Wednesday, December 29, 2010

Post Holiday Update

Sup ya'll!

I wanted to put up this quick update to keep you guys informed as to what is going on.

The past week, and to an extent this week, as we all know, is the holidays. I have been busy with various things here and there, especially with December 23rd being my Birthday. I call December 23rd - December 25th my Birthmas, since it is a mix of the two!

I got a new camera recorder for my Birthmas, so I will now be able to record my games with HD if that is what you wish to see! The picture clarity will be much sharper, so now you can view my plastic army in greater glory!

On top of all this, in the next few weeks, I will have a very special surprise for everyone here. It will not really be 40k specific, and it may not be for everyone, but I know it is going to be something fun for most of you! This new project will be taking up a lot of my time, so I will try my best to keep up with the Battle Reports as best as I can.

I am sooo excited about this! I can't wait to show it to you all!

Peace!

Monday, December 20, 2010

1500 Coven versus Ultramarines

The forces of the Ultramarines meet with the devious, snake-oil Uriel and his creations on the fields of slaughter...

This is a battle that happened a few weeks back.

I know I promised a bunch of Reports today. My left hand hurts from all the typing and Vassal manipulation. I'm fat, Shit happens!

I use Vassal as an abstract tool to represent the battle. I use no measurements in Vassal, so one turn a unit may move 6", but only move 3" next turn, but in reality the unit moved 12" total in the 'real life' game. Just remember, this is abstract, so do not get caught up in the visuals, and just enjoy the match!

New Arrows are being used!

Green - Unit Movement
Red - Assault moves
Blue - Special Movement (Deep Strike, Consolidation, etc)

- 1500 Point Coven of the Budding Lotus -
Urien Rakarth

10 Grotesques w/ Liquefier Gun
Aberration w/ Flesh Gauntlet

10 Wracks w/ 2x Liquefier Guns
Raider w/ Flickerfield

10 Wracks w/ 2x Liquefier Guns
Raider w/ Flickerfield

10 Wracks w/ 2x Liquefier Guns
Raider w/ Flickerfield

Talos w/ TL Haywire Blaster and Chain Flails

Talos w/ TL Haywire Blaster and Chain Flails

Talos w/ TL Haywire Blaster and Chain Flails


- 1500 Point Ultramarines -

Chaplain

Ironclad Dreadnought w/ Heavy Flamer
Drop Pod

5 Assault Terminators
Land Raider

10 Tactical Squad w/ Missile Launcher and Flamer
Rhino

10 Tactical Squad w/ Missile Launcher and Flamer
Rhino

5 Scouts
Telion

5 Vanguard Veterans w/ Jump Packs, Lightning Claws, Power Weapons


- Why I Took My (Dark Eldar) List -

I just want to keep messing around with a Coven based list. After 12 years of Cabals and Cults, it is time to give rise to the almighty Coven!

I absolutely love Grotesques. When they aren't locked in eternal combat with Dreadnoughts, they have always instilled fear in the hearts of my opponents, and that is reason enough to take them!



- Mission and Deployment -


- This is a 1500 point game on a 6x4 board.

- Annihilation. Dawn of War.

-Ultramarine rolls to go first. Marine decides to let the Dark Eldar go first.

- Dark Eldar deploys out a raider with 10 Wracks riding inside. Nothing is in Reserves.

- Ultramarine deploys out Telion and Scouts. Nothing is in Reserves.

- Scouts Scout closer to the Dark Eldar.

My opponent completely forgot that the Wracks could easily Assault the Scouts on turn one!

- Marine attempts to Steal the Initiative to make up for his deployment mistake, and fails. Dark Eldar take turn one.

- Dark Eldar Turn 1 -


Urien gives out 3 Pain Tokens. One for the Grotesques, and one for two Wrack Units. This picture is misleading as the Wrack unit on the left should have 3 Pain Tokens.

Two Wrack units move up against a Ruin.

Grotesques and Urien move up in a line with three Taloi following suit behind and around them, protecting their flanks.

One Wrack unit Disembarks from a Raider and Assaults the Scouts. The Scouts are wiped out without any effort, and the Wracks gain their third Pain Token (not shown in picture). (Kill Points - Dark Eldar 1, Ultramarines 0)

- Ultramarine Turn 1 -

Iron Clad arrives via Drop pod in the center of the board in an attempt to stall the Wracks in a nearby Raider, and possibly tie up the Grotesques the entire game.

Two Rhinos with Tactical Squads, Vanguard Veterans and Assault Terminators in a Landraider drive onto the battlefield.

The Iron Clad attempts to Melta and Flame a Raider, but manages only to score a Shaken result.

Assault Terminators jump out of the Landraider and fail an Assault to the Wracks in the ruin.

The Landraider fires its Lascannon at an empty Raider, but doesn't do anything to it due to a Flickerfield save.


- Dark Eldar Turn 2 -

Dark Eldar begins to do an outflank maneuver on the Marines by sending an empty Raider on the left, Wracks in the middle and a Wrack unit on the right.

Taloi and Grotesques move forward.

The Taloi fire their Haywire Blasters at the Iron Clad, Blowing an arm off the thing.

One Talos Assaults the Iron Clad much to the dismay of my opponent. He thought the Talos would be out of 12", but he was wrong! The Talos lays 6 attacks into the Iron Clad, blowing it up in a shower of metal and flesh.(Kill Points - Dark Eldar 2, Ultramarines 0)

The Wracks in the Ruin fire two Liquefier Guns into the Assault Terminators, and score an AP 1 and AP 2 hit, but most damage is deflected by their 3++ save, and only one Terminator melts into the Ruins. The Wracks then Assault the Terminators, but do no damage. A few Wracks die, but they hold due to being Fearless.

The Wrack-Raider on the right Stuns a Rhino with it's Dark Lance.

The Wracks in the middle Assault out of the Raider into the Vanguard Veterans. One Marine dies, but a slew of Wracks die, and then Fall Back!

This was the first time I have ever fought Vanguards. I didn't know they all have Power Weapons! Now I know how people must feel when they are Assaulted by Incubi for the first time! I didn't fire the Liquefier Guns because I wanted to kill them in close combat for movement purposes. Whoops! Egg on my face!

- Ultramarine Turn 2 -

A Tactical Squad gets battle hungry, and leaps out of the Stunned Rhino to Rapid Fire into the Raider, but only manages to score a single Shaken result against it!

After the fact, my opponent realized his blunder as he saw that the Tactical Marines were now outside and ready to get assaulted and flamed by Wracks in the right Raider!

