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In a battle between 2 similar armies, who shall emerge triumphant?
Necrons are on a roll. They will take it.
Draw. Both armies have enough resiliency to counter each other.
Daemons, because they hit harder and can immediately target necron troops.

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San Jose, CA

This will be my last test game before I go on vacation. I've tweaked my Wraithwing/tremorcron list slightly since my last battle (battle report here) as I've acquired another annihilation barge since then. You can kind of say that my list has gotten a little bit better since then. The opponent? My Fiendweaver daemons. Except for a recent 1K tournament and not counting the Apoc games, I haven't ran my daemons in a normal game since....well, it's been a while.

So it's going to be matchup between 2 very similar armies. Who's got more mobility? The very fast necrons or the deepstriking daemons? Who's more hard-hitting in combat? Fiends and crushers or wraiths and Overlords? Who's got the worst shooting? Bolt horrors or warriors with a couple of annihilation barges? And finally, which army will overload the other with more threats? Find out in this report.....


-------------------------------------------------------------------


2000 Wraithwing Necrons vs Fiendweaver Daemons


2K Necrons

Necron Overlord - Mindshackle Scarabs, Phase Shifter, Warscythe, Weave
Catacomb Command Barge
3x Cryptek - 1x Eldritch Lance w/1x Solar Pulse, 2x Tremorstaves

Necron Overlord - Mindshackle Scarabs, Warscythe, Weave
Catacomb Command Barge

C'tan - Swarm of Spirit Dust, Writhing Worldscape

5x Warriors
5x Warriors
5x Warriors

6x Canoptek Wraiths - 4x Whip Coils, 1x Particle Caster
6x Canoptek Wraiths - 4x Whip Coils, 1x Particle Caster
6x Canoptek Wraiths - 4x Whip Coils

Annihilation Barge
Annihilation Barge

2000


2K Daemons

Fateweaver
Masque
Tzeentch Herald - Bolt, Chariot

6x Bloodcrushers - Icon, Instrument
6x Fiends - Might
6x Fiends - Might

6x Pink Horrors - Bolt, Changeling
5x Pink Horrors - Bolt
5x Pink Horrors - Bolt
5x Pink Horrors - Bolt
5x Plaguebearers

Soulgrinder - Phlegm
Soulgrinder - Phlegm

2000


-------------------------------------------------------------------


Mission: Seize Ground - 5 Objectives

Deployment: Spearhead

Initiative: Necrons


-------------------------------------------------------------------



Some people have been complaining about my terrain recently. So this photo is to show that, yes, I will be using 25% terrain.


Map of the terrain.

Now I will be playing the large grey hill as impassable. The 3-tower-terrain is partially impassable. The 3 hills are clear, but to go up and down will be difficult. The rest are area terrain.


Finally, the objectives.


-------------------------------------------------------------------


Coming up next....Pre-game Analysis....

This message was edited 4 times. Last update was at 2012/05/18 10:57:43



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LOL, that about the terrain is a good one...

I'm sure necrons will win this no sweat at all, the only problem is bloodcrushers

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And we shall do so again.

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Look forward to this. I have been very much enjoying your wraitwing batreps, so much so that i have been inspired to build a similar Necron force. It is good to see them attempt to take on a non-power armor force. If you take requests, i would love to see this force fight a guard army, or a Dark Eldar force.

keep up the great work, and have a great Vacation!

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Valek wrote:I'm sure necrons will win this no sweat at all, the only problem is bloodcrushers


I think the real problem will be the Fiends for the following reasons:

-They are faster than the Wraiths - and can avoid the Annihiliation Barges
-They excel at killing MEQ by piling wounds on them
-They can Hit and Run out of combat to break into the weak warrior squads in the back

A single wraith squad can do a lot of damage to them but once they start towards the backfield warriors the Wraiths are not going to catch them in time.

I have actually started to move away from using Soul Grinders - although I am still a proponent of them over Daemon Princes - instead taking a large unit of Seekers and one Assault oriented troop (usually Daemonettes).

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Ohh, fancy. I'm not a huge fan of the daemons list, but you have most likely played them more times than I have. I feel you should always have Skulltaker if fielding bloodcrushers.

