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Seer Council vs ScreamerStar. 2k Battle of the Cheddar!(FINISHED)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Who wins in this Battle of the Cheddar?
Eldar: They'll bounce around and shoot the hell outta ya
Draw: Both sides have decent scoring, but the Deathstars will contest everything last turn
Daemons: The Jetlock council is too small, and has fewer troops

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Made in us
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Well, some of you may have remembered my terrible batrep flop that was “Battle of the Cheddar: Jetlock Council vs Screamerstar!”. Pictures weren’t posting, I got busy, and it never made it past turn 1. Now, with spring break coming up, I have resolved to do a few batreps to make up for that! So with that in mind I have resolved to do a couple batreps to atone for that terrible failure. Expect some cheddarfests that will really show off the dirty stuff! Note: This “mini-series” will include allstars like O’vesa and his ugly twin, the nameless Riptide-that-tags-along. It will include everyone’s hated uncles, the Farseers on bikes, along with the obnoxious warlocks. But of course, it will also include my favorite, the Screamerstar I'm starting it off with a rematch:

Screamerstar vs Jetlock Council

Here is my list:
Spoiler:

Fart Weaver
Tzheralds: Level 3, Disk, Exalted Gift(Portalgyph)
Tzheralds: Level 3, Disk, Exalted Gift(Grimoire), Locus of Conjuration
Tzheralds: Level 3, Disk,
Tzheralds: Level 3, Disk,

10 Plague Bearers
10 Plague Bearers
10 Pink Horrors
10 Pink Horrors

8 Screamers


Allied CSM:

Be'lakor

10 Cultists

Helldrake

NOTE: I am missing a Screamer...drat
NOTE #2: The thing with big wings is my Fateweaver




My Opponents List-NOTE: This was changed from the previous post as he made some last minute changes that made his list ALOT meaner
Spoiler:

Farseer: Bike, Shard, Spear
Farseer: Bike, Spear
7 Warlocks: Singing Spears

5 Avengers: Serpent w/ Scatter Lasers, Holofields
5 Avengers: Serpent w/ Scatter Lasers, Holofields
5 Avengers: Serpent w/ Scatter Lasers, Holofields
5 Avengers: Serpent w/ Scatter Lasers, Holofields
5 Avengers: Serpent w/ Scatter Lasers, Holofields

Baron

5 Kabalites: Venom with Splinter Cannon, Grisly Trophies
5 Kabalites: Venom with Splinter Cannon, Grisly Trophies




Pregame Rolls!
Spoiler:

ELDAR :

Shardseer: Doom, Executioner, Guide
Warlord Seer: Death Mission, Executioner, Fortune(Warlord Trait: Move through cover within 12" of warlord)

Warlocks got a decent amount of powers, with 1 protect and 3 conceals. Also got a Horrify!

DAEMONS:
Herald: Forewarning, Scriers- Grimoire
Herald: Misfortune, PresciencePortalglyph
Herald: Forewarning, Prescience
Herald: Forewarning, Misfortune
Fateweaver: Warpspeed, Psychic Shriek, Molten Beam, Scriers Gaze


Mission: Purge the Alien(Primary) Scouring(Secondary).

DEPLOYMENT
Spoiler:

Mission: Purge the Alien(Primary) Scouring(Secondary).
BAO Style. Primary is 4 pts, Secondary is 3 pts, First Blood/Linebreaker/Warlord is 1pt each
Initiative: Eldar wins roll off, and makes Daemons go first :(
Night Fight? No




Hm...I'm going second. Drat. I got 2 misfortunes and a TON of Forewarning though, which is super handy! Fateweaver I dont think will do much since his powers were underwhelming; I need to try to kill a serpent or two turn one, and then just have my Screamerstar stay away from the council until 1-2 Misfortunes get through. Then hopefully I'll be able to neuter them. For the Eldar, they're looking solid. Lots of range, the council bounces around and kills stuff. The serpents will need to get lucky to kill the Drake, but I think with volume of fire they'll bring it down pretty easily. All in all: Tough game for the Screamerstar, but having 2 misfortunes will help alot!



