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2013/04/27 05:09:45
Subject: 1750 Tournament Daemons of Chaos (Finished!)
Heavy:
1 daemon prince (tzeentch, Warp Forged Armor, Greater Reward x 2, daemonic Flight, Mastery Level 3) 345pts
Total: 1750pts
I will try and take pictures and give a report tomorrow night..
This message was edited 4 times. Last update was at 2013/05/13 02:09:46
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Game One: (Sorry forgot pictures on this game. I at least captured the board after the game)
His army:
Fireblade
Riptide
12 Fire Warriors
12 Fire Warriors
12 Fire Warriors
20 kroot
20 kroot
20 kroot
10 pathfinders
10 pathfinders
Broadside x3 with rail and missiles
Hammerhead w/ railgun
Hammerhead w/ railgun
Mission:
Primary: Relic (If the unit holding the relic is full painted then they get +1 T +1 S and +1 LDR)
Secondary: Table Quarters
Deployment: Dawn of War
Initiative: Daemons ( i take the nearside table edge)
Pre-game analysis: ! This is not a good match-up for me. He has a lot of dakka. I panic and roll bio all 3 times on my prince but fail to get iron arm. I fully expect a railgun to instant gib fateweaver and the daemon prince as some time during the game. His kroot can threaten the middle relic on turn one as they have infiltrate. My one save in grace is that one of my tzeentch heralds gets perfect timing so my pink horrors can essentially take out any of his troops if I decide to shoot at them for that particular turn. My Greater rewards on the daemon prince arent that great I get the armor... which i exchange for the mutating blade and he also gets armorbane/fleshbane. Looking to be a rough game for the daemons. Might need some stuff to go my way to pull this one off. My plan is to get close and fast. The slannesh herald has hallucination. That should do some serious work for me this game. Fateweaver also got terrify.
Predictions?
This message was edited 1 time. Last update was at 2013/04/28 01:17:20
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Hmmm. I think since you rolled bad in the begining he rolled bad later when it matters. Hes got 1 riptide and your rocking dp and herald.I think you got into combat quick and wrecked face. Hell the DP prob grabbed the relic and ran for a touchdown in the aliens face. If you got into combat quick then all that tau fire power is useless. You got some great CC units. I think you won
"You can't convince a believer of anything; for their belief is not based on evidence, it's based on a deep-seated need to believe." - Carl Sagan -
I think you could beat him, but it is going to be rough on the daemons and you need him to not pass his DTW rolls. I am curios why 19 plaguebearers instead of two 10 man squads, I know the herald can only babysit one squad, but PB in cover dont really need FNP, except against tau. either way, interesting army, and I hope you did well.
12 Fire Warriors
12 Fire Warriors
12 Fire Warriors
20 kroot
20 kroot
20 kroot
10 pathfinders
10 pathfinders
Broadside x3 with rail and missiles
Hammerhead w/ railgun
Hammerhead w/ railgun
Mission:
Primary: Relic (If the unit holding the relic is full painted then they get +1 T +1 S and +1 LDR)
Secondary: Table Quarters
Deployment: Dawn of War
Initiative: Daemons ( i take the nearside table edge)
My powers for game one:
Fateweaver: All of change, Haemorage, precognition, molten beam, terrify
Prince: (Mutated blade; Armourbane/fleshbane) Bio: Endurance; warp speed; haemorage
Nurgle Herald: (Re-roll invuls) Bio: life leach; Enfeeble
Slannesh Herald: (eternal blade) Tele: Puppet Master; Hallucination
Tzeench Herald: (Grimoire) Div: Prescience; Misfortune
Tzeench Herald: (PortalGlyph) Div: Forewarning; Perfect Timing Change Flickering Fire
Deployment: I place the pink horrors in the center of the board. If I can get my hands on the relic I can run around T4, S4, and might even be a combat threat if I so choose depending on the buffs i get off. The plagues deploy on the right flank behind the wall and the daemonettes take the left flank behind that wall. Fateweaver starts off next to the plagues and the daemon prince hides behind the ruins on the left flank.
