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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

In stark contrast to the last tournament I played in, this time my daughter decided to sleep through the night and left little doubt that I would have the chance to play Saturday. I arrived without coffee about 20 minutes before the tournament and the format remained the same, although it was a bit tighter with respect to the rules. The winner was based on W-L record over 3 rounds, which just about guaranteed there would be a tie with the fifteen to twenty people.

The tie would be broken by battle points - which is where the tighter rules this week came in. For each mission the number of objectives was set by a TO roll at the start of the round which kept some mystery in it, but made sure each player could score just about the same number of points.

As usual I brought my Daemons with me as usual with the list discussed in this post.

You can also read this battle report on my blog at: http://purple-40k-reign.blogspot.com/2012/10/1850-rtt-g1-10-14-12.html

Game 1

Mission:
Big Guns Never Tire
Deployment: Dawn of War (12" from board edge)
Opponent: Eldar

My first opponent is Kevin whom I have played a number of games against, and always have a great game with. He has dropped the Tau from the Eldar he has been running to bring some more killing power against non-MEQ armies (like mine actually).

HQ
Eldrad w/ Diviniation (reroll hits, psyker rerolls everything, overwatch full BS)

Elite
5x Fire Dragons w/ Fire Pike in Wave Serpent

Troops
11x Guardians w/ Scatter Laser, Witchblade
7x Pathfinders
10x Dire Avengers

Fast Attack
7x Warp Spiders

Heavy Support
5x Dark Reapers w/ Crack Shot Exarch
3x War Walkers w/ Missiles
Falcon w/ Brightlance, Scatter Laser

Fortifications
Aegis Line w/ Icarus Lascannon

Warlord Traits: I get -1 to enemy reserves while my opponent gets Acute Senses.

Deployment:

I get first turn and elect to take it - more on why I take first turn as Daemons later - and put my opponent in the half of the table with less cover. We have 3 objectives, with one having to be in the center. I put mine in a ruin near the board edge that I can hide in. My opponents goes inside his Aegis line. Since this is Big Guns and he has limited anti-tank, I know my grinders are going to survive an awful long time and I can keep them at range to drop templates and avoid Fire Dragons.

Spoiler:


Eldrad is manning the Icarus, the pathfinders are in cover and in reserves are the Warp Spiders and War Walkers.

I roll for Night Fight and we do not get it.

Turn 1 - Daemon

I choose a preferred wave to put immediate pressure on Kevin with Fateweaver, 2x Soul Grinders, Flamers, Crushers, Screamers. The Dark Gods decide that I should have included more troops and instead I get 3 units of Horrors, Fiends and Plaguebearers.

I come in and get one unit of Plagues in reserve for a mishap, and then whiff with my two bolts and run the large boltless Horrors.

Turn 1 - Eldar

The Wave Serpent with Fire Dragons and Falcon move out, and everything unloads on my Fiends to try for First Blood. All but 1 Fiends bites it and you can see my Deep Strikes from Turn 2 and the casualties from shooting in the next picture.

Spoiler:


Turn 2 - Daemons
I want to keep the Eldar closed up in their deployment zone, and get the Crushers, Flamers, Plagues, 1 Grinder and Screamers in. The Grinder eats the Interceptor shot and gets immobilized while I try to put the Flamers in back of his army - doing so would obliterate just about everything there and win me the game. I scatter 1" too far and get put into the far back corner of my deployment zone - which means the Flamers are out of the game.

The large 9 man Horror unit knock out the Pathfinders with Warp Fire netting me first blood.

Spoiler:


I turbo boost over the large guardian squad and knock down all but 4 and a warlock in the process - putting the screamers dangerously close to his troops. In other news my Bolt pops his Fire Dragon Wave Serpent and pins the unit. The other bolt is saved by Jink - but the lone Fiend wrecks it with a pair of glances and a pen.

Spoiler:


Turn 2 - Eldar
The Warp Spiders come in, and Kevin is confronted with a real mess. He deep strikes them to take shots at the Crushers, while the Dark Reapers get to fire overwatch at full BS. Eldrad also Perils on double 1's and fails his Ghosthelm.

