Pulsating Possessed Chaos Marine
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Played in another team tournament this weeked. This one was more fluff based, so we took thousand sons and tzeentch daemons for our list. The army build rules were that you had to have something in every slot before taking something else. So to get 3 elites, you would have to also have 2 fast attack and 2 heavy support between the two lists.
All of the missions were modified battle missions from the new book. An interesting aside is that for all the games you roll off high role has to go first, and for the seize you have to roll for it and if it happens you then seize, even if you don't want to. We lost the roll to go first in every game.
Thousand Sons List
HQ
Daemon Prince w/ mark of tzeentch, wings, warptime, winds of chaos
Troops
6 Thousand Sons, sorcerer w/ melta bombs, winds of chaos
6 Thousand Sons, sorcerer w/ melta bombs, warp time
4 Thousand Sons, sorcerer w/ melta bombs, bolt of tzeentch
Heavy Support
1 Obliterator
1 Obliterator
Tzeentch Daemons
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
Elite
3 Flamers
3 Flamers
3 Flamers
Troops
5 Horrors, bolt of tzeentch
5 Horrors, bolt of tzeentch, changeling
Fast Attack
4 screamers
4 screamers
Heavy Support
Daemon Prince w/ mark of tzeentch, bolt of tzeentch
Round 1: Double Eldar
HQ
Eldrad
Elite
3 Wraithguard w/ warlock (conceal)
Troops
10 Guardians, scatter laser
10 Guardians, scatter laser
5 pathfinders
Fast Attack
Vyper w/ scatter laser, shuriken cannon
Heavy Support
Wraithlord
2 WarWalkers w/ scatter laser's
HQ
Jain Zaar(sp?)
Elite
5 Banshees, wave serpent w/ scatter laser
Troops
5 Dire Avengers, wave serpet w/ tl bright lance
5 Dire Avengers, wave serpet w/ tl bright lance
This was a modified Battle Missions Scenario (night fight)
Mission: 5 Objectives, night fight the first 4 turns.
Deployment: The table was divided into triangles. The 4 triangles made the table. Only 1 of the 2 forces was allowed to start on the table, the other army comes in from reserves. You randomly roll to see which triangle your unit is allowed to deepstrike or enter in (so if you are deep striking the original point has to be in the triangle rolled). On a 5-6 you get to choose which triangle you want.
Deployment
The Eldar go first: We ended up playing long triangles against each other. The eldar forward deployed the wraithlord, eldrad, and the wraithguard, the vyper held back, and the guardians took up positions on the 2 objectives in that zone.
The thousand sons deploy 2 squads of sons and the daemon prince, holding oblits, and a sons squad in reserve.
Turn 1: Eldar:
The wraithguard, wraithlord, eldrad combo moves up. Shooting sees a few thousand sons drop.
Turn 1: Tzeentch
I get my chosen wave in, which was 2 heralds, 2 screamers, 1 flamer. I screamer squad mishaps and is banished to the warp. Flamers deviate off from their chosen targets, heralds come down on target. We put two wounds on the wraithlord and wreck the vyper.
Turn 2: Eldar
No reserves come in for the eldar. Shooting see's 2 screamer's downed, and a sons squad reduced to just 3 sons (the sorcerer is torrented).
Turn 2: Tzeentch
We get in both flamers and a squad of horrors. The flamers drop down near guardian squads. The horror's drop near the guardian squads as well. Flamers and horror's see's one squad gone, the flamers get the next squad down to one model. The other unit of flamers jumps up and roasts the wraithguard and finish off the wraithlord. Shooting kills off a warlock and puts a wound on Eldrad, we lose a sorcerer to perils. Daemon Prince assaults eldrad, no wounds either side.
Turn 3: Eldar
On come both dire avengers, pathfinders, and the war walkers. Pathfinders assault an oblit, put a wound on it, and lock it in hand to hand. Dire avengers kill off a flamer squad in their quarter. War Walkers kill the horror squad. One flamer squad is reduced to one model. The other dire avengers shoot at some thousand sons killing off one of the squads in our quarter.
Turn 3: Tzeentch
In comes an obliterator, thousand sons and a daemon prince. Oblit kills a war walker with shooting and charges into the other one, ends up locked in combat. Daemon Prince comes down and takes a pot shot at a wave serpent for no damage. Thousand sons shoot at the dire avengers (who get cover and make awesome saves) killing 1. The other dire avenger squad is reduced to 2 models (again awesome saves). Last guardian is killed. Eldrad takes a wound, daemon prince takes a wound.
