Showing posts with label Ultramarines. Show all posts
Showing posts with label Ultramarines. Show all posts

Sunday, October 31, 2010

1500 Cirque de Commorragh Versus Ultramarines

Another game with my friend Brian and his Ultramarines. Have at it ye' scurvy dog!


- 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.


- 1500 Cirque de Commorragh -

Archon W/ Agonizer, Shadowfield

3x Haemonculi

Court of the Archon
2 Medusae
5 Ur-Ghuls
2 Lhemans
3 Sslyths

10 Kabalite Warriors W/ Blaster
10 Kabalite Warriors W/ Blaster
10 Kabalite Warriors W/ Blaster
10 Kabalite Warriors W/ Blaster

5 Beastmasters W/ Agonizer
5 Kymerae
2 Clawed Fiends
4 Razor Wings

5 Beastmasters W/ Agonizer
5 Kymerae
2 Clawed Fiends
4 Razor Wings


- 1500 Ultramarines Force -

Chaplain

Ironclad Dreadnought W/ Heavy Flamer
Drop Pod

5 Assault Terminators W/ 5x Thunder Hammers and Shields
Land Raider

10 Tactical Squad W/ Flamer, Missile Launcher
Rhino

10 Tactical Squad W/ Flamer, Missile Launcher
Rhino

5 Scouts W/ Telion

5 Vanguard Veterans /w Lightning Claw, 4x Power Weapons, Jump Packs


- Why I Took My (Dark Eldar) List -

I wanted to start an idea behind a traveling circus that the Dark Eldar use as a cover to steal the souls of children. There is a menagerie of creatures, side show freaks and attractions used to entice local towns to attend. During these shows the Dark Eldar slowly drain the patrons of their souls, leaving only empty husks to feed the various circus creatures. These circus acts also serve another, more practical purpose; to assess the defensive capabilities of a location for future raids.

I took all the freaks in the list and decided to parade them around the Battlefield. I am going to replay this list, but instead of Kabalite Warriors, I am going to include Wracks. Yeah, my anti-mech will be much weaker, but that is okay.

Enjoy the freak show!


- Pre Deployment Plan -

Charge, charge, charge!!! I really have no plan, as I have never used, basically, an entire Beast based army before.


- Mission and Deployment -

- Capture and Control. Dawn of War.

- Ultramarine won the Deployment Roll, and chose to go first.

- Both Objectives were placed out. Neither player deploys any units.

- Ultramarine infiltrates Scouts.

- Dark Eldar attempts to Steal the Initiative, but fails.


- Post Deployment Plan -

With only two objectives to take, and no Raiders, I was in for a tough time. Basic plan was to rush his objective, hold mine and see what these Dark Eldar units can do.


- Ultramarine Turn 1 -

Ironclad Drops next to the Dark Eldar's Objective.

I now mark Transports with a model on it so you can tell if there is a unt inside. Of course, I forgot to do this with the Landraider, lol. There is a Terminator Assault Squad with Chaplain riding in that thing.

Jump Pack Vanguard unit flies onto the Battlefield. All wielding power weapons. Very dangerous.

One Rhino stays behind to hold an Objective.

I think the Ultramarine forgot to move the Scouts, or maybe he didn't want to. I forget.


- Dark Eldar Turn 1 -

I'll be honest. I have no friggin clue what I am doing with these units. Running 'Nob' type squads is a new thing for me. So bare with me as I mull around the Battlefield figuring out what to do!

Each unit is marked with a single Pain Token.

The Kabalite squads move in behind my forces. I hope to be able to destroy that Ironclad before it can do any damage. One Kabalite fires his Blaster at the Dread, but misses.

Everything else moves onto the Battlefield and Runs forward. Beastmaster Squad on the left, followed by the Archon and his Court in the difficult terrain, and another Beastmaster squad to the right.


- Ultramarine Turn 2 -


Marine units drive around the Battlefield. Hoping to intercept me on my way to his Objective.

