On Saturday I took a break from working on my Tau army and went down and played in a Tournament at Valhallas, in Denver, CO with my Tzeentch Daemons.
My list
HQ
Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch
Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch
Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch
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
7 Horrors, bolt of tzeentch, changeling
Fast Attack
5 screamers
5 screamers
4 screamers
Heavy Support
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
Round #1:
Opponent: Witch hunters, sorta kinda
HQ
1 Walking throne of death (Inquisitor Lord Karamov)
1 Daemon Hunter Inquisitor w/ psycannon, 2 multi-melta's, and a ton of additional wounds
Elite
Callidus Assassin
Troops
Platoon Command Squad w/ 4 sniper rifles
Infantry Squad w/ auto-cannon, grenade launcher
Infantry Squad w/ auto-cannon, grenade launcher
Infantry Squad w/ auto-cannon, grenade launcher
Infantry Squad w/ auto-cannon, grenade launcher
Infantry Squad w/ auto-cannon, grenade launcher
Platoon Command Squad w/ 4 plasma guns, plasma pistol, chimera
Infantry Squad w/ auto-cannon, flamer
Infantry Squad w/ heavy bolter, melta gun
Storm Troopers w/ 2 melta guns, chimera
Storm Troopers w/ 2 melta guns, chimera
Fast Attack
3 Sentinnel's w/ multi-lasers
9 Rough Riders
Heavy Support
Leman Russ Battle Tank w/ 2 plasma cannon, sponsons.
The mission
Deployment: Pitched battle
Primary: Kill Points
Secondary: Victory Points
Tertiary: Kill all of your opponents troop choices.
Primary was worth 20, secondary 15, tertiary 10. You used those to determine the overall winner. And then used the old
RT scoring, 15/5 for a win/loss, 9/9 for a draw. And then you had the three tactical bonus points.
+1 for killing all of your opponents fast attack
+1 for killing all of your opponents elite
+1 for killing all of your opponents heavy support
I won the roll and let him go first.
For deployment there was a huge 3-4 story building, in the corner, that he chose and deployed his entired blobbed 50 man squad into. He also deployed the inquistor on the top floor, and the
pcs with the sniper rifles. So one large building housed about 65 models. He deployed the rough riders and a storm trooper squad behind the building in the table corner. And then on the other side of the table, on his table edge deployed the leman russ, and then hid the other 2 chimera's behind the russ and the building. The other 2 infantry squads went into some ruins next to the big building with Karamov and the Sentinnel's support them.
Turn #1
I got the wrong wave in. Which was 2 horror squads, 3 flamer squads, and 2 chariots, and a daemon prince. I deploy way back from the inquisitor and try to light up the enemy. First wave only kills 6 guardsmen and 1 sentinnel
Turn #2 Witch Hunters
The callidus shows up charges in and munch's a 3 man flamer squad and then jumps into cover. One of the chariots takes 3 wounds, and one of the horror units is reduced to 1 model. His
pcs with plasma moves up gets out but is out of rapid fire range on one of my princes.
KP:
WH: 1 Daemons: 0
Turn #2 Daemons
I get in 1 screamer pack, and a unit of horrors with the scribes. Not a whole lot going on. I try to put some shot's into karamov but only do one wound. My daemon prince charges into the sentinnel's and kills one. A flamer unit jumps in next to the callidus and shoots her. I move up a horror squad and kill off the
pcs.
KP:
WH: 1 Daemons: 2
Turn #3
WH
The rough riders move up to go after a flamer pack, but fail their difficult terrain role to get into hand to hand. He puts 4 wounds from auto-cannon fire on one of the chariots. The other chariot passes all of it's saves. He kills 5 out of 7 of the horrors that just dropped. The daemon prince finish's off the last sentinnel, and with the surviving flamer advance's towards the wall o guard.
KP:
WH: 1 Daemons: 3
Turn #3 Daemons
I get in 2 screamer packs a unit of horror's and a chariot. The flamers come out of cover and flame the rough riders, killing all of them.I blow up the
pcs chimera, a pack of screamers assault's a 3 man guard squad and only manage to tie the combat. Karamov finish's his appetizer of horror's. The daemon prince moves up and stuns the leman russ.
KP:
WH: 2 Daemons: 5
Turn #4
WH
The inquisitor shoots and kills the flamers that killed the rough rider's. Karamov runs over and eat's a unit of screamer's threatening his tanks.
KP:
WH: 4 Daemons: 5
Turn #4 Daemons
My daemon prince blows up his leman russ. And his other infantry squad that was down to 2 model's finally breaks and runs. He pop's his mandate and his two guardsmen finish off my screamers that charged them.
