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Made in vn
Unrelenting Rubric Terminator of Tzeentch





I'll put this here since Dakka is mainly competitive focused - This was a fun game and while we both wanted to win, this was about trying out different units. Constructive criticism on tactics is appreciated and encouraged, flames based on running a sub-optimal list are not.

So, one of the guys mentioned he'd be keen for a game, but would like to play a larger DEldar/Eldar unbound list, around 2000/2250 points. I agreed, but let him know I could scrounge 2k, but that was about it. He brought over a case of some of his Tzeentch units for me to borrow and after some gasbagging and setting up the "board" and having tea, away we went for 2500 of battleforged Tzeentch themed CSM with a few Tzeentch Daemon allies against a 2500 Unbound DEldar force with some Eldar allies.

Floorhammer "Board"
Spoiler:


Downed stormraven is impassable, 6th ed book is a hill, trenches are 4+ cover, bunker and bastion are 4+ ruins, dual citadel paint cans are difficult but can be landed on and the phone books are another hill. Tiles are around 13", so not far off a std 6x4


Lists;

Tzeentch CSM w/Daemon allies
Spoiler:

165 - ML3, Termie armour, Spell familiar, Mark of Tzeentch

219 - 8x Thousand Sons - Sorceror goes here
242 - 9x Thousand Sons
242 - 9x Thousand Sons

155 - 6x Possessed, MoT

120 - 4x Spawn
170 - Heldrake, Baleflamer
206 - 9x Raptors, 2x Flamer, Champ w/ lightning claw, MoT

175 - Forgefiend w/hades autocannons
175 - Forgefiend w/hades autocannons
162 - 2x Obliterators, MoT, VotLW

95 - Herald of Tzeentch, ML2, Exalted Locus of Conjuration

153 - 17x Pink Horrors

69 - 3x Flamers

150 - 6x Screamers

2498 total



I wanted to test out raptors, possessed and oblits, having never used any of them before. Remainder of the list is reasonably standard for me, if light on troops for the points we were playing. Tzeentch themed as much as the points values allowed.

List is battle-forged


DEldar w/Eldar Allies
Spoiler:

115 - Archon, combat drugs, ghostplate, venomblade, shadowfield

115 - Haemonculous Ancient, scissorhands, shattershard, venomblade

142 - 8x Kabalite Trueborn, Haywire grenades, 2x Splinter cannons, 2x Shredders

180 - 4x Grotesques, abberation, flesh gauntlet, liquifier gun - homunculous goes here

284 - 7x Incubi, Klavex, Demiklaves, onslaught, Raider w/flickerfield & Nightshield

175 - 10x Kabalite warriors, darklance, raider

135 - 5x Witches, hecatrix, Venom w/ Nightshield & Flickerfield.

70 - 6x Witches, haywire grenades

172 - 6x Reaver jetbikes, 2x cluster caltrops

132 - 6x Scourges

125 - Ravager, flickerfields, Nightshield

125 - Ravager, flickerfields, Nightshield

175 - Razorwing, 2x Monoscythe missiles, 2x shatterfield missiles, 2x Dark lances, splintercannon

115 - Talos Pain engine, additional CCW

150 - Farseer, Faolchu's wing, singing spear, spirit stone

90 - 3x Vaaul weapons batteries, shadow weavers - farseer went here

210 - 5x Wraithguard with D-Scythes - jumped into a raider turn 1

2500



He basically wanted to try out the eldar with wraithguard but he doesn't like the spirit seer and also wanted to give the weapon batteries a whirl. It wasn't intended a cheese list (obviously). List based from memory, so please forive any slight discrepancies.

List is unbound (4 heavy support, wraithguard not troops due to no spirit seer)


Warlord, Powers, deployment, etc
Spoiler:
7th edition, Dawn of war, Big Guns never tire, no maelstrom, 5 objectives.

I win roll off for objectives and place mine in the midfield where there is little cover with 1 towards the top. He puts his midfield in cover and low in cover.