The Landraider fires all guns into the Talos in the center of the field, and kills it. (Kill Points - Dark Eldar 2, Ultramarines 1)

The Vanguard Vets Assault the Wracks. I roll my Leadership and fail on an 9! I knew I should always take the friggin leader upgrade for these pieces of shit! (Kill Points - Dark Eldar 2, Ultramarines 2)

Marine player was stunned because he did not know about the rule to catch and kill fleeing units. He was very happy as no one else has ever told him about that before. Lucky fucking me, right? I should have kept my big mouth shut lol!

In combat the Assault Terminators kill off the Wracks and Consolidate a bit towards the Landraider. (Kill Points - Dark Eldar 2, Ultramarines 3)

- Dark Eldar Turn 3
-

The Wracks jump out of the right Raider before the Raider moves up the flank more.

The other Raiders move along the flank and to the backfield of the enemy. Darklance fire from the Raiders Shake a Rhino and Destroy the Landraider. The explosion from the Landraider manages to kill an unlucky Terminator nearby! (Kill Points - Dark Eldar 3, Ultramarines 3)

Taloi and Grotesques lumber forward.

The last unit of Wracks pours their Liquefier Guns into the Marines, killing 5 of them. The Wracks kill another 4 in Assault, but the Marine hold on a double1!

- Ultramarine Turn 3 -

The Assault Terminators hammer into the Shaken Raider in the backfield, and pen it twice, only to have the hits avoided by two Flickerfield Saves.

The empty Rhino moves along the right flank.

The Vanguard Veterans decide to help the lone marine and Assault the Wracks! Everything but a single Vanguard Veteran dies as the Wracks are cut down while trying to run away! (Kill Points - Dark Eldar 4, Ultramarines 4)

For whatever reason, the Marine player does not move his Rhino with the last Tactical Squad in it anywhere. I don't remember why.

- Dark Eldar Turn 4
-

Dark Eldar units move about. All shooting is ineffectual.

The Grotesques punch a Drop Pod to death! (Kill Points - Dark Eldar 5, Ultramarines 4)


- Ultramarine Turn 4 -

Ultramarine now is trying his best ot keep units alive until the end of the game.

Terminators move into Cover. Rhino with Tac Squad moves into the Backfield and pops Smoke. The lone Vangard Veteran and an empty Rhino move into the Ruins for cover.


- Dark Eldar Turn 5 -


Darklances from the two raiders wound the last Vanguard, but he makes his cover saves as he goes to ground!

Taloi move up, and only manages to Shake the Smoked Rhino with a shot from a Haywire Blaster.

Grotesques move into the Ruins. Only 2" away from a Rhino, the Grotesques roll double1's and fail their Assault! Whoops!!
- Ultramarine Turn 5 -

The Ultramarine player turtles like a cowering dog in the Ruins.


- Dark Eldar Turn 6 -

The Raiders fire into the Rhino with the Tactical Squad and Stuns it.

The Taloi Assault the Terminators and kill one Termiantor and the Chaplain. A Talos takes a wound. (Kill Points - Dark Eldar 6, Ultramarines 4)

Grotesques attempt to punch a Rhino to death, and fail due to needing 6's to hit. BACK TO THE FUCKING MEAT PITS WITH YOU GUYS!!

- Ultramarine Turn 5 -

Last ditch effort to get two Kill Points by the Ultramarine.

The Tactical Squad gets out of the Stunned Rhino and Rapid fire into a Raider. With two Glances from Bolters, the Raider makes both Flickerfield Saves...

One more Terminator dies in combat, but the last Terminator holds strong and deals another wound to a Talos.

The game ends.

- Battle Report Conclusion -

Dark Eldar - 6 Kill Points

Ultramarines - 4 Kill Points

Victor - Dark Eldar by 2 Kill Points

- Post Game Opinions -

Grotesques.... Along with Urien, this unit comes out to something like 580 points or some shit. They killed a Drop Pod. AWESOME!!! :) No but seriously, awesome KP denial unit. Also, they are my favorite unit in the Dark Eldar Codex by far. So much fun!

Not much to say here really... This was a very intense game, with mistakes being made all over the place!

It is funny, because before doing this report, I forgot who won. Even after doing the Vassal pictures I still didn't know who won as I thought it was a tie. It wasn't until like 5 minutes ago did I see that I won. I went over the report to make sure I didn't make any mistakes in counting Kill Points.

Kind of interesting doing weeks old Battlereports I guess, lol. This is surprising me as well!

Well, onto the next Battle Report... Lets see if I can knock this fucker out tonight.

Did the new arrow colors make things easier for you guys to follow the action? Is the report better with the new colors, or should I just stick with all green arrows? How about the blood being left after combat? Does the blood make the reports cluttered or more interesting?

Peace!

Monday, December 13, 2010

Skaven Picture

Wow, I got contacted to do some art, out of the blue, for a magazine I did art for a long time ago.

The Skavenblightgazette is about Skaven.

It is a wonderful website for all you Skaven lovers out there to go check out. Their magazine, which comes out a few times a year, is just awesome, and one of the best Fanzines I have ever seen.

This is a shitty piece I did for them a few days ago for a Blood Bowl character they created.

I haven't drawn anything in about a year. I normally don't get the chance to draw anything, but it would be nice to get back into practice of doing so. I can never find my own style. Been trying for over a decade. Maybe one of these days I will.

Anyway, I am working on two battle reports at the moment, so I'll have them up soon.

Peace!

Thursday, December 9, 2010

500 Hellion Gangers versus Chaos Space Marines

- Video Update -




- Video Battle Report -





- Vassal Battle Report -


Here is a small skirmish for my store's campaign between Zack's Chaos Marines and my Hellion Gangers!

- 500 Point Hellion Gangers -

Baron Sarthonyx

10 Hellions

10 Hellions
Helliarch w/ Stunclaw

3 Reavers w/ Heat Lance

- 500 Point Chaos Marine Force -

Chaos Sorcerer w/ Lash of Submission

6 Chaos Space Marines w/ Melta
Rhino

6 Chaos Space Marines w/ Melta
Aspiring Champion w/ Power Fist
Rhino

Obliterator


- Why I Took My (Dark Eldar) List -

I am just having soo much fun testing out Hellions! What can I say? I just wanted to see how they fared against the forces of Chaos!

-Army Icons -

Chaos along the top, Dark Eldar along the bottom



- Mission and Deployment -


- This is a 500 point game on a 4v4 Board.

- Annihilation. Dawn Of War.

- Chaos Marine wins Deployment roll. Chaos decides to go first.

- Combat Drug results in a +1 Strength.

- Chaos Marine deploys out a Rhino with 6 Marines and a Sorcerer. Chaos puts the Obliterator in Reserves for Deep Strike.

- Dark Eldar Deploys out nothing.

- Dark Eldar attempts to steal the initiative, and fails.

