I tried to do some sort of visual representation of this, but it ended looking like a muddled mess, so here it is in all of its text based glory! I broke my 3000 points into two seperate Dark Eldar forces so as to have the same FOC choices as my opponents. I'm not 100% sure on their point values, but their lists are complete.
Dark Eldar 1
10 Wracks w/ Liquifier Gun 110
Raider w/ Disintegrator Cannon 60
10 Wracks w/ Liquifier Gun 110
Raider w/ Disintegrator Cannon 60
8 Incubi 241
Klaivex w/ Demi-Klaives, Bloodstone and Onslaught
4 Trueborn w/ Blasters 108
Venom w/ 2 Splinter Cannons 65
10 Bloodbrides w/ Haywire Grenades 170
Syren w/ Power Weapon
Asdrubael Vect 440
Dais of Destruction
Haemonculi Ancient 135
Power Weapon, Liquifier Gun and Webway Portal
1499
Dark Eldar 2
10 Kabalite Warriors w Dark Lance 115
Raider w/ Dark Lance
10 Kabalite Warriors w Dark Lance 115
Raider w/ Dark Lance
10 Bloodbrides w/ 3 Hydra Gauntlets and Haywire Grenades 200
Syren w/ Power Weapon
10 Bloodbrides w/ 3 Shardnet & Impalers and Haywire Grendaes 200
Syren w/ Power Weapon
4 Trueborn w/ Blasters 108
Venom w/ 2 Splinter Cannons 65
5 Scourges w/ 2 Haywire Blasters 130
5 Scourges w/ 2 Haywire Blasters 130
Lelith Hesperax 175
Haemonculus 70
Liquifier and Power Weapon
Haemonculus 70
Liquifier and Power weapon
1498
Ork Army
10 Nobs w/ Power Klaw & FNP
Trukk
10 Nobs w/ Power Klaw & FNP
Trukk
20 Ork Boys
30 Ork Boys
20 Shoota Boys
Deff Dread
Ghazgull Thraka
Big Mek w/KFF
Necrons
7 Warriors
Ghost Ark
7 Warriors
10 Immortals
10 Lychguard
Night Scythe
3 Scarab Swarm
3 Scarab Swarm
Monolith
Necron overlord
Phaeron
Res Orb
Cryptek
Abyssal Staff
Veil of Darkness
Mission - Annihilation
Deployment - Pitched Battle
Dark Eldar roll for Combat Drugs - 3 Grave Lotus: +1 Strength... Vect's Plan is already coming together!
Roll for table edge and first turn. Dark Eldar score a 5, Team Orkron score a 2.
Deployment
I deploy one unit of warriors with a lance inside the building on my far left and one unit of warriors in the ruins on my far right. I place their respective raiders in each far corner. I tuck the Dais of Destruction containing Vect, 8 Incubi, and the Ancient with the portal behind some ruins in case Team Orkron seize the initiative. One of my Venoms containing my 4 blasterborn gets tucked behind the building on my far left. One raider containing 10 wracks is placed to shield the exposed frontage of the Dais and the other Raider with 10 wracks is placed on the left to add some fighting infantry to that side of the board. All three units of bloodbrides and my other Venom are held in reserve. Lelith Hesperax and a hammy join the unit of bloodbrides with the hydra gauntlets while the other hammy joins the unit with the shardnets. Scourges are held back for deep strike.
Orks deploy a trukk holding 10 nobs with the big mek on the left, flanked by a trukk with 10 nobs and Ghazgull.. the other side his Deff Dread. Behind the trucks are 20 regular boys planning on advancing behind the trukks. In the nearby ruins go the shoota boys and the huge horde of 30 boys on the ruins opposite the trukks. That is alot of green on that side of the board. Poor reserve rolls would more than likely make quite a bit of trouble for me.
Necrons rank up on the right hand side of the table. 3 Scarabs are deployed to make a quick dash for the Dais to rip its armor off and/or restrict safe areas for the Dais to maneuver. The Ghost Ark tucks itself behind cover. Immortals with the Cryptek rank up out of LOS in preparation to teleport into my half of the table and generally lay waste to my soft eldar flesh. Warriors without a transport set up in the far right ruins with a scarab swarm tucked between the ruins and the table edge. Overlord joins the warriors in the Ghost Ark to make them relentless. Monolith and Night Scythe prep for deep strike.
Team Orkron roll to seize initiative. Roll result is a 1. Dark Eldar retain Turn 1.
Dark Eldar Turn 1 -
Movement - Venom peeks out from behind the building to rain splinter fire on exposed mob of 30 boys. Raider moves out of the way to give the Dais a target to fire at and takes aim at the 30 boys. Dais moves out a bit and the Ancient bails out. Warriors in the right hand ruins move through cover and run to get the dark lance into firing position.
