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2500pt Daemonic incursion (Tetrad, Warpflame and Thirsters) Vs Astra Militarium (Tanks and Inquis)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

A rather close game (IMO) and definitely a very fun one. My first ever Battle report and my first ever fielding of the Daemonic Tetrad, let’s see how it went.

My List:
Tz DP- wings, ML3, greater reward, impossible robes, armour, lesser reward.
Nu DP- wings, ML3, 2xgreater reward, armour, lesser reward.
Sl DP- wings, ML3, 2xgreater reward, soulstealer, armour, lesser reward.
Kh DP- wings, 2xgreater reward, armour of scorn, lesser reward.
Tz Herald- 3ML, Paradox.
9xExalt Flamers.
Furies.
2xD-Thirster.

His list: (I am not a worshipper of the false emperor so sorry if I am not entirely sure what his things are)
Command tank
Commander pask
5xVanquisher Leman Russ
Punisher Russ
2xEnginseer
Inquisitor Karamazov
Company command squad
Valdor Tank hunter
An inquisitiony squaddy thing.
An inquisitiony squaddy thing IN a drop pod.
Veterans in a drill.

Deployment:
I deployed everything but the Flamers mit Herald and the furies

He deployed everything but the two flyers, drop pod squad and the drill squad.


First turn:
I fly everything but my Tzeentch prince (For secondary objective reasons).
I also cast endurance which covers everyone but the Slaanesh prince.

His Drop pod came down… And did nothing.
His vast number of tanks did a mighty 3W on my Slaanesh prince (but I rolled +1W and IWND for a greater reward).


Second turn:
My unit of flamers with the Herald came down and butchered his Valdor (My Nurgle prince cast endurance again so that they could fire out of deepstrike.
My Slaanesh prince cast iron arm and used the lash of despair to kill Karamazov and some of the CCS he was in.
The two Thirsters and the Khorne prince dropped down.

His two flyers came in and vaporised my Khorne prince.
He used Pask and the punisher to wipe out all but one of the Flamers.

Third turn:
The Slaanesh prince killed Pask with the lash.
One D-Thirster killed the inquisition squad without the drop pod (for secondary objective reasons).
The second D-Thirster killed his tank commander.
Once again endurance was cast.

He fired a lot of stuff but didn’t do a lot of damage.
He did, however, manage to kill the last Flamer (who I had forgot to use, oops).


Fourth turn:
The Slaanesh prince killed the punisher tank with the lash.
One D-Thirster finished off the last of the CCS (to get them off an objective).
The second D-Thirster killed a tank.
Endurance was cast.

He did a whole lot of nothing (but his vulture did decide to hover ).

Fifth turn:
The Slaanesh prince killed another tank with the lash.
One D-Thirster killed his vulture.
The second killed an enginseer.
ENDURANCE!

His drill squad came in and killed a bloodthirster.
His Vendetta decided to hover (they never learn).


Sixth turn:
The Slaanesh prince took out another tank
The Tzeentch prince finally joined the fight and killed his Vendetta.
EN…DUR…ANCE!
My last D-Thirster charged the unit who came up in the drill… We locked in combat.

One of his tanks flew in and stole primary objective 2 from my Tzeentch prince.
An enginseer stole primary objective 1 from my battling thirster.
His Veterans managed to hold their ground against my Thirster.


Seventh turn:
Game ends.
I have 13 points in secondary objectives and no primary objectives.
He has 15 points in secondary objectives and all three primary objectives.


What went right?
The Slaanesh prince was devastating with his lash: a kill count of 4 tanks and an inquisitor.
The D-Thirsters were just as good when it came to tanking hits and killing tanks.

What went wrong?
I should have kept the Flamer unit in the back or else DeepStruck them individually in order to prevent them from being mulched by punishers.
I should have got the Nurgle and Tzeentch prince more involved in the combat rather than keeping them back/flying them.

From this experience I would say that the only weak link in my army was the Warpflame host but that may be just because I didn’t manage their immense amount of shots properly or perhaps it was just bad luck that they DeepStruck in range of two punishers.
A second problem is the lack of ObSec. Yes the Tetrad and Thirsters can kill anything off of an objective but your opponent can simply move another unit within 3” of the objective, yes you can kill them as well but, as I found out, this can take place just before the game ends.


Let me know what you thought of the list/tactics/report as this is my first time fielding the tetrad and my first battle report. Sorry for lack of pictures as I forgot to take them. Sorry for lack of detail (Warlord traits, Psychic powers, etc.) but I had gotten half way through a more thorough report when my PC crashed and I almost didn’t bother with the report because I was so disheartened.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in lt
Longtime Dakkanaut






You can't give drop pod to henchmen. Unless unbound, ofc.