KP:
WH: 5 Daemons 7
Turn #5
WH
He downs the blue scribes and their accompanying unit of horror's with his massive squad of guard (I got a little too close and they ate about 30 las guns and 5 auto-cannons). Karamov charge's and kills the chariot that only had one wound.
KP:
WH: 8 Daemons: 7
Turn #5 Daemons
My daemon prince and his flamer buddy hop over the prince blows up a storm trooper chimera and the lone flamer flames them.
KP:
WH: 8 Daemons: 9
At the end of the game, I had 1 horror squad with 1 model left, 1 horror squad with 2 model's left, and 1 flamer squad with one wound left. One of the chariots was down to two wounds. His blobbing reduced his
kp significantly but it also made it very hard for him to go after things when they got small and started to hide. I also think that if he had just put everything behind the building and just not shot anything else he probably would have easily won the game or at least made it much tougher for me. As it was he left stuff out that I could actually get shots on without getting into the inquisitors threat bubble. I got the primary by 1
kp, and we tied on
vp's so neither of us got the secondary, and neither of us got the tertiary. So I got the full 15 for the win plus all 3 bonus tactical points.
Round #2 Space Wolve's
HQ
1 Wolf Priest
Elites
5 Wolf Guard
Troops
5 Grey Hunters, razorback
5 Grey Hunters, razorback
9 Bloodclaws
9 Grey Hunters, fully kitted out
9 Grey Hunters, fully kitted out
Heavy Support
Land Raider
Land Raider
Land Raider Crusader
Mission: Unexpected Encounter, on the 4th turn you roll to find out what the objective is.
Deployment: Dawn of War
Primary: 1-2 Table quarters, 3-4 hold terrain, 5-6 seize the center of the table.
Secondary: Victory Points
Tertiary: Kill all of your opponents
hq choices
Tactical points: Kill all opponent
hq choices, Kill the most expensive unit, have more scoring units left.
I won the roll to go first and let my opponent go. There was a single leve building that was smack in the middle of the table around which most of the fighting was to occur. He keeps everything off table and moves everything on in his first turn he castle's with the 3 raiders and the razorbacks inside the castle.
Turn #1 Daemons:
I get my preferred wave in, 3 daemons, 3 screamers, and 2 chariots. The screamer's try to go behind the large building in the center, with 2 of them scattering back but one landing in position. The 3 daemons try to go to the right hand side of the table, one of the mishaps and my opponent places them in my back corner. One chariot each comes down on the sides. I take some long range bolt shot's and actually manage to shake the crusder!
Turn #2 Space Wolves:
He doesn't move and fires all of his shots into daemon princes and chariots, causing 2 wounds.
Turn #2 Daemons:
I get in one flamer pack, which I deep strike next to the closely packed vehicles, but they veer off 8 inch's away. 2 horror squads, who go on each side of the large building, out of assault range of the raiders. One pack of screamers moves up and is in range so they assault the one regular land raider and 1 screamer is able to get into base with the crusader. I immobilize the crusader and blow up the other land raider. I turbo-boost the other unit of screamers in front of his other land raider.
Turn #3 Space Wolves
The squad that just got out moves up and charges and kills exactly one screamer staying locked in
hth, thus keeping my flamers from munching them and he mows down the other screamer squad with shooting.
Turn #3 Daemons
I get in my other chariot which joins the chariot on the right and another pack of horrors that I deep strike behind the building. And my other two flamer packs which come down behind the building. My flamers move up and lay flame templates on all his tanks, the heralds get within
los of the razorbacks and by the end of the turn the razorbacks have no guns and everything is stunned except for one razorback. My last squad of screamers goes after the crusader but only manages to immobilize it and tear off the assault cannon. His space wolves kill off the screamers they should have killed the last turn and consolidate forwards.
Turn #4 Space Wolves
We roll and the mission comes up as grab the center. Good for me, bad for him. He can't reach the flamer's, and they are within striking distance of anything that gets out of a land raider. In an attempt to save his last mobile land raider he kills off the next squad of screamer's. He also assaults the flamer's that were in the back of his tanks flaming the last round. He unload's his unit of blood claws but then forgets to move them, he realizes this right before assault's, I offer to let him move them, but he refuses and say's it's the best way to remember not to do it again. His one mobile razorback comes around and dumps the squad and he tries to get some more shots on a herald, but doesn't really do much damage.
Turn #4 Daemon
My two flamer squads come out from behind the building and flame his 2 10 man squads, with some horror's to help out I wipe the 2 squads. The blue scribes come in from reserves right next to the razorback squad and the scribes end up breathing twice and wiping the squad. My chariots kill 4 of 6 out of the squad that killed my flamers in the last round. I blow up his land raider with a daemon prince in assault and gun down the wolf lord.
Turn #5 Space Wolves
He takes some shots with the crusader and runs his razorback.