Daemons Turn 1
Spoiler:

I move Screamerstar up(Forewarning, Prescience, and Grimoire go off), Fateweaver flies directly forward towards the top left(Away from the eldar). Be'lakor flies forward into area terrain(Hoping for some Puppet Master...)
Warpstorm: 9(s8 ap3 small blasts!). I hit nothing

Shooting sees the Screamerstar wreck a Serpent for First Blood. Right now his council is hidden behind the Bastion and wave serpents. We are 22" away from each other, so I should be safe from a charge. I'm hoping he shoot alot at Be'lakor instead of Fateweaver




Eldar Turn 1
Spoiler:

Protect, Conceal, and Fortune go off. He also Guides a Venom. Council moves up to hopefully assault the star.
Shooting phase he tries to kill Be'lakor. The first serpent does a wound, second does nothing, third does a wound, and fourth does nothing. And at the end of it, Be'lakor is still alive and flying with 2w left! But then he shoots the fricken venoms and him and rolls crazy well(Got 9 wounds between the 2 of them...) which killed him. His Dire Avengers from the wrecked Serpent claim an objective, which is sabotaged!
Council fails to charge Screamerstar!
Sabotaged OBJ explodes, killing 4 Dire Avengers!




Daemons Turn 2
Spoiler:

Forewarning and Grimoire go off. I prescience the Star, and thanks to Scriers Gaze only the Helldrake comes in. But most importantly, both Misfortunes go off, and HE FAILS TO DENY BOTH. So now I have cancelled out Fortune, and he even has to reroll successful saves! Fateweaver flies off the table. My Screamerstar moves up to hopefully shoot/assault the Council. Helldrake flames 3 Wave Serpents and a venom, but thanks to passing an invuln on the venom the only thing that happened was losing a single hull point on a Wave Serpent. Bummer. My Screamerstar shoots into the council and luckily for my opponent he denies 3 Flickering Fires! The one that gets through kills nothing, even with him rerolling saves. Bummer. Oh, and Warpstorm, even though it was an 8, hit FREAKING NOTHING AGAIN. That's twice, with there being 8 enemy units, that I hit nothing. Bummer.

Assault goes off!

The assault is devastating for the Jetlock Council. The Screamers do Lamprey's Bite, all hit, all wound, and at the end of the combat every warlock is DEAD!

He Hit and Runs behind the Council. I then realize that my Grimoire is the closest model. Hope I make some LOS!


Eldar Turn 2
Spoiler:

Fortune goes off, and he Guides another Venom. Opponent moves everything along the back table edge away from the Screamerstar. He also manages to Doom the Helldrake. Bummer.
Shooting phase the Helldrake not surprisingly dies, but it did take all 4 Wave Serpents!

He assaults the Screamerstar, and gets 4 wounds on me. I fail THREE FREAKING LOOK OUT SIRS . To make it worse, I fail 2 saves, and the Grimoire Herald is dead because I made a 3 year old mistake in keeping my Grimoire Herald in the FREAKING BACK . And of course, to make it worse, I don't kill ANY of the 3man Jetlock council, just doing 2 wounds to one Farseer and 1 wound to another.


Daemons Turn 3
Spoiler:

1 Plague Bearer Squad walks on, a Pink Horror squad Deep Strikes in roughly the middle hoping to remove a venom, and unfortunately the Cultists come in too! Fateweaver flies back onto the board as well.
Warp storm finally does something and explodes a Wave Serpent, killing 2 Dire Avengers inside
Unfortunately the venom Denies the Witch against the Pink Horrors and now they are horribly exposed. The Seer Council denies a Misfortune, but at least Fateweaver kills a venom. So this turn I popped 2 transports. Not bad, but certainly could've done better.
In close combat the deathstars do no wounds to each other and he jumps out.


Eldar Turn 3
Spoiler:

Serpents move a little farther back and along the board edge, and get ready to target Fateweaver, Seer Council gets off all buffs. Venoms move to engage either Fateweaver or the newly arrived Horrors. Doom is attempted on Fateweaver but I Deny the Witch. 1 Serpent moves to midfield to shoot at the Cultists.

Shooting for the Eldar! 1st Serpent shoots his shields at the Cultists. He kills 3, I fail morale, and there goes a Troop choice 2nd Serpent empties into Fateweaver and does 1w(passes Grounding Check). 3 Serpent whiffs on Fateweaver getting no hits! He then wounds Fateweaver with a Venom(passes Grounding Check), and the Kabalites inside kill 3 Pink Horrors.
Lastly, his Seer Council charges into the Screamerstar again. I whiff and he inflicts like 3 unsaved wounds, which, with Instability, removes a couple Screamers and wounds another. Bummer...




