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so my trip got cancelled due to this huge storm... damn youuuuu storm! However, this allowed me to participate in the Christmas tournament here Fan-friggin-tastic! However, our TO (Alex from my last game) created his own mission packet hoping to mix stuff up, and see people bring some new stuff to the tables. I will say, it made me re-think my lists in a lot of ways, and I feel pretty happy with what I cobbled together. Without further adieu, my list:
Demons with 1k sons and Death Guard support ++ Supreme Command Detachment +1CP (Chaos - Thousand Sons) [24 PL, 451pts] ++
+ HQ +
Ahriman [7 PL, 131pts]: Doombolt, Temporal Manipulation, Weaver of Fates
Daemon Prince of Tzeentch [9 PL, 180pts]: Gaze of Fate, Malefic talon, Warptime, Wings
Sorcerer in Terminator Armour [8 PL, 140pts]: Death Hex, Diabolic Strength, Familiar, Force stave, Inferno Combi-bolter
Daemon Prince of Nurgle [9 PL, 180pts]: Malefic talon, Wings, Arch-Contaminator, Suppurating Plate
+ Elites +
Foul Blightspawn [4 PL, 77pts]
Foul Blightspawn [4 PL, 77pts]
+ Heavy Support +
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger
Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy slugger
++ Total: [109 PL, 1996pts] ++
So it uses a lot of what you may be used to seeing; my tried and true DG spearhead, but I mixed that with some Plaguebearers with just instruments. I feel like Icons aren't worth the points; one is fine if you have the CP for the boosted banner, but this list they're just there to clog up things to allow the true threats to shine. I decided to take out Ahriman and his DP bro, and swapped my second DP for a Termi-Sorc with familiar; this gives me two reliable psychic threats, and adds a lot of tools to my tool box. I huffed and puffed about taking this versus the nurgle knights, but as you will see, the missions would punish my knights list.
Missions are described as the first spoiler of each match.
Mission 1 - Ambush! vs Grey Knights + Sisters
Primary Mission: A mana spring has been located in your area and
great magic can be harnessed from its well. Enemy
forces within the proximity of the planet have been
notified of its origin and are on their way to retrieve
Players try to secure each board edge by the end of
3 points are achieved for having a unit partially
within 6 inches of the board edge. Only one unit
may score a board edge. A single unit may not score
more than any one edge. An edge is considered
secured by the number of cumulative wounds in
that board edge. For example, if two players both
are within 6 of the board edge, one single unit
whose cumulative wounds are the greater count
hold that board edge.
Example: Player 1 and Player 2 both contest a board
edge. Player 1 has 2 units on the edge and player 2
has 1 unit on the edge. The unit with the greater
number of wounds would hold the edge for player
1. If those total wounds are greater than the
number of wounds of the unit player two has within
the board edge, player 1 controls that edge.
Secondary Mission: The mana well has energy flowing from its
location with great psychic focus. Any unit
that comes within 9” of the mana well may
consider trying to harness its powers.
When any non-flyer unit comes within 3” of
the mana well they may try to harness the
psychic abilities it possesses. At the end of
each player turn, the unit within 3 inches may
attempt to cast an overcharged smite at one
enemy target (player choice). You do not
need line of sight to cast this spell. The
opponent may attempt to deny this cast from
any point on the board once even if they do
not possess a psycher.
Roll 2D6, on any roll of a 7+ you harness the
powers of the well and smite your foe. Do D3
mortal wounds to an enemy unit. On ANY roll
of 11 or 12 smite becomes D6. On ANY roll of
a double you mishandle the powers from the
well and do D3 Mortal wounds to the unit
within 3” trying to harness its warp. Do D6 Mortal wounds if the roll was double 6’s.
Stratagems for rerolling this cast or deny may
NOT be used. Psychic bonuses do not count
for trying to harness this smite or denying it.
You may attempt to harness the power of the
mana well ONCE in EACH player turn. You
may also attempt to deny ONCE in EACH
player turn. A unit does not have to be a
psycher to attempt to deny this power. On
any roll of a double that totals 8, 10, or 12,
the power still goes off. Apply normal
targeting for characters less than 9 wounds.
You may still attempt to smite even if the
objective is contested.
Earn 1 Point if at least 1 mortal wound was
done to your opponent.
