Howdy all,
Tomorrows an
ETC style tourney i'll be running. First in New Mexico; and I figured we'd give her a try! We're doing 3 person teams (not sure on the turnout). As I'm running it, i don't have a "set" team, I'll just hop into a 2 person team and have a go. Goal is for me to win my games, but not necessarily win the tourney...

My list is as follows:
Daemons 2k
HQ
-----
Fateweaver
Blue Scribes
Skulltaker - Juggernaught
Elites
---------
5x Fiends - might
5x Fiends - might
5x Bloodcrushers - full kit
Troops
----------
5x Horrors - bolt
5x Horrors - bolt
5x Horrors - bolt
5x Horrors - bolt
Heavy
---------
Daemon Prince - BoT, MoT
Daemon Prince - BoT, MoT
Daemon Prince - BoT, MoT
This is an experimental list, I wanna try out the Scribes and a crusherstar.
My partners were my buddy Jesse running a
BA list with the following:
Mephiston
5x Termis -
LRC w/ EA/
MM
5x
AM squads -
PW/melta in all, priest in 2 of em - 3x
TLLC razors/2x
HB razors
Stormraven
Baal Pred
And a guy that sometimes shows up, Miles, running the list found in battle rep 1 using
GK. The field were as follows:
Team 1 -
CSM, Black Templars, Daemons
Team 2 - Nids, Space Wolves, Blood Angels
Team 3 - Eldar, Space Wolves, Space marines
Team 4 - Eldar, Blood Angels, Dark Eldar
Team 5 - Daemons, Grey Knights, Blood Angels
Mission 1 – Santy Klawz and his Gretchelfs
Every year around December the mighty Santy Klawz comes to the planet of Sicarius XI to spread joy and WAAAGH!! He brings his bags loaded with rokkits, power klawz, and
RC powered Squig-Bombs to give to the little boys and girls (as well as Space Marines, Eldar, and whatever else he should come in contact with).
Sadly, however, Santy Klawz rokkit slay has crashed in the north eastern portion of a region known to be harsh and inhospitable. The mighty Santy Klawz is pretty resilient and resourceful; he has weapons of great power with him, and poses a great threat to this small isolated planet.
Your mission, if you choose to accept it, is to find Santy Klawz and his Gretchelfs. Whatever your motivations may be, whether it be to enslave him, stop his diabolic holiday schemes, or to just simply eat him, he and his minions must be found at all costs!
Deployment : Pitched Battle
Turn Count: The game automatically ends on Turn 6 (no rolling)
Primary Objective: Capture and Control
Special Rule: Objective Points
Before deployment, place 5 objectives on the board: one in the center of the board, and one in the center of each table quarter (should be aprox 12” from your deployment zone and 18” from the table sides). The center board objective is worth 3 OBJECTIVE POINTS.
At the beginning of the 2nd turn and 4th turn each player chooses one of the 4 remaining objectives that haven’t been chosen before and rolls a
D6. On a 1-3, the objective chosen is worth 1 OBJECTIVE POINT. On a 4-6, the objective is worth 2 OBJECTIVE POINTS.
The goal is to control more total objective points than your opponent. You MUST own at least 2 more objective points than your opponent to win by primary (i.e. if I control the middle (worth 3) and you control an objective worth 1, I win by primary). Just so you know this is supposed to represent how many Gretchen you find hiding!
Secondary Objective: Terrain Pieces – Control more terrain than your opponent. Terrain may be controlled by any Infantry, Jump Infantry, Walker, or Monsterous Creature. Models embarked in transports may claim terrain as well.
Tertiary Objective: Kill Points – Have more kill points than your opponent.
BONUS OBJECTIVES
1) Kill your opponents most expensive
HQ
2) Control the center objective at the end of the game
3) Yell “HO HO HO!” as you kill a unit that’s controlling or contesting any objective
This game my team took the BYE as we were waiting on a third player to show up... so we took 33 battle points (I counted byes as Tertiary wins for the teams) and me and miles settled down to play a game for fun.
