Kabal of the Black Heart

Dark Saim Hann

Wednesday, February 3, 2010

Moving Blogs!

Moving!

I am consolidating all of my blogs into one central location and enabling my friends to post their armies and insight as well. I appreciate everyone that “Friend Connected” me at one point, and would ask that you do so on my new blog. This new location will enable me to make more posts with less editing and expand my direction as a gamer of six rather large armies.

I think we all understand how far encouragement will take us in this hobby, and I want to say thank you for your comments and feedback.

dzer0.com

Friday, December 18, 2009

1850 Pts - Dark Saim Hann 2.5


Terror Council
(2HQ, 1Champ, 6Basic)
Archon Jetbike(Punisher/Tormenter Helm; Drug Dispenser, Shadow Field)
Haemonculi Jetbike (Scissors; Destructor; Haywires; Drug Dispenser)
Succubus Jetbike (Punisher/Tormenter Helm; Drug Dispenser)
6 Reaver Jetbikes (Blaster x2)

Disorder Council (1HQ, 1Champ, 5Basic)
Haemonculi Jetbike (Scissors; Destructor; Drug Dispenser; Haywires)
Succubus Jetbike (Punisher/Tormenter Helm; Drug Dispenser)
5 Reaver Jetbikes (Blaster x2)

Shadow Council (1Champ, 4Basic)
Succubus Jetbike (Punisher/Tormenter Helm; Drug Dispenser)
4 Jetbike Squad (Blaster x2)

Heavy: Ravager
(Dark Lance x1; Disentegrator x2; Nightshields)

Heavy: Ravager
(Dark Lance x1; Disentegrator x2; Nightshields)

Troops: Raider Squad
Raider Squad (Blaster; Dark Lance)
Sybarite (Poison Blades; Pistol)
Raider (Dark Lance)

Troops: Raider Squad
Raider Squad (Blaster; Dark Lance)
Sybarite (Poison Blades; Pistol)
Raider (Dark Lance)

Troops: Raider Squad
Raider Squad (Blaster; Dark Lance)
Sybarite (Poison Blades; Pistol)
Raider (Dark Lance)

-Nightshields from all Raider Squads
-Haemonculi in small Jetbike Squad
+ Archon in large Jetbike Squad

Friday, December 11, 2009

Dark Eldar vs Tau


Dark Eldar vs Tau
2k Points, Dawn of War, Annihilation
Dark Eldar:2 , Tau:6



My first major loss with Dark Eldar was against my good friend Chad and his beautifully painted Tau. My resolve shaken after my previous game with Alex and his monstrous Orks; it was extremely apparent in this game with my lack of actual tactics. I feel that my biggest weakness is concentrated fire so I set out to see just how bad it would be, and worst-case scenario, annihilation popped.

The game I had been playing was to reserve everything and hope my troops remained off the table for as long as possible. I hate Warriors and I was purposely trying to avoid the liability they can become. I do not want to say I underestimated the Tau, because I know full well how brutal concentrated fire can be, and Chad has created the most competitive Tau list I have ever seen. He plays his army beautifully, and they are as elegant and precise as Eldar. That being said, I replaced tactics with a mad dash and hopes that I could last a turn of his shooting. I play High Elves in a come and get me approach. It’s not gun line per say, but the entire list is setup to avoid close combat and optimize my ability to rock yours. Chad will make an excellent High Elf general to say the least. My point is I should have known better, a death march is giving him the game he wants to play.

I figured the only way to keep jet bikes alive is to have the 3+ invulnerable save for going flat out, which I was heavily relying on to get me to the next turn. When Tau concentrate fire on 9 bikes, no save could have saved them from the sheer number of wounds I was forced to take. He simply backs up, in true Tau fashion, and shoots more at me. I was quickly outgunned and destroyed; it was my own fault for just pushing models forward without a real plan. Perhaps against less shooty armies I can try to get into close combat as quickly as possible, but that is honestly not the (dark) Eldar way.

