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Made in us
Pulsating Possessed Chaos Marine




Denver, CO

My Daemon List
HQ
Herald of Tzeentch, chariot, we are legion, master of sorcery, bolt of tzeentch
Herald of Tzeentch, chariot, we are legion, master of sorcery, bolt of tzeentch
Herald of Tzeentch, chariot, we are legion, master of sorcery, bolt of tzeentch
The Masque

Elites
6 Fiends, unholy might
6 Fiends, unholy might
3 Flamers

Troops
5 Horrors, bolt of tzeentch
5 Horrors, bolt of tzeentch
5 Horrors, bolt of tzeentch
5 Horrors, bolt of tzeentch, changeling
9 Bloodletters

Heavy Support
Soul Grinder, phlegm, tongue
Soul Grinder, phlegm, tongue
Soul Grinder, phlegm, tongue

Game #1: vs Imperial Guard
The IG
HQ
1 CCS
1 DH Inquisitor Lord w/ mystics, hood, tarot

Elite
Callidus
Psyker Battle squad
Psyker Battle Squad

Troops
Veterans, 3 flamers, demolition experts
Veterans, 3 flamers, demolition experts
Veterans, 3 melta guns, chimera
Veterans, 3 melta guns, chimera

Fast Attack
Vendetta
Vendetta
Vendetta

Heavy Support
Manticore
2 Hydra's
2 Hydra's

Mission: Objectives. Their was one objective in the center. One in my deployment zone behind a building, and one on a hill in his deployment zone. The last one was in the center of the northwest part of the board in no mans land.
Deployment: Spearhead, night fight first turn.

My opponent wins the roll off and gives me first turn. He boosts two of his vendetta's into the two board quarters adjacent to him. He deploy's his tanks in a line from left to right. Hydra, Hydra, Manticore, Hydra, Hydra. In front of that he places his vendetta in the center, melta chimera, company command, melta chimera. He has the psyker's out in front of the vehicles and on the sides to block charges.

I thought that was a very good move on my opponents part. Now he has triple flamer squads in position to hit my first wave anywhere I land them. Because of this I decide to overload the quarter with the objective and resign myself to losing a squad of fiends on turn 1.

Daemons Turn #1: I choose as my initial wave, 3 heralds, 2 fiends, 2 horror's and get the wave I want. I land one unit of horrors on the objective in the northwest. I also stack that side with both fiend units. I drop the other unit of horror's back on my objective. The heralds I drop somewhat centrally. Shooting see's me do no damage. The fiends run and shelter in some area terrain, that was also pretty good on los blocking.

IG Turn #1: The vendetta in the table quarter I was concentrating forces in, run's back to his deployment area. The other vendetta shuffles a bit enough to stay moving. Manticore opens up on my horror squad killing 3, hydra's have to shoot into separate fiend squads and only pick up a couple, the vendetta's put 3 wounds on one of my chariots.

I have no clue why he didn't sacrifice the vet squad to kill my fiends, but I'll take it. Now I just need to overload the flank and put pressure to the front with my reserves.

Daemons Turn #2: I get in all 3 grinder's, bloodletters and the flamers. The fiends move up. One unit of fiends assaults the battle psykers wiping them out, the other assaults and blows up a veteran chimera. The bloodletters drop in the center and move back into terrain to get a cover save. A soul grinder blows up the vendetta hiding in the southeast table quarter. I had landed the flamers there hoping to blow it up, if not I wanted to make sure it wasn't firing. The flamers wipe out the vet squad. The chariots do some shooting and manage to blow up the ccs chimera.

IG Turn #2: One squad of hydra's and the vet squad that got disembarked shoot into the fiends taking the unit down to 3 model's. The other melta vet squad moves up and destroyes a grinder (he had to get out to make it into shooting range). The manticore shoots at one of my grinders. First shot deviates, 2nd and 3rd shots land on my two remaining grinder's, but fail to cause any damage (whew). The other unit of hydra's opens up on the bloodletters killing a lot of them. His callidus comes in flames the fiends for no damage and he forgets to assault with her. His mobile vendetta boosts back towards the objective he left the last round.

My reserves this turn was 1 horror squad and the masque. I dropped the masque near the flamers to provide them support and landed the other unit of horrors forwards to try and get some shots on the callidus. Now I just need to overload the flank and put pressure to the front with my reserves. I can clear out the psykers (with a little help from the masque to get them a little closer) with the flamers, and use one of the remaining grinders to kill off the vets. The fiends will continue their push.