- Chaos Turn 1 -


After learning about the distance Hellions and Reavers can go, Chaos moves his Rhino back.

The Rhino that moves onto the board stays back a bit.


- Dark Eldar Turn 1 -


All then units come onto the board.

Hellions on the left Run into terrain, and one Hellion dies to Difficult Terrain.

The Hellions on the right form a circle around the Reavers. This is to grant cover saves to the Reavers in case the Obliterator decides to drop down next to them or fire at them.

After the game I learned that when Hellions Run through terrain they do not make Dangerous Terrain Tests. Oh well!


- Chaos Turn 2 -


The Obliterator fails to arrive from Reserves.

Rhinos move back a bit.

The Sorcerer Lashes the Hellions back. One Hellion dies from the Lash and Dangerous Terrain Tests. The Hellions become Pinned!


- Dark Eldar Turn 2 -


With one Hellion unit Pinned, the other Hellions and Reavers decide to not move forward, and instead stay behind.

Dark Eldar armies like this one either need to move together in unison, or not at all. Never stick your fragile units out too far forward! Of course, there are exceptions, but this is a good rule of thumb to play by if you are starting out with Dark Eldar.


- Chaos Turn 3 -

The Obliterator Deep Strikes in, scatters a bit, but nothing dangerous.

Rhinos fudge about defensively some more.

Sorcerer Lashes the Hellions back into a ball. The Hellions are not Pinned.

The Obliterator fires a Plasma Cannon shot into the Hellions, but the shot scatters harmlessly away.


- Dark Eldar Turn 3 -


Now that all units can move, all units move forward.

The Baron breaks off the Hellions so that only one unit can get Lashed instead of two.

Providing the enemy with too many targets to deal with is a powerful tactic to use with Dark Eldar. Keeping too many units clumped together will make deciding what units to shoot at much easier for your opponents.


- Chaos Turn 4 -


Chaos units get into a defensive ball.

Sorcerer Lashes the Hellion on the right flank back a bit. They are not Pinned.

Concentrated fire from both Rhinos and the Obliterator kills 3 Hellions. The Hellions hold.


- Dark Eldar Turn 4 -

Reavers Turbo Boost above the Obliterator, dealing it one Wound.

Hellions on the right move forward.

Hellions on the left, and the Baron, Assault the left most Rhino and the Obliterator. The Rhino is unscathed, but the Obliterator is cut into ribbons. +1 Pain Token for the Hellions. (KP - DE/1 CSM/1)


- Chaos Turn 5 -

Chaos Marines get out of both Rhinos.

Rightmost Rhino Tank Shocks the Hellions, but does nothing.

The Chaos Marines on the right Rapid Fire into the Hellions, killing them. (KP - DE/1 CSM/1)

Chaos Marines on the left Pistol fire into the Reavers, then Assaults them. The Reavers are killed in return. (KP - DE/1 CSM/2)


- Dark Eldar Turn 5 -

The Baron Assaults the Chaos Marines. All the regular hits are deflected by the Shadowfield. A single power fist wound manages to short out the Shadowfield, killing the Baron. (KP - DE/1 CSM/3)

Stupidly, the Dark Eldar, instead of running the Hellions into Assault range, fires the Hellions guns instead. Killing one Chaos Marine and wounding the Sorcerer.

Dark Eldar calls the game.


- Battle Report Conclusion -

Dark Eldar - 1 Kill Point

Chaos Space Marine - 3 Kill Points

Victory for Chaos Space Marines!


- Post Game Opinions -

This was a classic "why bother" kind of game. What I mean is, my opponent is so afraid of losing, he would rather tie the game by not engaging rather than slugging it out and fighting.

This happens to me from time to time, and I hate these kinds of games. I just end up ALWAYS being the guy who commits to the fight.

Also, I could have easily just sat back with my Heat Lance and blow his Rhinos up for easy kill points, but why? I wanted to fight his d00ds in combat and take slaves!

I am not a huge fan of games under 1000 points. I find these games to be rather one sided/dull because of the power skew at this level.

I made a critical error when I fired my Hellions instead of Running them for Assault. I don't know if it would have made much of a difference though. Who knows!

This was a decently fun game for me. Nothing to write home about, lol.

Peace!


Wednesday, December 8, 2010

Monday, December 6, 2010

500 Hellion Gangers versus Tau Empire

Here is a little skirmish battle between Dark Eldar and Tau with my good friend Chris


- 500 point Hellion Gangers -

Baron Sarthonyx

10 Hellions

10 Hellions

3 Reavers

- 500 point Tau Expeditionary Force -

Commander

12 Fire Warriors

4 Pathfinders
Devilfish

- Game Type -

- 4x4 Board

- 500 point battle for our store's campaign

- Capture and Control Mission with 3 Objectives

- Spearhead Deployment



Watch the video before scrolling down to the Spoilers....
















- Post Game -

My opponent Chris is a new player. He plays maybe once every few months.

I set up the terrain in such a way that he could get good firing lanes on me. He did not take advantage of the terrain set up, but that is fine.

During the game I suggested that he just Embark the Firewarriors in the Devilfish, and zip around the board until the late game, where he could hold one objective and contest another with the Firewarriors and Devilfish. He said he had a plan, and didn't move his Devilfish on turn 1. That set the Baron up to Stun the Devilfish, basically sealing the game as he could no longer go anywhere.

As always, my opponent and I did not tailor lists, and just made whatever we thought would be appropriate.

I am having so much fun with my Hellions and Reavers that they will basically appear in a ton of future video Battle eports!

Reavers... For my post game analysis on Reavers, I will link you to this post.

Basically, my use of Reavers has changed, and this will be reflected, not in the next few games I already recorded and will put up, but in any future games I play.

See ya, peace!

1000 Hellion Gangers versus Orks

I will be playing my good friend Mike and his Orks.

- Hellion Ganger List -

Baron Sarthonyx

10 Hellions
Helliarch w/ Stunclaw

10 Hellions
Helliarch w/ Stunclaw

9 Reavers w/ 3x Heat Lances

9 Reavers w/ 3x Caltrops

- Dirty 'ard Boyz -

Warboss w/ Power Claw

7 Nobs w/ Random Nobby shit like Power Claws, 'Eavy Choppas, etc...
Trukk w/ Red Paint Jearb

20 'Ard Boiz

3 Deff Koptas w/ Buzzsaw, 3x Rokkits

2 Killa Kanz w/ Grotzookas


Combat Drug rolled was Pain Token

Alrighty, lets get this mudda fugga going!!!!




Game Spoilers Bellow, read after the Video...


















This is a classic example of what I like to call "Playing the List" and not the opponent.

I had made a list, adn in my mind I wanted to do certain things, regardless of the Mission type. This is a big no no. What do I mean specifically?

