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2650 pt Ultramarines vs Chaos Demons -- first large game (lots o' proxies)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Howdy all,

so I played my newest army (chaos demons) every game today to get a good hang of em. On my third game of the night, against my friend Jesse, I agreed to try and go higher points (he loves larger games) by proxying a large demons force. It started at 2500, but he kept adding more and asking to go higher, which I obliged him with (might as well try out new stuff eh?). Anyways, on to the good stuff!

Ultramarines
----------------
Land raider crusader
Ironclad Dread (SH, HF, Melta)
Combat squad of grey knights (psycannon, psybolts, Justicar w/ anointed weapon, purity seals, nemesis weapons)
Predator w/ trip lascannon
Tac sqad w/ Lascannon, Plasma gun, sergeant w/ Plasma Pistol/Power weapon
Tac squad w/ Lascannon, Melta, Sergeant w/ plasma pistol/PW
Tac Squad w/ Plasma Cannon, Plasma Gun, sergeant w/ Plasma pistol/PW
tac Sqaud w/ Multi-melta, Melta, sergeant w/ plasma pistol/PW
5x rhinos
7 Assault terminators (5 TH/SS, 2 LC)
1x Terminator Chaplain
7 Vanguard veterns (All w/ jump packs, stormshields, and lightning claws)

Demons
-----------
Skarbrand (proxied using Lord of Change) wave 1
Great Unclean One w/ Might, Cloud wave 2
2x Soulgrinders w/ Phlegm, Tongue (Defiler Proxy) wave 1
1x Soulgrinder w/ tongue ( Defiler proxy) wave 2
14x Bloodletters (some proxies using zerkers) wave 1
14x Bloodletters (some proxies using zerkers) wave 1
9x Plaguebearers (proxied using Plague Marines) wave 2
9x Plaguebearers (proxied using Plague Marines) wave 2
8x Plaguebearers w/ icon (proxied using PM's) wave 1
4x Screamers of Tzeetch (proxied using Tzeetch Termies) wave 2
4x Screamers of Tzeetch (proxied using Tzeetch Termies) wave 1
4x flamers of tzeetch wave 2
5x Bloodcrushers (proxied a few using dreadnaughts, heavy weapon bases, or sentinels) w/ full upgrades wave 1
5x Bloodcrushers (proxied a few using dreadnaughts, heavy weapon bases, or sentinels) w/ full upgrades wave 2

Mission: capture and control (4 objectives)
Deployment: Spearhead

I won the roll to go first, but passed it off to Jesse.


jesses deployment

It was his first battle against demons, so he didn't realize everything deep strikes. Live and learn I guess! He'd also never used his GK's (and I've never faced em), so it was bound to get interesting!

Marines T1
--------------
Jesse moves up, spreading out waiting for the imminent onslaught! He pops smoke on everything


Demons T1
--------------
I got my primary wave, so on comes the demons! I bring on my Plaguebearers first, scattering 8" toward his predator, landing about 3" from it. 2 guys get set in the forest, but pass their dangerous terrain test. I use this as my pivoting point, summoning my crushers to the north off the icon, skarbrand to the south, and my first set of screamers to the west. I use the icon on my crushers to deploy 1 soulgrinder to the west some, and 1 squad of bloodletters to the north. I try and stick a soulgrinder in front of the land raider, but he scatters 10" landing 1" from the table edge! close one >.> I try and stick letters by the north objective to try and lure away some rhinos, scattering south 5".

For shooting both soulgrinders tongue at his predator. The white one to the west pens and wrecks it (after he failed cover), while my other one whiffed. Everything else shuffles around through some run moves, spreading out some to limit damage and get range on things for next turn!


End of T1

Marines T2
-------------
jesses Vanguard comes in, but scatters wide going 9" south and landing RIGHT on the board edge! He loses one due to not being able to place em.

In movement his rhinos shuffle around, his GK rhino and 2 black rhinos coming back west towards my letters and his other 2 rhinos going east w/ the dread toward my other letters.His LR moves up and unloads its payload of termis w/ chaplain, setting its eyes upon my crushers!

In shooting the LR unloads on the crushers, doing 1 wound to a normal crusher and 1 to my Fury of Khorne crusher. Both his normal black rhinos to the west unload melta and plasmas into my bloodletters, but one squads sergeant AND plasma gun die to overheat! In all he kills 2 bloodletters after shooting. To the east both his other rhinos and dread fire at the other large BL squad killing 3 total.

in assault the termis take it to my crushers, and after some insane saves (I did like 13 wounds) all the crushers die and I take out 2 lightning claws and 1 TH termi :( They consolidate but can't really get far!


termis take it to the crushers!

