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Made in us
Fixture of Dakka





San Jose, CA

This is a more casual game with an army that I am trying out for only the 2nd time ever. It is my new, Herald-Hammer Chaos Daemons and I consider it my casual Daemons army. But make no mistake, even my casual armies can be very strong. The only requirement in my "casual" lists is to minimize the spam so that I can try out more different units. In my first game with them, I crushed an Eldar player. Then again, at the time, eldar was fairly new for my opponent as well. My Herald-Hammer Daemons is a very fast and synergistic army. It has the capability to surprise a lot of opponents if they are not suspecting. However, as with most Daemon armies, it is not really a balanced build as well. Then again, they're daemons so how balanced can you expect them to be? They will always be bad at shooting and bad at taking on flyer armies.

So for my very 2nd game, I get matched up with exactly that - a flyer army. My opponent for the game, Bill (aka Panzer1944 here on dakka), is someone whom I've seen here at my LGS but never played against before. Going into the game, I am of the opinion that he is more of a casual gamer than a competitive one, but we shall see. His army is the type that will tear apart another MEQ army or mech army. However, just as my army isn't designed to fight flyers, I suspect that his army isn't really designed to fight daemons and their shenanigans. But we shall soon see.


1850 Herald-Hammer Daemons vs IG Air Cavalry


1850 Daemons

Fateweaver

Herald - Khorne, Juggernaut, Locus of Fury, Lesser Gift (Axe of Khorne)
Herald - Slaanesh, Steed, Lvl 2 Psyker, Locus of Grace, Greater Gift (Greater Etherblade)
Herald - Tzeentch, Disc, Lvl 3 Psyker, Locus of Conjuration, Exalted Gift (Grimoire of True Names)
Herald - Tzeentch, Disc, Lvl 3 Psyker, Exalted Gift (Portaglyph)

11x Pink Horrors
11x Pink Horrors
10x Pink Horrors

16x Flesh Hounds
17x Seekers of Slaanesh - Hearseeker
8x Screamers of Tzeentch


1850 Imperial Guards

This is an approximation of his list going off my memory.

Company Command Squad - Astropath, 2x Plasmas, Chimera

Platoon Command Squad - 2x Meltas
Infantry Squad - Lascannon, Commissar
Infantry Squad - Lascannon
Infantry Squad - Lascannon

Platoon Command Squad - 2x Meltas
Infantry Squad - Lascannon, Commissar
Infantry Squad - Lascannon
Infantry Squad - Lascannon

Platoon Command Squad
Infantry Squad - Lascannon
Infantry Squad - Lascannon
Infantry Squad - Lascannon

2x Vendettas
2x Vendettas
2x Vendettas

Plasmacutioner - Plasma Cannon Sponsoons


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


Mission: Crusade - 4x Objectives


Deployment: Dawn of War


Initiative: Imperial Guards


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


PRE-GAME THOUGHTS:

I look at my opponent's army and I know that he's going to have a tough time against my army. If I were running FMC-spam daemons, this may actually be a tough matchup for me. Bill's army excels against the more elite armies, which includes FMC-spam. However, what he will struggle against IMO is a super-fast daemon horde army, especially one that can get into combat by Turn 2. Thus, when his flyers come in, the only thing he will have to shoot at is Fateweaver (who should be hidden initially) and my near-invincible mini-screamerstar.

Flyers are tough for me to handle, but I've got basically 3 ways to deal with them:

1. Herald shooting. Twin-link + Prescience + Perfect Timing +6D6 S6 shots can potentially glance a vendetta to death.

2. Fateweaver shooting his vends in the butt.

3. Assault when he goes into Hover mode.

What may potentially give me problems is his plasmacutioner. For that, I've got mainly assault with my screamerstar. As for his infantry, I'm going to mow them down with any of the Fast Attack units. BTW, my Heralds get Perfect Timing.


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


Deployment:

Spoiler:
It is Night-fight.

