Battle Report: 1500-point Khorne CSM v. Mech Eldar

Last Monday, I managed to get in a couple of games to celebrate the holiday weekend, and to start off I decided to use my Khorne Chaos Space Marine list to mix things up a bit. On the other side of the table was Dennis and his Eldar army. Lately, he's been working on switching things up a bit and trying out a few variant lists. He also picked up one of the new Fire Prism kits, which looks as good up close as it does online. He also assembled a second Wave Serpent and third Vyper and went fully mechanized. His list looks something like this:
- 6 Howling Banshees w/Exarch and Jain Zar in a Wave Serpent
- 9 Dire Avengers w/Exarch in a Wave Serpent
- 8 Jetbikes, w/2 Shuriken Cannons and a Warlock w/Witchblade
- 2 Fire Prisms
- 1 Vyper w/ Missile Launcher
- 1 Vyper w/ Brightlance
- 1 Vyper w/ Starcannon
We determined mission and deployment randomly (including the Battle Missions book) and still managed to come up with Seize Ground/Dawn of War. I went first, and started my Berzerkers as close to mid-table as I could, and held the rest back for Turn 1. In response, Dennis deployed nothing. Two objectives were placed just left of center of the table on my table half, just over a foot apart. His objective was on the right of the table closer to his table edge.
Chaos Turn 1: With no sense of where he was going to be other than his objective, I ran my Berzerkers up towards where his army would be coming in. The rest of my army started following behind, with the Defiler on my left, the Land Raider coming up near the middle, and the Raptors moving up the right. Most of the army would be out of range due to night fighting rules, but the Rhinos popped smoke just to be safe.
Eldar Turn 1: Dennis had his army come in mostly on my left flank, refusing the right save for his three Vypers. This kept his Jetbikes out of immediate reach of my berzerkers. One of his Fire Prisms ended up on the far right edge of the table, and the other sat on a hilltop near the center of his table edge, with Wave Serpents flanking the hill. He took a number of shots at the Rhinos, but between the smoke and the night fighting round, he was unable to land a single damaging hit.
Chaos Turn 2: The Rhinos did not move this turn so that the Berzerkers inside could disembark and move. One squad moved up and assaulted the Starcannon Vyper, destroying it. The other squad assaulted the Wave Serpent to the left of the hill, with the Skull Champion wrecking it with his power fist. However, I discovered that I had chosen my target poorly, as a angry squad of Howling Banshees, complete with Exarch and Phoenix Lord, poured out the back. My Defiler lobbed a shot at the Jetbikes but only managed to drop one. The Land Raider advanced a bit more slowly so that it could fire a shot with one Lascannon, which destroyed the other Wave Serpent, forcing out the Dire Avengers. Finally, the Raptors harassed the far Fire Prism, managing to stun the crew.
Eldar Turn 2: The Jetbikes started moving along the right edge of the table, trying to avoid the mess that was gathering around the hill. The Brightlance Vyper made for some ruins to put distance between it and the Berzerkers harassing its peers. The Dire Avengers stood their ground near their objective. On the other hand, the Howling Banshees came around from the back of their destroyed transport and proceeded to utterly wipe out the responsible squad of Berzerkers. The Fire Prism on the hill took a shot at the Land Raider, but could not penetrate its armor. Finally, the Jetbikes took some potshots at the Raptors, but only managed to kill two.
Chaos Turn 3: If left unattended, Jain Zar and her Banshees would do terrible things to my army, so I had to put a stop to her. I moved in the Land Raider and both Rhinos, boxing the squad in. The Land Raider released its cargo of Terminators, ready for the kill. The Rhinos fired their combi-flamers, and the Heavy Flamer terminator joined in. By the time the shooting was over, only Jain Zar remained. The Terminators finished the job, only losing two in the process. The Terminator Lord, however was of no help, as he was busy smacking himself in the face with his Bloodfeeder. Elsewhere on the table, plans were shifting a bit. My remaining unit of Berzerkers pulled back towards the closest objective, and the Raptors charged the Fire Prism on the hill. Again, thought, they could only stun it. The Defiler hung back near the objectives, keeping them contested as it continued lobbing ineffective shots at the Eldar troops.
Eldar Turn 3: The Dire Avengers did not like having the Raptors that close, and proceeded to Bladestorm them, but to little effect. They then swung around their wrecked transport and assaulted them. They managed to whittle away a couple of Raptors, but both sides remained locked in combat. The unstunned Fire Prism took a shot at the Land Raider, but once again could not penetrate its AV14 shell. On the other side of the field, the Brightlance Vyper took a shot at the Defiler, but failed to damage it. The Missile Launcher Vyper, on the other hand, set its sights on the withdrawing unit of Berzerkers and managed to kill a couple. The Jetbikes turbo-boosted towards my table edge in order to gain a 3+ cover save against Defiler artillery.