Spoiler:


Two crushers go down to the Warp Spiders and fire from the Guardians and Dark Reapers. The Reapers were particularly brutal but it still left 9 screamers in the backfield. They ate a Bladestorm form the Dire Avengers who managed to miss over hald their shots and only 4 Screamers went down.

Spoiler:


Turn 3 - Daemons
Neither of my reserves come in, which would have sealed the game if they had. I shoot up the Reapers with the Horrors and take down a few. While the Horrors are taken down by the other two Horror units. The lone Fiend continues his escapades and assaults into the Wave Serpent - but fails to finish it off.

Spoiler:


The Grinder is a champ and knocks down 3 Warp Spiders, causing them to fail morale and run. In the meantime the crushers predictably massacre the Guardians while the Screamers finish the Dire Avengers.

Spoiler:


Turn 3 - Eldar
Things are a real mess now, and psychic powers go up again. The Warp Spiders regroup and take down one more crusher while the reapers eat up another Screamer. The Fiend gets a single wound put on it by the Wave Serpent and that is it for the Eldar who still do not have their War Walkers in.

Spoiler:


Turn 4 - Daemons
confident that all the real work was done the last Grinder and Fateweaver come in. The Interceptor shot fails to hurt the Grinder who blows away the remainder of the Warp Spiders. The Horrors take two hull points from the Wave Serpent while the Fiend eats the overwatch - and survives - from the Dark Reapers.

Spoiler:


The Crushers and Screamers also go in and Eldrad is down as well. Fate opts to 'run' to try to get into re-roll range for the assault, but was short. Still, she protect the Horrors.
Spoiler:


Turn 4 - Eldar
The War Walkers come in and try to use their Heavy Support unit to take the last objective and kill a grinder.
Spoiler:


The missiles manage a single glance but I make my Daemon 5++ save and prepare to assault into the walkers.

Turn 5 - Daemons

The flamers are finally in range to do something and they toast the Wave Serpent with a plethora of glances.
Spoiler:


The grinder - whose legs are in the bottom of the picture is beating the tar out of some War Walkers. We continue to the bottom of 5 and the Eldar are tabled netting me full points for the mission.

Synopsis
Daemons are a tough matchup for this list and the power of the Screamers and Crushers, along with some luck on my part, was enough to break the Eldar castle. It was key getting the Falcon and Fire Dragon serpent down early to limit their impact on the game. Also, my Warlord trait actually seemed to make a difference here with both Walker reserve rolls failing on a 3.

This message was edited 3 times. Last update was at 2012/10/15 19:43:03


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





Syracuse, NY

Game 2

I am in good shape after the first game - scoring max points against my opponent which means I was at the 'top table' and expected a good matchup. I drew Doug, whom I had played in the last tournament (written up here) when he brought Grey Knights.

This time he brought a guard army with him that had a lot of anti-Daemon firepower.

Mission: The Relic
Deployment: Vanguard Strike
Opponent: Imperial Guard

HQ
Commissar

Elite
Guardsman Marbo
10x Psyker Battle Squad in Chimera

Troops
Infantry Platoon
5x Platoon Commmand Squad w/ 2x Flamers
20x Guardsmen
10x Guardsmen
10x Veteran Squad w/ 3x Plasma

Fast Attack
Valkyrie w/ Lascannon and Multiple Missile Pods
Hellhound w/ Hull Flamer

Heavy Support
2x Leman Russ Punisher w/ Hull Heavy Bolters
2x Medusa (I believe this is the S10, AP 2 Blast)
1x Manticore

Fortifications
Aegis Defense Line w/ Quad Gun

We decided to treat the central bastion as a building that you could only embark the top battlement of with Deep Strikes counting the top as dangerous terrain

Warlord Traits I get Move Through Cover in ruins (useless) and he gets to redeploy d3 units (useless)

Deployment
We play this a bit wrong - Doug wins the deployment roll and chooses his deployment zone, but I then win the first turn roll that does not exist. Either way, he deploys packed in behind his Aegis and I think my templates are going to have a field day. You can see his deployment in my Turn 1 picture.

We roll for Night Fight and get it for Turn 1.