But this should be a good game. Both armies have a similar feel.


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Dps > grinders for weaver lists imo.

Lookin forward to this one tho

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This time I think Daemons will win. Deep striking Daemons can/will cause problems for Necron troops arriving in their deployment zone. Also mass flame templates from the pink horrors will imo really threaten the survivability of the Wraiths as long as they spread out as not to get multi assaulted.

So I was wrong about the pink horrors with templates. I thought they did because one I dont play daemons often and two when I last played them apparently my opponent was proxying flamers with them. Is there a HQ that makes flamers a troop choice? Otherwise I got played.

This message was edited 1 time. Last update was at 2012/05/16 23:14:16


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Soul Grinders provide more shooting for a daemon army than a prince. They are very fast and can be much more lethal in melee.

I don't think horrors have access to templates.

This message was edited 1 time. Last update was at 2012/05/16 20:26:06


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Coming from a small gaming group of around 6, I know little about daemons, so this one should be educational for me

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Budda 09 wrote:Coming from a small gaming group of around 6, I know little about daemons, so this one should be educational for me


You should check out some of Zid's reports, he has a number of very good Daemon ones.

Also, I agree that DP are better with Fate than Grinders in most cases, but if you can get that grinder behind terrain and within the 6" Fateweaver bubble they are very resilient. Also, against this army, so long as you avoid the Lords, the 36" range and ability to ID Wraiths is pretty awesome.

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-------------------------------------------------------------------


PRE-GAME ANALYSIS:

Necrons:
I think the necrons have got a huge advantage here. They are going first. They are highly mobile. They can just spread out and make it hard for daemons to land safely. Combined with the amount of area terrain here made doubly-dangerous to deepstrikers from Writhing Worldscape and I think daemons will have a hard time arriving onto the board unscathed. By the ways, for those unfamiliar with daemons, they have to start the game by deepstriking half of their units on their Turn 1. They cannot deploy normally like other armies.

If wraiths can get the charge off of the fiends of Slaanesh, then they will absolutely wreck house unless the fiends are protected by Fateweaver. Even then, I think the wraiths will triumph over the fiends in a war of attrition. They (wraiths) will not be able to take down the bloodcrushers, especially under to protective aura of Fateweaver, unless they gang up on them and even then, they'll probably be stuck in combat for a while. Overlords in command barges will go after the soulgrinders or help to tarpit the fiends and crushers. My C'tan, I don't really expect him to do much this game. However, I think the tremor-teks will play a big part in this battle. If they can slow down the fiends with their tremorstaves, I think that may tip the game towards the crons if it is close. Finally, I expect the annihilation barges to do well here.

Writhing Worldscape will also play a huge role here. None of the daemonic assault units have assault grenades. Putting them in difficult/dangerous terrain means that they will strike last in assault when they charge. That could mean the difference between a bunch of dead wraiths or a bunch of dead fiends.

Necrons need to deal with the fiends of Slaanesh. They are IMO the daemon's most dangerous units with their mobility. If a unit of fiends can get past the wraiths, then they will wreck house and utterly destroy any warriors they hit with their 24" threat range. Necrons must not let that happen.

I think the game for necrons will come down to who gets the charges off first. If the crons get the charge off, especially if they can gang up on their target, then there's a good chance for a necron victory. It they can also force some mishaps as well, then you may well see another dominating performance by the crons.


Daemons:
Don't count out daemons against any foe. If their gears are clicking, then they are damn tough to beat. That means that they get their preferred wave coming in (daemons have to split their army in half and then roll to see which half comes in on Turn 1), most of the units come in without mishapping and most of their units can get within Fateweaver's 6" bubble of protection when they come in (at least this last part wouldn't hurt as much since the crons do not have much shooting). Also, they need their reserves to come in early and not trickle in. With a well-constructed daemon army, it's usually the daemons who beat themselves in the games that they do lose.

Daemons are very, very resilient if they can get within 6" of Fateweaver (he allows them to re-roll all saves). Unfortunately, it's going to be hard for necrons to stop them from doing so with hardly any shooting. What's most dangerous, however, is that daemons will be ready for any necron assault with a counter-assault of their own unless the crons can tie up all dangerous units at once.

