Daemon Army
I brought models that I had at least partially painted. I did not want to proxy anything if I could avoid it. This was my list.
Fateweaver
20 Letters w/character banner of blood
20 Horrors w/character
20 Plaugebearers
Tzeentch Herald w/lvl 2 psyker, disk, Loci of Counjuration
Nurgle Herald w/plaequin, Exaulted gift
Soul Grinder
Soul Grinder
Seeker Cavacle
11 daemonettes
7 Flamers
3 Screamers
The list was varied, with a little bit of everything. I wanted to try out a lot of different models, and this gave me the opportunity to do so.
IG Army
My friend Ian brought the following
Daemon Prince w/wings + black mace
CCS w/4 melta guns + chimera
IG Vets w/3 melta guns + chimera
IG Vets w/3 melta guns + chimera
10 Cultists
3 Vendettas
3 Lemun Russ Punishers w/HB Sponsons
My inital thoughts were. "Wow, hes going to be throwing 99
STR 5/6 shots at my T3 units per turn. This will be a recreation of WW1.
PreGame
The mission we rolled 'crusade'. There were 3 objectives. Ian placed the first one on his side. I placed my first one in a nice piece of area terrain. Ian placed the third in the middle of the board.
For my gift, I took the default even without rolling. I was going for the grimorie.
Fateweaver got fire shield, iron arm, misfortune, and terrorify for his spells.
IG Turn One
Ian moved his Russ' forward a little bit and took shots on the daemonette squad, killing 8 of them. He shot at the screamers, killing all 3. He shot at the seeker chariots blowing up one. He then shot at the seeker chariots with all 3 of his chimeras and knocked off 1 hull point.
Ian rushed his daemon prince up the side of the board. It looked like he was going to eat some horrors for lunch.
Daemon Turn One
I used the grimoire on Fateweaver, increasing his save to a 2++. Since Tzeentch daemons reroll 1's for failed saves, he had a 35/36 chance of succeeding on his saves. This made fateweaver nearly invulnerable.
The soul grinders, chariots, and daemonettes all rushed forward to his line, re-enacting world war 1 perfectly.
The plague bearers nestled themselves in some nice area terrain on top of the objective. The herald made sure to keep fatweaver in sight.
The Warp Storm Result was a 2! I used fateweavers ability to reroll the chart, and the result turned out to be a 5. This had no effect on the game.
Fateweaver cast Iron Arm on himself, and Fire Shield on the bloodletters. Fateweaver shot at the daemon prince with Flickering Fire, causing 2 wounds and grounding it.
The horrors moved up. The herald cast prescience on the squad, and they shot the crap out of the daemon prince killing it. The horrors got 17 shots off, and the herald got 9 shots off that turn.
IG Turn Two
All 3 of Ian's vendettas came on the board that turn. He shot the crap out of my 2 soul grinders. With 9 las cannons he managed to take off 1 hull point off each one. That was an extremely underwhemling round of shooting.
His cultists came on the board. Ian put them in the corner, but they never actually did anything the game. They never made it to the objective to even control it.
Ian moved one of his punishers forward and it got stuck in the ruins. Since this was close to a soul grinder, it was bad news for that punisher.
Ian shot up some of the flamers with another punisher, killing a few of them. I got a little lucky on my saves that round.
Ian shot the remaining daemonettes with chimeras, killing them. Ian shot up the seeker chariots, killing them.
Daemon Turn Two
I used the grimoire on fateweaver successfully. I used Iron Arm on Fateweaver, and Fire Shield on the bloodletters.
My horrors moved up and took a few pot shots at the vendetta, not having much effect.
My flamers moved into some cover to get some terrain bonus in case they were shot to bits. In hindsight I should have moved them the other direction.
My bloodletters moved up and ran behind some ruins. Their job was to threaten the middle objective for the rest of the game.
The warp storm table result was a 7. I used fateweavers ability to pick up the 1 and re-rolled it, getting an 11! Sadly, there were no psykers on the board to spawn into heralds.
