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Made in gb
Tower of Power






Cannock

Went to Powerfist gaming club last night in Stafford. Cracking bunch of friendly dudes with some mint boards. I had a game with Alex and his Daemons. I've only played Daemons three times before this game, twice I won the other was a close loss. I don't know loads about them, but I know enough to get me by

Blood Angels "Wing Striker" - 2,000 points


HQ

Librarian - shield of sanguinus & unleash rage
Librarian - shield of sanguinus & unleash rage
Honour Guard w/ Razorback - 2 x flamers - Razorback w/ lascannon & twin-linked plasma gun
Honour Guard w/ Razorback - 2 x meltaguns - Razorback w/ lascannon & twin-linked plasma gun

Elite

1 x Sanguinary Priest

Troops

5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun

Heavy Support

Vindicator
Vindicator

Total: 2,000


Daemons - 2,000 points

HQ

Karios the super turkey
Great Unclean One

Elite

5 x Fiends of Slaanesh
3 x Bloodcrushers - fury of khorne, chaos icon & instrument of chaos
3 x Bloodcrushers - fury of khorne, chaos icon & instrument of chaos


Troops

15 x Bloodletters - fury of khorne, chaos icon & instrument of chaos
10 x Bloodletters - fury of khorne

Fast Attack

6 x Screamers of Tzeentch

Heavy Support

Daemon Prince - daemonic flight, mark of tzeentch & bolt of tzeentch
Daemon Prince - daemonic flight, mark of tzeentch & bolt of tzeentch

Daemon Prince - daemonic flight, mark of tzeentch & bolt of tzeentch



Game: Anniliation + Pitched Battle

Deployment

I lost the roll off and Alex decided to go second. We had agreed on the board that the lava crevices were dangerous terrain and the crystals and any other obstructions on the board not in area terrain would be classed as impassable.

I deployed my Angel formation in the centre of the board, this would stop Alex boxing me in a corner but also to the right just in front of me is dangerous terrain, right in front of me is area terrain and to the left is more dangerous terrain, so I'll be using the terrain to keep Alex away from me when deep striking. While Alex deep striking at range won't be a problem as I can reach out and touch someone with lascannons, if he did risk it and deep strike close I can torrent stuff with three shots per Razorback plus the Vindicators.

Alex splits his Daemon force and in the first wave was Karios, all Princes, Blood Crushers, Screamers.





* Tactical Notes

I think I am in for a tough game here as one part of my army, the close combat, is mostly neutralised thanks to Alex's Daemons been better and more hard hitting in combat than my Space Marines. I will have to play defensively and shoot the crap out of stuff. Only time I will assault will be against the Screamers, Fiends and massively wounded Daemon Princes and this depends if the coast is clear so I do not get counter assaulted next turn.

My targets for this game is the Screamers and Princes. The Khorne stuff can hit hard but it's slow so I will try and avoid them. Screamers have those melta bombs and can move fast so I'll go for them first turn and then torrent a single Prince until it's dusted.


Turn 1

I move nothing. I pop smoke on everything in case Alex drops down and uses the bolts on my tanks to open them up.

Alex's turn he deep strikes most of his stuff mid field, Karios and his Princes all land fine with minimum or no scatter, so do the Bloodletters, who strangely land in the back right corner. The Screamers deep strike into area terrain on the top left, one fails the dangerous terrain test but passes the invulnerable. He then runs all his stuff to get closer to me.

* Tactical Notes

Ok it's gak I've lost a turn shooting but that's how the dice work when rolling for deployment. In a good way I haven't had to use any of my smoke cover saves but in a bad way I've smoked for nothing.

Next turn I will move my formation up the left flank, this will avoid majority of Alex's forces and even give his Daemon Princes and Turkey Daemon the run about. I will torrent those Screamers with everything I've got, I'll drop Vindicator blasts on them first. Any spare shots I will snipe at a Prince to thin the wounds out a bit as I don't want them getting close and blowing up tanks and eating Marines in combat.


Turn 2

I move my formation away from the Daemonic horde and dodge the dangerous terrain to move up the left flank.

Shooting I drop two Vindicator templates on the Screamers, one misses but the other hits, along with a couple of lascannon shots I see two left after some crappy rolls.