His warlord gets move through cover for all within 12"
Farseer rolls Doom, Death Mission and Mind war.
Archon rolls +1 WS for combat drugs

My warlord got something meh, re-rolled due to battle forged and got army wide move through cover (ruins) and stealth (ruins) which was sort of handy, as my opponent didn't fire on the horrors since they'd be able to GtG in the ruins for a 3+ cover, rerolling 1's.
Sorc #1 got Boon
Sorc #2 got Doombolt (Huzzah!)
Sorc #3 got Boon
Sorceror Lord got Boon, then rolled on Biomancy and got Haemorage (traded for Primaris) and iron Arm.
Pink Horror Squad got Infernal gateway (WC2, 18", blast, Str D6+4)
Herald got Foreboding (fire overwatch on full BS Grrr...) and Misfortune, which I forgot about the rest of the game.

1/13 for Doombolt so far in 7th :(

I won for picking sides, but chose poorly by picking the top I think.
He won for going first and deployed first.
I failed to sieze.
Night fighting 1st turn.
Mysterious objectives in play, but none of them affected anything.





Turn 1
Spoiler:

The wraithguard embark on a raider. Nothing of note achieved other than some shuffling forward and blasting 3 raptors and 5 thousand sons with the guided vauul battery. My forgefiends set the trend for the rest of the match by shrugging off dark lance after dark lance, 5x 5++ made.

On my turn, I remember precience is 12" not 24" and my forgefiends are out of range. Bugger. I fire everything I've got at the raider with the wraith guard in it and achieve nothing at all. Stupid night fighting. Sorc Lord casts Iron Arm and force. Fail at precience on 4 die, fail Infernal gateway on 6 die.


Turn 2
Spoiler:

His flyer, trueborn and scourges all come on, flyer uses 2 monoscythe missiles, the shard weapon with a bunch of shots and 2 dark lances (1 snapfiring) into a squad on Sons who wonder where all the light rain is coming from. No casualties! The guided Vaaul battery gets 13 wounds on the raptors, 3 at AP2 for a return of 3 dead (only 1 of those to the AP2) and 8 wounds on the Sons for 1 dead.

Trueborn set up shop near the kabalite warriors in the ruined bastion.

Scourges deepstrike down near the stormraven, but scatter backwards 6 inches, taking them out of range.



Reavers turboboost over the screamers and the raiders pour weapons fire into it, but leave 1 alive with a single wound.

The raiders and scourges do a number on the other sons squad, killing 5.

The Grotesques set the melee tone for the game, failing the charge on the spawn.



My turn, drake comes on but the flamers stay in reserve. Sorceror lord casts iron arm again, herald fails precience agian, unti fails flickering fire. The drake heads straight for the reavers since the other flyer has everything else covered. He takes no prisoners. The forgefiends give up hope of getting precience from the herald to blast the crap out of the raider with the wraithguard in it, but remove only a single hullpoint. Stupid Jink. The marines move up to rapidfire the Talos who has snuck up the board while I fire inneffectually at the raider with the oblits.

Sorceror lord casts iron arm again, fails smite on 2 dice, even with re-rolls, herald fails precience again on 4 dice, horrors fail WC2 flickering fire on 5 dice. FFS.

I run the possessed and the raptors up a bit to get into position for a counter charge on the Talos next turn, but the marines shred it with rapid fire.

Lone screamer turbo boosts over the grotesques, taking a wound off one and ending up near the backlines to threaten the weapons batteries next turn (not that I expect him to live that long, but it'll divert fire, and that's what counts).

This is rapidly turning into an ugly hard fought slog for both sides now, but I have 1st blood.

I learn that the owner of the model chooses to allocate wounds to multiple wound models in CC when I charge the grotesques with the spawn and lose combat by 2.



