750pts of Dark Eldar
Archon w/ shadowfield, agoniser, armour of misery in Venom
2x 5 Kabalite Warriors in Venoms
5 Reavers w/ cluster caltrops
2x 5 Scourges with 4 haywire blasters
In all three games there were concurrent missions of Blood Points and Tactical Objectives (using the custom DT deck).
Game One - Dark Eldar/Dark Eldar vs. Eldar/Legiones Astartes (SW)
The response wasn't as brutal as we'd expected either. Danny hugged the terrain and never really unleashed the firepower on our army. That meant we kept 3 of the 5 venoms for a good while. We drew some decent tactical objective cards but also both of the cards referring to our opponents' objective which was swarmed with Eldar! The talos was forced to stay on the objective in our corner to get the bonus points for controlling for two turns so ended up dying in that spot to the Eldar fire. I really think they focused on it too early when it wasn't that much of a threat with a single haywire shot.
|Hiding the Archon on the last turn made the VP game much closer!|
Danny insisted on targeting the scourges to protect his vehicles rather than target the reavers and try to save the tactical squad. The combined DE army then charged into the marines with a single scourge taking all of the overwatch fire and surviving with a double six for 6+ FNP! That left just Danny's half of the army pretty much unscathed (minus the Autarch who I forgot to say had killed himself on dangerous terrain in turn one!). Dan just had his speeder left.
We ran out of time at the end of turn 4 with a surprisingly large amount of DE left on the table. We took a 14-13 VP win but had a narrow 888-945 loss on BPs.
Game Two - DE/Space Marines (IH) vs. Daemons/Khorne Daemonkin
The chariot was quickly replaced in their next turn. We were fortunate that the Heldrake didn't appear but it was little consolation as the chariots made short work of my army. The rule allowing template weapons to cause D6 wounds to occupants of open-topped vehicles is retarded. Sure it makes sense from a realism perspective but the armies it screws over (Orks and Dark Eldar) were hardly overpowered before it was introduced. I digress.
A crushing 1500-395 and 23-4 loss on both objectives.
Game Three - DE/Dark Angels vs. Tau/Space Marines
The final game required the combined armies to split in two and deploy in opposite corners to each other. In hindsight I'm not sure this was the best deployment but it certainly made for a different game. I felt a little ganged up on in the corner as the Tau were shooting me, centurions podded in next to me and landspeeder headed over too! I was busy taking casualties to the centurions and looked up to see that somehow Dave had lost all of his Ravenwing already. I'm not sure what happened there!
I quickly lost the rest of my force and Dave wasn't faring much better as the Tau closed in. The game ended with a 7-16 and 371-1300 loss. We'd been frustrated not to score more VPs but a combination of badly timed cards and objective secured scouts messed with our plans!
The interaction between newly paired up teams was interesting. Some worked better than others. I was pretty lucky with my partners though as we seemed to be on the same page generally speaking. My best game was definitely the surprisingly close double DE game. I really thought we were going to have nothing left by the end of turn two. We were pretty lucky with our rolls but I really think Danny was too cautious with his Eldar. My Scourges may be capable of stripping hull points pretty easily but with Jink and plenty of cover he really wasn't in much danger. That meant poor Dan was hung out to dry a little.
As ever when playing Dark Eldar, not having turn one in two out of three games really hurt. DE rely on that big alpha strike to take out some of the big hitters in the opposing army. If we'd gone first I think the lord of change would've been gone, especially since he wouldn't have had the 4++ save from the warp storm table. We wouldn't have struggled to take the chariots down after that and could've picked off the other daemons as they advanced. Having first turn in the final game would've helped but I'm not sure it'd have made much difference. We might've been lucky and killed 1-2 of the ghostkeels but the centurions would've still been a big problem.
Anyway, I'm already looking forward to the next one and slightly regretting my decision to only run one a year. Who knows, I might cave....
Come back in a couple of days to give me your feedback on the event so that, whenever the next one it is, it'll be better.