Alex's turn and he rolls for reserves, everything comes on except for the Fiends. The large unit of Bloodletters scatters into dangerous terrain and mishaps, I place the unit top right corner of the board so I am hoping they will be out the game now. The Nurgle Daemon also scatters onto impassable terrain and mishaps, I place it in the same place as the Bloodletters, as the Nurgle Daemon has SnP I know this will be out the game, lol.

Rest of the movements see the Screamers come out of terrain to eat some tanks while everything else moves and runs downwards the board in attempt to get me.

Shooting I cast my shield powers with both Librarians. Alex does no shooting as the bolts will be out of range, he runs instead, but he has placed one Prince too far away from Karios so I will capitalise on this next turn.

In assault the Screamers charge a Razorback carrying a flamer Assault Squad and a Librarian, my tanks have move 12" in the movement phase and the Screamers fail to hit.




* Tactical Notes

Ok I'm managing to avoid Alex's bolt powers as he's out of range and probably will be on the next turn as well. Those Screamers are waiting to die, I am tempted to get out and assault them, but I think I will just drive around them and torrent them with fire.

My plan next turn is to move into position and torrent the Prince not in Karios' range, I am hoping I can knock a few wounds off the Prince. I'll blast the Screamers and get my first kill point out of them, all this will be happening as I move up the left flank and avoid Alex's force using terrain to shield me.


Turn 3

I move my formation up while one Vindicator moves 18" as the other mashes its way over Khornes temple of skulls, twice now it's moved crushing skulls, the Blood Angels just have no respect. Everything else moves 12" roughly and surround the Screamers.

Shooting the Screamers eat las/plas and die earning my first kill point. I blast remaining lascannons at the vulnerable Prince, due to LOS I cannot get all lascannons to fire but I take a wound off, again I have bad lascannon luck. I also snipe one lascannon at another Prince by Karios but the Princes saves the wound and I attempt to fire the Vindicator on the skull temple but it's out of range.

Alex's turn and he calls for the Fiends which fail to come on.

In his movement phase he flies the Princes along with Karios towards me with the Prince I previously shot at joining the party.

Shooting I cast shield with one Librarian to cover the Razorbacks around the skull temple. Alex runs his monsters again so no shooting. He runs everything else as well as they start to come towards me, though the Bloodletters and Unclean one will be out the game now.

Kill points: Blood Angels - 1 Daemons - 0





* Tactical Notes

Ok it has been a quick turn this one. I've managed to bag myself a kill point and wipe out a anti tank threat. The only other anti tank threats are the mass Princes, but with Karios helping them not to take wounds it's difficult to kill them. I think what I'll do is attempt to win the game with a single kill point and keep moving up the left flank to avoid Alexs force altogether. I doubt his Princes will catch me, if they do it will be close, I can also snipe at the wounded Prince in hoping I can knock some wounds off.

Plan next turn is to move 12" up the left flank leaving behind the Daemon battle force. I will snipe lascannons at the wounded Prince, but as it's within 6" of Karios I do not expect to get far.


Turn 4

My turn I move my Blood Angels up the left flank to Alexs table edge, I'm hoping this defensive play will keep my Angels away from the Daemon Princes. Once again the Vindicator smashes up Khornes Skull Temple driving out and joining the formation.

Shooting I blast the wounded Prince and manage to take a wound off thanks to Karios. I fire one Vindicator but it's out of range of the Princes. That's it!

Alex rolls for reserves and the Fiend still fail to materialise.

In his movement turn he moves the Princes down but splits off the wounded Prince and hides it behind the terrain piece it originally had cover behind. He moves his Bloodcrushers up who are starting to come across the board.

Shooting I cast shield with both Librarians. Alex fires the bolt with his Princes, I think he misses with two but hits with Karios and scores immobilised on a Razorback carrying a flamer Assault Squad. He runs other units with a Bloodcrusher unit moving into dangerous terrain while the other just pisses in the wind by the wounded Daemon Prince.



* Tactical Notes

I didn't do a lot of damage this turn and I expected it thanks to Karios. The Princes are also starting to catch up to me and managed to immobilise a Razorback, I really didn't want that as I wanted to move the armour up avoiding the monstrous creatures for another turn. The immobilised Razorback is dead in the water now and is going to get assaulted next turn so I'm going to leave it to it's fate(weaver).