Daemons Turn #3: The 3 man unit of fiends multi-assaults the hydra's and the vet squad. The vet squad breaks and run's and I stun and rip weapons off of both of the hydra's. The flamers kill off the pbs, and a grinder flames the other vets with one left they run away. The fiends combi-assault the inquisitor vendetta and the ccs chimera, they stun, immobilize the ccs chimera and immobilize the vendetta. I shake the manticore with a herald. I wreck the hydra's my fiends were in base to base with. I still fail to do any damage to the inquisitor vendetta.

IG Turn #3: The mobile vendetta flat outs onto the center objective again he shoots down the rest of the bloodletters. The CCS shoots at the fiends but doesn't cause any real damage.

Daemons Turn #4: 2 horror squads come in, I try to drop them in the center to hold the objective vacated by the bloodletters, first unit scatters way back, the 2nd unit hits. The flamers and small unit of fiends hit the other unit of hydra's, and the fiends also hit the manticore. The masque kills the lone guardsman, one of the grinders charges and destroys the vet chimera, a herald finally kills something and downs the vendetta. 2 horror squads and the last grinder kill off the veteran squad. The other unit of fiends kills off the ccs. I try to block off the inquisitor vendetta from the central objective but get poor run rolls.

IG Turn #4: His inquisitor gets out a makes a dash for the center objective but falls short, I lose one of the heralds to the lone survivng hydra.

Game get's called on account of time. I think the tertiary was to kill all of your opponents elite choices, so I lost out on about 10 points because of the short time. But other than that I thought it was a pretty good first round getting about 39 of 47 or so points.

Game #2: Nids
HQ
Swarmlord, 3 tyrant guard

Elite
2 zoanthropes, spore pod
doom, spore pod
Deathleaper

Troops
10 Genestealers
10 Genestealers
10 Genestealers
15 Hormagaunts
14 Hormagaunts

Heavy Support
Trygon Prime
Carnifex, spore pod

There was one objective in the center of the table and we placed 4 more all in a different quarter of the table. I won the dice off and let my opponent go first. He set up the hormagaunts and the swarmlord behind them in the northeast quarter of the table. Everything else was either deep strike or reserves.

Nid Turn #1: The nid's all moved up and ran.

Daemons Turn #1: I chose for my initial wave 3 grinders, 2 fiends, flamers, the masque, and the bloodletters. Instead I got the other half which was 4 horror's and 3 chariots. I deep struck the horrors in a semi circle skirting close to my board edge. 2 of the squads ending up pretty close to each other. The chariots started in the center and off to the east side of the table. First turn shooting saw one unit of hormagaunts reduced to 2 models and the other unit brought down to about 9.

Nid Turn #2: Pods came flying from nowhere. He got in 2 unit's of stealers, deathleaper, the zoanthropes, the doom, and the fex, everything but one unit of stealers. The stealers split table sides to come in on, one claiming the objective in the north east corner, the other coming in near my horrors on the objective in the north west corner. The doom came down between my two units that were close to each other. The carnifex dropped in to support the stealers on the right and the trygon popped up between a squad of horrors in a building and the squad of horror's closest to my table edge. He kills off one of my horror squads with the stealers, the doom only gains 1 wound.

Daemons Turn #2: In comes 2 of my soul grinder's, 1 unit of fiends, 1 unit of bloodletters. I go risky and drop them near both gene-stealer squads. The northeast squad of genestealers is reduced to one model. the north west squad is reduced to 5. The fiends come down near death leaper and get a 6 for their run role and surround the leaper. The chariots concentrate fire and kill off the carnifex, the bloodletters drop near the center and run away from the trygon. The masque lands and pavanes the trygon away from the bloodletters. The horror's move up and gun down all the remaining hormagaunts.

Nid Turn #3: The last unit of stealers comes on the table and he can't get the side he wants and ends up on the northeast. The trygon prime kills off a horror squad and death leaper charges the fiends hoping to somehow survive and hit and run out. Swarmlord kills off another unit of horrors.

Daemons Turn #3: I get in another grinder and that's it. He drops in but doesn't do much this turn. The grinder to the northwest finish's off the stealers running away from him, and the northeast grinder kills off the other genestealer squad. The masque assaults the lone stealer, and lash's the trygon away from everything else. The fiends combi-assault the swarm lord and the zoanthropes. They kill off the last guard but none of the zoanthropes.

