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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

It was tournament day, the day I had been looking forward to all week long and I almost did not go. My beautiful 5 month old daughter decided the night before that sleeping is for suckers, so I was up at 2:00 in the morning driving her around in the car, trying to get her some sleep so her mother could also get some sleep.

Usually I try to show up early to help setup at events, but as the 9:30 start of signups began, I was debating staying home with my little girl instead, when my wonderful wife said "You should definitely go." With that stamp of approval I grabbed my models and got in about 15 minutes before the start of the tournament.

For this unaware of what I was bringing, here is the list (and a link to my thoughts on its composition).

HQ
Warlord - Khorne Herald on Juggurnaut w/ Fury, Blessing
Tzeetch Herald on Disc w/ Bolt, Master of Sorcery, We Are Legion

Elite
6x Flamers
4x Bloodcrushers

Troops
7x Plaguebearers
7x Plaguebearers
18x Daemonettes
18x Horrors

Fast Attack
9x Screamers

Heavy Support
Soul Grinder w/ Phlegm
Soul Grinder w/ Phlegm

Game 1

Deployment: Hammer and Anvil
Mission: Big Guns Never Tire - 3 objectives
Opponent: Grey Knights

For some reason it seems like I always end up against Grey Knights - there actually were not many running around at this tournament either. The GK player was running a less traditional list and wanted to setup terrain according to the book. This was cool with me, since it let me mess with his fortification.

HQ
Grand Master Mordrak
5x Ghost Knights w/ 1x Hammer, 3x Halbred, 1x Brotherhood Banner
Ordo Xenos Inquisitor w/ Psykotroke Grenades, Power Sword

Elites
Vindicare Assassin
2x Paladins w/ 2x Incinerators

Troops
10x Strike Squad w/ Psybolt Ammunition, 2x Psycannon, 1x Daemonhammer, 3x Halbred
10x Strike Squad w/ Psybolt Ammunition, 2x Psycannon, 1x Daemonhammer, 3x Halbred
10x Terminators w/ Psybolt Ammunition, 2x Psycannon, 7x Halbreds, 3x Daemonhammer

Fortification
Aegis Defence Line w/ Quad Gun

The final board after our alternating terrain placement turned out to look pretty much like a standard 40k board. I get to place two of the objectives, so I place them deep in my deployment zone for some Grinders to sit on. He places his inside his Aegis line.

Spoiler:


Deployment
It is at this moment I go to take a picture of deployment that I realize my camera's batteries are dead. The ironic part of this, is that my wife had used my camera and killed the batteries. She said, no worries, just take mine...whose batteries were dead. I should have asked why she was using my camera in the first place!

Luckily Aaron from Synaps3 came to the rescue and took pictures for me of the first game in between his battle.

We both roll our Warlord traits and I get Night Attacker while he gets to reroll his reserves. With Grand Strategy Mordrak provides Counter Attack to his Ghost Knights and the Strike squad behind the Aegis Line. I decide to make it Night Fight turn 1, so I can hide the Grinders behind cover from interceptor shots, and protect the Screamers with a 2+/3+ save from Turbo boost plus stealth/shrouded

1 - Daemons
My opponent has graciously decided not to combat squad, scout his strikes and Warp Quake half the board. I think the reason for this is he simply forgot he could do so. Either way, I am gracious, having been on the receiving end of that one to many times. I want to maximized my firepower coming down so I choose a preferred wave with:

Bloodcrushers w/ Herald
Screamers
2x Soul Grinders
Flamers

Spoiler:


I get my preferred wave and Deep Strike both grinders on the back objectives at just over 36" to keep them safe from the Vindicare for a turn and the Crushers hit dead on. I wanted to Turbo the screamers over the strike squad or the Assassin but I scattered almost 11" backward.

The flamers being placed in this picture would proceed to wipe the entire strike squad plus the Inquisitor (First Blood!), while the Herald took a Bolt shot at the Vindicare who failed his 3+ and got splattered on turn 1. Not a bad turn and I have total control over the left flank.