My opponent: Deploys one hammerhead on each flank. The riptide to the left of the ruins in his deployment zone. One squad of fire warriors in the center in front of his broadsides. Fireblade and his firewarriors behind the hill on the left flank. One unit of fire warriors on the bunker on the right flank. One unit of pathfinders deploys in his ruins. One deploys on the right flank to the right of the bunker. It scout moves up to that wall. All 3 kroot infilitrate with one being behind the ruin on the right flank. One 18" away in the center and one on the far left flank ready to shoot up some daemonettes.
He fails to seize the initiative.
Daemons Turn 1:
Spoiler:
I cast terrify on the kroot in the center and they flee 11". The pink horrors get off Perfect timing and prescience. The slannesh herald hallucinates the far left kroot and they are pinned. Nurgle herald fails to do anything meaninful. I cast the grimoire on the pink horrors and I fail it twice. I had forgotten to put forewarning on them as well(6++) for a squad that is mission essential. This forces my hand. The daemon prince cast enfeeble on itself and avances 24" towards the pathfinders in the ruins. Fateweaver joins him and moves 24" with the intent of making his tightly packed kroot in the middle to flee again with a blast. I roll the warstorm and get a 3,1. Re-roll and get d6 hits against my tzeentch but not damage. The warp storm does hit his squad in the ruins which forces them to flee of the board. Guess I cant argue with that. My horrors shoot and kill off his pathfinders on the right flank. Fateweaver attempts to drop the blast on his kroot and he denies the witch. On the right flank my nurgle herald cast life leach and is equally denied. I run my slannesh guys on the left flank up as I dont think they will be a priority target this next turn.
Tau Turn 1:
Spoiler:
My opponent rallies his kroot in the center and they at fateweaver. He does not move any. He downs my daemon prince with marker lights. I save the re-roll to make sure I can keep fate in the air. Fireblade and his squad dakka the prince and the riptide fires ap2 goodness into the prince. The prince dies under the weight of dice. He then snap fires a couple of things at fateweaver and shoots the broadsides at fateweaver. Of the 7 saves fateweaver is required to take from the rest of his shooting he fails 5 of them and also dies. His kroot on the left flank kills a few of the daemonettes with snap fire.
Daemons Turn 2:
Spoiler:
The pink horrors are now the stars of the show. As I am down to only 3 units in the game. On the left flank I fail to get hallucinate off on fireblades squad.The pink horrors get forwarning; prescience; and perfect timing off. They also boost themselves to a 1++ respectively with the grimoire. To add to the success of the horrors they get a 6 from DT and manage to get the relic. I drop the portalglyph and it scatters forward 14" and stops 2" to the right of his Riptide. It spawns 4 horros which move into the ruins under the pathfinders and they shoot 2 of them. On the right flank he denies my ability to enfeeble his kroot. The nurgle squad moves up but fails their charge. Oh btw, I roll the warp storm and get a 3,1. (-1 invul save + daemons = you arent gonna win much) The pink horrors kill off 19 of the kroot in the middle and the 20th one dies from warpflame. On the left flank the daemonettes wipeout the kroot in combat. However, they find themselves face to face with fireblade and a hammerhead. ++ FTW .
Tau Turn 2:
Spoiler:
He fires fireblade and company into the daemonettes. After an astonishing double to save my herald and one horror are all that is left standing. The majority of his shooting targets my plaguebearers. His firewarriors in the middle target the pink horrors but only manage to kill one. The plague bearers numbers are halved with fnp being the only reason I save that many. His riptide wrecks the portalglyph.
Mid-game analysis:
Spoiler:
I ed. I am still in this game for one reason and one reason alone. The pink horrors are holding the primary objective. If I can just keep them moving I might be able to get out of this game with a victory. This game is a clear representation of why daemons cant go far in a gt setting. One turn of no saves can really wreck an army. What are your predictions from this point? My opponents dice have been rocking as he is denying my psychic powers. The only ones that are getting through are the pink horrors.