Earn 1 Point if your opponent did at least 1
mortal wound to themselves
Tertiary Missions : First strike, linebreaker, slay the warlord
This game saw me pitted against local commission painter, and awesome dude, Riddick. Last time we faced off he ran a similar list, except with more Dreads.... this time his list was a little more tame:
GK Supreme Command
GK Grandmaster Dreadknight (Warlord, First to the Fray) Purge Soul, Gate of Infinity
GK Grandmaster DK Gate of Infinity, Vortex of Doom
GK Grandmaster DK Vortex of Doom, Sanctuary
We played whatever deployment 4 is (the 24" from each board edge). Deployment looked like this:
Riddick won first, but I seized! The game started off with a bang, I was able to take the middle early and wipe out a squad of sisters plus one exorcist (with some lucky mortar shots plus a smite from the center objective). The smite from the center, per the mission, was allowed to target any enemy unit following normal targeting rules. Riddick, however, responded in kind, getting up close with celestine and putting my 1k Sons prince to 2 wounds left turn one! He also Gate of Infinitied one of his GM's behind me! I had forgetten this trick because last time I faced him he deep struck the knights. The result was crazy, him killing my Sorcerer lord, and all the guns slowly whittling down my plaguebearers. However, as the game progressed, my psychic might prevailed; I was able to keep holding the middle and rolling the 7+ smites 4 or 5 times, while riddick only got it off once (psychic bonuses did not apply). In a crazy turn, my Skullreaver prince destroyed his GK grand master, but I forgot they get the swing after death stuff like Blood Angels and he kicked my ass back... lol :/ He also denied EVERY major power I cast on turn 2, not to mention rolling his 6++ psychic save on his sisters multiple times! It was crazy. But on the swing side, I made several clutch saves which allowed my Nurgle prince to get deep into his lines toward the end, but I believe he died on the last turn to his exorcist firing twice (once for faith, and once on his turn).
In the end Riddick had 2 exorcists, his Cannoness, and 1 GKDK left with 3 wounds. I had one PBC, Ahriman, Nurglings, one blightspawn, and my Poxbringer. The score was 12 to 3 in the end, resulting in a minor win with a final score of 19 to 7. It was actually really close, I had to make a run for the board edge on turn 5 (our last turn), as did riddick, but me being able to stay in the middle from turn 1 is what swung it. Riddick actually didn't get toward the middle til about turn 3 (when his GM's got there).
Overall thoughts: I liked this mission, but it felt like...a lot of luck? I almost felt like it should be 1 Vp for each turn you controlled the middle. Of course, the smite mishap-ping on any doubles balanced it out somewhat, but neither of us rolled doubles. I just lucked out and cast it multiple times, and riddick only denied it once! It was definitely a close battle, and those GK's rerolling all wounds against demons hurt... especially each shot being D2 or D3 damage, which greatly reduced the effectiveness of my FNP's!
Mission 2 - That belongs to me vs Knights with AdMech Battalion
Primary Mission: Players try to secure an objective in the middle of
the table. The relic may be picked up by any
INFANTRY, model once it has moved base to base
with it. You may not move more than 9” during ANY
phase of the game, including advance rolls. A unit
that picks up the relic may not embark on a vehicle
or use the FLY keyword to move over terrain. The
player controlling the relic must try to return the
relic to their own deployment zone. A player cannot
drop the relic for any reason. If the model carrying
the relic is slain the relic is immediately lost and left
in the last location of the model carrying it. It may
not be picked up again until an infantry model
comes within base to base contact again. A unit that
charges over the relic may pick up the relic; but may
not fight the turn(s) in which it is carrying the relic. A
unit may not be deployed in any matter within 3
inches of the relic. Once you have come within base
to base contact with the relic your movement for
that unit immediately ends. (If the relic is 3 inches
from your unit, you can move 3 inches in the
movement phase to pick it up. You then end your
6 Points if you control the relic at the end of the
3 Points if the relic has been returned fully within
your deployment zone.
3 Points if you contest the relic with your opponent.
3 Points if the relic is closer to your deployment
zone than your opponents.
Example: Player 1 and Player 2 both contest the relic
at the end of the 6th battle round. The relic has been
moved closer to player one’s deployment zone, but
not fully within.
Player 1 earns 3 for contesting and 3 for the relic
being closer to their deployment zone.
Player 2 earns 3 for contesting
Secondary Mission: Enemy forces have been notified of the
relics current location. The enemy plans
to strike if their first fire team fails to
return relic back to their base. Upon
retrieving the relic, you must secure the
enemy’s base and prevent the
reinforcements from locating the relic.
Earn 1 point for having at least one unit
fully within your opponent’s deployment
zone. Any unit type may score this
secondary objective. This objective is
scored in each player turn.
Example: Player 1 has 2 units in player 2’s
deployment zone at the end of his turn.
Player 1 earns 1 point. Player 2 kills one of
the units in his deployment zone, but one
still remains. Player 1 earns 1 point. Player
1 scored 2 points that battle round.
