Tag Archives: Dark Eldar

You Wait Ages for a Bus…

…then, as the adage states, two come along at once. Except, in this case, we’re not talking about public transport. No, we’re talking about no holds barred, miniature scaled combat with metal, plastic and in some cases resin, toy soldiers. The way real men choose to fight!

It was rather surprising then, that with the dearth of gaming through the halls of the floating citadel that we managed to get some chaps together twice in as many weeks. A feat unheard of in our recent history.

We kicked off the first of these gaming days on the patio of the ZombiePirate wing, the weather has been rather glorious in sunny old England of late so we took advantage of it. Something my arms and back of the neck were less than happy about by the evening. Gribblin and I threw down with our first proper game of 6th edition 40k, he with his newly pimped out 2000pts of Eldar and me with the same value in a heavily Slaanesh themed (what else did you expect?) Chaos Space Marines. We had a three objective game and went at it with our usual gusto. Being the first game of an edition that has changed a lot of the how the game plays we did mess up a few things, however, looking back on it I don’t think anything we got wrong would really have had a bearing on how things turned out. Gribblin pulled off a convincing win and I learnt some valuable lessons about the new CSM.

  • Chaos Bikers are awesome, especially backed up by a Feel No Pain banner
  • Eldar Shuriken Catapults are rather nasty now
  • Dark Reapers don’t like Plasma Cannons
  • Noise Marine weapons make me giddy with glee at how amazing they can be
  • Diagonal deployment zones are a pain in the ass
  • Sorcerers are still fun to use
  • ZOMG Heldrakes!

I had a really enjoyable game, it was such a pleasure to play that I hadn’t even noticed the fact I couldn’t win the game until turn 5. Winning or losing really was just icing on a very tasty gaming cake though. I look forward to getting some more use out of my Chaos and tweaking the list after a few more games have gone by.

In the second week we also returned to 40k. Again, it was Gribblin and I, however, this time I pulled the dirty on him and took my Dark Eldar for a spin. One of the reasons that I haven’t played much of the new 40k is that I wasn’t really sure what would become of my beloved sadomasochistic hedonists. I needed to buy another few transports to make the army work at the new points level and that led to a few nights of putting together some more models. However, it was all worth it. After a very close and bloody game the previous week this one was far more one-sided. Eldar of both flavours are armies where you really need to have things work together and bide their time to strike in the right place. A few mistakes can very quickly lead to the complete dismantling of your army. I’ve played enough games with my Dark Eldar to be confident in what they can do, I took my time and prepared lanes of attack. That patience paid off as I’ve learnt how being too aggressive and impetuous can put you in a bad situation. By the end of the game I had completely destroyed the entirety of Gribblin’s Eldar, there was nothing left at all. It was a two objective game and I held both at the end, as well as Slay the Warlord, First Blood and Linebreaker. I did feel slightly sorry for him as things just went so well for me and units did what they were meant to do.

We both had spells of good dice and ill so there wasn’t really any one-sided luck to ruin things. The army for me just brought home how powerful a Raider load of Splinter shots can be, especially with Splinter Racks to back you up. The highlight of the game for me was the first of my two Razorwings firing off its monoscythe missiles and scoring 36 wounds out of 38 hits (one of my definite “good dice” moments).

I really like 6th edition. It is rather different to 5th in many ways and is a lot more brutal (or, at least our games have been). 40k was the first tabletop game I played other than family favourite Space Crusade so the universe is what birthed my hobby obsession. As often as I’ve tried to leave it behind it won’t let me and I have two very different armies for it now so can enjoy the game a number of ways (and play it with myself if I really want to).

These two weekends were not just filled with GW fanboism though. Gribblin brought along Star Trek Fleet Captains and I have to say that the game is a lot of fun and very definitely has that Star Trek feeling to it. While in the first game we crushed the Federation beneath the iron shod boot of the Klingons the second game didn’t go nearly so well. I’ve bought the Romulan expansion for it so that I can get to play my favourite race now though so it’ll be Tal Shiar agents all round in our next game.