Turn 1 - Daemons
I choose Flamers, Crushers, Screamers, Fate and 2x Grinders for my wave and I get it. The grinders are Deep Struck over 36" from the Manticore and just at 36" from the Medusas if they move towards my units. The Screamers land close to do their flyby, as do the Crushers. Fate makes it in as well, while the flamers scatter away from the infantry squad I was going to BBQ and out of Fateweaver range.

Spoiler:


I take out 14 guardsmen with my sweep attacks and 1 HP from the Punishers - that is on 9 total glance opportunities - I thought I might get them both. I do kill a few guardsmen as a bonus. This is bad since they are going to unload big time on my units. Both my Soul Grinders miss terribly with scatters. At least Fate flys forward enough to keep the Screamers in range, along with the crushers.

Turn 1 - Guard
The Hellhound moves forward to fry the flamers while the tanks simply pivot and move back slightly.

Only 3 flamers are left after the Hellhound hits them. The PBS then tries to template them and I Deny The Witch (below) on a 6!

Spoiler:


The Screamers take some fire but make all of their 4+ rerollable saves and in the end the Punishers finish off the flamers for First Blood! with a ridiculous number of wounds. He then assaults the Screamers to try to pin them on my turn and I wiff terribly so it works! This is also terrible as I wanted to assault those Russes next turn.

Turn 2 - Daemons
I get in two units of Plaguebearers and a unit of Horrors plus some Fiends. The Plagues and Horrors are not picture but the Plagues drop near the relic while the Horrors try to distract the Hellhound by dropping a bolt in its back armor. They scatter back just in bolt range but cannot warpfire anymore and miss their bolt. In the meantime fate takes a pait of hullpoints from the Medusa while the crushers multiassault the command squad and the Chimera - blowing the chimera and killing the entire squad.

Spoiler:


The screamers predictably slaighter the guardsmen, I try to put as many as I can into the comissar and hope the guardsmen make morale but I end up killing them all.

Spoiler:


Turn 2 - Guard
The Valk comes in and shoots its rockets and lascannon at the plagues but only kills 1. Marbo also drops a Demo charge on them, but only kills 1 as well.

Spoiler:


The hellhound takes down 3 Horrors with its flamers while the Punishers and Medusa only manage to kill 5 Screamers with the Aegis there. I made a mistake here and I should have rolled one of the models outside of cover as a 5++ instead of a 4+ cover but it does not end up mattering. The Fiends also lose 2 models from the Manticore.

Turn 3 - Daemons

Spoiler:

At this point I filled up my memory card and did not realize it - so I lost these pictures - my apologies. I do remember the events pretty well though, plus the board gets pretty sparse at this point.

I assault the punishers with the Screamers and Fiends - wiping them with just the fiends - and kill the PBS with the Blood Crushers. My Horrors come in, and I make a mistake in the positioning so I do not get all them in rear armor of the Hellhound. I get lucky though and glance the Hellhound to death. The remaining two Horrors Bolt the Manticore and explode it with a lucky hit and failed 4+ cover from ruins. The plagues run from Marbo to get the relic while the other unit boxes him in.

Finally, Fate Smash attacks the two Medusa's and wrecks both.

Turn 3 - IG
The Guard make a brave move and fly off the board with the Valk to come in the next turn. Marbo assaults the plagues and wins - but stays locked and safe.

Turn 4 - 5
I wall in the relic to prevent the IG from taking it and put it on some Horrors near fate with the relic in the middle. The Valk flys around and I cannot kill it due to its Juke save when Fate Skyfired it - I made a mistake here, I should have used Fateweaver to man the Quad gun and take interceptor shots when the Valk arrived.

The cost to me is I do not table my opponent as the game ends on Turn 5 - with the valk in hover mode and his last unit hiding for a linebreaker point. I think one more turn would have let me finish the rest of his army off. For the first time in 6th edition I did not table my opponent. Luckily, I managed to get all but 1 point and score a 5 for the mission.

At 2-0 I should be playing for first place at this point.

This message was edited 2 times. Last update was at 2012/10/15 19:42:32


Daemons Blog - The Mandulian Chapel 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

Great reports, very nice pictures, and very descriptive. Looking forward to seeing how it turns out. I'm rooting for you.