Warlord traits:

IG: Useless

Daemons: Re-roll the Warpstorm table


Psychic Powers:

Daemons:

Fateweaver - Precognition + ?, Iron Arm + Hallucination

Slaanesh Herald - Invisibility, Hallucination
Tzeetnch Herald #1 - Prescience, Perfect Timing, Flickering Fire
Tzeetnch Herald #2 - Prescience, Perfect Timing, Flickering Fire


IG deployment. He blobs up his guardsmen and put the 3 PCS into vendettas.


Daemon deployment. I flank my seekers to the left....


....and flesh hounds to the right. Screamers deploy in the center-right behind the LOS-blocking terrain.


Overview of our deployment.


Dogs then scout towards the right.

I make a mistake here and move them out of Prescience range. Should have trailed a couple of dogs to be beneficiaries of my Tzeentch Heralds.

I don't attempt to steal the initiative.




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


Imperial Guards 1

Spoiler:

The middle blob-mob moves. The left one also tries to move but he only rolls 1-2" for their difficult terrain movement.


My opponent has put his CCS in an awful position. He is out of position to give Orders to his other units.


Middle squad, with no units to shoot, runs forwards and onto the objective.


Between the plasmacutioner and his blob shooting, and because of Night-fight giving me 3+ cover, my opponent only manages to kill 3 seekers.


On the other flank, he kills 2 dogs.




Daemons 1

Spoiler:
Fatey casts Precognition. Slaanesh Herald casts Invisibility on the screamers. Screamers use the Grimoire to give the khorne dogs 3++. Basically, that is my psychic strategy for the entire game.

Finally, Tzeentch heralds cast Prescience and Perfect Timing on their own unit. Neither of the other units are in range to benefit from it.


Fatey swoops behind the LOS-blocking terrain. Seekers run behind it as well.


Screamers move 12" and towards the dogs.


Hounds get ready to assault the right mob.


Tzeentchralds blast the middle squad and kill 20+. However, they could only see 13 (so only 13 could die).


Seekers run to get out of LOS.


Dogs make it into assault. Khorne Herald challenges (if not, my opponent would have challenged him anyways).


I kill 20 and he inflicts 1W in return. With Prescience, I could have probably wiped out the unit (maybe).




Imperial Guards 2

Spoiler:

The mighty vendettas come in.


Fortunately for me, they can't see Fatey. Unfortunately for me, I'm probably going to lose a lot of seekers this turn.


I try to block off his plasmacutioner but it just tank shocks the seeker out of the way.


Fire from the guardsmen who could see, the plasmacutioner and the vendettas wipe out 10 seekers for lack of a better target.


1 unit of vendetta has no targets and so just moves flat-out.


2 lone guardsmen - the commissar and a lowly infantryman - survive combat. But more importantly, they tie up my dogs for 1 more turn.




Daemons 2

Spoiler:

1 unit of horrors deepstrikes in and mishaps. My opponent places them in my corner and 1 dies to dangerous terrain.



My other 2 units of horrors walk in from reserves (I declared it) and onto my 2 objectives.


The invisible screamers go after his plasmacutioner.


Seekers go after the middle guardsmen.


Fatey swoops 24" to get into the rear arc of the vendettas.


I'm not sure how I killed 3 guardsmen, but somehow, I do.


He downs 1 vendetta with his shooting. The PCS inside perish in the explosion.


Screamers easily make their assault.

However, even with their Fleet re-roll, the seekers fail to make their assault against the guardsmen.


The tank does not survive.


Finally, the dogs wipe out the right Infantry Platoon Squad.




Imperial Guards 3

Spoiler:

Vendettas go after a Fateweaver buffed with Precognition. They (the vendettas) are still flying.


These vendettas, however, go into Hover mode. They drop off the PCS via Grav Chute Insertion.

After the game, I did some research. I believe my opponent played this wrong. Grav Chute can only be done if the vendetta moves flat-out. But it didn't affected the outcome of the game at all, so no biggie.


Firepower from the vendettas, the PCS and whoever could see from his middle guardsmen wipes out all of my seekers. Only the Slaanesh Herald survives and she has to go-to-ground in order to do so.


Finally, the vendettas, CCS in chimera, chimera and FRF!SRF! from the right (and healthly) infrantry platoon fire at and take off 3W from Fatey. However, he is very much alive and in the air still.