And time is called. This game was very frustrating for me. My opponent was about 15-20 minutes late for the game, I had actually left the table to go look for the judges when I saw him walking over. Not only was he late, but all of his model's were packed in his case, so I then had to wait for him to unload all of those model's. The guy was extremley nice, apologized for being late, it's just a bit frustrating, getting even 1 more turn and definitly 2 would have gotten me the secondary and tertiary objectives, probably. At this point I'm a little frustrated I figure I'm down about 30 points because of being unable to finish games, or even getting to turn 5. I end the game with 26 out of 40ish possible points.

Game #3: Mech Eldar
HQ
Farseer, fortune, doome

Elite
Scorpions, exarch, wave serpent
Fire dragons, exarch w/ flamer, wave serpent
Fire Dragons, exarch w/flamer, wave serpent

Troops
3 Jet Bikes
3 Jet Bikes
3 Jet Bikes
5 Dire Avengers

Fast Attack
8 Warp Spiders, exarch w/ power blades
8 Warp Spiders, exarch w/ power blades

Heavy Support
Fire Prism
Fire Prism
Falcon

This is again an objectives game. However this time they are placed 18 in from the side, and 12 in from the long edge, in every quarter of the table except for the person going first. I lose the roll off and the eldar have me go first.

Daemons Turn #1: I choose as my first wave 3 heralds, 2 fiends, and 2 horror squads. I split the fiends each one headed for a terrain piece on either side of the table. The chariots drop around the center, and the horrors drop and secure the two objectives on the east side of the table.

Eldar Turn #1: Crickets

Daemons Turn #2: I get in the masque, 2 of the grinders, and both horror squads. The two horror squads go in the center near a terrain piece, along with the masque, and the grinders go centrally behind the terrain.

Eldar Turn #2: He has an amazing round of reserve rolls gettting in, scorpions(farseer attatched), both fire dragons, 1 jet bike, the falcon (with avengers), 1 prism, and the warp spiders. He shoots up the fiends killing 4 of 6 (he had to dismount one of the fire dragon squads to do it). They all castle in the corner on the northeast side of the table.

Daemons Turn #3: The last grinder and the bloodletters come in this turn, the letters deviate out into the open. A unit of horror's moves up kills a couple of warp spiders and then locks them in hth. The fiends hold on the other side of the table and I focus on tanks. I manage to blow up the empty wave serpent. I kill off all the fire dragons and stun one of the prisms.

Eldar Turn #3: He gets in another jetbike squad and his other prism. The warp spiders can't hurt the horror's and remain locked down. He moves up and does some shooting but doesn't really hurt anything. He dooms the horrors in hth. He opens up on the bloodletters and kills 6 out of the 9. I go to ground with the fiends, and he stops shooting them.

Daemons Turn #4: The the flamers come in, I blow up the prism that moved flat out, use the masque to pull the dire avengers close enough to get shot and then assaulted by one of my heralds. The flamers drop and put glances on the farseer waveserpent, but only kill 2 out of 3 of the bikes. I also blow up the other fire dragon wave serpent and pin the fire dragons. The horrors still hold on in hth. The surviving three bloodletters assault the jet bikes, and kill 1, they kill 1 in return.

Eldar Turn #4: His warp spiders come in but not the jetbikes, they promptly kill off a horror squad that was guarding the west objective and land on it. The scorpions get out and mutli-assault the warp spiders/horror combat and the bloodletter combat.

Daemons Turn #5: The fiends go over and kill half of the warp spiders and lock them in combat. I had 2 flamers survive the previous round of shooting, I lose one to dangerous terrain, but using the masque I line up the last jet bike and the scorpions, killing the jet bike, and a few scorpions. The 2 fiends assault the other single jetbike and the full squad of fire dragons. I kill off the jetbike but remain locked with the fire dragons. I blow up the fire prism and the falcon.

Eldar Turn #5: The scorpion wave serpent boosts and contests the objective I'm holding in the back. His other squad heads over to the un-occupied objective in the west but the fiends kill off the warp spiders and consolidate back within 3 inch's to contest. And his 2 remaining warp spiders jump to contest the other objective.

So with exactly 2 warp spiders, 6 scorpions, 1 wave serpent, and 3 jet bikes, and 6 fire dragons left he pulls out the tie ( I lost one unit of horror's and the bloodletters, everything else was still alive). Argh darn you sneaky eldar! I end the game with 22 points. I think if I did it over again I would have dropped the bloodletters to bolster the other side, and just tried to keep the rest of the stuff from getting out of the corner that he castled in. I fully expected the horrors to die a little sooner and let me shoot those warp spiders a bit. If either the bloodletters or the flamers hadn't of whiffed I would have had the shots over there to finish off the spiders on the last turn but it wasn't to be.

