Post by skari on Oct 27, 2013 19:03:24 GMT -5
Jason came over for a game last night. He did not bring his Zombies, rather his Fateweaver flying circus list with chaos space marine allies! I was in for quite the game. Make sure you vote before you read. Who will be the last one left standing? If you prefer VIDEO then scroll to the bottom for the video batrep.
Here are the 1750pts pics and lists.
The Deamons
The Army List:
Fateweaver - All the Tzeench Powers
Flame Breath
Warp Speed
Terrify
Precognition
Nurgle DP - Wings, Armour, balesword, portal
Iron Arm
Warp Speed
Endurance
Tzeench DP- Wungs, Armour, Grimoir, Daemonic Resilience
Flickering Fire
Endurance
Haemorrage
10 Plaguebearers
10 Plaguebearers
CSM Allies
Nurgle DP - Wings, Armour, Black Mace, Boon (Mechanoid)
Gift of Contagion
Iron Arm
Endurance
10 Cultists
Helldrake w/ Baleflamer
The Coven
Uriens Carnivale of Pain:
Urien Rackarth
3 Grotesques, liquifier, aberration - Raider
3 Trueborn, 2 splintercannon - Venom, dual cannon
3 Trueborn, 3 blasters - Venom, dual cannon
10 Kabalites on Foot, Blaster, Darklance
10 Kabalites, Splinter Cannon, Blaster - Raider, Grisly Trophies
10 Wracks, 2 Liquifier Guns - Raider
5 Wyches, haywires - Venom, dual cannon
5 Wyches, haywires - Venom, dual cannon
Talos, TL Splinter Cannon, TL Liquifier
Talos, TL Splinter Cannon, TL Liquifier
Razorwing, 4 monomissiles, 2 lances, rifle, flickerfield
The Table
Mission Parameters:
Pre Game Analysis:
Deamons:
Dark Eldar:
The advantage in this match is even. Both sides have the tools to deal with the other sides units, this game will be determined by skill and the dice. Lets get to deployment!
Daemon Deployment:
The deamons place themselves in the furthest corner of the table. Fearing a sieze from the Dark Eldar.
In reserve, 10 plaguebearers are going to deepstrike, the cultists are walking on and the helldrake is in support.
The Covens Deployment:
Urien sees that he can deploy the entire army out of range of the first turn from any of the deamon units (barring some crazy warpstorm results) and so deploys the coven in a line with the venoms on one flank and the raiders on the other. A U shape will take place, the deamons will have to come into range and the dark eldar should have a chance to do some damage.
Infiltrators:
None
Scouts:
None
Turn1
Wings beating, and deamons a roarin, the creatures of horror take to the sky!
Daemons
Powers Go UP - there are so many powers, just assume that unless I say they don't go off that they do go off. The Flying demons all move up, because they are swooping and because of the dark eldar deployment they are not within range of any shooting, the warpstorm table nurgle poops on uriens raider and causes a hullpoint and so their turn ends.
Dark Eldar
The Dark Eldar move up! All venoms fire into the Tzeench prince thats at the top right of the pic. The deamon takes 2 wounds and passes all of his grounding tests!
In a fit of sacrifice uriens raider boosts forward to take force the deamons to have to take care of him before he goes after the squishy troops in the backfield. ( i was not expecting them to survive, given the balesword...)
The venoms and raiders, and taloi all get into position to capitalize on later turns and the furthest venon boosts into a corner, trying to bait fateweaver to that edge.
Turn2
Daemons
Reserves: The cultists arrive and so does the helldrake. The dragon makes a beeline for uriens raider and explodes it with a well placed vector strike! The balesword prince glides to take the fight to the big gribblies. The deamon of tzeench prince flies off the table, having failed to cast endurance on himself.
The portalglyph is opened and 3 deamonettes are made (I would have made horrors this early in the game)
Also, fateweaver AND the CSM nurgle prince both take the venom bait and go after the venom in the far corner with the wyches in it...
Fateweaver fails to kill the venom as it makes BOTH of its deny the witch rolls... and the deamon prince fails to charge it.
In combat, Urien challenges out the deamon prince with the balesword... and dies horribly.