Daemons Turn 3:
Spoiler:
The slannesh herald cast hallucinate on fireblade and his group and they are pinned. I then split the herald off to go for the hammerhead and take the daemonette to eat the overwatch from the squad. I manage to get off perfect timing, forewarning, and prescience on the horrors. I roll the grimoire and get a 2. I think it was worth the risk as I could potentially become invulnerable and there wasnt much time left in the round. The plague bearers move up on the right flank and i try to enfeeble his kroot. He denies the witch again. I move the horrors with the relic back towards my side and behind the terrain in the middle. I roll the warp storm table and get a 3,1. So minus the re-roll that fixed turn 1 I have rolled a -1 invul on every turn of this game. The pink horrors in the middle wipe out his fire warriors. On the left flank the one lone daemonette eats the OW from the FW squad. The herald pens the hammerhead only once with 8 auto hit attacks. She only manages to shake it. On the right flank the nurgle squad kills off 2/3 of the kroot and they flee. With me rushing through the turn I fail to shoot his pathfinders with my 4 horrors in his ruins. I charge them and lose two in the combat and kill one. I roll and 8 and they both die from combat resolution.
Tau Turn 3:
Spoiler:
He moves his riptide up and tries to use his reactor but takes a wound. He fires the pathfinders at the squad and gets 3 hits. The hammerhead on the right flank kills 3 pink horrors. Fireblade and his FW snap fire and kill the slannesh herald on the left flank. It comes down to his broadsides. They boost their BS by 1 and negate my cover in the middle. out of 15 shots he wounds with 12. I need to save 4 to keep the relic. I fail 9 saves and drop the relic as the game ends.
Post game Results and Analysis:
Spoiler:
Primary: Draw
Secondary: Draw
I get 4 bonus for having the relic on my side though.
Daemon points: 16 of 30
Tau Points: 12 of 30
Post game analysis: Holy that game was rough. Daemons are fun. Unless the dice gods take a bat to your shins. I had the game won and the fickle chaos gods took it from me. Its sickening. I at least managed to get a draw which I believe only happened because of the mission we were playing. Had the game gone to another turn I might of been able to snatch up the relic again and get the buffs off but as this game was going I also could of been board wiped. Even though I got more points out of this match-up I still view it as a loss. I will need to make up points in later rounds.
This message was edited 5 times. Last update was at 2013/04/28 16:30:59
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
did you remember to use fateweavers reroll on the enemy turn too? Bad luck with the rolls though... double fail on grimoire and losing kairos so soon = tough uphill battle.
At least at this point me and you were on the same page.
masquerade81 wrote:did you remember to use fateweavers reroll on the enemy turn too? Bad luck with the rolls though... double fail on grimoire and losing kairos so soon = tough uphill battle.
Yea I used them.. fateweaver was actually killed in the air. He was never grounded.
Round 2:
Opponent: Marcus
His army:
Imotekh
Cryptek with veil
Ctan Transdimensional Thunderbolt
Ctan PyreShards
Ctan Moulder of worlds; Gaze of death
15 warriors
8 warriors in night scythe
10 scarabs
1 monolith
Mission:
Primary: Objectives
Secondary: Control Terrain
Deployment: Vanguard
Initiative: Daemons
My powers for game two:
Fateweaver: All of change, Enfeeble, perfect timing, fire shield, terrify
Prince: (Mutated blade; IWND +1 Wound) Bio: Endurance; life leach; haemorage
Nurgle Herald: (Re-roll invuls) Bio: life leach; endurance
Slannesh Herald: (eternal blade) Tele: Invisibility; Psychic Shriek
Tzeench Herald: (Grimoire) Div: Precognition; Misfortune; Change Flickering Fire
Tzeench Herald: (PortalGlyph) Div: Prescience; foreboding; Change Flickering Fire
Pre-game Analysis: Have I ever told you all how much I hate the Stormlord? The metallic arse destroyed me in the finals of the indy open 2012. Also with the new faq lightning can now strike my fliers. I have actually played a practice game against marcus and have come to respect his ctans as they wrecked my sisters army. If you can roll a 4++ this army can eat your face. Not to mention that it isnt easy killing toughness 7. If he charges fateweaver or my daemon prince then they will likely get killed off. My only real way to bring down the monolith is with my MC's, Meaning I will have to land to assault it. My only save in grace in this one is that he only has two troops. However, for the terrain mission any model can hold the terrain not just scoring units.