My plan next turn is to move up the left flank more and avoid the Princes. I'll torrent the wounded Prince as no doubt I'll get better LOS and hopefully kill it. Any other spare shots I'll throw at Karios banking on he will fail and run off, but I doubt it. The immobilised Razorback I am going to leave the squad inside as I don't want them to get out and move which will probably get them assaulted next turn as the flying Princes have a 18" assault range and they will be definately in range.


Turn 5

I move up the left flank to the table edge as far as I can go, a lot of my Razorbacks have LOS on the wounded Prince.

Shooting I blast the wounded Prince with lascannons and finish it off. I fire a few at Karios but he passes the saves.

Alexs turn and the Fiends drop down in the centre of the board using the icon from the Bloodcrushers.

Alexs movement turn he passes dangerous terrain test for that Bloodcrusher in dangerous terrain as the unit moves up to support the Fiends. Karios moves onto the skull temple passing dangerous terrain test as a Prince moves onto the base of the temple passing terrain also as the other Prince just flies up to the immobilised Razorback.

Shooting I cast shield with both Librarians. Alex fires bolts with both Princes at the immobilised Razorback scoring weapon destroyed taking the plasma gun. Karios fires at a Vindicators side armour with daemonic gaze but does nothing, also fires bolt at a Razorback but shield makes the save.

In assault both Princes charge the Razorback and wreck it earning Daemons the first kill point. The Assault Squad fails pinning test.





* Tactical Notes

Alex has got a kill point this turn and is closing in, but if I can keep that one point lead as planned I should be able to pick up a narrow win. I cannot move up the board any further so I will either have to risk moving over dangerous terrain moving 12" though Karios may reach to assault and I'll be moving closer to Bloodcrushers and Fiends.

My plan next turn is to move over the dangerous terrain and if I do get assaulted whatever it is needs 6+ to hit. I'll blast the Fiends as they're single wound plus they're beasts so really quick in assault. Any shots left I'll blast the Bloodcrushers and I hope I can finish them off.


Turn 6

Btw we thought this was turn 5 and had got mixed up

I attempt to move a Razorback carrying a Librarian over the dangerous terrain but I immobilise it. I move the two Vindicators 12" over so near Alexs board edge and they go across fine, everything else I move 6" and through terrain with some tanks, all without problems.

Shooting I drop both Vindicator templates on the Fiends leaving two left, I fire las/plas at them and finish them off getting a kill point. I blast the oncoming Bloodcrushers and put a wound on two of them, if there's a next turn I can focus fire on these.

Alexs turn he moves both Princes way from the Razorback wreckage towards my formation while Karios walks through terrain to attack the exposed Assault Squad.

Shooting I cast shield with both Librarians. Daemon Princes blast with bolt and both miss at Razorbacks, Karios fires at one, but fails to do any damage. Karios then uses breath of chaos on another Razorback and scores crew stunned while he fires daemonic gaze at the exposed Assault Squad killing two, they pass morale.

In assault both Princes charge the Razorbacks which sees one wrecked - squad passes pinning test. Karios charges the Assault Marines and manages to kill a single Marine and takes two saves, both which he passes.






* Tactical Notes

Alex has started to catch up in kill points by taking out another Razorback. I am also surprised Karios didn't kill those Assault Marines, though I know one thing and that's they're dead next turn.

Speaking of dead my plan is to move Razorbacks over the dangerous terrain to avoid the Princes but not before Assault Marines disembark ready to shoot and charge the Princes. I will blast the Princes with las/plas to thin out the wounds, they're not within 6" of Karios so they cannot re-roll so I stand good chances with three shots per Razorback. Once the Princes are wounded I'll charge with the Assault Marines with furious charge and finish them off. The Bloodcrushers will eat Vindicator shells while any spare las/plas shots will go into them.