Tertiary Missions: First Strike, Last Strike, Slay the Warlord
My second game saw me face a player I have seen at the shop, but never faced; Connor. He brought an awesome AdMech terrain for one of the tables for the event, which was cool, and to go along with it he was playing an AdMech knights list:
Connors AdMech Knights Super Heavy Detachment
Exalted Court w/ extra Heirloom
Knight Castellan w/ Ion Bulwark, Cawls Wrath, 2x missiles/2x cannons/volcano lance
Knight Paladin w/ cunning commander, armor of the sainted ion, reaper chainsword, rapid-fire battle cannon
Questoris Knight Styrix w/ Volkite thingger, Gravitron Crusher, Hekaton Siege Claw
So before each battle round they have the pairings roll off and winner picks the table. I won the roll off, and seeing knights, chose a city fighting board; lots of buildings and LOS blocking stuff. Because we play by ITC rules for buildings (first floor = cant shoot em) I wanted to make it hard for the knights to blast too much each turn. Deployment was the weird 9" circle in the middle one, which was funny because this was a relic mission.
I forgot pics of deployment, but you can get an idea of this picture from after my first turn:
I ended up winning first, and taking first; this was actually key to this game I feel. I started by walking up all the plagues as far as they could go, and surrounding all my key characters in a cushion. Turn one started great for me, allowing me to pick off two units of rangers with charges, allowing me to consolidate very, very close to the knights. However, Connor was having none of that, and started laying into my plaguebearers and PBC's; he rolled so many 6's for number of shots it was amazing! However, Nurgle Blesses, and I weathered the storm, losing 20ish Plaguebearers from my white unit, and my Poxbringer to an oathbreaker missile. I auto-rallied my PLagues because connor charged the castellan into them, hoping to finish the last few. This gave me prime position to get the Skullreaver prince in. Connor didn't know he didn't get his FNP rolls against all mortals, the results though was his Castellan was left at 1 wound. This is where I learned the frustration of Admech Knights... he operated at full for a mere 1 CP, and unloaded into my stuff again. Luckily my princes were still cushioned by plaguebearer bodies, and I was left with around 17 in one squad, and only a few left in the second, Connor finished my nurglings and one PBC. At this point I had taken the relic with my Scrivener, who was hauling butt back at my deployment.
After this point here were the key things: I killed the castellan, it got back up, and I killed it again. Skullreaver prince got the FW Admech knight to 1 wound (AGAIN!!!!) and it operated at full next turn, killing him finally. By turn 4 I had killed everyting but the Paladin, who was at 20 or so wounds and moving toward my backfield, trying to get to the scrivener; but I was able to keep my PBC's close enough that he couldn't battle cannon him to death. I also got a Doombolt off on him, which mean't he only had a 4.5" move after I tiered him once. On turn 5 I destroyed the Paladin between Death hex, Foul Blightspawn shots, and smites from my Terminator Lord and Ahriman (BTW, Ahriman suicided with perils lol...). This caused Connor to concede, so I moved to secure what points I could.
This was a major victory, resulting in a 34 to 3 point game. I had a complete unit in Connors deployment zone all played turns except for 3, as well as scoring max primary points and all tertiarys.
Afterthoughts: I liked this mission a lot, to be honest. It was mean't to be extremely aggressive and force players to move, which I liked, and played well for my army. I went into this game with the goal to remove all of connors infantry models, then keep him busy; and it worked well. Getting first was a huge boon. Many would ask why didn't he Oathbreaker the Skullreaver prince... even had he done so, the chances of him killing it with 2d6 were pretty low (assuming all hit, and wounded). I will say Connors play deploying the Castellan so close to the front was ballsy, but he wanted to get to my deployment and protect the relic; plus he can fall back and shoot anyway so me tying him up wasn't too much of an issue. The Skullreaver prince earned his keep this game, and Plaguebearers finished off a Castellan AND a second knight, securing the final few wounds on each... so thats a win
Connor was a fantastic opponent, and I learned the frustration of Knights who won't die between FNP and standing back up!
Mission 3 - Mine field vs Orks
Primary Objective: A mine field has been preventing forces from
advancing their strategies within the galaxy. The
mine field must be cleared, and rally points must
be secured around its vicinity.
Players try to hold 6 objectives at the end of the
game that are each worth 3 points.
3 points are achieved for having a unit partially
within 3 inches of an objective at the end of the
1 point is achieved for each player if the objective
is contested. Apply normal objective secured ruling
for holding objectives.
3 points for controlling more objectives than your
1 point if you control the same number of
objectives as your opponent.