Daemons Turn 4
Spoiler:

other Pink Horror squad Deep Strikes near the first one. I WILL pop that venom!
I throw the Portalgylph, hoping to get some Daemonettes to hit the council(they aren't rerolling saves, I get bonuses against Eldar with Rending as well etc). Unfortunately the Portal scatters 16" towards the Wave Serpent that is making a dash for my backfield. Well, out pop 6 Bloodletters. Hopefully that guy dies...
Fateweaver Vector Strikes a Wave Serpent and does 1HP.

Warp Storm is a 9, but again hits FREAKING NOTHING. There's like 10 enemy units on the board, and that's the third time it doesn't hit anything. Bummer.
The Pink Horrors get denied FREAKING AGAIN by the last Venom. Fateweaver then shoots 18 shots into the Wave Serpents rear armor. Should be dead right? Nope. My opponent rolls 5 4+ cover saves and passes every single one... Oh, and the second Pink Horror squad? Does 2 pens and a glance to the Venom and he passes all his Invulns. Well done for my opponent, but the dice are really starting to hate me right now. If I'm going to pull this off I HAVE to be able to get to his troops and get some easy Kill Points
http://s1328.photobucket.com/user/jathomas2013/media/WP_20140316_010_zps78c643a4.jpg.html

On the plus side, the Bloodletters wreck the Serpent, which means he only has 2 Serpents and 1 Venom left, and both the Serpents have lost a HP.
Close combat. OK, he is Misfortuned so no rerolling saves...I do mass attacks with Screamers and Heralds, and inflict a staggering 9 wounds! He then tanks every single F***ing wound on F***ing Baron...CRAP I SHOULD'VE WON THAT COMBAT. I lose a wound, but pass Instability. On the plus side he fails Hit&Run miraculously!


Eldar Turn 4
Spoiler:

He Guides the Dire Avengers who are near the Bloodletters, and gets out his other 2 Dire Avenger Squads to hopefully ground Fateweaver for the Serpents to kill. He also moves the Venom/Kabalites to put the hurt on the Pink Horrors, and the last Serpent moves to engage the Portal.

Shooting: The Dire Avengers inflict an impressive 7 wounds on the Bloodletters, but hey, I have a 6 guys with a 5++ so should have like 2 survive right? Nope, I fail every freaking save But on the plus side, the 2 Wave Serpents, 10 Dire Avengers, Venom, and 10 Kabalites only kills 7 Pink Horrors and does a single wound to Fateweaver(Has 2 left). Passes Grounding Check.

Close combat. I finally strip Barons Invuln after he tanks another 8 FREAKING WOUNDS. This is without Fortune rerolls, yet he has tanked over 25 wounds. My opponents dice are hot! Instability kills 2 Screamers and a Herald dies in a challenge...Bummer.


So right now, with his Council being a bit exposed I can get Fateweaver in there, probably kill them, then that frees up the remainder of the council to shoot down Troops choices and hold a Scouring Objective. I should be able to kill a Kabalite Squad with Pink Horrors, and hopefully the Portal can spawn some more Pink Horrors to kill a Dire Avenger squad. I expect to lose the Portalglyph next turn.

Daemons Turn 5
Spoiler:

Fateweaver gets off Warpspeed for +3A! Finally something went well! Portal pumps out 3 Pink Horrors, and I get a Misfortune through on the Council! Though, I kill a Herald in the process. Oh well, this should be worth it!

Warpstorm...the dreaded 11! A random enemy Psyker takes an LD on a 3d6. If they fail, they are removed from play and replaced by a Herald! It hits his Warlord...and kills him!!! I get to place a Herald of Tzeentch down, hoping to shoot down another Dire Avenger squad. Things are lookin good!

Shooting. The Pink Horrors out of the Portal shoot at the Dire Avengers. They get denied The Pink Horrors by the Kabalites get Denied And lastly, the spawned Herald gets denied I then make a FREAKING NOOB mistake and shoot Psychic Shriek with Fateweaver at the DA squad...it kills 4, they run away. Now Fateweaver is on the ground and not able to assault the Misfortuned Seer Council. Well, things hit the crapper really quick!