But this has now tied up the deamon prince till the end of his turn! (as the aberration will die next and the unit is fearless).
Dark Eldar
Reserves: The razorwing shows up. And blasts 5 cultists with a volley of missile fire, killing 5 and they fall back JUST missing the table edge. The venoms re arrange, they all try and get a line on the nurgle deamon prince in the building... The wytch venom pulls further to the flank.
60 poison shots later!
The deamon prince yet lives! With only one wound taken... ug. When someone can make 2+ saves it shows. Also firing at the portal glyph proves ineffective but the taloi kill the small unit of deamonettes, hence netting one of them a pain token and First Blood to the dark eldar! The kabalites by the skyfire nexus (on foot) take a hull point off the helldrake.
In combat the aberration dies in a challenge to the balesword prince. And he is still tied up to 2 grotesques who are fearless (now that I remember, I forgot to roll to see if the grotesques died due to the lack of an independent character!... to prevent this tho (had i remembered the rule) I would have sacrificed the aberration first, then urien).
Turn3
Daemons
Reserves: The plaguebearers arrive, and deepstruck near the cathedral to threaten my home objective.
This turn was wierd for Jasons powers... fateweaver failed precog... and chose to fly off the table rather than risk venom fire.
The cultists rallied and ran 1" up after their consolitation move. The tzeench prince moved on again and hid behind a building, hoping to pop the flanking venom.
The nurgle deamon prince vectored a venom and put one hull point on it (yay flicker fields!) the helldrake vectored the kabalites next to the skyfire nexus and then flamed the others with a deamonforged burst to eliminate them.
And in combat, the balesword deamon prince wiped out the grotesques.
Helldrake gets his hullpoint back.
Dark Eldar
The razorwing does a 90 and targets the rear of the helldrake! But thanks to the +1 invul from the warpstorm both penetrating hits are saved! The venoms move arround to target the unbuffed arrived tzeench prince. The blaster trueborn also disembark to try and take some shots at the helldrake but fail.
Venom shooting sees the tzeench prince fall! (yay!, this means the grimoir is down). And one more wound is done to the balesword DP.
The kabalite warriors on the raider take the rest of the cultists down and then both talos flame the plaguebearers and charge them, only 4 are left alive. And the portalglyph finally goes down.
The wrack raider boosts up. Now threatening the main deamon objective.
Turn 4
Deamons:
Seems like I got really into the game this turn, and forgot to take any pics (dont worry I did on turn 5). The helldrake goes off the table. Fateweaver comes on, vectors the warriors raider and then kills 5 of them. Making them fall back. The balesword DP jumps into the first talos and kills him. The other talos will die as well next turn for sure! The nurgle CSM prince goes off the table as well, but vector strikes the 3 blasterborn.
Dark Eldar:
The razorwing also goes off table (to chase the helldrake) the wracks charge into the plaguebearers on the home objective of the deamons and hold in combat. The other talos dies horribly to the balesword. The kabalites rally. Combined shooting of every venom (and the splinter cannon trueborn) on the table takes fateweaver down to 1 wound remaining!
Turn5
Could be the last turn!
Deamons:
The helldrake comes in as well as the nurgle prince. The helldrake tries to flame a venom and does not do any damage. The plaguebearers consolidate their hold on the objective they are close to. The balesword prince takes to eliminating the kabalite warriors as fateweaver tries to hide by flying to a corner.
In combat the wracks eliminate the last of the plaguebearers. And consolidate.
Dark Eldar:
The razorwing arrives and shoots at the helldrake, putting a pen on the creature and locking its velocity.
Shooting into the nurgle deamon prince near the far objective sees another wound put on it (it has 2 left) and the wyches in one of the venoms disembark to take the statue objective. Shooting at fateweaver proves ineffective.
Turn6
We roll! - AND it goes on!
Daemons:
The balesword prince jumps on my home objective to contest it from wyches. Fateweaver glides back to eliminate the splinterborns venom. The nurgle deamon prince goes after the deamonettes in the centre. Warp storm! a 12 is rolled! and 15... thats right... 15! deamonettes are made.. they scatter wildly off the dark eldar home objective but run to contest the statue.
