Dark Eldar Vs Tyranids at Ken's Shop.
I have been playing the new 8th Edition Warhammer 40 K and have found that my Dark Eldar have come out of it very well. Raiders and Ravagers (for those unfamiliar they look a little like the flyers in Carter of Mars but with more pointy bits) now can cause casualties in melee and they have 10 wounds (rather than the earlier and much fewer hull points) as well as an invulnerable 5-6 save from ranged weapons as well as a normal 4+ save..
What this means is they survive longer and long enough to be effective mobile gun platforms. They even have a chance of surviving getting into close range to rapid fire from the on board Kabalite troops splinter rifles. I also always give them a blaster. Blasters and Dark lances are strength eight and cause D3 and D6 damage, respectively, after wounding with a minus 4 to armor saves.
In a 1500 point army I have two lots of these Raider mounted warriors. I also have two raiders with two units of ten wyches. I give the Hekatrix a blast pistol. I make sure Lylith is not far away as she causes the wyches to be able to re-roll 1's in combat.
I also have a haemonculus. These guys have got tougher and come with a free Casket of Malediction. This can be used once in the game; at close range the DE player rolls a dice for each psycher and on a 4+ any psychers have to take D3 mortal wounds
I also have a Venom (a smaller flyer) with five Incubus on board. They are a nasty surprise in close combat. Venoms have only six wounds but they have Flickerfield as well as the 4-5 invul. Tis means, with 'my fiend Flicker that the enemy has a minus one to hit with rranged weapons.
For heavy support I use two Ravagers, pretty much like raiders but a little stronger and with three Dark lancers or Disintegrator cannons - i have one of each weapon type.
Anyway, the Dark Eldar have been successful against Tyranids. In the last game I killed a ten wound beasty in first move and another one not much later.
Below can be seen Ken's great wargame table with base provided by games Workshop and ken's many buildings.
Stephen's cultists, allied to the Tyranids, move to take one of the objectives, the gun..
Raider (left) and Ravager (right) take up firing positions and cause some devastation..
The large partial skeleton is an objective and one of my creations from a nameless toy.
A furious melee as two of my units of wyches, a Haemonculus and Lylith assault the Tyranid hive leader. We had to pack up before it was resolved but Lylith was down to one wound and the Hive tyrant down to three or four.
A swarm of little guy tyranids were unable to do a lot of damage to this Ravager which then flew off and let the Incubi get stuck into these blokes with their klaves.
The game went for three moves. The Dark Eldar inflicted more casualties but the four objectives were evenly distributed among the two sides at the closing of the game. I had 'first Blood' by killing the first unit or character, Stephen had line breaker as his leader was in my deployment zone.
What this means is they survive longer and long enough to be effective mobile gun platforms. They even have a chance of surviving getting into close range to rapid fire from the on board Kabalite troops splinter rifles. I also always give them a blaster. Blasters and Dark lances are strength eight and cause D3 and D6 damage, respectively, after wounding with a minus 4 to armor saves.
In a 1500 point army I have two lots of these Raider mounted warriors. I also have two raiders with two units of ten wyches. I give the Hekatrix a blast pistol. I make sure Lylith is not far away as she causes the wyches to be able to re-roll 1's in combat.
I also have a haemonculus. These guys have got tougher and come with a free Casket of Malediction. This can be used once in the game; at close range the DE player rolls a dice for each psycher and on a 4+ any psychers have to take D3 mortal wounds
I also have a Venom (a smaller flyer) with five Incubus on board. They are a nasty surprise in close combat. Venoms have only six wounds but they have Flickerfield as well as the 4-5 invul. Tis means, with 'my fiend Flicker that the enemy has a minus one to hit with rranged weapons.
For heavy support I use two Ravagers, pretty much like raiders but a little stronger and with three Dark lancers or Disintegrator cannons - i have one of each weapon type.
Anyway, the Dark Eldar have been successful against Tyranids. In the last game I killed a ten wound beasty in first move and another one not much later.
Below can be seen Ken's great wargame table with base provided by games Workshop and ken's many buildings.
Stephen's cultists, allied to the Tyranids, move to take one of the objectives, the gun..
Raider (left) and Ravager (right) take up firing positions and cause some devastation..
The large partial skeleton is an objective and one of my creations from a nameless toy.
A furious melee as two of my units of wyches, a Haemonculus and Lylith assault the Tyranid hive leader. We had to pack up before it was resolved but Lylith was down to one wound and the Hive tyrant down to three or four.
A swarm of little guy tyranids were unable to do a lot of damage to this Ravager which then flew off and let the Incubi get stuck into these blokes with their klaves.
The game went for three moves. The Dark Eldar inflicted more casualties but the four objectives were evenly distributed among the two sides at the closing of the game. I had 'first Blood' by killing the first unit or character, Stephen had line breaker as his leader was in my deployment zone.
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