So my first attempt with using my Dark Eldar was against my mate Ben's rampaging Blood Ravens ("counts as" Blood Angels). Since switching from Tau, Ben has had a 100% win rate! His army is solid and he has one of those blasted Storm Ravens that my Emperor's Word Space Marines always had trouble shifting from objectives.
We were both after Tournament practice, so with that in mind, we decided on a Seize Ground mission (5 objectives) and we rolled for deployment which was Pitched Battle. I won the roll and opted to go first. I set up mostly in cover anyway and this proved lucky as Ben rolled a 6 and stole the initiative... I then promptly rolled a 1 for combat drugs giving applicable units a 3d6-choose-the-best run move.
Turn #1
Ben shifted one of his Combi-Pred's sideways and blasted apart a Venom with the Trueborn inside diving out as best they could... one of them didn't get back up (either that or one of the other two slit his throat ;)). The Storm Raven moved 12" and shot at another Venom (the empty one) and managed to Wreck it. Some minor movement from the rest of his units and his turn was over.
For my part I moved my Ravagers around to get some clear shots on the Storm Raven. Pain Token shenanigans allowed the Baron and the Hellions to kick start their journey with 2 Pain Tokens (so FNP and Furious Charge) and they headed off roughly in the direction of a Combi-Pred and tactical combat squad. I was happy with landing them in cover too - despite needing to roll for dangerous terrain tests, they didn't fail any rolls and not needing to rely on having skilled rider from the Baron for re-rolls. The Pain-less Wracks and Haemonculous ran in the general direction of one objective and the vehicles shifted around for some clear shots on things. In the shooting phase I brought just about every dark light weapon to bear on the Storm Raven and managed to strip it of all its weapons (bar the missiles) and shake it around a bit. Despite all the penetrate results I couldn't score a kill which was disappointing... One Ravager had a side shot on a hidden rhino and blew it up exposing the marine squad within who failed their pinning test. Some Venom shooting accounted for several jump marines who were with a Sanguinary Priest who failed to save them with his FNP. Only 3 jump vets left, but they went on to be annoying in turns 3 and 4.
Turn #2
The Storm Raven came in and dropped the dreadnought off and it promptly frag cannoned the wracks/haemonculous wiping them out (they were pain token-less and their ride had been destroyed in turn #1). For some reason the terminators chose not to come out of the Raven and stayed inside. The rest of his army moved around again and a couple of vehicles popped smoke. Owing to some confusion, Ben didn't realize this stopped him shooting which actually hindered him slightly and saved a vehicle or two on my side. Still nothing in charge range for him so his turn ended.
![](https://1.bp.blogspot.com/-vw70NIYkNlE/TilBWkgxrgI/AAAAAAAAAQs/_bhmHEOMRZQ/s200/m1460501a_99120112009_DEHellions1_873x627.jpg)
Turn #3
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Turn #4
We were swiftly running out of time here. Ben moved the remaining rhino behind some cover with the aim of contesting an objective with it come turn #5. The terminators prepped for charging the Baron and Hellions and a combat squad brought a couple of flamers to bear on the Hellions as well. In the end when the flames cleared and the terminators had finished their assault, only the Baron remained (fearless). He survived the fearless saves (only 2 guys left after the flamers had done their work). He then Hit & Ran 14" towards a different combat squad leaving the Terminators to fend off 3 Ravagers. The 3 Vets finished off the Venom.
With no time to do a proper turn I pushed my Venom into position for the Wracks to claim an objective which technically netted me the match. Had it gone on to be a proper turn I probably would have disembarked the Wracks and claimed the objective and then blocked the rhino physically with the Venom. The Wyches would have been able to reach the Combi-Pred or the other combat squad and the Baron had the choice of the Combi-Pred or the combat squad. Either way when called, I had an objective for a win, but not a decisive win as it was more of a technicality rather than due to strategy or tactics etc.
I supposed when time is called in a tournament you play out the turn, so that would indeed have been game. Need to get to grips more with my army though as I need to be faster playing them.
Things to take from the Game:
1. The Baron works. Him with some Hellions can be very nasty even to MEQ. With some better judgement on my side I could perhaps of held back further and waited to see the outcome of the terminators fight.
2. The Wyches did their role as tarpits, and one of the units did manage to beat a combat squad. Anything bigger than that and they'd have struggled to win. A power weapon/agoniser would be better for the Hecatrix - the same probably applies to the Hellions.
3. Phantasm Grenade Launchers are the don. Knocking charging attacks off is awesome sauce and really helped with the wyches survivability as well as the Baron's.
4. Not sure about Haemonculi. I can see the point of them, but I'm not sure if 50points for FNP is worth it or not.