Knowing full well that my opponent only had a single Trukk to get to my rear lines, the best course of action would have been to blow the Trukk up with my Heat Lance toting Reavers. What did I do? I got too caught up in the Reaver's Bladevanes, and I just got all giddy at the possibility of using the Bladevanes on the 3 Deff Koptas.

This game could have easily been a win for me if I was thinking with a more level head, but, my Dark Eldar blood lust got the best of me, and oh well!

After the game, the comment came up that it was shitty to fight a tricked out Nob Squad at 1000 points. I disagreed wholeheartedly. If I would have just blown up his Trukk on his side of the table, I could have held my Objective, and on turn 5 send in a Reaver Squad to contest his. If the game went to turn 6, I could send in the other Reaver Squad to contest.

I basically rolled out the red carpet for the Nobs, let them get into my back field, and just part their shitty Trukk on my Objective.

Oh, my Hellions running off the table on turn 1 didn't help much either, lol. But thems the breaks!!

In the end, the game was very fun for my opponent, and that is all that mattered to me.

Reavers... I love these guys. They are so much fun. They are proving to be a very, VERY fragile unit for what they do, but their awesomeness far out weighs their suicidal tendencies. I liked the split between two units of Reavers, with one dealing with Anti-MECH and the other Anti-Infantry.

Friday, December 3, 2010

1500 Kabal/Cult/Coven versus Ultramarines

Here is another game between my friend Brian and his Ultramarines.

I use Vassal as an abstract tool to represent the battle. I use no measurements in Vassal, so one turn a unit may move 6", but only move 3" next turn, but in reality the unit moved 12" total in the 'real life' game. Just remember, this is abstract, so do not get caught up in the visuals, and just enjoy the match!


- 1500 Point Kabal/Wych/Coven Mix -

Heamonculus W/ Liquefier Gun
Heamonculus W/ Liquefier Gun
Heamonculus W/ Liquefier Gun
Heamonculus W/ Liquefier Gun
Heamonculus W/ Liquefier Gun
Heamonculus W/ Liquefier Gun

8 Bloodbrides W/ Haywire Grenades
Hekatrix W/ Agonizer, Phantasm Grenade Launcher
Raider

8 Bloodbrides W/ Haywire Grenades
Hekatrix W/ Agonizer, Phantasm Grenade Launcher
Raider

8 Bloodbrides W/ Haywire Grenades
Hekatrix W/ Agonizer, Phantasm Grenade Launcher
Raider

20 Kabalite Warriors W/ 2x Splinter Cannons
20 Kabalite Warriors W/ 2x Splinter Cannons


- 1500 Point Ultramarines -

Shrike

Captain w/ Lightning Claws, Artificer Armor
5x Command Squad w/ 2x Lightning Claws, Champion, Flamer, Melta
Rhino

Ironclad Dreadnought w/ Heavy Flamer and Meltagun
Drop pod

10 Tactical Marines w/ Missile Launcher, Melta Gun
Rhino

10 Tactical Marines w/ Missile Launcher, Melta Gun
Rhino

5 Vanguard Vets w/ Jet Packs, 4x Power Weapons, Lightning Claws

Landspeeder Storm w/ Heavy Flamer

Landspeeder Storm w/ Multi Melta


- Why I Took My (Dark Eldar) List -

This time around I just wanted to make a weird list with no real focus. There is a serious lack of Anti-Tank. I wanted to see how low anti tank would do against a Marine opponent.

- Pre Deployment Plan -

Just to rush forward with my Bloodbrides and Heamonculi while walking slowly with Splinter Weapon fire covering them from infantry.

- Mission and Deployment -


- This is a 1500 point game on a 6x4 board.

-Capture and Control. Pitched Battle.

-We put out the Markers on the board.

-Ultramarine rolls to go first and wins. He decides to go first.

- Combat Drug results in a +Attack.

- Ultramarine Deploys out his force. He deploys his Ironclad in Drop Pod and Shrike with his Vanguard Vets into Reserves.

He has a 10 Tactical in the upper left and a 5 Tactical in the upper right, both in Rhinos. His HQ unit in Rhino takes the middle. His dual Landspeeders take the middle as well, for rapid reinforcement or quick in and out strikes.

- Knowing he as a Ironclad in Reserves, and my units have next to no Anti-Tank, Dark Eldar Reserves everything out of fear of teh Ironclad. This will later prove to be a HUGE 'new player' mistake...

- Dark Eldar attempts to steal the initiative, and

- Post Deployment Plan -

Not much to plan really. Just wait to see what I have coming in and go for the gold!

- Dark Eldar Turn 1 -


I am Error.

- Ultramarine Turn 1 -

Not much going on here. Ultramarine scrambles around the board to take a strong flanking position on the side of the table with the most Objectives.

In the top right, the 5 Tactical Squad Immobilizes their Rhino trying to transverse the Hill!


- Dark Eldar Turn 2 -

A 20 Kabalite Warrior unit enters the Battlefield.

A single Raider with 8 Bloodbrides and 2 Haemonculi enter the Battlefield. The Raider lands on a hill, unloading the unit. The Bloodbrides and Heanoculi detach as the Bloodbrides want to take advantage of their Fleet. They toss a few Haywire Grenades at the Landspeeder, but miss. The two Haemonculi stay in the Raider, edging them on!

Yes, I forgot to fire the Raider at anything!

- Ultramarine Turn 2 -

Ultramarine units move around the Battlefield.

The HQ Rhino in the center charges forward and pops it's Smoke.

The Ironclad hugs the terrain as it creeps closer, guarding the middle Objective.

A Missile from the top right Rhino fires out of the Hatch and blows the Dark Lance off of the Raider.

The Landspeeder on the right fires it's Multi-Melta at the Raider, and blows it up. The two Heamonculi fall out unharmed.

- Dark Eldar Turn 3 -

Another 20 Kabalite Warrior unit makes it into the battle. The Dark Eldar forgets about Shrike completely, and deploys the Warriors in an anti-blast/flamer line against the table edge.

The other Warrior squad reforms into a defensive position.

The Bloodbrides and 2 Heamonculi join forces, and charge the HQ Rhino, missing everything!

- Ultramarine Turn 3 -

Shrike and Vets Outflank and get close to the Kabalite Warriors.

HQ Rhino Tank Shocks the Bloodbrides, running an unlucky woman as her Haywire Grenade fails to do any damage to the Tank.

The Landspeeders get into firing positions.

The Immobilized Rhino fails to repair itself the entire game... Just letting ya'll know that!

Landspeeder Storm flames and kills 2 Kabalite warriors, thanks to their anti-flamer formation.