Game #4 IG:
HQ
CCS w/ 3 plasma, medic, chimera, hf
CCS w/ 3 plasma, medic, chimera, hf

Elite
DH Inquisitor w/ 2 mystics, heirophant, hood
Psyker Battle Squad, chimera, hb
Psyker Battle Squad, chimera, hb

Troops
PCS w/ 4 flamers, chimera, hf
Infantry squad, melta gun
Innfantry squad, melta gun
Veterans, 3 melta, chimera, hf
Veterans, 3 melta, chimera, hf

Fast Attack
Vendetta
Vendetta

Heavy Support
Manticore, hf
Manticore, hf
2 Hydra's, hb

Deployment was pitched battle:
The person who controlled the most terrain pieces at the end of the game won the primary, the secondary was table quarters. He tarot's me, wins the roll off and let's me go first. I get in the wave I want which is 3 heralds, 2 fiends, 2 horrors.

Daemons Turn #1: I overload the left flank again, mainly because that's where the area terrain was, plus it was somewhat high so it blocked some los. Both unit's of fiends drop in there. The heralds drop out around the center. One unit of horror's drops drops in a back piece of terrain, the other unit drops to the right side of the table in another piece of terrain. My shooting does nothing the fiends spread out. I do kill off one of the mystics and start to pepper down the psyker battle squads.

IG Turn #1: He moves up a chimera to flame my fiends. I lose 4 fiends from one unit and 2 fiends from another to the manticore's, hydra's, multi-laser's, and heavy bolters from chimera's. He actually stunned his own chimera with a deviated manticore shot.

Daemons Turn #2: I get in 2 of the grinders and one of the horrors. A chariot moves up and shoots and destroys a chimera and then assaults the right side psyker battle squad. One unit of fiends combi-assaults psykers (whose ride was destroyed) and the stunned chimera, blowing up the chimera and routing the psykers. The other unit of fiends charges and destroys a veteran squad chimera.

Ig Turn #2: He forms a line with the beat up squads to keep the fiends from the manticores and hydra's. Using the manticores and the hydra's he starts going after my horror squads killing off one of them completely and depleting another.

Daemons Turn #3: The bloodletters come in but deviate way too close to the pcs chimera, flamers come in but go back into reserves. The fiends assault his ccs and veterans, the company commander survives the assault leaving my fiends locked in. The other fiends assault his other ccs and another chimera but I'm unable to stop the pcs chimera. A grinder blows up the veteran chimera on the right side. I also immobilize his second vendetta.

Ig Turn #3: One of his vendetta's boosts out dumps troops and they fire into a horror squad killing 3 of 5. His shooting wipes out the depleted squad and the pcs wipes out the entire bloodletter squad in one round. He guns down one of the heralds. He flat outs a manticore to get it away from my fiends and the hydra's.

Daemons Turn #4: I get in the flamers but they mishap, the masque, and the grinder. One grinder flames and then assaults the vendetta squad getting some free distance. I finally make it to the hydra's with 2 fiends. And I kill off the inquisitor.

IG Turn #4: He guns down the remnants of a fiend squad. And takes out the other two herald. One of the grinder's goes down to melta vets. And he immobilizes the other one.

Daemons Turn #5: The flamers kill the melta vet squad. I immobilize the pcs chimera in terrain with the masque. My last squad of horror's comes in on the far left terrain piece.

IG Turn #5: He finally kills off the last remaining horror on the right hand side. And lands his last manticore into the horror's that just dropped, killing 3 of them. The rest of his shooting see's one horror survive. He kills off the lone survivng fiend.

Daemons Turn #6: The masque is camping in the only terrain piece he has troops, along with the immobilized grinder that he can't touch. The flamers bound up and kill off the psyker battle squad (it was down to 3 models). To get me points for killing his elites. I also manage to destroy a manticore with my last mobile grinder.

IG Turn #6: He has no shots at the lone horror holding the terrain feature. His last hiding squad of troopers gets out and runs to contest the table quarter.

