To imperial Scarius Sector high command, atten: Lord Trottle
From: Adept Sonorous Hillguard
Thought of the day: Life is the Emperor's Currency, spend it well.
Re: Astropathic remote viewing of planet ++deleted by orders of Ordo Malleus++
For your review my Lord, the latest dispatch from our remote viewing station XP-039234538-Yoto secundus of the named planet whereby forces opposing our most holy Emperor's realms appear to be gathering. It appears that not all is well amongst humanity's enemies as two forces imical to our cause appear to be at war. Attached below is the astropathic chrior's record of the battle. Commisar Grievus aboard the station carried out your standing orders to perform the ultimate sanction to the chrior "for their own good" after receipt of this message.
CSM-
Daemon prince (I think he had wings)
Rhino x3 with havoc launchers and twin linked bolters
Berserkers x 10 with champion and power weapon (2 squads)
Nurgle marines x10 with champion and power fist
Dreadnaught with plasma cannon
Defiler x2
Vs
Daemons
Fateweaver
Heralds of tzeentch with chariot + breath + bolt +
MoS+Legion
Fiends of slanesh x5 (2 squads)
Bloodcrushers x4 (instrument, fury, normal, banner)
Plaguebearers x5 (2 squads)
Seekers of Slanesh x5 (no upgrades)
Screamers x 8
Spearhead
Kill points
Roll off: Daemons won but decide to let
CSM go first. Daemons get perferred wave with Fateweaver + one squad of fiends + bloodcrushers + 1 herald + screamers
Turn 1:
Daemon prince runs a bit and everything just moves around. Dreadnaught gets a 3 on sanity roll.
Nurgle marines and berserker rhinos move up a bit but not really sure of where to go.
Nothing to shoot at so onto the next.
Daemons turn 1:
Fateweaver arrives first and scatters back 11 inches. Fiends scatter side ways 9 inches and barely misses the mountain in the middle. The blood crushers scatter some 6 inches away from fateweaver but makes their dangerous terrain. The herald on chariot scatters into the forest and makes dangerous.
Seekers scatter sideways some 9' from behind the mountain and is in the direct view of the red defiler and friends...
Turn 2 (sorry folks but my camera took a brain dive and there are no more pics after the first turn >.< )
CSM -
Dread gets a 6 and tries to fleet at the screamers but is shy by 3-4 inches. Can't shoot cause of blood rage
The rhinos furthest away move up closer 12' to get into the screamers next turn.
Black defiler shuffles a bit forward and daemon prince flies up closer to fateweaver but is out of range of assault.
Red defiler shoots the battle cannon but scatters and hits 4 of the 8 screamers. The screamers make all their invul tests
Black defiler shoots at the blood crushers and hits dead on but with fateweaver rerolls, only take 1 wound out of 4.
Daemons -
Reserves - nothing shows up.
blood crushers get about 8' after move and runs through difficult.
screamers move up and performs a multi-assault on the dread + rhino that moved 12' (not the best idea)
Herald makes dangerous (jetbike in forest) and moves up and shoots bolt at the black defiler but misses. Then 3 shots of gaze does nothing to the prince
Fateweaver moves up 12 next to the prince and bolts the defiler which blows up. Then gaze does 1 wound to the prince after saves.
Fiends fleet up and ends up assaults the prince.
The screamers get into it with the dread and rhino. The dread does 2 wounds and I lose one screamer. The rhino gets assigned 2 melta bombs which both fail to hit with no 6's. The dread ends up taking 2 melta bombs after rolls to hit and then gets 2 pens. Immobilize and stunned which is ignored by crazy pilot anyway. The immobilize is kind of useful though.

Screamers consolidate into the dread.
I make a bad gamble here thinking I can probably kill the prince and get a few extra inches from consolidation so I also assault fateweaver + the herald into the prince. Bad rolls aside... I get like 4 total wounds and no rends on the prince from the fiends. (damn toughness 5 and
ws 5, despite 30 dice) which he saves all. Fateweaver and prince swing at eachother and both miss like drunken sailors. The herald gets in his measly hits last and miraculously gets in the one wound during this combat. Prince makes his fearless save. Everything is locked in combat. I must have been drunk or something here but I end up deciding to hit and run out of combat with the prince though I don't really have anywhere I'd really want to go with them so I just spread them out a little to make it so the other rhino of berserkers can't charge fateweaver directly and just hugging the daemon prince so that his remaining defiler can't pie plate me.
Daemons -1 ,
CSM - 0
Turn 3
CSM -
Nurgle marines drive past the screamers and dread combat towards the bigger melee. The berserker rhino far away from the fate v daemon prince fight, get out of their ride to charge the screamers and help out the dread. The 2nd berserkers dismount and get just a few inches from the screen of fiends.
Remaining dreadnaught shoots at the bloodcrushers who are still out in the open but just gets one wound. The zerkers pistol shoots the fiends and kill one model. Rhinos shoot bolters and do another 1 wound to a fiend model.
Assault ! - berserker + dread vs 6 screamers.... ya... 20 total wounds into the screamers leaves 3 wounds each with some taking 4. Amazingly enough 2 of them survive to hit the dreadnaught. Both get through and get 2 pens. They get another immobilize and a shaken. The immobilize gets converted to a weapon destroyed that sees the plasma cannon destroyed. The remaining screamers then dies to no retreat saves. Berserkers then consolidate towards the big melee. Dread is left lonely facing the edge of the table.
