Friday, February 16, 2018

Khorne Campaigns: World Eaters vs More Eldar!



After the last encounter with the eldar one of my main conclusions was that I needed more firepower. I considered havocs and predators and all the usual sources but I wanted to try something different - so I basically upgraded the rhinos to land raiders.


++ Battalion Detachment +3CP (Chaos - Chaos Space Marines) [47 PL, 848pts] ++

+ Flyer [10 PL, 185pts] +

Heldrake [10 PL, 185pts]: Baleflamer [30pts], Heldrake claws [17pts], Mark of Khorne

+ No Force Org Slot +

Legion: World Eaters

+ HQ [10 PL, 165pts] +

Dark Apostle [5 PL, 83pts]: Mark of Khorne, Plasma pistol [7pts], Power maul [4pts], The Black Mace

Exalted Champion [5 PL, 82pts]: Brass Collar of Borghaster, Mark of Khorne, Plasma pistol [7pts], Power axe [5pts]

+ Troops [27 PL, 498pts] +

Khorne Berzerkers [9 PL, 166pts]
. Berzerker Champion [35pts]: Plasma pistol [7pts], Power fist [12pts]
. 5x Chainsword and Chainaxe [85pts]: 5x Chainaxe [5pts]
. Chainsword and plasma pistol [23pts]: Chainsword, Plasma pistol [7pts]
. Chainsword and plasma pistol [23pts]: Chainsword, Plasma pistol [7pts]

Khorne Berzerkers [9 PL, 166pts]
. Berzerker Champion [35pts]: Plasma pistol [7pts], Power fist [12pts]
. 5x Chainsword and Chainaxe [85pts]: 5x Chainaxe [5pts]
. Chainsword and plasma pistol [23pts]: Chainsword, Plasma pistol [7pts]
. Chainsword and plasma pistol [23pts]: Chainsword, Plasma pistol [7pts]

Khorne Berzerkers [9 PL, 166pts]
. Berzerker Champion [35pts]: Plasma pistol [7pts], Power fist [12pts]
. 5x Chainsword and Chainaxe [85pts]: 5x Chainaxe [5pts]
. Chainsword and plasma pistol [23pts]: Chainsword, Plasma pistol [7pts]
. Chainsword and plasma pistol [23pts]: Chainsword, Plasma pistol [7pts]

++ Spearhead Detachment +1CP (Chaos - Chaos Space Marines) [62 PL, 1152pts] ++

+ No Force Org Slot +

Legion: World Eaters

+ Heavy Support [57 PL, 1074pts] +

Chaos Land Raider [19 PL, 358pts]: Combi-bolter [2pts], Mark of Khorne, Twin heavy bolter [17pts], 2x Twin lascannon [100pts]

Chaos Land Raider [19 PL, 358pts]: Combi-bolter [2pts], Mark of Khorne, Twin heavy bolter [17pts], 2x Twin lascannon [100pts]

Chaos Land Raider [19 PL, 358pts]: Combi-bolter [2pts], Mark of Khorne, Twin heavy bolter [17pts], 2x Twin lascannon [100pts]

+ HQ [5 PL, 78pts] +

Warpsmith [5 PL, 78pts]: Combi-bolter [2pts], Flamer [9pts], Mark of Khorne, Meltagun [17pts], Power axe [5pts]

++ Total: [109 PL, 2000pts] ++

So - no juggerlord, no daemon prince, no helbrutes but I do have firepower! I kept the Heldrake around for a second chance too.


Blaster took his usual force which you can see here and we played the same mission as well - "Dominate and Destroy" - involving objective-holding and kill points.


I started with 4 things on the table - 3 land raiders and a heldrake ... if only we were still using that fewest-drops-equals-first-turn rule. I still won first turn. My big tanks rolled up the table and started blasting away, while the heldrake did his usual thing too ...


... and you can see how it goes. He flies up, flame-breaths a guardian unit, then charges it, and the few survivors end up fleeing due to morale - awesome! Except that now he's in range of every gun in the eldar army and he's going to pay.


On the Eldar turn they kill the Heldrake, put some hurt on the big tanks, and drop these guys in behind me. The other thing I was concerned about from my last battle was the lack of objective holders. I knew I was doubling-down on offense with this army list, but it really hurt me here.

This shot above is actually from Turn 2 where I have managed to tear up the wraithguard and some of his other troops but it's not going to be enough.

By turn 3 two of the land raiders are gone, the berzerkers are exposed and my chances of winning are just about gone. Over on that left side I did manage to kill his wraithlord but he had killed enough zerks that it was going to be tough to get through his guardians and his jetbikes and the farseer and the spiritseer that were all sitting on that objective.


Then on turn 4 his Fire Prism and brightlance-armed Wave Serpent and his Dark Reapers managed to kill the third Land Raider and I conceded. The first 2 squads were mostly gone and there was nothing in charge range of the intact but now on foot 3rd squad. I was going to spend Turn 5 eating scatter laser and bright lace fire and there was no need to go through that exercise again.

So why are we failing here?

  • The board configuration is the toughest one for an assault army fighting a shooting army as the traditional setup has a 12" backfield while this one has 24". That means it takes me an extra turn to get to him (at least). That's a killer. With the Land Raider moving 10" instead of the Rhino's 12" I'm trading some speed for firepower and this setup only makes it worse. Advancing means I'm giving up 12 lascannon shots and 18 heavy bolter shots so that doesn't seem like a good idea. 
  • Only 4 maneuver units for probably half the game means I have limited board control. I can't hold objectives until the marines jump out and even that assumes the tanks are still in some kind of fighting shape. Even if things are dying a squad of cultists could have been racking up points in the backfield in those first couple of turns. 
  • The Heldrake is 185 points of one-turn-glory and then it dies, and I don't think it's soaking up enough firepower to really help my tanks (or my Rhinos) survive. The board wasn't helping here either as even with a 30" flying move, an 18" breath weapon, and a 2d6 charge range, there was really only one unit he could get to on Turn 1. If he could hit a Dark Reaper squad he would make a much bigger difference, but on this type of board I think a helbrute would have contributed more.
  • Tactics - I spread out across the whole board and I probably should have concentrated on one side to cut down on the number of units that could shoot at me. Eldar heavy weapons all have a 36" range or more but it might have cut out some of the shuriken weapons and their annoying bladestorm effect at least. 
  • Lack of speed is a problem, aside from everything else. What if I had dropped in a terminator squad somewhere near the Heldrake? Maybe some Obliterators? I need to create some threats on his end of the board, more than just a single unit.

So while I like the Land Raiders taking 3 of them leaves me no real flexibility. One or two of them might work and would free up enough points to add in some deep strikers and some other fire support. 

Logically it would make more sense to take the fire support elements from my Iron Warriors. they're better at shooting, already painted, and this would also open up the option of some psyker support too. There are quite a few places where Warptime would make this army better.

My other inclination is to go Maximum Khorne and get a Lord of Skulls. He's big, he has big guns, and he leaves room for some other things - like juggerlords - as well. 

We'll see how it goes.

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