A couple of rules to note; units fall back toward their board edge, which the Warp Spiders seem to have not done (looks like they ran directly from the Grinder in the photo). Grinders don't have Daemonic saves as you will note in its rules when it describes its Daemonic rule. Also Screamers are down to 5++ now, or were they getting cover from the Aegis?

Read Bloghammer!

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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

 Godless-Mimicry wrote:
Great reports, very nice pictures, and very descriptive. Looking forward to seeing how it turns out. I'm rooting for you.


Thanks!

 Godless-Mimicry wrote:


A couple of rules to note; units fall back toward their board edge, which the Warp Spiders seem to have not done (looks like they ran directly from the Grinder in the photo).


I think they did move at a bit of an angle, but that was more due to some fast measuring - I was hoping to charge them with the crushers when they fell back, but I was not going to argue at that point.

 Godless-Mimicry wrote:

Grinders don't have Daemonic saves as you will note in its rules when it describes its Daemonic rule.


I have seen the debate go both ways on this one. If you do not give them the benefit of the Daemon rule - then you run into a problem with the Flamers/Screamers. If they have the codex Daemon rules - they have no saves at all. If you give them the BRB Daemon rule they have a 5++ and Fear but do not Daemonic Assault, lose Eternal Warrior and can be joined by heralds of other Chaos gods. It is a tough one to resolve - I have told my opponents each time how I have been playing it. For now it has not really mattered as they usually have cover with only 25% needed or I failed them anyway

 Godless-Mimicry wrote:

Also Screamers are down to 5++ now, or were they getting cover from the Aegis?


Cover on the screamers was from their Turbo Boost which gives them a 4+ Jink save. Otherwise, I taken their 5++ in CC or if they have not moved. I did take a 4+ from the Aegis line in one game as well.

Daemons Blog - The Mandulian Chapel 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

calypso2ts wrote:I have seen the debate go both ways on this one. If you do not give them the benefit of the Daemon rule - then you run into a problem with the Flamers/Screamers. If they have the codex Daemon rules - they have no saves at all. If you give them the BRB Daemon rule they have a 5++ and Fear but do not Daemonic Assault, lose Eternal Warrior and can be joined by heralds of other Chaos gods. It is a tough one to resolve - I have told my opponents each time how I have been playing it. For now it has not really mattered as they usually have cover with only 25% needed or I failed them anyway


Thing is I'm not saying it because there's no save listed on the Grinder's profile (which is the argument made about the WD updated units), but rather because it says in its rule specifically that the only benefit it gets from the Daemonic rule is the immunity to stunned and shaken.

calypso2ts wrote:Cover on the screamers was from their Turbo Boost which gives them a 4+ Jink save. Otherwise, I taken their 5++ in CC or if they have not moved. I did take a 4+ from the Aegis line in one game as well.


Forgot about that. Nice one.

Read Bloghammer!

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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
Fixture of Dakka





San Jose, CA

Great battles so far. Daemons are proving to be quite competitive in tournament play.

Was there comp in this tourney? I'm seeing a lack of spam here.

 calypso2ts wrote:

The plagues run from Marbo to get the relic while the other unit boxes him in.

I'm assuming you meant that they moved away from Marbo in the Movement phase? Because they can't actually "run" due to being Slow & Purposeful.



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
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Game 3

With some judicious deleting of repeat pictures I was able to find some more space on my memory card for this final game. I also tried to reduce the resolution of the pictures but I could not find the function on such short notice.

Mission: The Scouring
Deployment: Hammer and Anvil
Opponent: Chaos Space Marines w/ Daemon Allies

My opponent in this mission is Craig who just came off a game against hyv3mynd

HQ
Daemon Prince w/ Mark of Slaanesh and Lash of Submission
Bloodthirster w/ Blessing of the Blood God

Elite
3x Chaos Terminators w/ 3x Combi Melta Power Axe, Power Maul, Power Fist

Troops
7x Plague Marines w/ 2x Melta in Rhino
8x Plague Marines w/ 2x Plasma in Rhino
7x Plague Marines w/ 2x Plasma in Rhino
5x Plaguebearers