On the plus side...I kill the kabalites with the Pink Horrors. The deathstar combat does nothing, and he passes the Hit&Run. Fate tries to assault the lone DA that is falling back(Note: we forgot to have him test to regroup...) He gets a hit, and wounds, and I fail my save...Fateweaver lost a wound, and didn't even kill a troop choice. Gheez!




Eldar Turn 5

Spoiler:

He interestingly splits the remaining Seer from Baron. He's going for a risky move trying to kill two separate units with them. Gulp.
His Farseer hits and wounds Fateweaver. I fail my save, but then use his reroll. And still fail it...there goes Warlord! CRAP that was too easy for my opponent. The exposed Screamers and lone Herald get obliterated from a Dire Avenger squad and a Wave Serpent. Bummer! The other Wave Serpent wrecks the Portalglyph, some good shooting kills the 3 Pink Horrors, and the other Pink Horror squad(By the DE warriors on the top left) lose 3, but still survive, contesting the Objective!

Baron assaults the lone Herald that was spawned and kills him. Shocker!

OK, so right now, I have First Blood(Wave Serpent), and Warlord(Warpstorm!). I hold a 4pt objective with Plaguebearers in the back right, and a 2pt objective with my other squad of Plaguebearers. My opponent holds 2 2pt objectives. Kill points is 12-8, with my opponent having a pretty commanding lead. My opponent also has Slay the Warlord.
I need the game to end, and the dice roll is....


A FREAKING

Eldar: Primary-Purge the Alien(4 points), Slay the Warlord(1 point)
Daemons: Secondary-Scouring(3 points), Slay the Warlord(1 point), First Blood(1 point)

RESULTS: 5-5
DRAW!



Postgame Thoughts:
Spoiler:

Wow, that was crazy close! My dice were malicious, and my opponent made crazy saves/Deny the Witch rolls. Combined with poor placement of the Grimoire Herald and completely airballing on Fateweaver turn 5, I am quite happy with a Draw! I gotta admit, when the council took that beating turn 2, I was feeling smug and felt that I had a commanding lead in the game. I would simply stay in my opponnent's back field, wreck serpents, throw the Portal turn 5, and hold 2 of his objectives and get Linebreaker. But then the Grimoire Herald died and the council slowly died over the next few turns. Bummer! Oh well, the game was crazy tense(And a tad frustrating...), but enjoyable. Mark, if you're reading this: Well-fought!

This message was edited 6 times. Last update was at 2014/03/19 01:07:19


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Why aren't you bringing a Doomstone?

   
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slaede wrote:
Why aren't you bringing a Doomstone?


Because this is my standard list, I am not tailoring this match. If I was tailoring it would look significantly different

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Updated: Opponent's list is now up and poll is added! Who will win?

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I think Deldar will win, because you have one mobile unit, while his entire army is, also its eldar, the closest cheese to tau.

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OK

I think eldar will win this by a large margin. Screamerstar may be "cheese" but it is not tournament winning like jetseers.

Be'Lakor and Fateweaver both die very easily to serpents without the grimoire.



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Deployment + Pregame is up! Note: The eldar list got changed and is now MUCH more scary :(

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Eye of Terror

I like the Fateweaver-Be'lakor combo... Lots of synergy ! A squad of Flesh Hounds could useful. I would be going after the serpents with the SS .

The revised eldar is just plain nasty.

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 Dozer Blades wrote:
I like the Fateweaver-Be'lakor combo... Lots of synergy ! A squad of Flesh Hounds could useful. I would be going after the serpents with the SS .

The revised eldar is just plain nasty.


Yeh the combo usually is crazy flexible. I love be'lakor! The Helldrake should be trouble for him, but I need misfortune to work...

as for the revised list. Yes, it is EVIL. I wanted the game to be rough and, well, my opponent took my advice and dropped the Wraithguard for more shooting. The result should be very painful!

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Chicago, Illinois

Do you guys not believe in terrain?

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Hollismason wrote:
Do you guys not believe in terrain?


Haha unfortunately the middle of the board was light on terrain. That means I'll need to keep Fate hidden on my side and probably will have to run Be'lakor to get him into position.


Automatically Appended Next Post:
Turns 1 and 2 are up! Wow, both deathstars are neutered. The Jetlock Council still has Hit and Run, and the Daemons Screamerstar still has shooting and 2 Misfortunes, but I don't think they will be nearly as important from now on because of the damage they each just took.