Speaking to the various members of our group there does seem to be a lot more activity happening with our hobby desires and this can only be a good thing. Hopefully we can now go on and end the dry spell we’ve been having over the past year and get back stuck into some serious gaming.

A Moment Of Gaming Awesome

Servitob: Can my Razorback ram your Razorwing fighter?

ZombiePirate: It’s an aeroplane, but it’s got a base so technically the rules say it can be rammed.

Servitob: OK, my ground based tank is going to ram your flying aeroplane.


Servitob: Wait, I think that was my damaged razorback. I just tried to ram your flying aeroplane with my immobilised ground based tank…

Epic Fail – When Good Dice Go Bad

In general we love our wargaming. Not only is it a creative outlet for our more artistic drives, but it stretches the cerebellum and provide the exercise for our grey matter that might be lacking in other activities (like watching sports).

We pore over army lists, trying to devise cunning ways to improve our armies, looking for synergies of troops and vehicles or monsters with which to make a fun game and hopefully bring us victory and allow us to triumph over our foes. I could probably do with some kind of alliterative example here but you’re not going to get one!

So it was that for the May Day bank holiday that gripped the lands below the mighty floating citadel that is the 6 Inch Move palatial residence, a few of the more dedicated gamers gathered together to duke it out using little plastic soldiers. The way real men settle their differences fo’shizzle. (We did have two drop-outs, one with some kind of mild headache claimed to be a migraine and the other with excuses of some kind of outdoor, fire-pit based social event, but we all now geeks don’t have friends, or do outdoors so come to your own conclusions).

This auspicious day saw nBreaker start a winning streak we are hoping to cut short. My Arcanists Show Girls crew were slaughtered mercilessly at the hands of the Dreamer and Lord Chompy Bits, followed not long after by Gribblin’s Eldar taking a beating from nBreaker’s Orks. However, all of this is a 250+ word pre-amble to the main event, a kin strife war between that same Eldar army and my own burgeoning Dark Eldar.

Gribblin and I have done the “Elf on Elf” thing before, but in the fantasy setting, it was brutal, bloody and there wasn’t a whole lot left at the end of the game. Therefore we imagined that this was probably going to pan out in the same vein. I took my double Succubi list I posted a while back but took one squad as Bloodbrides, kitted both Wych units with Haywire grenades and dropped the Mandrakes.

Now, while battle reports are generally pretty cool to read the amount of fail in this one leaves us far too embarrassed to do it. It seemed that no matter what either of us could do it just wasn’t the day for the dice to co-operate. We ended up with an Annihilation mission with opposite corners for deployment. I deployed first but then Gribblin stole the initiative, this should have been a warning of things to come. His Rangers shot my Kabalite Warriors and (of course) I failed the pinning test, everything else was pretty much out of sight and survived. The Kabalites would not shoot for the first two turns of the game despite having Ld8, I rolled above 10 both times. My Ravager went up against the Falcon and in an impressive bout of fail only managed to Shake it for the whole game. My Bloodbrides failed to kill 10 Dire Avengers despite two Agonisers and the +1 attack combat drug, they did soundly beat them but then failed to catch them after rolling a 1 for their sweeping advance. Of course they got shot up without the benefit of the Pain Token they should have collected.

Once again the Reavers proved their worth by immobilising the Falcon and then shooting up the Rangers, on Gribblins part he failed more 3+ cover saves than anyone had right to. I sent my normal Wyches into the War Walkers who proceeded to take 4 turns to only take down 2 of them (OK, I’ll admit that this was the wrong target on my part). My Bloodbrides epically failed their move through cover check to assault the Rangers before my Reavers finally saw them off.

We ended up calling the game a draw, Gribblin did have one more kill point than me when we totted up the final tally for giggles at the end but both of use had hardly anything of the 1000pts we took left. I have never ever seen such awful dice, both of us suffered from rolling low when we needed to roll high and vice-versa. In general it seems that at times the dice gods do abandon one player at times and no matter what you do you get pounded, however, for it to happen to players on both side of the table is amazingly rare. So, if we look on the bright side I suppose it is unlikely to happen again. Maybe the Dice Gods do not like Eldar on Eldar match-ups?

