Game with Shaun yesterday. He's rocking a full on mech list, one which I originally wrote, which he has tweaked. Should be interesting as this list has everything.
Chaos Daemons - 2,000 points
HQ
Herald of Tzeentch - chariot of tzeentch, master of sorcery, we are legion & bolt of tzeentch
Herald of Tzeentch - chariot of tzeentch, master of sorcery, we are legion & bolt of tzeentch
Herald of Tzeentch - chariot of tzeentch, master of sorcery, we are legion & bolt of tzeentch
The Masque
Elite
5 x Flamers of Tzeentch
5 x Flamers of Tzeentch
5 x Flamers of Tzeentch
Troops
10 x Plaguebearers of Nurgle
10 x Plaguebearers of Nurgle
5 x Plaguebearers of Nurgle
5 x Plaguebearers of Nurgle
Fast Attack
6 x Screamers of Tzeentch
6 x Screamers of Tzeentch
Heavy Support
Soul Grinder - phlegm
Soul Grinder - phlegm
Soul Grinder - phlegm
Imperial Guard - 2,000 points
HQ
Company Command Squad w/ Chimera - 4 x plasma guns & Commander w/ plasma pistol
Troops
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns
Fast Attack
Hellhound
Vendetta
Heavy Support
Hydra Flak Tank Battery
Leman Russ Demolisher - heavy bolter sponsons & lascannon
Manticore Rocket Launcher
Mission: Hammer + Anvil & Big Guns Never Tire. Night fighting is on.
Warlord Traits: Daemons - re-roll reserves Guard - -1 to enemy reserves
Deployment
I won the roll off for table sides, I picked the table side with less open space giving Shaun the one with more space to deploy in. This might seem a benefit for him, but it allows me to deep strike without many mishaps. I lost the roll off for deployment and Shaun decided to go first.
Shaun deploys with the Chimeras in multiple lines. Demolisher is at the front while Manticore sits in a ruin. Hydra (turret less tank) is at the front.
Objectives had been placed with one in the same ruin as the Manticore, on in a large ruin on Shaun's right flank, one in each bottom corner of my flanks.
* Note Vendetta is not deployed and some Rhinos are proxy Chimeras.
* Tactical Notes
Everything in this Guard army is a threat, well almost everything, the Hydra doesn't bother me. Meltas can easily rock up and nuke my Soul Grinders, plasmas and lasguns and deplete my Flamers and Screamers while the large blast templates and flamer templates take out my Plaguebearers.
I need to act fast and do it right. I will drop down and attack the Manticore, this will clear the way for Plaguebearers. I'll tackle plasma units first, as melta units I can avoid for the time being, plus Soul Grinders are in my second wave.
Turn 1
Shaun rolls forward and pops smoke on everything.
I split my waves and get my prefered wave (Screamers, Flamers & Tzeentch Heralds). Eyeball Paul drops by the side of the Manticore and lands on target. Five-Face drops nearby to support while Chicken-Man drops further away, he can tackle Chimeras leading the spear. Flamers drop right in front of the vehicles leading the spear, they can catch mulitple vehicles, but they scatter backwards and flamer templates will not be in range :(. Other two units drop in, one by Paul, they scatter in terrain and one dude fails dangerous terrain save. Other unit lands by the Hydra and a melta Chimera. Screamers both land by Chicken-Man.
Shooting; Screamers go flat out, one unit slices up the
CCS Chimera and it is wrecked while another slices open a melta Chimera. Flamers partly in the ruin burn a melta Chimera and catch the Hydra; Chimera is wrecked (squad passes pinning test) and Hydra loses a hull point. Other Flamers bbq the exposed melta-vets and the Hydra, but they do rubbish and only kill two Veterans and fail to do anything on the tank. Paul blasts the Manticore, it gets cover as in a ruin, but Shaun fails and the tank is stunned. Other Heralds blast into side armour of Chimeras but only score glances or smoke saves. Flamers which scattered run to spread themselves out, I suspect a demolisher shell and inferno cannon is going to get them next turn!
* Tactical Notes
Not a bad first turn; I've got first blood and took out two Chimeras, one of those is the CCS and that unit cannot escape my Screamers. If the Screamers get killed, then the CCS will just end up getting taken out by Flamers. Was a good job I fired the Heralds first to take off hull points as the Screamers did the job and finished off the already damage tanks.
Next turn I'll use Flamers to bbq the melta unit while Screamers multi assault Shaun's packed tanks. Heralds will just keep blasting while the Manticore will be blasted at again.
Turn 3
Vendetta rolls on and blasts up the table over the heads of the Heralds.
Armour rolls up forwards towards the Flamers which scattered, while other vehicles reposition so not auto hit in assault and the hull flamers can auto hit.
Shooting; Commander issues fire on my target to his own unit and
FRFSRF to melta unit. Melta unit blasts the Screamers, but I do well on jink saves and a single Screamer dies while another takes a wound.
CCS blasts the Screamers in front of them and five remain and another on a single wound. Demolisher, Hellhound and Vendetta wipe out the unit of scattered Flamers. Lasguns, multi lasers and plasma guns blast Chicken-Man, he now has two wounds left. Flamers which landed by the Hydra get blasted by heavy flamer, multi laser, lasguns and melta along with autocannons and two die and one has a single wound remaining.