Daemons 3

Spoiler:

Herald suffers Perils while trying to cast one of his powers. However, with the Slaanesh Herald still alive, my screamerstar becomes Invisible once again.


Rather than going in for the kill (i.e. going after his infantrymen), I decide to make a fun game out of this. My goal is to take down as many vendettas as possible. Screamers prepare to charge.


Dogs go after the middle infantry unit.

Fatey vector-strikes the chimera and does 1 HP of damage.


He (Fateweaver) then fires at and blows up another vendetta.


I fire 2 units of horrors at his PCS. 1 unit gets Denied and the other is firing through 4+ cover ruins. Only 2 guardsmen die.


Before....


....and afterwards.


Screamers make the assault. I play it that they only get 1 armourbane attack each.


1 vendetta goes down and the other take some damage.




Imperial Guards 4

Spoiler:

A couple of his vendettas go into Hover mode.

At this point, we're kinda playing for laughs and "Moral Victory".


FRF!SRF! from the mob squad takes out 4 dogs.

Vendettas fail to take out both Fatey and my Herald Slaanesh.




Daemons 4

Spoiler:

The beginning of the end.


I wipe out his PCS.


Fatey shoots down the chimera and assaults his CCS.


Screamers assault a vendetta.


Khorne-dogs assault the blob mob.


They kill off 10....


....and then run the unit down due to a lack of a commissar.

His commander challenges Fateweaver. They then both whiff against each other.


Another vendetta bites the dust.




Imperial Guards 5

Spoiler:

If it is the last thing he does, my opponent is determined to kill off my Slaanesh Herald. His flyer goes into Hover mode.


She doesn't even go-to-ground and she still survives, much to the chagrin of my opponent.

Commander and Fateweaver continue to flail aimlessly in the air at each other.




Daemons 5

Spoiler:

Run, girl, run!


As "incentive" for my opponent, I even split off my Tzeentch Heralds to see if he will "forget" about my Slaanesh Herald.

However, they do move towards the rear of the vendetta.


Shooting by Tzeentchralds take off 1 HP from the vendetta.

Screamers then go to assault his other vendetta.


One more to go. I can do it!


Khorne-dogs charge in. However, miraculously, his commander manages to put 2W on Fatey and even with Precognition, I fail both saves! My opponent gets my Warlord. I do manage to finish off his cohorts.




Imperial Guards 6

Spoiler:

Winning be damned! He's going to get her this time!


I make my save!

His commander issues a challenge to my Khorne Herald. I whiff!




Daemons 6

Spoiler:

This is my last chance to take out his last vendetta, who is going after my last seeker, who survived last turn.


Man, is she fast! She runs 12".


NNOOOOOO!!! His vendetta survives my shooting with just 1 HP left.


Slaanesh Herald to the vendetta, "See ya, wouldn't wanna be ya."


Miracle of miracles! Not only does his Warlord kill off Fateweaver, but he also survives 2 rounds of combat against my Khorne Herald!


Game ends.


I've got 2 objectives, Linebreaker (dogs) and First Blood (PCS in the vendetta that Fatey shot down). My opponent gets my Warlord. Daemons win 8-1.






Total Domination by the Herald-Hammer Daemons!!!



BTW, the IG dead pile:


And the Graveyard of the Fireflies:






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


POST-GAME ANALSYS:



This message was edited 15 times. Last update was at 2013/10/26 04:08:32



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Tunneling Trygon






Too many Vendettas there... Not enough shooting early and a tide of fast moving Daemons murder his infantry and leave the Cavalry awkwardly flying around with few actual targets.


 
   
Made in us
Fixture of Dakka





San Jose, CA

 jifel wrote:
Too many Vendettas there... Not enough shooting early and a tide of fast moving Daemons murder his infantry and leave the Cavalry awkwardly flying around with few actual targets.

That's my thinking as well. However, he will be going first so will get a chance to snipe out some dogs with all his lascannons.

BTW, I didn't get Forewarning in my army.


This message was edited 1 time. Last update was at 2013/10/20 20:32:06



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Made in us
Hoary Long Fang with Lascannon






 jy2 wrote:
 jifel wrote:
Too many Vendettas there... Not enough shooting early and a tide of fast moving Daemons murder his infantry and leave the Cavalry awkwardly flying around with few actual targets.

