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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