For fun before my tourney game today I got a quickie in against a new guy at the shop.... Heres the lists:
Blobguard
HQ
Creed in a command squad w/ Master of Ord, Astropath, and the other dude that -1 reserves, vox, medic, melta
Troops
10x Vets - Vox, Flamer, Melta
Platoon squad:
10x Guard - Vox, grenade launcher, Commissar
10x Guard - grenade launcher
10x Guard - grenade launcher
10x Guard - grenade launcher
10x Guard - grenade launcher
PCS - Melta, Power fist, vox
Heavy
Leman Russ - Lascannon,
HB sponsons
vs
Fiendweaver Mini
HQ
Fateweaver
Elites
5x Fiends - UM
5x Fiends - UM
3x Crushers - banner, instrument
Troops
5x
PB's
5x
PB's
Full army pics...
Mission: Annihilation
Deployment: Pitched
I'll skip deployment as it shows pretty well during T1....
I win the roll off and choose to go first. He doesn't seize.
I get my primary wave: Weaver, crushers, 1 fiend unit
Daemons Turn 1
Everything drops in and scatters. I run and get everything into bubble range. Thats it.
Daemons 0
KP -
IG 0
KP
Imperial Guard T1
He shuffles, not much movement.
Shooting he unloads on my crushers, killing 1 after some sick saves.
Daemons 0
KP -
IG 0
KP
Daemons Turn 2
I get nothing in thanks to his -1 to my rolls :(
Fiends move up to charge his russ, my weaver and crushers go for his blob.
Shooting weaver drops his template of doom and kills 4 guardsman, attempts to kill some vets and fails as well.
In assault the fiends roll badly, stunning his russ twice. Weaver and crushers combined kill around 6 guardsman, he does nothing back, and we hold.
Daemons 0
KP -
IG 0
KP
Imperial Guard T2
He moves his
PCS to come charge weaver with his
PF. His vets run to come shoot stuff should combat end.
Shooting he does... nothing
lol.
In assault he charges in with his
PCS. Overall, he loses combat by 5 or 6, and his
PCS runs, but his blob holds on (note: hes doing like 4-5 wounds to weaver every combat, and 2-3 to the crushers, I'm just rolling beast). My fiends explode the russ, losing 1 to the explosion.
Daemons 1
KP -
IG 0
KP
Daemons Turn 3
Fiends wheel around to come assist in the weaver assault. My other squad of fiends drop in, landing off the banner.
Shooting I try and pop the commissar with gift, but he saves.
In assault I dominate guardsmen, killing 10 or so.... but they stick again! bastards!
Daemons 1
KP -
IG 0
KP
Imperial Guard T3
Everything aims at my new fiends, he moves around to clear sight on them. His
PCS rallies and comes back for more.
Shooting he does a bunch of wounds on my fiends, but I roll some good saves, taking 1 wound.
In assault his
PCS comes in again... but between the fiends and the crushers, he loses combat by like 12. The
PCS bails again, the blob yet again holds its ground....
Daemons 1
KP -
IG 0
KP
Daemons Turn 4
Everything else comes in finally, landing off the banners. My new fiends move to get to CREEEEEEDDDDD's squad.
Shooting I finally pop the commissar.
In assault I kill the blob to a man, consolidating well to keep the
PCS running.
Daemons 2
KP -
IG 0
KP
Imperial Guard T4
With 2 units left he goes all out, trying for the moral victory of killing weaver.
PCS runs off the field.
Shooting he unloads, but weavers untouchable. With nothing better to do he charges weaver with his vets... I win combat by 1 and sweep them...
With only CREEEEDDDD and crew left we call it, as there was no need to table him when victory was already this well in hand. I'd only lost 2 fiends and 1 crusher to his 66 guardsmen and tank...
Daemons 4
KP -
IG 0
KP
VICTORY FOR THE CHAOS DAEMONS!!!!
Afterthoughts: God I hate guardblobs... they're so tough to move! Honestly, if I'd rolled badly at all, weaver may have ate it and this game could have gone much differently. Luckily, Weaver held out, soaking up stupid amounts of punishment to score the big W for the Daemons. While my opponents list wasn't that great, with some tweeking it could be great.... too bad 6th is upon us!