So after a few list tweaks I am back with a sense of purpose. It took some sideline arguing/coaching from Alex to make me reexamine my tactics and I think that I simply missed the true purpose. I cannot just ignore my troops and hope they do not pop. That is 528 points I am trying to play a game without. My prejudice against Guardians transferred into a preconceived notion of Warriors, but unfortunately, I cannot simply pick another troop type. If I am going to play a raider army, I have to commit the entire force into one shock attack. It will take every Warrior, every miserable AV10 Raider; every unit in my force concentrated on a single point to break what is before me. I think it’s time for list 4.0 and a few new models.

Dark Saim Hann 3.2 (List Change + Perspective)




7 Wins, 1 Tie, 0 Losses

3.0: Succubi Loadout
The big change to 3.0 was re-kitting the Succubi to Punisher/Tormentor Helms instead of Agonisers. The move to a Str5 power weapon has made a huge difference needing 2's and 3's on most troops instead of 4+ all the time. I always take reroll hits for combat drugs on the Succubi so I need 3+ to hit (+reroll) and 2+/3+ to wound on 3/4 attacks at Initiative 6. Combined with the Haemonculi's 3/4 attacks that reroll hits/wounds, and wounds on 2+ it puts out a lot of hurt. I have considered keeping one Agoniser on my small Shadow Council Succubi just to chase Monstrous Creatures around, but it hardly ever comes up and the Dark Lances/Blasters usually take care of it when it does happen.

3.2: Weapon Changes
-2 Plasma Grenades (Succubi), +1 Disentegrator (Ravager)
-3 Splinter Cannons, +3 Dark Lances (Raider Squads)

Future:
I may end up dropping one Shadow Field on one Raider Squad to pass out Plasma Grenades to the bike units. I have started deploying one Warrior Squad in cover while using its Raider to simply get in the way and slow down advancing troops. The problem is KP games when these ships are quick/easy targets vs the few times I actually need Plasma Grenades. Anytime I see units in cover the Destructor makes quick work of the bs and the assault goes quite smoothly thereafter. Most games the 6 extra inches may be useful in one shooting phase.


2000 Pts - Dark Saim Hann 3.2

HQ: Asdrubael Vect
(Dark Lance; Disentegrator x2)

Terror Council (1HQ, 1Champ, 7Basic)
Haemonculi Jetbike (Scissors; Destructor; Haywires; Drug Dispenser)
Succubus Jetbike (Punisher/Tormenter Helm; Drug Dispenser)
7 Reaver Jetbikes (Blaster x2)

Disorder Council (1HQ, 1Champ, 5Basic)
Haemonculi Jetbike (Scissors; Destructor; Drug Dispenser; Haywires)
Succubus Jetbike (Punisher/Tormenter Helm; Drug Dispenser)
5 Reaver Jetbikes (Blaster x2)

Shadow Council (1HQ, 1Champ, 3Basic)
Haemonculi (Scissors; Destructor; Drug Dispenser; Shadow Field; Haywires)
Succubus Jetbike (Punisher/Tormenter Helm; Drug Dispenser)
3 Jetbike Squad (Blaster x2)

Heavy: Ravager
(Dark Lance x1; Disentegrator x2; Nightshields)

Troops: Raider Squad
Raider Squad (Blaster; Dark Lance)
Sybarite (Poison Blades; Pistol)
Raider (Dark Lance; Nightshields)

Troops: Raider Squad
Raider Squad (Blaster; Dark Lance)
Sybarite (Poison Blades; Pistol)
Raider (Dark Lance; Nightshields)

Troops: Raider Squad
Raider Squad (Blaster; Dark Lance)
Sybarite (Poison Blades; Pistol)
Raider (Dark Lance; Nightshields)

Total Roster Cost: 2000

Monday, November 23, 2009




Dark Eldar vs Orks
2k Points, Seize Ground, Spearhead
Dark Eldar: 1, Orks: 0, Contested: 1



I deployed one unit of warriors into cover on the objective but my plan was to bait and switch bases from the start. I deployed Vect, the Ravager, and everything else went into reserve.