The Ironclad lumbers out of cover and burns 4 Bloodbrides into thin air. The unit Holds. The Ironclad then charges the Bloodbrides, but fails to do anything to them, thanks to their 4++ save.

Shrike's unit charges the Kabalite Warriors, and kills 11 of them! The Kabalites Break and run back to their Web Way Portals!

- Dark Eldar Turn 4 -

The last two Bloodbride units make it onto the battlefield. Their Raiders zip towards the Ultramarine's back line to contest their Objectives.

Conceding that my Kabalite Warriors are dead next turn, I don't move them, and just fire unsuccessful Splinter Cannon fire at Shrike, doing nothing.

The Ironclad and Bloodbrides exchange blows, but nothing happens.


- Ultramarine Turn 4 -

The Ultramarine vehicles scramble to intercept the Raiders.

Shrike moves closer to their next yummy target!

Landspeeder's Multi-Melta and a Missile from the upper left Rhino hit the Raider, but it makes both it's cover saves.

The Ironclad puts an attack on a Heamonculus and Bloodbrides, and manages to kill a Bloodbride.

Shrike does what you think he does. Look at the picture for fucks sake... The last Kabalites run like hot, sexy Japanese School girls towards the nearest tentacle demon would, and run off the battlefield.


- Dark Eldar Turn 5 -

The Raiders lurch forward and the Bloodbrides and Heamonculi jump out. Both Raiders are contesting the Objectives.

The Raiders fire and fail to do anything with their Dark Lances.

In the upper left, the Bloodbrides manage to Stun the Rhino with their Haywire Grenades.

In the upper right, the Bloodbrides manage to Wreck the Rhino. Because of the location of the Bloodbrides, the Marines needed to do Emergency Disembarkation, killing all but 2 of the Tactical Marines! It is hard to tell by the picture, but trust me, there was no room.

Ironclad and Bloodbrides wiff again...

Can the Ultramarines make it to their Objectives in time?


- Ultramarine Turn 5 -

Shrike flies 12" and runs 6" towards the upper left Objective, as does the Landspeeder.

The two Tactical Marines in the upper right move through cover and run, making it next to the Objective.

The 10 tactical Marines need to Assault the Raider to get within 3" of the Objective. They Assault the Raider, making it within 3" of the Objective.

The Landspeeder fires at the Raider, but fails to do anything to it.

The HQ Rhino drives up to the Raider and the HQ Unit jumps out and Wrecks the Raider in a hail of Meta fire.

The Ironclad crushes a Heamonculi, but the Bloodbride unit Holds.

At the moment, the Ultramarine player is winning 1 Objective to none, thanks to the Raider becoming a flaming Wreck!

The Ultramarine player rolls the Game Ending die, and the game continues!


- Dark Eldar Turn 6 -

Without any Troop choices left, all the Dark Eldar can do is Tie.

There are some tough choices Dark Eldar has to make to get the Tie. Dark Eldar can keep the Raider in place to contest the Objective, but in doing so, the Bloodbrides are blocked from Assaulting without their full numbers. Also, Dark Eldar want to use the Liquefier Guns on the Marines before Assaulting them to soften them up, and the Raider is just getting in the way.

Dark Eldar decides to go for it all! The Raider moves 24" behind cover to attempt to stay alive another turn.

The Heamonculi in the upper right leave the Bloodbrides to get into better firing positions.

The Bloodbrides in the upper right roll double1's to go through cover!! Ouch, Dark Eldar plans are hurting now!!!

The Bloodbrides in the upper left make it into comfortable charging distance just fine.

And guess what? The Bloodbrides in the upper right only Run 1"!!! They are out of Charge range of the two Tactical Marines on the Objective! Thank Commorragh the Heamonculi left the unit!!

The Heamonculi in the upper right fire their Liquefier Guns. One Gun is Ap4, and kills a single Marine. The second Gun is Ap 3 and kills the second Tactical Marine!

It now comes down to the last Objective....

The Heamonculi fire their Liquefier Guns at the Tactical marines...

The Guns are Ap 2 and Ap 3.... All 10 Tactical Marines are melted into the concrete!

Without any Scoring units on the board, both players declare a Tie!!


- Battle Report Conclusion -

Dark Eldar - 0 Objectives

Ultramarines - 0 Objectives

Tie!!!

- Post Game Opinions -

Liquefier Guns.... What can I say that I haven't already said in previous Battle Reports? These guns are so powerful it is a crime. MEQ will have to learn to fear Flamers for once :)

Bloodbrides.... I like these gals very much. New players to the Dark Eldar may not see anything good about them, but what they don't know is that the old Wyches used to cost the same with 1 less LD and 1 less attack! Bloodbrides are such a bargain for what they give you.

Of course, if you have Troop slots left over, there really isn't a reason not to take Wyches over Bloodbrides 99% of the time. The fact that Wyches can hold Objectives is WELL worth the 1 less attack :)

This game is an example of how NOT to let psychology get the better of you. I let a single unit scare me, and I Reserved everything. I should have just Deployed everything, and dealt with the Ironclad coming the hard way.

Just play your list, play your army, and play the opponent, but never let your mind pay trick on you.

Of course, I did not know I was going to Steal the Initiative, but hey, that's the game!


Monday, November 29, 2010

1500 Dark Eldar versus Tyranids

Alrighty!!

Colin and I switched armies, and I am playing his Tyranids and he is playing my Dark Eldar.

This is the first time Colin has played as Dark Eldar, and it has been around 4 or 5 years since I have played as Tyranids, so lets watch us fight!

- Why I took my Tyranid List -

I wanted to take units from the Tyranid codex people online say suck. I wanted to try Carnifex Broods, a Harpy and a Tyrant with Wings.

Lets get right to it!!

Part 1



Part 2

Sunday, November 28, 2010

2500 Wych Cult versus Tyranids

Here is a game between my friend Colin and I. There is a card game tournament going on in the background, so sorry for the loud noises. Not much I could do anything about that.

The last time Colin and I fought, it was my Kabal list. This time, I wanted to change gears and go all Close Combat against him.

I took an entire Wych Cult list with 6 Wych Squads, 3 Bloodbride Squads, Lelith, the Duke and 3 Ravagers.

I don't have his list handy, sorry guys. Just listen to the start of the video to see what he has.

- Pre Game Information -

The mission is Infestation from the Battle Missions book. Colin is going first, so I set up to receive the attack.

The game is basically Kill Points.

Dark Eldar have 23 kill points to give up.

Tyranids have 13 kills points to give up.

I put my Ravagers out front so that their Shadowfields can stop his Gargoyles and Zoanthropes from shooting at me before I can assault them with my Wyches and Bloodbrides.

The Duke got me Pain Tokens for my Combat Drugs.

