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[Pics] ArbitorIan vs Panic - 1750pts - Slaaneshi Daemons vs Plaguemarines - On Necro Scenery  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Dispassionate Imperial Judge






HATE Club, East London

Hello and Merrrrry Christmas. Ho Ho Ho. It's Christmas Eve Eve, and we've played our last game of the year. Panic's Plaguemarines, which currently live at my house, and after the little taster game last week, I thought I'd put together a full Daemon force. Unfortunately, this meant I've ended up using UNPAINTED MODELS!!!!, which is something I hate to do. Hopefully it'll serve as a bit of motivation to get the last few units painted.

ArbitorIan's Slaaneshi Daemons - 1750pts



* Keeper of Secrets (Transfixing Gaze, Unholy Might, Soporific Musk)
* Keeper of Secrets (Pavane of Slaanesh, Transfixing Gaze, Soporific Musk)

* 6 Fiends of Slaanesh
* 15 Daemonettes of Slaanesh
* 15 Daemonettes of Slaanesh
* 15 Daemonettes of Slaanesh
* 7 Seekers of Slaanesh

* Soulgrinder (Vomit, Phlegm)
* Daemon Prince (Mark of Slaanesh, Unholy Might, Iron Hide, Soporific Musk)


Panic's Plaguemarines - 1750pts



* Daemon Prince (Mark of Nurgle, Warptime, Wings)

* Dreadnought (Plasma Cannon)
* Dreadnought (Plasma Cannon)
* Dreadnought (Multimelta)

* 7 Possessed
* 8 Plaguemarines (2 Plasmaguns, inc Champion with Powerfist) in a Rhino
* 7 Plaguemarines (1 Plasmagun, 1 Meltagun, inc Champion with Powersword) in a Rhino

* Vindicator
* Vindicator
* 3 Obliterators


Mission & Deployment

We rolled Annihilation and Spearhead (Kill Points and Table Quarters). Slaanesh won the roll for turn and opted to go second. Nurgle choose the northeastern quadrant to set up. They deploy around the largest building, with the Obliterators on top. The Dreads are huddled together to the west of this, supported by a Vindicatot and a Squad, and the Possessed, Vindicator and Squad hold to the south. The Possessed roll for their mutation and get Fleet of Foot.



Turn One

Right at the start, one of the Plasmadreads and a Meltadread roll a Fire Frenzy crazy result. However, shots aren't resolved until the shooting phase, so the nearby Vindicator moves well out of the way!


The closest Rhino disgorges it's Plaguemarine squad, and moves into base contact with both crazy Dreads, ensuring that they'll target it rather than each other. The Meltadread Immobilises and Shakes it, and the Plasma shot scatters back onto the Meltadread, shaking it!


The rest of the army fans out to the east and south, the tanks making sure they move over 6"


The obliterators on the building move to the edges to get better fire angles.


Slaanesh separate into a half of troops and a half of scary monsters, favouring the scary monsters half, but the roll fails and the troops half turns up. The three Daemonette squads and the Seekers all arrive. One Daemonette squad run into the standing stones in the northwest.


And the other two squads and Seekers arrive in cover in the southwest.


At the end of the turn, both armies are advancing towards each other, Slaanesh staying to cover and spreading out in anticipation of blast marker damage. Slaanesh 0 Nurgle 0



Turn Two

Nurgle remain relatively stationary, the Vindicator and western Plasmadread firing at the Daemonettes in the standing stones, and killing two between them


The Obliterators target the easternmost Daemonettes, killing two in cover.


And the Vindicator fires at the same squad, killing two more.


The Nurgle DP flies onto the triangular building, where he is assaulted by the eastern Daemonettes.


Getting a bad run move, the central Daemonettes opt to hug cover instead of charge a Dread. This turn's only arrival, the Slaanesh DP, accompanies them.


And the seekers move up the the west of the building complex.


In the assault phase, the Daemoettes high initiative means they unleash so many rending attacks the Nurgle DP is killed outright!


And at the end of the turn, the Slaanesh line and elements of the Nurgle line have moved closer, the eastern Daemonettes now left out of combat and facing a Vindicator! Slaanesh 1 Nurgle 0



Turn Three

It's another crazy turn for Dreads. The Meltadread goes assault crazy, and the western Plasmadread gets a firefrenzy. Meanwhile, in the southeast, the Plaguemarines get out of their Rhino and rapid fire on the eastern Daemonettes. Between them and the Vindicator, they kill five.