All I can say is that game only took around an hour to play as the back and forth was pretty swift as nothing really was going to plan for either of us. I think part of it was definitely the list I took, I rehashed one from a multi-player game and it wasn’t ideal for playing solo. If nothing else though I’ve learned some more about my Dark Eldar and that can never be a bad thing.

Warhammer 40000 Freshly Painted Miniatures: Grey Knight Paladins, Ork Killa Kan, Space Marine Shadow Captain Korvydae of The Raven Guard and a Dark Eldar Kabalite Warrior

Besides making the longest post title in the history of ever; I thought I’d upload some pictures of some of the latest miniatures as painted by the crew for last week’s mega gribble.

First up are some Grey Knights, as painted by Carabus. I especially like the basing here.

‘Kan by nBreaker WIP.

Space Marine Shadow Captain Korvydae of The Raven Guard WIP, as painted by our guest gamer.

Dark Eldar Kabalite Warrior WIP by ZombiePirate.

Click on the pictures for higher resolutions!

Dark Eldar Tactics – Webway Portal

Over the weekend the floating citadel played host to yet another mega-gribble. At the behest of Space Marine Commander supremo Servitob we strong-armed Gribblin into bringing more Tyranids than meets WHO safety guidelines (that’s 5000pts in old money) to fend off the amalgamated forces of the rest of us.

The side of “good” had 1000pts per player and consisted of me and my Dark Eldar, nBreaker and his fancy new Orks, Carabus and his fancy new Grey Knights and Servitob with a decidedly more twin-linked Space Marine force. Rather than play the same kind of scenario game we did the last time this was going to be a much more simple throw down. While last time out the scales tipped ever so slightly in favour of the sex-legged ones by the time the smoke settled on this one the Tyranids had been resoundingly beaten. The heaviest losses were suffered by nBreaker and his Orks, I lost 14 models total and Servitob had Marines on the board at the end of the game, in fact, more of his army survived all the way through, a first for him and well worthy of some kind of trophy, if we could be bothered or had one on hand (we couldn’t and didn’t).

One of our other friends came along with 1000pts of Raven Guard as mathematically minded readers may have totted up that 4 people and 1000pts a piece doesn’t quite equate to the 5000pts of extra-galactic Xenos filth we were up against.

This large scale battle allowed me to experiment with my list a little, here’s what I crammed into my 1000pts;

Archon with Agoniser, Shadowfield, Phantasm Grenade Launcher and Webway Portal

5 Incubi in a Raider

8 Hekatrix Bloodbrides with Syren, Agoniser and 2 Shardnets

10 Kabalite Warriors with Splinter Cannon

8 Wyches with Hekatrix, Agoniser and Shardnet

6 Reavers with two Blasters

Ravager with Nightshields, Flickerfield and Disintegrators

Everything bar the Ravager and the Archon with his Incubi were deployed in reserve. This was a risk, I knew, but as this was a game with more than two players I thought that would balance out OK. I was right!

Turn 1 the Archon’s Raider zipped over the halfway line, hopped off and deployed the portal. Turn 2 and the Bloodbrides arrived followed by everything else on turn 3. My army held and won our right flank pretty much on their own, the amount of wounds my combat troops inflicted was ridiculous with my Archon seeing off a Tervigon, unit of Termagants, unit of Rippers (although he had some help on this one) and finally killing off a Tyrannofex. I had two unit at full pain tokens at the end of the game and my combat drugs roll of 6 helped out all the Wych units.

The portal worked quite well although I did worry about putting the Warriors in it, in the end my concerns were justified as the sole remaining Biovore shot them, didn’t scatter and killed 7 of the 10 after I had failed to move my unit correctly out the portal which left everything bar the Splinter cannon out of range. Amusingly even though they ran off, the Bloodbrides shot it down with their Splinter Pistols before they could assault.