Fateweaver kills the venom, but the trueborn inside are unharmed. fateweaver gains a wound back from It will not die. Cast on him by the nurgle prince.
Dark Eldar:
The wracks pile into their raider (just in case there is another turn, to be able to fight the deamonettes and contest the middle with flamers) The Razorwing flies to shoot at fatey, the far bait wytch unit now disembarks onto the deamon objective, all venoms that can take a bead for fateweaver.
All the venoms fire into fatey, and get through his re rollable saves and FNP! doing two wounds and killing him.
The splinter cannon trueborn in true amazing fashion wound the nurgle prince 3 times... snake eyes for armour saves!!! (ouch) and snakeyes for FNP!.... the black mace prince goes down.
Turn7
We rolll!!! - And the game... ends.
Here are some parting shots, a general overview:
The dark eldar men of the match, the splinter cannon trueborn:
The points and analysis in the post game!
Post Game Thoughts and Analysis:
Wow, what a game. I actually did not have much left... the key thing was that my venoms (bar one) were still alive... all game they pounded the deamons and it payed off, they cant make THAT many saves... The game was a close win to the Dark Eldar, 6 - 3 . We both had each others warlord... but as per the mission parameters, you needed to control all 6! objectives in order to gain + 6 points... almost impossible.
Well, thanks for reading. It comes to show what you can do to bait an opponent into attacking and the importance of focussing your forces on one thing at a time to kill it.
And for those that like video batreps:
Cheers!
Here are the 1750pts pics and lists.
The Deamons
The Army List:
Fateweaver - All the Tzeench Powers
Flame Breath
Warp Speed
Terrify
Precognition
Nurgle DP - Wings, Armour, balesword, portal
Iron Arm
Warp Speed
Endurance
Tzeench DP- Wungs, Armour, Grimoir, Daemonic Resilience
Flickering Fire
Endurance
Haemorrage
10 Plaguebearers
10 Plaguebearers
CSM Allies
Nurgle DP - Wings, Armour, Black Mace, Boon (Mechanoid)
Gift of Contagion
Iron Arm
Endurance
10 Cultists
Helldrake w/ Baleflamer
The Coven
Uriens Carnivale of Pain:
Urien Rackarth
3 Grotesques, liquifier, aberration - Raider
3 Trueborn, 2 splintercannon - Venom, dual cannon
3 Trueborn, 3 blasters - Venom, dual cannon
10 Kabalites on Foot, Blaster, Darklance
10 Kabalites, Splinter Cannon, Blaster - Raider, Grisly Trophies
10 Wracks, 2 Liquifier Guns - Raider
5 Wyches, haywires - Venom, dual cannon
5 Wyches, haywires - Venom, dual cannon
Talos, TL Splinter Cannon, TL Liquifier
Talos, TL Splinter Cannon, TL Liquifier
Razorwing, 4 monomissiles, 2 lances, rifle, flickerfield
The Table
Mission Parameters:
The mission was "Limited Supplies" - 6 Objectives that each already have a special ability (like skyfire) attributed to them. One of each. They did not really come into play. Also First Blood is given for the first -scoring- unit destroyed.
Deployment was vanguard strike.
I won the roll to pick sides. And I took the area with most of the cathedral and the pipeline.
He won the roll to deploy, and chose to deploy first and go first.
Night Fight was in effect turn 1, but did not come into play at all
Deployment was vanguard strike.
I won the roll to pick sides. And I took the area with most of the cathedral and the pipeline.
He won the roll to deploy, and chose to deploy first and go first.
Night Fight was in effect turn 1, but did not come into play at all
Pre Game Analysis:
Deamons:
I have faced this list before. And each time those really tough DP's take an absolute pounding and then come back for more! Dealing with fateweaver is a must, his re roll and control over the warpstorm table will have great impact on the game. If I get the opportunity to bring him down I will have to. What the deamon player needs to do is keep his troops alive and to kill as many venoms as possible as quickly as possible to negate all the posion shooting. The helldrake is a key asset as it wrecks tanks and burns infantry very well. The balesword deamon prince will be key in taking out the taloi and the grotesques.
