
Both Raider on the right of the Battlefield move in better firing positions for the Rhinos. They both fire their Dark Lances... a Penetrating shot Stuns the Rhino.
The Wracks surrounding the Immobilized Speeder fan out at the order by their Heamonculus master.
The Wracks in the upper left move closer to the Land Speeder. They open fire on the Speeder with their Liquefier Guns... a Glancing shot Shakes the Land Speeder.
The Wracks near the Immobilized Speeder also fire their Liquefier Guns, but to no avail. They then charge the Speeder. Unable to move, the Speeder is brought down, and it's crew of 5 Scouts are torn to shreds by the Wrack's Poisoned Weaponry and spouts of Liquefier Gun acids.
Both Cronos charge the Command Squad. A fierce battle ensures, but multiple Lightning Claws and Power Weapons not only bring down the remaining Wracks and Heamonculus, but put a couple of wounds on a Cronos.
For whatever reason, the Wracks in the upper left forget to assault the Land Speeder!
The Ironclad kills two more Grotesques, and subsequently, kills a third after combat. The Grotesques hold due to their Fearlessness.
- Ultramarine Turn 3 -

Not much goes on here. 5 Tactical Marines on the left move and attempt to flame the Wracks, but do no damage thanks to Feel No Pain.
Land Speeder moves a bit, but cannot fire this turn.
One empty Rhino starts to drive to the left of the Battlefield in hopes of contesting objectives on turn 5.
Ironclad Kills more Grotesques, and of course they hold due to being Fearless.
The Company Commander kills a Cronos, and the Cronos kill a Marine, but it takes a wound in turn by a Lightning Claw Marine.
- Dark Eldar Turn 4 -

Wracks on the left of the Battlefield move closer to the 5 tactical Marines, and glues them all to the grass with their 2 Liquefier Guns.
The Wracks on the right Embark onto a Raider.
The Raider on the left, without the ability to fire due to a lost Dark Lance, zips across the battlefield.
Both Raiders fire on the remaining two Rhinos. The Rhino holding the 10 Tactical Marines is Shaken while the other empty Rhino blows up in a fiery Wreck.
The Ironclad finishes off the last Grotesques, and after combat cuts down both Ancient Heamonculi. Sometimes being Fearless is not what it is cracked up to be!
The last Cronos and a Marine armed with Lightning Claws kill each other in a final embrace of death. The Company Commander now starts to make a B line to the left of the Battlefield.
- Ultramarine Turn 4 -

The Company Commander run across the Battlefield.
The Land Speeder moves back near an Objective, and fires on the lanceless Raider, but it's Flickerfield saves it from harm.
The Ironclad moves towards an Objective as well, and fires its Multi Melta on a Raider filled with Wracks, but it's Flickerfield saves it from a Penetrating shot as well.
Last, the Rhino filled with 10 Tactical Marines moves on an Objective, claiming it their own.
- Dark Eldar Turn 5 -

The lanceless Raider moves in front of an Objective to block it, while the Raider with Wracks in it flies across the Battlefield to the opposite side of the Objective, holding it.
The other empty Raider moves to contest the Objective held by the Rhino's Tactical Marines.
The Wracks move towards the Land Speeder.
A Dark Lance shot Stuns the Rhino on the Objective.
Wracks charge the Land Speeder, and turn it into a pile of scrap under the weight of their poisoned blades.
- Ultramarine Turn 5 -

The Company Commander runs across the Battlefield...
The Ironclad fires upon the lanceless raider with it's Melta Gun, but the Raider's 4+ Cover Save keeps it alive.
10 Tactical Marines exit their Stunned Rhino, and pour Bolter Fire and Melta Gun shots into the Raider. Only the Melta Gun has an effect on the Raider... but the Raider's Flickerfield harmlessly bounces the Melta shot into the air.
The Ironclad charges the Raider, but misses with all it's attacks. Needing 6's to hit is hard to do sometimes.
The Dark Eldar player rolls to see if the game ends... and the game ends.
- Conclusion -
Dark Eldar - 2 Objectives
Ultramarines - 0 Objectives
Victor - Dark Eldar
- Conclusion -
This is my reworked Heamonculi list, and I think it works pretty damned well. I do not think I need Ancient Heamonculi in this list, and I will be downgrading them to Heamonculi in later games.
My opponent played well. We both did not expect the Wracks to do as well as they did.
- Unit and Item Opinions -
Liquefier Guns. Once again, these monsters just melted their targets into the ground shot after shot. Remember, when you fire a Liquefier Gun, 50% of the time it will ignore the armor of a MEQ model, so when you have two of them, or even three if you are able to do that, MEQ just dies... A lot. I loved these in the old Dark Eldar book, and I love them in the new one. Best Flamers in the game. Thank goodness they can be taken outside Heamonculi now.
MEQ players, for the first time in a long time, now will the same fear of flamers as other armies. More so actually, since MEQ armies come in smaller numbers, the Liquefier Gun can cover a 10 man unit and kill half of it quite easily. Oh yeah, Liquefier Guns can take care of 2+ Save models as well.
All hail the unsung, under the radar, unseen and over looked "Power" of the new Dark Eldar codex; anti-MEQ flamers on 10 point models.
Grotesques. Yet another game where I was not able to see their full potential. Getting tied up by any walker with an armor of 12 really does put a damper on things. The fear this unit gave my opponent was worth it, though. He made sure not to assault me out of his Rhinos until this unit was dealt with in some fashion.
Now that I think about it, last game against the Orks, the Grotesques did a wonderful job. If it weren't for the wound allocation rules, the Nobs would have been dead. Don't get me wrong, I like wound allocation. I am just saying that Grotesques are what Ogryns wish to be; useful and deadly.
Wracks. Unlike my last game against the Orks, this time I remembered to give my Wracks +1 Attack and reroll to wounds on the charge. The results speak for themselves. Wracks are just nasty. Spouting out Liquefier juice before assaulting is king. These guys are the Flamer Assault unit other armies wish to have. Also, when I had 26 attacks on the charge, with wound rerolls, MEQ just fell by the wayside.
I am tempted to make a full army of these bastards. 6 Troop slots filled with these guys. They are cheap as well! My Wrack units, with raiders and upgrades, came up to only 170 points. You can squeeze 6 of these units in a 1500 point list, and still have room left over for Ravagers if you wanted to do it...
That gives me an idea for an up and coming army list... -wink-
Heamonculi. Just give them Venom Blades, and let them go to town. Sure they die fast in close combat, but who cares! They gave their Pain Token to the Wracks/Grotesques, so let them die.
For my tastes, Ancient Heamonculi are not worth for how I use them. I know they can be powerful, but for my army list play styles, they are just a waste of points at the moment.
Raiders. I don't know what tools keep on thinking Raiders are dead to use. I don't know what crack they are smoking. Flickerfields continue to make Raiders tiny tanks flying around the Battlefield. Whatever, lol. I love Raiders, and I will continue to field them en mass in my armies.
I will give the new and improved (yeah right) Web Way portals a few games though. Maybe they'll surprise me.
Cronos Parasite Engine. Second game with them, and I am not liking them. Their Strength 5 is pretty crappy when in CC. Each game they are stuck in combat, I pine for a Talos and it's Strength 7 attacks. I am going to shelve the Cronos Parasite Engine for now. All my units start the game with 2 or 3 pain tokens, and I fail to see the point of taking these in my lists.
Coming up next... Ultramarines versus Cirque de Commorragh!