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 Chronicles of the Burning Eye

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The_Burning_Eye
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PostSubject: Chronicles of the Burning Eye   Fri Dec 05 2014, 10:23

Hi Guys,

so I've got a PLog going on to document my painting and hobby progress with my Dark Eldar collection. So far I've stuck to doing single battle report posts, but I figured why not collect all of these together in a similar way to the PLog.

So, without further ado, welcome to my GLog (Gaming Log).

Here are some linky links to previous game reports (I'll fill them in later)

Kabal of the Burning Eye vs Iron Hands
Kabal of the Burning Eye vs Chaos
Kabal of the Burning Eye vs Tyranids
Kabal of the Burning Eye vs Astra Militarum


And here's a textual report on my doubles game last night (no piccies or maps I'm afraid)

So I joined up with Martin's Tyranids to take on George and MJ's Chaos Marine armies. We decided to play the DE/Tyranids as battle brothers so that everything was even to start with. Martin's nids brought a couple of the new Tyrannocytes, and two flying hive tyrants plus a load of other, larger gribblies. His only concession to hording was a unit of ten termagants.

My DE force consisted of a Dark Artisan, Scalpel Squadron, two gunboats and two ravagers, plus a succubus and incubi in a venom.

The combined chaos army opposite had two big units of 30 cultists, 5 spawn with a biker lord, flying daemon prince, 2 maulerfiends, 3 heldrakes (1 with autocannon) pred annihilator, forgefiend, 3 obliterators, some noise marines a sorceror in a rhino and a couple of small squads.

Everything started fairly well, ravagers excepted (actually, basically assume the ravagers achieved nothing all game and you'd be right). The scalpel squadron dropped in fairly close but combined with a flyrant to pick up 3vp's for first blood (this was huge, we were playing emperor's will so with only 2 main objectives on the table gaining 3 for first blood put us ahead early on).

Sadly, a maulerfiend managed to charge the dark artisan formation, passing its 5+ daemon save to ward off the penetrating overwatch shot from the heatlance on the Talos (which would have blown it up - we checked afterwards!) and tied them up in combat for a long time, eventually downing the Talos (double fail on FNP). In hindsight I probably just moved them too far on turn 1, and should have held them back so the flyrants could target their rear armour. Both venoms from the scalpel squadron eventually went down, though they and the wrack units on them took an obscene amount of fire before succumbing. I do like the ossefactor option, and I've got a mate picking me up a box of wracks at the weekend so my Talos won't look completely out of place in my army.

On turn 2, Martin and I basically agreed to abandon the left flank, the chaos objective was in a ruin being held by 30 cultists, noise marines, obliterators and protected by the forgefiend, predator and sorceror's rhino. We figured that with first blood, we just needed to hold the second objective and compete in other areas and the game was sewn up.

On our right flank things were getting very congested. The second maulerfiend charged into the raveners, which also contained the red terror (Tyranid Warlord) and wiped them out over a couple of turns. The Trigon prime joined the dark artisan fight, and eventually brought down the maulerfiend (Mj made an unfeasible 4 out of 5 daemon saves in this combat at one point). The Heldrakes ruined the Incubi's day, but we picked up slay the warlord when one of my gunboats arrived and focused all their splinter rifle fire on the biker lord. The second gunboat arrived on turn four just after the flying prince had landed, and stripped him down to a single wound, which the termagants removed in combat.

Shooting and then hammer of wrath from the Trigon killed the second maulerfiend, and the 30 strong units of cultists was gradually whittled down by fire from carnifexes and tyrranocytes.

The writing was on the wall at this point and though we played the 6th turn the Chaos Lords had given up hope, our objective was being protected by a ravager, a carnifex and two thirds of the dark artisan, we'd killed both of their warlords and were holding linebreaker (as were they) so we picked up a 9-5 win.

Conclusions:
The scalpel squadron worked really well, and even though they were helped out by a Hive Tyrant thinning down their target before they opened up, the extra victory points they netted for completing the wipeout of the unit put us ahead in the game and we never fell behind from that point.