The big combat sees the berserkers mutli-charge the herald and the remaining fiends. Fateweaver is screened off so just gets the daemon prince swinging at him. Berserkers beat up the fiends pretty good and just 2 survive. The herald takes 3 wounds even after rerolls from fateweaver. The prince's sword bounces off fateweaver's 3++ and daemons loose by 2. (like 2 zerkers died, one rend). Fiends correctly this time leaves combat successfully. Everyone else is stuck together.
Daemons 1
KP,
CSM - 1
KP
Daemons turn 3
Reserves - arriving = 1 plaguebearers + 2nd herald + seekers. 2nd Fiends fail to show.
Plague just gets dumped into the far corner away from anything and runs into cover to hide for the rest of the game
Herald arrives dead on in front of the dread/rhinos
Seekers deepstrike mishaps into a rhino and is destroyed
Blood crushers move up and that's it for movements. Fiends move+fleet around to make some space for the crushers to assault in.
Shooting has the herald bolt and blow up the battle cannon on the defiler and wreck an empty rhino with gaze. fateweaver failing to turn the zerker champion into a spawn. And we go into another wiff fest!
Crushers join the fateweaver + prince + herald + zerker combat + 2 fiends
After all the rolling is done, the blood crushers kill the prince like 2x over. Fateweaver survives all of the prince's wounds. Fiends take down another 3 berserkers. Berserkers do some 3 unsaved wounds to crushers but only kill the instrument crusher after allocation tricks. zerkers stay locked in after passing no-retreat. Herald of course does nothing useful but is down to 1 wound I think at this time.
Daemons - 3kp,
CSM - 2 (they get the seekers deaths I think right?).
Turn 4
CSM
Plaguemarines get out and ultimately charge the bloodcrushers. The red defiler charges into the big combat straight into the wounded herald. The berserkers that killed the screamers also pile into the now huge melee.
Suriving rhinos dump 1 wound onto the herald after saves with havoc launcher and bolters. We get into an argument here and decide to just let the plasma cannon shoot at the herald anyway, direct hit, but invulv makes the save.
Now the assault consists of:
Fate + 3 crushers + herald with 1 wound + 2 fiends vs 3 remaining berserkers + squad of 10 furiously charging berserkers + plaguemarines with power fist + defiler with a busted battle cannon.
( I totally should have deep struck the seekers onto the banner still alive in there but oh well hind sight etc etc...)
Anyways.... - new zerkers and plague bounce off/wiff with the bloodcrushers for the most part though still manages to kill 2 wounded models. Now just the one with fury is left alive. Before dying, the crushers take down 2 plaguemarines (go go power weapons) The fiends do 2 unsaved wounds to the 3 berserker squad. the champion bounced off fateweaver. Fateweaver eats the remaining champion. The defiler kills the herald who had 1 wound left. Daemons win combat with 5 to 3 and 1 more plaguemarine dies despite
FNP. Fiends hit and run out of there.
Daemons - 5kp,
CSM - 3
Turn 4 Daemons
Reserves - Fiend + plague arrives.
Fiends arrive just a bit behind the big melee and will get in by turn 5. The plaguebeares decided to get in there as well and arrives near the fiends after scatter + runs.
The surviving herald then moves to rear armor a rhino and out of the fire arc of the immobilized dread.
Shooting - herald pop's another rhino with bolt and then dinks off the dread with gaze.
Assault! - Fateweaver + 1 crusher + 7 plaguemarines + some 6 berserkers + defiler and the 2 surviving fiends get in a charge on the defiler.
The unholy might fiend gets in a pen but fails to do anything to the defiler. The normal fiend gets in a single rend and manages to explode the thing that blows up 6 inches lolol. (rolled 6 to hit, 6 to rend + 5 for the D3 + 6 for the explosion

)
Explosion manages to kill the wounded fiend (just the unholy might one left) kill 1 zerker + 1 plagumarine after
FNP. fatweaver shurgged it off and did nothing to the surviving crusher after rerolls.
Zerkers once again bounce off the fatweaver after rerolling and crusher luckily gets a 5 and 6 on the power fist invul after rerolling. 3+ armor prevented other hits. We had a hard time working out the combat results and were kind of tired so we just decided that it was a tie somehow.
After the dust settles - fateweaver (still unhurt) + 1 crusher with 1 wound. 1 fiend with 1 wound + 5 plaguemarine and powerfist, + 4 zerkers with the champion still locked in combat partially inside a crater
lol.
Daemons - 7kp,
CSM - 3kp
With just an immobile dread + 9 infantry left facing a charge by a fresh squad of 5 fiends + 5 plaguebeares and still locked in combat with fateweaver + crusher+fiend. The
CSM concedes.
Just for fun, I roll to see what would have happened and the free herald would eventually kill the dread. The fiends would kill amost all of the plaguemarines. The surviving fiend would have killed 2 of the berserkers, fate would have killed another 1. and the whole mess would likely have been a table if we went to turn 6/7.
CSM would have ended with another 2
KP if they focused on fiend and crusher but not enough to tie.
********
Lord Trottle puts down this latest comminque from his way stations. At the rate of the daemon victories, it would seem that the warp will soon unite behind a singular power. His next goal must be to throw as much opposition into the path of the daemonic forces least the sector face crippling corruption and suffer further need for exterminatus. He was not even sure if the Doom Warriors were able to restock their virus torpedos since the last fiasco with "The Emperor's Tears."
Time to call in some favors with the Ordo Xenos....