- The Game -



Next video battle report, we switch armies, and I play his Tyranids and he plays my Dark Eldar

I would like to see what you guys think will happen between us in the next match :)

(I know the resolution is low. The next video is going to be low as well, but future videos will be higher quality. This is the first time I have ever dealt with online video stuff like this, so sue me, lol.)

Friday, November 26, 2010

2500 Web Way Foot versus Eldar

Here is another game between Defenstratus and I. Lets see some kin duke it out!

- 2500 Point Dark Eldar Web Way Foot List -

Baron

Heamonculus w/ WWP
Heamonculus w/ WWP

10 Grotesques w/ Liquefier Gun
Aberration w/ Venom Blade

4 Trueborn w/ 4 Blasters
4 Trueborn w/ 4 Blasters

20 Hellions
Helliarch w/ Stun Claw

5 Kabalite Warriors w/ Blaster
5 Kabalite Warriors w/ Blaster
5 Kabalite Warriors w/ Blaster
5 Kabalite Warriors w/ Blaster
5 Kabalite Warriors w/ Blaster

9 Reavers w/3 Caltrops, 3 Heat Lances
9 Reavers w/3 Caltrops, 3 Heat Lances

Talos w/ Chain Flails, Heat Lance
Talos w/ Chain Flails, Heat Lance
Talos w/ Chain Flails, Heat Lance

- 2500 Point Eldar List -

Farseer w/ Jetbike, Doom, Fortune, other stuff

7 Warlock w/ Embolden, Enhance, Destructors, Jetbikes

Eldrad Ulthran

9 Pathfinders
9 Pathfinders

9 Dire Avengers
Exarch w/ Bladestorm
Wave Serpent w/ Spirit Stones, TL Star Cannons

9 Dire Avengers
Exarch w/ Bladestorm
Wave Serpent w/ Spirit Stones, TL Missile Launchers

9 Warp Spiders
Exarch w/ Withdraw

4 Dark Reapers
Exarch w/ Crack Shot

3 Warwalkers w/ 6 Missile Launchers



- Why I Took My (Dark Eldar) List -

I wanted to give the Web Way Portal tactic another shot. I also figured that my opponent was going to go Vehicle Heavy, so I wanted to make a silly list to dick around with. Of course, he didn't show up with many vehicles.

- Deployment Plan -

I wanted to put out a unit of Grotesques behind cover to weather the storm and drop out Web Way Portals through the attached Heamonculi.

- The Game -



Do not scroll down... Watch the video first, as I have spoilers bellow for AFTER you watch the video....


























- Battle Report Conclusion -

Dark Eldar - Zero Objectives

Eldar - Two Objectives

Victor - Eldar!!!


- Post Game Opinions
-

Web Way Portals - I fully understand that everyone can use different units/tactics better than others. I just do not like the Web way Portal system anymore. It used to be powerful, but now it is just a shell of its former self.

The Dark Eldar is all about the Alpha Strike, more so than any other army in the game, and to take away the punch the Dark Eldar can have first/second turn is pretty much neutering the army.

In every game I have played so far, the only loses and draws have come from me Reserving my forces. Even in games where I deploy, go second, and get shot up turn one, I still can put up a fight.

I just do not like these things at all. So bad.

Seer Councils - When the Dark Eldar had Horrorfexes, for 5 points, I used to be able to shut this unit down no problem. Now, as I said before the DE codex came out, the Seer Council is going to run through the DE forces without much effort. I still need more games against them to see what I can do about them.

As Defenstratus told me, what I need to do is not shoot them up, but charge them with a powerful Archon, and rip the Farseer to shreds in close combat. Once he dies, the entire unit just falls without their ability to reroll failed armor saves.

More testing will be needed!

Reaver Jetbikes - Either get 3 Caltrops or get 3 Heat Lances/Blasters. Do not get both upgrades, as you will want to do one or the other with the unit. The Reavers make perfect Cover hunting units, meaning, they are great at swooping over units in cover and killing them with their massed bladed attacks in the Movement phase. If you go this route, do NOT waste points on making them anti-tank. In every game I have used them, they hunt units in cover 99% of the time, never being able to fire a single shot at anything.

Biggest weakness... Strength 3. Once they get charged by a Walker, it is game over. Avoid them like the plague.

Hellions - When I used my Reavers for the first time, it was a disaster. But, I understood the power behind them, and am getting better at using Reavers. Same with Hellions. As a long time Dark Eldar player, I can tell you first hand to never give up on a unit. Keep practicing with the unit so you can better understand its powers and its weaknesses.

Hellions seem so powerful. A possible 60+ strength 4 attacks on the charge is nothing to sneeze at. I would love to see what they could do to the Seer Council one of these days, if I could ever pull off the charge against them :)

Biggest weakness... Strength 3. Once they get charged by a Walker, it is game over. Avoid them like the plague.

- edit -

WHOOPS!!!! As pointed out to me by Colin95, I did not realize Hellions are now Strength 4 at all times... I thought it was only during the Charge that they became Strength 4!!

Don't worry guys, one day I'll learn to play my own army!!

Dark Eldar Army - The more I play power lists, the more I am fully understanding the beauty and perfection of the Dark Eldar army. The army has never needed a 'WAAC/Power' unit to win games. I am glad none was included in the new codex. Every unit has major weaknesses that opponents can exploit. Every unit has strengths that can be used to over power the enemy if the Dark Eldar can make the conditions right for the army to do so.

There is no single power unit in the Dark Eldar codex that just SCREAMS to be used to win. The unit balance is just amazing in this codex!!

About the only WAAC/Power thing Dark Eldar can do is still go mass Dark Lance with a decent CC counter assault unit. Other than this, I am in love with the Dark Eldar codex.

It has always been a master's army to use, and it will always be so.

Commorragh bless you Phil Kelly!

Thursday, November 25, 2010

Happy Thanksgiving!!!

For the few who bother to read my shitty, boring blog, I am grateful for YOU!

Thank you for taking your time and reading my blog. I really do appreciate it very much.

As a token for your continued love and support, I will be dumping out the rest of the Battle Reports as soon as I can.

Enjoy your foodies!!

Sunday, November 21, 2010

2500 Kabal versus Blood Angels

Surprise!! Video Report Time!!!

2500 No close combat Kabal versus Blood Angels

I wanted to test out a list with zero close combat support against an army with, um, shall we say, fantastic close combat :)

Enjoy :)



Thank you Defenstratus for taking your time and recording our game!

Win - loss will not be recorded here, as to not put up a spoiler.

Monday, November 15, 2010

Back to normality...

Wow, I am glad last week is finally over.... I spent the entire week making terrain, and gluing my Dark Eldar together, for the Apocalypse games at The Wizard's Wall.

The games were as follows...

