Tuesday, January 25, 2011

40k league battle report - January 24, 2010 - Space Marines vs Dark Eldar

My opponent and I agreed on 2000 points.  I went with what may become my stock list for this league:


Librarian
Terminator Armor - Storm Shield

Tactical Squad (10)
meltagun
Multi-Melta
sgt power fist
Rhino

Tactical Squad (10)
meltagun
Missile Launcher
sgt power fist
Rhino

Tactical Squad (10)
plasma gun
Multi-Melta
Rhino

Scout Squad
5 camo cloaks
sniper rifles
Missile Launcher

Assault Terminators
Land Raider Redeemer
Multi-Melta



Land Speeder Typhoon
Land Speeder Typhoon

Land Speeder Multi-Melta & Heavy Flamer
Dreadnought
TL Autocannon
TL Autocannon

Vindicator
Vindicator


This was my first time facing Dark Eldar.  This list was not built specifically with DE in mind, but it went well!  The Space Marines carried the day and hurtled the masochistic xenos back into the warp to fume in their Dark City.

The mission was Seize Ground with 3 objectives, Dawn of War deployment.  I managed to seize the initiative, which at first seemed a really, really dumb move since we were playing objectives.  But as it turned out, it all worked out in the end.

The DE deployed two Kabalite Warrior squads, one on an objective in his Deployment Zone (DZ) and another as far forward as possible, facing a second objective that was about 7-8" my right of mid-table between a couple of hills.  I deployed my Scout snipers on an objective I'd placed on top of a 3-story ruin, and a Missile Launcher (ML) equipped combat squad facing the back wall of the same ruin on the bottom floor.  The ML toting marine had a clear field of fire to his right, while his squadmates could also see that direction between the rubble.

Somewhat chagrined by even rolling to seize the initiative during an objective mission, I started rolling stuff on.  My Land Raider and Rhinos all rolled forward the full 12", positioned to the right of the ruin.  The Vindicators parked behind the Rhinos (I usually put them up front, but I wanted to give them a good chance to do some damage - it paid off!).  The Typhoon squadron moved forward 6" on my extreme right, and the Rifleman Dread moved up between the ruin and the armor.

First round of shooting, night fighting rules were in effect.  Nobody was in range except..  The Typhoons, who wound up being my MVP.  They wiped out the second squad of warriors to a man!

DE's first turn, 3 Ravagers come on the board along with 3 Raiders: 2 with Witches, the third with Incubi and an Archon.  More Kabalite Warriors walk on the board, as well as a squad of 8 Reavers.  His first round of shooting destroys my Land Raider (explodes), knocks the Storm Bolter off one Rhino and stuns another.  The DE's acute senses are working well for my opponent.

My turn #2.  Having nothing better to do, the stunned Rhino pops smoke (better late than never).  The Storm Bolter-less Rhino (carrying a combat squad) moves the full 12" towards the mid-table objective and pops smoke.  The Libby and the Terminators move in behind it, hoping to shield themselves from the Dark Lances.  One Vindicator parks in the crater that was once a Land Raider, the second moves in right next to it.  The Typhoons move forward, seeking fresh targets.

Shooting..  Between the Typhoons, the Missile Launcher combat squad and the Dread, two Ravagers go down.  My scouts, being scouts..  Don't get cause any wounds.  The Vindicators are sadly out of range.

DE turn #2.  Considerably less Dark Lance shots this time.  The Stom Bolter-less Rhino gets shaken, I make cover saves on a Vindicator.  The Reaver bike squad turbo boosts a full 36" over my scouts, causing a TON of wounds.  One measly scout survives the onslaught because he was busy tying his shoe when the bikes zoomed overhead and decapitated the rest of the squad.  Those things are cool!  The Raiders moved forward, but he isn't close enough to assault yet.

My turn #3.  The Attack Bikes and Multi-Melta / Heavy Flamer (MM/HF) Land speeder come in from reserve.  The Reavers' turbo-boost put them conveniently next to my board edge.  The MM/HF speeder is craving barbeque!  It makes a 12" move (a squad of Witches and the Incubi are nearby in Raiders, I want the speeder to be hard to hit in assault) and turns its heavy flamer on the Reavers - 4 go down, and the rest break!  Shooting from the Dread, Typhoons, Missile Launcher squad and Attack Bikes destroy or wreck the last Ravager and the 3 Raiders.  Those things really are made of paper mache coated in gasoline aren't they?  The Vindicators, having moved forward just enough, go to work.  One witch squad, freshly evicted from its Raider, takes a direct hit and promptly decide enough is enough - they fail their morale test, and head for the hills.

It's pretty much over at this point.  The remaining highlights include a brief assault phase with the Archon, who killed a terminator before going down; one Vindicator exploding to a Dark Lance wielding Kabalite Warrior; the MM/HF speeder escorting the Reavers and Witches off the board, and BBQ's some Warriors along the way; and a couple of rounds of combat between the last Witch squad and the terminators.

Lessons Learned:

1. Popping smoke might be better than shooting if you go first in a Dawn of War scenario.  Especially against races that have acute senses!
2.  I like Typhoons.  A lot.
3. I need to learn to prioritize who shoots first, especially when I've got a librarian with Null Zone.

Finally - hats off to my opponent, who played a great game and was very sporting.  Had his dice not betrayed him with bad morale test and shooting roles, the outcome would have been different.  I know he's only going to get better at DE, and that quite frankly frightens me!

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