Mission: 3 objectives
Deployment: Dawn of War
Miles
GK list was as follows:
HQ
Crowe
Inquisitor (not sure which) - 2x PW's, All the grenades in the world
Troops
10x Purifiers - 3x Psycannons, 1x Incinerator, Hammer, 4x Halbards - Razorback w/ TLAC and Psybolt
10x Purifiers - 3x Psycannons, 1x Incinerator, Hammer, 4x Halbards - Razorback w/ TLAC and Psybolt
5x Purifiers - 2x Psycannons, Hammer, 2x Halbards - Razorback w/ TLAC and Psybolt
5x Terminators - Banner, 1x hammer, 1x halbard, 2x NFS
Heavy Support
Land Raider Crusader - EA
5x Purgation Squad - 4x Incinerators, Hammer - Razorback w/ TLAC and Psybolt
We roll off and Miles wins and makes me go first. I split my army; Weaver, Crushers, 2 princes, and 1 horror unit w/ scribes and 1 normal unit are my primary... and I get em!
Daemons Turn 1
I drop in everything and run. Thats about it. My horrors dropped by my back left objective. Other unit drops tioward the middle.
Daemons 0 -
GK 0
Grey Knights Turn 1
He rolls on; 2 foot purifier combat squads on my left come in, behind the hill.
LRC in the middle, 2 razors on both sides flanking, and 5 more purfiers on my right in the forest there.
He tries to shoot, but due to nightfighting very little hits. I roll baddly and my crushers take 3 wounds (all normal!)
Daemons 0 -
GK 0
Daemons Turn 2
I get in 1 unit of fiends and 2 more horror units. All drop within 6" of the banner and hit.
I shuffle my mass of doom up the middle, Crushers get into the ruins. Everyones within 6" of weaver for the most part (minus my two horror units).
Shooting I UNLOAD on his razorbacks, and despite all my bolts hitting, I roll baddly on damage charts; taking the gun off the leftmost, stunning his other one, exploding his second to the right, and wrecking the last one. I also unloaded a horror squad on his purfiers killing the halbard.
Daemons 2 -
GK 0
Grey Knights Turn 2
He rolls up and gets out with everything. His purifiers now on foot move up. Crowe comes in and hides behind his vehicles.
Shooting I'm amazed by how many shots he gets! His purfiers on foot in back (all didn't move) get 16 shots from psycannons alone! Thats redonkulous! He throws down assloads of wounds on everything, I manage to lose my yellow
DP, 4 from my purple and blue horror units (my bolts lived, but the scribes died), and 2 from my green horror unit (they went to ground behind the ruin). He also puts a wound on my crushers. Crowe runs 6" behind his wall.
He only has 1 unit in assault range (termis) and charges in. At this point I find out what all his wonky grenades do and I'm stunned... After the smoke clears I kill just 1 terminator, my crushers only get 1 attack each for what he rolled. He rolls well and I roll baddly for my saves even with a reroll, I lose all my crushers but Skulltaker (full wounds) and 1 normal guy with 1 wound left. I take my 4 or 5 fearless saves and everyone else is good. Wow!
Daemons 2 -
GK 0
Daemons Turn 3
I get in my last fiends and last
DP.
DP deviates baddly landing near the rock on my right. Fiends land in the forest (pass
DT).
Everything moves up cept my 2 solo horrors, who run away!
lol. My horrors on my back left move back staying out of psycannon range.
Shooting between my two solo horrors, weaver, and my grey
DP they kill 3 from both purifier units there. I also fire into one of his foot squads on the right, knocking it down to a halbard and a hammer.
In assault, my
DP cleans up his purgation squad, Fateweaver cleans up the purfiers in front of him (he was beastmode in
CC today!), my fiends on the right charge and wipe out the purifiers they hit, only taking 1 wound (I rolled well for saves!) Skulltaker and his last buddy do well, killing 1 terminator and putting 2 wounds on the inquisitor. He fails to harm me this time.
Daemons 1 -
GK 0
Grey Knights Turn 3
His rhinos move to let crowe through.
LRC moves up. His 2 lone purifiers move to kamikaze my fiends. His other 2 squads stay put.
His
LRC kills off both solo horror units. Shooting on my right picks off 2 fiends there and puts a wound on my might guy. On my left he blasts my
DP with his razor and 2 squads... I take something like 20 wounds total, and somehow my daemon prince lives with 1 wound left! Yay for rerolls! Also I think this turn is where he kills my green horrors down to just 1 guy left.
In assault my Crushers clean house, but lose the normal guy and taker takes 1 wound in the process but he consolidates out of the ruins. His 2 purifiers charge my fiends, and I take 1 wound to flame. He then does 1 more unsaved wound, and his hammer deals one more, while his armor saves are on fire.... 10 wounds and only 1 dude falls! I pass my fearless and my last 2 guys stick in. Crowe charges weaver and I do one wound, he does zip and we stick in.