Daemons also have a more subtle advantage....better mobility for their troops. Necron troops are rather limited in where they can go without exposing them to unnecessary risk. Daemons can drop their troops just about anywhere on the board, and they can drop them with guns ablazing. Pink horror shooting will actually hurt necron warriors out of cover. And if they die afterwards, who cares? They just return back to the Warp. It is due to this mobility advantage of their troops why I think daemons may have a slight advantage in Seize Ground missions. With a lack of shooting, daemons don't really have to worry too much about their troops getting shot down and I think that wraiths will be too "preoccupied" to deal with the daemon troops when they come in.

The game for daemons will come down to getting their preferred wave in successfully and without major incident (i.e. mishaps). Actually, reserves won't really matter all that much since I tend to overload my waves, putting all my heavy-hitters in one half, so whether they trickle in or not probably won't affect the daemons all that much (assuming they get their preferred wave coming in on Turn 1). Then, it's a matter of whether their fiends can survive or not. If necrons kill them early, it'll be a tough game for the daemons. If not, then I think daemons have a chance.


--------------------------------------------------------------


Deployment:

Spoiler:

Necron deployment. They reserve the unit of warriors with lance-tek.

Daemons deploy nothing. Half of their army will be coming in on Turn 1 via Daemonic Assault.

Daemons try to seize but fail.



--------------------------------------------------------------


Necrons 1

Spoiler:

Necron move and then run to spread out. I'm going to make it as hard as possible for daemons to come in safely.

No enemies to shoot or assault.



Daemons 1

Spoiler:
For their primary wave, daemons choose:

Fateweaver
Masque
Bloodcrushers
Fiends
Fiends
Soulgrinder
Soulgrinder


Not only do the Chaos Gods answer their prayers, but they do so with unholy zeal. Almost every unit lands on target. Only the bloodcrushers and Fateweaver scatter, and then they do so minimally (though the crushers almost end up on top of the command barge).


1 crusher lands dead-on to the left.


The other scatters onto terrain in the upper-right corner, though it doesn't immobilize itself.


They then spread out, making sure to get within 6" of Fateweaver.


The Masque then pavanes 1 unit of wraiths. Fortunately for the crons, they are only moved 1". The soulgrinder then spits on them....


....and insta-kills 2 wraiths.


The other grinder drops a large blast and also kills 2 wraiths from another unit.



Necrons 2

Spoiler:

Overview of the top of Turn 2.


Necrons have somewhat of a dilemma here. The wraiths can't get to any of the fiends due to screening bloodcrushers and the impassable terrain. Now I can either go assault the crushers, which I think will be out of Fateweaver's bubble of re-rolls once they pile in, or I can back up and avoid them.

I decide to go balls-to-the-walls suicidal and move towards the crushers.

The command barge surflord sweeps the fiends but thanks to Fateweaver, they pass their saves. The Overlord then disembarks.


Wraiths go after the soulgrinder. The other surflord moves flat-out towards the same grinder. Annihilation barge advances.


I decide that I need to rid myself of those grinders and move the wraiths towards it. There's a possibility I may lose my wraiths next turn to his fiend's counter-charge, but that is a risk I am willing to take.


The rest of the crons move.


Annihilation barge fires at the Masque and rolls 3 6's for a total of 11 hits. I then wound her 9 times. She makes every single save....


The other annihilation barge puts 2W on the fiends. Tremor-teks then try to put them in difficult terrain, but both shots scatter into the bloodcrushers.


Overlord assaults Fateweaver. I won't be able to kill him. That is not my plan anyhow. My plan is to lock him in place so that he cannot move. This way, when the rest of the army advances, they will have to move outside of his 6" protection.

Mindshackle goes off, but as predicted, I fail to hurt Fateweaver after his re-rolls.


Wraiths assault the grinder and does nothing to it. In return, the grinder fails to kill any wraiths.


Left wraiths assault their soulgrinder....


....and smash it to pieces.


Finally, the middle wraiths assault the crushers.


Crons actually win combat 3-2. Crushers make their No Retreat save.