The Dark Artisan didn't wreck quite as much as I was expecting - mainly due to the irritating ability of the maulerfiend to pass daemon saves, and me forgetting that I could re-roll armour penetration with my Talos/Cronos. What it did do however was prove just how tough it is - it survived at least 5 fight sub phases against a model with 2 power fists and bonus AP1 hits and though I lost the Talos, I felt that was unlucky (failed two FNP on a 1 and failed both re-rolls as well!). I won't use it competitively because it's such a huge points sink, but in normal games it's a really tough focal point of the army - the only downside being that I then have to take another HQ to make a list battle-forged.

Tyrannocytes - really good, but not overpowered. 75pts is definitely representative of their worth - the guns have a lot of damage potential, but at BS2 they are unlikely to cahnge the game.

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PostSubject: Re: Chronicles of the Burning Eye   Mon Dec 15 2014, 23:33

Checking in on this one regularly dude, looking forward to seeing the progress!
Awesome to hear a review of the new 'Nids, and that sounds like it was a wicked game to play!

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PostSubject: Re: Chronicles of the Burning Eye   Thu Jan 08 2015, 09:23

Going up against our resident tank nut tonight - should be interesting. My list is written with a decent amount of anti-tank in it, but this guy rarely brings anything else.

Oh yeah, and he's not great with the rules either. Mainly because he can't be bothered to buy them Mad

On the bright side, the only game he's won at club was when he teamed up with my Iron Fists, so I'm not facing an expert - the downside being do I want to be the first guy to get beaten by him? Hell no!

I'm thinking null deployment, provided I can keep something out of sight I should be able to hammer him on turn two with a flood of lances (13 dark lances, 2 blasters, a blast pistol, 4 heat lances and 4 HWB)

The only downside therefore is any anti infantry stuff I've got is likely to be worthless.

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PostSubject: Re: Chronicles of the Burning Eye   Fri Jan 09 2015, 10:15

Well, it was a more balanced list my opponent brought last night than I was expecting - it actually had infantry for starters - 35 Scions to be precise, and 2 guard veteran squads.

Also in his list were Pask in a Punisher as Warlord, with a Leman Russ standard variant in his squadron. 2 Vanquishers, a Hydra, a Manticore and a Taurox.

I kept my deployment minimal, only putting the ravagers and venoms down on the board.

My first turn one ravager blew the turret off the Russ, but the second failed to hurt Pask. In return I lost both venoms and one of the squads from inside. Turn two and three went better for me, with most of my reserves turning up (one empty raider that mishapped back into reserve and my grot raider being the only missing units). The Heat lance scourges excelled, killing the hydra, Pask and a vanquisher, whilst the HWB scourges and lance raiders combined to shake then kill the manticore.

I left the taurox largely alone, pot shotting at it with the odd raider lance, all of which either missed or failed to damage it. My gunboats predictably shredded the veterans and then proceeded to put 19 wounds on a scion unit when it arrived. Somehow they passed 16 of their saves!

In the late game I lost my last ravager to a dropped unit of scions with meltaguns, who then got counter charged by the now arrived grotesques and butchered in a single turn. The razorwing that had survived one turn of being shot at by the hydra and vendetta (just, one hull point left) re-entered the fray and massacred a unit of scions through sheer weight of wounds (think I got over 20 hits from its 4 missiles). The Taurox got downed by lance fire and the second vanquisher went the same way, whilst the Archon lashed the scion command squad to death (Rakarth didn't even have to lift a finger) and the combination of gunboats, scourge shooting and then assault took out the last scions clinging to my opponent's objective.

That was that, with my opponent being tabled on turn 5.

In review, it was a good, solid win for my force and though my opponent isn't the most talented or great with target priority (he decided at one point to shoot my ravager with a vanquisher, wrecking it, but leaving his vendetta with nothing to shoot at, despite the vanquisher having plenty of other targets), having not played for several weeks it was good to get the win under my belt again. It was also good to see my list perform against a mech heavy army, and though my ravagers didn't do great (turn 1 was pretty much the highlight) my scourges definitely brought the pain, and showed that in a pinch they can be viable for knocking stuff off objectives late on (provided they're not heavily outnumbered!).

This was probably the first game where i've kept lots in reserve where it's hurt me, with my grotesques staying out of the fight till turn five (they arrived turn 4 but obviously couldn't do anything till the next turn). I think in future they'll probably start on the table, though it did prove quite a good move on this occasion as they were pretty much my only option for eliminating the dropped scion squad, which could otherwise have spoiled the game for me by holding the objective in my deployment zone.