Turn 3
Spoiler:

Raider moves up and dumps out its cargo of wraithguard who proceed to melt my sons squad and all but 3 of my possessed. The witches line up down the side of the hill to try and stay out of LOS. Flyer taunts the drake again by staying a threat but attacks the forgefiend with a pair of shatterfield missiles and the 2 dark lances, taking a single wound off a nearby obliterator and I make 3x 5++'s on the forgefiend.

The venom blasts the lone screamer away, but that means he wasn't shooting anything else.

Farseer perils' herself on 7 dice getting guide off on the weapon battery again but forgetting doom.

Vauul battery scatters off, then back onto the sons, not achieving much.

Grotesques beat the tar out of the remaining spawn before they can hit back.

My turn, Flamer come down, try to go in the openish area near the kabalaite warriors, but scatter toward the stormraven, so they flame the scourges and manage to glance the raider while they're at it. The sons move up beside the wraithguard, the other sons move to delay the grotesques


Drake vector strikes the grotesques (or would if I hadn't forgotten to roll for it) and sets up for a flamer on the vauul batteries and getting away from the nightscythe.

Horrors get WC2 flickering fire off on 4 dice at some witches, but can't hit worth a dam, killing 1 and another 1 from the failed toughness test.

Sorceror lord boons the aspiring sorc, giving the aspiring sorceror +1 toughness, then perils himself on 2 dice getting iron arm off, but rolls a 5 and passes his leadership check.

Noting that the wraithguard are all perfectly lined up, the aspiring sorceror busts out his doombolt and perils himself on 2 dice but rolls a 6, getting a 3++, armourbane and fleshbane for his troubles. Awww yeah! Drops all 5 wraithguard like a boss as well.

The raptors flamer and bolt pistol down the witches. while the sons shoot then charge the raider, wrecking it (yay, armourbane, talk about movie marines!).

Forgefiends trash 1 ravager thanks to daemonforge but can't touch the other one, the oblits take a hull point off the flyer with their assault cannons.

Sons squad charge the grotesques, losing 2, but tying them up.

Things are looking pretty grim at this point for the Tzeentchian forces, and I'm fairly sure I'm goig to be tabled in 2 turns.


Turn 4
Spoiler:

The nightscythe flies off the board, a unit of incubi with the warlord race up to the horrors in a raider, jump out then charge, but only kill 4 due to terrible rolling on my opponents part and amazing rolling on mine. I roll a 5 for instability and only lose a couple more.

Farseer perils again getting guide off and forgets guide. Weapons batteries reward the aspiring sorceror's awesomeness with 2 pie plates of pain, killing all but the sorceror lord and 2 Sons. How very 40k.

The kabalite warriors and remaining ravager finally sneak a pen through on one of the forgefiends and it explodes.

The trueborn ruin the flamers.

The Sons and the grotesques have a slap fight, not really achieving anything.

My turn, the lord ditches his remaining 2 Sons bodyguards, figuring he'll sneak 'round the back and help out the horrors, but fails Iron arm on 2 dice even with rerolls and is left on his own with toughness 4 like a chump. The 2 remaining sons move up to jump up on the "hill" near the stormraven.

I get precience off on 5 dice with my herald.

Heldrake vector strikes a raider (or would have if he'd remembered) and gets into position to burinate the kabalite warriors, leaving 4 alive.

Forgefiend takes another glance from the ravager.

The raptors charge the scourges, butchering them, the possessed charge the trueborn, mulching them in a single round since I roll +1 attacks, +1 init on their chart, but lose 1 in the process.. They consolidate 1" towards the remaining kabalite warriors.

The aspiring sorceror gets killed by the grotesques, and they take a wound, still a slap fight.

The horrors fight the incubi to a standstill, winning combat by 1. yay precience.


Turn 5
Spoiler:

Flier comes back on to little effect, doing 1 glance to the drake. Ravager tags the oblits with all 3 darklances, killing 1, they fail morale with a 10 and flee!

The vauul batteries target the out of LOS lord, scatter off with the 1st shot, then scatter straight back onto him with the 2nd, but saves are made. Not so much when the venom spots him and guns him down. Warlord slain! the kabalite warriors drop the possessed.