That's my thinking as well. However, he will be going first so will get a chance to snipe out some dogs with all his lascannons.

BTW, I don't get Forewarning in my army.



I've been fiddling around with almost the exact same Daemons list (I have a squad of Daemonettes is about it). If you have FF, prescience and perfect timing, I think you may surprise yourself with how many Vendettas you can put down (assuming you get behind them)

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OK

Holy mother of Emperor, 6 vendettas!
I do agree though and think that that is WAY too much.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in us
Tunneling Trygon






Honestly he doesn't need to kill them. Put the Grimoire on fateweaver and he has no targets for them. And lasguns won't do enough with all these threats coming in hot.


 
   
Made in us
Fixture of Dakka





San Jose, CA

anonymou5 wrote:
 jy2 wrote:
 jifel wrote:
Too many Vendettas there... Not enough shooting early and a tide of fast moving Daemons murder his infantry and leave the Cavalry awkwardly flying around with few actual targets.

That's my thinking as well. However, he will be going first so will get a chance to snipe out some dogs with all his lascannons.

BTW, I don't get Forewarning in my army.



I've been fiddling around with almost the exact same Daemons list (I have a squad of Daemonettes is about it). If you have FF, prescience and perfect timing, I think you may surprise yourself with how many Vendettas you can put down (assuming you get behind them)

Oh, I know full well that they can take out vendettas from the rear. Even Fateweaver can do that.

But honestly, I don't even need to do that. I just need to wipe out his ground support and I pretty much have the game.


herpguy wrote:
Holy mother of Emperor, 6 vendettas!
I do agree though and think that that is WAY too much.

Agreed. While 6 vendettas may sound good, it actually unbalances the army. You may be good against certain armies, but you leave yourself vulnerable to other armies (like my daemons here).

Then again, for many people, it isn't always about the balance. Rather, it is about a certain play-style that they like. I've been know to run some rather unbalanced lists myself.


 jifel wrote:
Honestly he doesn't need to kill them. Put the Grimoire on fateweaver and he has no targets for them. And lasguns won't do enough with all these threats coming in hot.

Correct. However, I decided to be a sporting chap and didn't put the Grimoire on Fateweaver even once. Come to think about it, I didn't even put it on my mini-screamerstar either.

Rather, all I will say is....who let the dogs out? Woooof, woof, woof.....




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Made in nl
Apprehensive Inquisitorial Apprentice



The Netherlands

 jy2 wrote:
This is a more casual game with an army that I am trying out for only the 2nd time ever. It is my new, Herald-Hammer Chaos Daemons and I consider it my casual Daemons army. But make no mistake, even my casual armies can be very strong. The only requirement in my "casual" lists is to minimize the spam so that I can try out more different units.


I think you need to check what casual actually means as that my good sir is not a casual deamons army. Using a caveat that basically just says the opposite does not make it correct
Think you should probably just use your caveat explanation: non-spam competitive list.
Still using 3 units of horrors doesn't really fulfill your requirement .

Thoughts on the match-up:
Done after reading army lists. Hard deamon list against a mono dimensional IG list (and the wrong one dimension at that). Deamons will be in close combat turn 2 and cleaning up after that. Vendetta's will come on to only have a viable target in shooting against a grimoired Fateweaver. Rest of the turns is infantry being eaten and Fateweaver shooting down Vendetta's until wipe out.

edit: after reading your last comment I guess I was wrong. Guess the battle was already decided before the Vendetta's came in (that or you put Fateweaver in ongoing reserves / behind LoS blocking terrain).

This message was edited 1 time. Last update was at 2013/10/20 21:38:04


 
   
Made in us
Fixture of Dakka





San Jose, CA

BTW, I also played it like this:

- Lamprey attacks = only 1 attack each, even on the charge.

- Fateweaver's re-rolls doesn't work in reserves.

When a rule is questionable, I usually go with the intepretation that gives my army the least advantage....unless I agree strongly otherwise or if both my opponent and I agree to play it the other way.