   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 CragHack wrote:
You can't give drop pod to henchmen. Unless unbound, ofc.

Could you explain please?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Battleship Captain




The Drop Pod isn't a default transport available for Codex: Inquisition - so either his army is unbound (not inherently a problem but he loses a lot of command benefits) or he must have picked it up from a marine detachment, which isn't described anywhere.

This is a particularly big deal given the comments about Objective Secured, because if his army is Unbound, he won't have Objective Secured.

Let me know what you thought of the list/tactics/report as this is my first time fielding the tetrad and my first battle report.

It's good! Nice, simple and readable. Don't get too hung up if you genuinely don't know what a unit is/was - because if you have no idea what a unit does, we (as the reader) can be pretty sure it didn't do anything much in the game, or you'd have found out.....

Endurance is indeed a nasty power. You were lucky to get so many rolls of Endurance on the various prince's powers. Normally I only get Endurance on one or two guys, sometimes not even that.

To be honest, his list was dead meat. Tanks are not 'useless' (queue someone ranting about how they are!) but they have two key strengths - with frontal armour 14 they're night impossible to stop with normal shooting attacks from across the board, and with big area-effect ka-booms, they're good at slaughtering heavy and medium infantry.

Vanquishers trade the big kabooms for armourbane, but they still don't have the rate of fire or accuracy to stop monstrous creatures - assuming they've got a lascannon in the hull, each tank only puts down 0.83 wounds..... by the time you've thrown in Feel No Pain, Invulnerable Saves, etc, etc, they won't do enough damage to stop the flying beasts.

The only things which can do things reliably to big monsters are Punishers and Vulture Gunships. But, as noted, never, ever drop to hover mode - especially with the Vulture; it has Vector Dancer (an extra turn at the end of its move) so shouldn't have any trouble staying on the board with targets in arc....

By comparison, with weak rear armour, any leman russ chassis touched by any monstrous creature will be smashed to crud almost instantly.

A unit of 9 exalted flamers is an interesting idea. You have massive, massive firepower of whatever flavour you need, but you're catastropically dependent on getting relentless, and as such needing a 'babysitter' with endurance to allow them to fire.

From this experience I would say that the only weak link in my army was the Warpflame host but that may be just because I didn’t manage their immense amount of shots properly or perhaps it was just bad luck that they DeepStruck in range of two punishers.


But any time you're in range to use your own powers, you must (logically) be in return fire range of weapons of that kind. So you'll never really get the mileage you want out of an exalted flamer unless you give him some horrors to hide behind.

As you note, you might be better off using them as solo units if you've not been lucky with your psychic power rolls - as lone models you might lose one or two to enemy fire the turn they arrive but they get to shoot afterwards. To be honest, I always saw exalted flamers as a 'heavy weapons team' analogue to bolt into horror units. Horrors of Tzeench essentially serve as 'warp charge batteries' in a monster-heavy daemons army - providing lots of warp charge cheaply but being limited to the discipline of tzeench and losing warp charge quickly as they get attacked. An exalted flamer works nicely to add some actual battlefield capability other than just hunkering down on an objective and hoping to be ignored.

A second problem is the lack of ObSec. Yes the Tetrad and Thirsters can kill anything off of an objective but your opponent can simply move another unit within 3” of the objective, yes you can kill them as well but, as I found out, this can take place just before the game ends.


Depends. Remember, whilst you don't have objective secured, you do have a very similar command benefit available to you; Daemonic Corruption!

This is a slightly less effective but more subtle rule, and works against any opponent who doesn't have Objective Secured himself. To explain:

a) Once you control an objective, Daemonic Corruption applies.

b) Once an objective is corrupted, you count as controlling it if your opponent doesn't.

c) One an opponent controls that objective, the Daemonic Corruption effect ends.


The upshot of this is fairly obvious for some things; 'score' an objective once and you can wander off, and still control that objective until your opponent sends someone to take over the now-abandoned objective.

What's less obvious is the effect on an objective you're still holding: If you and your opponent both have units within 3" of an objective, the objective is contested. Since the objective is contested, it's not controlled by your opponent....hence, Daemonic Corruption continues to apply, and you count as controllling it!

If the enemy unit who've moved up have Objective Secured, then yes, they can take an objective off you, but an enemy unit who don't have Objective Secured cannot contest an objective controlled by a unit from a Daemonic Incursion detachment.

This message was edited 1 time. Last update was at 2016/07/05 10:31:10


Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Thanks for the reply and added advice!

I will have to inquire about the Inquisitors in the drop pod as he definitely stated he was bound.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
 
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