Fast Attack
-

Heavy Support
3x Obliterators
3x Obliterators
Vindicator

Warlord Traits: We both get City Fighter which is completely useless

Deployment
Once again, I won the first turn this game and opted to take it. I wanted to get my Daemons down first and hit his transports before he had a chance to smoke them up. Ideally I would also get to knock down the Daemon Prince before he could Lash anything. I put my opponent in the DZ with the least cover and we placed objectives. I put all mine deep in the backfield - making Craig go the length to get them, which I knew would be difficult after I dropped my Daemons in. Also, it would be hard to protect his own objectives if he moved forward with me dropping in behind him.

When we randomly assigned the point values I had two 3 point objectives and a 2 point objective. He had a 4 point objective down low, a 2 point objective and a 1 point objective. This meant I just had to protect my side of the field. Also, we played Mysterious objectives and both had a Skyfire Nexus that never mattered and some other useless abilities.

Spoiler:

The Vindicator is in back, Meltas in the middle and Daemon Prince in back. Craig reserved his Obliterators, Terminators and naturally Daemons.

Turn 1 - Daemons
I know exactly that I want to do Turn 1. I want to Deep Strike behind the prince with Fate, Flamers and Screamers to fly by attacks. I will use the Grinders to bombard his vehicles and maybe clip the Daemon Prince while Crushers come in near Fate to put immediate pressure on.

After informing Craig that the laws of statistics could not let me fail another preferred wave roll I get a 2 and all my troops come in with one unit of Fiends. They all pretty much hit spot on, but I lose 3 Horrors to Terrain. I make sure to stay 30" away to avoid Lash. If he moves up I will be able to pelt him with a scattering of Bolts and warpfire.

Spoiler:



Turn 2 - CSM
Craig selects his Bloodthirster to come in first and then fails his preferred wave roll! The Dark Gods were not happy with this battle apparently. No picture here because Craig decided to bide his time and just pop smoke so he can respond to my reserves.


Turn 3 - Daemons
The Dark Gods approved of my cowardice (or is it cunning) or maybe they wanted Craig to engage. Either way I get the entire rest of my army in. In retrospect I should have dropped both grinders nearer to Fate, but I wanted something there to discourage Terminators and Obliterators from going after my troops.

Spoiler:


I turbo boost the Screamers and get 5 or 6 over his Daemon Prince and put a wound on it. Then Fate flies forward while the Flamers wreck one of the Rhinos for First Blood!. The grinders scatter a bit, but stun the middle tank so it has to fire snapshots next turn.

Turn 2 - CSM
Craig is relieved that most of my army is there - but I have an awful large number of targets very close to him. The Dark Gods continue to punish him and he fails all 4 reserve rolls. He makes a mistake here and forgets to unload his plagues before Tank Shocking forward - I let him hop out. He also fired a unit of plagues at the Screamers before Lashing them away from Fates bubble - realizing how hardy a 4++ happens to be. After shooting he knocks down 1.5 Screamers and puts a wound on a Crusher while the flamers lose one of their number.

Turn 3 - Daemons
I move in for the kill. Fiends and Crushers close and the Fiends charge the front Rhino to wreck it. The Screamers assault the Daemon Prince but only manage 1 wound for the loss of 2 screamers after I fail a lot of terrain tests. Fate stuns the Vindicator, breaths some Plague Marines and tries to spawn the Daemon Prince - he passes on a 1, darn.

Spoiler:

The Flamers line up an obscene number of shots and wipe out a Plague Marine unit while Grinder templates knock a few more out from the top unit. On the far side of the board where my troops are having a party I get my Horrors near the skyfire nexus in case a Thirster shows up to play.

Turn 3 - CSM
The Bloodthirster comes in - this turn with one units of Obliterators. The Thirster tries to stem the bleeding in his backfield while the Obliterators manage to explode a Soul Grinder with Multi-Melta shots. I almost survived it with him missing 1 shot, failing to pen with the other and rolling a 4 on damage. It did give my troops something to do though.

