Nyarlathoth cackled and capered as he flipped through the ancient tome, a withered quill hanging from the cover by a sinewy strap. The Liber Nomine was written with a feather plucked from Tzeentch's wing, or so the legend went, and the quill was bound inextricably to the tome. The owner had only to dip the quill in the ichor of a daemon and its truename would appear in the Liber.
As Nyrlathoth looked he saw dozens of names already inscribed and his mind was filled with visions of himself on his chariot leading forth a mighty host - perhaps even carving out himself a greater domain in the Empyreum. His eyes fell upon scintillating runes and he willed himself a half dozen additional eyes to bring the name into focus.
Surely there was another Fateweaver in the endless stream of time.
He looked to his yellow twin and they shrugged in unison. "Only one way to find out." Together, they spoke the name.
Well, it has been a while since I have cast dice in anger and I finally got a little bit of time and Shep was kind enough to rearrange a couple of things to get in a game with me.
I have to apologize to Shep first off for having my list a little wrong when we played. Nothing that changed the game, just a couple of things - one the brain had gaze instead of breath (like I tried to do once, but then forgot) and I didn't actually have instruments - again, neither of those actually mattered in the game, but I am a damn cheating Irishman, so what do you expect?
Tzeentch Daemons
HQ Fateweaver
Nyarlathoth (Chariot, Bolt)
Yellow Horror (Chariot, Bolt)
Troops 7 Horrors (Bolt, Changeling)
7 Horrors (Bolt)
7 Horrors (Bolt)
Elite 3 Flamers (Bolt)
3 Flamers (Bolt)
3 Flamers (Bolt)
Heavy The Eye (Bolt, Gaze)
The Brain (Bolt, Gaze)
Koko (Bolt, Boon)
Dark Angels
HQ Sammael on Land Speeder
Troops 10
Tac Marines (Flamer, Multimelta(?), Rhino)
10
Tac Marines (Flamer, Multimelta(?), Rhino)
10
Tac Marines (Flamer, Multimelta(?), Rhino)
Elite Dreadnought (
MM)
Dreadnought (
MM)
Dreadnought (
MM)
Heavy Predator Destructor
Predator Destructor
Predator Destructor
Fast Land Speeder (Multimelta, Heavy Flamer)
Land Speeder (Multimelta, Heavy Flamer)
Land Speeder (Multimelta, Heavy Flamer)
Pregame We set the table up and rolled up the mission - Dawn of War Capture and Control - Shep won the roll and decided picked the table edge and took first turn. He didn't deploy anything at all and (obviously) neither did I.
Turn 1 The Dark Angels come onto the table with the rumble of engines and move out as far as they can.
I choose my big stuff for wave one and the fates agree. Before popping out of the warp, Fateweaver whispers in Nyarlathoth's ear "stick to the woods, there is safety there". I stack heavily along the "Eastern" flank avoiding the speeders and facing the two Predators (also closer to Shep's objective.) I have some minor scatters, nothing major aside from Nyarlathoth having an 11" scatter into the woods way too close to the Dark Angels and Koko almost scatters onto Fateweaver. My shooting stuns one of the predators and shakes the other on the right flank and destroys the one on the left flank.
Turn 2 The Dark Angels shift just a bit, one of the squads debarks from the rhino into the woods and blasts Nyarlathoth back to the warp - with a little help from Sammael and one of the other speeders. The rest of the army that is still able to shoot blasts other herald back to the warp.
I get two units of flamers and two units of horrors. I notice that Shep had bunched his vehicles in pretty close to each other and decide to tempt fate by dropping one of the units in position to hit multiple vehicles with templates and Shep (unable to deal with the madness talks me off the ledge a bit with the other unit of flamers). The banzai squad gets a hit, the other one gets an 8" drift but it is along a friendly angle, so that is good. I place both units of horrors back in the neighborhood of my objective.
Shooting goes pretty well for me, The Eye blasts a weapon off of the nearest predator, one of the other princes stuns the other one. The flamers end up with a pen and a glance on a speeder, a couple of random glances on the other vehicles, the best of which is an immobilized result on Sammael's speeder leaving him pointing off in a random direction. The flamers near the wood manage to get 10 hits on the dismounted Dark Angels reducing 5 of them to a primordial ooze. In the assault phase, The Eye charges the predator he shot and gets 4 penetrating hits succeeding in destroying the rest of its weapons and immobilizing it. We figured he is being careful and saving up random tanks that soul grinder shell. The Brain immobilizes the Dreadnought in Shep's backfield. All in all, a pretty satisfying turn for daemons.
