Warhammer 40,000 Battle Report #37 – Dark Eldar vs Eldar, ATC Mission 2
Welcome
to the Maelstrom! Today we’ve got a good old-fashioned kin strife, as our group
continues to explore the first drafts. It is important to note that these
missions are going to change rapidly, and as a result they may overlap with changes
made to the missions. Each video will have a link to the version of the mission
we were playing, but for the most up-to-date versions check out www.whatc.org.
The Armies
Kabalite
Raiding Party
Dark
Eldar – 1,850
Unbound
HQ
Archon:
Power Sword, Shadowfield, Haywire Grenades
Haemonculus:
Flesh Gauntlet
ELITES
6x
Harlequins: 5x Harlequin Caress; Troupe Master with Power Sword and Haywire
Grenades
Grotesques:
one additional Grotesque; Raider transport with Disintegrator Cannon and Enhanced
Ethersails
TROOPS
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
Raider:
Disintegrator Cannon and Enhanced Ethersails
Hellions:
five additional Hellions
Reaver
Jetbikes: three additional Reavers, 2x Blaster, 2x Cluster Caltrops
HEAVY
SUPPORT
Talos
Pain Engine: Chainflails
Ravager:
3x Dark Lance
Ravager:
3x Dark Lance
Craftworld
Iybraesil
Craftworlds
– 1,850
Combined
Arms Detachment
HQ
Farseer:
Pysker (Mastery Level 3) – Doom, Guide,
Executioner, Fortune
TROOPS
Dire
Avengers: four additional Dire Avengers, Wave Serpent transport with Twin
Scatter Lasers, Shuriken
Cannon, Holo-field
Dire
Avengers: two additional Dire Avengers, Wave Serpent transport with Twin
Scatter Lasers, Shuriken Cannon,
Holo-field
FAST
ATTACK
Vyper:
2x Shuriken Cannon
HEAVY
SUPPORT
Night
Spinner: Spirit Stones, Holo-field
Wraithlord:
2x Bright Lance, 2x Flamer, Ghostglaive
Falcon:
Bright Lance, Holo-fields
Aspect
Host (+1 Weapon Skill)
Howling
Banshees: Exarch has Executioner
Striking
Scorpions: Exarch has Scorpion’s Claw
Swooping
Hawks: one additional Swooping Hawk
Aspect
Host (+1 Ballistic Skill)
Dark
Reapers: two additional Dark Reapers; Starshot Missiles
Fire
Dragons: one additional Fire Dragon
Warp
Spiders: one additional Warp Spider
After Action
Review
Randall:
The
fluctuating nature of your goals in the ATC missions is a lot of fun. It means
that everything must not only be achieved, but it must be done in a timely
manner. This eliminates certain aspects of strength that fast shooting armies
have, and puts more strength into armies that rely on closing the distance for
assault. Everything has to be done with razor timing, and you have to be able
to shift gears immediately.
The
speed of both Eldar factions was impressive; I was surprised when the Dark
Eldar achieved Supremacy, and doubly so when the Eldar answered! Going into
that turn, I didn’t think Griff or Brandon was going to finish the job. Still,
that quick maneuverability was key, and paid off as they took one point after
another away from each other.
I’m
eager to see these armies square off again. Jink, along with the new Vehicle
Damage Chart, have come along since we last played Dark Eldar at the Maelstrom,
and their enhanced survivability was interesting to see. The faction still
needs some tweaks to bring them up to speed with the rest of the game, but they
definitely made a good showing tonight!
Brandon:
Those
Scorpions. Wow, killing two Raiders with pistols, followed by the long charge.
They have fallen flat in too many games, and I have wanted them to work so
badly.
Overall
the game was great. I love seeing Griff’s Dark Eldar on the table, and I look
forward to seeing them finished. This was my first practice game testing early
versions of the ATC missions, and I have to say that it was a lot of fun. The
changing Objectives created a different game altogether than was a ton of fun.
Having a list of what the Objectives were each turn meant there were no
surprises in the randomness of the Maelstrom decks, that sometimes give on
player an advantage. So, no Khorne Demonkin being asked to cast Psychic Powers!
This gave me the ability to plan ahead and weigh my risks. While I lost, I felt
I made a game out of it, and look forward to the next time I face my dark kin.
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