The western Vindicator moves out of the way so that the immobilised Rhino becomes the nearest target. The Plasmadread then stuns it.


And both the crazy Meltadread and the remaining Plasmadread charge the central Daemonettes, killing three.


The Keeper of Secrets with Pavane turns up, and runs into cover.


And the Fiends and Soulgrinder arrrive in the south, the Soulgrinder firing at the Plaguemarines in the north and killing two.


The Slaanesh DP and Seekers advance through the westernmost building.


And the western Daemonette squad come out of cover from the standing stones and advance across open ground.


The Slaanesh DP then joins in the Meltadread/Plasmadread/Daemonette combat in the centre. He destroys the Meltadread, which kills two Daemonettes in the explosion.


Both the western Daemonette squad and the Seekers charge the remaining Plasmadread, unleashing a total of 67 attacks, but only scoring four shaken or stunned results. One Seeker is killed by the Dread.


In the south, the remaining eastern Daemonettes have charged and destroyed the Vindicator, leaving them in the open. The whole western and central side of the board have engaged in combat, and the Fiends have spread out to the south. Slaanesh 3 Nurgle 0



Turn Four

The Possessed in the south recognise an easy Kill Point, and move to engage the eastern Daemonettes.


The Obliterators then fire three lascannons at the Soulgrinder, exploding it!


And the Possessed easily make the charge, wiping out the Daemonettes and suffering no losses!


In the central combat, the Plasmadread is shaken again. The Slaanesh DP tries to use his Soporific Musk to disengage, but fails.


And in the northern combat, the Slaanesh forces' 54 attacks still only result in multiple shaken results on the Plasmadread. One more Seeker is killed.


The final Keeper of Secrets arrives and ducks into cover. The other Keeper gets realld bad move rolls and only manages to advance up through one level of the building.


The Fiends make a huge charge move into the southern Plaguemarine squad, but do badly, only killing one, and losing two models.


And in the north, the stalemate continues, the 50 attacks resulting in a weapon destroyed result, but nothing decisive.


At the end of the fourth, the whole west and south are locked in combat, with the southern Rhino hiding away and the Keepers advancing around the main Nurgle building. Slaanesh 3 Nurgle 2



Turn Five

The Possessed fleet up the building to engage the Keeper on the first level. They suffer one casualty and inflict one wound, but then the Keeper disengages combat and move up a level. The other Keeper, on ground level, suffers three wounds to Obliterator and Vindicator fire.


The Fiends are inneffectual once again, and lose another model to the Plaguemarines.


And in the central combat, the Plasmadread gets both of his arms ripped off, before the Slaanesh DP manages to disengage and rolls a huge 17" for movement, allowing him to move in support of the Fiends on the other side of the table!


The Keeper of Secrets moves up the building and charges the Obliterators, suffering one wound and causing three.


While the Keeper on the ground goes for the easy Rhino kill point and explodes it, killing two Plaguemarines who had entered the big northern combat.


The Slaanesh DP charges into the Fiends combat, and all the Fiends rending attacks finally work! They kill five of the six Plaguemarines, and the final one dies to No Retreat! wounds.


They consolidate, looking for last minute Kill Points.


In the big northern combat, four Daemonettes and one Plaguemarine die, but the Plasmadread is still only shaken.


And at the end of the turn, the big combats still rage. The Rhino and Vindicator have moved away from the enemy, and there is a combat on top of the big Nurgle building. Slaanesh 5[/color] Nurgle 2



Turn Six

The Vindicator tries to take the last wound from the Keeper in the open, but it is saved!


And the Possessed chase the other Keeper up the building and charge into the combat. One more Obliterator dies, and the Keeper suffers another wound.


The Fiends race across the board to expode the Rhino, getting an easy Kill Point.


And the Keeper on the ground enters the big northern combat, killing the final three Plague Marines.


While the Slaanesh DP, out of range of everything, runs for cover.


