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Made in us
Longtime Dakkanaut





Orks:

Warboss on Bike, all trimmings
SAG Big Meck
30 Boys w/Shootas, 3 Rokkits, PK Nob (Boys A)
30 Boys w/Shootas, 3 Rokkits, PK Nob (Boys B)
30 Boys w/Shootas, 3 Rokkits, PK Nob (Boys C)
30 Boys w/Shootas, 3 Rokkits, PK Nob (Boys D)
15 Lootas (Lootas A)
15 Lootas (Lootas B)
Snikrot & his Kommandos

Daemons:

Kairos Fateweaver
8 Bloodcrushers (Crushers A)
8 Bloodcrushers (Crushers B)
8 Bloodcrushers (Crushers C)
5 Pink Horrors w/Bolt of Tzeentch, Changling (Horrors A)
5 Pink Horrors w/Bolt of Tzeentch (Horrors B)
6 Bloodletters (Letters A)
6 Bloodletters (Letters B)
Soul Grinder w/Phlegm (Grinder A)
Soul Grinder w/Phlegm (Grinder B)

Mission:

1 KP per enemy squad destroyed, 12" long table edge deployment zones

Terrain:

Cityfight-ey, buildings all over the place. Really too much terrain, I think the Redshirt who we asked to set us up was elated to have 2 adults playing a game with 2k points in the new edition, he was over-helpful all game long.

Deployment:

Lootas occupy a pair of buildings in the Ork deployment zone, Boys mob up in the alleys, leaving the buildings in their deployment zone open. SAG Mekk is joined with the Lootas, Warboss is riding out with the boys. Snikrot is in reserve

Roll for first, Orks going first.

Ork turn 1:
Move:
Ork Boys and Biker boss move down the alleys ( 2 in particular), Biker Boss elects not to join a Boy unit. SAG Mekk and Lootas move through their buildings to spread out
Shoot:
Boys run, as do Lootas, everyone spreads out (Boys in particular seep into the buildings on either side of their alleys)
Assault:
None

Daemon turn 1:
Daemonic Assault gives Bloodcrushers, Kairos, one Soul Grinder
Move:
Grinder falls in Ork deployment zone, near lootas
Crushers + Kairos fall in midfield, ahead of Orks
Shoot:
Crushers run up to surround Kairos and get in his bubble
Kairos shoots down 2 Boys from Boys A
Grinder vomits on Lootas A, kills 2
Assault:
None

Ork turn 2:
Movement
Boys A and B move through their alley to confront Crushers A and B
Boys C and D forge through the building, but are unable to get in position to fire due to a bad DT roll (wanted to be on roof to shoot Kairos, but stuck on mid floor, so the wall was in the way, some Boys can see through the windows though)
Big Mekk hastily departs Lootas A (who are near the Soul Grinder) and legs it for open ground.
The Warboss, utilizing some creative measurement and a ramp, goes over by Kairos (inside the Crusher circle)
Shooting:
Lootas A fire on Grinder A, shooting twice each, 2 glances, shakes it twice.
Lootas B fire on Grinder A, shooting thrice each, 1 glance, immobilizes it (Thank goodness, that could have been ugly)
Big Mek runs and climbs up a statue
Boys A fire on Crushers A, but Kairos reroll negates all damage
Boys B fire on Crushers A, inflict 1 wound
Orks call the Waargh!
Boys C run out of their building, surrounding the Crusher cluster
Boys D run/leap off their building, completing the encirclement
Assault:
Boys A and B assault Crushers A, Crushers swing first, inflicting 4 wounds to Boys A and 5 wounds to Boys B, Boys inflict 4 wounds back. Crushers win by 5, which kills 4 more of Boys A and 5 of Boys B
Boys C assault Crushers B, Crushers B inflict 10 wounds to Boys C, who inflict 3 back, Boys lose by 7, which kills 4 of them
Boys D assault Crushers C, Crushers C inflict 9 wounds to Boys C, who inflict 1 back, Boys lose by 8, which kills 6 of them
Warboss assault Kairos, nobody does anything

Daemon turn 2:
Reserves rolls brings out Horrors B and Letters A
Move:
Horrors B deep strike near the Lootas, Letters A deep strike far away from everyone
Shoot:
Grinder A blasts Lootas B, kills 3 Lootas, Horrors B shoot Lootas B, kill 4 Lootas B break but don't reach board edge
Letters A run behind some cover, hiding near board edge
Assault:
Crushers A kill 2 Boys A, and 3 Boys B, Boys A and B inflict 1 wound back to Crushers A, lose 2 and 3 more to no retreat saves
Crushers B kill 8 Boys C, who do nothing back, break but hold due to bosspole
Crushers C kill 8 Boys D, who inflict 1 wound back, break and get run down, Crushers C massacre over by the other fights
Kairos puts a wound on the Warboss, who reciprocates. Kairos passes his leadership test not to disappear into the void