Example: Player 1 and Player 2 both hold an
objective with an equal number of models within
3” of the objective. Each player will gain 1 point
towards the end mission.
Secondary Objective: Land mines have been planted at each objective.
Opposing players try to defuse the mines in each of
At the start of the second battle round, but end of
player 1s turn, when a player comes within 3” of an
objective marker, they may attempt diffuse one of
the mines planted at the objective. Roll a D6, if the
current battle round number is rolled, the mine is
diffused and the player controlling the objective
earns 3+D3 VP. The objective is then removed from
play. You may attempt to diffuse any number of
bombs at the end of each player turn, so long as
you have a unit within 3” of the objective marker.
You may attempt to diffuse each objective once per
player turn. (Example: If you have 2 units within 1
objective, you may only attempt to diffuse that
objective once. If you have 2 units on 2 separate
objectives, you may attempt to diffuse each
objective once per player turn. You may not diffuse
If at any time a player rolls a 1 trying to diffuse the
mine, the mine explodes doing D6 Mortal wounds
to the unit within 3” of the edge of the objective.
The objective is then removed from play.
At the end of the last battle round, any player
currently holding an objective that has not been
diffused must roll a D6. On a roll of a 1 that
objective explodes and does D6 mortal wounds to
every unit within 6” of the edge of the objective
marker. The objective marker REMAINS in play and
primary points are scored after casualties. Apply
morale if units are lost to mine explosions.
NO REROLL STRATAGEM MAY BE USED TO TRY AND
DIFFUSE A MINE, but you may reroll mortal wounds.
Tertiary Objectives: First Strike, last Strike, Linebreaker, Slay the Warlord
Final game and I find out I'm on the top table; only three of us have two wins.... so this could be for all the cake! This time I'm facing Matthew, who defeated me last tourney with his Castellan knight with the loyal 32 and smash captains. This time he brought orks, which are extremely strong in these missions, and I knew it was going to be rough. His list:
Matts Double Ork Battalion Evil Sunz Battalion
Warboss on Bike w/ relic power klaw, follow me ladz trait
Weirdboy w/ da jump
30x Slugga/Choppa boyz
30x Slugga/Choppa Boyz
30x Shoota Boyz
9x Meganobz w Power Klaws and custom shootas
4x Smasha Mek Gunz
Bad Moonz Battalion
Big Mek w KFF Weirdoy w/ Warpath
I won the roll for table, so I picked the first table I played on because I wanted the large LOS blocking pieces; this would force matts deployment, but also allow me to protect my PBC's better. We were playing Spearhead.
I won the roll for first, and matt failed to seize. I started gingerly, advancing everything for the most part (aside from the PBC's) and maintaining a denial bubble; the last thing I wanted were those Meganobz out behind me. First turn was flat for both of us; I killed about 16 grotz, a few boyz, and one loota (forcing a grot shield). Matt did a whole lot of stuff with the Lootas, shooting twice, all that, and was able to kill around 30 or so Plaguebearers with the Lootas, but his Smasha gunz had troubles wounding the PBC's only taking a few wounds off one.
Turn two things really amped up, with me warptiming my 1k sons prince to the left to threaten that flank. I also charged his middle gretchin to finish them off. I scored D3+3 Vp for disarming an objective, giving me an earmy lead, while plucking off more boyz, and wiping out a few units of grotz and tying up his left side shoota boyz. Matt was hoping weight of dice would kill me, but the prince held strong only taking a few wounds. Matt replied with a strong show of force, jumping 30 boyz behind my PBCs, while his remaining boyz and nobs went after the middle of my army. The lootas cleared out more plaguebearers, and helped wound a PBC, while the smashas weren't able to finish my PBC's, leaving one with 3 wounds, a second on 5 wounds, and one unwounded. The boyz charged in, but his power klaw failed, and I was able to make some saves, leaving me with 2 wounds on the 5 wound PBC. Round three things started getting iteresting, where I made a hail marry play; sending the Nurgle Demon prince right into the middle by himself, threatening the lootas. My Blightspawns kill all but 2 Meganobz, while Ahriman, my termi lord, and my Skullreaver prince kill off his middle Choppa boyz. I healed the 1k Sons prince leaving him at 5 wounds with -1 to hit from glamor (I swapped Death hex for it before the game, letting matt know as you select powers at the beginning of a game rather than when you build the list) and +1 invun. My Nurgle prince charged his Big Mek, slaughtering him, and then consolidating into the Lootas. heres where things get hilarious... my 2+ save from the plate means I'm saving tons of wounds, and then the 4+ mortal wounds start clearing out tons of lootas.