Automatically Appended Next Post:
DutchSage wrote:
 jy2 wrote:
This is a more casual game with an army that I am trying out for only the 2nd time ever. It is my new, Herald-Hammer Chaos Daemons and I consider it my casual Daemons army. But make no mistake, even my casual armies can be very strong. The only requirement in my "casual" lists is to minimize the spam so that I can try out more different units.


I think you need to check what casual actually means as that my good sir is not a casual deamons army. Using a caveat that basically just says the opposite does not make it correct
Think you should probably just use your caveat explanation: non-spam competitive list.
Still using 3 units of horrors doesn't really fulfill your requirement .

Thoughts on the match-up:
Done after reading army lists. Hard deamon list against a mono dimensional IG list (and the wrong one dimension at that). Deamons will be in close combat turn 2 and cleaning up after that. Vendetta's will come on to only have a viable target in shooting against a grimoired Fateweaver. Rest of the turns is infantry being eaten and Fateweaver shooting down Vendetta's until wipe out.

edit: after reading your last comment I guess I was wrong. Guess the battle was already decided before the Vendetta's came in (that or you put Fateweaver in ongoing reserves / behind LoS blocking terrain).

Issues of "casual", "competitive" and "balanced" is all subjective at best. What may be "casual" to me may still be "competitive" to someone else. Likewise, what may be "competitive" to someone else may actually be "casual" to me. In any case, here is my definition of "casual" (the un-abridged version ):

An army that minimizes any spamming of their strongest, non-troop units (or troops in (necron) flyers).

No, there is a reason why I didn't Grimoire my screamers nor Fateweaver and it wasn't because I was taking it easy on my opponent. I'll give you 2 hints....Invisibility and Precognition.


This message was edited 1 time. Last update was at 2013/10/20 21:53:30



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Eye of Terror

I don't think the daemon army is a casual list but if you both had fun then that's great.

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Syracuse, NY

I agree that is not a casual Daemon list - although according to your criteria I understand that 'if it is not spam it must be casual' is the theory.

In actuality this list contains 3 of the best units from the Daemons codex (screamers/hounds/seekers) and the heralds that make them even more devastating.

I actually think that a Daemon player is better of running the Grimoire on a Khorne Herald - they are harder to remove due to their extra wound (on a Jug), T5 and they do not accidentally nuke themselves.

I assume you got Invis on the Slaanesh Herald - since Fate is paired up on Div/Bio and Pyro/Telepathy

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San Jose, CA

Ok, ok....the only thing "casual" about my daemon list is that they will "casually" destroy my opponents. Muahahahahaha! j.k.!

Yeah, I was fortunate to get Invisibility (and Hallucination) for my Slaanesh Herald, who then proceeds to cast it on my mini-screamerstar the entire game. Fatey gets Precognition and I use the Grimoire on my dogs each and every turn (almost).

I would consider giving the Grimoire to my Khorne Herald but for 3 reasons:

1. I wanted to give him an AP2 weapon.

2. He can be challenged and killed in combat.

3. With the mobility of my Tzeentch Heralds, they can basically get to anywhere on the board to use the Grimoire on whichever unit needs it. The hounds, on the other hand, I normally use them to flank an opponent so that they may be out of range to apply it on another unit that needs it. Actually my normal strategy is to flank on opposite ends with both my seekers and hounds, with my screamers going up the middle.




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Bristol

 jy2 wrote:

Fateweaver

Herald - Khorne, Juggernaut, Locus of Fury, Lesser Gift (Axe of Khorne)
Herald - Slaanesh, Steed, Lvl 2 Psyker, Locus of Grace, Greater Gift (Greater Etherblade)
Herald - Tzeentch, Disc, Lvl 3 Psyker, Locus of Conjuration, Exalted Gift (Grimoire of True Names)
Herald - Tzeentch, Disc, Lvl 3 Psyker, Exalted Gift (Portaglyph)

11x Pink Horrors
11x Pink Horrors
10x Pink Horrors

16x Flesh Hounds
17x Seekers of Slaanesh - Hearseeker
8x Screamers of Tzeentch



I like it, I ran a similar list for a GT (only 1650pts though) except no screamers, seekers + HoS, less flesh hounds, 2 squads of 16 horrors, a squad of daemonettes + 2 Slaanesh Soul Grinders w/Torrent. I personally like to also take a greater reward on the HoK as it either makes him crazy powerful on the charge (e.g. fleshbane/armourbane) or means he can tank some saves for the wounds (e.g. 4+ FNP, ITWND, 3+ save). I was intially curious why you don't run the exalted loci's on the Hok + HoS but then figured with the 2 HoTz nearby you can probably throw down prescience on both squads no problems (nice synergy!)