Due to the other armies on the field shooting up the Tyranid lines I think I got away with things. Historically when you played with a webway portal you’d take two of them and put them on Sybarites in your warrior units so you would have one on each flank, of course you could fly vehicles out of them then too. Now you get cheaper portals but there are far fewer models who are capable of taking one. This serves to generally make them a more expensive option to start with.

From using this one as a test I can see that if I were playing a normal game I’d still want two of them. Ideally you want that portal down on turn one as waiting for another turn could rob you of the advantage of using the portal to bring your units on which is the whole reason behind taking the portal in the first place! Sticking with one portal makes your army predictable, after all you can’t bring vehicle units through it so your reach isn’t huge, the piecemeal nature of Reserves can also mess up your plan of course. Two portals would give you a choice of where to concentrate your force and means your enemy cannot just gun for one portal and know where you will be.

You could of course us the portal as a distraction, drop it hoping your opponent will focus around it and then bring on troops in Raiders of Venoms from your own table edge, sure it’ll be another turn before you can disembark and get somewhere (going flat-out) but hopefully you’ll have duped the opposition and then you can capitalise on that. Seems like a suitably Dark Eldar like ploy but you are spending a chunk of points on Wargear you’re not going to use.

My own 1500pts army is based a lot on being mobile and has a lot of vehicles in it, once the webway portal is deployed you are stuck to it, especially with foot infantry. Redeploying or shifting your forces will be much slower than if you can re-embark onto transports. Sure the average Dark Eldar player is expecting to lose most of those transports in turn two but just one that survives can get a unit to the otherwise of the battlefield pretty quickly.

While the webway portal does have its advantages I think it can also be a massive liability. In multi-player games like the one we had those disadvantages are minimised. The problem for Gribblin is that the collection of armies we have means that each individuals weaknesses are covered by the strengths of another army. Especially so now that we are all playing with our own forces, ones we’ve studied and worked out ourselves. I doubt I’ll use the portal in many games myself, mainly due to the limits it places on you. Sitting down the portal unit and your heavy support against an entire army’s worth of deployment on the opposite side of the table isn’t a sure-fire way of getting your guys safely where they need to be and terrain placement could screw with your carefully orchestrated plans.

Putting your assets in transports provides much greater mobility and the chance to react more quickly and while I would never recommend a reactive strategy when playing an opponent sometimes you need to do that to maintain the initiative.

These are just my thoughts from using it in a single game, but these big battles do give us the option to try new things that may cause catastrophic losses should they be tried in a normal 1 v 1. While these big games are fun I think we might rein it in back to the normal format for now so that we each can see our armies in the spotlight a bit and give Gribblin a shot at each of us individually.

We are thinking of running a little friendly league among us. Nothing overly competitive just a fun way of organising who plays against who and seeing who is coming out on top. While we’ve now all beaten the Tyranids collectively it’ll be interesting to see how my Dark Eldar fare against the guys that I have been fighting with. Those Grey Knights seem quite nasty and Servitob’s new pimped out Marines are also more of a worry.

I Feel Your Pain – NOMNOMNOM!!!

While I wait for the time to download the photos from Saturday’s game and give you a bit of a rundown of the game we had I thought I’d take this opportunity to “do a Gribblin” and throw up the list I took to our monster (pun intended) game.

Once again I threw down with my Dark Eldar, this time taking 1000pts compared to the 750pts the rest of my allies took. I changed things a little from the previous game, as I’ve mentioned in a previous post, I have dropped the Incubi as they need the Archon to back them up. I brought in a second unit of Wyches, after all who doesn’t want a bunch of crazed half-naked chicks rampaging across the battlefield?

For 1000pts I purchased the following;

2 * Succubus with Agoniser

5 Mandrakes

2 * 8 Wyches, Hekatrix with Agoniser and Raider with Nightshields

10 Kabalite Warriors with Splinter Cannon

6 Reaver Jetbikes with 2 Blasters

Ravager with Dark Lances and Flickerfield

Not much different to my last list. I’ve added in the Ravager to give me some anti-tank or anti-gribbly in this case. The Dark Lances did a good job of grabbing some Instant Death results having seen off some Tyranid Warriors, the Hive Guard and the Biovores. Being able to move at cruising speed and still shoot all of your guns is a fantastic asset.