Shooting - Raider and Dark Lance in building on my left take their shots at the trukk with Ghazgull inside. 1 hit, penetrates, KFF cover save failed, 1 trukk immobilized. Raider with Disintegrator Cannon takes a chance on the trukk with the Big Mek. 1 hit, penetrates, KFF cover save successful. Venom and Raider combine fire on 30 Ork Boys, combined shooting kills 7 Ork Boys. The Dais is able to draw a bead on the Ghost Ark, albeit with a cover save. The cover did not prove to be enough and the lances manage to punch through the Quantum Shielding to wreck the Ghost Ark. Warriors and Overlord bail out. Raider on far right takes a shot at the far right scarabs, and misses. Ancient drops webway portal to constrict movement between the two halves of the table in the middle ground. A very solid shooting phase that greatly hampers the mobility of the opposing force. Vect is pleased.
Team Orkron Turn 1 -
Movement - Ghazgull and co. bail out of their immobilized trukk and slog down the field, Big Mekk trukk and his pet Deff Dread hurtle their way towards my position. Ork mobs move up and Shootas fail to scramble into firing positions within their ruin. Scarabs move up and behind some cover to prepare to eat some armor on their next turn, overlord's unit moves up while the other unit of warriors moves into firing positions inside the ruins. Immortals are whisked away by their Cryptek across the field in an attempt to land behind the ruins on my right that held my warriors. Despite the generous amount of space to land in, disaster strikes the immortals scattering them an absurd 10" directly in front of my raider in the far corner. Mishap result is a 2, resulting in the entire unit of 10 immortals and their cryptek being consumed by the warp. A heavy blow is dealt to Team Orkron.
Shooting - Necron warriors have a shot on a raider. Gauss weapons fail to damage. Ork big shootas try to take down a raider, no damage.
Dark Eldar Turn 2 -
Reserve rolls bring Hesperax and crew onto the field and one unit of scourges. Scourges make a pinpoint landing to threaten the Big Mek and Deff Dread.
Movement - Hesperax enters play via the webway portal heading toward the unit of 23 boys. On the far left, the raider and venom rearrange themselves for better placement. The Dais flies to the other side of the ruins to lend it's guns to the cause. To prepare for my opponents potential deep striking rolls, my raiders arrange themselves to ensure difficult Monolith placement in my backfield.
Shooting - Combined shooting blows up the other ork trukk and the haywire blasters miraculously roll double 6's for their haywire effect on the Deff Dread blowing it up as well. Dais kills a few nobs. Wyches forgot to load their pistols before the fight apparently, scoring no wounds on the boys before they head in. Lances kill some scarabs.
Assault - Hesperax crashes into the unit of Ork boys. Hesperax fails to impress, but the Bloodbrides jacked on Grave Lotus murder orcs en masse. orks attack back and kill a few wyches. Orks brought below 10 models, then fail their morale test. Wyches win initiative and slaughter the unit. Hesperax now has Furious Assault... and finds herself ready to get shot up. Underestimated killiness.
Team Orkron Turn 2 -
Reserve rolls bring in both the Monolith and the Nightscythe. Monolith lands on far right table, Night Scythe lands behind where the ork boys used to be.
Movement - Ghazkull declares a Waagh! to try and gain some much needed ground. Orks continue their movement forward. Shootas again fail to make any progress in their ruins. Lycheguard deploy from their Night Scythe, intent on giving Hesperax the business. Scarabs move up and prepare to NOM NOM the Dais. Warriors move forward. Scarabs on far right move up to eat a raider.
Shooting - Ork big shootas take shots at a raider, again no damage is caused. Night Scythe fires at a raider, immobilizing and shaking it. Warriors fire at a raider, no damage. Monolith drops a blast on the warriors in the ruins. Shot scatters ineffectively.
Assault - Big Mek and nobs assault scourges. Scourges are crushed unceremoniously. Scarabs assault the Dais, munching 2 points of armor. Other scarabs assault raider on far right munching 3 points of armor and damage rolls result in a shaken raider.
Dark Eldar turn 3 -
All reserve rolls successful. Blasterborn fly on to light up monolith, scourges land in the Orkron backfield to threaten the Night Scythe. Unit of bloodbrides enter play via the portal to crush the scarabs that had the audacity to mar the Dais while the bloodbrides with the shardnets entered from the table edge on my left to try and stem the green tide that was getting closer.
Movement - Warriors in building haul ass into their raider and get outta dodge. Dais moves to deliver its payload into the Lycheguard. Vect and friends bail out of the dais. Hammy in Hesperax's unit leaves bringing an extra pain token to the Lord of Commorragh, giving them Furious Assault. Hesperax and friends move up to kill shoota boys. Venom moves to opposite side of the building to try and soften up Thraka. Blasterborn bail out to fire. Wracks inside the immobilized raider bail out to help wyches with nobs.