Demons T2
--------------
All my reserves but my great unclean one and squad of PB's come in. My flamers mishap after trying to get em close to the vanguard to burninate them, wiping them off the board! I bring in my other crushers off my PB's icon, this time east behind the LR. I bring in my last SG off the icon in the crushers. My screamers hit on the east side near the objective there. Plaguebearers land north of my eastern bloodletters between some area terrain and a tower, near an objective.

For movement skarbrand goes north toward the land raider, while my eastern soulgrinder goes south intent to kill some vanguard (forgot they had meltabombs :/). My screamers on the west turboboost over past my crushers, moving to get to the dread.My bloodletetrs and plaguebearers on the west move into position to charge the termis, while my eastern letters move north to charge some rhinos. My east soulgrinder moves north 6", trying to be useful.

for the shooting phase my black and red soul grinders fail miserably to hit the land raider with tongues :( Skarbrand fleets, everything that DS this turn runs and moves around.

For assault Skarbrand is 2" short of the LR :( My letters and PB's charge into the termi squad, but thanks to the might of skarbrand, I wipe the squad out without taking any losses (36 3+ to hit w/ rerolls and 3+ to wound is awesome!) The Soulgrinder charges the veterns, but with luck they roll a 6 with a meltabomb, blowing up the mighty engine of war! My letters consolidate back north and my plaguebearers make a wall south for the vanguard. On the eastern fringe my letters wreck a rhino with an immobilized and 3 weapon destroyeds after penning a ton


Demons return the spanking!

Marines T3
-------------
jesses feeling the heat now, with most of my stuff in and set up for some great assaults the following turn. But hes definitely not out, and makes it a point to take out as many troops as he can this turn! His dread moves up 6" toward the letters, moving to the side to get a great flamer shot. One rhino to his west moves 6" north and unloads, while his GK's get out and move south toward my letters. His other black rhino stays stationary for the time being. His LR moves 12" north, running from skarbrands vengeance! The last rhino on the east moves around a bit, nothing much else.

The shooting phase sees jesse make some large gains this turn! His dread flamers and kills 4 letters to the east. His disembarked marines and marines in his last rhino out east unload completely on my 9 man PB squad, reducing it down to 1 model! FYI I failed every one of my invuns lol! His land raider does squat, while on the western side the combined fire of his marines and grey knights knock the bloodletters down to 6 models! Ouchies

The dread charges my letters on the east, I take a couple wounds and lose 1 more to fearless. The GK's charge my other letters to the west, I kill 3 GK's and he kills 4 letters... I lose 1 more to fearless, leaving me with 1 letter :( The vanguard charges and wipes out my 8 man PB squad to the southwest by the forest, taking no wounds in return (skarbrand at this point is hurting more than helping ><


The demons asses get a good coat of polish after this round :(

Demons T3
--------------
The GUO comes in off my crushers banner aiming west.

Crushers move to the northwest, around the middle piece of terrain. Skarbrand moves west, going for the vanguard. One soulgrinder moves east to phlegm the marines (my black one) while the white one targets the LR with tongue, cuz he can't do much else, aiming at the LR. My west squad of screamers flies over the terrain to the rhino that didn't move, while my other squad moves to engage the dread before he smokes my letters. The lone surviving PB moves east, running for his dear life >.>

Shooting sees tongue fail again. Phlegm kills 3 marines from the plasma cannon squad. Assault sees 2 screamers die to the wrath of the dread, but even needing 6's the remaining two hit! They immobilize and shake the dread. The west screamers rape the rhino they targeted, while skarbrand charges the vets... doing 5 wounds which are all saved -_- Vets do 2 wounds in return which I promptly save.Crushers charge the remaining GK's crushing them, saving the lone bloodletter from certain doom! I get a 6" consolidate and move the letter behind the crushers, while moving the crushers up to support my screamers.


Crushers doing what they do best, smooshing astartes!

T4 Marines
--------------
The northern marines stay put. The recently disembarked marines move east 4" or so, drawing a bead on the screamers. The remaining rhino to the east moves south, targeting the lone PB with their plasma-y doom. The plasma cannon squad has nothing to shoot at so they move south to assist the dread with the bloodletters who are miring him down. The LR moves Southeast over the middle terrain, targeting the black SG (the one with phlegm).

Shooting is rather uneventful, the red marine squad killing 3 screamers, and the north marines doing 1 wound on a normal crusher, fury crusher, and my instrument crusher with the help of lots of rhino stormbolters >.> The lone plaguebearer hiding out east... doesn't die! Jesses plasma pistol overheats, and he misses with the melta! The plaguebearer does a happy dance as the marines charge! The land raider fails on the grinder... and the driver facepalms

Assault sees 1 screamer die to the dread, while my bloodletters kill 6 marines and take 2 losses in return. The lone screamer takes off the seismic hammer from the dread. Skarbrand kills 1 vet (doing 5 wounds again), and they do nothing in return, sticking around to torture the poor guy some more.