This message was edited 1 time. Last update was at 2014/03/17 21:40:47


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New Zealand

Probably a bit late to make a difference, but being Misfortuned twice does nothing, once is enough to make someone re-roll their passed armour saves. Either way you can't re-roll a re-roll, so with Fortune + Misfortune you already re-roll all saves (passes from Misfortune, fails from Fortune) and the second Misfortune can't force another re-roll. Either way though this is a perfect example of why you bring Runes of Warding on the Farseers (at least one) - Misfortune is one of those powers which can seriously mess with the Council. Its weird actually because he has wasted 45 points buying Spears for all those Warlocks (which you really don't need) which would easily get him the points for Warding.

I'm also surprised he played the Council so aggressively (although the lack of terrain influences this), he has a HUGE edge over the Daemons when it comes to shooting. Once Belakor is gone you could easily play the Council defensively and just use them to block the Screamers from going crazy against the Serpents early on before jumping forward to clean up the scoring units. You aren't going to outshoot Serpents with a couple of units of Horrors and a Drake.

This message was edited 3 times. Last update was at 2014/03/18 00:08:10


 
   
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San Jose, CA

Powerguy wrote:
Probably a bit late to make a difference, but being Misfortuned twice does nothing, once is enough to make someone re-roll their passed armour saves. Either way you can't re-roll a re-roll, so with Fortune + Misfortune you already re-roll all saves (passes from Misfortune, fails from Fortune) and the second Misfortune can't force another re-roll. Either way though this is a perfect example of why you bring Runes of Warding on the Farseers (at least one) - Misfortune is one of those powers which can seriously mess with the Council. Its weird actually because he has wasted 45 points buying Spears for all those Warlocks (which you really don't need) which would easily get him the points for Warding.

That is correct. Casting Misfortune a 2nd time won't do anything as you can't re-roll a re-roll again. Lol.

Wow...that was brutal. He lost all his warlocks in assault? WTF?!? However, if it was played correctly, some of those warlocks would probably still be alive. BTW, did Be'lakor cast Invisibility on anyone before he died?



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Be'lakor did Invisibility on the Screamerstar just in case the council made it into combat. I figured it wasn't worth it casting it on himself bc of the Serpent Shields that Ignored Cover. As for the double Misfortune, since Maledictions stack I had thought that one would cancel out Fortune, and a second would then make him reroll succesful?

As for not bringing Runes of Warding, yes that was a big mistake by my opponent The Warlocks died because he literally whiffed on almost every save he had to make. I had 8 s5 ap2 attacks, and 16 s3 attacks. All of which were Prescienced. So while my opponent made a noob mistake in being aggressive(I totally agree, he could've just used them as a shield for his serpents), I think it was offset by me losing my Grimoire Herald to some unbelievable bad rolls...

Oh well, it makes the game nice and close At this point neither of our troops have taken hits, and if I can finish his Star off in 1-2 turns I can use the Screamers to chase his Serpents and wreck them with Shooting. Fateweaver can even kill one that exposes rear/side armor. The Helldrake can kill the disembarked troops. Or the Serpents just start blowing my troops off the table. Either way, the game is anyone's at this point, But the Seer Council is still frustratingly deadly even without Warlocks.

I just need to hope I don't whiff Instability if I lose combat...

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Not a bad thought on be'lakor since he was left with 2 wounds. Your opponents mistake cost him a lot. Do the screamers get the substitute attack and then add the charge attack bonus or is this solved and they simply get a single each?

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Eye of Terror

Very exciting so far !

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Bad move taking no runes for the eldar, also bad dice rolling all around.

Can't wait for rounds 3/4!

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jathomas2013 wrote:
Hollismason wrote:
Do you guys not believe in terrain?


Haha unfortunately the middle of the board was light on terrain. That means I'll need to keep Fate hidden on my side and probably will have to run Be'lakor to get him into position.


Automatically Appended Next Post:
Turns 1 and 2 are up! Wow, both deathstars are neutered. The Jetlock Council still has Hit and Run, and the Daemons Screamerstar still has shooting and 2 Misfortunes, but I don't think they will be nearly as important from now on because of the damage they each just took.


You have a 2++ re rollable on the screamerstar, there is no need to put invis on them as well. Any decent player will look at the screamers and think it is not worth shooting them and shoot the rest of your units, you need to make them as resilient as your screamers or as close to, invis would have been much better served on Fatey or on Belakor himself. Seeing where your screamers are and where the WS's are you could easily kill one WS and be outside of charge range of the seercouncil.