Daemons 0 -
GK 0
Daemons Turn 4
Everything moves up, minus my back horrors. My lone green horror had gone to ground again so stays put.
Shooting my bolts FAILLLLLLL... My plan was to bolt the rhino behind crowe to let skulltaker come in and help weaver out. So literally this turn of shooting I do notta.
In assault Skulltaker + my grey
DP pop the razor behind crowe. My 2 fiends don't die, and I kill his hammer. Weaver and Crowe continue their epic noodlefight.
Daemons 0 -
GK 0
Grey Knights Turn 4
He shuffles some of his left purifiers up, not much tho due to terrain rolls.
Shooting he pops my grey
DP, and puts 1 wound on skulltaker. he also pops my last green horror.
In assault Fateweaver fails to slay crowe, and crowe fails again.
Daemons Turn 5
I move my back horrors to string onto the objective. My last
DP moves up to charge his
LRC. My fiends all get ready to pound his purfiers.
Shooting I do squat.
Assault I charge Skulltaker in to help weaver... Crowe swings at him instead, rending twice! Skulltaker goes down. Fateweaver manages to wound and crowe dies! He passes his
ld and swings to take down weaver and.... misses! Weaver consolidates 6"! Told you, beastmode! My fiends charge in and he rolls well for his saves AGAIN, and in the end I lose by 3 or so. I'm now down to 2 fiends. My
DP charges his
LR, hitting 3 times... and doesn't roll anything above a 13 :(
Daemons 1 -
GK 0
Grey Knights Turn 5
He moves his last rhino away, moves his
LRC to focus fire on my
DP. His purfiers in the forest roll well, moving onto his objective.
Shooting he throws a ton of shots downrange on my horrors... now I have a quandry; I passed a lot, so only 2 die. I can pull away the front guy, so I won't win if it ends here, but with a 3+ chance I feel confident. Or, I can pull 2 from the back and get probably blown off the objective by his other squad. I have weaver in place to contest that other objective for the rest of the game.
I take my chances, pulling the front dude.
My fiends wipe out his purfiers and consolidate.
We roll and.... GET A 2! Damnit :(
Daemons 0 - Grey Knights 1
VICTORY TO THE GREY KNIGHTS!
Afterthoughts: WOW! I learned a ton this game, this was only my third time facing off against
GK. This list I feel was pretty solid, and man... those psycannons do some damage! I also know now all purfiers are fearless and have those damn anti-daemon/psyker grenades. I chalk this loss up to bad luck there at the end, but Miles played a solid game and he used his weight of fire to knock down things away from weaver, which was much smarter than trying to take down indestructabird!
After Round 1 the teams scored:
Team 1 -
CSM loss vs
BA: 0, Templars win vs
DE: 18, Daemons loss vs Eldar: 0 - Total: 18 pts
Team 2 - Nids win vs Space Wolves: 21, Space Wolves win vs marines: 21, Angels win vs Eldar: 21- Total: 63 pts
Team 3 - Eldar loss vs
BA: 0, Space Wolves loss vs Nids: 0, Space marines loss vs Wolves: 0 - Total: 0 pts
Team 4 - Eldar win vs Daemons: 23, Blood Angels win vs Chaos: 22, Dark Eldar loss vs Templars: 3 - Total: 48 pts
Team 5 - BYE - Total: 33 pts
So at this point placings were:
1) Team 2 with 63 points
2) Team 4 with 48 points
3) Team 5 with 33 points
4) Team 1 with 18 points
5) Team 3 with 0 points
Mission 2 – So he got away…
The crafty Santy Klawz managed to slip away during your battle to find him; the sneaky devil! Your scouts report that they found tracks leading to the south toward a nearby village where its believed he may be trying to locate transportation. The Gretchelfs didn’t offer much information on the plans of Santy Klawz, so its up to you to get him!
You arrive at the location your scouts pointed to on your maps only to find the area utterly abandoned and a large blizzard seems to be starting up. Find clues on Santy Klawz location before its too late….
Deployment: Table Quarters
Turn Count: The game ends after 7 turns.
Primary Objective: 4 objectives placed as per CAPTURE AND CONTROL rules in the rulebook. Control more objectives by the end of the game.