1 - Grey Knights

Spoiler:


This is a great shot of my Soul Grinders hanging out in back, and it really shows how far those terminators need to trek to get to the grinders. The Flamers need to go (and my opponent thought they were AP 3 which is about to hurt him). Mordrak comes in to shoot them, and puts a single wound on one, the rest of the shooting goes into the crushers and takes down a single one. The lone Daemonette in the backfield is my upcoming deep strike after a bit of a disappointing turn for the GK's.

2 - Daemons
I get in a unit of Plagues, and the Daemonettes. I drop the daemonettes behind the Aegis to force the Terminators and strikes to move backward to deal with them and prepare to roast some terminators.

Spoiler:


That blank space by the flamers is where Mordrak and 5 terminators used to be, before 30+ Flamers hits on them (Slay the Warlord). The Screamers dropped another 10 wounds on the strikes in the center and took 3 while a Battle Cannon shot fragged another one. The crushers attempted a long 10" charge through terrain on the Strikes but failed.

2 - Grey Knights

Spoiler:


The strikes step out to deal with the Screamers while two Paladins burn away 6 Daemonettes from reserve - this is good because 6 of my Daemonettes are only partially painted! The strikes eat through a few more screamers and the Terminaotrs/Strikes attempt to charge the screamers. The Terminators fail after I pull casualties while the Strikes take down all but 1 Screamer for minimal return losses - Psyk Out grenades are brutal!

3 - Daemons

Spoiler:


It looks like sunset in this picture, but I assure you there is no Night Fight. The plagues move towards the foritification objective while the Horrors decide to put a giant wall of bodies between the Terminators and the other 2 objectives. The Daemonettes move to assault and the Flamers burn out the Paladins with Incinerators.

Spoiler:


In assault the Daemonettes lose half their number and only manage one Rend with 48 attacks! They also do 2 normal wounds, and the Rend is saved while a 2+ is failed.

To add insult to injury, the Bloodcrushers smash into the strikes and the Screamer survives the combat!

3 Grey Knights
No pictures here because the Strikes get taken down, the Terminaors finish the one remaining daemonette and I put 18 Horrors (assaulting) into the terminators to tarpit them for the rest of the game. My opponent concedes earning me full points for the game.

Closing Thoughts
This is only my second game of 6th edition, and while there have been some changes - preferred enemy is excellent for GK this edition and it really increases their damage output. Especially with Psybolt ammo on the squads. I also thought the Crushers played a strong role in this game as a tangible threat that could have eaten through strike squads if my opponent had focused fire on the Flamers instead.

Otherwise, I do not think there is a lot that could have been done by the GK's this game, other than Warp Quaking the board. Deploying close together leaves the knights vulnerable to the Grinder Battle Cannon templates, spreading out like they did means the GK's are destroyed in detail by rolling up their flank. This quandry is one my other opponents had to deal with as well - diffuse firepower to avoid the templates and allow Screamers/Crushers to weather the first turn shooting more easily, or castle up become vulnerable to the templates dropping down.

This message was edited 4 times. Last update was at 2012/09/17 19:12:57


Daemons Blog - The Mandulian Chapel 
   
Made in us
Haemonculi Flesh Apprentice






Awesome game, glad to see the demons pulling off the V!

   
Made in us
Fixture of Dakka





San Jose, CA

I felt bad for the GK player. He got rolled pretty hard.

If there's one thing that daemons do well, that's to present a lot of threats all at once and apply a lot of pressure.

BTW, your opponent's list is illegal. Paladins cannot take any special weapons (i.e. psycannons, incinie's) unless they have at least 5 models per unit.



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 ie
Devestating Grey Knight Dreadknight





Limerick

Excellent report and pics, and well done on a decisive win.

All the better too since your opponent was running an illegal list; Paladins get 2 heavy weapons for every 5 models they have. At less than 5 they can't take any.

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

 jy2 wrote:
I felt bad for the GK player. He got rolled pretty hard.


We talked a bit after the game, and we agreed he completely underestimated the flamers. Without warp quake protection, though, I am not sure how to counter them in this case other than eating a hit and charging them the next turn.

 jy2 wrote:

If there's one thing that daemons do well, that's to present a lot of threats all at once and apply a lot of pressure.


Especially when an opponent deploys in a long line and you can roll up one flank.

 jy2 wrote:

BTW, your opponent's list is illegal. Paladins cannot take any special weapons (i.e. psycannons, incinie's) unless they have at least 5 models per unit.


