Regular Dakkanaut
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I put my first Daemonic Incursion list on the table today. It so happened to be against a Necron Decurion detachment, so might as well get tossed right into the fire. Here are the lists.
DAEMONIC INCURSION
Command
Keeper of Secrets w/ ML3 (Lash of Slaanesh, Acquiescence, Phantasmagoria, Slicing Shards), Exalted Reward (Double Blessing, Soulstealer), Greater Reward (Corpulescence), Lesser Reward (Witstealer Sword) [WARLORD]
Flayertroupe
Herald of Slaanesh w/ ML2 (Summoning, Infernal Gaze, Sacrifice), Greater Reward (Greater Etherblade), Lesser Reward (Cleaving Strike), Exalted Locus of Beguilement
3x Daemonettes (15) w/ Instrument of Chaos, Rapturous Standard, Alluress (Greater Etherblade)
1x Daemonettes (10)
2x Fiends of Slaanesh (3)
Forgehost
Soul Grinder w/ Daemon of Slaanesh, Baleful Torrent
Soul Grinder w/ DoS, Phlegm Bombardment
Soul Grinder w/ DoS, Warp Gaze
NECRON DECURION
Reclamation Legion
2x Necron Warriors (10)
Tomb Blades (3) w/ 3+ armor
Overlord w/ War Scythe, 4++ [WARLORD]
Lychguard (10) w/ Shields
Immortals (10) in a Night Scythe
Immortals (10)
Annihilation Nexus
Doomsday Ark
2x Annihilation Barge
Deathmarks (10)
We rolled to see what Maelstrom mission we would run. It came up the one where you get to draw a Tactical Card for every objective you control. As I had an incredible advantage on that one we decided to do a standard have 3 every turn mission. We played Hammer and Anvil deployment with several large ruins clogging up the center of the board but leaving clear shooting lanes on either edge.
He deployed first and put everything on the board except the Deathmarks (DS reserve) and Immortals in the Night Scythe. The Doomsday Ark was placed in the far NW corner of the board next to one objective. One unit of Warriors were put under a three-story ruin and next to a second objective. The foot Immortals were to the Warriors' left as far forward as they could be, and the second Warrior unit to the left of them. The Lychguard with Overlord were behind the Immortals and first Warrior unit. One Annihilation Barge was 6" SSE of the Doomsday Ark. The other Barge was to the right of the Immortals.
I placed the Keeper in a forest beside one objective and 4" S of my forward deployment line. The Phlegm Grinder was to the Keeper's right down the longitudinal midline. One unit of Fiends were directly in front of the Keeper in the forest while the other were tucked behind a ruin to claim another objective. The four Daemonette units and remaining two Grinders were in DS reserve.
I stole the initiative.
TURN 1
Daemons
I advanced my units forward to get into LoS blocking positions as much as possible. Thankfully the terrain was such that I could do so with minimal exposures. I couldn't target anything in the Psychic Phase. I adjusted my Warp Storm roll to get 4++ invul saves for all my Daemons. The Phlegm Grinder killed one Immortal and took a HP off the right Barge, removing its shielding bonus. I scored 1VP for an objective.
Necrons
He maneuvered his left Barge 12" S to shoot through the door to get LoS on the left Fiends. the right Barge moved 6" SE to do the same. The ruin Warriors moved 6" to get onto the multiple levels of the ruin. The Tomb Blades moved 12" SSE to claim another objective Everything else advanced 4" S to the ruin in front of them. In Shooting he killed one Fiend from the left unit and put on 1 wound on another. The Tomb Blades put 2 wounds on one Fiend from the right unit. He claimed two objectives, including one where he got 3VP on a d3 for completing it with his Warlord.