What are your all's predictions?
BTW My deployment:
He deploys the monolith in the center with 2 of the Ctans to the right and one Ctan to the left. The 10 scarabs deploy next to the monolith. The night scythe starts in reserves and the 15 warriors plus imotekh and the cryptek deploy in the terrain on the left flank out of LOS of my army. He fails to seize!
Chaos Daemons Turn 1:
Spoiler:
I cast invisibility on the daemonettes but it fails to go off. Fateweaver cast fire shield on the daemonettes giving them a 4+ cover. I cast prescience on the horrors and move up to take some pot shots at his far left ctan. I drop the portalglyph in my backfield and spawn 2 plaguebearers. Fateweaver moves to the center where i contemplate shooting at the monolith. However, I see an opportunity to drop a blast on the scarabs and leap at it. I hit 6 scarabs but only kill off 4. The plagues advance up the right flank onto that objective. My daemon prince advances towards his warriors and the pesky imotekh. He is in danger being that close to the Ctan. The pink horrors squad is the only one in range to hit the Ctan and he denies the witch. The daemonettes move up in the center and stack up behind the terrain there.
Necrons Turn 1:
Spoiler:
His monolith advances and fires the big blast at the daemonettes and the 3 arcs target fateweaver, the daemon prince, and the daemonettes. Luckily both flyers stay in the air. The Ctan on the left flank moves over to charge the daemon prince. The warriors with the veil move up to try and down the daemon prince but again i make my grounding test. The scarabs advance in the middle towards the daemonettes. The 2 Ctans on the right flank move up and shoot at fateweaver but fail to do any damage. With my daemon prince still in the air the Ctan on the left flank is exposed and cant charge.
Chaos Daemons Turn 2:
Spoiler:
The daemonettes manage to get invisibility this time. Fateweaver enfeebles the scarabs to help the herald who is S5 instant kill them on the charge. The portalglyph spawns another 2 plaguebearers which sit on the objective in the back. The pink horrors get prescience off. The daemon prince cast endurance on itself and then moves up to charge the warriors. Fateweaver moves to the middle and lands ready to shoot and charge the monolith. The plagues on the right flank move up and the herald shoots life leach at the Ctan to no avail. The pink horrors shoot 7d6 dice at the far left Ctan. They cause 8 wounds and he fails 4 killing off that Ctan. Fateweaver cast infernal gateway and gets S10 ap1 on the monolith but only manages a glance. Fateweaver charges the monolith and hit with 4's and even with re-rolls only manages to pen it once and he ignores that result with living metal. The Herald of slannesh slaughters the scarabs and they consolidate back a little and wait for a Ctan to charge. The daemon prince charges Imotekh and his warriors and issues a challenge which is accepted. He strikes first but I make my saves. I smash and do two wounds and my opponent roles double 's to save. I win combat by three and they flee and are auto swept. Imotekh fails to get back up. This turn couldnt of gone much better for me. The price consolidates towards the monolith.
Necrons Turn 2:
Spoiler:
My opponent pivots the monolith and turns the door to face fateweaver. OH ! Luckily its a strength test and not an initiative test. Fateweaver does not get sucked into the portal. His night scythe arrives from reserves and fires at my prince. One of the Ctans pulls back and shoots its S9 ap2 shot into him as well. The daemon prince takes 3 wounds. His other Ctan gets an 11 charge off to get into combat with my plague bearers. I manage to do only 1 wound to him and he does 3. I lose combat by 2 and lose another 2 to combat resolution. His other ctan gets a charge off and manages to finish off my daemon prince. It consolidates towards fate and the monolith.
Chaos Daemons Turn 3:
Spoiler:
The daemonettes get invisibility off again and this time they elect to help their nurglish brothern. Fateweaver flys over and vectors the night scythe to no avail. He fires the only attack that he has that can hit a flier flickering fire and manages one glance. The pink horrors stand up on a post to see the Ctan and manage to kill off his last Ctan. In combat the daemonettes make the Ctan WS1 with their invisibility and this helps turn the tide. They wipe out the last Ctan. At this point we call the game because my opponent cannot achieve victory.