Missile launcher from a Rhino fires at my Kabalite Warriors, but scatters onto my Court, wounding a Clawed Fiend. He now has +1 Attack!

Ironclad douses a unit of Warriors with a Heavy Flamer, baking 6 of them. They do not break, and the Ironclad Assaults. The Ironclad does no wounds, and combat draws.


- Dark Eldar Turn 2 -

Not much going on here... My units move forward and Run to cover extra ground. Kabaliite Warriors spread out a bit to weaken incoming Missile fire from the Rhino.

My Archon and his Court are my bait units. I want the Ultramarine player to assault them, so I can counter Assault with my Beastmaster units and gain extra ground due to consolidation. Will he take the bait?

Close combat with Ironclad results in no casualties. Combat is a draw... again....


- Ultramarine Turn 3 -

Ultramarine units move around. Units on the left are going to defend his Objective, while units on the right are moving to take my Objective.

Landraider crashes through the ruins, and out comes a party!!!

Another Missile from the rearmost Rhino kills two more Kabalite Warriors.

The Assault Terminators, and Chaplain, disembark in such a way so that they have nearly exactly 6" to assault. This is to reduce the amount of reacting models I can have to fight against his units. Result? He destroys the Beastmaster unit as the Dark Eldar player only had a handful of non power weapon attacks back. The Beastmaster unit actually falls back, but since they have no ranged weaponry, we decide to just remove them from play since they won't be able to regroup during my next turn due to being within 6" of the Terminators.

Combat with Ironclad? What do you think? The stupid thing wiffs again, and deals no casualties. Ultramarine player is pissed, but he doesn't realize that the LONGER the Ironclad stays in combat, the LESS time I have to shoot at it to blow it up before the game ends. I am the one who is secretly pissed :(


- Dark Eldar Turn 3 -

This combat with the Ironclad is getting to be retarded. This one, stupid Imperial Robot is completely ruining my plans, as I can't even get close to my objective. Last thing I need is for the Ironclad to win combat on MY turn, and destroy another Troop choice. I can't move my Troops around the north of the terrain, as all that is going to do is introduce 24 Power Weapon attacks from the Vanguard Vet squad.

As long as my Archon and his Court are alive, my opponent cannot get close to my Troops with his Terminators and Vanguard Squad. So we are both keeping distance from each other.

Archon and Court move closer to the Terminators while Beastmaster Squad moves north towards the enemy.

3 Kabalite Warrior Squads open fire on the Terminators. The amount of Poison shots the unit suffers, and three Blaster shots, manages to kill 3 Terminators. They hold.

My Archon and Court are within 'Normal' Assault range, which is good as the Haemonculi along for the ride prevents them from 'Fleeting'. This time, only a single model makes it into combat with the last Terminator and Chaplain, and it is my Archon. Archon destroys the Chaplain, the Terminator cannot get through the Shadowfield, and the Terminator fails his Leadership test. He falls back.

For killing the Chaplain, the Arhon's unit gains a Pain Token.

Ironclad combat? YES, yet another combat where the Ironclad either misses everything or wounds on 1. Can you believe this garbage? The Emperor fraggin protects for sure!!!


- Ultramarine Turn 4 -

Assault Terminator continues to fall back, due to being within 6" of a Dark Eldar unit.

Vanguard Vets fly 12" and Run 6", trying to make it to the Objective.

Telion and his cronies keep slithering behind my lines....

The Landraider moves into 'Blocking' position, so that my job getting to my Objective becomes ten times harder. Landraider fires it's Heavy Bolters, killing a lone Warrior.

Another Missile from the Missile Factory up in the corner wounds my Beastmaster unit... I put the wound on my Clawed Fiend. It now has +2 Attacks!

Praise be Vect!!! The Ironclad FINALLY kills the Kabalite Warriors on the Ultramarine's turn! It then Consolidates a massive 1". Ultramarine player face palms.


- Dark Eldar Turn 4 -

Heamonculi split from their units so that the units can use their Fleet and Beast rules. Pain Tokens are split up accordingly.