Turn 4: Eldar
Banshee's come on. My opponent now declares they are coming on out of their vehicle and rolls for the two units separately (don't know how legal this is). Banshee's assault the thousand sons squad in their quarter. The dire avengers on their side hop in their ride and move up 12 towards the objective. The dire avengers on our side charge into our last sons squad in our deployment zone. The screamers are killed by the banshee wave serpent. Oblit finally manages to kill enough of the pathfinders to make them run.
Turn 4: Tzeentch
Last squad of horrors comes down and takes the centermost objective. The wave serpent in our deployment zone is killed by a bolt. The beefy daemon prince assaults the dire avenger squad killing them and freeing the 4 thousand sons left. Shots ping off of the other two wave serpents. The thousand sons have one guy left holding off the banshees.
Turn 5: Eldar
They try to flat out a wave serpent over to the objective we are holding, but come up short. Dire avengers move up, get out and shoot into the horrors, after other shots there is still one horror standing.
Turn 5: Tzeentch
The last thousand sons squad (minus the sorcerer) moves and then run's to claim one of our objectives. Giving us two objectives to their one. Netting us the win.
Round 2 vs. Ultramarines and Deathwing
Ultramarins
HQ
1 Commander w/ relic blade, storm shield
Elite
10 Veterans, rhino
Dreadnaught w/ tl lascannon, power fist
Troops
10 Tac Marines, las, plasma, power weapon
10 Tac Marines, las, plasma, power weapon
Deathwing
HQ
Belial
Troops
5 Terminators, assault cannon
5 Terminators, asasult cannon, chain fist
5 Terminators, assault cannon, apothecary
Mission: 3 Objectives placed along the center of the table. First in the middile other two 12 inch's off to the side. Forces can deploy up to 15 inch's onto the table.
Each team got 3 orbital bombardments that they could use throughout the game, I think between the 3 bombardments 2 thousand sons and 3 tac marines died, so I don't really mention them in the report.
Deployment
Marines go first, combat squad everything, leave veterans, and one squad of terminators in reserves. Terminators take the middile tac squads on the flanks.
Thousand Sons go 2 on the sides for going after tac squads, and one in the middle with the daemon prince.
Turn 1 Marines
The marines move up a bit and light up the daemon prince who takes 3 wounds. Some other shots kill a some thousand sons (we have absolutely terrible rolls this round for saves).
Turn 1 Tzeentch
The chosen wave is 2 heralds, 2 flamers, 1 screamer. Screamers come down opposite their land speeder. I get one flamer squad on target near a terminator squad, the other deviates away from their intended tac squad/dread target. Prince flies up and breaths on a unit causing 5 wounds, he makes 3 saves, and the apothecary fixes one, the prince then charges into the terminator squad, causing 4 wounds and he makes all of his saves, they then punk the daemon prince. The other squad of flamer's causes 6 wounds and kills off the apothecary, assault cannon, and 2 other guys. The land speeder is stunned and one of the combat squads is wiped out.
Turn 2 Marines
2 Termies assault and kill off a flamer squad, the dreadnaught kills the other flamer squad. A combat squad comes out and charges a chariot killing it in one round (go go ability to not make saves). Belial and friends take up control of the center objective.
Turn 2 Tzeentch
All I get in is a screamer pack, it drops on our side towards the center. Screamers assault the land speeder ripping all of it's guns off and immobilizing it. We do more pot shotting and kill off some more tac marines but that's about it.
Turn 3 Marines
Vet's come on the table and jet forward. More long range shots are traded, we lose our center thousand sons squad, and our rightmost squad is down to 4 models. Screamers finish off the speeder.
Turn 3 Tzeentch
We get in the last unit of flamers, who go for a tac squad and deviate back, only killing 2 of the five. Daemon Prince comes down in their backfield and kills a terminator. Thousand Sons winds of chaos and kill off 2 more of the center terminators. A las squad fails morale and runs, the screamers are in position to escort them off the table. The other las combat squad is completely destroyed. Belial goes down to a bolt shot (he took it so he could keep the last troop termie alive). The screamers assault the lone assault cannon terminator to lock him in hth for a bit.
Turn 4 Marines
The vet's and the terminators turn around and go for the daemon prince in the backfield (the decoy worked!). I kill off one of the terminators due to his making 2 invuls (oh well). They kill off the prince and consolidate forwards. Termie beats on screamers. Their last combat squad charges the flamers, getting locked in hth.
Turn 4 Daemons
I get in no reserves.Thousand sons charge in to the marines attacking the flamers and kill them (one flamer is left). The last screamer goes down to the terminator.
