My Tzeentch list
HQ
1 Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch
1 Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch
1 Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch
1 The Blue Scribes
Elites
3 Flamers
3 Flamers
3 Flamers
Troops
7 Horrors, bolt of tzeentch
7 Horrors, bolt of tzeentch
7 Horrors, bolt of tzeentch, changeling
Fast Attack
6 screamers
6 screamers
Heavy Support
Daemon Prince w/ mark of tzeentch, daemonic gaze, bolt of tzeentch, instrument
Daemon Prince w/ mark of tzeentch, daemonic gaze, bolt of tzeentch, instrument
Daemon Prince w/ mark of tzeentch, daemonic gaze, bolt of tzeentch
The Templars
HQ
1 Marshall (the ld10 guy)
5 man command squad, apothecary, 2 flamers, some power weapons
1 Emperors Champion w/ we get to re-roll hits vow
Troops
10 Initiates, power fist, melta gun, rhino
10 Initiates, power fist, melta gun, rhino
6 Initiates, power weapon, flamer, razorback
6 Initiates, power weapon, flamer, razorback
6 Initiates, power weapon, flamer, razorback
Heavy Support
predator w/
tl lascannon
predator w/
tl lascannon
Mission: The 2 objectives, one in each deployment zone.
Deployment: Pitched battle
I win the roll off and choose to go first. My initial wave selection is, 3 heralds, 3 daemon princes, 2 screamers, I elect to drop the scribes independently, in the second wave (so I can drop 8 in the first). I put my objective in the bottom left corner of the table. He puts his a little more centered but basically at the 12 inch line, opposite me.
He used a predator to anchor his flank on the right and protects his rhino's behind the razorbacks.
Turn #1 Daemons
I deepstrike in a big half circle around his forces, one of the screamers deviates 8 inchs directly towards him, and the other unit drifts 10 inch's back to the right. Most everything else comes down pretty close to where I wanted it. I pop the razorback holding the command squad, killing no one and the razorback next to it, killing 3 out of the six (he rolled lots of 1's for his 4 saves). They pass morale and run towards the screamers. I rip the gun off of another razorback and that's it for my turn.
KP: Daemons: 2 Templars: 0
Turn #1 Templars
The rhino's move up 12 the pred's make sure to move 6. The emperors champion and friends get out to try to reach one of my daemon princes. He ends up about a 1/2 an inch short. The 3 man squad charges that daemon prince and it kills all 3 of them. The command squad charges the screamers, when all is said and done 2 screamers remain. I fail all of my 4+ saves before the
hth so one
dp has 3 wounds on it and one of the heralds takes a wound.
KP: Daemons: 2 Templars: 0
Turn #2 Daemons
For reserves I get 1 squad of horrors, 2 flamer squads, and the scribes. The scribes come down near the command squad and I turn the high marshall into a spawn and stun a rhino with him. The flamers come down near the emperor's champion's squad and kills all but the champion, the champion moves towards the flamers. I blow up the rhino on the left and pin the squad that was in it. I immobilize the other rhino and stun the last razorback holding troops. I charge 2 daemon princes into the command squad fighting the screamers and manage to kill 2 guys in the process I lose another screamer. I move up the second screamer mob to try to block off the rhino's and protect my
dp's (unfortunately they didn't wipe out the command squad like they were supposed to so it wasn't going to help).
KP: Daemons: 5 Templars: 0
Turn #2 Templars
The emperors champion charges the flamers killing 1. A 6 man razorback charges one of my daemon princes, I whiff all of my attacks, and fail all of my saves and the
dp dies. The other full squad charges into the screamers and 1
dp, I make saves like a mad man and only lose 2 screamers and my 1 daemon prince that was down to 1 wound.
KP: Daemons: 5 Templars: 2
Turn #3 Daemons
For my reserves i get the last unit of flamers and both units of horrors. One of the units of horrors deviates into a predator and goes back into the warp and waits for next turn. The other unit of flamers comes down where the formerly pinned templar squad is at. The full squad on the left is hit by 3 flamers and loses 6 guys. They fail their break check and run (never to rally because they ran right by the flamers that were fighting the emperor's champion). The champion fails to do any damage tot he flamers and remains locked in combat. My other unit of flamers moves up and kills the 6 man squad that had just killed my daemon prince. I rip the gun off of one predator and blow the other one up. And destroy the only mobile razorback that is left. I keep whittling down the other combat. We call the game here.
KP: Daemons: 9 Templars: 2
Aftermath: Kroeger hadn't gotten to play against a daemon army yet and had told me that he wanted to get a game in against me. I did my usual pre-game explanation of everything in the list and we set to. I think daemon armies, especially one like mine, have to be played against to be fully realized. Kroeger had said that he didn't really like his chances against my list but wanted to try it out anyways. The sheer amount of ap1 ranged fire coupled with flamers for anything that gets out of a mechanized vehicle makes for a very rough game for mech marines or really mech anything unless it's sitting in av14. This game was the first game I've ever actually managed to get someone with the boon of mutation which was pretty fun.
I purposely chose to go first so that I could keep the mech list bottled up and no where near my lines. It also gave me some time to shoot stuff before smoke could be launched (I found out afterwards he didn't have smoke on anything, although I still would have gone first just to keep him away from me). About the only things I could have recommended for him to do was sacrifice the pred's to hide his stuff behind. Sacrifice because he would have had to put them sideways to get adequate protection. Then drop a marine for some smoke so that he could smoke everything on his first turn. I don't know if that would have been enough but it would have helped. You really have to try to have everything mech'd up until the flamers drop but you don't want to reserve everything because coming in piecemeal with a mech list when I've got full table control won't be fun. Guard could do it, if they were packing astropaths, or eldar with autarchs or someone running tigerius for marines, other than that I wouldn't normally recommend it.