The extra Succubus is a bit of an indulgence to be honest. I’ve picked up the new model released earlier in the month and used it alongside my conversion of Lelith. I’ve changed one of the arms on the proper Succubus model for a thinner and more Eldar looking spear as the one that comes with the model looks a little to heavy for my tastes.

The second unit of Wyches was always my plan for my eventual 1500pts list. While they die to a stiff breeze when out in the open you get these ladies in combat and they will destroy things while their dodge save keeps them relatively safe. Get them a Pain Token and their survivability is only reduced by power weapons or S6 or higher, while normally they are able to tarpit stuff a lot larger than they are.

Admittedly I got them all killed in this game, I thought I’d got far enough away from combat but really I should have held back the second unit from the Hormagaunts and not left myself open to all the Nid shooting. Oh well, you live you learn and Dark Eldar are not all that forgiving when you do make mistakes so your learning curve is quite steep. I am learning just how much you want to send into a combat in order to see it off in your opponents turn.

The Warriors saw off Termagants in close combat and also put a wound on the Trygon. Gribblin was actually passing quite a lot of his armour saves during the game which is always annoying hehe.

The Mandrakes didn’t really add anything, against the kind of force we were facing they just had nothing to do, sure they were a cheap throwaway unit really and by the time they decided to turn up both flanks were pretty much taken care of from our sides perspective, the real combats were being fought in the middle.

The Jetbikes did a lot more this game, their blasters proving quite effective especially when backed up by the Splinter Rifles, I.m enjoying this squad even if the combat drugs roll for this game was a 1 which was completely useless for them. I’ve still not used their blade vanes for an attack but they are fast and shooty and that’s good enough for me so far. Making better use of cover has also helped ensure their survivability.

I’m looking at the options I have for changing a few things around as well as the eventual 1500pts that I want to have. I’d really like a Cronos and/or Talos but until there is a proper model I’m not going down this route.

Something for the Weekend?

Far from being an invitation for an illicit triste, today’s post here at 6 Inch Move is a heads up for what the good folks of the floating citadel are planning for their Saturday afternoon!

Rather than throw down in a usual fashion we are going to be playing a large scale 40k battle, this will be showcasing Gribblin’s Tyranids, 4000pts of them to be exact. Against this collection of multi-limbed combat monstrosities will be the motley collection of allied forces from the rest of the 6 Inch Move crew plus a special guest. We’ll be showing off Chaos, Space Marines, Eldar, Tau and my own Dark Eldar to try and halt the planet-nomming menace in a custom scenario designed for the day.

I’m hoping that we can take some photos to show you what goes on and we’ll let you know next week how the game panned out. I wonder how many pain tokens I get for Fluffy the Bio-titan?

Dark Eldar Army Building – Wyches Vs Incubi

As regular bleaders (blog-readers?) may no doubt remember I got to take my Dark Eldar out for their first trip to the carnival a few weeks back and I posted then on how the various parts of my army list performed.

When I originally came up with the list I had spent some time umming and ahhing about whether to take the 5 man squad of Incubi or another squad of Wyches. What it came down to in the end was that I already possessed the Incubi and would need to buy another box of stuff to get that second Wych squad. In the next game I fight that squad of Incubi will be replaced by the Wyches and I thought I’d spend today’s post going through the Theoryhammer behind the move. Due to recent events in my personal life this post is about 2 weeks behind schedule in when I wanted to post it, hopefully it was worth the wait.

Force Organisation

Obviously these two units appear in different places on the FOC, with the Incubi we are looking at Elites, while the Wyches are now in the Troops category. Before we even consider the points cost difference between the two units I think this is a valid area to look at first. The Wyches can take and hold objectives, while I am very much aware that their Wychsuits aren’t going to be doing much to protect them against damage objectives are normally in ruins or woods or something that will provide a cover save. While the Incubi have the armour to survive getting shot at they’re still T3. Incubi are a little too expensive to be sent to camp objectives but in those final few turns being able to hold rather than just contest is a useful ace in the hole.