In the shooting attack, I used fatweaver to use a beam attack across all 3 vendettas. I rolled a
STR 10 beam. One vendetta got its 'deny the witch' roll, and the other 2 succesfully evaded. Ian's dice were hot.
My soulgrinder successfully assaulted the punisher stuck in the ruins. It ripped the punisher to bits. The other soulgrinder failed its charge of 9".
IG Turn Three
All 3 Vendettas flew overhead. They were all shaken/jinked anyway so he just moved them to a spot on the board where he could rotate and take pot shots at me.
He moved up one squad of melta vets and took a shot at the soulgrinder that failed its charge, immobolizing it. His
CCS squad destroyed the other soul grinder with 4 melta guns.
He then opened up into bloodletters. Even with a 4+ save, I completely failed on my saves, and lost 11 of them. This other punisher he shot at fateweaver, which was completely ineffective.
Daemon Turn Three
Fateweaver again got the effects of the grimoire. He also cast Iron Arm on himself, boosting his toughness to 8 this round. He vector striked the chimera, causing 2 penetrating hits but failing to destroy it.
My bloodletters moved behind the ruins in a place to where they could capture/contest the objective. The horrors moved up the board. I placed them 24" from the chimera.
The flamers moved up to be in range of any
IG that came out of the chimera that fateweaver vector struck. I was working on killing his troops.
During the Warp Storm, I rolled a 12. This caused 11 daemonettes to deep strike. I put them in the middle of the board and rushed them forward.
During the shooting phase, fateweaver cast another beam across 3 chimeras, exploding one of them.
I used the horrors to blow up the chimera.
AV 10 with 1 hull point left does not last long against 6d6
STR 6. shots
When the vet squad came out of the chimera, I used the flamers to flame them up. They fell back.
IG Turn Four
Ian flew one of his vendettas off the board and rotated the other 2 around to take pot shots at fatewaver.
This turn, Ian said "I will erase you fateweaver!" He shot both vendettas into fateweaver, grounding him. He then shot his
CCS and remaining melta vet squad into fateweaver. He shot one punisher into fateweaver. After all that shooting, he managed to knock off 1 wound. With a T7 and 35/36 chance of saving, Fateweaver is nearly invulnerable.
His other punisher fired into the flamers, killing all of them. Yes, I again managed to fail 8 5++ saves in a row. My 5++ saves were abysmal this game.
Daemon Turn Four
I was pretty confident at this point with my fateweaver. I plan was to use him to squat on the objective and just cause problems for him.
Fateweaver again made his grimoire. He has a perils when he tried to buff the remaining daemonettes with fire shield. He cast Iron Arm on himself again.
On the warp storm table I rolled another 7, which I picked up the 1 and rolled it again. We got another 11! I wish he brought some psykers.
Fateweaver peril'ed himself again when he tried to shoot at the vet squad. Thats a total of 3 wounds he had, 2 of which he put on himself. Fateweaver then assaulted the vet squad he shot at, and managed to kill 1. The vets could not harm fateweaver, and they failed their break test. Fateweaver failed to sweep them (with his mighty
init of 2!) and they fell back. They failed their rally test and fell off the board. "Did you see bid bird?! He ate Rodger man! Lets get out of here!"
IG Turn Five
One punisher took aim on the daemonettes and killed 8 of them.
The other punisher took aim on the bloodletters. I went to ground with them, making most of my saves.
His rolling reserves vendetta came onto the board and blew up the remaining soul grinder, killing 1 daemonette in the blast. There were only 2 left from the free squad.
His remaining guys took some pot shots at fateweaver, but to no effect.
Daemon Turn Five
This turn, even with a reroll, Fatweaver failed his grimoire test. I moved fateweaver to the side of the board limiting his incoming fire. I used his beam attack to hit two vendettas, and failed to penetrate armor with either one.
On the warp storm table, I rolled a 10, letting me get a +1 to all invuln saves. Good! Fateweaver had a 3++, he had a decent chance of living, if he could survive 9
LC shots. He had 2 wounds left, and rerolled 1s on saves. Odds were pretty good I could keep my warlord alive.