Special Rule: The Blizzard
At the beginning of each game turn, roll a
D6. On a roll of a “6” the Blizzard flares up, creating nearly unbearable cold, and blinding conditions.
Any turn that is under the “Blizzard” NIGHT FIGHTING is in effect. As well, all movement is done as though moving through difficult terrain. Vehicles move HALF their normal range (i.e. if you flat out a wave serpent (24”) it only moves 12”). The vehicle gets all benefits and penalties as though it moved that far. All terrain or normally difficult terrain is treated as dangerous terrain.
As well, the first and seventh turns are automatically under the “Blizzard”.
Secondary Objective: Table Quarters – Control more table quarters than your opponent. To decide this, count up your total “Victory Points” in that table quarter. If you have 100 or more victory points than your opponent in that quarter, you control it.
Tertiary Objective: Table Center – Have more units within 8” of the middle of the board than your opponent at the end of the game. Transports count as separate units if no unit is embarked at the end of game (so a transport and its disembarked unit count as 2 units, while a transport with a unit embarked counts as 1 unit)
BONUS OBJECTIVES
1) Control 3 or more objectives at games end
2) Wipe out any Infantry or Jump Infantry unit during a turn in which the “Blizzard” is in effect. This way be through shooting or assault, as long as no member of the unit is left alive. Fleeing units do not count.
3) Complete all 7 turns of the game. Both players get this point automatically if they complete turn 7.
Team 1 asks for the BYE this turn as they rather go get some lunch, so I say ok (makes it easier on me) and they'd rather try their luck with the last round. So i team up by points and my team faces the Eldar/
SW/Marine team, while the other two teams face off.
My opponents (Eldar) list was as follows:
HQ
Yriel
Farseer - Fortune, Guide, Doom
Elites
5x Fire Dragons
5x Fire Dragons
9x Harlequins - kisses, some other jazz
Troops
10x Dire Avengers - Exarch, PW/Shield - Wave Serpent w/ EML/Catapault
10x Dire Avengers - Exarch, PW/Shield - Wave Serpent w/ EML/Catapault
5x Dire Avengers - Wave Serpent w/ EML/Catapault
Fast Attack
8x Warp Spiders - Exarch w/ PW's
Heavy Support
Falcon - some str 8/ap2 2 shot gun, EML
Falcon - some str 8/ap2 2 shot gun, EML
We roll off and he wins, and makes me go first. I split my waves: Weaver, Crushers, 3
DP's, 1 fiends for primary, the rest secondary... and get my second wave! He doesn't deploy, and off we go.
Daemons T1
I drop in. Everything deviates BADLY, but no mishaps or failed
DT tests. I then run.
Daemons 1 - Eldar 0
Eldar T1
Chirp, chirp
Daemons T2
I get weaver, 2
DP's, and my last fiend unit. Everything mostly hits.
I then move up and run a lot, getting stuff into weavers bubble.
Daemons 1 - Eldar 0
Eldar T2
he rolls reserves and gets in his Farseer w/ dragons in a falcon, his 10 man avengers in serpent, and yriel w/ 5 avengers in a serpent
His vehicles roll on, his farseer hoofs it on by himself, and all the avengers get out. The seer joins with the 10 man avengers.
Shooting he bladestorms and unloads on weaver and my fiends. Through a miracle, 2 fiends live (1 with a wound) and weaver in unscathed!
Daemons 1 - Eldar 0
Daemons T3
My crushers and last
DP stay off the board.
I shuffle up. My horrors all move and take 1 objective each.
Shooting I do a whole lot of nothing. my fiends fleet up.
In assault I kill 3 dudes, he does 2 wounds to the fiends... he rolls his
LD and gets an 11! I allow them to flee, and they run off the board. Talk about luck! He loses 10 avengers and a seer!
Daemons 3 - Eldar 0
Eldar T3
He gets on his Harles, his Spiders, and his last
DA unit.
Harles and spiders come in ready to get weaver! Yriel and crew get into their ride and move 12. His new
DA ride + empty ride turbo up toward the right objective (ignore the crushers, they're not there.)
This turn he literally UNLOADS on fateweaver; 5 firedragons, 8 spiders, 2 serpents, a falcon, and I take nothing! Something this turn shot and finished the last fiend tho.
His harles assault Fateweaver, but again he beastmodes it and kills 1 harle while taking no wounds! They pass
ld and stick in.