Ork turn 3:
Reserves rolls brings out Snikrot and his Kommandos
Move:
The Kommandos arrive near Letters A
Lootas B fail to rally and run off the board
Shooting:
Lootas A blast Horrors B, killing them all
SAG Mekk shootas Crushers C, but shot comes out at s4 and gets nothing done due to rerolling invul saves
Assault:
Crushers A kill 1 Boys A, 4 Boys B. Boys A and B do 5 wounds back to Crushers A (???) and tie the battle
Crushers B kill the remaining Boys C
Kairos kills (by combat res) the Ork warboss and massacres to keep his bubble in the right places
Snikrot and Co assault Letters A, obliterating them and losing 2 in return

Daemon turn 3:
Reserves rolls brings in Letters B and Grinder B
Move:
Crushers B and C move up to support Crushers A, Kairos flies over the battle to glare at Lootas A
Letters B land far away from anything, chillax
Grinder B lands over by Snikrot
Shoot:
Grinder B shoots at Snikrot with Phlegm, but misses, reaper cannon kills a Kommando
Kairos shootas at Lootas A, killing one
Grinder A shootas at Lootas A, killing 3 with phlegm and reaper
Assault:
Crushers crush Boys A and B, massacre forwards

Ork turn 4:
Movement:
Snikrot and his boys run for it, putting a building between them and Grinder B
Shooting:
SAG Mek shootas Kairos, sending him back to the Warp with a perfect 10
Lootas fire on Grinder A once each, no glances scored
Assault:
None

Daemon turn 4:
Reserves roll brings in Horrors A
Movement:
Horrors A land over by Lootas B and SAG
Grinder B pursues Snikrot
Crushers move towards Lootas A in a big mob
Shooting:
Grinder A blasts Lootas A down to 1 Ork, who breaks
Horrors A shoot SAG mek, kill him
Grinder B pursues Snikrot ferociously
Assault:
Grinder B fails a DT test to charge Snikrot

Ork turn 5:
Movement:
Snikrot flees!
Shooting:
Snikrot flees another inch!
Shooting:
None

Daemon turn 5:
Movement:
Grinder B pursues Snikrot,
Shooting:
Grinder B fleets after Snikrot
Assault:
Grinder B assaults Snikrot, killing 2 (Orks hold)

Game ends, Daemons have 8 KPs, Orks 3, Daemons win

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Maddening Mutant Boss of Chaos





Boston

Wow, Kairos + crushers makes a very potent core.
The idea of the Fateweaver blinking out after receiving a stray wound is worrying. (I hate the idea of losing that many assets, such a huge chunk of points, and so central a strategic component, early in a battle.) But here his presence seems to have held things together long enough for the demons to solidify their control of the battle.

   
Made in us
Omnipotent Lord of Change





Albany, NY

I was worried the lootas would overload Kairos and pop him early. At least, if I were manning the demons that would happen, dice hate and all that.

Cool report, you've got me interested in looking at Kairos again. And do you really own all those crushers? What keeps me from running a mass of them is the $$$ per really.

Slightly off topic, ran my khorne demons for the first time yesterday, 1650 points vs sisters. Bad times were had for the bloody boys, seriously questioning the army at the moment :S

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Longtime Dakkanaut





@tinfoil:

Yeah, I'm waiting for the game where I run Kairos and the first rhino to shoot a stormbolter at him pops him. He was amazing with the Crushers though, gave them the power to endure the Orky tide and cut their way through.

@BS:

They might have done so if they'd fired at him, the Ork player went with firing on the Soul Grinder which was right next to his shooting castles, which prevented them from getting devoured by the Grinder. Their odds on popping Kairos were decent, would have had, let's say 60 shots, 20 hits, 17 wounds, he fails 1 or 2 saves? I talked with the Ork player after the game and he explained that he figured Kairos would weather the Loota blast and he'd have to use his shoota boys on him, which would prevent them from charging the Crushers. As both sides have Furious Charge he figured that getting the charge in was absolutely crucial.

I don't own all those crushers, I had one real unit, one unit of Ushabti standing on the extra bases that come with the crushers, and a third unit of ogres standing on spare bases of the correct size. Kairos was a Bone Giant. In my defense, the Ork player ran out of lootas and started using Grots halfway through the second unit (he usually runs 2 units of 10 and some tankbustas, and only changed when I expressed my desire to see his cheesiest, fiercest list).