SCORE: 5-1, Necrons
TURN 2
Daemons
Every unit in reserve arrived. As soon as I placed my Baleful Grinder 2" from his short board edge in the NE quadrant he had his Deathmarks arrive from DS reserve in my SW quadrant. I put the Herald's Daemonette unit 4" ESE of the Doomsday Ark. The smallest Daemonette unit arrived 6" SW of the Baleful Grinder. A second Daemonette unit arrived 13" ENE of the ruin Warriors and 6" from the right long board edge. The Warp Grinder arrived 28" from my short board edge and 11" from the right board edge. The last Daemonette unit arrived in the middle of the ruin to claim an objective 8" NW of the Keeper's position. I moved the Keeper 6" ESE to prep for a charge against the Deathmarks. The left Fiends ran 12" NW towards the left Warriors. The right Fiends moved 12" NE towards the Tomb Blades. The Phlegm Grinder turned to face the Deathmarks. At the end of Movement The Deathmarks put 8 wounds on the Keeper thanks to their ability to fire immediately after arriving and wounding on a 2+. I needed to save three wounds but only saved 1, so he got First Blood and Slay the Warlord. In the Psychic Phase the Herald did nothing. In Shooting I again rolled the 4++ save for all Daemons. The Baleful Grinder killed one ruin Warrior. The Phlegm Grinder shot at the Deathmarks but killed only one. The Warp Grinder failed to do anything thanks to Jink saves by the damaged Barge. All the Daemonette units ran, with the ones in his deployment area getting within 12" of his short board edge and the one in the ruin spreading out. In Assault the right Fiends charged the Tomb Blades and the left Fiends charged the left Warriors. The left Fiends killed one Warrior and suffered no wounds, but the Warriors made Morale. The right Fiends killed one Tomb Blade and suffered no wounds in return. I scored 2VP for having three or more units Behind Enemy Lines and I scored another for claiming an objective.
Necrons
His Night Scythe arrived from reserve and moved 18" ESE from the extreme NE corner of the board, with the Immortals disembarking to get up close and personal with the Baleful Grinder. The left Barge remained in place. The right Barge moved 6" to get a better LoS on the ruin Daemonettes. The Lychguard moved 6" NW towards the Herald Daemonettes. The foot Immortals moved 6" N towards the Herald Daemonettes' position. The Deathmarks moved 5" into difficult terrain to control the objective in my SW quadrant. In Shooting his Scythe Immortals did nothing to the Baleful Grinder. The Doomsday Ark shot at the Warp Grinder but scattered off, killing a Fiend in the Tomb Blade fight. It's side shots into the Herald Daemonettes killed 3. The foot Immortals killed another 4, including the Icon and Instrument. The ruin Warriors killed 1 from the right Daemonettes. In Assault he dual charged the Herald Daemonettes with his Lychguard and Immortals. I forced his Overlord to accept my Herald's challenge through Beguilement, but unfortunately did nothing against him. The rest of the unit killed only two Lychguard. The Overlord ID'd the Herald and the rest of the combined forces wiped out the unit. The Tomb Blades and right Fiends did nothing to one another. The left Fiends killed two Warriors, suffered no wounds and Swept, moving 4" NNE in consolidation to deal with the Lychguard and foot Immortals. He gained another two VPs from tactical objectives.
SCORE: 7-4, Necrons
TURN 3
Daemons
The Warp Grinder moved 6" NNW. The smallest Daemonettes moved 6" SSE to get out of the Baleful Grinder's way as it moved 6" WSW towards the Lychguard. The right Daemonettes moved 6" W to surround the Scythe Immortals. The ruin Daemonettes moved 4" W through difficult terrain towards the left Barge. The Phlegm Grinder moved 6" W to get LoS on the foot Immortals through the intervening ruin, ignoring the Deathmarks behind. The left Fiends moved 12" NW to get within striking distance of the Lychguards. In Shooting the Dark Prince tried to Thirst but didn't get a sniff of anything. The Baleful Grinder killed one Lychguard, granting the other Soul Grinders rerolls To Hit and To Wound. The Warp Grinder managed to wreck the right Barge. The Phlegm Grinder killed two foot Immortals. In Assault, the Baleful Grinder successfully charged the Lychguards, as did the left Fiends. The smallest Daemonettes charged the Scythe Immortals, losing one to Overwatch. The right Daemonettes also charged the Scythe Immortals. The ruin Daemonettes charged the left Barge. The dual charging Daemonettes managed to kill 4 Immortals while losing 2. The Immortals failed Morale and were Swept, with the smallest Daemonettes consolidating 6" S and fanning out and claiming an objective I needed while the right Daemonettes consolidated 6" NW up against his short board edge. The Baleful Grinder and left Fiends managed to kill one Lychguard. The Overlord did nothing against the Baleful Grinder thanks to passing all three penetrating saving throws. The Fiends, however, were reduced to one model, ending the combat in a draw. The Tomb Blades and right Fiends continued to do nothing to one another. The ruin Daemonettes exploded the left Barge, losing 5 in the process. I gained 2VP from objectives and 1VP for Slay the Warlord.