I end up winning the primary by 1 horror, we tied on everything else. I end up with a 26. This was by far my most favorite game of the tournament, it went back and forth, and really went down to the line. My opponent played extremly well using damaged squads to form lines around his tanks and just trying to blow away anthing and everything. On a side note, he fired all 4 missiles from both manticores, he had one time he rolled 2 missiles, every single other shot was 3 missiles coming down range. Just a brutal fun game. At the end of the game he had his pcs, an infantry squad, on mobile manticore (with no missiles), one immobilized vendetta, and one immobilized chimera, I had one mobile grinder, the masque, 3 flamers, 1 horror, and an immobilized grinder. Great opponent and a great time. Some of the details from the middle of the game are still a bit hazey. I ended the day in the upper bracket, but not by a ton.

Game #5: Tyranids
HQ
Hive Tyrant, shooty, 3 guard

Elite
2 Hive Guard
3 Hive Guard
3 Zoanthropes

Troops
10 Termagaunts
10 Termaguants
1 Tervigon, crushing claws
1 Tervigon, crushing claws

Fast Attack
8 Ravenegers

Heavy Support
Trygon
Trygon

Deployment was dawn of war. Objectives again, 1 in the middle worth 2 points, and then we each place 1.

I win the roll off and let him go first.

Nids Turn #1: The nids roll forward, he gets 16 gaunts, and 6 gaunts, and both tervigons are out!

Daemons Turn #1: I select as my initial wave, 2 chariots, 1 grinder, 2 fiends, flamers, the masque, bloodletters. And I get the wrong wave. So in come 2 grinders, 4 horror's, and a chariot. Each side of the table has a building about a 1/4 of a way across the table. We each put our objectives in these buildings. I try to deepstrike some horrors into the building and they deviate next to it, the next squad hits and only loses one to dangerous terrain. I try to place the other two nearer to my board edge, one of them deviates way too close to the center. Shooting see's me wipe out the 6 man squad of gaunts and the 13 of 16 of the other gaunts.

Nids Turn #2: Stuff moves forwards. The horrors that deviated way far forwards are eaten by raveners. The zoanthropes move up and get 3 hits, 2 pens on a grinder and blow it up. The 2 man squad of hive guard hit 3 times, get a pen and a glance, and destroy the other grinder.

Daemons Turn #2: I get in another grinder, 1 unit of fiends, 1 herald, and the masque. I kill off one of the hive guard, and put a couple of wounds on them. The fiends land near my building and spread out.

Nids Turn #3: His 2 hive guard shoot at the soul grinder, get a pen, and blow it up. The tyrant moves up and shoots at the fiends killing 2 of them, a tervigon assaults the masque but doesn't do any damage. He then assaults the fiends through cover with the raveners, he loses 2 raveners, and wipes out the unit. His tervigon finally gets a pen that blows up my building with the objective.

Daemons Turn #3: I get in one unit of horrors, that mishap and he sticks them way far away in a corner. A chariot comes down on the east side trying to hover back but ends up deviating towards a trygon. The flamers come in. I dump all three heralds into the trygon taking him from 2 wounds to 5 but am unable to kill it. The masque clumps together the tyrant and the ravener for the flamers, when the dust settles I've killed 2 of the tyrant guard and put a wound on the tyrant, and I kill 2 more of the raveners.

Nids Turn #4: His trygon assaults the herald that couldn't kill it. The zoanthropes shoot at another herald trying to make an end round towards his objective hits for 3 gets 2 through, and then the hive guard shoot and hit for 3 and do another wound.

Daemons Turn #4: The last unit of fiends comes in and dares the trygon to try and charge them, the bloodletters drop in as well, I drop them close to the center. I kill off one more of the raveners and the other goes to ground.

Nids Turn #5: The zoanthropes open up on the letters getting 3 direct hits killing 6 of them. Then the 4 remaining hive guard shoot the bloodletters, all of them hit, causing 7 more wounds and the bloodletters are dead.

Daemons Turn #5: The fiends charge into the fresh trygon and the hive tyrant in a battle royal over the middle. My last herald boosts over and contests his building. I do manage to kill off the trygon and the tyrant in hand to hand, but that's game with him holding one objective.

Ouch I salvaged about 9 points and at least denied him full points on the primary. He was popping grinders like candy and his rolling was good, whilst my reserves were not. However, I probably lost this game based off of objective placement, I should have put my objective in the far corner opposite where his stuff was, this would have given me more time to sit on the objective and pepper away at him. I also drastically underestimated the raveners, for some reason I thought they still only had 2 wounds, thats actually what I was basing my caclulations on, 2 wound on raveners and I would have been able to hit and run out of that combat with 2-3 fiends left. Anyways my opponent was great, and definitly took advantage of my mistakes and put the fear of raveners into me. Also that hive tyrant is just brutal against not well armored troops, those 12 str6 shots with re-rolls to hit was almost a nightmare to me.

