With the release of the Dark eldar codex I decide to dig out some of my old models and give them a go. In the ruins of Velak the dark eldar attempt to steal away Tau slaves but they put up a heavy resistance. The game is a 1500 point Big guns never tire game of Dark Eldar vs Tau. Let the slave raid begin!
Dark
Eldar: RealSpace Raiders detachment
Archon –
125 (warlord: units within 12 have fear) w/ incubi
husk
blade, shadowfield
5
Warriors – 40
Venom –
65
2x
splinter cannon
5
Warriors – 40
Venom –
65
2x
splinter cannon
10
Warriors – 95
Splinter
cannon
Raider –
60
dark
lance
8 Reaver
Jetbikes – 158
2x
caltrops
BeastMasters
– 100
beastmaster,
9x khymera
8 Incubi
– 160
Raider –
55
3
Mandrakes – 36
2 Talos –
250
chains
Ravager –
125
3x lance
Ravager –
125
3x lance
Total:
1499
Tau:
Combined arms detachment
Commander
(warlord: units within lose gone to ground) w/ crisis teams
plasma
rifle, Cyclic ion blaster, puretide chip
Ethereal
w/ fire warriors
3 crisis
suits
6x fusion
blasters
12 Fire
warriors
12 Fire
warriors
12 Fire
warriors
5
pathfinders
5
pathfinder
Formation:
Firebase support cadre
Riptide
stim-injectors,
Ion accelerator, smart missiles
3
Broadsides
high
yield missiles pods, 2x shield drones
3
Broadsides
high
yield missile pods, 2x shield drones
The
Mission
Rolling
for mission we get Big guns never tire, with 4 objectives for us to
take. Deployment type was dull, as it was just dawn of war. Before
rolling for deployment zones we placed the objectives down, and they
all got placed quite close to the centre line with one slightly
closer to one deployment zone than the others.
Rolling
for deployment zone I won, and selected the one with an objective
close to it. The tau won the roll for deploying first and selected to
do so. On each flank a unit of broadsides deploy, each with path
finder support. On the far right a unit of fire warriors deploy, no
doubt after the objective in the ruins. In the middle of his
deployment a unit of fire warriors deploy inside of the large ruin
joined by the Ethereal. The final unit of fire warriors deploys on
the ground floor of the ruin ready to move to where they need to be.
The riptide hides next to the ruin as well.
To
counter this I abandon the left flank, letting the broadsides walk
for a turn. On the far right I place the beastmaster unit as they can
move up the flank hidden in the ruins. Behind them the reavers deploy
as they are fast enough to get to where they need to be. In the
middle of the deployment zone the incubi raider deploys inside in
ruin hopefully hidden for the first turn. The other raider goes on
the right side of the ruin, with the unit of Talos in front of them.
Behind them the two venoms deploy. Both ravagers hide at the back of
the table. I infiltrate the Mandrakes onto the objective in the ruin
on the right hand side.
Tau
declare to go first.
Night
Fight: No
Steal the
Initiative: Fail
The
Battle
Tau turn
1
Attempting
to activate its nova reactor, the Riptide wounds itself as the
reactor overheats. Regardless it moves forwards ready to take down
some of the transports. The fire warriors on the right advance
towards the objective in the ruin while the broadsides and path
finders on the left move towards the right so they can fire next
turn. Using its powers, the Ethereal gives units with in 12 feel no
pain.
On the
left the broadsides run a full 1 inch, followed by the path finders.
Over charging its gun, the ripride shoots at the incubi's raider
which attempts to jink, and the shot locks on. It gets a penetrating
hit but the tank jinks out the way, the smart missiles then fire at
it and get 2 glances on it. Some long range shots from the fire
warriors can just about hit the raider and mange to get a single
glance past its jink save, wrecking the transport. Path finders on
the right target the other raider and get 3 hits with their marker
lights. Using all 3 to get +1 bs and ignore cover, the broadsides
explode the raider and kill 2 of the warriors inside. On the right
the fire warriors manage to kill 2 of the khymera.
Assault
phase and the riptide jumps back again.
Dark
eldar turn 1
With the
fire warriors on the right advancing it gives the beasts a good
chance of a turn 1 charge! The ravagers move just 6 so they can fire
all of their guns. Taking point the Talos unit pushes forwards right
up the middle while the venoms move up behind them ready to give
covering fire. Now on foot, the incubi push forwards up the middle,
as do the warriors.
Having so
far to go the Talos unit runs forwards 6, and the incubi run 5,
attempting to get into cover. A single venom targets the broadsides
and manages to kill a shield drone. Both ravages shoot at them then
and the first totally misses. The second ravager hits with 2 but the
shield drone absorbs all the shots. The second venom targets the path
finders on the right and kill 2 of them. Boosting, the bikes move 36
and they move next to the broadsides, hopefully ready to attack next
turn.