Post Game Results and Analysis:
Spoiler:
Primary: Daemons
Secondary: Daemons
I get all 6 bonus points
Daemon points: 30 of 30
Necrons Points: 0 of 30
Post game analysis: This game was a bit of surprise to me. I figured I would have a harder time with the Ctans then I did. My opponent was pretty unlucky in this one as well with the way he lost Imotekh and the warriors. My army just had to many threats for him to deal with. I had two big things that happened this game. One I was reminded how awesome the pink horrors are if you can get their shooting to go off. Two this list has no way to deal with flyers. The best I can hope for is vector striking flyers at S5 for Fate or S6 with the daemon prince. The only Tzeentch power that can target flyers is Flickering Fire. Matter of fact that is the only power that I can get in any of the psychic disciplines that can target flyers and expect to do some damage. That is a definite hole in this list that I will need to address before fielding them in a tournament. Overall I was happy with the armies performance and synergy in this one.
This message was edited 4 times. Last update was at 2013/05/13 00:37:48
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
I had a game wrapped up yesterday with my CSM versus ork horde. Abbadon takes out a squad of MANs to hold them off my objective in turn 5... I'm easily winning. Still winning at the end of turn 6... But the game continues... Dice decide to shaft me and I end up barely losing. Very annoying - I know just how you feel!
Ineedvc2500 wrote: 3 ctans is going to be rough man. Maybe try to avoid them. Is was he running them together or seperate?
Plaguebearers will kill them easily due to poisoned attacks. Slaanesh can also hurt them through rending and S6 horror shooting with Prescience can do some damage.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Thanks for the bat reps. It it alot of work to do this type of thing, and it is very appreciated.
Have you considered dropping the Tzeentch DP for other stuff? 345 points is an awful lot for something that can be insta-killed. If you take a CSM Black Mace DP for 265 and 10 Cultists for 50, you have an additional 30 points to play with. Because you have the Cultists for backfield objectives, you could also free up points by dropping the Portalglyph. Just an idea.
2nd Place 2015 ATC--Team 48
6th Place 2014 ATC--team Ziggy Wardust and the Hammers from Mars
3rd Place 2013 ATC--team Quality Control
7-1 at 2013 Nova Open (winner of bracket 4)
Drakes are undoubtedly incredible, but you don't need one. In fact, in my Daemons/CSM list, I prefer 5 Nurgle Spawn to the Drake.
2nd Place 2015 ATC--Team 48
6th Place 2014 ATC--team Ziggy Wardust and the Hammers from Mars
3rd Place 2013 ATC--team Quality Control
7-1 at 2013 Nova Open (winner of bracket 4)
JGrand wrote:Thanks for the bat reps. It it alot of work to do this type of thing, and it is very appreciated.
Have you considered dropping the Tzeentch DP for other stuff? 345 points is an awful lot for something that can be insta-killed. If you take a CSM Black Mace DP for 265 and 10 Cultists for 50, you have an additional 30 points to play with. Because you have the Cultists for backfield objectives, you could also free up points by dropping the Portalglyph. Just an idea.
Ineedvc2500 wrote:If hes gonna splash csm gotta get the drake in
I have yet to run CSM in my chaos army. I took the prince for his resiliency. The greater reward table gives him extra wounds and/or the FnP boost. It was just unlucky that game one and two he rolled a 6 and didn't need the armor. Which reminds me I forgot to turn imotekh into a spawn. Might just drop the prince for his CSM counter-part. The blackmace prince is just that much better in combat.
If i go as far as to run the heldrake then I am kind of getting away from what I was trying to run in the list which is essentially a troop heavy build. The MC's are just there for support. Though I could use some more combat threats because at times I felt I could put out some more damage if kitted out differently. The nurgle squad as a whole is resilient but kind of left me wanting more in the combat section.