Sisters seem to be a bit of a rough match for Khorne, as they've got a decent amount of transports/vehicles (which Khorne has a rough time with, esp. in 4th), and are able to make their saves invulnerable in key rounds. I've never taken them on myself, but I wouldn't look forward to the battle.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Grisly Ghost Ark Driver





NC

This battle report confirms my suspicion that bloodcrushers are BAMF out of control.

Falcon Punch!


 
   
Made in us
Longtime Dakkanaut





I dunno, man, anyone's tough when they are rerolling their saves due to Kairos.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Regular Dakkanaut





Guess I'm not the only one to think of a Bloodcrusher/Oracle combo.

I've been testing out a smaller 1750 and 1850 version at my local store. I must say I like it. Though I'm definitely going to convert something for those Bloodcrushers, can't really afford the $528 retail for 24 of em.

I've tested out screamers at the smaller version with fairly decent success. Since, besides a couple bolts of change, not much can deal with land raiders (I have no SG in my smaller list, as I need the points for troops).

Some are glass as glass half-full type of person.

Some are a glass half-empty.

I'm a glass half broken and shoved into someones face kinda guy... 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

People had that combo spotted after the first read through of that book. The problem with that combo is that Kairos is the lynch pin. If you take him out, the list is easier to manage.

Capt K



WhiteDevil wrote:Guess I'm not the only one to think of a Bloodcrusher/Oracle combo.


   
Made in us
Longtime Dakkanaut





Meh, as cornerstones go he's a fairly solid one. The enemy is taking a big chance firing on a rerollable 3+ save t5 monster.

Currently I don't use him as his rules are fairly restrictive on how big that shield is, but if the FAQ makes it work like a res orb or Ork shield (only one guy needs to be in 6" for the whole unit to get the bennies) I think he'll be worth his ludicrous price tag.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Regular Dakkanaut





CaptKaruthors wrote:People had that combo spotted after the first read through of that book. The problem with that combo is that Kairos is the lynch pin. If you take him out, the list is easier to manage.


Myself included. Though, not many seem to be actually play-testing it like 40kenthusiast and I.

40kenthusiast wrote:
Currently I don't use him as his rules are fairly restrictive on how big that shield is, but if the FAQ makes it work like a res orb or Ork shield (only one guy needs to be in 6" for the whole unit to get the bennies) I think he'll be worth his ludicrous price tag.


That is how he works. His rule states "units" within 6 get the reroll. Not "models". So you only need one guy within 6.

This message was edited 2 times. Last update was at 2008/06/25 18:42:36


Some are glass as glass half-full type of person.

Some are a glass half-empty.

I'm a glass half broken and shoved into someones face kinda guy... 
   
Made in ru
Drew_Riggio




Russia

errmm.... are demons allowed to RUN? after their DS? isn't they can just shoot?

are writer, not reader
FB DE 1-0-0 | 1-1-0 
   
Made in us
Regular Dakkanaut





penek wrote:errmm.... are demons allowed to RUN? after their DS? isn't they can just shoot?


Yes they can. 5th edition allows it.

Some are glass as glass half-full type of person.

Some are a glass half-empty.

I'm a glass half broken and shoved into someones face kinda guy... 
   
Made in ru
Drew_Riggio




Russia

wow....

are writer, not reader
FB DE 1-0-0 | 1-1-0 
   
Made in us
Regular Dakkanaut





penek wrote:wow....


It's not that powerful. They can't assault or anything. It just let's them spread out a bit, to minimize template death.

Some are glass as glass half-full type of person.

Some are a glass half-empty.

I'm a glass half broken and shoved into someones face kinda guy... 
   
Made in us
Longtime Dakkanaut





I dunno, I've been subjecting the Daemons to intense playtesting (2-3 games each week) and running vs. not running is night and day.

The bands of Deep Strike from your enemy are 1-6" (they can't escape you, and must rapid fire/assault), 7-12", (they can escape you by moving directly away, leaving time for their long range superiority to tell), and > 12" (they can stand and shoot with impunity). These bands correspond roughly with the safe/conservative/risky deep strike bands. The fact that you can land on one band and run into the next, while splitting to avoid template death, is HUGE.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in ca
Pestilent Plague Marine with Blight Grenade





The Frozen North

penek wrote:errmm.... are demons allowed to RUN? after their DS? isn't they can just shoot?


Everything is allowed to run after deep striking, in 5th. Assuming, of course, that they can normally run.

Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.

Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it.
 
   
 
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