Cost and Optional Extras

Due to the various locations on the FOC an Incubus is over twice the price of a Wych, even an Hekatrix Bloodbride provides a substantial cost saving over your regular Incubus. For the cost of 5 Incubi with a Raider you can get a squad of 8 Wyches with upgrades in the same transport. While the Incubi have power weapons to start with and a better armour save the Wyches have access to various special weapons and the ever useful Agoniser and that’s before we think about the bonus that can be gotten from Combat Drugs. More bodies means more wounds which can almost be an offset for the poorer armour of our ladies but that save obviously improves dramatically once they get into combat.

Roles and Responsibilities

This was the part that I thought the longest about. On paper you just seem to get a lot more mileage out of the Wyches; Plasma Grenades, special weapons, combat drugs, Invulnerable saves, cheaper, troops etc… However, and while it may seem obvious to others, the one thing that I sort of had an epiphany over was the fact that Incubi are designed to be sent against higher toughness opponents than the Wyches.

Their weapons allow them to strike at Strength 4 something that make a rather big difference compared to the normal Eldar S3, this puts them on a par with Striking Scorpions with the same armour save but the advantage of having power weapons. Take Marines are the benchmark, a Wych will hit on a 4, wound on a 5 and then go up against the 3+ save. This is not taking into account any Combat Drug bonuses, which vary game to game, nor Hekatrix upgrades. On the charge the Wych will gain 3 attacks, so, 1.5 hits equates to 0.5 wounds, which becomes 0.16 chance of a wound from those attacks against a space Marine. Charging the Incubus will have the same number of attacks but has a higher WS than the Marine, so we are looking at 2 hits with 1 wound and no armour save due to the power weapon.

From this mathhammer you’re looking at the Incubi as being a really useful unit and I am not saying that they are not. The problem for me is when you look at the attacks coming back. I’m not going to go into the maths this time but in general you rarely face an opponent that doesn’t have some kind of squad leader with a power weapon or a power fist. You have Space Marine Sergeants, Power Klaw Nobs, Scorpion Claw Exarchs etc… etc… you expect this and because of that need to plan for the eventuality, especially with a close combat oriented army. Crappy Eldar T3 is no protection against these weapons, especially the fists and you are unlikely to wipe the squad in one round of combat, as Dark Eldar you are planning not to in fact. You want to charge in your turn, slap down the resistance, stay in combat so on your opponents turn you beat them allowing you another charge in your following turn to keep you safe from shooting.

With this in mind you are planning to take some retaliatory attacks and whenever I think of this scenario I can’t help but think the Incubi lose out. Their low toughness is a traditional weakness but their armour save is of no use now, even a Pain Token will not help them out against things that ignore their armour. Their expense suddenly becomes a liability as they will get hit back and can be pretty easily wiped out over a few turns of combat. Wyches on the other hand have more wounds in the squad and their invulnerable save will stop those power fists, add in the Hekatrix with an Agoniser to the squad and you are looking at a fight going more favourably in your direction to start with.

Perhaps looking at the targets in this manner means I am throwing Incubi at the wrong targets, but I cannot think of any instance where you wouldn’t be better off using Wyches due to the Agoniser Hekatrix. I think an Archon with that Incubi retinue would be a completely different prospect and I do think that you are better off throwing Incubi at something you want gone in a turn or a combined charge with something else of course. Obviously the Incubi can weather being shot at better than the Wyches, especially when out in the open but for the cost I think you get more mileage out of the Wyches. My 1500pts list includes the Archon with the Incubi but for my smaller games, 1k and below, I don’t think the Incubi really can bring that much considering the other bases I need to consider when filling out a force.

The Dark Eldar have a steep learning curve so it is not surprising that some units need to be figured out more than others and I think Incubi certainly are one of the more interesting units to find a spot for. While I can see their potential it’s all theory at this point until I can try things out more than the one battle where they got wiped by a power fist.

I know that both units can find a spot in an army but for me right now I can see few compelling reasons to take the Incubi over a squad of Wyches for the options and points values.