Daemons roll for reserves and everything shows up except for the Masque and a Soul Grinder. Unit of 10 Plaguebearers land to reinforce Paul, plus an objective is in the ruin by the Manticore, the Plagues scatter off the board and end up back in reserve. The other unit of 10 lands on target in the same place. The two units of Plaguebearers land on target by the other two objectives. Soul Grinders drop in, I put them in risky places (should have dropped these first so more room), but they land ok.
Screamers fly over the wrecked melta Chimera and get ready to chow down multiple Chimeras. Flamers reposition so can cover maximum Veteran units who are on foot.
Shooting; Flamers bbq both Veteran units and both units are wiped out; that's created a nice hole. Paul wrecks the Manticore, no more nasty blasty. Other Heralds blast Chimeras, only one loses a hull point, though it is by the Screamers who will get it. Soul Grinder multi blasts two Chimeras, one which the Herald failed to damage, and takes off multiple hull points, while the other Soul Grinder takes out a plasma Chimera supporting the Demolisher, which had already taken damage from the previous Soul Grinder attack.
Assault; Screamers multi charge two Chimeras, one has lost a hull point thanks a Herald and it is wrecked while the other Chimera goes boom; few Screamers take a wound from shrapnel. Screamers chow down the
CCS.
* Tactical Notes
While I've dealt Shaun a heavy blow this turn (4 tanks destroyed and three infantry squads), I am expecting to take a beating this turn. I failed to stop the unit of melta Veterans, who are just going to roll up to a Soul Grinder and nuke it. There's still enough fire power to destroy two units of Screamers and if Shaun does well, he can focus on the Flamers a bit too.
Next turn I'll go for the Demolisher, as it can wreck my Grinders easily; that's if my Grinders are remaining. I'll also tackle remaining melta units for the same reason. Flamers and Screamers will destroy infantry and vehicles.
Turn 3
Shaun hasn't got much options for the Vendetta, if he turns it 90 degrees then it cannot target anything. If he flies min 18" then all he can do is blast Plaguebearers, which isn't very useful. Instead he zooms it off the board and the 'Detta will auto arrive next turn.
Chimera carrying melta Veterans moves towards the painted Soul Grinder, unit bails out and moves up and is easily in
2D6 armour pen range; gulp! Veterans move and spread themselves out, well one unit does. Hellhound repositions so it can destroy Screamers.
Shooting; plasma Veterans and Hellhound erase a unit of Screamers. Two units of Veterans on foot blast the other Screamers and they are gone. Remaining fire power goes into the already weakened Flamer unit, two left now. Meltas in front of the painted Soul Grinder fire and all miss! Shocking! Demolisher blasts the unpainted Soul Grinder, but only scores crew shaken, which the Grinder ignores!
I forget to roll for the 10 man Plaguebearer unit and the Masque, but the last Soul Grinder arrives (proxied by Rhino) and lands to support the others.
Paul moves to the side armour of the Hydra while Chicken-Man and Five-Face move up to tackle the plasma Veterans. Painted Soul Grinder moves so at the side of the melta Veterans, they are nicely positioned to the vomit can puke on them. Unpainted Grinder rocks up towards the Demolisher. All Plaguebearers move towards objectives or capture objectives.
Shooting; painted Grinder pukes and blasts the Veterans, one remains and fails morale. Other Grinder blasts the Demolisher to try his luck and fails. Grinder which just arrived blasts the Chimera the melta Vets come out and it is toast. Heralds split fire into the plasma Veterans and Hellhound, Hound has two hull points left while half Veterans remain who fail morale and flee. Flamers bbq both Veteran units who were busted out their rides; Shaun now only has falling back infantry. Paul blasts the Hydra and it is smoked.
* Tactical Notes
Well, looks like the nail is in the coffin for Shaun. He has two infantry units left, both are falling back and one is only a model strong. Even if they do regroup they won't capture any objectives as they are not close enough and without a doubt will die next turn. Looks like Shaun's turn to hit back hard failed, mostly thanks to those meltas missing and the Demolisher failing to get a good roll on the damage table.
Turn 4
Vendetta zooms back on and aims at the painted Soul Grinder. Both troop units fail to regroup and fall back. Shooting wise the 'Detta blasts the painted Grinder, fails to do any damage. Larger Veteran unit blasts Eyeball Paul, but he passes both saves.
At this point Shaun concedes.
Daemons win.
Summary
Wow, utter carnage! In this case Shaun would have done better letting me go first. His army is all shooty and him letting me go second meant he lost a turn of shooting. While my Flamers didn't have a huge impact first turn, he still should have spread out his units as my Flamers got mulitple hits on multiple units. Not only that but the Screamers managed to multi assault as well. Also, if Shaun went second he would have got the benefit from night fighting, at least from the Heralds shooting.
Towards the end I realised Shaun had made the biggest boo. Because he had tweaked my original 2k list, he had infact took units out or swapped but not added anything. His list was almost 200 points under; that's another unit and a bit more some where.
I can't say I played perfectly myself. I forgot to roll for reserves the the unit of Plaguebearers which went back into reserve and forgot about the Masque. Also, while it didn't effect the game, I should drop down Soul Grinders first before any other units who come in via reserve, while I've got the room.