Wednesday, November 18, 2015

Daemons vs Eldar/Dark Eldar, 17.11.2015

Mission: Again, ETC. Again, Spoils of War + Relic. 

Points limit:  1500 points

Lists:

Chaos Daemons: Unbound

  • Kairos Fateweaver, warlord
  • Be'lakor
  • 2x Daemon Prince of Nurgle, armor, wings, level 3 Psyker, Exalted Gift, Greater Gift
  • Herald of Tzeentch, level 2 Psyker
  • 10-man Pink Horrors
This is as much Flying Circus as I possibly could fit into 1500 points.
The Herald rolled on Malefic Daemonology and got Cursed Earth and Posession.
One Prince took the Portalglyph and Corpulency, then rolled on Biomancy for Warp Speed and Life Leech, then Summoning for good measure.
The other Prince got the Grimoire to accompany Kairos, backed up by a Greater Etherblade; then Iron Arm, Smite and Dark Flame.

Eldar: Combined Arms Detachment

  • Farseer, level 3 Psyker, Singing Spear, on a Jetbike
  • Spiritseer, level 2 Psyker
  • 10-man Dire Avengers, with a special weapon on the Exarch (can't remember the name)
  • 10-man Guardians with Missile Launcher
  • 6-man Swooping Hawks with Exarch
  • 5-man Wraithblades
  • 10-man Wraithguard with D-cannons
  • Crimson Hunter Exarch

Dark Eldar: Allied Detachment

  • Archon, 2++, Armor of Misery, Webway Portal
  • 5-man Cabalite Warriors
  • Raider, Nightshield
Tactic: Wraithblades in Raider; Wraithguard perfect deep striking with Archon.

Let's get rolling!

Note. This was a fairly hurried game, so I didn't take many pictures.

Deployment

The DEldar deployed first. Cabalites and  Guardians in ruins; Dire Avengers in woods; Wraithblades in Raider; Crimson Hunter and Wraithguard in Reserve.
I put my Horrors with the Herald in ruins, with the 4 flying Daemons lined up in plain sight.
I didn't even try to seize the initiative. I wanted the Eldar to go first, then I could get in the air with my guys; then his reserves would come in and be forced to snap shoot; then I would destroy them with Psychics. Well...

DEldar, turn 1.

Raider moved forward at full speed, with Fortune on from the Farseer to reroll that 3+ Jink save. Dire Avengers move towards the Relic. Hawks move off  the table.

Daemons, turn 1.

Just as planned.
The corpulent Prince swooped forward, deployed the Portalglyph next to the relic, then flamed the Avengers with Stream of Corruption. This was followed up by Terrify and Psychic Shriek from Be'lakor. The Dire Avengers fell back into the woods.
The other Prince used the Grimoire on Kairos, then they both swooped forward to Vector Strike the Raider. No damage. Stream of Corruption killed a Wraithblade; the rest of the Psychic stuff was Jinked.
Summoning got off, but the Daemonettes mishapped and were placed next to the Guardians (upper right corner), so I deployed Cursed Earth to protect the Horrors.
Note that the Portalglyph proceeded to be completely useless for 4 turns.


DEldar, turn 2.

First of all, the Dire Avengers failed their Regroup test and fled off the table. First blood!
Then I got assaulted from all sides. The Guardians shot the Daemonettes (1 survived). The Hawks landed and dropped their bomb on the Horrors. The Cabalites shot Be'lakor. The Crimson Hunter shot the Prince with the Grimoire. The Wraithguard shot at Kairos (no 6's on the D-table, thankfully; although snapshooting helped on this one). The Wraithblades disembarked and annihilated the Horrors - they all died due to instability. And I didn't get to use Posession!

Daemons, turn 2.

Although none of my flying baddies was hurt, the loss of the Horrors and the Herald was a big dent in my scoring capabilities. So I decided to gamble: I landed everybody.
Be'lakor went for an objective. The corpulent Prince went for the Relic. The jinking Prince landed in the ruins next to the Wraithblades.
For the main event, Kairos landed next to the Wraithguard.

... 19 warp charges later, 7 Wraithguard and the Spiritseer were dead.

DEldar, turn 3.

The Wraithguard shot Kairos, but again, no 6's on the D-table. Rerollable 2++  to the rescue!
Everything else fired; again, ineffectively.
The Wraithblades embarked into the Raider.

Daemons, turn 3.

The Prince and the Daemonette worked together to destroy the remaining Wraithguard. Well, the Daemonette just ate the Overwatch, but contributed nonetheless.
Kairos assaulted the Raider. The corpulent Prince summoned more Daemonettes to hold and objective. Be'lakor went for another one.

DEldar, turn 4.

The Wraithbades assaulted Kairos, hoping to get a wound in and phase him out with Instability, but I saved them all. The Guardians and Cabalites kept shooting, and the Farseer kept jumping around, grabbing objectives. However, the brunt of the Eldar forces has been already taken out.

Daemons, turn 4.

A fairly boring set of Mysterious Objectives: from left to right, the Emperor's Coffee Maker, the Emperor's Bathtub, and the Emperor's Pillow.

 Hero Damonettes still holding the objective. Hero Portalglyph still doing nothing. Hero Daemon Prince helping out Kairos and destroying the Wraithblades. Other Hero Daemon Prince doing nothing but summoning Horrors (they got Posession by the way).

Turn 5.

All the Eldar could do was to stall and grab objectives here and there; while I racked up as much points as possible. I killed the Wraithblades in combat; Shrieked the Cabalites into oblivion; and scored Supremacy and Ascendency, among others. The Portalglyph decided to do something and spit forth one (1) Plaguebearer to hold the Relic; he then sat comfortably in 2+ cover for the remainder of the game.

Turn 6.

At this point, I hurried the game along as I had to leave. The turn went along swiftly, with the Farseer getting into combat with Be'lakor, the Corpulent Prince engaging the Guardians and the other Prince blowing up the Raider (Iron Arm for the win).

We didn't tally up the points; it was a clear win for the Daemons, both in objective points and killpoints.

Conclusion

  • Vector Dancer is insanely useful for a Flyer that can't Hover. The Crimson Hunter could dance around the table without the need to fly off to get better angles of fire. Even if it didn't do anything useful, I was still amazed by its abilities.
  • Death Stars don't always work, as the 10-man D-cannon squad demonstrated.
  • Psychics are unreliable. I can see this in every game. Unfortunately, I don't have anything else to rely on. Fortunately, the odds balance each other out. The weak Psychic phase in the first turn was followed by an amazing one in the second turn.

 

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