Kabalite Warriors move into firing positions. The first Blaster fired Wrecks the Ironclad! The second Blaster shot destroys the weapon from the Drop Pod.

Beastmaster unit in the top left race across the Battlefield. Move 6", Run 6", Assault 12". The 5 million attacks Wreck the Rhino. Strength 5 hits and Rending are pretty nice!

Archon and his Court barely make it into combat. I didn't show it in this picture well enough, but I actually managed to stick a single model in Difficult Terrain somehow without noticing it. I roll double 1's to get out of Terrain, so the model is still stuck in terrain. I then roll a 6 to assault, and the unit barely makes it into combat with the Vanguard Vets.

Vanguard Vets lay into the Court with a metric ton of power weapon attacks. Wounds are spread all over the place, and I manage to only lose a single model. Two Vanguard Vets actually die from my measly 4 attacks from what I had available to attack. Archon and his Court lose combat, but hold.

- Ultramarine Turn 5 -

The lone Terminator - we'll call him "Bronson" - regroups and heads towards the Court of the Archon. I guess he must have a Death Wish... or two... or three... or four... OR FIVE!??!? How many of these damned movies exist?!?!?!

Lazy ass Scouts push a half asleep Telion into the Landraider. The giant pile of metal drives next to the Objective, and fires on some Kabalite Warriors with it's Heavy Bolter. 2 die, but the unit holds.

Heamonculi wander around aimlessly, like two blind old guys looking for their medicine.

Archon and his Court dispatch the Vanguard Vets, and gain another Pain Token. They Consolidate 6" into the Difficult Terrain.

In the top left, the last Rhino drives into terrain, and 10 Tactical Marines jump out. Mass bolter fire from both Marine units pour into the Beastmaster unit. A ton of crap dies, including 4 out of the 5 Beastmasters. The lone Beastmaster barely makes his Leadership Test and the unit holds.


- Dark Eldar Turn 5 -

Archon and his Court move to within 3" of the Objective.

Kabalite Warriors Immobilize the Landraider.

In the top left, the Beastmaster corrals his monsters into combat. 3 Marines die, and so does a Kymerae. The Ultramarines hold.

Ultramarine player rolls to end the game, and it does end!


- Battle Report Conclusion -

Dark Eldar - 0 Objectives

Ultramarines - 0 Objectives

Game is a Tie!!


- Post Game Opinions -

My gosh, this was a heck of a fun list to run!

Court of the Archon. What an interesting unit. I did not really get to use this unit to its full potential as just about every single close combat with these guys only ever resulted in using 2 or 3 models! I need to mess with these guys some more to get an accurate opinion on them.

Beastmaster. Much, much, much better than in the previous Codex. The three beasts available are just awesome. I really love this unit. It is SO much fun to use!

Kymerae. 4++ save it pretty awesome. Great for soaking up Thunder Hammer hits!

Clawed Fiends. The ability to get MORE attacks as they get hurt is pretty awesome! IU was actually getting mad when I would make my Feel No Pain rolls for them. By the time I got them into combat, they had soaked up a bunch of wounds, and were striking with a bunch of Strength 5 Attacks.

Razor Wings. I must say.... What the hell is up with this unit? Who thought of this craziness? Giant, fat flying birds with a ton of Wounds and Attacks? It is such a weird unit. I do love the amount of Rending attacks they get. Pretty awesome!

Overall, the Beastmaster unit is like an Ork Nob squad, in that you can totally mess with the wound allocation to keep the unit alive.

I will be playing this list again, but with Wracks instead of Kabalite Warriors, and maybe even a few Grotesques as well. We'll see! :)

Oh, do not bring up Harlequins please. I will not be using them in my army lists, ever. Bloodbrides make them obsolete, and I am here to play Dark Eldar, not Eldar Codex left overs. I have a small force of Harlie models, so yeah I like them just fine, just not in my Dark Eldar codex. I'll stick to their various .pdf rules thank you very much.

Thanks for watching! Tune in next time for a small Wych Cult versus Space Wolf skirmish!