Daemons 2

Spoiler:

Tzeentch Herald and the Changeling's unit comes in. They drop in by the necron objective.


Fiends move.


Herald and pink horrors focus on my warrior unit, shooting down 3.


2 then get back up.


Fiends fleet. This may hurt.


The Masque uses Pavane to push back the left wraiths 6". They are now out of assault range next turn.


Fiends then multi-assault the Overlord and command barge. Mindshackle fails to go off this time (fiends pass their LD test).


They only do 1W of damage to the Overlord, who then passes morale.


The fiends make the assault but had to go through dangerous terrain to reach the closest wraith model.


Fiends take 1W to dangerous terrain. Wraiths then kill off 2 fiends and puts 1W on a 3rd. They also rip off one of the DCCW's from the grinder. In return, the grinder flattens 2 wraiths to the ground and the fiends kill another 1 wraith. I make a mistake here. It should have been a tied combat, but I forget to include the weapon destroyed into combat resolution. Thus, daemons win combat 6-5, but the remaining wraith makes its No Retreat save.


Finally, the combat between the wraiths and crushers does not go well for the wraiths. Wraiths only kill off 1 of the wounded crushers and then lose 3 of their own after combat and No Retreat saves.



Necrons 3

Spoiler:

Overview of the top of Turn 3.


The lance-tek's warriors come in from reserves.


Focus-fire by the 2 warrior units take down 6 horrors, including the bolt and the Changeling as it fails to deflect the shots.

Then, both annihilation barges focuses on the Herald and do 4W of damage to it, reducing it to just 1W left.


Fiends and grinder then finish off the lone wraith.


Crushers kill 2 more wraiths and take no damage in return. No Retreat puts another 1W on the remaining wraith.


Finally, the fiends wipe out the Overlord with a lot of attacks. The Overlord does not get back up.

Rough turn for the necrons. Only 5 wraiths left.



Daemons 3

Spoiler:

Plaguebearers land off the the bloodcrusher icon onto their own objective.


One more unit of horrors come in and they almost scatter off the board. Instead, now they have a good shot at the warriors without any cover from their AP4 shooting.


Lone horror moves behind the hill and out of sight from the other warriors.


Fateweaver and fiends advance towards the last unit of wraiths.


The other fiends and grinder advance as well. This is not looking good for the necron troops.


Fateweaver changes the C'tan shard into a chaos spawn!!!


Fiends then fleet. They are in striking distance.


Fortunately for the crons, pink horror shooting at the warriors out in the open without any cover only drops 1 warrior....


....who then just picks himself up off the ground.


However, that will be the only break the crons will get this turn. Fiends charge wraiths....


....and massacres them completely, losing only 1 fiend in the process!


The crushers finish off the very last wraith.


Both units then consolidate forwards.


Finally, the other unit of fiends multi-charge both the annihilation barge and warriors. They did so to avoid charging into terrain (what would have happened had they charged only the warriors).


They blow up the barge, but miraculously, warriors survive with only 2 casualties. They then fight back and actually kill a fiend!


Then both warriors get back up!!!



Necrons 4

Spoiler:

Overview of the top of Turn 4.


Overlord sweeps the fiends. He fails to hit any. Necron vehicles then move around.


Warriors get ready to finish off the horrors and Herald.

They then rapid-fire. When all is said and done, the Herald is still alive and the horrors didn't even lose 1 model!!!


Annihilation barge shoots at the fiends, who happen to be within range of Fateweaver's bubble. They lose 1 fiend.


The Overlord then assaults. Fiend passes its Mindshackle test.


Overlord still kills 1 fiend and another takes 1W due to No Retreat.


Finally, the other unit of fiends wipe out the warriors.


However, the tremor-tek gets back up.



Daemons 4

Spoiler:

One more unit of pink horrors come in, landing behind the command barge.


Daemons advance.


Horrors and Herald prepare to give the warriors a lesson in shooting.


Grinder goes after the lone tremor-tek. Fiends go after the other unit of warriors.


Warriors are mowed down by daemonic fire. Lance-tek does not get back up.


Fateweaver fires daemonic gaze on the lone cryptek. This time, he stays down. Kairos also bolts the command barge but fails to penetrate its quantum shielding.