Necrons
The Night Scythe moved 18" SW to get LoS on the ruin Daemonettes on the far W side of the board. The ruin Warriors moved 4" to get most of the unit down to the ground floor and just S of the ruin wall to get LoS on the Warp Grinder. The Deathmarks moved 5" E through difficult terrain to get behind the Phlegm Grinder. The foot Immortals moved 6" E towards the smallest Daemonettes. The Doomsday Ark turned to get a straight shot on the Warp Grinder. In Shooting, the Doomsday Ark glances the Warp Grinder. The Night Scythe reduces the ruin Daemonettes to three models. The ruin Warriors and Immortals shoot at the smallest Daemonettes, destroying the unit. In Assault, the Tomb Blades and right Fiends do nothing to one another. The Baleful Grinder causes two wounds. The Overlord fails one Look Out, Sir! and is ID'd while the other wound is saved. The Lychguard make Morale and are locked in combat. Necrons earn 1VP from tactical objectives.
SCORE: 8-7, Necrons
TURN 4
Daemons
The Warp Grinder moves 6" NNE to claim an objective. The right Daemonettes move 6" SW towards the Immortals. The 3 ruin Daemonettes move 4" E to get up against a ruin wall. The Phlegm Grinder moves 1" S through difficult terrain towards the Deathmarks. In Shooting the Dark Prince tries to Thirst again but to no avail. The Phlegm Grinder manages to kill two Deathmarks with the Phlegm Bombardment and manages to save itself from the shot drifting on top of it. The Warp Grinder shoots at the Night Scythe, forcing it to Jink and causing 1HP to be removed. In Assault the Phlegm Grinder charges but only kills 1 Deathmark. The Baleful Grinder does nothing. The right Daemonettes charge the Immortals, kill 6 in combat and suffer no deaths before Sweeping the unit and consolidating 5" E. The two right Fiends manage to kill one Tomb Blade, but one remains and the battle continues. I manage to secure more objectives than the Necrons have and get 3VP on a d3, plus securing two other objectives.
Necrons
The Night Scythe moves 18" SE to get right in front of the Warp Grinder. The ruin Warriors move 5" N towards the right Daemonettes. The Doomsday Ark turned to have its right side facing the ruin Daemonettes I forgot to move into the ruin terrain. In Shooting the Warriors reduce the right Daemonettes to 4 models. The Doomsday Ark kills one of the three ruin Daemonettes. while the primary weapon scatters way off the right Daemonettes. The Night Scythe snap shoots at the Warp Grinder but manages to take off 1HP, leaving 2HP remaining. The Warriors charge the Daemonettes, with none dying as they wipe the unit out. The Tomb Blades and Fiends do nothing to one another. The Phlegm Grinder kills three Deathmarks but the unit passes Morale. The Baleful Grinder kills two Lychguard but they also pass Morale. Necrons claim 2VP from objectives.