How have you found the HoS? I've also wanted to run one but I'm never sure about the price tag, for steed, exalted loci + greater reward (110pts) you can take a further 9 seekers or more if you make him a psyker (plus he's only ld8 so not very reliable caster). Also after reading your list going to change my HoTz to have discs now, just realised the last turn contesting potential

ps. also agree w/not putting the grimnoire on the HoK, I've found the dogs and Hok generally get shot down fairly early game (turn 2/3 normally) as they're the first thing to hit your opponents lines and a pretty major threat.

This message was edited 2 times. Last update was at 2013/10/21 09:33:15


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I'm guessing he gives up and this ends early as everything of his on the ground is dead and all he has left is a vendetta or two.

Turn 1 dogs get the charge since your going 2nd. Seekers and screamers both make contact turn 2.

The real question is how many models you lose if one unit is grimoired and a 2nd is invisible im not sure your losing more than 10-15 models all game.
   
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Confessor Of Sins






Very nasty list, potentially, against some enemies. His army is just that.. Dog/Screamer/Daemonette-meat.

Unless his shooting phase is amazing you'll be eating guardsmen before his Vendettas turn up.

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Made in us
Fixture of Dakka





San Jose, CA

 CaptainJay wrote:

I like it, I ran a similar list for a GT (only 1650pts though) except no screamers, seekers + HoS, less flesh hounds, 2 squads of 16 horrors, a squad of daemonettes + 2 Slaanesh Soul Grinders w/Torrent. I personally like to also take a greater reward on the HoK as it either makes him crazy powerful on the charge (e.g. fleshbane/armourbane) or means he can tank some saves for the wounds (e.g. 4+ FNP, ITWND, 3+ save). I was intially curious why you don't run the exalted loci's on the Hok + HoS but then figured with the 2 HoTz nearby you can probably throw down prescience on both squads no problems (nice synergy!)

How have you found the HoS? I've also wanted to run one but I'm never sure about the price tag, for steed, exalted loci + greater reward (110pts) you can take a further 9 seekers or more if you make him a psyker (plus he's only ld8 so not very reliable caster). Also after reading your list going to change my HoTz to have discs now, just realised the last turn contesting potential

ps. also agree w/not putting the grimnoire on the HoK, I've found the dogs and Hok generally get shot down fairly early game (turn 2/3 normally) as they're the first thing to hit your opponents lines and a pretty major threat.

I normally run Slaanesh grinders as well, though in this list, I'm trying something different. I just may consider giving my HoK a Greater Gift as well. I can see the value in that. Yeah, with Prescience, you really don't need the Exalted Loci for the HoK.

I really like the HoS. The Locus of Grace actually will save you over the course of the game some seekers. It more than pays for itself. But most importantly, I need the psychic prowess of the HoS. Invisibility is absolutely awesome as are Hallucination, Terrify and Puppet Master. Invisibility on my Screamers is the main reason for the HoS. This lets me put the Grimoire + Forewarning on another unit (dogs or seekers). Even if I don't get it, the HoS lets him hit the enemy hard and just overall make the unit better. Moreover, this unit works great with Prescience, which you can also get with Fateweaver (for a total of 3 Prescience in the army, one for each FA).


tiber55 wrote:
I'm guessing he gives up and this ends early as everything of his on the ground is dead and all he has left is a vendetta or two.

Turn 1 dogs get the charge since your going 2nd. Seekers and screamers both make contact turn 2.

The real question is how many models you lose if one unit is grimoired and a 2nd is invisible im not sure your losing more than 10-15 models all game.

Yeah, he's going to put the pain on one of my units for sure.