Chaos Turn 4: One Rhino pulled back to attempt to shield the Berzerkers from the Vypers, while the other attempted to ram the Missile Launcher Vyper. However, the fast skimmer darted out of the way. The Terminators moved up the hill, joining the Raptors in combat and evening the odds a bit. Together, though, they're still unable to wipe out the Dire Avengers, and both sides remain locked. Again, the Terminator Lord was too busy keeping his Bloodfeeder under control to be of any assistance. The Land Raider wheeled around to fire its lascannons at one of the Fire Prisms. Once again, though, only a stun could be managed.
Eldar Turn 4: The melee on the hill finally concluded, as the Terminator Lord finally got his weapon to behave and butchered the Dire Avengers to a man. Elsewhere, though, the Eldar were more successful. The Brightlance Vyper landed a solid shot on the Defiler's back armor and wrecked it, and the Missile Launcher Vyper finished off the other Berzerkers. Finally, the Fire Prism on the hill, unstunned again, destroyed the Rhino nearest to the objectives on my side of the board. Oh, and the Jetbikes? They just waited, out of range from any threats.
Chaos Turn 5: At this point, it became clear that I'd been outplayed. I moved one of my Rhinos back towards my objectives, but I can only manage to get in contesting range of one. The Land Raider will fare no better, so I take the opportunity to unload with both sets of lascannons on the far Fire Prism, finally immobilizing it. The Terminators hang tight, as they have nothing they can contribute from their location, and the remaining two Raptors ineffectively assault the Fire Prism on the hill.
Eldar Turn 5: Coming in for the victory lap, the Jetbikes turbo-boosted to my objectives, claiming one of them.
Final Results: Eldar win, 1 objective to none.
I'm still getting used to an assault-y army, and in this case I got straight-up outplayed. I wasn't as aggressive with my Defiler as I probably could have been; had I been going after Vypers with it, I might have kept my second unit of Berzerkers alive. That might have been enough to keep the Jetbikes from coming in relatively unmolested at the end. I also need to stop trying to assault Banshees with my Berzerkers; it never ends well for my side. I didn't completely lose track of the mission, but in true Khornite fashion I got more interested in kills, and it cost me.
On the other hand, the Raptors did a fair job of keeping Dennis's Fire Prisms tied up early on, which kept my units a bit safer, so I felt that they were well-utilized. I am contemplating swapping them for a third unit of Berzerkers in a Rhino, though. The price is roughly the same, and I could mount a Combi-Melta on the Rhino so as not to lose all the anti-armor capabilities. With more troops and some better play, I could have tied the game, if not won it outright.
Four, four, four games in two…
Work has kept me too busy to get much in the way of painting or photography, but I was able to get in a couple of very cool games this past Friday. Well, four games. Well, two games, but playing four different armies, only one of which was mine.
My three friends (Dan, Dennis, and Richard) and I wanted to do something a bit different, so we got the materials together to set up a second table last week, all ready for two simultaneous games. On table 1, I faced off against Dan. Table 2 had Dennis and Richard. Each of us brought a 1500-point army of our choice:
- Me: my 1500-point Khorne list
- Dan: his Salamander list: Vulkan He'stan, a Master of the Forge, two dreads w/multi-meltas, an Ironclad dread, 2 5-man Terminator squads, and 2 10-man Tactical Squads
- Dennis: his "Sampler Platter" Eldar list: basically, a Court of the Young King (Avatar plus one of squad of each of the following w/exarch: Dire Avengers, Dark Reapers, Fire Dragons, Howling Banshees, and Shining Spears), a unit of Pathfinders, a unit of Jetbike Guardians, a unit of Harlequins, and a Fire Prism
- Richard: his new Tyranid list: Swarmlord with two Tyrant Guards, a unit of Gargoyles, a small squad of Hormagaunts, a unit of Genestealers w/ a Broodlord, a Warrior Alpha with three extra Warriors, and 6 Raveners in reserve
To keep things relatively simple (which will become important in a moment), we went with Pitched Battle/Annihilation for our mission. Lists in hand and armies deployed, we each took our first turns. For Dan and I, it mostly involved a bit of movement, along with some fire from my Defiler that immobilized one of his dreads. On Dennis and Richard's table, the Eldar unleashed a fusillade of fire that wiped out the Gargoyles and the Tyrant Guards, and put three wounds on the Broodlord.