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PostSubject: Re: Chronicles of the Burning Eye   Fri Jan 16 2015, 08:49

Here's the text part of last night's game, I'll try and add photos later.

Astra Militarum again Sleep though slightly different style to the last match. My opponent's list was:
Pask in a punisher Rolling Eyes Rolling Eyes Rolling Eyes (strange how he seemed to be present in both guard armies playing in the room last night, and basically every guard army I've played since their new codex!)
Pask's bodyguard - 2 demolishers
Squadron of 3 bane wolves
Squadron of 3 lascannon sentinels
2 basilisks
50 conscripts with commissar and priest
lascannon heavy weapon squad (3)
Guardsman squad with lascannon
command squad (not sure if junior or not)
veteran squad with lascannon
Aegis line with quad gun

I used my normal 1850 list but swapped the two empty raiders for 6 reavers with blasters and caltrops.

We played Crusade for 4 objectives, and I managed to get the re-roll reserve trait from the strategic table, with night fighting on the first turn.

Turn 1 I pretty much achieved my main objectives - 1 ravager melted the quad gun, the haywire scourges wrecked a bane wolf and the second ravager shook a second. Venom fire kill a couple from the guardsman squad and the second venom caused the heavy weapon squad to flee the table for first blood.

In response, i had to jink 1 ravager to avoid taking too much damage from the sentinels (actually with the 3+ jink from night fighting I passed everything) Pask took down one of the venoms and the second was taken down by a combination of basilisk and bane wolf, with the second basilisk destroying the squad from inside and 2 scourges.

Turn 2 basically swung the whole game - with the re-rolls I was able to bring all my reserves on - the heat lance scourges and archon wrecked one demolisher, combo-fire from three raiders, 2 ravagers (1 jinking) and the razoring took out pask and the second demolisher. The gunboat warriors forced the veteran squad to go to ground behind the wall but sadly the grotesques failed their charge on the bane wolves.

In response, the large conscript squad arrived next to the scourges containing Archon and Urien (bye bye) and opened fire on them. Having passed his orders to add an extra shot, the combination of the scourges 4+ armour, the shadowfield on the archon and the unit's feel no pain contrived to save 2 scourges, the archon and a wounded Urien (once). That was over 100 shots to kill 3 scourges! Needless to say I was rolling 4+ saves like a boss at that point. The lascannon sentinels forced a gunboat raider to jink, again passing all its jink saves.

Turn three finished things off - the haywire scourges, all three that were left, failed to do a single hull point on the bane wolves (snake eyes for damage) though the grotesques wrecked one in combat. The Reavers charged into the guardsman squad killing them all with hammer of wrath, the heat lance scourges blew up one of the basilisks, causing the command squad survivors to flee from the table, the razorwing killed 18 conscripts, and combined lance fire took down two of the sentinels. As we were about to roll for the Archon's combat (he'd charged the veteran squad) my opponent conceded. At that point I was leading 12-0 in victory points.

So a crushing victory of the stupid mon-keigh - maybe this time they'll learn their lesson not to interfere in the dealings of Archon Y'los Dalur!

Seriously though, i think i definitely had above average luck with my dice this game, though with one or two notable exceptions of course! I think 4 heat lance scourges failing to destroy one demolisher was a particular low point, along with the aforementioned haywire scourge failure. The only other disappointment was the grotesques failing the 6" charge against the bane wolves.

The lack of flyers or flyer defence in my opponent's army really helped me here, as I could target the quad gun on turn 1 with both my ravagers if necessary, ensuring that my razorwing would be pretty safe from return fire. As it happened, the first ravager hit and wounded with all three shots and my opponent failed his aegis line save.

I have to say it was refreshing to play a guard list without wyverns! Though that definitely hampered my opponent, as did the minimum range on the basilisks.

Not a whole lot more to learn really, it would have been nice to watch the grots mince their way through the conscript platoon, but they were on diagonally opposite sides of the board and i knew that if necessary i could tie them up with the Archon and Urien, or boost my gunboats over to deal with them.

The reavers didn't do too much, as my opponent was largely facing me early on with a wall of AV12 and 13, but I think I learned a bit of a lesson from the past where I've tended to get over excited with their turbo boost and leave them isolated. That didsn't happen in this game, though in exchange, by the time they got into a position where I could use them to assault there wasn't much left to kill.