At the end of the turn, the Keeper on top of the building has killed the last Obliterator, but lost his last wound to the Possessed in the process! The central Daemonettes finally inflict enough glaces to destroy the Plasmadread, and the game comes to an end! Slaanesh 8 Nurgle 3

   
Made in gb
Longtime Dakkanaut






London UK

yeah,
I got hammered! Did I have too many KillPoints in my List?
I don't know how to deal with a Daemon Army? How to deploy? how to attack?
I kinda wasted my DaemonPrince because with their fleet move they managed to scale the building in one go and eat him.

Maybe Nurgle suffers in a Slaanesh match up?
PlagueMarines don't last as long when faced with rending attacks. So combats can tip very quickly once Arbitor Ian gets those 6's.
Dreads are simply no match for 15 daemonettes, sure he'll kill one or two per turn and they seemed to be at a disadvantage. the girls hit him on a 4 then they need to rend on a 6 and then score a 3 on the extra D3 to Glance, then they need a 5 or a 6 to do lasting damage. But they have 4 attacks each! so 15 daemonettes dishes out 60 attacks! Once in combat without help the dreads were doomed.

Maybe I'm bringing the wrong units...
I can bring more obliterators but the templates didn't get enough hits when they spread out. Maybe some dakka preditors or a greater daemon would do better?
Maybe I'll go buy some defilers?

Panic...

This message was edited 2 times. Last update was at 2009/12/24 13:23:42


   
Made in us
Hardened Veteran Guardsman






Your List is fine at least to me it is when you are facing daemons it is much more important to understand the strategy. Overwhelming Firepower will destroy any daemon army. Their strength in close combat is something you should avoid at all cost except for very strong cc units. Those Daemonnettes ripped apart your DP and the main reason for this was he had no support. The possessed could not support and he was all on his own. No matter what army you use you cannot spread your army thin like this especially with daemons a good daemon player will be able to exploit the smallest weakness when in other battles the opponent will be to slow to advance. Although support is good make sure you do not clump your units that is a death wish. Try deploying so you have a bait unit that will bring his stronger units into range and then send those daemons back into the warp where they belong with some plasma, lascannons and vindicator fire. Personally I would get 1 less plasma dread and maybe pick up some more possessed with a rhino or maybe a Landraider to deliver their cc goodness but you would have to be very creative with your points.

Imperial Guard 1500 mech vet W-L-D
4-1-0
Tally-, , ,
 
   
Made in us
Rotting Sorcerer of Nurgle





I think you were too spread out.
You charged a DP in unsupported...
Nothing really wrong with your list IMO.

You didn't really set up any counter assaults, something that Daemon players in my experience hate.

You did remember blight grenades right? That helps a little to minimize death.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

I guess there's important differences between my army and a 'regular' Daemon army. As it's entirely Slaanesh, i have no tough troops and a simply massive charge range (with lots of attacks). I have to deploy far enough away for you not to shoot me, and then hide until I can risk a charge. My usual tactics go...

- Try and land the tough models (Keepers) or really fast ones (Fiends and Seekers) first and deploy in cover
- Charge with the Fiends and Seekers to tie up all the really dangerous shooting units.
- Land everything else safely once the big shooty things have gone and use them to get objectives/support charges

I reckon this army would do really badly against something like Tau, who can stay very far away from me, and have very long ranges.

You're fielding short-ranged Vindicators, close-combat DP, plague marines with Rapid Fire weapons, and dreads with a tendency to charge forward or use short-ranged melta weapons. 24" counts as short-ranged against this army - it's thier potential charge range, and practically everything in the Nurgle army has to get within this range to be effective.

I guess things would be a bit different if you went more Oblits, Oblits, DakkaPred, ShootyDreads, Sorcerers, and then stuck them all up the buildings...?

Sanctjud wrote:You didn't really set up any counter assaults, something that Daemon players in my experience hate.
You did remember blight grenades right? That helps a little to minimize death.


We did remember Blight Grenades this time, though we haven't in other games. They're somewhat effective, but a lot of the time you're just changing 20 rending attacks to 15. Over the last few games it's actually been that my squads do quite badly against regular Plaguemarines. They have such a high toughness that ONLY the rending hits do anything. The Fiends have got bogged down in a losing battle with Plaguemarines in both recent games.