ZombiePirate takes his Dark Eldar for a spin

It’s been a long time since I last got to play some 40k. After selling my Green Tide in order to finance the Dark Eldar I’ve waited most of my adult life for, actually having the models has not propelled me onto the battlefield to use them. We’ve been enjoying many other games in the halls of the floating citadel instead.

So, the scene is set for Servitob telling the tale of his tutoring a new player in the ways of 40k and a second day of schooling was arranged for yesterday. The normal participants were invited and it was at this point that I am faced with the fact that all I actually have assembled are my HQ models and the tests for the Warriors and Wyches. Not quite the 750pts we were looking for. So it was that I perused the 1500pts list I’d made that was guiding my purchases to see what I could eek out. Queue a couple of nights of frenetic model building during what has been a very busy and challenging week.

However, I did manage to put together an army and waltz into the gaming halls with a typical army of little grey plastic men (and women). I’d had to buy a second Raider, which would be needed in my proper force anyway, but otherwise managed to create my army from stuff I already had. This would be the first outing for the Dark Eldar in my hands, my opponent was an 11yr old newcomer with two games under his belt. I have to say though that he performed very well and was a pleasure to game with. His Chaos Space Marines would be fighting me for possession of 4 objectives scattered across a battlefield devoid of a lot of terrain (Servitob set it up and put like two building at either end of the table and a river…. not quite the 25% I’d be wanting to shield my pathetic armour behind).

In my normal fashion we’ll be assessing my army list and how it did. I certainly did not perform flawlessly and Dark Eldar don’t take making mistakes lightly, when the dust settled at the end of turn six I held two objectives to the Chaos one, some well made cover saves and armour saves having protected the one guy left defending the objective from the Chaos side.

The Chaos team was made up of a Daemon Prince and sorcerer, several squads of Marines with Power Fist Champions and a Defiler.

My list was as  follows;

  • Succubus – Agoniser
  • 5 Incubi w/ Raider
  • 10 Kabalite Warriors w/ Splinter Cannon
  • 8 Wyches w/ Raider, Hekatrix w/ Agoniser
  • 6 Reaver Jetbikes w/ 2 Blasters

Archons are a little pricey when geared and therefore I thought I’d take the much cheaper Succubus. Agonisers get around my puny strength and importantly deny armour saves. The Wyches need the Raider to get into combat quickly and then it can go tank hunting. The Kabalites were to provide covering fire while the Reavers either popped tanks with Blasters or joined in combat. The Incubi were there to assault stuff and support the Wyches.

Let’s look at their performance, as I said I was playing a newcomer and therefore got away with more than I should have with the mistakes I made, I still got punished though, staying to the objectives of the battle was really the only thing that won me the game, just goes to show how important staying on mission can be.

Succubus – OH MY GOODNESS!!!!! I love this model, equipped with nothing but an Agoniser this is a ridiculously cheap HQ choice. Drop her in a unit of Wyches as well and it really multiplies the potential for pain. Six attacks on the charge at a huge initiative means you’re probably going to kill whatever you’re in base contact with. When I rolled my combat drugs I got re-roll failed to wound, probably the best result for this points level to be honest. She almost single-handedly took down the Daemon Prince, what she left over the Wyches finished off. This HQ is in my 1500pts list and I am really glad she is, this also helps me to realise the potential of a Wych Cult force and my proper list does have a heavy Wych focus. For 85pts it doesn’t get any better than this.

Incubi – Got sent against the wrong target, I should have gone in against a larger squad, instead I sent them into the enemy HQ. They were all in contact with the sorcerer and ripped him apart to get their first pain token but over the course of combat the Power Fist ripped them apart. I think these guys definitely need an Archon to back them up as those extra attacks would have made a mess of the unit too. At this level though I’d have been better off taking another unit of Wyches. Same price and higher survivability due to their Dodge.

Wyches – I love this unit so much. This unit is like a guided missile, I took 8 including a Hekatrix with Agoniser, the Raider gives them their mobility and they back up the Succubus wonderfully. They carved through more then their points worth of stuff and finished the game with 2 pain tokens, although they did get shot due to how fast they were carving through the enemy. The Feel No Pain from killing the Daemon Prince first did save a lot of them though. Not bad at all, they were awesome.