Daemons 3 - Eldar 0
Daemons T4
My last crushers/
DP come in. Crushers drop on the right objective,
DP on the left.
I then shuffle up. My fiends come up to help weaver, everything else pretty much aims at serpents.
Shooting I wreck his dragons serpent and immobilize yriels ride.
In assault I clear out his harlequins, losing nothing in return (he tried in vain to kill weaver). I consolidate into cover with the fiends, fateweaver says... bring it!
Daemons 3 - Eldar 0
Eldar T4
His last falcon says "eff you" and stays off.
Both his remaining avengers and empty
DA ride turbo behind my lines. I see his plan, but all I can do is hope I can stop him. yriel and crew go on a suicide mission to try and clear my crushers out. His dragons, with no hope of survival, run over to blast weaver. His spiders hop away, to shoot my fiends.
Shooting weaver beasts 5 melta shots. My fiends take a ton of wounds from the spiders, but due to cover, only 1 dies. He pot shots horrors with Krak missiles, killing a couple.
In assault Yriel and his guys kill 1 crusher, but in the process he loses everyone but yriel, who flees. I consolidate toward the immo'd serpent. His dragons assautl weaver to tie him up, I kill 1 and he sticks.
Daemons 3 - Eldar 0
Daemons T5
This turn a blizzard rolls on.
My whole army shuffles around. Skulltaker splits from my crushers.
Shooting I roll REALLY well for nightfighting, seeing his serpents... and I manage to wreck both! His avengers get out and half the unit is eaten by horror fire. They pass
LD.
In assault Weaver kills off his firedragons with the help of my fiends. They consolidate poorly. Skulltaker explodes the immo'd serpent.
Daemons 3 - Eldar 0
Eldar T5
At this point all he has left is Yriel who is running, some spiders, 5 avengers, and a falcon full o' dragons who just came in. Hes a good sport though, and presses to see what he can do.
His falcon moves on. Dragons getting out to shoot my
DP. His spiders shuffle to shoot Skulltaker. Yriel books it some more. His avengers at the bottom move toward my orange horrors.
Shooting he rolls well for nightfight; he blasts my yellow
DP from the board, my orange horrors, and skulltaker. Great round for him!
Daemons 3 - Eldar 0
Daemons T6
I move a bunch.
Shooting I kill off his dragons to the man, and shake the new falcon. I also wipe out his
DA.
Assault I wipe out his spiders with my fiends, weaver shakes the last falcon a lot.
Daemons 3 - Eldar 0
Eldar T6
Yriel runs.
Daemons T7
I charge and wipe out Yriel with my full fiend unit, yay for instagib! Weaver wrecks his Falcon finally.
Daemons 3 - Eldar 0
VICTORY TO THE DAEMONS!!!!
Afterthoughts: Wow! While i had the upperhand pretty much the whole game, bad luck plagued my opponent. If I didn't run off his farseer/da T1, it could have been much different! I wasn't quite sure why he walked the seer on, instead of leaving him in a ride, but oh well. A great victory for my Daemons indeed! I was able to luckily score max points this round!
After Round 2 the teams scored:
Team 1 - BYE - Total: 33 pts
Team 2 - Nids win vs
BA: 20, Space Wolves loss vs Eldar: 0, Angels loss vs Dark Eldar: 0 - Total: 20 pts
Team 3 - Eldar loss against Daemons: 2, Space Wolves loss against Grey Knights: 0, Space marines loss against
BA: 2 - Total: 4 pts
Team 4 - Eldar win vs Space Wolves: 21, Blood Angels loss vs tyranids: 1, Dark Eldar win vs Blood Angels: 20 pts- Total: 42 pts
Team 5 - Daemons win vs Eldar: 23, Grey Knights win vs Wolves: 22, Blood Angels win vs Marines: 23 - Total: 68 pts
So at this point placings were:
1) Team 5 with 101 points
2) Team 4 with 90 points
3) Team 2 with 83 points
4) Team 1 with 51 points
5) Team 3 with 4 points
Mission 3 – The Final Showdown
Santy Klawz left obvious signs of his passing in the small town; ransacked huts, knick nacks laying all over, large footprints in the snow. It seems he located a primitive vehicle called a “Snow Mobile” and made his escape, traveling even further to the south.