Turn #5 Daemon's
I dump 10
str 8 ap1 shots into the crusader and do nothing to it, I then assault it with 3 daemon princes and blow it up.
I end up with a clean sweep for another full win. I'm still not sure why he didn't move forward with the two mobile raiders on the second turn, that probably would have made the game a lot different. But if he had moved them then I either go for my 6's to hit, or I turbo-boost in front and then either force him to go through the melta bombs, or stop and shoot, or backup and unload, in any case that then stops them for the next wave of screamers, or it unloads the troops so I can shoot them.
Game #3
My opponent for the last round was a dark eldar army.
HQ
Archon with stuff
Elites (he got real nice rolls for his wyche's before the game)
5 Wyches, agonizer, 2 blasters, raider w/ dark lance, 12 inch assault
5 Wyches, agonizer, 2 blasters, raider w/ dark lance, re-roll to hit's
5 Wyches, agonizer, 2 blasters, raider w/ dark lance, +1 attack
Warp Beasts
Troops
19 Warriors, 2 dark lances, web way portal
10 Warriors, 2 dark lances, web way portal
10 Warriors, 2 dark lances, web way portal
5 Warriors, blaster, splinter cannon, raider w/ dark lance
5 Warriors, blaster, splinter cannon, raider w/ dark lance
5 Warriors, blaster, splinter cannon, raider w/ dark lance
Heavy Support
Ravager w/ 3 disinitigrators
Ravager w/ 3 disinitigrators
Ravager w/ 3 disinitigrators
Mission:
Primary: 4 Objectives
Secondary: Victory Points
Tertiary: Have a unit (doesn't need to be scoring) in all 4 quarters at the end of the game.
Tactical Bonuses: Reduce the opponent to 4 or less units, Keep them from holding any objectives, Kill their
hq
Deployment: Spreahead
The objectives are almost in a a line across the center of the table, he places his warriors near to two of them but can't actually claim them because it would require him going out of cover.
Dark Eldar Turn #1
He wins the roll and elects to go first, to make sure I can't kill off his warriors before they can deploy the portal's. He moves up into some more terrain and drops the portal from the large squad. He deploys the 3 walking squads, his ravagers are in normal reserves, everything else is coming out of the portal.
Daemons Turn #1
I get my unpreferred wave. 2 horror squads, 3 flamers, 3 screamer packs. Originally I was going to drop back further from his lines and just shoot things as they came out of the portal but since I got the flamers in I decided to see just how much I can destroy on the first turn. 2 squads of flamers land on target the other deviates out of range. The screamers rain down in spots to charge raiders as they move on the table. After flaming and horror shots he has 1 dark lance from one squad, and 2 dark lances from another squad left. All told I downed about 36 warrior's in one round.
Dark Eldar Turn #2
He gets in 2 wych squads, and 1 warrior squad, he definitely was needing some decent reserve rolls here! The warriors shoot and assault some screamers, the screamers actually win the combat and the warriors break and run. One wytch squad assaults 3 of the flamer's and kills all of them. The +1 attack squad assaults a unit of horror's and kills all of them.
Daemons Turn #2
I answer back with my own awesome reserver rolls! I get in a horror pack, who claim a further away objective, and a single chariot. The horror's and a flamer unit mow down the 12" assault unit. Each unit of screamers down's a raider. And the other unit of flamers kills off the other wych squad. One pack of screamers stays in place to escor the falling back warriors off the table.
Dark Eldar Turn #3
A little better this time but not by much, he get's in his 2 ravagers, a wych squad, and another warrior squad. His warriors combi-assault some flamer's and screamers, lose and get run down. The wych's eat a flamer squad and a screamer squad. His warrior squad that lost in combat runs off the table.
Daemons Turn #3
I continue to match his reservre rolls, getting a daemon prince, a chariot, and the scribes and their horror escorts. The scribes fail twice to pavane the witches out of cover, so I only manage to kill two of them. I down 2 more raider's and stun one of the ravager's.
Dark Eldar Turn #4
He gets his last warrior squad and the warp beasts, but no archon. The warp beasts munch some screamers, and his warriors try to combi-assault my daemon prince with the wych's, but the wyches fail to make it into combat, the daemon prince eats two of them but they hold.
Daemons Turn #4
We were basically out of time at this point, I was still holding onto 2 of the objectives, and all of his troops were dead so we didn't really finish out my turn.
I really think you just need to pray to some dice gods and reserve the dark eldar against a daemon army like mine. If I get the alpha strike I just decimate too much stuff too quickly. His horrible roles didn't help, but they were somewhat evened out by my own bad reserve's rolls.
Sorry about the no pics, but I just never seem to have time for it during tournaments. Anyways hope you enjoyed, now back to Tau!