So with the new Eldar Codex out, Shadow and I are going to do a series of games (and battle reports) trying out various Eldar lists to see the Dark Eldar codex stands up to them.
Also if you haven't checked it out already we have a new
Eldar subforum here at The Dark City for all your Craftworld Eldar needs.
The Armies:Black Buzzards (DE)HQ
Succubus, venom blade, haywire
ELITE
4 Grotesques, aberration, venom blade
Raider
TROOPS
10 Warriors, cannon
Raider
10 Warriors, cannon
Raider
10 Warriors, cannon
Raider
FAST ATTACK
9 Reavers, 3 blasters, arena champion, venom blade
9 Reavers, 3 blasters, arena champion, venom blade
HEAVY SUPPORT
Ravager
Ravager
Craft World Eldar(CWE)HQ
Autarch, Mantle of The Laughing God, Laser Lance,
Fusion Gun, Jetbike
Warlock, Jetbike (conceal)
TROOPS
5 Dire Avengers
Wave Serpent, Twin linked Shuriken Cannon, Underslung Shuriken Cannon, Holo Fields
5 Dire Avengers
Wave Serpent, Twin linked Shuriken Cannon, Underslung Shuriken Cannon, Holo Fields
5 Dire Avengers
Wave Serpent, Twin linked Shuriken Cannon, Underslung Shuriken Cannon, Holo Fields
5 Windrider Jetbikes
FAST ATTACK
Crimson Hunter, Exarch
HEAVY SUPPORT
Fire Prism, Holo Fields
Fire Prism, Holo Fields
Fire Prism, Holo Fields
Mission: Big Guns Never Tire (three objectives)
Deployment: Hammer and Anvil
Night Fight on first turn: Yes
First Turn: DE
Warlord Trait DE: Divide and Conquer (-1 to enemy reserves)
Warlord Trait CWE: Princeps of Deceit (redeploy D3 units)
Combat Drugs: Painbringer (re-roll to wound)
ObjectivesThere were three objectives, the Eldar (Shadow) got to place two of them. I placed my centrally as I wanted the fighting to be over the centre of the board, as the Eldar were likely to have a mobile scoring unit late in the game (as the fire prisms were scoring and resilient thanks to the their holo fields).
Deployment:I had first turn and night fight so I deployed very aggressively, I wasn't going to win a shooting/dancing match with the Eldar as my vehicles were a lot more fragile than their eldar counterparts. The Eldar also had a range advantage with their fire prisms and serpent shields.
The Eldar deployed as far back as possible with the fire prisms out of sight. The Autarch was deployed centrally so that he could threaten a large part of the board.
The Eldar didn't seize the initiative.
Turn 1 (DE):The bottommost ravager and raiders moved forward and fired into the central wave serpent glancing it to death (it had not cover save as it hadn’t moved). The Dire Avengers emergency disembarked behind the forest. Two raiders and a ravager fired into the topmost wave serpent stripping two hull points. The Raider with the Grotesques moved flat out towards the eldar. The reavers turboboosted to the top flank (they got a 2+ cover save from any shooting more than 12" away thanks to night fight).
Turn 1 (CWE):The autarch moved towards the raider with the grotesques in it and destroyed it with his
fusion blaster fusion gun before jumping back onto the bunker with his assault move. The explosion wounded a grotesque. The bottom prism fired into the bottom ravager but failed to do any damage (4+ cover from night fight and jink). The bottom wave serpent fired into the same ravager but again failed to do any damage. The other two prisms fired into the topmost ravager but both missed (the lance curse!). The serpent with one remaining hull point fired it's turret and shield into the closest raider scoring a single glancing hit. The dire avengers ran into the forest.
Turn 2 (DE):The top two raiders and ravagers moved forward an fired into the wave serpent on a single hull point managing to get a penetrating hit through, causing the serpent to explode (as it's shield were down). The bottom ravager and raider fired into the remaining wave serpent but failed to damage it. The reavers moved forward to threaten the fire prisms with their blasters but I decided it would be better to use them to bladevane the dire avengers, giving them a 3+ cover save for moving flat out and a pain token each for slaughtering the avengers. All three warriors disembarked and fired into the solitaire as they had nothing else to shoot (as they forgot their blasters in Commorragh), failing to wound him despite firing 36 shots (on average it takes 108 splinter shots to inflict a single wound on a solitaire with a 2+ re-rollable cover save). The succubus and her bodyguard stayed in their crater as from their they could defend the warriors from the autarch, and threaten two objectives.
Turn 2 (CWE):The Crimson hunter failed to come in (needing a 3+ as divide and conquer countered the bonus from the autarch). The windrider jetbikes came on and fired into the reavers killing two. The two fire prisms fired large blasts into the reavers, but failed to kill any due to bad scatters, 3+ cover and FNP. The fire prism at the bottom fired into the ravager but missed (lance curse strikes again!). The wave serpent destroyed the raider near the warrior on the central objective. The autarch moved out of the ruin, losing a wound to dangerous terrain, he then failed his 7" charge with fleet leaving him in the open.