You also cannot, apparently, use Grand Strategy on Mordrak with his Ghost Knights - I was wondering why more people don't take paladins with incinerators - it makes much more sense now.

Daemons Blog - The Mandulian Chapel 
   
Made in us
Jovial Plaguebearer of Nurgle






Great bat rep as usual.

Shameless link to my painting blog :
Nurlge love you 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Game 2

Deployment: Diagonals
Mission: The Relic
Opponent: Imperial Guard

My army list can be found here.

HQ
Company Command Squad w/ Plasma Gun, Med Pack, Banner

Elite

Troops
Platoon w/ Lascannon, Sniper Rifles, Cloaks, Snare Mines
Veterans w/ 3x Melta Guns, Demolitions
Veterans in Chimera w/ 3x Plasma Guns
Veterans in Chimera w/ Lascannon, (maybe melta guns?)

Fast Attack
1x Valkyrie w/ three Lascannons

Heavy Support
2x Leman Russ Executioner w/ Plasma Cannon Sponsons and Hull Mounted Lascannon
Leman Russ Vanquisher w/ Multi-melta Sponsons and Hull Mounted Lascannon
Leman Russ Battle Tank w/ Heavy Bolter Sponsons

I do not have a copy of the guard list, but I believe I have everything correct - at least that is relevant.

Deployment
I win the first turn, and choose to take it. A bit of the opposite of normal philosophy, but I want to land on or near the relic turn 1 with a large unit of Horrors, pick it up and then just run away for the entire game - forcing his scoring units to follow me away from his firebase. My warlord trait was reroll hits on enemies with 3" of an objective (useless) and my opponent gets the redeployment trait (useless against Daemons)

Spoiler:




My opponents deployment is actually pretty good overall. He is spread out enough that I cannot just smash open all his vehicles, although he left a nice looking target with the Chimeras. He also has pretty good fire lanes and the Command Squad can issue orders to both sets of troops. The Valk is, naturally, in reserve with embarked veterans with Melta guns. He tries to seize and fails, so we are off.

It is Night Fight on Turn 1, which is great for me!

1 Daemons

I want an aggressive first wave that can assault into his tank line quickly. I also want to drop an annoying number of Flame Templates onto his Executioners/Chimeras. Further, I plan to bring the Grinders in after his flyer so I can get behind it and then pile into assault - or take out the meltas firstI select:

Horrors
Screamers
Bloodcrushers
Daemonettes
Flamers

I then fail to get my preferred wave on a 2 - bugger that. All is not lost, though, since I kept some hitting power in that wave too.

Spoiler:


Both grinders come down just about where I want them while the Plagues scatter a bit butu stay out of line of sight. I am using the hill to generate cover for the grinders, which should be 3+ once Shrouding is accounted for based on the range of his guns. I Phlegm and bolter the sniper marines - assigning the bolter rounds first in hopes of ID'ing the lascannon, but do not kill enough.

The other grinder is a champ and drops its pie plate right on top of both Chimeras - who fail their saves. I stun the nearby Chimera and explode the far one.

Spoiler:


I kill off 3 infantrymen and their lascannon, which is great news for me. They fail their leadership, but are within 24" of the banner and make the reroll.

In other news the back corner occupied by the tape measure is where my second Plaguebearer unit landed, scattered and were destroyed with a mishap. Netting my opponent First Blood! for this game.

1 - IG

The gauntlet has been thrown down and the guard need to respond in a big way. They start with some sniper/lascannon shots on the Plagues, and take down one from the front.

Spoiler:


Next the stunned plasma squad disembarks and takes some pot shots at the grinder along with the Vanquisher and Executioner squadrons. They manage to drop 4 or 5 glances onto the Grinder, but with cover and Night Fight I save all but one of the shots. This really demonstrated how devastating those Executioners can be, I am glad I was not packing power/terminator armour for this game.

Spoiler:


The Leman Russ takes a shot at the other grinder with its Battle Cannon and Weapon Destroys the Dreadnougt Arm with the Harvester Gun. Only 3 more hull points to go.