With everyone's first turn wrapped up, we then each shifted one place to the left. Our armies stayed where they were, but the players changed. I moved to the Eldar position, Dennis was now facing off against his own Eldar as the Tyranids, Richard went across the room to play as the Salamanders, and Dan took control of my Khorne Marines. Keeping things simple with the mission made it easy to pick up a new army, since the only goal was to kill your opponent's force. On our table, the second turn saw a lot of killing. The Raveners came out of reserves, but suffered a mishap and ended up burrowing from the ground at their own board edge. The Genestealers made quick work of the Shining Spears, the Hormagaunts tore into the Fire Dragons, and the Swarmlord leeched life from the Howling Banshees right before he charged into them and finished them off. In return, I sent the Avatar forward to get into a Monstrous-Creature-on-Monstrous-Creature fight with the Swarmlord, but my dice betrayed me. Two bonesaber hits later, the Avatar fell. Meanwhile, the Harlequins managed to go toe-to-toe with the Warriors and survive, at least for a little while.
On the next turn, we switched again, and now I was in the 'Nid's spot, facing off against Dan again. The Swarmlord once again tried to leech life, this time from the Jetbiker Guardian squad, but couldn't manage to land a hit. Instead, the Raveners made good use of their beastly speed to assault the jetbikers, devouring them in one turn. The Warriors managed to finish off the Harlequins, but were down to half their former numbers, and the Genestealers, stranded across the length of the table, began the steady slog to get into assault range of anything. The last Fire Dragon fell against the Hormagaunts as well. However, the Eldar began to strike back in seriousness. Bladestorming Dire Avengers cut down the Hormagaunts, and the Swarmlord fell to Pathfinder fire, including 3(!) AP1 sniper hits. The Fire Prism took fire as it could, picking off some of the Genestealers.
Turn four saw me in the Salamanders position, fighting against my own Khorne army (now in Dennis's hands). The Ironclad and the formerly-immobilized Dreadnought (repaired by the Master of the Forge) had closed into assault with the Defiler, and all three had ended immobilized, locked in combat until one side or the other was destroyed. Fortunately, on the Chaos turn, the Ironclad slammed into the Dreadnought with a Seismic Hammer, causing it to explode and clearing line-of-sight. Across the table, Vulkan was swarmed by Chaos Terminators (his own Terminators having died the turn before), but before they could close in he and the Chaos Lord slew one another. The other Dreadnought was in the combat as well and picked off one of the remaining Chaos Terminators. With the Ironclad out of assault, it took the chance on the Loyalists's turn to open fire with its hurricane bolters at one of the Berzerker squads that had just disembarked on its way to cut down the remnants of the last Tactical Squad. By the time the smoked cleared (with extra fire from the Master of the Forge and the other MM Dread), only one Berzerker remained in that squad. Back on Vulkan's side of the table, the other Berzerkers had disembarked, ready to run at the Dreadnought.
On the fifth turn, everyone was back at their original positions, and I had to make the best of what I had left. From my original force, I still had:
- Two Rhinos
- One Land Raider
- Two Terminators
- One squad of one Berzerker
- One untouched squad of Berzerkers
I ran the whole Berzerker squad up to assault the Dreadnought attacking their Terminator brothers, and the Skull Champion's power fist made short work of the metal foe (although one Berzerker did die in the resulting explosion). The lone Berzerker on the other side of the table ran up to assault the three remaining Tactical marines, killing one with bolt pistol fire. In assault, though, all were equally matched and no wounds were struck by either side. The Land Raider pulled forward and fired on one of the remaining Dreadnoughts, but failed to damage it.
Both games ended up ending on Turn 5, and the final tallies were:
- Khorne Marines v. Salamanders: Khorne wins, 5 kill points to 3
- Eldar v. Tyranids: Tyranids win, 8 kill points to 4 (the Eldar had only the Dark Reapers and the Fire Prism remaining, while the Tyranids still had their Warriors, Raveners, and Genestealers standing)
It was a really interesting and fun night. Having to suddenly jump into a new army gives you a new perspective into how that army plays and what its strengths and weaknesses are. I also really enjoyed getting a chance to see the new 'Nids in action, both as the player and as the opponent. I'm glad I'm not facing them with my Tau; they have to be one of the fastest assault armies I've ever seen, and I don't think I could do enough damage to them before they closed in and made short work of me. In the end, a good time was had by all, and I have a feeling this won't be the last time we do this. If you get a chance to try out this sort of player shuffling, I highly recommend it; it's really fun!