Turn 3 Shep decides that his left flank is untenable with the daemon princes and Fateweaver so abandons his own objective to put a strong push on mine and play for the draw and hope to pull out a
VP win. He sends most of his army forward and those that remain deal with the Flamers - the dreadnought is shaken and so has to charge in to the unit. Surprisingly he kills all three as my flamers refuse to make an invulnerable save. I had kind of hoped to keep him locked up for a turn. He also kills a horror with some kind of shooting.
The last two daemon units in reserve arrive - the flamers appear behind the cluster of vehicles again and shooting the dreadnought in the back and blowing it up despite the use of smoke. The last unit of horrors (with the changeling) appears in position (after an 11" drift away from the action) between the other two units of horrors giving me a bit of flexibility in deciding which objective to go for. My horrors again miss with every bolt, but their warpfire stuns one of the speeders as they retreat back my objective. The Eye charges in at Shep's last surviving predator and just manages to shake and immobilize it despite getting a lot of chances on the chart.
Fateweaver flies over the ruins and takes up a more central position and gets the flamers within 6".
Turn 4 The ad hoc combat squad moves out of the woods and lines up for a shot on the flamers but they only take a single wound and make their save. The dreadnought in Shep's backfield hits with both stormbolter shots as well as the multimelta and I fail all 3 three saves. "Whew, good thing Fateweaver is there" I say as I pick up the dice and proceed to fail all three again. D'oh! But it is a double d'oh as now Shep is out of cover for my next round of shooting. As the game could end next turn shep again moves toward my objective with a good deal of haste. The Eye rips the predator apart causing it to rain down fiery wreckage which fails to wound the daemon prince.
Sorry, I also forgot to take any pictures this turn.
For my movement phase the horrors moved toward the objectives, the changelings unit running to hopefully be at Shep's objective on turn 5. The daemon princes move toward the center of the battlefield and continue to lay out an impressive amount of fire, wiping out the foot marines. The horrors immobilize one of the speeders.
Turn 5 This is the do or die turn for Shep so he tries ramming his rhinos through difficult terrain as well as bringing the last mobile speeder over to contest my objective. One of the rhinos is immobilized in the wreckage of the the lander vehicle but the other gets right next to it. The immobilized dread shoots at the Eye and causes 3 (again) unsaved wounds.
The Fateweaver flies over into position to fire at 3 different targets with a potential of hitting 4! His gaze destroys the speeder, his bolt does a penetrating hit on the rhino and he gets 2 glances against the rhino and immobilized speeder. Not too shabby for an old dude! He then follows that up by charging the rhino and destroying it! Unfortunately for me, the squad is able to deploy within 3" of the objective. Fortunately for me, however, my other squad of horrors is able to make the run to claim his objective. Shep casts the dice of fate and the game comes to and.
Victory for Daemons 1-0!
After Action Report I have to say, I was pretty happy with how my army worked and my cunningly crafted plan - which basically amounted to smashing one of his flanks with an obscene amount of monstrous creatures and then figuring the rest out. I like this list, I feel it has a good balance of solid reliable units and units that I can be a bit more cowboy with (suicidal flamers, anyone?)
Commendations Flamers have to get special mention this game, but Fateweaver also did really well - not so much due to his rerolls so much as the threat of his rerolls - Shep didn't want to waste his firing into the reroll bubble so let me dictate the game a bit more than he has been accustomed to of late.
Condemnations That one freaking dreadnought was nails! He never missed and never failed to wound.
Nyarlathoth spat and cursed and spat again as he watched the events of the battle unfold through the crystal waterfall fountain that served as the center of his domain. He had succeeded in summoning and controlling Fateweaver but the ancient oracle had managed to manipulate the situation resulting in the banishment of both Nyarlathoth and his simulacrum. He watched as his minions reveled in their time on the mortal world. That cyclopean half-breed had even succeeded in capturing an offering for the keepers of the forge.
In his rage Nyarlathoth blasted the waterfall apart with a bolt of shimmering energy. The fountain shattered though remained hovering and projecting the window into the materium. The Herald of Tzeentch was forced to watch as Fateweaver claimed souls that should rightfully have been his.
Though he should have already known this, it became apparent that power was not enough. He would need to be a bit more crafty. Perhaps he would be better served with a pawn in control rather than the king. Nyarlathoth grinned as a plan began to form in his mind.