 2 raiders are down and those first 3 terminator squads are dead, another 1-2 terminator squads will show up. They'll be DESTROYED by shooting and warp beasts almost no matter what they do, so this battle is more or less a given after turn 2.
 

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Discussion Starter · #14 ·
ForgedInTheFurnaceOfWar said:
The DA ARE affected by wych weapons: they lose 1 attack each. So, we have terminators that attack with 2 attacks. They hit with half and wound more or less with all. Half get by the invulnerable saves, so 1 in 2 terminators kills A wych. Assuming any survive to strike back that is...

Not quite, but close.

The Terminators aren't armed with two one handed weapons, so they don't lose any attacks anyways. But your calculations are right anyways, since they're base two attacks.

However, the half WS still effects them, as it is based off of umodified strength. So they hit on 5+, while the Wyches hit on 3+.
 
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