So, I'm trying to practice as much as possible with my Slaanesh Daemon army for a tournament next week, and Rinkydink came over with his Marines to give me a pretty hard game - he was under orders to build the hardest anti-Daemon list he could. He hadn't ever actually played against Daemons before, but that didn't seem to stop him.
ArbitorIan's Slaanesh Daemons [1750pts]
* Keeper of Secrets (Soporific Musk)
* Keeper of Secrets (Soporific Musk)
* 6 Fiends (Unholy Might)
* 6 Seekers (Transfixing Gaze)
* 18 Daemonettes
* 18 Daemonettes
* 12 Daemonettes
* Daemon Prince (Aura of Acquiescence,
MoS, Soporific Musk, Unholy Might, Pavane)
* Daemon Prince (Aura of Acquiescence,
MoS, Soporific Musk, Iron Hide, Pavane)
Rinkydink's Exemplar Marines (1750pts)
* Lysander
* Librarian (Null Zone, Avenger)
* 5 Assault Terminators (4
TH/
SS, 1
LC) in a Land Raider Crusader (Multimelta)
* Dreadnought (2 x Autocannons)
* Dreadnought (Plasma Cannon)
* Tactical Squad (Missile Launcher, Flamer) in a Razorback (
TL Heavy Bolter)
* Tactical Squad (Missile Launcher, Melta) in a Razorback (
TL Heavy Bolter)
* 5 Scouts (Bolters, 1 Heavy Bolter)
* Land Speeder (Multimelta, Heavy Flamer)
* Land Speeder (Multimelta, Heavy Flamer)
* Predator (Heavy Bolters, Autocannon)
We rolled Capture and Control, with the full five objective markers, and I won the roll for turn. I chose to go second, and Rinkdink set up across the whole board length, with the Librarian in a Razorback with a combat squad in the centre.
The scout squad advance towards the central objective while combat squads hold the two on his side.
The fastest and most monstrous elements of my army arrive and run behind the standing stones ready to weather a turn of shooting.
His Terminators disembark and ready to charge, while the Librarian in the Razorback moves a little closer and casts Null Zone, forcing me to re-roll all my successful invulnerable saves. Massed fire knocks wounds of some of my big guys, and kills two Fiends and two Seekers. The Terminators finish off one Keeper on the charge.
In my turn, while the Fiends run off and immobilise the Rifleman dread, the rest of my army turns and piles in to the Terminators, killing Lysander and a few more guys.
I roll low for my second turn arrivals, and one big Daemonette squad appears on the other side of the board. In the Marines' third, EVERYTHING turns to face them.
Here was where I realised the error of charging the Terminators - the Daemon Prince in combat with them, suffering a wound, has his Initiative reduced to 1, meaning he can't Hit and Run. I manage to disengage the Seekers and Keeper ready for my next turn, though while discussing army lists in the other forum afterwards, it turns out Seekers don't actually have Hit and Run after all!
In my next turn, the Seekers go off and attack that pesky Librarian in his Razorback, but only blow a weapon off. Must remove the Null Zone! Meanwhile, the Fiends attack one of the objective-holding Combat squads, and the Keeper attacks the scouts. Thankfully, since the whole Marine army has swapped Combat Tactics for Stubborn, the Keeper is able to remain locked in combat through the next Marine turn.
The other two Daemonette Squads turn up and hold back, ready to rush forward onto the central objective and the one in the standing stones.
Again, massed Marine dakka takes out some Daemonettes and the Seekers, before the Keeper finished off the Scouts and moves on to explode the Razorback to get at the juicy Librarian within.
The other Daemon Prince FINALLY arrives on the far side of the board as the remnants of the first big Daemonette squad charge the Dreadnought and attempt to take the objective. The Daemonettes going for the standing stones roll badly, though, and don't make their charge against the other Razorback holding the objective.
The Terminators, who had finished off the first
DP earlier and got back in their Land Raider, now assault out of the hatch and finish off the second Keeper. They then consolidate off towards the second
DP, who had killed the Dreadnought and left the four remaining Daemonettes in charge of that objective.
The Librarian then gets in the Land Raider with his Combat squad and rolls up near to the central objective. At this point, we're at the end or turn five. Though the marines have more models on the board, Daemons currently hold two objectives (after exploding the Razorback in the standing stones) and the Marines hold only the central one. I pray for the end of the game, but we get another turn!
And in this last turn, with most things out of combat, it's easy for the Marines to mop up. The Daemonettes are shot off the far objective.
And the combat squad in the standing stones die when they attempt a charge.
Despite a last ditch attempt to explode the Land Raider by some Fiends, the game ends 2-1 to Marines!
Fantastic, it was a really fun game. I also learned a LOT of things from this...
* Marines actually get quite a lot of stuff at this points level.
* Seekers don't have Hit&Run, I'll be taking more Fiends instead I think.
* I shouldn't have charged all the monstrous creatures into the Terminators at the start. The Thunder Hammers remove my Hit&Run ability, and the Storm Shields mean that my mostrous creatures are less effective. This combat cost me two big guys, when I really should have brought down a big squad of Daemonettes at the start and tarpitted them for a few turns.
* Null Zone is a BASTARD. I don't expect people to take it in a tournament situation, but it's evil against Daemons. I basically had to re-roll every save I made for the entire game, which kinda explains the incredibly small number of Slaanesh troops left on the table at the end...!
But yes, good game. I'm doing some more practice games today, then off to Nottingham next week.