Spoiler:


Unfortunately, that is all the damage I take - I was a little nervous that some bad luck on my side would wipe all three units from the board and I would auto lose.

2 - Daemons

I roll for reserves and get Daemonettes, Screamers and Bloodcrushers in. I want to threaten his Leman Russ, so I drop the Daemonettes so a good run move and charge can assault it next turn, while the Screamers get ready to Turbo Boost right in front of the Executioners to avoid the blasts. the plagues move over and grab the Relic.

Spoiler:


I knock down the plasma squad to 3 models with a grinder Phlegm shot while the Screamers use their Slashing attacks to put a dozen wounds into the other veterans who promptly die a horrible death.

Spoiler:


It may not look it, but I am 1" from the Russ and spread out to minimze plasma damage.

Spoiler:


The Daemonettes roll a 1 for their run, so I use the fleet reroll to make it a 3 and they spread out a bit. In the meantime the Soul Grinder made its charge against the guardsmen and ran them off the field of battle

2 - IG

This turn is picturless, mainly because it is unremarkable. This is a problem because the guard needed something big to happen. The command squad takes a plasma shot, but fails to hurt the grinder. I save 6 of 8 wounds on a 5++ on Daemonettes and lose 3 screamers (it should be 2 but I temporarily forgot they had 2 wounds each!) to enemy fire. The Valk stays out in reserve, knowing what is good for it at this point.

3 - Daemons

I get in the Flamers and Crushers while the Horrors, that I really wanted, stay out and deep strike conservatively with both, scattering back about 11" with the flamers and hitting dead on for the crushers.

Spoiler:


Everyone moves forward, and I lineup charges on the Chimera with the Grinder and the Executioners with the screamers. The Daemonettes attempt to rip apart the normal Russ.

Spoiler:


After runs by the Bloodcrushers and flamers, the board is poised for some carnage.

Spoiler:


The grinder tips over the Chimera, then the explosion kills a guardsmen which causes the whole unit to flee 11"!

Spoiler:


The Daemonettes rend the snot out of the Leman Russ, and wreck it on Hull Points while avoiding an explosion.

Spoiler:


The Screamers wreck both executioners due to armorbane and AP 2. I avoid an explosion here as well.

3 - IG

The Valk stays out for another turn, declaring it wants no piece of this fight. The fleeing guardsmen make it off the table, while the command squad once again fail to glance the grinder.

On a positive note, the Vanquisher uses its multi-meltas to wreck the Grinder in what has become the bermuda triangle of vehicles.

Spoiler:


The dwindling guard firepower just cannot take down so many large tough targets and it is my turn.

4 - Daemons

The Horrors Deepstrike but scatter badly, I wanted to shield the plagues with them and/or pass off the objective.

Spoiler:


More importantly, I move to protect the relic with my crushers nearby and wait for his Valk. I finish off his command squad with the Daemonettes.

4 - IG

Spoiler:


The Valk comes in and takes some pot shots at the Plagues, which I save. This picture is from the next turn when I move all my Horrors behind it to shoot and the Screamers neraby to block his movement.

5 - Daemons/IG

I have this one, but my opponent makes a go of it and tries to shoot down some plagues. he gets the relic one, but I grab it back on the turn 6 that we roll.

I gave up First Blood! with my deep strike mishap, but I get all the other points.

Daemons take it 5 - 1

Closing Thoughts

I think I lucked out a little bit in my wave selection int his game. The Grinders were much stronger against the IG than I had anticipated, and even if those Meltas had gotten there, my other Daemons would have eaten the squad. I really cannot fault my opponents play on this one, other than to say he left his Chimeras a little too close together - I might have put one behind the hill. Otherwise, it was not a great matchup with so many assault bodies on my side of the field.

An interesting alternate note - thus far I have played 3 games of 6th with Daemons, and in all 3 cases I tabled my opponents. This is at least, partially, an endorsement for how much better Daemons are now that they can freely assault vehicles to wreck them. Further, I do not think most players have transitioned well from the 5th edition to 6th edition mindset for construction and tactics.