Shooting - Dark Eldar shooting this phase is mostly useless. Monolith withstands a hail of lance fire, a unit of scarabs is wiped off the field, and Klaivex bloodstone with liquifier guns manage to score a wound on my own Hammy ancient! (I completely forgot about Lycheguard shield reflecting! oops lol)
Assault - Bloodbrides and Wracks assault Big Mek's nobs, destroying them. Roll off gives pain token to bloodbrides, putting them at 2. Hesperax is once again unimpressive, her entourage scoring enough wounds to win combat despite some bloodbride losses. Vect charges in, incubi and hammies in tow. Vect's attacks are batted away harmlessly by some glorious invulnerable saves from lycheguard shields. They are not quite as lucky against the massive amount of incubi furious assault power attacks and are cut down to the man (robot?) thereby denying reanimation protocols. Vect's unit now has 3 pain tokens. The bloodbrides in the center eliminate the scarab swarm.
Team Orkron Turn 3 -
Movement - Thraka and the unit of 20 boys move closer to my battle line. Night Scythe retreats toward table edge.
Shooting - Big shoota on immobilized trukk fails to damage Venom. Night Scythe fires on Scourges killing 2. Morale check failed, flees on top of wrecked Ghost Ark, failed dangerous terrain test leads to another dead scourge. Warriors attempt to bring the weakened raider down but have no luck. Monolith drops ordnance on unit of bloodbrides in the center, killing 7 of them. Morale check is passed.
Assault - Thraka has just enough movement to make it into Bloodbrides and Boys crash into the wracks. Miraculouly the bloodbrides tie the combat (thank you shardnets) but the wracks are not so lucky. After a few boys die, the avalanche of greenskin attacks wipe out the wracks completely. Hesperax again succeeds at being mediocre, but her entourage kill many orks. Not enough to remove fearless, so orks stick around after killing a few brides. It is now only Hesperax and the Hydra Gauntlet brides left.
Dark Eldar turn 4 -
Movement - Blasterborn get back in their Venom and move to safer location out of big shoota range. Vect heads toward Boys that slaughtered wracks. Hammies leave this unit to get back on board the Dais. not entirely certain how that should work for pain tokens, I erred on the safe side and had each hammy take a pain token each leaving Vect with one. Dais then brings its lances to bear on the Night Scythe. Survivors of the Monolith blast hide themselves away in nearby ruins to deny kill point. Scourges rally and remain perched atop the wrecked Ark.
Shooting - The Dais succeeds at blowing up the Night Scythe and massed lance fire blows up the Monolith. No other noteworthy events uring this shooting phase.
Assault - Bloodbrides take some more casualties from Thraka but manage to tie the combat yet again. Vect and Incubi assault boys wiping the unit before orks can attack back. Consolidate toward Thraka. Hesperax eliminates the remaining shoota boys and consolidate into the ruins.
Team Orkron turn 4 -
Movement - All units are either locked in Assault, immobilized, or content behind cover to shoot.
Shooting - Big shoota on trukk fails to damage Vect's unit. Warriors eliminate remaining two Scourges. Overlord's unit fires once again at the damaged Raider with yet again, nothing to show for their troubles.
Assault - Thraka brings the bloodbride unit to only the Syren remaining who then promptly decides that sticking around longer is a bad idea and heads for the hills.
Dark Eldar turn 5 -
Movement - Vect closes the gap between himself and Thraka.
Shooting - Nothing noteworthy.
Assault - Vect and Incubi crash into Thraka's unit with Furious Assault. Vect kills Thraka and the Incubi slay the remaining nobs.
Team Orkron turn 5 -
Movement - No movement.
Shooting - Warriors finally destroy the raider they've shot at all game.
Assault - No assault
Roll of 5 continues the game for another turn
Dark Eldar turn 6 -
Very uneventful turn.
Team Orkron turn 6 -
Shots fired from Warriors at my Kabalites in the building, they go to ground and save all wounds.
Roll of a 2 brings the game to conclusion.
End Result -
Team Orkron KP = 5
Dark Eldar KP = 17
Analysis -
Victory Dark Eldar! I believe this game was decided in the first few turns. I had some great luck on vehicle damage charts (immobilizing Thraka's ride and destroying the Necron Ghost Ark), the unfortunate scatter destroying what could have been a very successful flank by Immortals, and the abysmal run moves for the Orks set the pace of the game. After that it was all damage control. Hesperax continues to show me that her 175 point price tag is a bit inflated. All in all, the three of us had a very enjoyable game of 40k. Feel free to chime in with any thoughts/comments you may have!