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My Blog - The Burning Eye Blog (check it out - comments always welcome)

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PostSubject: Re: Chronicles of the Burning Eye   Mon Jan 19 2015, 17:47

Great reports, and congrats on the wins (IG always scare me).

I'll definitely be popping back here for more.

Rathstar

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The_Burning_Eye
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PostSubject: Re: Chronicles of the Burning Eye   Tue Jan 20 2015, 09:25

Oh I'm firmly of the opinion that Imperial Guard should scare us, and I'm in no way blinded to the fact that neither of those lists had any wyverns in them, possibly the best value artillery unit in the entire game at the moment.

Some of the best guard lists bring a lot of high strength shooting through autocannons, missile launchers, punisher cannons etc. Both of the lists I faced however traded particularly the autocannons for bigger shooting against which our jink saves are worth much more (large blast S8? If I jink that, I've got a 50% or better chance of completely ignoring it - 20 shots from a punisher cannon however, particularly if it's pask, will bring down transports irrespective of jink in my experience)

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PostSubject: Re: Chronicles of the Burning Eye   Thu Feb 05 2015, 10:40

Going up against my good buddy Ryan tonight - we're going for 1500pts so I'm using a cut down version of my Blogwars 1850 list (not tailored to his potential army choice!). He'll be using either sisters of battle (and likely 3 exorcists) or his new blood angels (less likely, as I think he's still waiting for models).

Here's my list:

HQ
Archon - Helm of Spite, Agoniser, blast pistol, PGL, Shadowfield, Webway portal

TROOPS
2x 10 Warriors in Raiders with Dark Lances and splinter racks
1x 5 Warriors with blaster in dual cannon venom

FAST ATTACK
Razorwing with Dark Lances and Splinter Cannon
5 Scourges with 4 heat lances
5 Scourges with 4 haywire blasters
6 Reavers, including arena champion with agoniser, 2 blasters and 2 cluster caltrops

HEAVY SUPPORT
2x Triple Lance Ravagers

Now before you say anything, I realise this list isn't optimised, I could quite easily lose the following upgrades:
PGL, Blast Pistol, Helm of spite, Razorwing splinter cannon, arena champion upgrade, agoniser, 2 reaver blasters, which would give me 120 points to spend elsewhere, but it's a semi-casual game, intended to give him some 40k practice before a friend's tournament at the weekend. I'm also interested to see how the PGL works on something like the sisters (or indeed, if it works!) and I'd like to try out how effective the reavers can be in combat with the added punch of an agoniser (plus if I can pop a transport with those blasters charging the contents could be fun!

I'm hoping to be able to do a proper batrep on this one, as we can play pretty quickly (plus he's not at work tomorrow, so I can get away with staying a bit later)

In terms of strategy, general points:
Night fighting - I'll definitely be wanting this, it'll give my gunboats and venom a 4+ in the open on turn 1 and 3+ if they jink, which his exorcists won't like.
Archon - he'll be accompanying my heat lance scourges as usual, and they'll be dropping in probably close to any exorcists or dreadnoughts i should think, using the vehicles themselves to minimise return fire.
Reavers - I could bait his squads with these guys but he also tends to bring a lot of flamers (and heavy flamers) and his sisters use scout a lot so i think they'll be deployed further back and look for a later impact on the game.

The razorwing is likely to be unopposed, unless he brings his aegis line, in which case as with my last game I'll be focusing on shooting the quad gun out of it on turn 1. Lances will probably be the more useful option in this game, but I'll unleash monoscythe hell if he bunches a squad up anything less then 2" separation.

Haywire scourges will need to have an impact, his sisters bring a lot of tanks and I've seen at least two dreads in his blood angels list (with frag cannons, they'll likely be in drop pods and he'll almost certainly bring a third pod to make sure he can drop both on turn 1). If he does come vehicle light with the blood angels then I'll definitely consider them a speed bump unit, he certainly won't make the mistake of targeting them if they're not a threat. If nothing else, they'll be useful to clear away drop pods from my deployment zone.

Deployment:
As mentioned, if he brings blood angels I'll need to be really careful against drop pods with my gunboats, and once I've seen his list i may even reserve them. I'm thinking use the ravagers to block too many templates hitting vulnerable stuff, I'll need to check those frag cannon rules first, and they may mean the reavers come in from reserve too (that might actually be the best option since then they will be able to hit the rear armour with HoW).

