Went to an
RTT today.
Brought the following list:
Fateweaver
Lord of Change
2x 3 flamers
2x 9 horrors, bolt, 1 w/ changeling
tzeentch daemon prince w/ bolt, gaze, unholy strength and wings
tzeentch daemon prince w/ bolt, gaze, wings
tzeentch daemon prince w/ bolt, gaze
Few models, few scoring units...
Round 1:
Objective: Kill Points (mostly)
Opponent: Mixed orks, 1 nob biker unit, 9 zzap guns, 2 big mobs of boyz, 4 koptas
He wins first turn, and uses it to spread his guys out as much as possible, including turbo-boosting the nobs and koptas.
I roll for preferred wave of all
MCs, and get the other wave. I try to land the flamers where they can most-likely trade for a
KP, but fail to wipe out any of the zzap units. The nobs, while a tempting target, are just spread out too much to make an impact there.
Horrors all shoot at the koptas, trying to open a little breathing space, but fail to kill even one.
On his turn, expectedly, flamers all die, as do 6 horrors from one unit to biker shooting, and the other horror unit is as good as dead, losing a few members to kopta shooting and then locked up in assault with them.
Turn 2, I get two daemon princes from reserve, one of which scatters and is lost. The one that lands throws a few shots at orks, and promptly dies on his turn.
Turn 3, I get the Lord of Change and another daemon prince. I try to land them close enough to each other to mutually support each other, but the
LoC scatters off the table. I'm up to nearly 500 points lost scattering (both to 9" scatters, or more). On his turn, the horrors die, and he puts 3 wounds on the lone prince.
Turn 4, I finally get fateweaver, and try to land him to support the last prince, but he scatters off the table. This time, he'll be back next turn. Predictably, the prince dies.
Turn 5, Fateweaver shows up, lands out of range to spawn a grot, and we roll the end of the game. So, by virtue of not getting my last model in until after he had a turn, I wasn't technically tabled.
Into the losers bracket.
Round 2:
Dawn of War, random objective (roll at beginning of turn 4).
Opponent: Mech Guard (vanquisher w/ pask, russ, banewolf, veterans w/ meltas in chim,
CCS w/ meltas in chim, Platoon (3 squads in chims, 3 lascannons, 3 autocannons,
PCS in chim), griffon, Marbo
He wins the roll for first turn and defers to me. He deploys nothing. I roll for preferred wave, and get it (what a difference this makes).
Turn 1:
I land all but the wingless prince (who scatters onto another prince, but goes into reserve), and run them all into Fateweaver's bubble.
He brings everything in, illumitates fateweaver with a spotlight, and unloads his army into him. He takes one wound, but makes his leadership test. He bubbles guard w/ a commisar in front of a lot of vehicles.
Turn 2:
I get a flamer squad and a horror squad. Flamers toast an infantry squad caught outside a chim (he put the autocannons and lascannons into chims, so had the owners of those chims outside. I blow up a couple of tanks and engage fateweaver and a prince with the blob squad. Tried to spawn the commissar but failed. Daemons assault other tanks.
On his turn, he kills the flamers and horrors, but nothing else. Fateweaver and a prince keep hitting blob squad.
Turn 3:
I get the other flamers and horrors. They land fairly inconsequentially. My
MCs continue to blow up tanks. Fateweaver again fails to spawn the commissar, but after combat, only the commissar remains.
Marbo shows up and he and the russ combine to kill 6 of the remaining horrors - with only 3 left, i need to keep them alive for when we figure out what the objective will be. Fortunately, I'm able to move fateweaver back to protect them.
Turn 4 and beyond:
We roll that the objective is to have the most scoring units within 12" of table center. My horrors are already there.
Fateweaver fails to spawn Marbo.
MCs break open the Russ and the rest of the chims on the right side of the table. All that's left is three chims on the right with scoring models. He fails to do anything as fateweaver protects. As they sweep around, I get the perfect rolls as princes pop chims with bolts and are able to assault the guys who fall out. That pretty much wraps it up, and turn 6 sees the vanquisher removed as well.
So I'm 50/50 here.
Game 3:
4 Objectives, Spearhead deployment
Opponent: Imperial Fists (Lysander, Libby w/ Null Zone, 10 termies w/ cyclone launcher (with lysander), 5 assault termis (2 shields, 3
LC) w/ libby,
tac squad, two scout squads. 10 Devastators w/ 4 plasma cannons.
Null zone is going to suck... As is the trend, I lose the roll for first turn, and have to go first.
Turn 1:
I get my preferred wave and get all the winged daemons into the bubble, and a little more than 24" from the libby. It keeps me from shooting much - I drop 7 of 10 scouts who were in the open.
He moves the librarian closer, and starts shooting stuff. I fail to realize that null zone is a 'beginning of turn' effect, and so when he remembers it, halfway into the phase, I let him have it. He puts a wound on fateweaver, and I boxcar the
Ld test. Not good.
Turn 2:
Two horror units show up, and I try to put them back to save them for the objectives. One scatters out into view though. I'm able to get the two winged princes into combat with the libby's unit, and drop the lightning claw guys and one hammer guy. Librarian survives though.
He shoots up the one horror unit that deviated, and they're gone. He then tries to use null zone. I ask if it can be used while the librarian is in combat, and this is when I read it realize that since it's not the start of the phase, he shouldn't have had it the previous turn either... :( In combat, we all bounce off each other.
Turn 3:
I get a unit of flamers, who land in position to flame lysander's unit. They drop four termies. My Lord of Change shoots and charges the
tac squad, and my foot-based prince fights his last scout unit. If these go well, that'll be his scoring units. Assault leaves just the libby in combat with two princes, and 5
tac marines locked with the
LoC, three scouts locked with my Daemon Prince.
He does null zone first this time, then proceeds to drop the flamers. Lysander's unit charges into the librarian/prince combat. I put all the attacks on the librarian, who finally dies, but 18 powerfist attacks are too many and both princes die.
LoC forces the last two marines to run, but cannot catch them, foot prince kills the rest of the scouts. I leave the
LoC close enough to the marines to prevent their rallying, and another 8" should see them off the table.
Turn 4:
Flamers show up, and kill all but one termie and lysander. I then make the mistake of having the
LoC shoot the termies, hoping the bolt of change will drop one, while the two
tac marines run off the table. He doesn't kill a termie...
Lysander splits from his buddy and gets both a 6" terrain move and charge, to make it to my horrors. The buddy charges the flamers, and is somehow killed by them. Lysander kills 4 horrors, and another two die to combat res - three scoring models left, and they've been pulled off the objective. The two rallied marines, and the plasma
devs force the Lord of Change to take 5 saves, and he dies (3+ save :( )
Amazing turn for him, and the game just went from a probably win to a probable draw.
Turn 5:
I put my last
MC into lysander. This continues until game end - Daemon prince makes lysander make three saves, which he does. Lysander makes the horrors make saves, which they do. Seriously, we go through four combat phases with no damage done. My flamers go after the plasma
devs, get 14 hits and kill 4. Not enough...
With my horrors safely locked in combat away from an objective, his two remaining
tac marines make it the full 24" from board edge to objective in two turns. At the end of turn six, he got them there, and wins, one objective to none.
I wanted to try the tzeentch-zilla list, and now that I have, I don't think I will again. There's way too much depending on luck to get it to work, and when fateweaver dies, or just doesn't show up, it feels really fragile (although I'm sure my 2nd round opponent would disagree).