Friday, October 29, 2010

Dark Eldar versus Ultramarines - Game 4 of 45

Finally, you guys asked for it, and here it is, a match between my Dark Eldar and a Marine opponent. My opponent is my good friend Brian, and he is a very competent Marine player.


-Game 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.


- 1500 Point Heamonculi Coven -

Ancient Heamonculi w/ Venom Blade
Ancient Heamonculi w/ Venom Blade

Heamonculi w/ Venom Blade, Liquefier Gun
Heamonculi w/ Venom Blade, Liquefier Gun
Heamonculi w/ Venom Blade, Liquefier Gun

10 Grotesques w/ Liquefier Gun
Aberration w/ Flesh Gauntlet

9 Wracks w/ 1x Liquefier Guns
Raider w/ Flickerfield, Torment Grenade Launcher

9 Wracks w/ 1x Liquefier Guns
Raider w/ Flickerfield, Torment Grenade Launcher

9 Wracks w/ 1x Liquefier Guns
Raider w/ Flickerfield, Torment Grenade Launcher

Cronos Parasite Engine /w Spirit Bomb

Cronos Parasite Engine /w Spirit Bomb


- 1500 Point Ultramarines Force -

Company Commander w/ 2x Lightning Claws
5x Command Squad w/ Power Weapon, 2x Lightning Claws (on a single model), Apothecary
Rhino

Ironclad Dreadnought w/ Drop Pod

10 Tactical Squad w/ Missile Launcher, Flamer
Rhino

10 Tactical Squad w/ Missile Launcher, Flamer
Rhino

10 Tactical Squad w/ Missile Launcher, Melta Gun

Land Speeder w/ Multi Melta

5 Scouts
Land Speeder Storm w/ Heavy Flamer

5 Devastators w/ 2x Missile Launchers, 2x Lascannon

5 Devastators w/ 4x Missile Launchers


- Why I Took My (Dark Eldar) List -

This list is a modified, fixed version, of the list I took in game 3 against the Orks. Nothing really too different, except for the weapons I gave some of my models.


- Mission and Deployment -

- Search and Destroy. Pitched Battle. Objectives were placed out around the Battlefield. As always, I put my Objectives out in the open, right where I want my opponent to be late game.

- Dark Eldar won the Deployment Roll, and chose to go first.

- Dark Eldar deploys entire force. Grotesques with 2 Ancient Heamonculi in the front. Two Cronos Parasite Engines behind them. Three Raiders with 9 Wracks and a Heamonculus each.

- Ultramarine deploys force. Landspeeder Storm in top right with Scouts. Landspeeder with Multi Melta in middle top left. Combat Squad Marines in top left into two units. Devastator Squads in top middle hill and top right ruins. Three Rhinos near ruins. HQ and Tactical Squad in rear Rhinos and Tactical Squad in the front Rhino.

Ultramarine attempts to steal the initiative, and fails. Dark Eldar takes first turn.


- The Plan -

Dark Eldar - Send one unit of Wracks to the top left to mess with the Devastator Squad on the Hill. Send rest of army to hold the three objectives in the right side of the Battlefield. The first order of business was to take down his Devastator Squads.

Ultramarine - Spread out, force Dark Eldar to split his forces. Use Drop Pod to bring in Ironclad to tie up the Grotesques. Counter assault with HQ and Tactical Squads.


- Dark Eldar Turn 1 -

Grotesques and Ancients move forward. Cronos Move forward. Raiders go Flat Out into assault positions for next turn.


- Ultramarine Turn 1 -

Drop Pod enters the Battlefield... and scatters directly in front of the Devastator Squad in the ruins, blocking their Line of Sight to most of the Battlefield! Ironclad Dreadnought shambles out of the Drop Pod, ready for battle.

Units shuffle around the board into various positions. Tactical Squad in the upper left starts to move to take Objectives later on. Rhinos move into assault positions for next turn. Two Rhinos pop Smoke.

The Ironclad's weaponry spring into life after decades of non-use.... and fails to hit the Raider directly in front of it! Even it's Heavy Flamer fails to do any damage.

