Warhammer 40,000 Battle Report #51 – Dark Eldar vs Khorne Demons

Bitter warfare continues on the surface of Arenam, as the Dark Eldar return for control of the starport. Whereas other races have sought their control for purposes of ferrying in reinforcements, the Dark Eldar seek only to ensnare others with a well-laid trap. Unfortunately, the Khorne Demons under Moloch the Elder had the same plan, and the two forces ended up in a battle for control of their planned killing ground. Who will come out on top in this war of control?

Sapka smiled with glee as the Raider cut through the swirling snow of Arenam’s northern wastes. Several landing pads dotted the landscape ahead, and rumors told of various treasures buried beneath the surface. He knew it would serve as the perfect bait to bring fresh slaves to him. He always appreciated it when the cattle did his hard work for him.

Bruises appeared on his retinas, and he knew that the demons were upon him again. He remembered his last death at the hands of the Blood God’s hounds, and how undignified of an end it had been. As the wings of a great monstrosity blotted out the sun, a smile crossed his face.

These demons would rue the day they crossed Sapka in battle for a second time. A worthy foe came to do battle, and Sapka would see him slain for his continual meddling.


The Armies

Sapka’s Symphony
Dark Eldar – 2,000

Combined Arms Detachment
HQ

Archon: WARLORD; Power Sword, Shadowfield, Haywire Grenades

Haemonculus: Flesh Gauntlet

TROOPS

Wyches: four additional Wyches; Raider transport with Disintegrator Cannon and Enhanced        Ethersails

Wyches: four additional Wyches; Raider transport with Disintegrator Cannon and Enhanced        Ethersails

Kabalite Warriors: five additional Warriors; Shredder, Raider transport with Disintegrator             Cannon and Enhanced Ethersails

Kabalite Warriors: five additional Warriors; Shredder, Raider transport with Disintegrator             Cannon and Enhanced Ethersails

Kabalite Warriors: five additional Warriors; Shredder, Raider transport with Disintegrator             Cannon and Enhanced Ethersails

Kabalite Warriors: five additional Warriors; Shredder, Raider transport with Disintegrator             Cannon and Enhanced Ethersails

FAST ATTACK

Scourges: five additional Scourges

Reaver Jetbikes: three additional Reavers; 2x Blaster

Hellions: five additional Hellions, Helliarch; Stunclaw

HEAVY SUPPORT

Ravager: 3x Dark Lance

Ravager: 3x Dark Lance

Talos Pain Engine: one additional Talos; 2x Chainflails

The Tithe
Khorne Demons – 2,000

Demonic Incursion
Demon Lord

Moloch the Elder, He Who Feasts: WARLORD, 2x Greater Reward, Lesser Reward

Murderhorde

Skulltaker: Juggernaut of Khorne

Bloodcrushers: two additional Bloodcrushers; Instrument of Chaos, Banner of Blood,       Bloodhunter with Lesser Reward

Bloodletters: Banner of Blood, Instrument of Chaos

Bloodletters: Banner of Blood, Instrument of Chaos

Bloodletters: Banner of Blood, Instrument of Chaos

Flesh Hounds: one additional Flesh Hound

Flesh Hounds: one additional Flesh Hound

Flesh Hounds: one additional Flesh Hound

Flesh Hounds: one additional Flesh Hound

Gorethunder Battery

Herald of Khorne: Blood Throne, Locus of Wrath

Skull Cannon

Skull Cannon

Skull Cannon

After Action Review

We knew this was going to be a tough one for the Dark Eldar going into the mission. Still, Griff set his models up in a way that would mitigate damage to his assault elements, keeping them in the fight for the return blow that would be necessary to break out. We both knew he had to keep some mobility intact to make it clear of the initial landing, and that was weighing on both our minds as the game began.

The initial damage was more than either of us expected, and the Dark Eldar were put in a desperate situation from the beginning. Still, they managed to do way more damage on the return strike than either of us anticipated. This kept the early stages well in hand for either player, and led to many more combats as we expended troops to claim the landing pad in his deployment zone.

The decision to Deep Strike many of his support elements was a good one. It kept them from taking early damage, and allowed him to scalpel out my Skull Cannons before they could make good on another shot. This split my attentions, and gave him a very good chance to get the mobility in that he needed to make a game of it.


The Bloodthirster falling a turn early was a huge detriment to his game, and I can’t imagine how much worse of a spot I would have been in if they had been clear to launch an assault against the nearby Bloodletters as well. Eliminating them, along with some ridiculously good luck along the way against the pair of Talos Engines, made it difficult for the Dark Eldar to keep the momentum going. We bled each other white over that first landing pad, but in the end the initial damage the Demons did left them with the edge to emerge triumphant.

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