Wish me luck - he's the best player at our club and I've only beaten him 2-3 times in over 2 years!

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PostSubject: Re: Chronicles of the Burning Eye   Fri Feb 06 2015, 09:03

I'm just gonna go briefly through what happened - it was fairly brutal.

His list
Dante
Sanguinary Priest on bike with 8 man bike squad
2 units death company with jump packs
2 frag cannon furioso's in drop pods
Tac squad in drop pod
scout squad.

ok i thought, not bad, he's obviously very assaulty (BA, duh!) and I'm very shooty so I was pretty confident.

Hammer and anvil deployment, great, I could really put some distance between us on deployment to make the most of my range.

Warlord traits: He gets 3 units the infiltrate rule. Great, he's only got three units that aren't either in pods or can already infiltrate. He has first turn. I kept a fair bit in reserve, left the scourges on the table in cover to try and take down a dread, both ravagers cos they're a bit tougher and my venom.

Dread comes in and wipes out both the venom and the unit on board. bike squad moves up within rapid fire range, 18 shots, scourges wiped. Both Death Company squads move up their full distance, which leaves me on turn 1 with two ravagers. I was pretty resigned to my fate already (Ryan doesn't make many mistakes, and he certainly doesn't let that sort of start slip away) and trying to keep the ravagers alive i boosted them their max range. Nowhere near enough, I should have just sat back and blasted with them, as it was they both died without firing a shot.

Archon arrived with heat lances scourges and popped the dread as expected, got charged by the bikes, lost the combat by 1 and failed his morale check, fled the table.

Raider gunboats arrived and did a bit of damage, an exploding raider and overwatch managed to strip two wounds from Dante. Razorwing arrived, let fly with four missiles, killed a reaver and 3 death company then next turn failed to hurt the second dread and had no more impact on the game.

Second dread arrived and first used heavy flamer and frag cannon to take down all the warriors on one of my raiders, then charged it and destroyed the raider in the next turn.

Literally the only highlight of my game were my reavers, who i think i'm finally getting to grips with, they arrived, took a charge from one death company unit killing two (ironically the normal reavers, the arena champion with the agoniser did nothing). They then hit and ran, charging dante's squad in the next turn with caltrops taking down the master of the blood angels himself and the rest wiping the squad. Next turn the inevitable happened, with only my reavers and razorwing on the table his bike squad, remaining death company unit, tactical squad and three storm bolters on drop pods wiped them out.

At that point, I conceded, my only model left the razorwing facing directly into an empty table half and needing two more turns just to be able to see anything.

So what did I do wrong? Just about everything really.

-I should have stuck with my original warlord trait, which was also D3 infiltrators, could then have tried to out-infiltrate him, keeping him back.
-I should have started everything on the board, yes he'd have dropped both dreads in and probably hurt my gunboats but I'd got enough firepower to take them both down if he had, then concentrate on the rest of his army.
-I shouldn't have stuck my scourges so close to the table edge, but I wasn't really expecting to lose the combat (of course I failed his shadowfield save in the turn before so couldn't use it to tank the combat wounds) as the archon killed a measly 1 bike.
-I should have kept my gunboats together, concentrating my firepower on one dc squad at a time.

Comprehensively intimidated and outplayed I'm afraid, my only gripe can be that a) he was lucky with his warlord trait, which was what swung the game, and b) his dice for dangerous terrain tests were insane - he basically drove through anything and everything with the bike squad, making 4-5 tests per turn, he failed two, passed the armour save on one and his feel no pain on the second. Both dc squads also made plenty of tests, none of which failed. That wouldn't have swung the game, but would have made me feel a damn sight better!

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PostSubject: Re: Chronicles of the Burning Eye   Thu Feb 12 2015, 13:12

Two games tonight - the first is a 1000pt game using my Iron Fists marines against an Iyanden Eldar list. Only one wraithknight thankfully, so if i can knock that down early on and neutralise his wave serpents we should be all good!