1) Ultramarines versus Chaos Marines and Deamons. Ultramarines won the day by saving hostages and stopping the Bloodthirster Bloodbath!

2) Tyranids versus Space Wolves. Space Wolves successfully defended their Headquarters from the invading Tyranid forces.

3) Dark Eldar versus Blood Angels. Dark Eldar were able to capture and/or kill all 5 Headquarters of the Blood Angels in a successful slave raid for Commorragh. Three Talos tore apart The Sanguinator in an epic finale.

4) Eldar versus Orks. Aided by a Titan, the Eldar tried their hardest to locate a special meteorite fragment which fell onto the planet from a much larger meteor, but ultimately failed. The Orks defended their outpost fortress and discovered the correct meteorite fragment, which was under their Skullhammer Super Tank the entire battle!

All in all, the forces of 'Good' won two battles while the forces of 'Evil' won two battles.

Now, I am getting back to magnetizing all my Dark Eldar, and getting back to work on my Battle Reports!

I'll get pictures up of the Apoc Games as soon as the photographer gives me the photos.

Thursday, November 11, 2010

Fucking Magnets... How do they work??

I ordered special sized rare earth magnets a few days ago, and they arrived today.

I received 200 .063" magnets for infantry weapon options and 150 .125" magnets for vehicle weapon options.

The majority of my infantry will have magnetized arms so I can swap out special weapons on the fly.

For my Vehicles, everything is being magnetized. The spikes, the sails, the weapons, the gang plank, everything! This is so I can transport them easier, and more importantly, when I lose a weapon during the game, I can just remove it, or when a vehicle is wrecked, I take it apart and leave the pieces all over the battle field!

I had done with with my previous DE, and it worked out like a charm.

- edit -

I realized I never posted the LInks for the site where I buy my magnets..

!!Magnets!!

First two magnets in that second link are what I buy. First magnet for infantry sized models, second magnet for vehicle weapons, etc....






Autobots, Roll out!!!!!

Tuesday, November 9, 2010

Apocalypse Game Saturday 13th

Sorry for the Battle Report delay, for I am busy getting all my new Dark Eldar crap ready for an Apocalypse Game at The Wizard's Wall that is taking place this Saturday.

The scenario is basically Dark Eldar, plus allies, versus everyone else.

This is our stores way of introducing the new Dark Eldar into the fold.

I am frantically trying to get my 8K worth of Dark Eldar ready for Saturday, just to see them all removed from the table on turn one :)

I'll try my best to put up a Battle Report or two this week, but no promises!

Monday, November 8, 2010

Money where your mouth is...

Yarrick wrote in one of my previous logs "Send a picture or it didn't happen :P" concerning my Dark Eldar purchase.


Happy?

Sunday, November 7, 2010

2500 Kabal versus Tyranids

Time to get a little power gaming here! My friend's Tyranids are going to attempt to assimilate my Kabal's raiding fleet in a 2500 point 'Ard Boy style game.

- Battle Report Notes -


1) I use Vassal to represent games I have played at my local gaming store.

2) I use Vassal as an abstract tool to represent the battle. I use no measurements in Vassal, so one turn a unit may move 6", but only move 3" next turn, but in reality the unit moved 12" total in the 'real life' game. Just remember, this is abstract, so do not get caught up in the visuals, and just enjoy the match!

3) When a Vehicle is damaged, the number of 'explosions' on the vehicle indicates the roll on the Damage Chart. If you see 4 little explosions, that means either it was a straight 4 on the Damage Chart, or maybe a 3, but with a +1 for Open Topped or Melta.

4) As the Dark Eldar player, I cannot answer questions pertaining to what my opponent was thinking when doing certain actions. I will try my best to remember what my opponent verbally tells me, but other than that, I really do not know why my opponent does what he does.

- 2500 Point Kabal of the Budding Lotus -

Asdrubeal Vect

Baron Sathonyx

4 Kabalite Trueborn w/ 4x Blasters
1 Dracon w/ Blast Pistol
Raider w/ Flickerfield

4 Kabalite Trueborn w/ 4x Blasters
1 Dracon w/ Blast Pistol
Raider w/ Flickerfield

3 Kabalite Trueborn w/ 2x Splinter Cannons
Venom w/ 2x Splinter Cannons

19 Kabalite Warriors w/ 2x Splinter Cannons, Blaster
1 Syberite w/ Blast Pistol

19 Kabalite Warriors w/ 2x Splinter Cannons, Blaster
1 Syberite w/ Blast Pistol

19 Kabalite Warriors w/ 2x Splinter Cannons, Blaster
1 Syberite w/ Blast Pistol

8 Wyches w/ Shardnet and Impaler
1 Hekatrix w/ Phantasm Grenade Launcher, Agonizer
Raider w/ Flickerfield, Grisly Trophies

10 Scourges w/ 4x Splinter Cannons

Ravager w/ Nightshield and Flickerfield

Ravager w/ Nightshield and Flickerfield

Ravager w/ Nightshield and Flickerfield


- Tyranid Devourer Force -

Hive Tyrant w/2x Scything Talons, Hive Commander, Adrenal Glands, Regeneration, Leech Essence, Paroxysm, Armored Shell

3 Hive Guards

3 Tyrant Guards w/ Rending Claws, Scything Talons

Deathleaper

3 Zoanthropes

10 Genestealers w/ Rending Claws, Scything Talons, Toxin Sacs
1 Broodlord w/ Scything Talons

25 Hormagaunts w/ Toxin Sacs

25 Hormagaunts w/ Toxin Sacs

16 Termagaunts w/ Devourers

6 Ravener w/ Rending Claws, Scything Talons

Trygon Prime w/ Adrenal Glands, Regeneration

Tyrannofex w/ Regeneration

- Why I Took My (Dark Eldar) List -

I wanted to test out the new and improved Splinter Cannons, mixed in with an ass load of Darklight weaponry. I made this list as my general all comers list for 'Ard Boyz point sized games while in college class. From this master list, I will begin to work on my 'Ard Boyz list for next year.

This list is designed to be an alpha strike list. Both my HQs help me go first, and my entire army is built around the premise of going first and striking hard.

- Pre Deployment Plan -

Knowing my opponent was Tyranids, my idea was to bait his stronger units with my close combat units while shooting is army to ribbons as fast as possible.

- Mission and Deployment -


- This is a 2500 point game on a 6x4 board.

-Annihilation. Spearhead.

-We both roll a 3, but Dark Eldar gets a +1 for having the Baron in the army. Dark Eldar chooses to go first.