Round 3:
His army: Grey Knights
Terminator Librarian with Warding Stave (ML 3)
Crowe
Vindicare Assassin
10 Purifiers
10 Terminators with justicar thawn
Stormraven
Dreadknight with flamer
Mission:
Primary: Modified Kill Points (More your unit kills the more its worth. I.E. if my prince kills 3 units then he is worth 4vp when he dies)
Secondary: Slay the Warlord
Special Rules: If your entire army is painted to 3 color standard then your warlord has Saint Celestine Miraculous Intervention! (His is painted with 3 colors. Mine is not )
Deployment: Hammer and Anvil
Initiative: Grey Knights
My powers for game two:
Fateweaver: All of change, Smite, Prescience, Molten Beam, Psychic Shriek
Prince: (Re-roll invuls; IWND +1 Wound) Tele: Puppet Master, Psychic Shriek; Invisibility
Nurgle Herald: (Lance) Bio: life leach; Iron Arm
Slannesh Herald: (eternal blade) Tele: Invisibility; Psychic Shriek
Tzeench Herald: (Grimoire) Div: Perfect Timing; Misfortune; Change Flickering Fire
Tzeench Herald: (Warp Tether) Div: Prescience; Forewarning; Change Flickering Fire
Pre-game Analysis: Grey knights is a rough match-up for me. Especially with the level 3 psyker in the midst of it all. Also a new ruling in the GKFAQ. You can now combat squad and keep the squad in the same transport. So looking forward to seeing 2x5 purifiers disembarking from his stormraven at some time. All in all I am in trouble for this match-up. My opponent has better shooting, better combat, and better saves. Add this to the fact that he also has fewer kill points and we got ourselves an uphill battle. Not really sure how I wanna approach this game. I might play it safe and stay out of his range until I can hit him with everything at once. The vindicare kind of worries me as he can snipe my heralds out of the squads so he will definitely be a priority target. All in all I think I am in for a rough match-up as he can re-roll all 1's to hit and to wound. My last match actually jumped me up to 2nd place so this is for the win if I can pull it off. Crowe having miraculous intervention is a serious issue as he can instant kill characters every turn with his special rule and then come back.
Your all's predictions.
The person with the highest score gets to pick the board and he selects this one:
Yes it is the same as my game one. He elects to take the right side and I get the left. Deployment will come later after predictions etc...
Deployment: He combat squads his terminators and places one in the open in the middle and one behind the wall at the top of his deployment zone from the pictures view. He places the vindicare in the bunker/ruins and places the dreadknight behind the bottom wall. He places crowe with the 10 purifiers in the stormraven. I deploy the pink horrors in the ruins and place fate weaver and the daemon prince behind the ruins. I deploy the daemonettes in the middle more then 30" from his terminators. I elect to deepstrike the plague bearers as they will be too slow to effect the game otherwise.
I roll to seize and fail miserably!
GK Turn 1:
Spoiler:
So begins the game of cat and mouse. He moves his dreadknight back and terminators back and fires the vindicare through the ruin window and wounds fateweaver once.
Daemons Turn 1:
Spoiler:
Cast Prescience on the horrors, I do this every turn. The daemon prince and fateweaver both fly up 24" preparing to psychic shriek the vindicare or the dreadknight depending how my shooting goes. The daemonettes cast invisibility on themselves and move up 6" and run. The warp storm does nothing all game so not really worth mentioning. The pink horrors obliterate the vindicare assassin. The daemon prince psychic shrieks the dreadknight and manages to cause two wounds. Fateweaver shoots his beam attack from lord of change at the terminators in the open and manages to kill 2 of them including justicar thawn.
Daemons VP: 1
GK: 0
GK Turn 2:
Spoiler:
The stormraven arrives and fires at fateweaver. I manage to make my saves but get grounded. His dreadkight moves up but is out of range of fateweaver. Everything proceeds to shoot fateweaver but a 2++ re-rollable keeps him alive. He does fail 1 wound though so now he is 3/5 wounds.
