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Made in us
Sinister Chaos Marine






Me and my sister were bored so we decided to kill each other in a 500 pt kill point game

Draconir 13th (me)
CCS w/ 3 meltas
Vets w/ Autocannon
Vets w/ Autocannon
Vets w/ Missile Launcher
Vets w/ 2 Plasma Guns
Ghost Assasin Garvel(Marbo)

Daemons of Ass kickatude
Herald of Tzeentch w/ bolt
(10) Deamonettes
(9) Deamonettes
(5) Fiends (seekers proxied these guys)

Big ups to Autarch of Saim-Hain for telling me how do get the pics up. )

Here's what we look like at deployment:

We roll for fist turrn and I get it, but give it to her.

Daemon Turn 1:
Her choice for first wave is the 9 strong deamonette squad and the herald. She rolls and gets them, neither one mishaps but the deamonettes JUST BARELY stay on the table after a scatter.
Movement:
none
Shooting:
none

Assault:
none

IG Turn 1:
Movement:
The plasma vets move 6in. to the left
CCS issues oders of fire on my target (successfully) to both auto cannon squads
Shooting:
Both auto cannon squads shoot at the Herald which in the end is taken down by the lasguns from the squads (1 wound from each)

Here's where we are after turn 1:



Daemon Turn 2:
Her 10 strong deamonette squad shows up near the other one, and the fiends scatter and land almost in the middle of the board.
Movement:
The 9 strong deamonettes move in a downward left motion 6 in.
Shooting:
The same squad runs a further 3 in. the same way
Assault:
none

IG Turn 2:
Movement:
none
Shooting:
The missile squad shoots at the nearest deamonettes, and kills 6.
The plasma squad shoots at the same squad and kills the last 3 wiping out the 9 strong squad.
Both autoncannon squads shoot at the fiends and put down 4 wounds killing none.
Assault:
none

Here's where we are after turn 2:


Daemon Turn 3:
Movement:
The remaining deamonette squad moves 6 in. toward the plasma gun squad.
The fiends advance 6 in. toward my imposing gunline in the lower left.
Shooting:
none
Assault:
the deamonettes aren't quite in assault range and are promptly left to stare at my soldiers as they reloaded for the next round of shooting.
The fiends however are well within range to rip up some guardmen and they do so, charging the autocannon squad b and wiping them out without taking a single wound...ouch.

IG Turn 3:
Movement:
none
Shooting:
Missile squad shoots at the deamonettes and kills 2
The plasma gun squad shoots at the same group and kills 2 as well.
The remaining auto cannon squad shoots at the fiends and only manages one wound.
The CCS flubs the to hit rolls and does nothing.
Assault:
none

Here's where we are after turn 3


Daemon Turn 4:
Movement:
Deamonettes move towards the plasma gun squad
Shooting:
none
Assault:
Deamonettes assault the plasma gun squad killing 3 and losing 1
The fiends then wipe out the CCS after a brutal charge.

IG turn 4:
Garvel finally shows up and lands on target behind the fiends
Movement:
none
Shooting:
The remaining auto cannon squad shoots at the fiends and manages one wound
Garvel drops a demo charge on them and that FIINALLY kills a couple of them.
Assault:
The plasma squad is still locked in melee and kills zero deamonettes, yes zero. they then proceed to get wiped out allowing the deamonettes to consolodate 5in. toward my now very nervous missile squad.

Here's where we are after turn 4:



Daemon Turn 5:
Movement:
none
Shooting:
none
Assault:
The fiends assault the autocannon squad and kill 5 with no losses, the cowards then fail their morale check and get swept.
The deamonettes assault the missile squad killing 7. The IG fail their morale check BUT! the do not get swept, no they fall back off the table

IG Turn 5:
Movement:
none
Shooting:
Garvel shoots at the fiends and kills one YEAH!
Assault:
He then proceeds to charge the remaining fiend killing it and taking one wound. He consolidates 1 in. toward the deamonettes.
At this point i really cannot win so why not go down swinging?

We roll to continue and do so with a

Here's the where we were at at this point:



Final Turn:
We both advance towards each other, understanding that this is the way it should end, not with her outrunning Garvel to prevent even the possibility of a loss...daemons don't run.



Garvel misses with his pistol but gets the charge killing two deamonettes before getting pulled down by the final 3.

Final Score:
Daemons: 6
IG: 3
Daemon Victory

This message was edited 5 times. Last update was at 2011/03/13 04:32:50


: 1850
(CSM) Soul Reavers: 1500
Avatar 720: "That river of blood there, that's strawberry jam. Those skulls? Sponge cake. That axe lodged in your skull? That's an axe."  
   
Made in us
Longtime Dakkanaut






Folsom, CA, just outside Sacramento

not that it mattered in this game, but marbo doesnt scatter (refering to your statement of "IG turn 4:
Garvel finally shows up and lands on target behind the fiends "

Please visit my Trade Thread I'm always looking for something and usually have something up for trade.
6th Ed WDL: SM:25-1-10 I think I am actually decent at 6th
DT:90-S---G+M++B++IPw40k09#++D++A+/hWD387R+++T(M)DM+
8 good trades on here, 3 on bartertown
5000 points (red scorpions) 100% painted
Imperial Navy Strike force: 3000 points, all made from styrene sheet and cardboard cracker boxes...oh yea. 
   
Made in us
Been Around the Block




Both autoncannon squads shoot at the fiends and put down 4 wounds killing none.


That would kill 2. They only have 2 wounds each, and you have to remove models whenever possible.