- Combat Drug results in a +1 Weapon Skill

- Dark Eldar deploys entire army in alpha strike position. Vect is in the center Raider with 9 Wyches. Bottom two Raiders hold the Blaster wielding Trueborn. Venom at the top holds the Splinter Cannon wielding Trueborn. Ravagers just chillaxin, and Scourges are behind Vect. A line of Warriors is deployed to keep out any out flanking units from the Vehicles.

- Tyranid puts a Trygon Prime and a Deathleaper into Reserves for Deep triking. Hormaguant Brood is deployed in such a way at to give his Hive Tyrant unit a cover save. Hive Guard up front. Zoanthropes and Raveners at the top.

- Tyranid Infiltrates his Genestealers in the top right ruins, as the Tyranid knows that by his turn 2, there will be a line of Warriors blocking the entire right boarder of the battlefield, blocking out flanking from being effective.

- Tyranid attempts to Steal the initiative, and fails.

- Post Deployment Plan -

My plan has not changed. My target priorities are the Hive Guard first, and Genestealers second. The 'stealers will not be able to bother me until turn 2, so the Hive Guard, which can and will destroy my Raiders, must die on turn 1 if I am to stand a chance.

- Dark Eldar Turn 1 -


Vect's Raider moves forward, and both Vect and the Wyches jump out, splitting up into two different units.

Raiders and Ravagers move about. Scourges leap forward into firing positions.

Combined Splinter Cannon fire from a unit of Warriors, the Venom and the Trueborn in said Venom wipe the Genestealer menace from the battlefield.

Splinter Cannon fire from the Scourges and another Warrior squad kills two Hive Guard, while Raider Dark Lances kill the last Hive Guard.

Stunned at how effective Splinter weaponry is in the new codex, the Dark Eldar completely forgets to fire his Ravager Dark Lances, and jumps right into close combat.

Vect runs into 3 Zoanthropes, and actually one of them and wounds another. One Zoanthrope manages to short out Vect's Shadowfield, and wounds him. Zoanthropes take another wound from No Retreat, and only one Zoanthrope stands.

Wyches run into the Termagaunts, and kill 10 of them. One wych falls in turn. The remaining 6 Termagaunts fall due to No Retreat.


- Tyranid Turn 1 -

Tyranid forces lurch forward towards the Dark Eldar lines.

The Tyrannofex barfs up some grubs on the Scourges, wounding a single Scourge, but it lives with it's 6++ save.

Raveners charge into the Wyches. The battle is fierce, but the combat is a tie with both sides inflicting two wounds into each other.

Vect dispatches the last Zoanthrope, and gets him a nice shiney Pain Token.

- Dark Eldar Turn 2 -

All Dark Eldar units move into more effective firing positions.

Vect's Raider comes by and picks Vect up. Vect then drops his Orb into the Hormaguants, killing 4, and restoring Vect's lost wound.

Splinter Rifle and Splinter Cannon fire from two Warrior units and the Scourges wipe out the remaining 21 Hormagaunts protecting their Hive Tyrant master. One of the Warrior squads get a Pain Token for getting the last kill!

Ravager Dark Lance fire cuts into the Tyrant's unit, but they are saved by the underbrush.

Both Trueborn units at the bottom open up with their 10 Darklight weapon shots, and cut turn the Tyrannofex into a mound of slag and meat.

Raveners and Wyches exchange blows, but the Raveners come out on top and run teh fleeing Wyches down.

- Tyranid Turn 2 -

The mighty Trygon Prime enters the Battlefield from under the ruins, but, it miscalculates, and ends up bursting out in the open instead!

The Deathleaper also appears in the forest deep in the Dark Eldar lines.

The Hormagaunts and Tyrant move forward to their prey.

The Trygon Prime fires into the Venom, blowing it apart. The Tureborn inside drop to the ground unharmed, but they are pinned due to the shock! The explosion kills 4 Warriors! One from one squad and 3 from the other.

Raveners bound across the Battlefield with their lightning fast speed, and slam into a unit of Warriors. Due to the Warrior's Feel No Pain, they take far less casualties then they would normally. The Warriors make a Leadership Test against 3, and make it!

- Dark Eldar Turn 3 -

Splinter Rifle, Splinter Cannon and Darklight weaponry blow into the Tyranid forces.

Mass Splinter fire cut down 14 Hormagaunts, but they are still within 12" of the Tyrant, so they hold just fine.

Trueborn Darklight weaponry cuts into the Tyrant squad, wounding the Tyrant twice, killing one guard and wounding another Guard once.

All Darklight weapons in teh rear turn on the immediate threat; the Trygon Prime. The Trygon Prime is vaporized within seconds of the Darklight weaponry drawing a bead on it.

The Warrior squad in the rear open fire on the Deathleaper, causing it two wounds.

Vect leaps off os his Raider and joins the fight against the Raveners. Two Raveners fall dead, as do two Warriors. Combat draws.

- Tyranid Turn 3 -

The Deathleaper charges a Ravager, and rips off a Dark Lance mount with it's giant Flesh Hooks.

The Hive Tyrant unit and Hormagaunts charge the Warriors in cover. The Warriors are decimated, break and run! Poor Baron Sarthonyx run with them! Awwww....

Vect kills one more Ravener. The last Ravener takes a wound from No Retreat, and holds.

- Dark Eldar Turn 4 -

Dark Eldar forces move into better firing positions.

From a hail of Splinter and Darklight fire, the Hormagaunts, Tyrant and Tyrant gaurd drop to the ground.

Vect finishes of the last Ravener, and gets a Pain Token.

Tyranid player calls the game as all he has left is a Deathleaper who won't leave cover!

- Battle Report Conclusion -

Dark Eldar - 12 Kill Points

Tyranids - 4 Kill Points

Victor - Kabal of the Budding Lotus

- Post Game Opinions -

Splinter Rifles.... I love them now! I personally think that the Splinter Rifle is the best basic weapon available in the game. It went from Zero to Hero over night! Well, 12 years isn't over night, but whatever lol... 7/10

Splinter Cannons. Wow, these things are just beast! Just look at how they kill anything on foot, regardless of toughness. The sheer amount of fire these things put out is amazing. Do I miss Disintegrators? Hell no. Now that Dark Eldar got a boost with all their Splinter Weaponry, who Plasma Cannons lol. 8/10

Vect. He is house. Definitely worth 240 points, easy. Between his re rolling misses and always wounding on 3+, he could easily walk up to just about anything and bend it over. 7/10

Trueborn. I mean, you need to literally be blind to not see how good these guys are. Stick them in a Raider and have an awesome anti-MEQ/MECH unit, or stick them in a Venom and have a powerful anti-MEQ/HORDE unit. These guys are the 'Lootas' of the Dark Eldar. Ultra powerful ranged fighters in an elite slot. 8/10

I definitely like this list. So much more powerful than my previous 'Ard Boy lists, based on the concept.