Spoiler:


I finish off the Daemon Prince in assault, but he puts all his plagues and Plaguebearers into the Screamers to take them down. I could have tried to take out the plagues, but I wanted to be sure the Lash was gone and I figured the Screamers were dead - netting him a victory point.

Turn 4 - Daemons
Flamers move up and BBQ all but one plague in one unit while the crushers move up and fail their charge against the Vindicator - terrible terrain rolls did not help. The Fiends wipe out another plague unit while Fate grounds the Bloodthirster with Bolt, but fails to put a wound on it with the s9 hit on a 1 to wound.

Spoiler:


The unpictured side of the board sees 17 Horrors pouring shots and bolts into the Obliterators killing 2 of them with lucky Bolt hits!

Turn 4-6
The obliterators come in and Flame some Flamers - but only kill two of them. The thirster attacks into the crushers and kills 1 while taking a wound in return. A pot shot is taken at fate but fails and the terminators arrive but scatter back 12" to be pretty much ineffective other than some combi-bolter shots.

Spoiler:


Fate would fly over to deal with them on my 5 and the Horrors finished off the Obliterators while the Crushers actually kill the Bloodthirster and the flamers take out the other obliterators. The Vindicator and Plagues were about to be cleaned up by the Fiends when Craig opted to call it - he fought a hard battle in this one and tried to squeeze every point he could from it.

Synopsis
This was a really tough matchup for Craig - I am not sure what he could do differently. I may have dropped the Bloodthirster in the backfield and given up my side of the board and tried to butcher as many troops as possible - but I am not sure he could have made it through 30 or so Fearless bodies w/ 4+ and 5++/5++ saves in time. I played a scenario similar to this two years ago in a GT against a Descent of Angels list with Sisters and I know how he feels. This mission wants you to advance, but fighting through so many Daemons - who can also come in behind you and force you to double back is really difficult.

I take full points this game which means I have only given up 1 Battle Point (First Blood) for the tournament. When the results are tallied I am tied with 1 other player at 3 - 0, but my Battle Points give me the first place finish - which gives me the chance to get a CSM codex and a Forgefiend.

I am thinking Ahriman/Huron w/ a large Noise Marine squad, some Cultists and a Forgefiend for some S8 firepower as an addition to add some flavor to my Daemons. Infiltrating with Huron's ability lets me support my models well and I can lose some of the plagues/horrors and maybe the Crushers to pay for it. That, however, is a topic for another time!

List Thoughts
I really like the way this list plays - I think I am not quite aggressive enough with the grinders but I like them as a gun platform that forces armies to spread out and takes a lot of casualties off of MEQ armies. The only change I would consider is to swap the Crushers for Fiends. I am not sure how effective the Crushers really are - they survive a lot of shooting with Fate which means they usually just do not get shot and the speed of the Fiends meant they were in combat a lot more often than the crushers. With a reroll to run they are also more likely to be in fates bubble.

The bane of this list tends to be the Aegis line when it comes to shooting and my lack of grenades in general - but I actually like how Aegis lines tend to cause my opponents to bunch up close together. Not to mention I can steal a cover save from it at times. As for Fate - I will probably run her in the Da Boyz GT - but I think dropping her for a Tzeetch Herald on disc, adding some Crushers to my unit and another Grinder would actually be better. There are some games she just wins - but it is rough having her sit on the sideline until Turn 4 like Game 1.


Automatically Appended Next Post:
 jy2 wrote:

Was there comp in this tourney? I'm seeing a lack of spam here.


There was not - I just prefer to play a flexible list. I am also of the opinion that running 27 Screamers and 18 Flamers is not really fun for a lot of people - myself included, the units all play identical to one another. On top of that I only own 9 Screamers and 6 Flamers. I will probably acquire some more in the future - they are probably the best units in the book now for their cost - and there are times I wish I had another 6 Flamers or 9 Screamers.

If I were to optimize this list I would probably run 12 Flamers instead of Crushers, the same troop loadouts but with 4 Horror squads and Changeling and 3 units of 6 Screamers - maybe 2 units of 6 w/ 1 unit of Fiends. The Fiends do bring some benefits to the table with Fleet and I5 lets them engage some enemies more effectively without suffering return hits.

 jy2 wrote:

I'm assuming you meant that they moved away from Marbo in the Movement phase? Because they can't actually "run" due to being Slow & Purposeful.