Crushers and Kairos (Fateweaver) then assault the command barge. The chaos spawn assaults the Overlord.


And the fiends assault the last unit of necron troops.


Fiends do 2W to the Overlord, who also does 2W to the chaos spawn for a tied combat.


The command barge loses its weapon and is stunned by the furious assault.


Finally, the fiends wipe out the necron troops.

Necrons can no longer win as they have no troops left.



Necrons 5

Spoiler:
Necrons attempt against all odds to force a draw. It is an attempt that will be in vain.


Command barge moves flat-out to contest an objective.


The annihilation barge goes to contest another objective and trains its gun on the fiends.


It then zaps the fiends and wipes them all out.


Because the other command barge is stunned and didn't move, crushers and Fateweaver auto-hit and explode it.


Fiends finish off the Overlord, who doesn't get back up.



Daemons 5

Spoiler:

The last unit of daemon troops come in off of the crusher icon and land next to the center objective.

Now it is game over.




It lives!




Plaguebearers claim this objective with the help of the crushers.


Game ends as necrons concede.





Daemons have got 3 objectives.


And necrons will be tabled next turn.





Victory to the Daemonic Horde!!!


This message was edited 4 times. Last update was at 2012/05/18 10:50:42



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One note on the terrain. I do not think the Tremor staff influences movement outside the movement phase, referring to this comment.

jy2 wrote:
Putting them in difficult/dangerous terrain means that they will strike last in assault when they charge.


I think your analysis otherwise is spot on for both armies.

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I never really liked FateCrusher. I am hoping you take them to the bank.

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British Columbia

Looking forward to this one. I'm a fan of your reports and this looks to be a good match-up.

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San Jose, CA


Hey, so far 1 vote for daemons. Calypso?....


Valek wrote:LOL, that about the terrain is a good one...

I'm sure necrons will win this no sweat at all, the only problem is bloodcrushers

I actually ordered a couple of new terrain, but they didn't make it in time for this battle.

As a necron player, I'm honestly not too concerned about the crushers. They've got power weapon attacks, but almost all my fast units have 3++ saves. But the main thing is that crushers are slow. What concerns me more are the fiends.


HiveFleet wrote:Look forward to this. I have been very much enjoying your wraitwing batreps, so much so that i have been inspired to build a similar Necron force. It is good to see them attempt to take on a non-power armor force. If you take requests, i would love to see this force fight a guard army, or a Dark Eldar force.

keep up the great work, and have a great Vacation!

Thanks. I have plans for a battle against Guards coming up after my vaca. I've played against enough assault-based armies lately. Now, gotta try them out against more shooty armies. As for DE, I'll try to get a game in against either Frankie's DE or TWC space wolves the next time I go to Frontline Gaming.


calypso2ts wrote:
Valek wrote:I'm sure necrons will win this no sweat at all, the only problem is bloodcrushers


I think the real problem will be the Fiends for the following reasons:

-They are faster than the Wraiths - and can avoid the Annihiliation Barges
-They excel at killing MEQ by piling wounds on them
-They can Hit and Run out of combat to break into the weak warrior squads in the back

A single wraith squad can do a lot of damage to them but once they start towards the backfield warriors the Wraiths are not going to catch them in time.

I have actually started to move away from using Soul Grinders - although I am still a proponent of them over Daemon Princes - instead taking a large unit of Seekers and one Assault oriented troop (usually Daemonettes).

Spoken from a true daemon player.

Eventually, I will probably follow your lead with regards to not taking heavy supports. Seems like speed is where it's at. I started off running 3 daemon princes. Now, I'm running 2 grinders because I like the combo of Masque+soulgrinder phlegm. Probably the next time I play daemons again, it'll be 20 seekers and 10 flesh hounds perhaps.


Dok wrote:Ohh, fancy. I'm not a huge fan of the daemons list, but you have most likely played them more times than I have. I feel you should always have Skulltaker if fielding bloodcrushers.

But this should be a good game. Both armies have a similar feel.