Turn 6 "Turn 7"

We roll for it and the game ends. Blood Angels win 3 kill points Daemons 2 kill points

Summary

That was a challenging game and I had to play my Angels completely different to how I usually play them. Usually the Angels will move up and fire and then repeat until in assault. With the Daemons I knew they would seriously hurt me in assault and I didn't want to come close to those big monsters so my shooting was limited mostly to lascannons. I think my avoiding tricked worked until the immobilised Razorback let me down. Everything went to plan, I had some LOS issues but that's how it is.

I cannot comment massively on Daemons as I do not know them much. For a slow moving Khorne army I think Alex played too defensively and perhaps should have dropped the Bloodcrushers closer and definately the Princes as they had Karios to survive longer. I know the Bloodletters and Unclean dude were bad luck on deep strike, that worked nicely for me and put them out the game, I was particularly pleased with the Bloodletters scattering just a shame they wasn't destroyed for a kill point to sweeten it up.

Overall I enjoyed my game and I had to think a lot in this game in order to adapt to the Daemons and use a different play style. I can say this worked well. If the game went on I would have hoped to get more kill points by nailing the weakened Bloodcrusher unit and tackle both Princes giving me a three extra kill points, this would also leave Karios unsupported but know doubt the giant blue turkey would score a kill point after killing the Assault Marines in combat.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Badass "Sister Sin"






Camas, WA

lol nice dancing. Good report.

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Sarasota, FL

Cool report, I always love to read about Daemons in action. He definately did not deploy aggressively enough against a mech army in fast transports. Well played using your mobility to neutralize his strengths. I thought you were in trouble when I saw 4 bolts and all your transports in an annihilation game. That's how it is with Daemons, if the dice hate you there is nothing you can do to overcome it. He got his preferred wave and very little scatter, he should have been in your face! Great report as usual mercer.

7K Points of Black Legion and Daemons
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Made in gb
Tower of Power






Cannock

pretre wrote:lol nice dancing. Good report.


Thanks man

BladeWalker wrote:Cool report, I always love to read about Daemons in action. He definately did not deploy aggressively enough against a mech army in fast transports. Well played using your mobility to neutralize his strengths. I thought you were in trouble when I saw 4 bolts and all your transports in an annihilation game. That's how it is with Daemons, if the dice hate you there is nothing you can do to overcome it. He got his preferred wave and very little scatter, he should have been in your face! Great report as usual mercer.


I agree, especially for a slow moving but hard hitting army i.e Bloodcrushers, Bloodletters I know the Unclean one wasn't hit fault. Indeed 4 bolts I thought hmm but TBH 4 bolts after rolling to hit and damage may take out 1-2 tanks per turn after cover saves. I think scatter wise he had two bad scatters everything else was more or less perfect. I think I just out manovered him really.

Thanks man.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

that... daemon list definitely needs work

Great win tho Mercer!

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Silverdale, WA

Well played game. Ialso really like your format for the batrep. Exalt!

 
   
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Disgusting Nurgling





Next time your friend should play a 3x squad of blood crushers without one of the upgrades, it still gives him full wound allocation while saving him 10-50 points. Good batrep.
   
Made in be
Deranged Necron Destroyer






Black rage, wound allocation only works when models are defirently equiped.

but yes that list was abysmall at worst.

- Crushers need to be 4 man units and used very aggressivly.
- his troop choises only needed 3*5 plaguebearers all the rest is waste of points.
- Screamers are crap, this had to be seekers.
- GUO need to be a laserchicken or mr thirster.

With those adaptations that list would have given you way more headaches, as it can and will outmaneuver any non skimmer army, and it tears up armour like no tomorrow...


Altough very nice game and you counteracted your opponent step by step, nothing I can say, very well played.
TBH your list is quite a pain to play against, it is the best MSU setup i have seen so far

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
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We taught the galaxy these things

And we shall do so again.

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Unhealthy Competition With Other Legions





CT

You did a very good job of avoiding your opponents army, but I feel your opponent was a very scared daemon player. As I play daemons, I would say he needs to jump in your face and take a few casualties, instead of hiding on a side and being kited. You played a solid game where you outplayed him, but he played a poor game. No aggressiveness for daemons is disaster.

Fortune Favors the Bold
 
   
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Valek wrote:Black rage, wound allocation only works when models are defirently equiped.