Daemones Turn 2:
Spoiler:
The plague bearers arrive from reserves and deep strike at the top just out of charge range from his terminators. Fateweaver cast prescience on himself and gets the grimoire off on himself as well. He moves 24" towards the middle and prepares to shoot his molten beam into the stormraven. The daemon prince cast puppet master on the storm raven and shoots its psychic missles at the dreadknight taking him down to 1 wound left. The daemon prince gets invisibility off on himself and decides to move in to charge to finish the dreadknight off as I dont wanna be in the open for his storm raven. The daemonettes get invisibility again and move up 6" and get a long run they actually exit the terrain on his side of the board.
I have closed the distance with all my units and prepared for the kill:
Fateweaver vectors the terminators as he flies over killing 1 of them.
Herald of Nurgle hits them with life leach and finishes them off. The daemon prince charges his dreadknight and hits only once and fails to wound. Luckily he fails to hit me thanks to invisibility.
Fateweaver cast molten beam to hit the storm raven Its a beam and I am an idiot. I have moved right next to all of his units with fateweaver and failed to justify doing so.
The pink horrors manage to glance the stormraven twice.
Daemons VP: 2
GK: 0
GK Turn 3:
Spoiler:
He combat squads his purifiers and multi-assaults my plagues and daemonettes with both. Justicar thawn gets back up and charges the daemonettes on the bottom end. His stormraven fires at some horrors and kills a few. The librarian and terminators in the back move up and down fateweaver with limited shooting and then charge him. He cast cleansing flame 3 times, 1 from each purifier squad and once from crowe. I luckily deny the witch on two of these but the damage is done. He issues a challenge with crowe and I accept with the herald of slannesh. I re-roll to hit with 7 attacks and hit with all of them. I rend twice and wound 1. He fails one invul but locked. That would of been nice to drop him without him instant gibbing me. The daemonettes do a number on the purifiers with invisibility. I manage to kill all the purifiers except 3, 2 from 1 squad and 1 from crowe squad remains. Crowe holds his ground but the 2 man squad flee's. Justicar thawn shrugs off 6 daemonettes and holds his grown as well. Fateweaver issues a challenge and his librarian accepts. He cast powers to boost his strength and initiative against me and then hits and wounds twice. I roll my 2++ save failing 1 and use my re-roll and fail again. He consolidates forward with the terminators and librarian. The daemon prince fails to wound the dreadknight fo the 2nd straight turn. The dreadknight instant gibs the daemon prince as he hits twice on 5+.
Mid Game Analysis:
Spoiler:
That was painful and not my idea of some good dice rolling. The odds of fateweaver dying to his librarian were seriously low but I managed to find a way. The daemon prince failing to wound the dreadknight once in 11 attacks... probably better odds but still slim. Fateweaver even getting downed on a 3+ re-rollable to one unit hurt as well. The game is not looking good for the powers of chaos. I am not out of the fight but losing my heavy hitters the way I did doesn't really bode well for the outcome. The only thing that might save me is the weird KP mission.
Current Score:
Daemons VP: 2
GKVP: 2
Daemones Turn 3:
Spoiler:
I fail to get forwwarning and prescience off on the horrors. I forget to use the grimiore though which considering my luck probably wasnt a bad thing to forget this turn. I fire at the storm raven but he denies half my shooting thanks to the librarian being within range of the vehicle and I fail to roll one 6 on the pen. In combat the daemonettes finish off justicar thawn and all that remains is crowe and he continues to make all of his saves.
Daemon VP: 3
GKVP: 2
[spoiler]
GK Turn 4:[spoiler]The purifiers which I let flee auto rally and charge again making me init 1 again. The terminators move up and charge the daemonettes as well. Thankfully justicar at least stays down. He moves up the storm raven and fires into my horrors along with dreadknight which drops a template on them. They kills only 3 horrors as I make decent saves. In combat his purifiers cast cleansing flame and Crowe does the same. I fail to deny the witch on both of them and he rolls very well for the wounds. I manage to get some attacks back and finish off the purifiers with the attacks from the daemonettes. I roll an 11 for instability on the daemonettes and they are all wiped out. This gives him 3 vp for the herald and the squad and they had finished off the purifiers. The nurgle squad doesn't fair any better and the only survivor is the herald that is locked in the challenge. The terminator squad is out of range to make it base and consolidates.