Daemons just have such a variety of builds. This one is a little newer for me. I used to run 2 crushers, 1 fiend and 2-3 DP's in my fatecrusher list. Now I run more fiends and am trying out grinders in my fiendweaver list. I'm meh on Skullcrusher. He'll kill tyranids, that's for sure. But against a lot of the other competitive non-combat-based builds, he is meh.


Zid wrote:Dps > grinders for weaver lists imo.

Lookin forward to this one tho

Yeah, used to run a lot of DP's. They're still good, but I kind of like grinders now. They're so big and scary.


whitespirit wrote:This time I think Daemons will win. Deep striking Daemons can/will cause problems for Necron troops arriving in their deployment zone. Also mass flame templates from the pink horrors will imo really threaten the survivability of the Wraiths as long as they spread out as not to get multi assaulted.

So I was wrong about the pink horrors with templates. I thought they did because one I dont play daemons often and two when I last played them apparently my opponent was proxying flamers with them. Is there a HQ that makes flamers a troop choice? Otherwise I got played.

Good analysis. And you got played, though I'd like to give my opponent the benefit of the doubt. Maybe he's kind of new and got his rules mixed up.



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Thanks jy2 for being responsible for the classic dreamweaver song entering my brain for the night after reading your title


Automatically Appended Next Post:
also, don't fret about your terrain honestly I think the only reason people spoke up was do to the small hill being central last time.

This message was edited 2 times. Last update was at 2012/05/17 02:34:56


   
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jy2 wrote:
Hey, so far 1 vote for daemons. Calypso?....



Actually I cannot take credit, I forgot to vote after my post, but I think the Daemons will take this. They break a lot of the normal rules to the game, and their bane is really massed small arms fire.

I actually like the Masque more to pull units out of terrain for Fiends, or to promote multiassaults than for the Template hits - although that works as well. It is too bad you do not use scarabs, those guys are awesome for forcing fearless wounds on wraiths (even better when your Unholy Might fiend gets to punch scarabs!).

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-666- wrote:Soul Grinders provide more shooting for a daemon army than a prince. They are very fast and can be much more lethal in melee.

I don't think horrors have access to templates.

Soulgrinders are actually great IMO. The reason why people don't take them as much is because 1) they are not as easily buffed up by Fateweaver as daemon princes and 2) the proliferation of meltas in the meta-game.

But with the other threats in the army, grinders have a decent chance of surviving melta weaponry unless they come from drop pods. In the case of missile-spam armies, grinders can actually soak up a lot of firepower that would otherwise hurt the army.

This is what I tell others about soulgrinders. They are everything necron vehicles strive to be. Quantum Shield and Ever Living can't hold a candle to the walker that is the soulgrinder.


Budda 09 wrote:Coming from a small gaming group of around 6, I know little about daemons, so this one should be educational for me

Then you will learn a lot this game....hopefully. One of the goals with my reports, besides to entertain, is to inform.


calypso2ts wrote:
Budda 09 wrote:Coming from a small gaming group of around 6, I know little about daemons, so this one should be educational for me


You should check out some of Zid's reports, he has a number of very good Daemon ones.

Also, I agree that DP are better with Fate than Grinders in most cases, but if you can get that grinder behind terrain and within the 6" Fateweaver bubble they are very resilient. Also, against this army, so long as you avoid the Lords, the 36" range and ability to ID Wraiths is pretty awesome.

In case you want a link - http://www.dakkadakka.com/dakkaforum/posts/list/387992.page

Enjoy!


calypso2ts wrote:One note on the terrain. I do not think the Tremor staff influences movement outside the movement phase, referring to this comment.

jy2 wrote:
Putting them in difficult/dangerous terrain means that they will strike last in assault when they charge.


I think your analysis otherwise is spot on for both armies.

You are absolutely correct.

I was getting ahead of myself. Put them in dangerous terrain in the Movement phase. Then in assault, make them go through terrain to assault you.


-666- wrote:I never really liked FateCrusher. I am hoping you take them to the bank.

tetsuo666 wrote:Necron will crush deamons with ease

I do think the crons have got the advantage.


Eldarain wrote:Looking forward to this one. I'm a fan of your reports and this looks to be a good match-up.