Yes I understand that. 3 models = 2 items that need equipping. So if both squads drop an icon then they have full wound allocation and save 50 points. Or if they both drop musicians then they save 10 points.
   
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Raging Rat Ogre



colorado

Nice report, yours are some of the best on here.
Too bad about the demons though, he didn't play them very well. Hopefully he learned something and will give a better run next time.

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Made in nl
Lesser Daemon of Chaos






Groningen, The Netherlands

Zid wrote:that... daemon list definitely needs work


The list is not that bad. Sure, I'd have changed some things, but the list is not the problem. I honestly have no idea why he deployed as he did. Given Mercers deployment the Daemons had a great opportunity for deployment which would've put a lot more pressure on the Blood Angels.



The First wave consisted of Kairos, 3 Princes, Bloodcrushers and Screamers. I would've deployed Kairos and the Princes in the Red circle and the Bloodcrushers behind the Screamers in the Blue circle. That way you'd have an Icon giving great flexibility for further waves. Kairos and the Princes could've used their speed more to their advantage then. The effect of Daemons deploying should be to box in your opponent in a part of the board, thus removing the benefit of the opponents movement options. The GUO and Bloodletters mishapping surprised as well since he has three Icons in his list.

Now on this board there was some impassable terrain and some dangerous, so the Daemons player may have played it safe to avoid mishaps, but this is a mistake IMO. You have to deploy agressively and take some risks there. Especially against a shooty list like Mercers your greatest goal is to avoid incomming fire as much as possible. So you have to drop close enough to ensure assault options turn two.

I wasn't there and can only see so much from the pictures. But there was hardly a great deal of Daemon pressure in your part of the field, that while initiative and pressure are the only things that can make a Daemons list valid.

Cilithan

Edit after more reading: I agree with Clauss ;-)

This message was edited 2 times. Last update was at 2011/08/01 08:30:46


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Sergeant






Is this Stafford in England??
Stafford with a shop called Too Fat Goblins?
I use to live in Stafford I’m going back to do university and didn’t know any other gaming shop than Too Fat Goblins, and I think I see the owner of it at the back in red.
Sorry for that off topic bit, but seeing someone else from Stafford and me now living in the of the world and seeing someone I know (Guy in Red, you may know him as Phil)...Blow my mind

Love you Battle Report style short and sweet and get the whole jist, also nice to see some daemons on the play as iv never seen them in action before,
nor have i seen so many tanks in a friendly game

This message was edited 2 times. Last update was at 2011/08/01 11:07:22


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Colorado

Why did the Bloodletters that DS into Dangerous terrain mishap?

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Made in gb
Tower of Power






Cannock

Zid wrote:that... daemon list definitely needs work

Great win tho Mercer!


Can't comment on Daemons mate as I don't know a fat lot about them, but thanks about the report

Glaive Company CO wrote:Well played game. Ialso really like your format for the batrep. Exalt!


Thanks dude

Black Rage wrote:Next time your friend should play a 3x squad of blood crushers without one of the upgrades, it still gives him full wound allocation while saving him 10-50 points. Good batrep.


I'll mention that to him, I'm not sure what the upgrades do besides the icon.

Valek wrote:Black rage, wound allocation only works when models are defirently equiped.

but yes that list was abysmall at worst.

- Crushers need to be 4 man units and used very aggressivly.
- his troop choises only needed 3*5 plaguebearers all the rest is waste of points.
- Screamers are crap, this had to be seekers.
- GUO need to be a laserchicken or mr thirster.

With those adaptations that list would have given you way more headaches, as it can and will outmaneuver any non skimmer army, and it tears up armour like no tomorrow...


Altough very nice game and you counteracted your opponent step by step, nothing I can say, very well played.
TBH your list is quite a pain to play against, it is the best MSU setup i have seen so far


You're right, it was Seekers and not Screamers. I think a 'laserchicken' would go well with the other monsters and it's a cool name too

Clauss wrote:You did a very good job of avoiding your opponents army, but I feel your opponent was a very scared daemon player. As I play daemons, I would say he needs to jump in your face and take a few casualties, instead of hiding on a side and being kited. You played a solid game where you outplayed him, but he played a poor game. No aggressiveness for daemons is disaster.