This message was edited 2 times. Last update was at 2012/09/11 20:10:18


Daemons Blog - The Mandulian Chapel 
   
Made in us
Nurgle Veteran Marine with the Flu





Eaton Rapids, MI

Great games!
Note on the second game, his squad that disembarked from the stunned Chimera can't shoot, I do believe. Would have saved a hull point on the Grinder.
This makes me want to start up a Daemons army again. Good to see someone winning without Fateweaver or redic flyers.

Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

I was under the impression they could shoot, but the shots were snap shots? That might be for a shaken result though now that I think about it!

Daemons Blog - The Mandulian Chapel 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Game 3

Deployment: Dawn of War
Mission: Purge the Alien (Killpoints)
Opponent: Imperial Guard w/ Dark Angel Allies

My army list can be found here.

HQ
Company Command Squad w/ Plasma Gun, Medic
Primaris Psyker w/ Lightning (other useless power)
Allied: Librarian w/ rolled powers Prescience, Force Dome

Elite
10x Ratling Snipers

Troops
Platoon w/ 2x Lascannon, Plasmagun
Veteran Squad in Chimera w/ 3x Meltagun
Veteran Squad in Chimera w/ 3x Plasmagun
Allied: 10x Space Marines w/ Plasmagun, Plasma Cannon

Fast Attack
Hellhound w/ hull Heavy Flamers
Allied: Land Speeder w/ Multi-Melta

Heavy Support
Leman Russ Demolisher w/ Heavy Bolter Sponsons, Hull Lascannon
Leman Russ Battle Tank w/ Hull Lascannon
Basilisk
Allied: Vindicator

My opponent has a large number of blast templates - although they are more suited to taking down MEQ than to Daemons. There is also not a lot of hand to hand prowess if I can make it into his lines with any of my Daemons. The most dangerous vehicle, from my experience, is the Hellhound which is anoying to take out and can put out a lot of hurting. Luckily for me, this is a Kill Points game and my army us low on Kill Points - while my opponent can cough up 15 of them.

We roll warlord traits and I get reroll reserves, while my opponent gets something useless. We then roll for deployment/turn and the Guard take it. They elect to make me go first - this is something I actually like with the new Night Fighting potentially providing a lot of cover on Turn 1 if I go first, and then I can move in Turn 2.

Deployment

The Guard deployment is in a long gunline.

Spoiler:


Anchoring the center is the Basilish, with the Leman Russes and Vindicator on the flanks. The platoon squad is in terrain, but mainly shielding the battle tanks, while the CCS sat between the Basilisk and the Vindicator.

Spoiler:


The Dark Angels deploy in front of the Hellhound, spread out to avoid flamers (although if I land a hit all those guys are dead anyway).

Spoiler:

Finally the Ratlings infiltrate deep into my backfield - I though this was a great opportunity for me to score first blood. The Land Speeder remains in Deep Strike reserve.

1 - Daemons

I select a first wave that can weather the storm and put out some hurt. That means:
2x Soul Grinder
Flamers w/ Herald of Tzeetch
Bloodcrushers w/ Herald of Khorne
Screamers

Last time I did not get my preferred wave - so I informed my opponent that the law of averages dictated I must get it this time. The Dark Gods themselves did not want to mess with probability - and I rolled up a 6.

Spoiler:


Whenever I have a player isolate half their firepower I try to overload a flank to fold up the army. Also, the Platoon squad provided a good opportunity to get stuck in, so I dropped both grinders first on the left flank. The Bloodcrushers dropped in front of them to get annoyingly close and provide a difficult target. The Flamers are more cleanup duty this game - there are not really any 'hard' enemies for them to take and I did not want to give up first blood with a risky deep strike.

Spoiler:


The screamers came down in the center to keep out of Line of Sight, and so they can use their Vector Strikes to take down the Ratlings.

The Blood Crushers are expecially close, and one Grinder shoots and immobilizes the Basilisk (we realize a moment later it is really Explodes! due to it being open topped and I get First Blood) and the other grinder takes out all but one member of their CCS somehow survives. On the same note, one Ratling survives as well and they both make Morale!

Spoiler:


Aftter run moves and turboboosts, I have a huge chunk of my army my army hanging out on his left flank.

Daemons - 2 (First Blood)
IG - 0

1 - IG

Spoiler:


The guard shuffle around to get some clear lines of fire and move the Chimera/Hellhound forward.