Yeah, I think it's a good matchup as well. They're both very similar armies in terms of play-style. However, daemons can really get boned by the dice. If you reduce the amount of area for them to safely land, then mishaps could really make this a one-sided game.

This message was edited 1 time. Last update was at 2012/05/17 05:45:21



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Despite the necron advantages, I still gotta vote for daemons. Your list is very similar to mine JY2.

I run fate + crushers + fiends x2 squads, cept instead of masqe, I throw down two shooty tzeentch heralds with bolt and breath though I've been debating if I want to keep breath or not and I use princes instead of grinders but that's just a personal perference thing.

I'll probably try mech daemons in their next codex if we end up getting butcher cannon decimators and blight drones like IA suggests for elites/FA slots. Then I'll have to go invest in some grinders.
Mechfate? or Fatemech?

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Los Angeles, CA

jy2 wrote:Daemons just have such a variety of builds. This one is a little newer for me. I used to run 2 crushers, 1 fiend and 2-3 DP's in my fatecrusher list. Now I run more fiends and am trying out grinders in my fiendweaver list. I'm meh on Skullcrusher. He'll kill tyranids, that's for sure. But against a lot of the other competitive non-combat-based builds, he is meh.


Well, he'll kill tyranids, is awesome against grey knights, adds another wound group, and will give your crushers a chance if they get tarpitted by a dread. But you are right, there are a lot of ways to go with daemons. So there's not really any single right way.

This message was edited 1 time. Last update was at 2012/05/17 17:09:28



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Dok wrote:
jy2 wrote:Daemons just have such a variety of builds. This one is a little newer for me. I used to run 2 crushers, 1 fiend and 2-3 DP's in my fatecrusher list. Now I run more fiends and am trying out grinders in my fiendweaver list. I'm meh on Skullcrusher. He'll kill tyranids, that's for sure. But against a lot of the other competitive non-combat-based builds, he is meh.


Well, he'll kill tyranids, is awesome against grey knights, adds another wound group, and will give your crushers a chance if they get tarpitted by a dread. But you are right, there are a lot of ways to go with daemons. So there's not really any single right way.


Skulltaker sucks against dreads as much as any crusher as his ability only rends on 4 plus against infantry.

I'm a huge bloodthirster fan; if he lives first turn against gk, he will plow through whatever he wants. Necrons also have issues as wraiths need 5s to hit, 4s to wound, and for each wound he does the thirster instagibs a wraith.


Automatically Appended Next Post:
@jy2 and calypso: thanks for the wink with my reps! Glad someones reading em.

This message was edited 1 time. Last update was at 2012/05/17 19:01:22


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@jy2 and calypso: thanks for the wink with my reps! Glad someones reading em.


I read a bunch of them too

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sudojoe wrote:
@jy2 and calypso: thanks for the wink with my reps! Glad someones reading em.


I read a bunch of them too


Yay I'm loved <3

Lol

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jy2 wrote:Writhing Worldscape will also play a huge role here. None of the daemonic assault units have assault grenades. Putting them in difficult/dangerous terrain means that they will strike last in assault when they charge. That could mean the difference between a bunch of dead wraiths or a bunch of dead fiends.


You know that the tremor staves only work during the movement phase, right? Pardon me if I'm misinterpreting.
Looking forward to seeing how the match goes. I voted draw, just because so many seem to end that way.


 
   
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Battle report completed.


Sorry, don't have time to respond right now as I am off to vacation. Will try to respond when I have time.


Coming up when I get back....


1850 Wraithwing vs Janthkin's Unorthodox Imperial Guards!





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Brilliant battle report! Daemons were not as bad as I thought! very informative Have a great vacation!

I'll keep an eye out for your next report

This message was edited 2 times. Last update was at 2012/05/18 12:18:43


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Great rep, this is one reason I'm moving more to shootycronz. Dedicated assault armies can make a total mockery of wraiths without sufficient softening up. Loved the rep!

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Very well written and informative. The game was really decided when the Daemons managed to 1: Get their preferred wave, 2: land the Crushers as a screen, 3: not mishap!

Those were some pretty daring deep strikes to start with - especially with impassible terrain nearby. Love the Masque showing the Wraiths how to make 3++ saves

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