Thanks man. He was scared of the fire power as he told me after, what you said he should have done I would done if playing Daemons and I mentioned this to him. I would have deep striked stuff around me and boxed me in instead of deep striking away and giving me breathing space.

cricketofdeth wrote:Nice report, yours are some of the best on here.
Too bad about the demons though, he didn't play them very well. Hopefully he learned something and will give a better run next time.


Cheers dude. Yeah too bad about Daemons and good times for Angels I think he learnt Blood Angels are faster than normal Marines

Cilithan wrote:
Zid wrote:that... daemon list definitely needs work


The list is not that bad. Sure, I'd have changed some things, but the list is not the problem. I honestly have no idea why he deployed as he did. Given Mercers deployment the Daemons had a great opportunity for deployment which would've put a lot more pressure on the Blood Angels.

The First wave consisted of Kairos, 3 Princes, Bloodcrushers and Screamers. I would've deployed Kairos and the Princes in the Red circle and the Bloodcrushers behind the Screamers in the Blue circle. That way you'd have an Icon giving great flexibility for further waves. Kairos and the Princes could've used their speed more to their advantage then. The effect of Daemons deploying should be to box in your opponent in a part of the board, thus removing the benefit of the opponents movement options. The GUO and Bloodletters mishapping surprised as well since he has three Icons in his list.

Now on this board there was some impassable terrain and some dangerous, so the Daemons player may have played it safe to avoid mishaps, but this is a mistake IMO. You have to deploy agressively and take some risks there. Especially against a shooty list like Mercers your greatest goal is to avoid incomming fire as much as possible. So you have to drop close enough to ensure assault options turn two.

I wasn't there and can only see so much from the pictures. But there was hardly a great deal of Daemon pressure in your part of the field, that while initiative and pressure are the only things that can make a Daemons list valid.

Cilithan

Edit after more reading: I agree with Clauss ;-)


The red circle if placed more towards the Daemon players table edge the length of itself is where they did actually land. He he deep striked where you suggested he could have got some shots off. I believe the unit of large Bloodletters and the Unclean one did deep strike where you proposed about the Crushers, but both scattered onto impassable terrain. As for pressure, not there was hardly any if I am honest.

RogalDorn69 wrote:Is this Stafford in England??
Stafford with a shop called Too Fat Goblins?
I use to live in Stafford I’m going back to do university and didn’t know any other gaming shop than Too Fat Goblins, and I think I see the owner of it at the back in red.
Sorry for that off topic bit, but seeing someone else from Stafford and me now living in the of the world and seeing someone I know (Guy in Red, you may know him as Phil)...Blow my mind

Love you Battle Report style short and sweet and get the whole jist, also nice to see some daemons on the play as iv never seen them in action before,
nor have i seen so many tanks in a friendly game


Yes you are totally correct. In fact the owner of Too Fat Goblins goes to this club, he was there when I was playing this game. Phil is his name mate

Darkness wrote:Why did the Bloodletters that DS into Dangerous terrain mishap?


Maybe it was impassable I can't remember.

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Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Painlord Titan Princeps of Slaanesh





Syracuse, NY

It must have been impassible. The truth is when you play Daemons that cautiously, you are going to lose pretty much guaranteed. Since no terrain blocked LoS, you might as well DS close and rely on your 4++ rerollable on the princes to get you through.

Also, I always thought the key to fatecrusher builds was to get that icon to stick with a BC unit with Fate nearby and then to DS off that icon creating a 6" radius ball of death.

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Cannock

There was very little LOS blocking terrain on that board, in fact there was two pieces and one would cover a model and one only normal infantry i.e Space Marines.

I personally would have thought the invulnerable saves would have at least saved some stuff against my shooting if deep striked closer. It's not like the AP2 is just going to burn through the armour.


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Rotting Sorcerer of Nurgle






Jacksonville, NC

Cilithan wrote:
Zid wrote:that... daemon list definitely needs work


The list is not that bad. Sure, I'd have changed some things, but the list is not the problem. I honestly have no idea why he deployed as he did. Given Mercers deployment the Daemons had a great opportunity for deployment which would've put a lot more pressure on the Blood Angels.