Also when he assaulted the screamers I hope he got a low roll for charge range, as he HAS to engage models not in base to base with one of his models during each charge move and pile in move if possible and as you allocate wounds based on the intative step of each wound pool having just one screamer in BTB with a model from his seer council you can take all wounds on him.

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MarkyMark wrote:


Also when he assaulted the screamers I hope he got a low roll for charge range, as he HAS to engage models not in base to base with one of his models during each charge move and pile in move if possible and as you allocate wounds based on the intative step of each wound pool having just one screamer in BTB with a model from his seer council you can take all wounds on him.



That's a good point on moving in, and certainly would've changed the game!


Automatically Appended Next Post:
Batrep finished! Holy crap that was CLOSE. I definitely thought I'd lose with my terribad dice rolls, but managed to squeak out a tie!

This message was edited 1 time. Last update was at 2014/03/19 01:10:58


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Epic !!!

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Whoa....that was some bad dice. I thought you had it after taking out his warlocks.



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 jy2 wrote:
Whoa....that was some bad dice. I thought you had it after taking out his warlocks.



Yeh I felt super confident going into bottom of turn 2, but then as soon as I saw his Hit&Run I was like "Huh, well that might be a problem". Then I failed the Look Out Sirs and I was like "Uh oh..." Then I failed the saves and I was like "DAMNIT ARE YOU FREAKING KIDDING ME!". I even used Fateweaver's reroll on the save and still failed it. Oh well, my opponent played pretty well this game so I'm happy about that!

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Few more things, units cannot assault out of the portalglpyh, nor do horrors that spawn from it, or the herald from the failed 3d6 test get warp charges so they are unable to shoot that turn. With more play testing with the screamers they are def able to win this match up.

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10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
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MarkyMark wrote:
Few more things, units cannot assault out of the portalglpyh, nor do horrors that spawn from it, or the herald from the failed 3d6 test get warp charges so they are unable to shoot that turn. With more play testing with the screamers they are def able to win this match up.


My mistake, thought it was open-topped! As for the Horrors/Heralds...that's like saying that the Tau Sunshark doesn't have any Pulse Bombs so can't bomb. And in the BAO faq it was added that they generate a power when spawned(For both the Portapotty and 11 on Warpstorm).

And yes, Daemons definitely could've won this one I think I'll rematch my opponent on Sunday. Though I have some fun CSM lists I kinda wanna try. Not sure...

Hopefully my dice aren't malicious again!

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Not really, psykers generate warp charges start of turn, the horrors or herald isnt alive at the start of turn so cannot generate any. Its a strange thing to FAQ thats for sure seeing it is clearer that some rules RAW.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
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I think you are the only person to think that Pink Horrors/HoT spawned should remain useless using RAW lol.

At any rate, the rematch will be fun Though I probably won't batrep it. Something tells me batreping the same two lists twice in a week won't be fun, and likely won't be very fun to read either!

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San Jose, CA

Actually, true RAW is pretty stupid. According to true RAW, a psyker created mid-game doesn't even get any psychic powers, because those are generated at the beginning of the game. But no one plays it that way.

Here in the West Coast (where jathomas is from), we tend to follow the LVO/BAO FAQ's. According to those, a psyker created mid-game does get its powers and comes in with 1 warp charge.



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jathomas2013 wrote:
I think you are the only person to think that Pink Horrors/HoT spawned should remain useless using RAW lol.

At any rate, the rematch will be fun Though I probably won't batrep it. Something tells me batreping the same two lists twice in a week won't be fun, and likely won't be very fun to read either!


Its all fun and more importantly a good learning experince!. I do run screamercouncl and have coming up to a year, if something is not clear RAW then I tend to go with what benefits me least. But yea Jim is correct RAW psykers dont get powers!, here we use the GT FAQ for most events, this one says they can generate powers but still dont generate warp charges. Horses for courses I guess.

This message was edited 1 time. Last update was at 2014/03/19 23:21:21


40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Regular Dakkanaut





Now I'm not sure if I want a rematch first or play with different lists...
I think next week will be white scars vs O'vesa Star, and the week after will be BeastStar vs Flying Circus. Not sure yet though...


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