Second game though is using my Dark Eldar at 1850 against the same guy - I know he's bought a load of Necron stuff but I'm expecting probably the Eldar again. I should have enough lances etc to put some damage though on his serpents and then pile poison into the wraith stuff themselves, but we'll see. Hoping to win roll of for deployment so I can see his setup then choose first or second, but I'm inclined to deploy everything bar my gunboats on the table but out of sight wherever possible (bloody stupid serpent shields)

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PostSubject: Re: Chronicles of the Burning Eye   Mon Feb 16 2015, 14:16

Ok so without wanting to blow my own trumpet too much, the 1850 game was a real triumph, it felt as i was playing it that it was simply a matter of waiting for the dice to confirm the win (which in the case of my grotesques, they tried really hard to prevent!)

I've done a write up of the games over on my blog, here. Hope you enjoy!

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PostSubject: Re: Chronicles of the Burning Eye   Mon Feb 16 2015, 18:11

Really enjoyed reading the second batrep. Great game on your part. I thought you were doomed after your Grotesques' disastrous turn, but I was impressed by how you battled back. Great job and great write up.
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The_Burning_Eye
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PostSubject: Re: Chronicles of the Burning Eye   Fri Feb 20 2015, 13:01

Hmpf. A loss to report. To Tyranids.

Yes I know, how did I lose to Tyranids, I hear you ask? Have a look at this list though.

Swarmlord in venom cannon tyrranocyte

3 Genestealer squads with broodlords outflanking
2 of the big flyers with haywire missiles and flame templates
two broods of hive guard with impaler cannons? S8 ignores cover and don't require LoS.
Malanthrope.

The game started ok, I put a few wounds on the flyers before they took off (though in a ruin and protected by the malanthrope it was a struggle to get them through)

turn 2 i lost my first raider to the flyer and hive guard, two squads of genestealers turned up on my nearest flank, and in the psychic phase i got 'horror'ed. twice. This was a running theme throughout the game, I failed every pinning test i was required to take. My opponent even used them to pin squads in place so that swarmlord could charge in, grrr.

The Hive Guard took out a ridiculous amount, including my razorwing (6 shots, 3 hits, 3 glances), reavers (5 dead in one turn of shooting) and at least 1 raider.

Oh yeah, we were playing kill points too - I lost 12-6.

Next time, Toby, next time.

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Tan? You're joking, I'm a gamer, you're lucky I'm wearing deodorant!

My Blog - The Burning Eye Blog (check it out - comments always welcome)

My Project Log - Visions of the Burning Eye

My Gaming Log - Chronicles of the Burning Eye

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Nariaklizhar
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PostSubject: Re: Chronicles of the Burning Eye   Mon Feb 23 2015, 23:42

Hive Guard and Dark Eldar usually equal dead Dark Eldar. I try to just leave alone as much as I can as they are usually hidden in a place hard to get to
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The_Burning_Eye
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PostSubject: Re: Chronicles of the Burning Eye   Tue Feb 24 2015, 15:13

Indeed, I'll know better next time, going towards them was definitely a mistake!

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My Blog - The Burning Eye Blog (check it out - comments always welcome)

My Project Log - Visions of the Burning Eye

My Gaming Log - Chronicles of the Burning Eye

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The_Burning_Eye
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PostSubject: Re: Chronicles of the Burning Eye   Fri Mar 06 2015, 01:00

So I had a last minute game tonight, wrote a list on the spot to use, against my closest rival at club - one of my New Years resolutions was to beat him more than I lose to him, so the pressure was on.

My list was the following:
Archon - kitted out with helm of spite, agoniser, WWP, shadow field, blast pistol in dual cannon venom
5 Incubi including klaivex in dual cannon venom
Two 10 man squads in dark lance raiders with racks and night shields
Razorwing with dark lances and splinter cannon
Lance ravager
Dark artisan with haywire blaster, spirit probe, WWP, flesh gauntlet and scissor hand, nightmare doll and panacea perverted.

My opponent's list
Level 3 termie librarian
2 dread knights with incinerator, Gatling psilencer etc
2 dreadnoughts with plasma cannons and twin auto cannons
5 terminators with falchions
5 terminators with halberds
Land raider redeemer

We played the relic and night fighting was on - I took the haemonculus as my warlord

I'll do a formal batrep over the weekend, but the key moves were:

I deployed poorly, leaving myself in range of his teleporting dreadknights. They teleported over on turn one, wrecking one raider and killing 4 warriors across the two transports. I got a wound on the warlord dreadknight thanks to the helm of spite, and the archon took another with his blast pistol. He joined the incubi unit and charged the warlord dk (losing his shadow field to the incinerator on overwatch) though they failed to take all his remaining wounds.