Turn 5 Marines
His last squad of terminators drops on the left objective, the vets and and single terminator try to make a run to get back up to the objectives but don't make it. His assault cannon terminator moves towards the center objective and his commander in the rhino sits on the other objective.
Turn 5 Daemons
One squad of horrors mishaps going for the center objective, the other squad lands on target and guns down the terminator contesting it. One of the oblits melts the rhino and the oblits and sons assault the captain, who goes down to a power fist attack (he went after sons trying to neuter the squad). I try to damage the other squad of terminators but only kill 1 of them.
Game ends with us holding 2 of the objectives.
Round 3 Daemons
Khorne Daemons
HQ
Blood thirster
Elite
6 Bloodcrushers
Troops
10 Bloodletters
10 Bloodletters
Heavy Support
Daemon Prince w/ mark of tzeentch, daemonic gaze, bolt of tzeentch
Tzeentch Daemons
Tzeentch Daemons
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
Elite
5 Flamers
Troops
10 Horrors
10 Horrors
Fast Attack
5 flesh hounds
Heavy Support
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
In this mission the objectives were placed one in the center and the other two on a diagonal line towards two of the corners. Only 1 hq and 2 troops per side could start on the table. We left our winds squad off the table and went with maximum dispersment to protect from flamer strikes.
Turn 1: Daemons
Their inital wave is bloodthirster, 2 chariots, 1 daemon prince, 2 bloodletters. Both bloodletter packs come down near their objective. Chariots are to the north and the thirster and prince are in the center. Between bad rolls on their sides and awesome saves on our side we only lose 1 thousand son on the first round.
Turn 1: Tzeentch
In comes 2 heralds, daemon prince, 1 flamer, 1 screamer. The heralds go all the way to the west (left) into the side of the table where there is nothing deployed, screamers deploy near them, and the daemon prince drops near the enemy prince. Shooting sees one of the chariots sent back to the warp and the daemon prince with one wound on him. Flamers scatter but still get a good shot and take out 7 of the blood letters.
Turn 2: Daemons
They get in a unit of horror's, and a daemon prince. Horror's scatter wide (lose 2 to dangerous terrain) so aren't able to target one of my chariots, shots don't do much. One prince assaults the smaller sons squad kills one and they put a wound on the prince, thirster assaults the larger squad does no damage (4 wounds, 4 saves for the sons). The 3 bloodletters run in and ginsu the 3 flamers.
Turn 2: Tzeentch
We get in 2 oblits, 2 flamers, and a horror squad. The oblits drop near the daemon prince in combat and twin plasma it. With some shots from the heralds the daemon prince goes down. The flamers fry the 3 man bloodletter squad and kill off 9 of the other bloodletters. The screamers assault the horror's killing off 5 of them between wounds and combat res (2 were left after the assault and shooting). The big daemon prince warp times into the other daemon prince killing it off leaving 3 sons alive from that squad. The bloodthirster manages to kill 1 thousand son and the sorcerer puts a wound on the blood thirster (this was the warp time sorcerer).
Turn 3: Daemons
Flesh hounds and flamers come in on this round. Flamers go for a safe landing and shoot at a unit of my flamers doing no wounds (awesome saves for my flamers). Their chariot shoots and charges the flamers locking them in hth. His lone bloodletter runs in and ginsu's three flamers by himself. The bloodthirster manages to kill 2 thousand sons this turn.
Turn 3: Tzeentch
I get in one pack of horror's who drop in towards the enemy objective. I shoot down the last bloodletter and the flesh hounds, the enemy flamers are reduced to 1 model. The warptime prince charges into the bloodthirster putting 2 wounds on him, the thirster kills 2 more sons and then fails a no-retreat and goes back to the warp.
Turn 4: Daemons
The last pack of horrors comes down and deviate away from our objective. The blood crushers finally come in, and take up position in the north side of the table towards the center (the middle was just way too clustered). They deviate back 10 inch's and almost go off the table. The horror's shoot up a sons squad getting it down to one model. The flamer kills a horror. The chariot herald kills off the last of the flamers.
Turn 4: Tzeentch
Last squad of horrors comes in near the chariot herald. The flamer and chariot are gunned down.
Turn 5 Daemons: Blood crushers assault an oblit and get a good enough run to contest the center objective. Horrors move up but don't have good shots and can't make it to the other objective.
Turn 5 Tzeentch: Time is about out so we just do the essentials. We get the crushers down to 1 model, not enough to get the objective so we win with 2 objectives.
That gave us 3 solid wins for the day, and overall for the tournament. It was a great time with 6 fun opponents.
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