Spoiler:


Their shooting bounces off the Soul Grinders while I fail 2 of 3 Lookout Sir! saves on the Crushers and then fail a ton of normal armour saves. Somehow I survive with the Herald, and two crushers - one wounded.

Spoiler:


Both grinders, however, remain unhurt from the shooting and I prepare to roll into the guard.


Daemons - 2 (First Blood)
IG - 0

2-Daemons

I bring in all my reserves without even needing my Warlord's reroll. The Daemonettes come in on the right flank while the Horrors get ready to take some rear armor shots on the Hellhound. The main event, however, occurs near the Soul Grinders. Their shooting fails to inflict any permanent damage - I took side armor shots at the Vindicator and the Chimera. The Flamers though get some shots off against the Chimera and manage to stun it with the Herald's bolt.

Spoiler:


I get a bit ambitious and assault both the Infantry Platoon and the Leman Russ - hoping to rend it out. Unfortunately I whiff big with the Herald and due to terrain the Guard take down both crushers before I even have a chance to swing. Those are some hot guardsmen! We pile in with the Herald on one wound, and me feeling a bit nervous for his life.

Spoiler:


On the other flank the Horrors take down the Hellhound with a disgusting number of Warpfire shots. The Screamers pile into the Marines and I forgo the multi-charge due to my nervousness about failing to make it through the overwatch - I still do not have a good feeling for how much of a risk this is.

Spoiler:


I inflict just enough wounds to leave the Librarian standing on his own among a pile of screamers - things are not looking particularly good for him.


Daemons - 4 (First Blood)
IG - 1

2 - IG

Spoiler:


The Veterans hop out of their ride to take a few melta shots at the Grinder while the Speeder Deep Strikes behind the Grinder but whiffs with its Muli-Melta shot.

Spoiler:


The distraction Daemonettes lose 10 of their number to combined fire by the Leman Russ and the Psyker squad in the Chimera. In combat the Herald of Khorne makes his one required Armor save - then sweeps the platoon and consolidates towards the company command squad.

The Librarian fails to kill any Screamers and then gets chomped to death by the surrounding Screamers who put their eyes on the nearby Vindicator and Russ


Daemons - 6 (First Blood)
IG - 1

3 - Daemons

I move forward and charge the Grinder into the Russ - taking it out. The Flamers frag most of the Veterans and the Chimera, while the Herald of Tzeetch takes his We Are Legion shots at the Speeder and takes it out. The Screamers demolish the Leman Russ and the Vindicator while the Herald of Khorne kills the remant of the CCS.

Spoiler:


Tragedy strikes, however, when the explosion from the Vindicator manages to wound (on a 6 no less) the Khorne Herald who fails his armor save and goes down to fratricide.

Spoiler:


Nearby the Horrors hang out a bit while the Grinder assaults and takes out the Chimera - killing 6 in the explosion but leaving the unit unpinned.


Daemons - 14 (Slay the Warlord, First Blood)
IG - 3 (Slay the Warlord)

3 - IG

Some angry Melta vets shoot into the rear of the grinder and take it out.

Spoiler:


In the meantime the Psyker assaults the Horrors with his men - I kill two with my 50+ overwatch shots (pretty bad performance by me!) but manage to win combat with the Horrors.

Spoiler:


Daemons - 16 (Slay the Warlord, First Blood)
IG - 4 (Slay the Warlord)

4 - Daemons

The Meltas eat flamers and go down, as expected, while the only exciting part of the turn is to see if the Plagues who have been making their way down the side of the board can get into assault.

I managed to track down the lone Ratling with Plagues I set to the task on Turn 2 - the little guy just ran out of room to run. He manages to poke on in the eye, but it makes its Feel No Pain, and the final IG model is removed.

Spoiler:


Daemons - 19 (Slay the Warlord, First Blood, Linebreaker)
IG - 4 (Slay the Warlord)



Tournament Results

There were four undefeated players going into the final round of the tournament. Naturally two of us came away with wins - we both tabled our opponents. I had, however, tabled all three of my opponents and the tie breaker was on total points scored. With maximum points in all three games - and a ton of points in the last guard KP heavy list I took first and picked up the Dark Vengeance starter set.