SCORE: 12-10, Daemons
TURN 5
Daemons
The Warp Grinder stands pat facing the Night Scythe. In Shooting, the Warp Storm result is Rot, Glorious Rot, but the only unit that "suffers" is the Doomsday Ark that can't be damaged. The Warp Grinder manages to finish off the Night Scythe who crashes harmlessly 9" NNE from its original position. In Assault, the right Fiends and Tomb Blades do nothing. The Phlegm Grinder kills only one Deathmark but it passes morale. The Baleful Grinder does nothing. Despite this, Daemons manage to gain 3VP in Objectives.
Necrons
The Warriors move 6" S to get closer to the Warp Grinder. In Shooting, the Warriors do nothing to the Warp Grinder. In Assault the two Grinders do nothing. The right Fiends finally take out the last Tomb Blade! The Necrons earn 1VP in Objectives.
The roll for Turn 6 fails, so game ends. Daemons earn 1VP for Linebreaker.
FINAL SCORE: 16-11, Daemons
CONCLUSIONS
This was a pretty rough slugfest between both sides. I had two Fiends (one with 1W left), two clean Soul Grinders and one Soul Grinder with 2HP left. Necrons had 5 Lychguard, 8 Warriors and 5 Deathmarks remaining. The result is a bit misleading, though. My opponent didn't roll a single non-snap shooting 6 on any Tesla shots the entire game, so that helped keep the damage down below what one would expect.
The ability to modify the Warp Storm table was huge the first two turns. I rolled a 9 on Turn 1, so getting that to a 10 for the 4++ save really helped. I happened to roll a natural 10 on Turn 2, but Turns 3 and 4 were both 7s that became 8s for the Dark Prince Thirsts, allowing my Instruments to reroll a few of the random rolls. None of those bore out but it was still cool having the opportunity to try. I think Nurgle and Slaanesh benefit the most from this particular Daemonic Incursion benefit as a result of their close proximity to the most common roll of 7. The Daemonic Instability reroll never came up, though I would have to say if I rolled a 2 or 3 on the Warp Storm table I would choose to make them 2s to get rerolls to avoid getting totally screwed over.
The slap fight between the Fiends and Tomb Blades was quite amusing to us. Neither side could do anything. The only reason one of my Fiends died in the battle was due to a blast drift atop the combat. The other tie-ups between the Grinders and the Lychguards and Deathmarks benefited him a bit more than me, but he preferred to stay in combat than allow my Grinders to fire more devastating shots at his army.
I didn't know Deathmarks could wound on a 2+ the turn they DS into play. Most unfortunate to lose my Warlord that quickly, so I didn't get a chance to try out any new Psychic Powers. I did ask my opponent at the start how to interpret the book's rules re: how many powers I could roll on the Discipline of Excess. He was quite insistent I could roll all my powers from it as that seemed to be the RAI, so that's what we did. I know Telepathy was a better choice for the Keeper but I wanted to try out the new goodies to see how they performed. Unfortunately I was never in a position to do so due to distance or, well, dying.
The Forgehost was huge this game. Aside from making an inordinately high number of invul saves, their high AV really caused my opponent problems trying to get past it. The formation special rule came up useful a few times, too, as I was able to make a few rerolls on failed To Hit and To Wound rolls. The Flayertroupe's ability to reduce enemy units' WS by 1 was also quite handy. I didn't get the trick off of having the Locus benefit other units within 12" because I DS'd into play all over and he focus fired on that Herald's unit as soon as they arrived. That's something I'll have to take into consideration in future games.
The ability to hang on to objectives after initially claiming them earned me 3VP on one Tactical Objective card, so that was incredibly helpful. I'm really glad we didn't play the original mission. That would've been incredibly unfair. Thinking on how this would work out in an ITC tournament environment makes it quite useful there, espeicially with the option to trade out two "capture objective" rolls on the Maelstrom table to attempt capturing three and gain 3VP, instead.
I don't think there's much I would change about this particular list. I liked having one each of the three Soul Grinder weapons types. I also liked the sizes of my Daemonette units. I would like to eventually change things up and field a Grand Cavalcade instead of a Forgehost, but I have a substantial amount of painting to complete before I can do so.
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