(no pic of this turn, forgot to take one >.&gt

T4 Demons
--------------
The last plaguebearers come in, securing the southeast objective.

My last letter to the west runs south, making for the objective. The GUO moves pretty fast for a fatty, getting close enough to the vets to help out. My lone PB to the east runs and hides summore. Both soulgrinders move to be within charge range of the land raider, while my last screamer to the east moves 12" to charge the dread. Crushers move north a little, ready to waste marines.

Shooting sees tongue whiff.... again. Plaguebearers on the obj to the SE run to spread out some.

Assault sees the GUO one skarbrand COMBINED take the vets down to 1 model (after fearless saves). They did nothing in return. Both screamers attack again, hitting but no lasting damage. Letters finish off the final few marines, taking no losses in return. Both Soulgrinders charge the land raider, landing 3 hits, but rolling 2's and 3's to pen >.< crushers wipe out the marines before they do anything (hitting all but once thanks to skarbrand!)



T5 Marines
--------------
jesses on his final leg and hes hoping to take out enugh to pull the tie. The western marines and both rhinos move up 6", out of range of the final letter. The LR moves BACK over terrain to shoot the grinders again, while his last rhinoi full of guys moves south 6"... and immobilizes itself. There goes shooting the last plaguebearer.

Shooting sees a pen on both grinders from meltas, and both results are 2's. He takes a DCCW off the black dread and my mawcannon from the white SG. All the marines and rhinos west shoot the crushers, and I make all my saves!

Assault the dread kills 1 screamer, while the last screamer finally wrecks the bastard. My letters move out east toward the last moveable rhino, the screamer following. Skarbrand spanks the final vet, and he and the GUO move north to hold back the marines.

Demons T5
--------------
At this point I know I can take the NE objective, with only an immobilized rhino there to contest with guys inside (theres no way he could kill all my letters, screamer, and the last PB all in one shooting phase). The last letter to the SW will easily make the objective now, and my PB's sit uncontested to the SE. The middle objectives guarded by two SG's, and with only 1 troop in range to take something and nothing around to even contest with, jesse decides to call it.

Demons win 2-0


The Warp gates open as the demons conquer a new world!


Afterthoughts: Wow, a great game and definitely an eye opener for us both. I see now the power of large letters squads, soaking up massive amounts of wounds while dealing equal punishment! Skarbrand was a massive letdown and actually helped jesse more than me! I'll be taking normal bloodthirsters everytime now over him haha. PB's didn't operate well at all for me, jesse had so much plasma that FnP was reletively useless. Screamers actually did OK, it seems dreads are a big problem for demons to contend with and with good reason! Crushers, as always, were awesome, doing a lot of killing and drawing more than their fare share of fire. Soulgrinders once AGAIN sucked it up using tongue.... I'm realizing its horribly inefficient for popping tanks :( Tactically I think jesse picked the wrong edge, but I guess he figured with a majority of the terrain elseware the chance for mishaps/dangerous terrain landings was much higher. But banners saved me that hassle! Being his first game against Demons I think he did well, and being only my second time facing marines I think I did ok myself. I believe if he would have hid in his tin cans more it would have made the match harder, but I think it was a reasonably sound decision to mass fire my stuff (due to low saves). Though I'd argue jesses decision to charge and help the dread was not a good one, marines get eaten by letters!

MVP's for the game:

Marines- DEFINITELY the Vanguard vets. They killed a soulgrinder that charged them, followed by plaguebearers, and THEN tied up a beastly bloodthirster in combat for 3 rounds! Thats damn effective!
Demons - I'd have to throw this one to my bloodletters. What can I say, they killed more than I thought they would and took a hell of a lot of fire. And the lone letter cemented the game for me!

Worst units of the game:

Marines - I'd definitely have to throw this one to the tac squads... being a majority of his army, they didn't pull their weight at all this game. Killing almost a squad of plaguebearers and doing a few wounds on crushers... failure. Not to mention the plasma guys that decided to pop!
Demons - Skarbrand... he didn't help me at all while helping jesse a lot more! definitely a fail. As well, he only killed about 4 vets all game.... and fleet definitely doesn't make up for his loss of flight!

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Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Nice report
I'd never be able to proxy that much of an army, it would confuse the feth out of me!

   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Its pretty easy when most of your stuffs simular! hehe

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Made in us
Badass "Sister Sin"






Camas, WA

I think that the Smurf's deployment may have been his downfall. Either a castle or reserve strategy could have been more successful, especially with how mobile he was.

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Made in us
Fixture of Dakka





San Jose, CA

Marines players playing against daemons for the first time, especially if he's not familiar with them, are in for a rude awakening.