This message was edited 3 times. Last update was at 2009/12/24 15:51:24


   
Made in gb
Perfect Shot Ultramarine Predator Pilot





Wiltshire, UK

As always, gentlemen, an entertaining read and a photographic joy to behold.

May I just take this opportunity to thank you both for a good year's reading, and wish you the greetings of the season

"The Emperor Protects - And having a loaded Bolter never hurt either !" - Proteus and Pythor, Ultramarines, The Movie.

Nothing in life is so exhilirating as being shot at without result - Sir Winston Churchill (1874 - 1965)

Paint Stripping for Beginners - http://www.dakkadakka.com/dakkaforum/posts/list/0/516912.page

Geek Code ENABLED -DA:60S+G+MB++I+Pw40k87/f#--D+A++/sWD87R++T(M)DM+ - Geek Code DISABLED 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

Panic wrote:Dreads are simply no match for 15 daemonettes, sure he'll kill one or two per turn and they seemed to be at a disadvantage. the girls hit him on a 4 then they need to rend on a 6 and then score a 3 on the extra D3 to Glance, then they need a 5 or a 6 to do lasting damage. But they have 4 attacks each! so 15 daemonettes dishes out 60 attacks! Once in combat without help the dreads were doomed.


Actually thinking about this, the Dreads seem to be good tarpitting units against the Daemonettes. Because I can only glance (which means I need 4 Weapon Detroyed or Immobilised results to kill one) it takes me AGES to actually move on from them.

   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Interesting report, I have been building a Slaanesh Daemon army as well and it has been mixed results. A few games like the one you played (they seem to do really well against MEQ) but I got completely smashed by a guard army that Castled up in the corner.

In general against Daemons I have found it is best to use your speed to wipe them out piecemeal and slow them down (like you did with the dreads tarpitting).

Regardless, interesting battle this makes me want to take my Daemons out for a spin again (I envy your Seekers!)

Daemons Blog - The Mandulian Chapel 
   
Made in us
Stealthy Dark Angels Scout with Shotgun




Panic:
I have to disagree with some of the posters here and state that your Nurgle army is a really poor list for fighting daemons.

Daemons in pretty much all varieties are defeated through a torrent of fire approach and your list simply lacks the small arms fire to do the job.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

What did you do to that Necro terrain... and why?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Courageous Questing Knight






Australia

looks like it was a fun game!


DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

H.B.M.C. wrote:What did you do to that Necro terrain... and why?




http://www.dakkadakka.com/dakkaforum/posts/list/270642.page

My Necromunda terrain was hopelesly battered, brusied, ripped and stained. And even the bits that weren't looked stupidly colorful and cartoony for the sort of terrain I wanted. So....RESPRAY!

ihockert wrote:Panic:
I have to disagree with some of the posters here and state that your Nurgle army is a really poor list for fighting daemons.

Daemons in pretty much all varieties are defeated through a torrent of fire approach and your list simply lacks the small arms fire to do the job.


I dunno. Apart from the DP, Meltadread and Possessed, everything else is capable of either rapid firing or putting out damaging blast markers. Thing is, most Daemons have to land within 12" of you, so they can get into close combat ASAP, which makes them vulnerable to Rapid Fire.

The Slaanesh army doesn't. So things like rapid firing bolters small arms become useless, as you're never gonna get within 12" - you need many long ranged shots, like lots of autocannons, missile launchers and heavy bolters...

This message was edited 2 times. Last update was at 2009/12/27 09:14:34


   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

ArbitorIan wrote:My Necromunda terrain was hopelesly battered, brusied, ripped and stained. And even the bits that weren't looked stupidly colorful and cartoony for the sort of terrain I wanted. So....RESPRAY!


That's why I bought 5 sets of Necro terrain. If ones dies I just move onto the next.

And I liked the green building when it was green.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Pulsating Possessed Chaos Marine





United Kingdom, London

Sanctjud wrote:I think you were too spread out.
You charged a DP in unsupported...
Nothing really wrong with your list IMO.

You didn't really set up any counter assaults, something that Daemon players in my experience hate.



I agree. Nice BP as always guys.

"And what are the achievements of your fragile Imperium? It is a corpse rotting slowly from within while maggots writhe in its belly. It was built with the toil of heroes and giants, and now it is inhabited by frightened weaklings to whom the glories of those times are half-forgotten legends." 
   
 
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