However, he underestimated your tenacity and technology, and you’ve finally managed to pin him in a small valley… problem is, your opponents want him as well! Capture Santy Klawz and let all know who is the mightiest!
Deployment: Pitched Battle
Turn Count: Automatic Turn 6, roll for turn 7.
Primary Objective: Victory Points – have 500 or more victory points than your opponent to win by primary.
Special Rule: Santy Klawz
At the beginning of the game place an objective marker in the middle of the board. This represents Santy Klaws. When any unit on foot reaches within 6” of the marker, place the marker with that unit. Only Infantry or Jump Infantry can grab this objective. For each game turn this unit holds on to “Santy Klaws” you earn a bonus 100 victory points toward your total at the end of the game. This means that once you control the objective you must hold it until your NEXT turn to gain the points; if the unit dies on your opponents turn, you get nothing.
Should the unit be killed by shooting or flees, drop the objective around the middle of where the unit once stood. If the unit is wiped or forced to flee in close combat, the unit that won the assault gets the objective. If the unit cannot control the objective (i.e. a walker or monstrous creature), drop the objective anywhere touching the base of the model.
The unit that controls the objective cannot embark in transports. As well, the objective will move with the unit wherever they go.
Secondary Objective: Head Quarters Survival! – Have more
HQ choices alive at the end of the game than your opponent.
Tertiary Objective: Terrain Pieces – Control more terrain than your opponent. Terrain may be controlled by any Infantry, Jump Infantry, Walker, or Monstrous Creature. Models embarked in transports may claim terrain as well.
BONUS OBJECTIVES
1) Control Santy Klawz at the end of the game
2) Table your opponent (your opponent has no models left on the board)
3) MERRY CHRISTMAS!!!! Everyone gets this bonus point automatically.
This time we faced the second place team, but there were still 3 high contenders for win! After winning the roll off I pitted myself against their
DE player (as I have the most experience with them) while they put the
GK against Eldar leaving the
BA players to duke it out.
My opponents (dark Eldar) list was as follows:
HQ
Baron Sathonyx
2x Haemis - Liquifiers, 1x SS, 1x Venom blade
Elites
3x Trueborn - 3x blasters - Venom w/ 2x SC
3x Trueborn - 3x blasters - Venom w/ 2x SC
Troops
10x Warriors - 1x DL
8x Wyches - Haywires, agonizer, shardnet - raider w/ FF
8x Wyches - Haywires, agonizer, shardnet - raider w/ FF
8x Wyches - Haywires, agonizer, hydra - raider w/ FF
15x (or so) Hellions - Agonizer
Fast Attack
5x Reavers - Caltrops, Blade Vanes, 1x Heat Ray
Heavy
Ravager - 3x DL's/FF
Ravager - 3x DL's/FF
Ravager - 3x DL's/FF
he wins the roll off and chose to let me go first. I split my waves and get my primary: Weaver, Crushers, 3
DP's, and 1 fiends. He then deploys in a straight line.
Deployment:
Daemons T1
I jump on in! Everything lands pretty good, one
DP mishaps back into reserve.
Shooting I blast 3 warriors in the ruins, and hes hot with his dice making 4 flickerfields against penetrating shots!
Daemons 0
VP -
DE 0
VP
Dark Eldar T1
He shuffles around.
Shooting he blasts one of my
DP's off the board, but everything else remains unscathed. Note: He forgot to move both venoms during his turn!
Daemons 0
VP -
DE 140
VP
Daemons T2
I get in my other fiend unit and 3 horror units. All the horrors land more or less where they needed to be, my pink ones capture Santy Klawz! I then shuffle up.
Shooting a ton of flickerfield saves are made again :( I do manage to wipe out all but 1 warrior, and pop his right venom.
Daemons 115
VP -
DE 140
VP
Dark Eldar T2
He shuffles away from me again; hes obviously trying to weaken me through shear firepower... I just need to weather the storm!
Shooting he unloads on various things, the big thing this turn is his shattershard was JUST out of range of Weaver! I do well with saves, losing two fiends and taking 1 wound on 2 different (might/normal) fiends at the bottom. My
DP also takes 1 wound, and I lose 1 fiend to his shard. Everything else escapes unharmed! (Oh, and 2 crushers take a wound)
Daemons 115
VP -
DE 140
VP
Daemons T3
My last horror unit hops on in in the bottom left. This turn I need to start hammering away or I'm done for; He can just keep moving away and shooting me til I'm done, and I can't have that! I also score 100
VP for holding Klawz
I move up my fiend units and weaver to attack his Hellions. Everything else shambles forward.
