Warhammer 40,000 Battle Report #52 – Dark Eldar vs Khorne Demons
Welcome
back to the Maelstrom! The campaign for Arenam continues to grow, and today we
will be showcasing Mission 5, which is available now for play at
worldwar40k.com. Head on over and take a look, as you can make your weekend
games a part of this campaign as well. Today the Dark Eldar and the Khorne
Demons are at it again, continuing the war to control the landing pads.
The Armies
Sapka’s
Symphony
Dark
Eldar – 2,000
Combined
Arms Detachment
HQ
Archon
Sapka: WARLORD (Labyrinthine Cunning); Power Sword, Armor of Misery, Haywire Grenades
TROOPS
Wyches:
four additional Wyches; Raider transport with Enhanced Ethersails and
Disintegrator Cannon
Kabalite
Warriors: five additional Warriors; Raider transport with Enhanced Ethersails
and Disintegrator Cannon
Kabalite
Warriors: five additional Warriors; Raider transport with Enhanced Ethersails
and Disintegrator Cannon
Kabalite
Warriors: five additional Warriors; Raider transport with Enhanced Ethersails
and Disintegrator Cannon
Kabalite
Warriors: five additional Warriors; Raider transport with Enhanced Ethersails
and Disintegrator Cannon
ELITES
Wracks:
five additional Wracks; 2x Ossifactor, Raider transport with Enhanced
Ethersails and Disintegrator Cannon
FAST
ATTACK
Scourges:
Solarite with Venom Blade and Splinter Pistol
Hellions:
four additional Hellions; Helliarch has Stunclaw and Splinter Pistol
Reaver
Jetbikes: three additional Jetbikes; 2x Blaster
HEAVY
SUPPORT
Ravager:
3x Dark Lance
Ravager:
3x Dark Lance
Ravager:
3x Dark Lance
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
What
a bloodbath! In my time back with Khorne, I’ve been very surprised with how
fast everything manages to move. Even the Bloodletters cover significant
amounts of ground with their access to the Banner of Blood, and oftentimes that
first charge is the only thing you need to cripple an enemy beyond recovery.
Couple this with the Flesh Hounds and the Bloodcrushers, and the speed just
seems overwhelming.
At
first I didn’t agree with Griff’s plan to shoot the units into my deployment
zone at the beginning of the game. Even though they went to my weak side, they
were still at the mercy of superior numbers of enemies. But when the Objective
points started to cascade in his favor, I knew he had left me with an uphill
battle that could easily spiral out of control. I spent the three turns of play
scouring my deployment zone, drawing significant numbers off of my normal
attack across the center.
In
the end, the Flesh Hounds carried the day. Against Dark Eldar, they feel like
my best unit. No matter what I’m playing against, though, they are completely
indispensable. They draw fire away from my harder-hitting units, and they do an
excellent job of breaking open even heavily armored tanks. They represent a
threat which my opponent cannot choose to ignore, and it gives the Crushers and
the Bloodthirster some breathing room to get their own maneuver work done.
I’ve
got a few different build ideas in mind for the future. I’m looking forward to
trying out Karanak and Skarbrand, and I’m also anxious to get in some Soulgrinders
to give the Forgehost a try. The future is looking bright for the Blood God!
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