Battle report from my blog
www.imperiusdominatus.com
Got a game in with Jackson last night. Not played him for sometime so is going to be interesting to see if his skill level has raised. He is also using a tough list, which he is testing for my Throne of Blades tournament.
Chaos Daemons 'Dirty Magic' - 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
Elites
5x Flamers of Tzeentch
5x Flamers of Tzeentch
5x 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 - phelgm
Soul Grinder - phelgm
Soul Grinder - phelgm
Space Wolves + Imperial Guard allies - 2,000 points
HQ
Njal the Stormcaller
Primaris Psyker
Elites
Dreadnought - 2 x twin-linked autocannons
Dreadnought - 2 x twin-linked autocannons
Troops
10 x Grey Hunters w/ Rhino - 2 x plasma guns & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns & wolf standard
Platoon Command Squad
40 x Guardsmen - 3 x melta bombs
Heavy Support
Vindicator
5 x Long Fangs - 4 x missile launchers
5 x Long Fangs - 4 x missile launchers
Game: Purge the Xeno + Hammer & Anvil - night fighting is not active
Deployment
Jackson won the roll off for table side while I won for deployment, which I chose to go second.
Btw - we forgot warlord traits and remembered when we started playing.
Jackson deploys on the left flank the Vindie, two Grey Hunter units, Long Fang unit on some rocks,
PCS behind the rocks with a supporting Dreadnought. In the centre was the super blob with Njal and Primaris. Right flank the other two Rhinos at the front with the Dreadnought behind and Long Fangs in a small ruin.
Jackson has switch Njal's powers for prescience and forboding.
* Tactical Notes
While Long Fangs do not threated my Soul Grinders, I should really go for them first and try not to get attracted by the superblob. With Daemons it is hard to say what you would like to do as you do not know which wave you're going to get, anyhoo, I'll use Plaguebearers to tarpit the blob and Long Fangs while Screamers chew up Marines and Dreadnoughts while Flamer burn everything else along with support from the Grinders.
Turn 1
Only movement from Jackson is the Vindie switching places with a Rhino so it gets cover. Jackson casts his psychic powers and suffers perils from one of them, I think it was prescience, which was pointless casting.
Ok, Daemons turn. I split my waves and I get the wrong wave; all Plaguebearers, Soul Grinders and the Masque. I drop the Masque by the centre ruin though she scatters and nearly lands in a Rhino. Plaguebearer units of 10 drop and both of them scatter, one scatters to the other right of the building. Plaguebear units of 5 drop by the
PCS and Long Fang unit on the right flank, both land on target. The reason I did this is I want these to be a distraction, if Jackson doesn't take care of them then I'll tie up his units. Soul Grinders drop in and one mishaps and goes back in reserve while the other two land on target and each take a flank.
Shooting; Masque pavanes the blob and Dreadnought and Long Fangs who are both on the left flank, only moves the blob 1" but shifts the Dreadnought and Fangs a reasonable distance. Soul Grinders drop templates and two Fangs die from the lashed unit while a few Guardsmen die.
Kill Points - Chaos Daemons: 0 Space Wolves: 0
* Tactical Notes
Not an awesome first turn, but Daemons are a random army and that's how it rolls. This is one thing I like about them as when things do not go according to plan it gets my grey matter thinking.
Next turn I'll charge the Masque into the Long Fangs, but truth be told I doubt she will survive. Plageubearers will charge the blob squad, Long Fangs and
PCS respectively while Soul Grinders lay down fire support on the blob squad or whatever is in the open.
Turn 2
Jackson shifts the lashed Dreadnought back around so it can draw
LOS on something while a Rhino moves by the depleted Long Fangs and a unit of Grey Hunters bail out to deal with the Masque. Vindie rocks up a little to drop a template on the Plaguebearers. Blob Squad move forward ready to dish the pain on a unit of Plaguebearers, Njal casts both powers ready to bring the pain. One Rhino on the right flank moves up so Grey Hunters can dakka a Soul Grinder while the other Rhino moves and Grey Hunters bail out to deal with the Plaguebearers beneath the Long Fangs.
Shooting; Jackson unloads into the Masque and she dies, though unfortunately two plasma guns overheat and kill Grey Hunters. Depleted Long Fangs fire into the Grinder on the right flank and it loses two hull points and suffers crew stunned, which it ignores. Dreadnought and Vindicator blast the Plaguebearers and they are wiped out. Blob Squad blasts the other unit of 10 Plaguebearers with 96 lasgun shots, after the barrage of lazor beamz only three Plaguebearers die.