Shooting he makes a TON of
FF saves again! UGH his dice are hot! My horrors finish off his trueborn and his warriors.
In assault I'm able to get into his Hellions with both fiend units, while Weavers in range to give them all rerolls. Bad rolling (and good armor!) sees me wipe out 10 hellions or so while only losing 1 wounded fiend! I let them go and they flee 15". They're below half, so thats a huge amount of
VP's coming my way! As well, his Shattershard Haemi (who disembarked) was in range of my Crushers, who make a milkshake out of him.
Daemons ~650
VP's -
DE 220
VP's
Dark Eldar T3
He shuffles the raiders around again, but gets out all his wyches in a countercharge attempt. Baron and dudes run off the board.
Shooting he kills a few fiends from both units, leaving 1 in the front unit (who is wounded) and 3 in the back unit. He also plinks a few horrors here and there.
In assault he does a massive multi, and after I make some sick saves, I lose 3 fiends after fearless. He made amazing 4++/
FNP rolls losing not even a single wych! So I have weaver and 1 fiend facing down 16 wyches... gulp!
Daemons ~ 650
VP -
DE 380
VP
Daemons T4
Time to finish this! I move forward everyone, moving my scribes up to try and Pavane his wyches into the open (one unit was only in combat with 1 fiends). I also get 100 more
VP's for having Klaws again.
Shooting I fail horribly, I think I do manage to explode a raider this turn tho. I also pick off a few wyches from the unit in the open.
I then assault both wyches tied with Weaver and Crew with rthe crusherstar. When all is said and done, he does 0 wounds to anything, and both units of wyches flee. My last fiend tries to hide while my crushers consolidate around him and weaver.
Daemons ~1000
VP -
DE 380
VP
Dark Eldar T4
He shuffles back again, moving his last wyches to try and charge my grey
DP.
Shooting he fires at a lot of different targets, but I'm doing well on saves now and he can't seem to get anything through.
In assault his wyches make it to me, but after some good saves, we stick. He does manage to take me down to 1 wound tho, so he gets half
VP's.
Daemons ~1000
VP -
DE 450
VP
At this point we call it; times almost up, and its pretty well a guarenteed massacre to me. My crushers are within range of his rides, and I have a ton of firepower left!
In the end the
DE had: 3 Ravagers, 1 venom w/ 3 trueborn, 1 raider, haemi w/ liquifier, 6 wyches (+ 1 fleeing unit) left
Daemons had: Fateweaver, Crushers (3 with a wound), 1 wounded fiend, 1
DP with 1 wound, all 4 units of 5 horrors, Blue Scribes, Skulltaker, and 1 unwounded
DP left.
VICTORY TO THE DAEMONS!!!!
Afterthoughts: Wowza, that could have gone horribly! His flickerfields were knocking off everything I threw at them! Honestly, if I didn't have Santy Klawz I doubt I could have pulled that one out. Of course, we only got 4 turns in. Brian was a great player and his
DE look great! Hes still learning them, but soon he'll be taking slaves like a pro
After Round 3 the teams scored:
Team 1 -
CSM loss vs Nids: 1, Templars loss vs Space Wolves: 1, Daemons win vs
BA: 22- Total: 24 pts
Team 2 - Nids win vs
CSM: 23, Space Wolves win vs Templars: 22, Angels loss vs Daemons:1 - Total: 46 pts
Team 3 - BYE - Total: 33 pts
Team 4 - Eldar tie vs Grey Knights: 11, Blood Angels win vs Blood Angels: 22, Dark Eldar loss vs Daemons: 1 - Total: 34 pts
Team 5 - Daemons win vs
DE: 22, Grey Knights tie vs Eldar: 11, Blood Angels loss vs
BA: 1- Total: 34 pts
So in the end placings were:
1) Team 5 with 135 points
2) Team 2 with 129 points
3) Team 4 with 124 points
4) Team 1 with 75 points
5) Team 3 with 37 points
Seeing as I won (and ran the tournament) I rolled off and upgraded one of the second place members to take my prize, while I just took a Imotekh blister (rather than $35!). Overall, it seemed well recieved and everyone had a blast! Hopefully if we do it again more people show so we don't have 1 team taking the Bye!
Thanks for reading!