The dreadknights and gating terminators got in my deployment zone really early, scuppering my plans. The ravager missed with all three lances on its only turn of full bs shooting (got shaken next turn and wrecked soon after). The falchion terminators disembarked and joined the incubi archon combat, but the archon forced a failed save to kill the dreadknights, and the incubi cut down the terminators before they could strike back. They consolidated toward the second dk.

The razorwing arrived to hurt the second dk, and the archon and incubi charged in again, once again failing to hurt the dk (they needed sixes to wound, but this was About 16 hits that had failed to get sixes to wound now! The remaining warriors also charged in, failing to hurt it. The razorwing flew over to strip a hull point from a dreadnought. Before losing one of its own to the assault cannon on the land raider. The dark artisan stepped out of their Webway portal to pick up the relic, though the croons lost two wounds and the talos was killed thanks to combination fire from the land raider and the dreadnoughts (that's five wounds lost without passing a single fnp roll, 4+ and re-rolling ones!). In return, the haemonculus caused a glancing hit and the croons finished the dread off, consolidating towards the second dread and my opponent's deployment zone.

The dark artisan moved forward, charging the second dreadnought (and dropping the relic in doing so) but were ineffective in assault (bear in mind please the scissor hand actually managed to put a wound on a dreadnought!). The halberd termies, fresh from wrecking the ravager, gated over to claim the relic, but scattered a massive 10" away, stopping them from claiming it in the end (which would have won the game).

The razorwing returned to total the second dreadknights and clear my deployment zone and the haemonculus and croons put a hull point on the second dread.

I rolled to see if the game ended, and it did, the dark eldar pulling off an improbable victory 2-1 thanks to line breaker and slay the warlord to first blood for my opponent.

This was a really enjoyable game, momentum swinging back and forth more than once, though if I had to identify one moment that turned things, it was when the archon managed to kill the warlord dreadknight and the incubi then wiped the falchions termies (I managed to cause 5 wounds on them, and they failed all their 5+ save

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Tan? You're joking, I'm a gamer, you're lucky I'm wearing deodorant!

My Blog - The Burning Eye Blog (check it out - comments always welcome)

My Project Log - Visions of the Burning Eye

My Gaming Log - Chronicles of the Burning Eye

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PostSubject: Re: Chronicles of the Burning Eye   Mon Mar 09 2015, 10:58

Ok so here's the link to the battle report for the above game, which includes maps to make thing much clearer, and a more structured walk through the game with turn-based descriptions of the events.

http://theburningeye.blogspot.co.uk/2015/03/dark-eldar-take-on-grey-knights.html

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Tan? You're joking, I'm a gamer, you're lucky I'm wearing deodorant!

My Blog - The Burning Eye Blog (check it out - comments always welcome)

My Project Log - Visions of the Burning Eye

My Gaming Log - Chronicles of the Burning Eye

My Club - MAD Wargaming

My Fluff - Kabal of the Burning Eye, Cult of the Shadowed Blade and Coven of Distorted Perfection
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The_Burning_Eye
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PostSubject: Re: Chronicles of the Burning Eye   Thu Jun 11 2015, 15:40

So I attended BlogWars 9 last weekend with my Dark Eldar Kabal - my first ever tournament.

I placed 22nd overall and 4th in the best army painting competition, so pretty pleased with my weekend's work (I also won bloodbowl and my first two games of Magic:The Gathering on the Friday night). Finally, I came away with a copy of the Imperial Knights codex in the raffle after the tournament!

Here's my review of the games and the event as a whole.

http://theburningeye.blogspot.co.uk/2015/06/blog-wars-9-dust-has-settled.html

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Tan? You're joking, I'm a gamer, you're lucky I'm wearing deodorant!

My Blog - The Burning Eye Blog (check it out - comments always welcome)

My Project Log - Visions of the Burning Eye

My Gaming Log - Chronicles of the Burning Eye

My Club - MAD Wargaming

My Fluff - Kabal of the Burning Eye, Cult of the Shadowed Blade and Coven of Distorted Perfection
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