The funny part is that I wrote 'fled from Marbo' first, but thought it might confuse people because they are fearless and replaced it with an equally confusing word. They beat a tactical retreat towards the relic.

This message was edited 1 time. Last update was at 2012/10/15 19:52:09


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Limerick

Well done mate, congrads. Forgot to mention that I dig the painting on that army, especially the Grinders.

As for your allies idea, I'd go with Huron over Ahriman, as Huron will have the choice of joined the Noise Marines or the Cultists whereas Ahriman will be forced into the Cultists, which may not be a favourable option in some match-ups. And of course, Huron is cheaper.

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
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USA

Nice job. It's cool to see that even when we don't get our preferred wave we can still smash our opponents.

BTW, Kairos is male.

This message was edited 1 time. Last update was at 2012/10/16 19:55:51


Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page 
   
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Allen Texas

Undertow wrote: Nice job. It's cool to see that even when we don't get our preferred wave we can still smash our opponents.

BTW, Kairos is male.


Well it IS a slaneesh themed army, so who knows...

Besides that good job, im enjoying the read.

This message was edited 1 time. Last update was at 2012/10/17 00:51:43


Silacier & Rozgarth: Hey you should start playing warmahords with us.
Me: OK (sets down Tyranid, drives to store and picks up Legion of Everblight)
Me: the more things change....
 
   
Made in de
Power-Hungry Cultist of Tzeentch




Germany

Thanks for the bat reps, very good read.

I wonder why your game 2 opponent allowed Fatey to live even one round. PBS just should make him cry and go hide in the warp, but instead he used the template for a meaningless shot......could have changed how that game went.
   
Made in us
Badass "Sister Sin"






Camas, WA

Deployment
We play this a bit wrong - Doug wins the deployment roll and chooses his deployment zone, but I then win the first turn roll that does not exist. Either way, he deploys packed in behind his Aegis and I think my templates are going to have a field day. You can see his deployment in my Turn 1 picture.


Did they alter the rules for the tourney? Because it is roll for half, deploy forts, roll for deploy and first turn.

Either way, great report!

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

undertow wrote:
BTW, Kairos is male.


My Kairos brings all the boys to the yard.

Kinda NSFW - I chose a side shot to minimize this.
Spoiler:


She is not done yet, when she is she will have some wings on her and her skin tone will be brought up to pale white like the Bloodletter on a Jug.

sandant wrote:
Well it IS a slaneesh themed army, so who knows...


Exactly! I started off as pure Slaanesh but I have added some other units (flamers, screamers, horrors, plagues) while trying to maintain the same look I had before of Purple, Green, Turqoise with very fleshy models. I still have about 40 Daemonettes that need painting and after the Da Boyz I will probably swap back to a pure Slaanesh list for a bit.


 pretre wrote:

Did they alter the rules for the tourney? Because it is roll for half, deploy forts, roll for deploy and first turn.
Either way, great report!


Thanks and they did not alter them - but we may have screwed them up a bit. I would have placed objectives in the exact same place regardless since I had much better access to spread out objectives either way.

Daemons Blog - The Mandulian Chapel 
   
Made in us
Badass "Sister Sin"






Camas, WA

Yeah, the order throws people off right now.

Roll for Mission and Deployment Type (Generally skipped by a lot of tourneys)
Roll for Side
Setup Forts (Side chooser first)
Setup Terrain (Generally skipped by a lot of tourneys)
Place Objectives (Side Chooser first)
Roll for Warlord Traits / Psychic Powers
Roll for Deploy/First Turn
Roll for Seize

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Thanks - I will have to make a note of this for the next tournament - I generally have been flip flopping between some of those now.

Also, I realized I missed your Fateweaver comment - I think he simply did not think to Weaken Resolve her. Also, Fate takes an aweful lot of firepower to knock down and put wounds onto so I think he was hesistant to devote that much to her when the Flamers and Screamers were so close. I did stay at ~30" from his punishers to reduce the small arms that were incoming.

Daemons Blog - The Mandulian Chapel 
   
 
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