PCS blasts Plaguebearers as do the Grey Hunters by the Fangs on the right flank, both units survive. Plasma guns from the Hunters by the Grinder fire into it, but they fail to damage it.
Reserves; Five-Face, Chicken-Man arrive along with the mishapped Grinder, two Flamers and two Screamers. One Screamer unit mishaps along with a Flamer unit, both go back in reserve. Five-Face mishaps and Jackson places him at the back of the board. The Flamers land on the right flank by the Rhino by the Grinder while Screamers land near the blob and Chicken-Man by the other Grinder.
Rest of the movment see the depleted Plaguebearers move to the
PCS and Long Fangs while the larger unit moves to the blob unit - hopefully I can keep the blob unit in combat so they cannot attack the Grinders with melta bombs.
Shooting; Grinder on the left flank nukes a Grey Hunter unit and only one remains; survivor passes morale. Chicken-Man blasts a Rhino, not sure on result. Flamers bbq the Rhino by the Grinder and it loses two hull points, the Grinder blasts it, but the blast massively scatters. Screamers fly over the Guardsmen and slash them, Jackson really hates this move!
lol. Five-Face moves flat out and comes screaming down the right flank for support.
Assault; Grinder assaults the Rhino on the right flank and easily blows it up; I get a kill point! Plaguebearers assault the Long Fangs and
PCS,
PCS fight is a draw while Long Fangs lose but remain in combat, which is awesome for me as they are now stuck in a tarpit. Plaguebearers charge the blob and lose just as many to overwatch as they did when they got blasted by 96 lasgun shots, Plaguebearers tarpit the blob unit or does the blob unit tarpit the Plaguebearers?
Kill Points - Chaos Daemons: 1 Space Wolves: 1
* Tactical Notes
Ok, starting to get somewhere now. I know I've only taken apart a Rhino and decimated a Grey Hunter squad, but it is the start of something. See those Grey Hunters only have plasmas and cannot hurt my Soul Grinder, and there's Flamers by - I doubt depleted Grey Hunters with support of another unit will wipe out a Flamer unit. The blob squad and Long Fangs are also tied up, so no offensive from them this turn.
Next turn I'll use the Soul Grinder, Chicken-Man and Screamers to destroy the left flank while Soul Grinder and Flamers take out what they can on the right flank. This should leave Dreadnoughts and blob squad remaining, which I can move into the centre and deal with.
Turn 3
Grey Hunters by the Long Fangs on the right flank hold position and take aim at the Flamers ready to support their depleted Grey Hunter brothers from the Rhino explosion. Dreadnought comes forward to aid them too. On the left flank the solo Grey Hunter falls back while the Vindie moves a bit and another Grey Hunter unit gets out ready to rapid fire into the Screamers.
Shooting; Grey Hunters dakka the Screamers along with support from the Dreadnought; two remain. Soul Grinder gets blasted by the Vindie, but Jackson rolls double 2 for armour pen. Long Fangs fire krak missiles into the Soul Grinder, but they do nothing. Both Grey Hunter units on the right flank dakka the Flamers and two remain with a single wound each.
Assault;
PCS and Plaguebearers juke it out while Long Fangs lose combat again, though they remain locked. Only a single Plaguebearer remains against the blob squad. Dreadnought on the right flank charges the Flamers, they overwatch and hit 4 times and glance the Dreadnought to death.
Reserves; Eyeball Paul arrives but mishaps onto the Dreadnought and goes back in reserve. Screamers arrive behind the blog squad while Flamers land by the Grey Hunters on the left by the Fangs. Other Flamers fail to arrive from reserve.
Movement; Chicken-Man moves down and lands behind the empty Rhino while the Grinder gets bogged down in terrain, really wants to assault the Vindie. The paired Screamers move to tackle the Rhino by the Hunters on the left flank while the Grinder in the back mooches forward and targets those Hunters. Five-Face comes down the right flank and spies the rear of a Rhino while Flamers bounce up ready to bbq the Grey Hunters who shot at them while the Soul Grinder goes for the full strength unit.
Shooting; Chicken-Man nukes a Rhino while combination of Soul Grinder and Flamers take out the Grey Hunters on the left flank. Flamers on the right flank bbq the full strength Grey Hunters, Screamers fly over and slash them to bits killing off the unit. Soul Grinder blasts the Grey Hunters and the shot misses again, though the harvester kills one. Five-Face nukes the empty Rhino on the right flank, all mech from that flank is now gone.
