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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