I do end up losing more than 10-15 models in the game.


 Shandara wrote:
Very nasty list, potentially, against some enemies. His army is just that.. Dog/Screamer/Daemonette-meat.

Unless his shooting phase is amazing you'll be eating guardsmen before his Vendettas turn up.

Yeah, the speed of this list is shocking. It can do well against a lot of lists. Also, one important thing to note is that this army is reliant on terrain. The more terrain there is, the better it is. The less terrain there are, the more likely it will get shot to crap before it can really do much.



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I kinda like both lists, but the deamons counter the vendettas well by just not caring about them. Fatey will be evasive, and the cav will hit combat before the vendettas matter. How did you play line of sight for the vendettas?

Also, I think this is a nice casual deamons army. JY2 you fluffybunny!

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Nice Daemons list jy2, I like it. I don't see you having any issue winning this one handily.

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Anxtiously awaiting this battlereport! You're using a list not unlike the ones I play with, so I'm eager to see what tactical choices you make.

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Manhattan, Ks

Jy2 you do realize that your dogs couldn't assault first turn since they scout moved right?

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 Riddick40k wrote:
Jy2 you do realize that your dogs couldn't assault first turn since they scout moved right?


Yes they can. You only can't assault after a scout move if you have first turn. If you have second turn, you can assault.

Directly from the FAQ

"Q: The rulebook states "A unit that makes a Scout redeployment
cannot charge in the first turn." Does this mean that if your
opponent has the first turn and you go second, your Scouting
unit can charge? (p41)
A: Yes."

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Manhattan, Ks

anonymou5 wrote:
 Riddick40k wrote:
Jy2 you do realize that your dogs couldn't assault first turn since they scout moved right?


Yes they can. You only can't assault after a scout move if you have first turn. If you have second turn, you can assault.

Directly from the FAQ

"Q: The rulebook states "A unit that makes a Scout redeployment
cannot charge in the first turn." Does this mean that if your
opponent has the first turn and you go second, your Scouting
unit can charge? (p41)
A: Yes."


Ah forgot about that FAQ

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 Riddick40k wrote:
anonymou5 wrote:
 Riddick40k wrote:
Jy2 you do realize that your dogs couldn't assault first turn since they scout moved right?


Yes they can. You only can't assault after a scout move if you have first turn. If you have second turn, you can assault.

Directly from the FAQ

"Q: The rulebook states "A unit that makes a Scout redeployment
cannot charge in the first turn." Does this mean that if your
opponent has the first turn and you go second, your Scouting
unit can charge? (p41)
A: Yes."


Ah forgot about that FAQ


It's GW's fault really, for having two different types of "turns" Players should have turns, the game should have rounds. There would be a lot less confusion, imo. The sillyness of the ruleset is present even in the most basic parts.

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Manhattan, Ks

anonymou5 wrote:
 Riddick40k wrote:
anonymou5 wrote:
 Riddick40k wrote:
Jy2 you do realize that your dogs couldn't assault first turn since they scout moved right?


Yes they can. You only can't assault after a scout move if you have first turn. If you have second turn, you can assault.

Directly from the FAQ

"Q: The rulebook states "A unit that makes a Scout redeployment
cannot charge in the first turn." Does this mean that if your
opponent has the first turn and you go second, your Scouting
unit can charge? (p41)
A: Yes."


Ah forgot about that FAQ


It's GW's fault really, for having two different types of "turns" Players should have turns, the game should have rounds. There would be a lot less confusion, imo. The sillyness of the ruleset is present even in the most basic parts.


Agreed

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San Jose, CA

Sorry guys, but there's going to be a slight delay in this report. I am out of town for the next couple of days. I was hoping to finish this before I left but got just too busy to do so. Check back in a couple of days.


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MI

Pretty straight forward; you kill his troops and win. You're going 2nd, so Vendetta drops don't matter.

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San Jose, CA


Battle report completed.


Thanks for your patience.


BTW, I was just down south and I got in some great games, including some Iron Man Rubber-matches against Mortetvie and his very, very good, tournament-winning Eldau.


Coming up next!



This message was edited 1 time. Last update was at 2013/10/26 03:42:04



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