Otherwise it seems like a fun battle. Well done.
   
Made in us
Sinister Chaos Marine






jordanis wrote:not that it mattered in this game, but marbo doesnt scatter (refering to your statement of "IG turn 4:
Garvel finally shows up and lands on target behind the fiends "

thanks, helpful to know


Automatically Appended Next Post:
fotta wrote:
Both autoncannon squads shoot at the fiends and put down 4 wounds killing none.


That would kill 2. They only have 2 wounds each, and you have to remove models whenever possible.

Otherwise it seems like a fun battle. Well done.


Oh...we thought you could spread the wounds out to avoid avoid the deaths, thanks for that bit of info

This message was edited 2 times. Last update was at 2011/03/10 17:23:37


: 1850
(CSM) Soul Reavers: 1500
Avatar 720: "That river of blood there, that's strawberry jam. Those skulls? Sponge cake. That axe lodged in your skull? That's an axe."  
   
Made in fi
Hooded Inquisitorial Interrogator






Did the daemon player run&fleet every turn? You didn't write it down so I assumed she did not. Daemons can run even the turn they deep strike so it really helps them get closer or into cover.

Also tell her that she should do multiple charges with the fiends. They are so fast it is easy to get them into base to base contact with many enemy units.

Nice report anyways, good work.
   
Made in us
Longtime Dakkanaut






Folsom, CA, just outside Sacramento

the only time you can divy out wounds like that is when you have all models in a unit with different gear (ie: guard heavy weapon squads with at least 2 different weapons, i run 1 ML 2 LC's in that case)

Please visit my Trade Thread I'm always looking for something and usually have something up for trade.
6th Ed WDL: SM:25-1-10 I think I am actually decent at 6th
DT:90-S---G+M++B++IPw40k09#++D++A+/hWD387R+++T(M)DM+
8 good trades on here, 3 on bartertown
5000 points (red scorpions) 100% painted
Imperial Navy Strike force: 3000 points, all made from styrene sheet and cardboard cracker boxes...oh yea. 
   
Made in us
Sinister Chaos Marine






Zaephyr wrote:Did the daemon player run&fleet every turn? You didn't write it down so I assumed she did not. Daemons can run even the turn they deep strike so it really helps them get closer or into cover.

Also tell her that she should do multiple charges with the fiends. They are so fast it is easy to get them into base to base contact with many enemy units.

Nice report anyways, good work.


My sister did back flips when I showed her this. Does it also mean she can assault from the drop since being able to run would bring the fleet rule into play?

This message was edited 1 time. Last update was at 2011/03/12 15:38:36


: 1850
(CSM) Soul Reavers: 1500
Avatar 720: "That river of blood there, that's strawberry jam. Those skulls? Sponge cake. That axe lodged in your skull? That's an axe."  
   
Made in fi
Bounding Dark Angels Assault Marine





where are you from? Finland? Country between sweden and Russia? Never heard.

Th3 Gh0st wrote:
Zaephyr wrote:Did the daemon player run&fleet every turn? You didn't write it down so I assumed she did not. Daemons can run even the turn they deep strike so it really helps them get closer or into cover.

Also tell her that she should do multiple charges with the fiends. They are so fast it is easy to get them into base to base contact with many enemy units.

Nice report anyways, good work.


My sister did back flips when I showed her this. Does it also mean she can assault from the drop since being able to run would bring the fleet rule into play?


That would be really awesome.....but no sorry, still nice battle

Jone96 wrote:
...I tought that unforgiven was going to floorball practices (He wasnt and yes, he really plays floorball)...

Omegus wrote:As for the Dark Angels, they are a codex chapter with some dresses and emo angst tacked on.
 
   
Made in fi
Hooded Inquisitorial Interrogator






Th3 Gh0st wrote:
Zaephyr wrote:Did the daemon player run&fleet every turn? You didn't write it down so I assumed she did not. Daemons can run even the turn they deep strike so it really helps them get closer or into cover.

Also tell her that she should do multiple charges with the fiends. They are so fast it is easy to get them into base to base contact with many enemy units.

Nice report anyways, good work.


My sister did back flips when I showed her this. Does it also mean she can assault from the drop since being able to run would bring the fleet rule into play?


No she cannot, no daemon unit can, they can just shoot/run. The deep strike rules explicitly state that "these units may not launch an assault ... unless clearly stated in their special rules.". But simply running opens up totally new worlds of tactics and mobility.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Your IG list is over 500 points.

 
   
Made in us
Sinister Chaos Marine






grayspark wrote:Your IG list is over 500 points.


No it isn't.

CCS w/ 3 meltas: 80
Vets w/ Auto-cannon: 80
Vets w/ Auto-cannon:80
Vets w/ Missile Launcher:85
Vets w/ 2 plasma guns: 100
Marbo: 65

Total: 490
I'm under by 10... If I missed a cost please let me know

: 1850
(CSM) Soul Reavers: 1500
Avatar 720: "That river of blood there, that's strawberry jam. Those skulls? Sponge cake. That axe lodged in your skull? That's an axe."  
   
Made in fr
Skink Armed with a Blowpipe



France

Just to point out a unit with the fleet special rule can assault on the turn it arrives from reserve via deep strike. Just to clear that up. So the daemonettes can charge straight into combat.

1500 pts
Lizardmen 2500 pts
Vampire counts Getting there...
 
   
Made in us
Long-Range Land Speeder Pilot






No fleet doesn't let you assault after deep strike.
   
 
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