This game started with me whiffing two shooting phases. The first six lance shots in the first turn turned into three “cannot shoot” results on vehicles that had no intention of shooting. The next eight lance shots did not penetrate and the tide was upon me.

The game went further south when Snikrot and his Kommandos ambushed Vect and took him down. I had been slowly moving him six inches across the table lighting everything up and lost track of the table edge. That was a truly defining moment as I realized my mistake.

Nob bikers rode in from reserves on the edge across from my objectives taking out the deployed warriors transport vehicle without hesitation. I moved the Ravager 24” but it was destroyed the next turn by cannon fire.

Meanwhile, while I am playing the mission my Jet bikes are Turbo Boosting across the table from reserve onto the Ork Objective. The first group of bikes, after slimming down to six from a bomb dropped by a helicopter, assaulted a fat group of boys and destroyed the entire squad. They are promptly shot and killed with the Succubus remaining on turn 5, but my second group of bikes where able to kill the Lootas in one turn as well.

The last Raider stayed in reserves the entire game, and on my turn (since I went second) I simply coasted it onto my original objective (surrounded by Nob Bikers, Stormboyz, Zagstruk, etc) and prayed the game would on five. My second Raider was able to flat out onto the second floor of ruins and take his objective, winning the game.

The final roll was a two, the game ended with me holding his objective, me contesting mine. I had 519 points left on the table, seven jetbikes and two untouched warrior squads (one of which was about to be pwned if it had gone to turn 6). This was the most challenging win I have squeaked by with thus far.

Sunday, November 22, 2009

Dark Saim Hann 3.1

After tweaking my list I think it is ready for another game (against Orks today actually). The move to Punishers on the bikes is the biggest change, but I moved grenades around and other small details.

My biggest decision is how I want to work the Raider Squads. I leave them pretty light because I hide them most of the game, they are the only thing I reserve and when they do come out its right into cover. I would like to give the warriors Dark Lances, but then they cant move and shoot so I generally give them the Splinter Cannon. The game I want to play is hide until fifth turn then swoop in and steal objectives, but often I find myself dumping the warriors into cover and using the Raiders as mobile terrain, blocking paths and baiting to blow it up. Some games I wish I had the extra Lance, while others I am moving them half the time and the Cannon suits me just fine. I arm the Sybarites with Poison Blades because I like the models and the extra wounds are nice to have. I generally find when my warriors are in combat its not because I put them there, and the Agoniser being a 4 up translates into 1 unsavable wound. Poison Blades are much cheaper and I try to hide these warriors the whole game anyway.

With vect and his 2 disi's I made the move to 2 lances on the Ravager to have a little more anti tank at distance. I have 6 blasters and haywire grenades over 3 jetbike squads so the armor goes down quick, but dropping troops onto the ground from a distance just puts the pressure on before I can get there. I am hoping this is a smooth game, I have only lost to Orks once with Eldar (when I first started playing) and hope to squeak out another win today.

I will post my list and results tonight after the game.

Thursday, November 19, 2009

Work in Progress

I am starting to workout my color scheme for the Reaver Jetbikes. The Kabal of the Black Heart traditionally is all black with Scab Red helmets and gold trim. While I am keeping to that design with my warriors, I wanted to make the jetbikes stand out more with red colors that pop instead of the drab muted bits. They are distractions right?
I settled on a rank color scheme centered around the natural banding of the model.

HQ: Archon (not shown) 4 red bands
HQ: Haemonculi 3 red bands in a row

Champion: two back bands, one front band
Blasters: one front band, one back band
Regular Bikes: one back band

I also play Dark Elves in Fantasy so I am taking all of the extra corsair bits I never used and converting them into raider weapons. All of the hooks and chains just scream slaver tools and I think it fits beautifully.

I will post pictures of the Haemonculi, Champions, Riders, etc once I finish painting the regular bikes. I need to add gold trim, edge the blades silver, and blend/shade everything.

Icon

Icon
Black Heart