Game #5: Chaos Space Marines (night lords themed)
HQ
1 Chaos Lord w/ mark of khorne, wings, lightning claws
1 Daemon Prince (don't remember what he had, not lash)

Elite
4 Terminators, 3 combi-plasma, 1 heavy flamer
Dreadnaught w/ auto-cannon

Troops
8 Berserkers, champion w/ fist
7 plague marines, 2 plasma, rhino w/ combi-bolter, extra armor
10 chaos space marines, 2 melta, rhino w/ combi-bolter, extra armor

Heavy Support
predator w/ havoc rack, auto-cannon, heavy bolters
8 havocs w/ 4 auto-cannons
Land Raider

Deployment: Spearhead
Mission: There is 1 objective in the center of the table for each round you control it at the end of your opponents turn you get a point. Whoever holds it at the end gets 2, 3 points nets you a major win.

I win the roll off and have him go first. He puts the havocs in the back of his corner, the predator next to them, the land raider (with berserkers) out front with the dreadnaught behind it. The csm squad is near the middle of the table. He holds the terminators, plague marines, and both hq's in reserves.

Chaos Space Marine Turn #1: The csm hang back, and the land raider dash's for the center, but ends up a little out of control range.

Daemons Turn #1: I request 3 grinder's, 2 fiends, 1 horror, flamers, and the masque and get the other half. So in come 3 chariots and 4 horror squads. I deep strike one squad right on the objective, and put the other 2 back behind the woods in the center, out of charge reach of the land raider. I drop the bloodletters behind the horrors on the objective to hopefully get the counter charge off with the bloodletters. I get a luck shot through on the land raider and immobilize it. Every other shot pings off of rhino hulls, dreadnaughts, and predator side armor.

Chaos Space Marine Turn #2: He gets in the daemon prince, and the terminators. The termiantors drop right next to the bloodletters and fry them, the predator dumps into them as does the land raider, when the dust settles there is only one bloodletter left. I get a tally point here.

Daemons Turn #2: I get in the flamers who drop near his havocs and fry them, one unit of fiends and 2 soul grinder's who drop and do nothing. The chariot's fly up and unleash a hail of shots on the daemon prince killing it. All the horrors shoot into the terminators killing two and the lone bloodletter charges in killing the last 2 terminators! He then rolls a one and is stuck out in the open.

Chaos Space Marine Turn #3: His chaos lord comes in and assaults the flamers, killing one and locking himself in hth. He's just in charge range and assaults one of my grinder's with his dreadnaught. His dreadnaught whiffs, and I attack back and whiff, damn it. The bloodletter dies, and the squad of horror's on the objective is killed by the predator. He also shoots into the fiends.

Daemons Turn #3: I get in the last grinder and the other fiends, but the masque is still refusing to come in, the last squad of horror's also comes in somewhat near to where his unkillable rhino is located. This round I dump 3 bolts from heralds, and 3 bolts from horrors into the rhino and I get a stun (but he has extra armor). My un-stuck in grinder assaults the land raider and stuns it. His dreadnaught blows up my grinder and the chaos lord finish's off the flamers. The fiends that just dropped in spread out behind the grinder that assaulted the land raider. Whats left of the other unit of fiends try to kill the unkillable rhino and fail.

Chaos Space Marine Turn #4: The plague marines come on the table, jump out and put 3 wounds on a herald. His lord charge's a herald. His dreadnaught fire frenzies into the land raider saving the fiends and/or another chariot from getting stuck in hand to hand. His marines get out of their rhino and kill off the fiend unit. He runs his rhino forwards towards the objective and immobilizes it in terrain ha, that's more damage than i've done in three turns! The berserkers get out and charge the grinder, he fails to kill it and I kill 2 berserkers.

Daemons Turn #4: A grinder drops a round on top of the newly disembarked marines killing 7 of 10, the last 3 are gunned down by heralds. The fiends assault the dread and the land raider, killing off the dread but not touching the raider. The horror's and heralds gun down the other 3 and the masque pushes the plague marines away. I immobilize the dread and the grinder kills another berserker. His lord finish's off the chariot he was facing.