The First wave consisted of Kairos, 3 Princes, Bloodcrushers and Screamers. I would've deployed Kairos and the Princes in the Red circle and the Bloodcrushers behind the Screamers in the Blue circle. That way you'd have an Icon giving great flexibility for further waves. Kairos and the Princes could've used their speed more to their advantage then. The effect of Daemons deploying should be to box in your opponent in a part of the board, thus removing the benefit of the opponents movement options. The GUO and Bloodletters mishapping surprised as well since he has three Icons in his list.

Now on this board there was some impassable terrain and some dangerous, so the Daemons player may have played it safe to avoid mishaps, but this is a mistake IMO. You have to deploy agressively and take some risks there. Especially against a shooty list like Mercers your greatest goal is to avoid incomming fire as much as possible. So you have to drop close enough to ensure assault options turn two.

I wasn't there and can only see so much from the pictures. But there was hardly a great deal of Daemon pressure in your part of the field, that while initiative and pressure are the only things that can make a Daemons list valid.

Cilithan

Edit after more reading: I agree with Clauss ;-)


I agree to some degree... I just think GuO's really aren't worth it and Letters die soooooo easily, even with a Kairos bubble. But I like a lotta fiends with horror backup lol

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Decrepit Dakkanaut






Madison, WI

Nice report mercer... as usual!

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Cannock

Thanks dude!

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Madison, WI

That's an impressive looking army... really nice to see your tactics trying to take advantage of the outstanding mobility and fire power. Well done! I'm wondering of you put dozer blades on the razorbacks. For 5 pts it's a nice little bit of insurance for those difficult terrain tests.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

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Cannock

I think they're 10 points each but could be wrong. I just risk it TBH, most times I try and avoid terrain if possible.

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Madison, WI

LOL! I have the same philosophy. I've put them on the two razors in my army primarily because they look cool. Don't think I've ever actually used them though because I never try to drive through terrain.

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Cannock

They do look cool on Rhinos. If I did a Iron Warrior army again I'd stick dozer blades on just because they look the nuts!

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San Diego

pretre wrote:lol nice dancing. Good report.

HA! Dancing! That brings back memories of competitive Dawn of War, but that's effectively what he did. Good description.

Nice report. It reminds me of a similar game against DOA Blood Angels. Took a full 7 turns but I managed to table my opponent.

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Hamburg

Nice report! You were obviously re-parking your parking lot - from south-est to north-est.

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Cannock

Aldarionn wrote:
pretre wrote:lol nice dancing. Good report.

HA! Dancing! That brings back memories of competitive Dawn of War, but that's effectively what he did. Good description.

Nice report. It reminds me of a similar game against DOA Blood Angels. Took a full 7 turns but I managed to table my opponent.


Yup, just avoided, no way was I going into combat with power weapons. I used my speed and the Daemons slowness to leave a gap.

wuestenfux wrote:Nice report! You were obviously re-parking your parking lot - from south-est to north-est.


Yup moving on up the board was quite funny. I bet it was probably pissing the daemon-guy off.

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Hamburg

Mercer, have you thought about replacing the Razorbacks by Rhinos? You could give each 5 men AM squad 2 special weapons (one for the Sergeant) that can be fired from the top hatch - plus the Rhino's storm bolter. Then you would have to change your tactics slightly since the Rhinos would need to go closer to the enemy in order to fire the passengers' weapons.

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Cannock

I used Rhinos in my old Space Marine army, so for Angels I went the route of Razorbacks as I wanted something different. The Razorbacks add a lot of fire power in the army and replacing them with Rhinos wouldn't be a good idea, as I would lose all that fire power and I couldn't make it up with anything else. The only benefit is firing out the hatch, but the Razorback has a better benefit moving 12" and firing a weapon while passengers cannot do this. If I did another Marine army I wouldn't go Razorbacks again, would be Rhinos. With Razorbacks I've got a lot of flexibility and long range anti tank, with Rhinos I would lose a lot.

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Hamburg

Okay, I understand your statement. Its valid. However, the AM eventually add nothing to your army. Each squad has one or two special weapons (flamers, meltas, power weapons) but they not gonna use them unless they disembark. On the other hand, a Rhino based army is different in the sense that the passengers are not supposed to disembark - they stay inside and shoot two weapons.

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