There was some discussion after the tournament about the scoring. Compared to the other undefeated player in game 1 we both rolled the same number of objectives and I had 0 Heavy Support choices to try to kill for bonus points. This was the minimum possible points for the mission type, but I took a max score in that game. In game 2 we played the Relic and I scored 5 points (missed first blood with my mishap) and he scored lower. At that point I was ahead in points - so even if we had normalized the points for the last mission I had the victory. Further, I scored 36/37 possible points - while others left a number of points on the table.

This is not taking anything away, from the other player - but I think in this case the outcome was not influenced by unfair scoring. In the future, though, I agree with the sentiment that the number of scorable points for each person should be the same in the case of a tiebreaker.


Closing Thoughts

This was a rough game for my opponent - not having the massed small arms fire necessary to really take down my Daemons hurt - although the Soul Grinders really demonstrated what an AV 13 walker can do to armies that are not high in Meltas. The Grinders also benefitted from some great cover saves - since a template will hardly ever miss them now due to their large footprint. Their saving grace was the Bloodcrushers sucked up a lot of firepower from the guard - even if they did fail numerous 3+ saves on their way down.

We discussed deployment a bit after the game, and the standard theory against Daemons is to Castle up somewhere. I am not sure if that is a good strategy against the new Daemons - with the revised template rules, the brutality of Screamers and the forgiving Deep Strike mishap table - Daemons can deploy very aggressively and take down clumped enemies. Unfortunately, the other option is to diffuse their firepower - like what happened in this case and Daemons made it into combat largely unscathed.

Overall I like the way this list played, I did miss having Fiends in there but the Screamers fill their role very well - and in some ways better with slashing attacks and armourbane. The one advantage for Fiends, is their higher Initiative can protect them from some enemy return strikes. Another advantage is I own 12 Fiends but only 9 Screamers. I might consider running one unit of Flamers and two units of Fiends along with the Screamers next time for a very fast army.

For those who said Crushers are dead - I found them to be a great unit in all my games. You need to be careful of Terminators, but in general they put down a lot of wounds with High Toughness and some aggressive deep strikes can put them into contact with the enemy fast.

Thanks for reading - I

Daemons Blog - The Mandulian Chapel 
   
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Great games and good job taking 1st. Daemons are a whole new beast with the changes to fearless and deep strike mishaps. First blood and linebreaker also favor daemons now.

I was hoping to face some new daemons but it wasn't in the cards. Maybe next month!

My blog - Battle Reports, Lists, Theory, and Hobby:
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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

 hyv3mynd wrote:


I was hoping to face some new daemons but it wasn't in the cards. Maybe next month!


Your DE list was exactly the list I did not want to face - DE have all the annoying tools to beat Daemons with Poison, Flyers and that Grotesque deathstar you run.

I am bringing a similar list - I think - to the October event. Only change will probably be to swap out the Crushers for 2 units of Fiends.

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Tokyo, Japan

nicely done calypso!

one other question on game 1, was that poker chip thing the objective in the aegis line? I didn't think you could put the objective so close inside of a fortification?

Or do you guys just count the barricades themselves only as the fortification?

+ Thought of the day + Not even in death does duty end.


 
   
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Syracuse, NY

The Poker Chip is the objective and it was placed inside the Aegis line.

The thought never occurred to me that you might not be able to place the objective inside the box created by the Aegis - we played it as open terrain inside the line but I can definitely see an argument against it. Luckily, it did not make a difference in that game, but it did make for a difficult to get to objective.

Daemons Blog - The Mandulian Chapel 
   
Made in us
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I believe the restriction on objectives is directed at fortifications-buildings. The ADL is battlefield debris not a fortification.

My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in us
Longtime Dakkanaut




Oklahoma City

 sudojoe wrote:
nicely done calypso!

one other question on game 1, was that poker chip thing the objective in the aegis line? I didn't think you could put the objective so close inside of a fortification?

Or do you guys just count the barricades themselves only as the fortification?



game 1 of my first tourney, opponent placed obj on roof of his bastion... claimed it was legal and that we treated the hull as the obj so could control/contest by being 3" from hull of bastion.... Le sigh

http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
 
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