My remaining two daemonettes assaulted his
IG squad. They managed to kill one of them, and I managed to kill one
IG for a drawn combat.
I spread my horrors out so they grabbed the middle objective. When we rolled to see if the game ended, we discovered that it was going to run for another turn!
IG Turn Six
Ian managed to kill fateweaver. The first vendetta shot caused three wounds. I rolled two 2s! I used his ability to reroll any one dice, reducing him to 1 failed save. The next vendetta did 3 wounds, and I rolled another 2.
Ian brought his punishers to bear on the horrors, both of them. He managed to wipe out 14 of the horrors.
Daemon Turn Six
I moved up my bloodletters to secure the middle objective.
I detached my herald from the horrors and moved him into 3" of the last objective contesting it. Being able to rush forward 36" a turn is huge for late game contesting.
The warp storm effect was a 5 but it failed to impact any units.
The game ended on turn 6, leaving me with 2 objectives and Ian with one contested objective.
Game Summary
I played a bad army vs a bad matchup. It should have been a complete clobberfest, but the game actually turned out closer than I thought it would be. Like all good games, it swung back and forth and it looked like it could go either way. The game ended up being a win for me if it ended on turn 5 or 6, and a win for Ian if it ended on turn 7.
Ian got 'slay the warlord', 'first blood' and 'linebreaker'. I got 'linebreaker'. Ian got tons of
KP off me, and I managed to only get a few off him.
Lessons Learned
Banners in Back
Do NOT place your banner of blood at the front of the unit. I realized when Ian was considering shooting at my bloodletters that was a horrible mistake. You want to always put the banner of blood at the back of the unit.
Splitting Horrors Around
Horrors are really good for lines of fire. Notice how many I kept hidden behind the terrain and only exposed a few horrors. While I moved forward I wrapped around the ruins giving me multiple lines of fire. The overall area of influence for the horrors was quite impressive.
Less PlagueBearers
20 plaguebearers are just to many. I could have brought 15 or even 12 and been just fine. Ian simply did not shoot at them due to knowing how tough they are.
Having the herald with the grimoire buried in the squad was very effective. This made it nearly impossible to dislodge him, and losing -1 invuln save when you have a 2+ cover save is not that bad.
Keep Fateweaver Alive
Instead of flying fateweaver away, I should have rushed him into assault with more
IG. I could have kept them locked up in assault instead of letting him get shot to bits by lascannons.
I also cast to many spells. i lost 40% of fateweavers wounds to perils. When you can cast 4 powers a turn its enough rope to hang yourself. I should have just stuck with the witchfires and the buffs.
Seeker Chariots Draw Fire
These models drew tons of fire, and I think its because they look pretty. Being only 40 points a pop its not that bad that they drew as much fire as they did, but they just did not even get close to the enemy.
The jury is out on the seeker chariots, but right now I'm thinking another soul grinder would be the better solution. A skull cannon would also be more effective.
Slaanesh Grinders
My soul grinders would have been a lot more effective if I had fleet and the ability to move forward another 3" when running. I would have been in a solid turn 2 assault for both of them.
Rushing LRBTs is Bad
3 punishers + 3 chimeras can put out an insane amount of firepower. His ability to just erase squads of daemons was impressive. I don't have solutions for that, other than soul grinders and fateweaver. Anything else that could have caused problems he delt with very quickly.
I don't know if even 20 khorne dogs and 20 seekers would have been enough.
Fateweaver + Grimoire = Stupid
Having a 35/36 chance of saving is stupidly good. It means that fateweaver was basically invulnerable for 8/9 of the turns. This combo is extremely good.
Unlike a GCO, fateweaver is not going to be killing everything with its fists. Instead fateweaver utilizes spells to do effect, and he did quite a bit on this game. The beam attack is very powerful, as you can use it to hit multiple vehicles. You can also use him to squat on an objective just like a
GUO.