Matt tries his best, charging in his Warboss into the Nurgle Prince, but he refuses to die; going to 2 wounds, and killing the Boss and all the lootas. Matts Smasha Guns start picking off characters, killing Ahriman, but failing to do much else. The Nurgle prince starts having a field day, killing a weirdboy, then charging the Smasha gunz. Matt tries to kill the prince, but he either misses, fails to match or beat my toughness, and the 3 or 4 that get through I miraculously roll a 5++ to save. Combine this with Plague Wind hes been casting each turn, he killed: 2 Mek Gunz, 17 or so boyz, 7 grotz, 24 lootaz, a warboss, a weird boy, and a big mek... MVP?
In the end Matt is unlucky, exploding two objectives, and I score two, giving me 10 primary points. In a last ditch effort to secure at least some, he tries to advance his last Mek Gun, but can't get close enough to the top objective, and the end score is 13 to 6. This secures me a Minor win, giving me 20 points, and a triple win record!
Overall thoughts: Not gonna lie... I figured I was going to get my ass handed to me after turn 2. Seeing my screen melt like that made me sad. However, it was a smart play by Matt; he said he was trying to get it to where the Smasha Cannons could pick off characters, which was his primary target, NOT my tanks. I hadn't thought of that! So the screen did well, it allowed me to get close enough that Turn 3 I started to do real damage. I won't lie, my hail mary demon prince charge is probably what salvaged this game; him tying up the lootas and not dying (despite the odds) was clutch. I even rolled different dice to see if it was just my day.. sorry Matt! That said, Matt played a solid game, but I didn't like this mission; the random nature of the objectives (if you dig them, d3+ 3 VP immediately, on a 1 it explodes and hurts you) was weird. It lead to me having 10 Primary points early, and matt had 0 until the end. Felt too luck based. But, it was still a great game, and very close!
After the dust settled there were multiple prizes...
First prizes were for most power level killed each round; which, hilariously enough, was every player who played Zack, the only one who brought mono-Grey Knights for fun! Each of these players received a pot of paint.
The second prize was a free copy of Chapter Approved for the person with the worst record, which was Zack! We all laughed because it was ironic; CA boosted his army, so maybe he can win again!
The third prize went to the second place player, which ended up being Vince; he had recently transferred to Florida for his next assignment and came back for christmas. He was playing Dark Angels Devestator gunline with Death Korps of Kreig riders, definitely a unique list. He got three wins playing against Genestealer cult with Baneblade, Custodes (biker spam), and double knights with IG.
The fourth prize was best painted, which went to Dean from Field of Fire gaming (https://www.facebook.com/FieldofFireGaming/), they do battle reps and pro-painting and are well known in NC! Check out these genestealers:
And finally the grand prize, which surprised me! I ended up with top battle points, securing first:
YAY! Finally a first place finish
I want to thank Hobby Chest in Jacksonville, NC for hosting the event, and Alex for running it! It was a fantastic day, and papa Nurgle blessed me Afterall, I had been sick this week... maybe it was a sign?
Thanks for reading!
This message was edited 9 times. Last update was at 2018/12/16 16:46:40
Great love to see you do well. Love the old school battle reports. I am also a Death Guard, Thousand Sond, Daemons player so love to see it. Was looking at you List to start and was wondering if you had thought of adding blood letters instead of the second batch of plague bearers for a little more offense?
swanson4969 wrote: Great love to see you do well. Love the old school battle reports. I am also a Death Guard, Thousand Sond, Daemons player so love to see it. Was looking at you List to start and was wondering if you had thought of adding blood letters instead of the second batch of plague bearers for a little more offense?
I literally just finished getting a squad of 30, lol!
My thoughts would be that it wouldnt fit this list honestly; the goal of this list was to be very objective heavy and use the demon princes as my hammers. However, i am looking at running a double battalion with 1k sons support with 4 demon princes, but i have a few other ideas im looking to test (6 demon engine nurgle, blightlord bomb, etc.)
It might work, but i found the pbs tying up units to allow the demon princes to charge was key. I have lost a demon prince one too many times to a lascannon overwatch getting lucky, or a castellans overwatch
Thanks for the comment bud
This message was edited 1 time. Last update was at 2018/12/31 14:02:36
crouching lictor wrote: Great reports! Very easy to follow and understand. Thanks for sharing and congrats on the win.
Thank you i greatly appreciate it! Its nice when people take the time to comment on my reports! Im looking to have a few more up in a week or so; going down south for training and going to spend the weekend there gaming it up. Hopefully find another event going on that doesnt require painted models... haha (my painted list isnt exactly competitive anymore)