The remaining 3 kabalite warriors avenge their trueborn bretheren, dropping the remaining 3 possessed

Witches charge the raptors, challenging the champ, who proceeds to cut down the hecatrix, gaining himself hammer of wrath from the boon table. the witches kill a couple of raptors in exchange.

The grotesques take another wound in return for taking out the remaining Sons. They consolidate toards the horrors

The unthinkable happens and I make every single 5++ save and the horrors with precience pound the crap out of the incubi and warlord, winning by 4, who then fail their morale with an 11! I roll a 6 to chase them down, but he rolls a 5, so it's not enough. They break and flee! Horrors consolidate back towards the objective they've been guarding and put terrain between them and the grotesques.

My turn and my drake goes into hover to get away from the flyer as well as daemonforge roasting roast the remaining kabalite warriors and camp the objective since it's turn 5. Good thing he daemonforged too since I rolled 2x 1's and that would've left the darklance guy alive..

The forgefiend tries for the ravager again, but still nothing goes through, this is turning into a duel for the the ages.

The obliterators rally with a 9, hooray for VotLW!

The 2 remaining Sons that the warlord ditched charge the witches, just making it with a 5, killing 1 more.

Game continues, Doh!


Turn 6
Spoiler:

The nightscythe creeps forward to hugging distance of the drake, but still can't bring him down, managing a pen that stuns the "Crew" that gets ignored 'cause I roll a 2. Yay, daemon.

The ravager backs up and has a go at the drake as well since he's in hover, but 1 fails to glance and the other 2 get 5++'ed



The Vaul's take a chunck out of the horrors, but that just makes it harder for the grotesques to make their charge, which they fail due to the -2 from terrain.

A venom tries to drop the remaining oblit, but despite hitting with everything and wounding with most of it, the oblit (with a single wound left) passes 10 armour saves like a champ.

The witches take out the raptor champ and the 2 thousand sons can't seem to hit the 2 remaining scourges with their 1 attack each.

The warlord continues to flee back towards his table edge...

My turn

The herald gets WC1 flickering fire off at the warlord on a single dice, 5 shots, 3 hits, 2 wounds, killing 2 and putting a pair of wounds on the warlord due to the failed toughness test!

Not getting off that easily, the heldrake remains in hover on the objective, spins around and blasts him with the baleflamer, killing him instantly. Slay the warlord!

The forgefiend remembers he's not used his daemon forge yet and doesn't waste it. 5 hits on the ravager, 3 pens and 2 glances. Finally the slugfest is over.

The obliterator moves back onto his objective, then smashes the venom with his lascannon in retaliation for last turn, wrecking it.

The remaining Sons get wiped out by the scourges who consolidate towards the objective, but not far enough.

Game continues. Argleflargleblargle!



Turn 7
Spoiler:

The farseer recognises that **** just got real, yo. Leaves the weapon battery and moves towards the drake.

Witches also move towards the drake.

Nightscythe can't keep the drake in his arc, so goes after the forgefiend, but despite penning with both lances, 5++ to the rescue.

Weapon batteries fire at the horrors, but again, only succeed in increasing the charge distance for the grotesques, leaving a single horror and the herald alive.

Farseer goes on a death mission, gaining WS10, BS10, I10, armourbane, fleshbane and a couple of extra attacks along with 5 counters. Then loses a token at the end of the psychic phase.



She flings her singing spear at the hovering drake, who has a single hull point left. Rolls a 1. No problem, she's BS10, re-roll that bad boy. Roll another 1. What a chump.

The 2 witches throw their haywires, both pen. 5++ to the rescue on both.

Farseer loses another token at the end of the shooting phase.

Farseer charges, makes it with a 9, then rolls to hit. WS10 vs WS1, 5 attacks, 1 hit.

Pretty terrible, but it's enough, armourbane on Str 3 is enough for a glance. You know how this ends.

