The Killa Kans move onward while the Nob's Trukk drives past them at full speed.
The 3 Koptas fire their Rokkits at the Raider next ot them, and 3 rokkits make their mark! Two Rokkits, though, vanish into dust as the Raider's Flickerfield leaps into the air. One Rokkit does manage to blow off the Dark Lance from the Raider.
The Storm Boyz fire wildly into the air, attempting to hit their own Raider target, but miss with every single shot. At least they made a lot of noise!
The Nobs and Ghazghkull jump out of the trukk, and Ghazghkull lets out a mighty WAAAGH!!
The Nobs and Ghazghkull run towards the Grotesques with a blind, rage fueled fury!!!
And they are short... An inch....
- Dark Eldar Turn 3 -

Wracks scramble to deal with the immediate threats to their flanks. Wracks jump back onto a Raider as more run across the battlefield to meet their opponents.
Raider quickly turn around to defend the flanks of the Dark Eldar force with thier Wrack passengers ready to fire.
Two Raiders filled with Wracks let loose their Liquefier Guns into the Deff Koptas, turning both pilot and machine into an indistinguishable pile of organs and metal.
Wracks on foot, along side their Heamonculous master, release their Liquefier Gun's acids into the Storm Boyz, fusing flesh and fuel into an explosive conclusion, killing all the Storm Boyz instantly.
One Cronos Parasite Engine misses it's target, and the rebound bounces back onto the Grotesques, wounding one of them in the process!
The Ancient Haemonculi pump thier Grotesques with drugs, and force them into close combat with the Nobs and Ghazghkull!
The combat is bloody. The Grotesques are able to kill one power klaw wielding nob, and wound 6 others, but the mighty Warboss himself brings three Grotesques down with mighty blow after blow. The Grotesques hold combat under the baleful eyes of their Ancient Heamonculi masters.
- Ork Turn 4 -

Killa Kans move further into the heart of the battle.
The Ork Trukk driver decides to take a break and read a Pentork Magazine.
In combat, the Grotesques and Ancient Heamonculi manage to another Power Klaw Ork and an Ork with a Big Choppa. Ghazghkull and his fellow Nobs destroy all the remaining opposition escept for a single Ancient Heamonculous, which is too arogant to know when to fall back, and stays in combat...
- Dark Eldar Turn 4 -

The last Wrack unit on foot embarks into a Raider, and the Raider begins to make a dash to the Objective in the bottom left of the battlefield.
The other two Raiders move into firing position, and blow the wheels off the Trukk, Immobilizing it.
The two Cronos Parasite Engines join the lone Ancient Heamonculous in combat. One more Nob falls to the Cronos' claws. The Ancient Heamonculous dies to Ghazghkull, who has had enough of this foolishness. One of the Cronos Engines takes two wounds into itself from a Power Klaw Nob.
- Ork Turn 5 -

The Big Mek and 'Ard Boyz run into the sunset as they flee off the battlefield.
The Killa Kans finally make it into combat with the two Cronos Parasite Engines.
Both Cronos get destroyed, but not before they put more wounds out into the Nob squad, and kill a Nob. The Nobs and Ghazghkull consolidate into the ruins while the Kans move out.
- Dark Eldar Turn 5 -

One Raider makes it to the Objective in the bottom left corner, and holds it with Wracks aboard.
The two other Raiders move into the Ruins, and spout out 6 Liquefier Gun sprays into the Nob unit, yet only managing to kill the Pain Boy....
Ork Rolls for game end, and the game continues....
- Ork Turn 6 -

Killa Kans move into difficult terrain, fires their Grotzookas at the Raider, but fail to do anything to it.
The Nobs and Ghazghkull charge one of the Raiders in the Ruin, and manage to blow it up. The Wracks shrug off the pain of the explosion with their Feel No Pain.
- Dark Eldar Turn 6 -

The Raider, taking fire from the Killa Kanz, returns Dark Lance fire, blowing one of the walking garbage cans into oblivion.
The Wracks and their Heamonculous spout Liquefier Gun acid all over the Nobs, killing 1 Nob outright. The Wracks and their Heamonculous master in the Raider nearby do the same, and manages to kill one more Nob. Ghazghkull and his two Nobs hold.
The Wracks on foot charge into the last three Orks in the ruins. With their Furious Charge, they kill both Nobs, receiving their third and last Pain Token (the second one was from the Deff Koptas) before Ghazghkull can strike back. Ghazghkull in turn kills 4 Wracks, but now Fearless, the Wracks stand their ground, defiant, to the Ork Warlord of all Warlords!
With Ghazghkull 4" away from the Objective, the Dark Eldar rolls to see if the game ends, and it continues!
- Ork Turn 7 -

The Killa Kanz fire another Grotzooka volley into the Raider, Wrecking it, and sending it's Wrack passengers all over the Objective.
The Wracks manage to wound Ghazghkull twice before having 3 of their own fall to the Ork monster. Once again, the Fearless Wracks hold, shrugging off any further pain.
- Dark Eldar Turn 7 -

Wracks, lead by their Heamonculous master, leap out from a Raider in the ruins, and charge into the lone Warboss....
Ghazghkull falls to the poisons, acids and toxins of the Wracks and Heamonculi....
- Conclusion -
Dark Eldar - 2 Objectives
Orks - 0 Objectives
Victore - Dark Eldar
- Post Game Thoughts -
This is my basic Heamonculi Coven list. I will be working on this list a lot for my future games!
- Unit and Item Opinions -
Liquefier Guns. I won't spoil my other match with this list, but as you can see, these new 'flamers' are powerful. The Liquefier Gun used to be called a Destructor in the 'old' Dark Eldar codex, but only the Heamonculi could wield them. Now that units can wield them in battle, Dark Eldar are now able, for the first time ever, field mass flamers for anti-infantry. Here is the kicker...
Liquefier Guns can kill MEQ and Terminators, unlike any other flamer in the game. Like I said, I won't spoil my match against the Marines, but suffice it to say, you'll see how powerful this Dark Eldar flamer is against MEQ.
Grotesques. I love these guys. It is nice to have something that can only be instant killed by a strength 10 weapon. On paper they look meh, but in practice, my opponents always go "holy crap" and give them a wide berth, or send their strongest CC units after them to kill them. I know people online do not like these guys, but I find them fluff and powerful. Heck, you can arm their leader, the Aberration, with some nasty power weapons. I have not done this yet, but I will in the future.
With Uriel and Furious Charge, these buggers have Strength 7 on the charge. This might prove to be quite nasty as a Tank Killer!
Wracks. I love 'em. They are really nothing special, except for the fact they can carry two Liquefier Guns into combat. Stick a Heamonculous with them, and the entire unit gets Furious Charge at the start of the game! That is pretty nice :)
Cronos Parasite Engine. In this list, I found they are not needed. I start the game with so many pain tokens, that the Cronos is actually a complete waste here. All my units start the game with 2 or 3 Pain Tokens,so the Cronos is just not worth it here. Next time I run this list, I am going to shove two Taloi in here instead.
Please leave me comments, feedback, etc.... I appreciate your participation!