It could have been much worse for the marines if you had taken Fateweaver instead of Skarbrand. Then again, it could've been bad for you also if he had taken a libbie w/TDA+SS and Null Zone.


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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

jy2 wrote:Marines players playing against daemons for the first time, especially if he's not familiar with them, are in for a rude awakening.

It could have been much worse for the marines if you had taken Fateweaver instead of Skarbrand. Then again, it could've been bad for you also if he had taken a libbie w/TDA+SS and Null Zone.


yeah null zone almost wasted me in an earlier game that evening... however, it screwed that guy as well, as when he null zoned he wasn't able to give the libby the 5+ invun, meaning my bloodthirster gave him a good smack!

And yeah, Skarbrand was almost a complete waste lol

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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Not sure if I read this incorrectly but you cannot 'leap frog' through icons like it is implied you did on turn 1. The icon must be in play at the start of the turn to deepstrike without scatter within 6" of it. Looking at his deployment, it was actually very good. He gave you an area filled with terrain behind him as a tempting target to DS into and you should have not been able to shoehorn so many units into it if the Icons were played correctly. He could have then backed up from the safer (and more logical) central DS you would have done.

Edit: If you cannot place a model in a unit, then the unit rolls of the deepstrike mishap table, the offending model is not simply destroyed.

Edit 2: The Vanguard Vets only have a 3+ save, so I am unsure how they saved any wounds from a MC (whose attacks always count as if they were made by power weapons).

This message was edited 2 times. Last update was at 2010/02/09 13:25:53


Daemons Blog - The Mandulian Chapel 
   
Made in fi
Hooded Inquisitorial Interrogator






calypso2ts wrote:Not sure if I read this incorrectly but you cannot 'leap frog' through icons like it is implied you did on turn 1. The icon must be in play at the start of the turn to deepstrike without scatter within 6" of it. Looking at his deployment, it was actually very good. He gave you an area filled with terrain behind him as a tempting target to DS into and you should have not been able to shoehorn so many units into it if the Icons were played correctly. He could have then backed up from the safer (and more logical) central DS you would have done.

Edit: If you cannot place a model in a unit, then the unit rolls of the deepstrike mishap table, the offending model is not simply destroyed.

Edit 2: The Vanguard Vets only have a 3+ save, so I am unsure how they saved any wounds from a MC (whose attacks always count as if they were made by power weapons).


The veterans all have stormshields (3++) but I agree mistakes were made with icons and deep striking.
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Good catch on the Storm Shields, I completely missed it. You don't usually see models with a 3+ getting a storm shield as well.

Daemons Blog - The Mandulian Chapel 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

calypso2ts wrote:Not sure if I read this incorrectly but you cannot 'leap frog' through icons like it is implied you did on turn 1. The icon must be in play at the start of the turn to deepstrike without scatter within 6" of it. Looking at his deployment, it was actually very good. He gave you an area filled with terrain behind him as a tempting target to DS into and you should have not been able to shoehorn so many units into it if the Icons were played correctly. He could have then backed up from the safer (and more logical) central DS you would have done.

Edit: If you cannot place a model in a unit, then the unit rolls of the deepstrike mishap table, the offending model is not simply destroyed.

Edit 2: The Vanguard Vets only have a 3+ save, so I am unsure how they saved any wounds from a MC (whose attacks always count as if they were made by power weapons).


Ah I was under the impression that if you placed the icon unit first, you could come off the icon... which kinda sucks if the opposites true. I'm learning to play the army, so a few mistakes are to be made, but least I know for next week!

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Made in us
Yeoman Warden with a Longbow




Rochester NY

Im pretty sure the grey knights must have done horrible, because, of what i've seen. Grey knights destroy daemons no problem at all.

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Made in us
Sinewy Scourge




Murfreesboro, TN

Da BLUE orks wrote:Im pretty sure the grey knights must have done horrible, because, of what i've seen. Grey knights destroy daemons no problem at all.


Grey knights do well against nurgle and tzeentch daemons, but do poorly against slaanesh and especially khornate daemons. They are nowhere near the premier anti-daemon force force that is shown in the fluff.

Also, when his vanguard vets lost a member for being to close to the board edge they should have mishapped, as you mishap whenever you are unable to place all of the models in the squad due to impassible terrain, enemy models, or board edge.

This message was edited 1 time. Last update was at 2010/02/09 22:30:58


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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

GK are actually pretty awful against all Daemons. Not that their rules don't help a bit, but Shrouding is of no use in most cases and Daemons just own them in assault.

It is tough learning Damons since they are so different from other 40k armies. I know I got taken to school a few times on DS rules for them before I got it right.

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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

as with any new army (especially one that no one in my area plays) theres a learning curve lol

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