Chaos Space Marines Turn #5: I kill another berserker. His lord charges into the other chariot in that area. The plague marines hop in their ride and make a mad dash towards the middle.

Daemons Turn #5: The fiends make it into combat with the berserkers, roll no rends, and kill one model. The grinder kills one more as well. I get a unit of horrors into the rear of the impervious rhino and finally destroy it. I blow up the plague marine rhino and drop a round from a grinder on the plague marines killing all but 1. I then assault and kill the last one.

Chaos Space Marines Turn #6: I kill off the last of the berserkers. His lord is still locked in hth with a chariot, that now has 3 wounds on it.

Daemons Turn #6: The grinder destroyers the land raider and the fiends pop the predator. The chariot herald manages to put two wounds on the chaos lord before he drags it down.

I end up getting 3 points to none to hold the center, the secondary was controlling table quarters (which I had units in all 4) and I got max on the tertiary which was kill points giving me a 44 pt massacre.

Last game #7: vs. Generic space marines
HQ
Librarian, null zone, avenger

Elite
Dreadnaught w/ 2 tl auto-cannons

Troops
Tac Squad, 10 men, razorback tl lascannon, plasma gun
Tac Squad, 10 men, razorback tl lascannon, plasma gun
Tac Squad, 5 men, razorback tl lascannon, plasma gun
Tac Squad, 5 men, razorback tl lascannon, plasma gun

Fast Attack
2 Typhoons
3 attack bikes w/ multi-meltas
3 attack bikes w/ heavy bolters

Heavy Support
Vindicator
predator w/ auto-cannon, sponson lascannons
thunderfire

Deployment: dawn of war
The mission is objectives, one on each side. You have to hold both for the massacre.

He wins the roll off and gives me first turn, and elects to have his entire army roll on the first round.

Daemons Turn #1: I get in my preferred wave which is 2 fiends, 3 chariots, 2 horror squads. Seeing that he has null zone I try to land in terrain as much as possible. The fiends go in the center, and about 15 from his deployment zone behind some tree's. The chariots are spread out about equally around the center line, and I drop a unit of horrors on my objective and the right side. I run for spacing and to get cover saves. One chariot deviates out into the open

Marines Turn #1: He rolls on the left table edge towards the center, from left to right it's typhoons, multi-melta attack bikes, razorback squad, heavy bolter attack bikes, predator, dreadnaught, the thunderfire, 2 5 man tac squads on foot, razorback w/ librarian, 3 more razorbacks. The 2 razorbacks most to the center move 12 inch's because I have fiends in the middile. He pops off null zone. His multi-melta bikes shoot at the herald and get 6 hits and the herald goes down. He then unloads the rest of his army into the fiends in cover in front of him. After the hail of fire is over I have 2 fiends with 1 wound a piece left (the unholy might fiend and a normal one).

Daemons Turn #2: I get in 2 grinder's the flamers and one horror squad. The horror squad goes on the right side of his objective, the two grinders drop centrally and the flamers drop right in front of the multi-melta attack bikes. The 2 fiends move out of the terrain over towards the predator and heavy bolter attack bikes. The other fiends advance up towards his razorback wall. The flamers kill 2 attack bikes and shake a typhoon, the attack bike flees and stops just shy of the table edge. The grinders shoot into the heavy bolter attack bikes, I get a lucky 6 on the thunderfire, and kill 2 of the attack bikes. Shooting sees one of the razorback's go down. My fiends assault the razorback squad that just got disembarked and a fast moving razorback, I do no damage to the razorback and kill off one marine in hth (no rends). His marines try to run away but I catch them. The 2 fiends assault his heavy bolter attack bike and the predator, I immobilize the predator and the attack bike breaks and runs, but stops right at the table edge.

Marines Turn #2: Both marines are within 6 of the fiend that assaulted the predator so they run off the table. He shoots down the 2 fiends. He charges one of the 5 man squads into the fiends, I kill 2 from each squad and win combat, one squad breaks and the other holds. The fiends hit and run towards the vindicator. He also guns down the flamers. The vindicator shot scatters wide of my grinder.

Daemons Turn #3: In comes the masque and the bloodletters and the last grinder. The masque comes in right next to a fleeing squad near the board edge. The bloodletters drop in the center near the terrain piece the fiends occupied at the beginning of the game. The masque pulls two tac marines out of their vehicle crater and they get shot up. A chariot shoots the librarian razor and dumps him out. A grinder fleets up and him and a herald assault into the tac squad + librarian, The fiends assault the last razorback on that side and the vindicator, no damage to the vindicator and I stun/immobilize the other razorback. I kill the librarian, he tries to run but can't get away.