Assault; Screamers assault the empty Rhino on the left flank and it goes boom. Soul Grinder assaults the depleted Grey Hunters and they are wiped out.
PCS beats the Plaguebearers in combat as do the blob, but the Long Fangs remain locked in combat.
Kill Points - Chaos Daemons: 8 Space Wolves: 3
* Tactical Notes
I've hit Jackson really hard this turn and taken out pretty much all his Grey Hunters and all his Rhinos. The only vehicles he has left are a Dreadnought and Vindicator. It was lucky for me to get the Dreadnought charging me into close combat though. I also pulled the Grinder away from the blob squad, I have a feeling they will be coming for him soon, though he does have Screamer and Flamer buddies backing him up.
Next turn I'll use Screamers, Flamers and Soul Grinders to blast and assault the blob while the other Grinder goes for the unengaged Long Fangs and Chicken-Man deals with the Vindicator and lone Grey Hunter falling back.
Turn 4
Blob squad moves into the centre and aims lasguns at the Flamers by the depleted Long Fangs.
PCS moves towards them to issue orders. Vindicator falls back as does the lone Grey Hunter. I think that's about it.
Shooting;
PCS issues FRFSR to the blob and they dakka the Flamers to death. The Dreadnought blasts the two Screamers and they are wiped out. Long Fangs fire across with frags into the Flamers on the right flank, two shots scatter and miss while the other hits, Flamers are fine though a Screamer takes a wound. I think that's about it.
Last unit of Flamers drop near the Vindicator and Eyeball Paul scatters once again and goes back in reserve.
I move the depleted Flamers, Screamers and Soul Grinder towards the blob while the Grinder comes down the centre to lay down fire support. Grinder on left flank moves to tackle the depleted Long Fangs while Chicken-Man moves into side armour of the Vindie, he can also draw clear
LOS onto the solo Grey Hunter.
Shooting; Chicken-Man fails to hit the Vindie, but wipes out the Grey Hunter. Soul Grinder nukes the Long Fangs while the two other Grinders and both Flamers fire into the blob squad and cause morale; they pass.
Assault; depleted Flamers along with damaged Soul Grinder assault the blob squad unfortunately the Screamers do not make it, pity. Blob squad take some pain, but the Grinder is nuked by melta bomb and the Flamers die. Plaguebearers and Long Fangs juke it out still.
Kill Points - Chaos Daemons: 10 Space Wolves: 7
* Tactical Notes
Jackson has got a nice gain on me this turn. He took care of the Flamers and depleted Screamers which bagged him some easy points and then I handed some to him in combat, damn Screamers for not making it, ah well.
Next turn I'll shift the Soul Grinder up to the Vindie while Chicken-Man moves behind it to deal with the
PCS and maybe rear armour the Vindie if the Soul Grinde ris out of assault range.
Turn 5
Vindicator moves back to escape from the Soul Grinder while the blob moves to blast the Screamers. I think that's about it.
Shooting; Vindicator and Dreadnought blast the Flamers, only two remain. Screamers eat lasguns and go down. That is really it.
Eyeball Paul arrives and lands near the
PCS. Grinders move up while Five-Face moves down the right flank to support the Plaguebearers in combat while Chicken-Man flies over the Vindicator to get to the
PCS - I am going for easy kill points here.
Shooting; Eyeball Paul dakks the Dreadnought and misses, though kills a
PCS squad member, Chicken-Man dakkas the rear of the Vindie and glances it while kills more
PCS dudes. Soul Grinders drop blasts on the blob along with support from the Flamers.
Assault; Five-Face moves in and assaults the Long Fang locked with the Plaguebearers, the Long Fang dies.
PCS get charged and combat remains on.
At this point we end the game due to time.
Kill Points - Chaos Daemons: 11 Space Wolves: 8
Jackson got first blood which gives him 9 points and I have line breaker which gives me a total of 12 points. Chaos Daemons win the game.
Summary
Very cool game that one and I was against a pretty tough list. Jackson played very well and got his deployment bang on, everything was supported and setup well with the blob in the middle, which can go any where on the field. I think Jackson needs some meltas and maybe max the blob more beefy with some power weapons and maybe Njal is perhaps too expensive for what he goes.
Considering I didn't get my prefered wave and had a lot of scatters, I think I pulled off a sweet victory. I think the icing on the cake was keeping those Long Fangs tied up in combat for many turns. With Jackson's list you just have to keep your eye on the ball and leave the blob squad or feed them something to keep them in combat, it's so easy to be tempted to kill weak Guardsmen.