Turn 3 (DE):The bottommost reavers fired into the rear of the wave serpent (AV10 and unshielded), however they failed to do any damage! All the ravagers and raiders moved to get a jink save and fired into the same wave serpent, but only managed one glance between them. The other reaver squad fired into the windrider jetbikes killing two, the bike flee off the board. The three warrior squad rapid fired into the autarch but fail to wound him (66 splinter shots). The succubus and grots charge the autarch, inflicts one wound with his overwatch. The autarch challenged however the succubus refused, he failed to do any damage to the grotesques (S3 as he didn't charge). The grotesques then manage to inflict one wound. The Dark Eldar won combat, the autarch held, however he rolled a six for his hit and run, meaning he failed to get away!
Turn 3 (CWE):The crimson hunter came on and wrecked a ravager. The bottom fire prism fired into the surviving ravager, but missed (LANCES THEY ARE CURSED!). The central fire prism fired a large blast into the bottom middle reavers killing two and forcing them to flee. The wave serpent fired into the raider near the central warriors making it explode, hitting the warriors who went to ground and didn't take any casualties. The last fire prism fired into the large reaver squad hitting five but only killing one (4+ cover/FNP). The autarch was cut down by the grotesques and they consolidate towards the fire prism.
Turn 4 (DE):The reavers rallied and fired snap shots at the prism near them to no effect. The ravager fired into the same prism to no effect. The warriors in the open moved and ran toward the crater. The warriors in the forest embarked on the raider which moved flat out towards the bottom objective. The larger reaver squad fired into the rear of the wave serpent, but it jinked the penetrating hit. The Succubus and here bodyguard charged the fire prism near them destroying it, the explosion killed a nearby warrior.
Turn 4 (CWE):The crimson hunter glanced the ravager to death. The surviving fire prism at the top and the wave serpent moved away from the Dark Eldar. The fire prism at the bottom fired into the bottom reavers hitting five but failing to kill any!
Turn 5 (DE):The warriors in the crater moved up to secured the top objective. The warriors in the forest disembarked to secure the bottom objective. Their raider spun round and fired into the fire prism immobilising it. The small squad of reavers fired into the same prism destroying it. The large squad of reaver turboboosted to the other side of the board. The Succubus and here grots moved towards the fire prism at the top near the forest, but failed their charge.
Turn 5 (CWE):The crimson hunter destroyed a raider. The wave serpent fired into the reavers killing two. Finally the fire prism, which was scoring/denial thanks to the mission, contested the bottom objective. The game ended. Dark Eldar Victory!
DE VPs: 11 (2 objectives, slay the warlord, line breaker, first blood, 2 big guns silenced)
TE VPs: 2(2 big guns silenced)
OverviewA good game that would have been a lot closer had Shadow not had so many dud rolls at key moments: crimson hunter not coming on, autarch failing his charge, and failing his hit and run. Any of those three rolls could have changed the landscape of the game significantly. I also had a great first turn with my lances doing really well. Had I gone second, or not had night fight the game could have been very different. Especially seeing as I didn't have blasters in my warrior squad my AT could have evaporated very quickly (I'm definitely reconsidering them after this game). Anyway on to the Eldar!
Fire prisms seem great on paper, but their single shot when it comes to AT doesn't make them that reliable (they can miss, or be negated by cover), so I wouldn't count on them for AT, they definitely need guide/prescience support to fulfil that role. However they do bring flexibility and the S5 AP3 large blast is a fantastic asset to have against all the marine armies out there.
The crimson hunter was very impressive, vector dancer basically makes it a flyer without flyer restrictions and 4 BS5 S8 AP2 shots mean even if you roll badly you will most likely glance something to death or severely cripple it. That being said my list had no AA so I'm not sure how well it stands up to interceptors and other forms of AA.
The wave serpents were tough, but still die to stripping hull points, if anything it's the 4+ cover save from holo fields that make eldar tanks a royal pain to deal with. On the bright side the shield doesn't protect the rear armour which is also AV10. Although all my blaster shots whiffed splitting your forces can ensure you get shots at that vulnerable rear armour.
The Bikertaire was ridiculously resilient to shooting, but as expected folds like a wet paper bag if you manage to charge him. Ironically because he is so resilient to shooting he will probably look for a one turn combat, using hit and run at the end of his own turn, especially if he is using the laser lance, as he is a measly S3 on the second round of combat and he is far more resilient against shooting than in assault.
As for the warlock and bikes, I think the warlock only being leadership 8 is problematic for a unit that falls back 3d6".
A big thanks to everyone in The Dark City chat for giving me advice and helpful tactical/strategic banter. And of course a big thanks to Shadow for a very enjoyable game as usual.
Hope you enjoyed the report!