Dark Eldar:
The Dark Eldar are quite fragile, but they sure pack a punch. Knowing that the deamons will go first deployment will depend on how this game is played. The helldrake will be a must eliminate because its so nasty. Have to focus on one DP at a time and hope that at a key moment some of his powers fail. Because it is a troop game I should focus on the small number of troops available and I should take out the portal as soon as possible to prevent extra scoring units from showing up! All those DP's got great powers and upgrades! this is going to be a good game.
The advantage in this match is even. Both sides have the tools to deal with the other sides units, this game will be determined by skill and the dice. Lets get to deployment!
Daemon Deployment:
The deamons place themselves in the furthest corner of the table. Fearing a sieze from the Dark Eldar.
In reserve, 10 plaguebearers are going to deepstrike, the cultists are walking on and the helldrake is in support.
The Covens Deployment:
Urien sees that he can deploy the entire army out of range of the first turn from any of the deamon units (barring some crazy warpstorm results) and so deploys the coven in a line with the venoms on one flank and the raiders on the other. A U shape will take place, the deamons will have to come into range and the dark eldar should have a chance to do some damage.
Infiltrators:
None
Scouts:
None
Turn1
Wings beating, and deamons a roarin, the creatures of horror take to the sky!
Daemons
Powers Go UP - there are so many powers, just assume that unless I say they don't go off that they do go off. The Flying demons all move up, because they are swooping and because of the dark eldar deployment they are not within range of any shooting, the warpstorm table nurgle poops on uriens raider and causes a hullpoint and so their turn ends.
Dark Eldar
The Dark Eldar move up! All venoms fire into the Tzeench prince thats at the top right of the pic. The deamon takes 2 wounds and passes all of his grounding tests!
In a fit of sacrifice uriens raider boosts forward to take force the deamons to have to take care of him before he goes after the squishy troops in the backfield. ( i was not expecting them to survive, given the balesword...)
The venoms and raiders, and taloi all get into position to capitalize on later turns and the furthest venon boosts into a corner, trying to bait fateweaver to that edge.
Turn2
Daemons
Reserves: The cultists arrive and so does the helldrake. The dragon makes a beeline for uriens raider and explodes it with a well placed vector strike! The balesword prince glides to take the fight to the big gribblies. The deamon of tzeench prince flies off the table, having failed to cast endurance on himself.
The portalglyph is opened and 3 deamonettes are made (I would have made horrors this early in the game)
Also, fateweaver AND the CSM nurgle prince both take the venom bait and go after the venom in the far corner with the wyches in it...
Fateweaver fails to kill the venom as it makes BOTH of its deny the witch rolls... and the deamon prince fails to charge it.
In combat, Urien challenges out the deamon prince with the balesword... and dies horribly.
But this has now tied up the deamon prince till the end of his turn! (as the aberration will die next and the unit is fearless).
Dark Eldar
Reserves: The razorwing shows up. And blasts 5 cultists with a volley of missile fire, killing 5 and they fall back JUST missing the table edge. The venoms re arrange, they all try and get a line on the nurgle deamon prince in the building... The wytch venom pulls further to the flank.
60 poison shots later!
The deamon prince yet lives! With only one wound taken... ug. When someone can make 2+ saves it shows. Also firing at the portal glyph proves ineffective but the taloi kill the small unit of deamonettes, hence netting one of them a pain token and First Blood to the dark eldar! The kabalites by the skyfire nexus (on foot) take a hull point off the helldrake.
In combat the aberration dies in a challenge to the balesword prince. And he is still tied up to 2 grotesques who are fearless (now that I remember, I forgot to roll to see if the grotesques died due to the lack of an independent character!... to prevent this tho (had i remembered the rule) I would have sacrificed the aberration first, then urien).
Turn3
Daemons
Reserves: The plaguebearers arrive, and deepstruck near the cathedral to threaten my home objective.
This turn was wierd for Jasons powers... fateweaver failed precog... and chose to fly off the table rather than risk venom fire.
The cultists rallied and ran 1" up after their consolitation move. The tzeench prince moved on again and hid behind a building, hoping to pop the flanking venom.