Assault
phase and the beastmasters charge into the fire warriors, a single
beast dies to over watch. In combat the beasts rip apart 2 of the
fire warriors who hold their ground.
Tau turn
2
With the
unit of Talos getting close the commander and crisis team move
forwards to engage the unit. On the left the riptide again attempts
to nova charge but again, nothing happens. Undeterred the Riptide
moves towards the dark eldar line regardless.
The right
path finders shoot at the bikes with marker lights and get 2 hits,
allowing the right broadsides to shoot at them ignoring cover, they
all die. On the left the other path finders mark the incubi and get 3
hits, the other unit of broadsides use 2 marker lights for +2 BS and
shoot them. High yield missile pods take down 3 incubi while the
smart missiles manage to get though the shadow field twice! Reducing
the archon to 1 wound. Using the last marker light, a unit of fire
warriors target the incubi with +1 BS and manage to kill 2 more!
Using all of their ap 2 weapons, the commander and crisis team kill
one of the talos and put a wound on the second. The riptide
overcharges its gun again targeting the venoms, but the shot scatters
to kill a dark eldar warrior but the blast is saved on the venom
itself. Smart missiles are less forgiving though and wreck the
target. The fire warriors in the ruin target the second venom and
even though it jinked the light vehicle gets wrecked, and the
passengers are pinned. End of the shooting phase and the archons
shadow field fizzles out, leaving him rather unprotected.
Assault
phase and the riptide jumps forwards while the commander and friends
go back to the safety of cover. In the actual combat though the
khymera manage to kill of 6 fire warriors with out taking a loss, the
few remaining attempt to run for it but are cut down.
Dark
Eldar turn 2
With free
rain the beastmaster leads his unit towards the pathfinder and
broadsides, not sure who to charge. The talos pushes forwards and the
incubi head for cover while the Archon, who is next to useless now
goes on a rather brave mission to kill the riptide (unlikely, I
know).
Shooting
is less than impressive as I have lost a lot of it, but both of the
ravagers target the broadsides on the right, they go to ground for a
4+ cover save and only a single 1 dies, leaving 1 remaining. Firing
wildly the talos targets the pathfinders and kills 1. A single
splinter pistol shot from the Archon hits the riptide but fails to
wound.
Assault,
the Archon charges into the riptide who fails to hit him with
overwatch, out of 5 attacks, only a single one hits, it wounds, but
bounces off the 2+ save of the riptide, who in turn crushes the
Archon with all 3 attacks, despite needing only 1 wound (and 5's to
hit!). The beastmaster herds his khymera towards the lone broadside,
and the vast number of attacks in enough to kill the last suit
despite its 2+ armour (bit of a shame, I would rather have stayed
locked in combat).
Tau turn
3
Not
allowing the Talos to make combat the commander and friends again
move towards it. The remaining broadsides move forwards to get into
range and unsurprisingly the nova reactor on the riptide fails and
wounds the monster! Still the riptide moves forwards. Wanted the dark
eldar dead for going against the greater good the ethereal gives the
fire warriors in 12 inches +1 shot.
Again
targeting the incubi, the pathfinders mark them, but only 1 hits. The
few remaining on the right target the beasts getting also, only 1.
Starting with the easy kills, the commander and crisis team down the
Talos with ease. Inspired by their ethereal, the fire warriors in the
ruin target the beasts with +1 BS and gun them all down. The second
fire warrior unit shoots at the incubi with +1 BS but only 1 dies (I
failed 4 saves, but made 3 Feel no pain rolls, thanks power from
pain). Even though they are snap shooting, the broadsides target the
warriors in the open and get enough 6's to hit to wipe out the unit.
The riptide overheats hits weapon and his smart missiles are out of
range of a ravager so does nothing.
Assault
phase and the riptide moves into cover as does the commander.
Dark
Eldar turn 3
I really
have very little left, so I have to make it count where I can, one
warrior squad moves out of cover of the wrecked venoms to see the
riptide while the other moves further into cover to claim the
objective. Both ravagers move to see the riptide, hoping to kill it
in 1 turn.
For a
laugh I shoot the warriors into the riptide first and some how they
wound him! Getting cocky, I fire a ravager and all its shots miss...
I fire the second one and get very lucky as all shots wound and he
fails both his invulnerable save and feel no pain, killing the
monstrous battle suit.
Tau turn
4
With it
getting late in the game the commander pushes forwards towards the
mandrakes who are still hidden in the ruin on the right. Moving
towards the central objectives the fire warriors and broadsides both
move up and again the ethereal gives an extra shot to fire warriors.
Marking
the front ravager as the next target, both units of pathfinders
target it and get 2 marks on it. The broadsides snap fire at it with
+2 BS, so the ravager jinks. The sheer number of shots the broadsides
can put it is enough to wreck the tank despite it jinking. Attempting
to get lucky, the two fire warrior squads target the other ravager
and manage to get 2 glances (it didn't jink). The commander runs
towards the mandrakes.