The Devastator Squad in the ruins, with half of it's members blocked by the Drop Pod, fire two Missiles into a Raider next to them... A Glancing shot Shakes the Raider.

Land Speeder Storm's heavy Flamer fails to catch on the Raider due to the Raider's Flickerfield.

The other Land Speeder opens fire with it's molten hot Multi Melta on a nearby Raider... and Penetrates, but a roll of a 1 only becomes a 3, blowing the Raider's Dark Lance off.

Tactical Squad fires a Missile at the Raider missing it's Dark Lance... A Penetrating shot Stuns the Raider.

Devastator Squad on the hill attempts to fire its massive payload onto a Cronos Parasite Engine... 2 Wounds scored, but, both wounds avoided by Cover Saves given by the Grotesque!


- Dark Eldar Turn 2 -

The one mobile Raider skims over the Ruins in the top right, and opens fire on the Rhino in the rear which did not pop Smoke... A Penetrating shot Destroys the Rhino, sending 10 Tactical Marines to the ground. The Marines are not Pinned, nor do they take any casualties.

Wrack,s with their Heamonculi masters, leap out of the the other two Raiders.

The Wracks in the upper right pour double Liquefier acids on the Devastators, malting one into the ground. The Wracks in the upper left do the same to the 5 man Tactical Squad, but fails to wound any of them. The Wracks near the 10 Tactical Marines pour Liquefier toxins upon the Marines, melting 6 of them into the crater where the Rhino once stood. The 4 remaining Marines stand their ground.

All three Wrack Squads charge. One Wrack Squad double charges the Devastators and Land Speeder Storm. Another Wrack Squad Charges the 4 remaining Marines in the Rhino crater. The last Wrack Squad double charges the 5 Tactical Marines and the 5 Devastators on the hill.

The Wracks win all combats, all thanks to the Tormentor Grenade Launchers on the nearby raiders which impose a -1 LD to all enemy units within 6".

In the upper left, the Devastators hold, but the 3 Tactical Marines remaining break from combat and flee.

The Devastators in the upper right break as well, and flee for their lives. The Land Speeder Storm is Immobilized by the Furious Charges of the Wracks. The Wracks consolidate around the Land Speeder so it's 5 Scouts cannot Disembark from the Speeder.

The Wracks in the middle finish off the 4 Marines, and gain a Pain Token.

As for the 2 Cronos Parasite Engines and 10 Grotesques? They charge both Rhinos in the front, and fail to do anything to either one. Sometimes, 42 strength 6 attacks just can't hurt Armor Value 10, and neither can 6 monstrous creature attacks!

- Ultramarine Turn 2 -

5 Tactical Marines on the left move towards an Objective. One Rhino pivots so it is not in CC with the Cronos anymore. The other Rhino, still filled with 10 Tactical Marines, Tank Shocks past the Grotesques.

The Company Commander and his Command Squad leap out of the Rhino and sees the Wracks in front of them. They fire their pistols, Plasma Guns and Flamer, but fail to do any damage to the monsters.

Land Speeder fires it's Multi Melta... A Glancing shot that Stuns the Raider.

The Ironclad brings its weapon online again, and wounds a Grotesque with a Melta shot.

Unable to move, the Land Speeder Storm douses the immediate area with searing hot flame, but failing to do any damage to the Wracks, which shrug off the pain like it was child's play.

The Command Squad charges the Wracks, and kills 6 of the monsters. The Wracks manage to kill a single Marine. Being Fearless, the Wracks lose two more of their number, and hold.

The Ironclad charges into the Grotesques... The Ultramarine player smiles as he has just locked a 500+ unit in CC for the rest of the game, ensuring his Command Squad and 10 Tactical Marine Squad will be safe from the Grotesques bulging muscles of death. The Ironclad kills two Grotesques, and the Grotesques hold.

The Wracks in the upper left finish off the Devastators, and move closer to the Land Speeder near them after combat. +1 Pain Token.


- Dark Eldar Turn 3 -

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!