The nurgle deamon prince vectored a venom and put one hull point on it (yay flicker fields!) the helldrake vectored the kabalites next to the skyfire nexus and then flamed the others with a deamonforged burst to eliminate them.
And in combat, the balesword deamon prince wiped out the grotesques.
Helldrake gets his hullpoint back.
Dark Eldar
The razorwing does a 90 and targets the rear of the helldrake! But thanks to the +1 invul from the warpstorm both penetrating hits are saved! The venoms move arround to target the unbuffed arrived tzeench prince. The blaster trueborn also disembark to try and take some shots at the helldrake but fail.
Venom shooting sees the tzeench prince fall! (yay!, this means the grimoir is down). And one more wound is done to the balesword DP.
The kabalite warriors on the raider take the rest of the cultists down and then both talos flame the plaguebearers and charge them, only 4 are left alive. And the portalglyph finally goes down.
The wrack raider boosts up. Now threatening the main deamon objective.
Turn 4
Deamons:
Seems like I got really into the game this turn, and forgot to take any pics (dont worry I did on turn 5). The helldrake goes off the table. Fateweaver comes on, vectors the warriors raider and then kills 5 of them. Making them fall back. The balesword DP jumps into the first talos and kills him. The other talos will die as well next turn for sure! The nurgle CSM prince goes off the table as well, but vector strikes the 3 blasterborn.
Dark Eldar:
The razorwing also goes off table (to chase the helldrake) the wracks charge into the plaguebearers on the home objective of the deamons and hold in combat. The other talos dies horribly to the balesword. The kabalites rally. Combined shooting of every venom (and the splinter cannon trueborn) on the table takes fateweaver down to 1 wound remaining!
Turn5
Could be the last turn!
Deamons:
The helldrake comes in as well as the nurgle prince. The helldrake tries to flame a venom and does not do any damage. The plaguebearers consolidate their hold on the objective they are close to. The balesword prince takes to eliminating the kabalite warriors as fateweaver tries to hide by flying to a corner.
In combat the wracks eliminate the last of the plaguebearers. And consolidate.
Dark Eldar:
The razorwing arrives and shoots at the helldrake, putting a pen on the creature and locking its velocity.
Shooting into the nurgle deamon prince near the far objective sees another wound put on it (it has 2 left) and the wyches in one of the venoms disembark to take the statue objective. Shooting at fateweaver proves ineffective.
Turn6
We roll! - AND it goes on!
Daemons:
The balesword prince jumps on my home objective to contest it from wyches. Fateweaver glides back to eliminate the splinterborns venom. The nurgle deamon prince goes after the deamonettes in the centre. Warp storm! a 12 is rolled! and 15... thats right... 15! deamonettes are made.. they scatter wildly off the dark eldar home objective but run to contest the statue.
Fateweaver kills the venom, but the trueborn inside are unharmed. fateweaver gains a wound back from It will not die. Cast on him by the nurgle prince.
Dark Eldar:
The wracks pile into their raider (just in case there is another turn, to be able to fight the deamonettes and contest the middle with flamers) The Razorwing flies to shoot at fatey, the far bait wytch unit now disembarks onto the deamon objective, all venoms that can take a bead for fateweaver.
All the venoms fire into fatey, and get through his re rollable saves and FNP! doing two wounds and killing him.
The splinter cannon trueborn in true amazing fashion wound the nurgle prince 3 times... snake eyes for armour saves!!! (ouch) and snakeyes for FNP!.... the black mace prince goes down.
Turn7
We rolll!!! - And the game... ends.
Here are some parting shots, a general overview:
The dark eldar men of the match, the splinter cannon trueborn:
The points and analysis in the post game!
Post Game Thoughts and Analysis:
Wow, what a game. I actually did not have much left... the key thing was that my venoms (bar one) were still alive... all game they pounded the deamons and it payed off, they cant make THAT many saves... The game was a close win to the Dark Eldar, 6 - 3 . We both had each others warlord... but as per the mission parameters, you needed to control all 6! objectives in order to gain + 6 points... almost impossible.
Well, thanks for reading. It comes to show what you can do to bait an opponent into attacking and the importance of focussing your forces on one thing at a time to kill it.
And for those that like video batreps:
Cheers!