Assault
and the commander jumps towards the mandrakes.
Dark
eldar turn 4
My forces
rally around the simple plan, I need to kill the commander and his
unit, so the mandrakes break cover towards them as do the incubi
while the ravager moves back a bit and faces them.
I attempt
to take out the shield drones first with the mandrakes, their
shooting attack only manages to down a single one, the warriors shoot
next but do nothing. That leaves the ravager who hits with all 3,
wounds with 2 but both shots are absorbed by the shield drone.
Assault
and the mandrakes charge first, taking the overwatch but their 4+
cover save prevents any damage. The incubi then charge the crisis
teams rear. Striking first the mandrakes fail to do any damage, and
the incubi deal a single wound. In return the battle suits kill all
of the dark eldar are the mandrakes don't have armour and the
incubi's is apparently made of paper.
Tau turn
5
No night
fighting, but as its turn 5 all of my units are fearless. The
commander goes towards the ravager while the fire warriors take the
central objective.
The
commander shoots at the ravager, which jinks but the unit gets enough
hits though to explode the tank. Fire warrior fire kills one of the
units of warriors while the broadsides kill off the other with their
smart missiles. The dark eldar are tabled.
Tau
Victory.
Post-Battle
That was
a very interesting game, it certainly showed some strengths and
weaknesses of the codex and my playing style. Facing tau was always
going to be a struggle, as they have a lot of tools that can wreck
the day of a dark eldar play, their basic guns can penetrate any of
our tank, plenty of low ap to upset a talos and potential ignore
cover on anything, not something I wanted to see really. Still
despite that it gave me a feel for my army. Its far from perfect, it
needs tweaks but I think it has potential.
- Deployment: Make sure when you attempt to hide a raider, its actually hidden! Losing the incubi raider straight away was upsetting, I shouldn't have let that happen.
- Pressure points: When I attack a part of the table, I need to make sure I attack it properly, not just in pieces. At the start I sent a lot of stuff down the right flank and left it relatively unsupported and it got gunned down. I should have attempted to support them by either killing the pathfinders or more tempting targets.
- Talos: slow, but I think there is potential, maybe against a different force they will do better, i'm not sure but I want to try them out again before deciding.
- Beastmasters: the reduction in points has certainly made this unit quite badass (like it always has been) and next time I change the list I need to add in some razorwings, but I don't have the models.
- Venoms: what I will do next time is take them as fast attack, allowing me the option of keeping the week warriors in reserve so they can grab a back objective later on while I can still use the venoms. And if in a game I decide to deploy them in they instead, its allowed. More options are always good.
- Mandrakes: don't do much but stick them in cover and they aren't moving, I like them for the price.
Well that
will do for now, hopefully I will get another game with the dark
eldar soon for you all. Hope you enjoyed.
Tau are always difficult, especially with the cadre. Night fighting turn one would have been good for you. Also, I could be wrong, not a tau player, but does firing the smart missiles use up a marker light token? And also, do the marker lights affect snap shooting? Not sure on the answer to either question, I'll have to have a look myself.
ReplyDeleteAs for the rest of the game, pathfinders should always be a priority, they're always a pain. Once there gone, it reduces the shooting capacity of tau a lot.
Tau are still hard as stone. I think you might need to tweak your list a bit. Maybe drop the Incubu for some Scourges.
ReplyDeleteThis text from Dark Eldar Turn 3: "For a laugh I shoot the warriors into the riptide first and some how they wound him!"?! Somehow?! Aren't they shooting 4+ poison shots are BS 4 anymore? Or did you mean that a wound somehow got through his 2+/FNP?
ReplyDeleteAlso - that was some really crappy luck with your Ravagers man. I mean WOW. Miss with all 3 shots?! Ouch. This game desperately needs a 2d6 system instead of the D6 it currently has. Rolling a couple of 1's or 6's can quickly ruin the game for both you and your opponent.
about the talos ... this is a funny idea but try using the coven formation of cronos/talos/haem ... is a beastly unit when they com with the haemonculi's webway portal ... coming out of the web nar enemy lines they pump the talos gun of choice and the cronos s3 ap3 template and for 25pts a s3 ap3 large blast. The talos packs with ws6 t7 i5 +3 and fnp(4+) (if with spirit probe upgrade on the cronos) and if the haemonculi is your warlord it makes that t7 fnp(4+) reroll 1s on fnp rolls ... is just freaking resilient ... many coven formations arre boosting the potential of DE armies
ReplyDeleteCould you not multicharge with the beasts? I would have changed both the suits and the pathfinders. Then you lose an attack for disordered charge and maybe another one for defensive grenades so you're more likely to wipe him out in his turn.
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