Kabalite Warriors – Due to the distinct lack of terrain it took them a few turns to get into one of the buildings for cover. The slowly whittled down the Marine unit occupying the Chaos objective until at the end of the game there was but 1 chap left. They didn’t get to rapid fire but held an objective so did their job for a small points outlay.

Reavers – Again due to lack of terrain these guys were out in the open at deployment, the Defiler saw them flee turn 1 from shooting but they rallied. I’m not sure about these guys, they helped with killing the Defiler due to their blasters but go shot to pieces (would have been better to turbo-boost them turn two I think rather than plink the Defiler). They got shot to pieces overall but one guy left was instrumental in dropping Chaos Marines with his Blaster denying them that tasty 3+ save they enjoy so much. I need more practice to learn how to use them to the best of their abilities.

Raiders – while primarily used to ferry their charges to combat one got decked pretty quickly the other totalled the Defiler and then started picking off Marines.

Overall I was really impressed with my Dark Eldar and they are a lot of fun to play and really appeal to the way I like to play. They are insanely fast as most things have at least a 20″+ threat range for reaching combat, my opponent was amazed at just how quickly I could get very close to his stuff and tie him up in combat turn 1. If we play at this points level again I think the Incubi would be best switched out for more Wyches and I may have to look into the Reavers, they may work better in bigger games but I’d need something else to deal with armour as otherwise I’d only have the Dark Lances of the Raiders.

ZombiePirate XXX Does Cleaning and Some Converting

It may very well still be Winter but here in the wing of the floating citadel occupied by my wife and I, we have been doing some spring cleaning. By cleaning I of course mean, “chuck all our crap on the floor and then move it somewhere else.”

What this really means is that the room we have been using for a study we have been clearing and converting ready to throw in some furniture for an impending new arrival. Thusly, what has been the spare bedroom is slowly progressing into becoming the study. The whole process took a couple of days to sort out until the computer desks were in place but things went pretty smoothly and we have the good fortune of being assisted by helpful family members.

I therefore took this opportunity to do the typical blokey “swipe arm across desk and let everything fall in the bin” approach to tidying and was left with a clear computer desk for the first time in around 5 years. This was swiftly replaced by getting my toy soldiers out! I’m trying to make sure that my Persian horde of metal and plastic is kept secure and safe and the desk surface is then free for paints and tool and whatever it is that I am working on at the moment. As this is the case currently I thought I’d throw up some teasers with what I am currently working on.

The Dark Eldar release at the tail end of last year disgorged a veritable treasure trove or gaming gold. I picked up quite a few boxes and blisters to start off the army that I’d wanted over a decade ago. In the Codex there are some pretty decent examples of how you can use the plastic kits in conjuncture with the metals to create unique models. I often look through miniatures galleries and marvel at the awesomeness of some of the conversions you see on display. There are really some talented people out there. This inspires me to try some stuff of my own, after almost 20 years in the hobby I hope to have picked up some skillz. Therefore I took my Archon (who came with a miscast Husk Blade) and added a few bits here and there to make him a little more unique so that he fits in with my army and the wargear I’ve given him. You can see him in the picture below;

I think he’s looking pretty decent and now just needs an undercoat before I can get on with painting him. I think I’m going to be going with the Kabal of the Poisoned Tongue from the Codex rather than the default Kabal of the Black Heart.

Not only did I give the Archon model the once over but also had a go with the incredible Lelith Hesperax model. In the blister she comes with options for two knives or an Impaler for her left arm. I eschewed both of these in favour of an Agoniser from the Warriors sprue. This took a small bit of remodelling of the plastic part of the arm for it to match the joint at the right place but I personally think it has come out really well. The true test will come when it is basecoated and painted though. The model is full of dynamism and movement as it is and I didn’t want to lose that as I made a substantial weapons change. Overall I am very happy with the result. Take a look for yourselves;