Daemons VP: 4
GKVP: 5
Daemons Turn 4:
Spoiler:
I get iron arm off and boost the nurgle herald to S8 but he fails to do anything to crowe still. The horrors have a choice on their hands to target the terminators, the dreadknight, or the storm raven. I decide to target the stormraven and bring it down with some dakka.
Daemons VP: 5
GKVP: 5
GK Turn 5:
Spoiler:
Combat stays locked between the herald of nurgle and crowe. The terminators move up and fire at the horrors. The dreadknight moves back a little to get out of range.
Daemons Turn 5:
Spoiler:
Once again I fail to do any damage to crowe. I see that victory points are tied so I move up and take some shots at the dreadknight. I forget that I have misfortune but I am not sure I was in range anyway. I only need 1 wound and I will win VP. I roll and manage to do 8 wounds. He rolls them one at a time and fails to roll a single .
We roll to see if the games continues and it does not.
Post Game Results and Analysis:
Spoiler:
Primary: Tied
Secondary: GK He gets 4 bonus points
Daemon points: 10 of 30
GK Points: 21 of 30
Post game analysis: I made some mistakes in this one and it cost me. Moving the nurgle squad up with the daemonettes and allowing the multi-charge killed me. However, I think I lost the game when I moved fateweaver forward even though I could not damage the storm raven. It didn't help failing a re-rollable 2+ 50% of the time. I also failed to catch that crowe cant join the squad of purifiers though it didnt matter to much in this case. Letting them flee and re-charge also hurt as some models were left without anyone to attack in the next assault phase. It was also painful to have the daemon prince get killed by the dreadknight. Although I believe this game was mine to lose. You cant make that many mistakes and expect to win a tournament.
I ended the tournament in 5th place. If I had killed the dreadknight on that last turn I would of jumped to 1st or 2nd. This tournament made it blatantly obvious that this army can struggle in a GT. Up to this point I actually played with the idea of running them at the bugeater GT but after this one I dont see me doing it. There is just too much random stuff that can cause me to auto-lose a game regardless of who i am playing. Either way this army can be really fun to play as long as the dice are average. This particular list needs some work as I need some anti-air.
This message was edited 5 times. Last update was at 2013/05/13 02:04:41
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
hate to say it, cause i love the daemons, but I dont see you pulling that last game off.
we already know you are low on AA, and the GK stormraven will mess up most of a T3 squad a turn.
I predict you lose the daemonettes turn 1-2 to rediculous GK shooting, get a decent kill count with your horrors and fatey, then lose 9/10ths of your army after his stormraven comes on, ending with maybe 5-10 pts.
I have run into GKs last round of a tournament with my daemons, and it is rough.
2013/04/29 08:29:11
Subject: 1750 Tournament Daemons of Chaos (2 1/2 of 3 posted)
Liberame wrote: Yo, this is evil mike. Was nice to read your batreps and I see you found the FAQ ruling
What's up man. Glad you enjoy the reports. I posted I think 6 of them o n the facebook group. My last few have been suffering in thr picture category but will hopefully have everything set by my next GT which should be the bugeater.
As a side note for all those reading. I am moving today and tomorrow so this report might be delayed until Wednesday.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Sorry for the delay ladies and gents. Posted most of the game. Currently at mid-game analysis. Well let you all call the outcome from here. Sorry for the blurry picture was on my phone.
This message was edited 1 time. Last update was at 2013/05/06 16:31:00
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
In the game against Necrons, how did he get 9D6 shots from the Horrors against the Ctan?
Andy Chambers wrote:
To me the Chaos Space Marines needed to be characterised as a threat reaching back to the Imperium's past, a threat which had refused to lie down and become part of history. This is in part why the gods of Chaos are less pivotal in Codex Chaos; we felt that the motivations of Chaos Space Marines should remain their own, no matter how debased and vile. Though the corrupted Space Marines of the Traitor Legions make excellent champions for the gods of Chaos, they are not pawns and have their own agendas of vengeance, empire-building vindication or arcane study which gives them purpose.
2013/05/12 21:58:43
Subject: 1750 Tournament Daemons of Chaos (2 3/4 of 3 posted)