Yep, 5++

And the farseer loses a counter.

And my opponent gains Hatred (Farseer) and Hatred (Daemon Engines)

The grotesques move up towards the horrors, but the last barrage from the weapon batteries means they need a 5 through terrain. They roll a 4. Buh bow.

My turn

The drake repositions and toasts the 2 witches and the seer while remaining in hover on the objective.



The oblit and the forgefiend both dakka the nightscythe out of the air, where it proceeds to crash onto my heldrake, but doesn't glance, epic, epic lols avoided.

The Herald tries for WC 1 flickering fire at the raider on the other objective, and succeeds on 1 die, but gets denied!

No more rolling, GG, time to tally it all up!





Final score
Spoiler:

Him
2 objectives at 3 points each
1 heavy support killed
Slay the warlord
Linebreaker

Total = 9

Me
3 objectives at 3 points each (yay, objective secured troops!)
3 heavy support killed
1st blood
Slay the warlord
Linebreaker

Total = 15

Victory for the glory of Tzeentch!


Conclusions and final ramblings
Spoiler:

Those weapon batteries made their points back twice over on their first shot. I.was later informed that they have been errata'ed to be small blast rather than large. They are still pretty filthy for 30 points each.

Precience is no-where near as good as before due to being WC2.

While both the raptors and possessed didn't see the end of the game, they both performed better than I expected, though not a single fear check was failed the entire game, despite half my army having it and being up against one of the few armies who it can affect. A bit dissapointed with the spawn to be honest, I think they pretty much require MoN or invisibility to be effective, but in their defense, I did forget to roll on their table the 1st time, so that's possibly it.

The aspiring sorceror taking out all 5 wraithguard with doombolt (which no longer loses strength as it passes through things) was pretty memorable.

The horrors causing the incubi to flee was hilarious, and from that point on, my opponent pretty much had dice AIDS while I was making >90% of my 5++ rolls. That was the point where it went from a likely tabling for me to a reasonable chance of my success. The last turn when he failed to kill the drake was the epitome of the way the rolls went. Sometimes, no matter how far the deck is stacked in your favour, the dice gods have other plans.

Again, my horrendous lack of mobility was highlighted, further reinforcing my need to build those 2 rhinos that've been sitting there for ages.

The drake went from minor nuicance to pivitol combatant as the game went on, while the forgefiends simply continued their run of being indestructable killing machines for me game in, game out. I swear, hades fiends are the most under-rated unit in the codex, though my ability to roll a 5++ on demand my have something to do with it.

I also continued a trend where if I'm in a position to win on turn 5, the game keeps going, but thankfully I managed to scrape a win out this time from a game I should have lost bar the dice gods leaning heavily in my favour.

Overall, a brutal battle with very little left on the field from either side. I had a lot of fun, and we both learnt a bunch about 7th.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Great job making do with what's on hand. I'd love to play against your Tzeentch stuff at 2500pts. Good report, very clean and structured.. I like it.


Automatically Appended Next Post:
oh and yes doombolt is pretty awesome.

This message was edited 1 time. Last update was at 2014/07/01 16:52:59


 
   
Made in us
Fixture of Dakka





San Jose, CA

I like how you found a way to make the old rulebook still useful.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Legendary Master of the Chapter






"She flings her singing spear at the hovering drake, who has a single hull point left. Rolls a 1. No problem, she's BS10, re-roll that bad boy. Roll another 1. What a chump."

Great report I have a friend that rolls exactly the same for flicker fields and it drives me nuts.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Maddening Mutant Boss of Chaos





Boston

Great batrep! Thanks for sharing. I appreciate reading accounts of battles featuring fun, varied armies.

And it's always nice to hear about chaos pulling out a win for the bad guys!

   
Made in ca
Mutilatin' Mad Dok





Nothing like a game of floorhammer! Really takes me back.

Great report.
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

WEEEEEEEEEEEEEEEEEEW Go 1K sons

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
 
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