Marines Turn #3: He puts a bunch of shots into the grinders and rolls either misses, no armor pen, or 1's and 2's for the armor pen rolls. I blow up the razorback with the fiends that were in base to base. This time his squad does run and gets away from the grinder and herald. His far left razorback starts going full tilt towards my objective and his shooting is still ineffective against the grinders.


Daemons Turn #4: The last horror unit comes down and I put them between the two objectives to support either one. The masque pulls his tac squad out of the crater and they are eaten by bloodletters. The fiends multi-assault a tac squad and the dreadnaught killing the tac squad and remaining with the dreadnaught. Shooting sees me immobilize the vindicator, and take down one of the typhoons. 2 of the grinders blow up his razorback that was pushing for my objective and assault the squad within, only killing 2 and they hold.

Marines Turn #4: The lone speeder jumps behind a hill to prepare for a last turn contest. I finish off the guys in hth with my grinders and consolidate towards the speeder. The fiends immobilize the dreadnaught and hit and run out.

Daemons Turn #5: The grinders shoot down the speeder and the horrors kill the last tac squad. We call the game here because all he had left was a techmarine and an immobilized predator.

I felt for my opponent, because this was the exact opposite of my game number 5, his dice could just not penetrate anything, and mine were finally giving me some good results. I got full points for a nice way to finish off the tournament.

Overall according to my I thinking I ended up with 2 massacres, 1 major victory, 3 minor victories, and a loss. I placed 11th overall which wasn't too bad and had a lot of fun over the two days. I really like the 7 game format, it is a bit of a bear, but it was a lot of fun and I would definitly consider going back again. As far as the army the only unit I wasn't all that happy with was the bloodletters, in almost every game I think I would have been better off with a large unit plague bearers. That's probably because I only faced 2 marine opponents. The fiends continue to perform well, and the masque is as annoying as possible, she provided me with the only bright and shining moment of game number 5 when I put 4 ravenors 3 hive guard, and the hive tyrant all under the same template. Anyways hope you enjoyed my wall o text.

This message was edited 1 time. Last update was at 2010/08/05 05:07:27


 
   
Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

Thanks for the report. Cool list and interesting opponents. It's a shame that time was such a factor for the earlier games. I appreciate the insight into tournament play with Daemons. Considering the competition you faced I believe you played very well. Congrats on placing just a squeek away from the top 10!

7K Points of Black Legion and Daemons
5K Points of Grey Knights and Red Hunters  
   
Made in us
Blood Angel Neophyte Undergoing Surgeries




Baal Secundus

Yeah it's too bad you didn't get in all six turns the first two games, you might have been able to place in the top five otherwise. Very impressive showing with your daemons. I like your army list a lot.

Destroy the Enemy!  
   
Made in us
Preacher of the Emperor




Boston, MA

Well, I'm the unlucky game 7 opponent. This was a better match up on paper than the dice made it out to be. I failed every critical LD test and ran just enough to either go off the board or remain within 6" of a demon somewhere. Regardless, Warmaster was still a great opponent and I luck forward to a rematch sometime, be it another tourney or after I transition back towards the east coast. Despite his thumping me, I still pulled off 26th out of ~170 so no real complaints.
   
Made in us
Anointed Dark Priest of Chaos






Why is it every time I read a battle report from a tournament featuring IG it is almost unit for unit that exact same IG list?

Must be exiting to fight the same collection of min/maxed feth over and over again...

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in us
Tail-spinning Tomb Blade Pilot




Great Job!! I am jealous as I thought I could be the top deamon player there but you topped me by 4 places. It was nice to read another deamon players experience at the same tournament. You did very well against bugs without a heavy amount of melee. That is something I have not been able to do yet. Glad you enjoyed the con.
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Thanks

@CT_GAMER: Yeah I've played roughly that same list I don't know how many times. It keeps you on your toes a little bit depending on what they stuff in the vendetta's sometimes you have to watch out for the contents and sometimes you can ignore them.

@Norbu: I was reading yours as I was writing mine and I was wondering where we would both fall out! The grinder/fiend combo works great against nids as far as I'm concerned, grinders are built for eating stealers and gaunts, and fiends kill just about everything well in that list, except for stealers and gaunts . I now know that the raveners have to get eaten by the grinders as well!
   
 
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