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Made in us
Repentia Mistress





Battle Sisters vs Chaos Daemons - 1750pts
Mission: Bay Area Open (Primary: Crusade, Secondary: Emperor's Will)
Deployment: Dawn of War
Initiative: Daemons

My Army:
Spoiler:
1750pts Sisters of Battle

HQ
Uriah Jacobus
5 Ministorum Priests - 1 w/ Litanies of Faith, 2 w/ Condemnor Boltguns and Meltabombs

TROOPS
Battle Sister Squad - 5 Women, Heavy Flamer, Flamer, Sister Superior w/ Condemnor Boltgun, Multi-Melta Immolator.
Battle Sister Squad - 5 Women, Heavy Flamer, Flamer, Sister Superior w/ Condemnor Boltgun, Multi-Melta Immolator.
Battle Sister Squad - 5 Women, Heavy Flamer, Flamer, Sister Superior w/ Condemnor Boltgun, Multi-Melta Immolator.
Battle Sister Squad - 5 Women, Heavy Flamer, Flamer, Sister Superior w/ Condemnor Boltgun, Multi-Melta Immolator.
Battle Sister Squad - 20 Women, Heavy Flamer, Meltagun, Simulacrum, Sister Superior w/ Condemnor Boltgun

FAST ATTACK
Dominion Squad - 5 Women, 4 Meltaguns, VSS w/ Combi-Plasma, Multi-Melta Immolator
Dominion Squad - 5 Women, 4 Meltaguns, VSS w/ Combi-Plasma, Multi-Melta Immolator

HEAVY SUPPORT
Exorcist
Exorcist


Jy2's Herald-Hammer Daemons:
Spoiler:
1750pts Chaos Daemons

HQ
Fateweaver
Herald of Khorne - Axe of Khorne, Juggernaut, Locus of Fury
Herald of Slaanesh - Psyker (Lvl 2), Greater Etherblade, Steed of Slaanesh, Locus of Grace
Herald of Tzeentch - Psyker (Lvl 3), Grimoire, Disc of Tzeentch, Locus of Conjuration
Herald of Tzeentch - Psyker (Lvl 3), Portalglyph, Disk of Tzeentch

TROOPS
10 Pink Horrors of Tzeentch
10 Pink Horrors of Tzeentch
10 Pink Horrors of Tzeentch

FAST ATTACK
15 Flesh Hounds of Khorne
7 Screamers of Tzeentch
14 Seekers of Slaanesh


Pre-Game
Battle Sisters
I'm certainly not overly confident, but I was hoping Jim would bring the Daemons. In some ways the matchup is pretty favorable for the Sisters. Not much shooting (no real ranged anti-tank) to worry about, a lot of dirty psykers to shoot Condemnors at, lots of T4 W2 targets for my meltaguns and Exorcists, and my Dominions ability to ignore cover could be a way to get beyond the 2++ cover that Invisible Screamers get. On top of all that, I've got the Priest-bomb, which is a pretty nasty CC unit that can also pump out a lot of bolter fire to thin down large packs of daemons. My MSU Sisters are toting a couple of flamers each so even small units can deliver a lot of wounds against T3 Daemons. I'm also expecting my 5+ Deny the Witch to come in handy against his filthy witchfires and maledictions.

I'm concerned about Fateweaver, since my army has no legitimate AA fire. I'm also worried about being swarmed over, unable to move. Jy2's a big fan of that tactic and is really good at using very fast units to trap his opponent in their own DZ. I know what's coming, but I think I have the tools to deal with it.

Chaos Daemons
Damn, the sisters have gotten much better. His army is actually a little scary.

That Jacobus-bomb is just plain nasty. We're talking about 3+/5++ that is re-rollable, re-rolls to Hit on the 1st turn due to Hatred, re-rolls to Wound, Fearless and a whole bunch of Smash attacks from that unit. Honestly, I'm not usually intimidated, but that unit is actually quite intimidating.

Then oh my gosh....all those Comdemnor Boltguns! They're going to mess up my psykers big time. The way we are playing them actually will benefit the Sisters, but that is because we 4+ it. Basically, even if my psykers hide, as long as he can target the unit, those Perils can still affect my psyker. Now I repeat. This is in no ways officially how you would play it. Instead, it is our houserule on how to play it and we just rolled for it.

Invisibility won't be able to save my units in this game. That's because of all those flamers and heavy flamers. This is his strategy. Have me assault his transport. Then I will be all bunched up nice and tight. Next turn, his sisters get into position and flame away. If it is my mini-screamer-star, they won't be getting their 2++ re-rollable cover from Invisibility. That is going to hurt.

And then we have the dominions. You think my 2++ re-rollable cover on my screamer-star will be safe from those 4 meltas? Not if they ignore cover. Yes, dominions have a faith power that let's them ignore cover.

But it isn't all that bad. Sure, he's got a few things in his army that worries me, but wait til he sees the combos that my daemons can bring. Sam has not played against an army like mine yet in 6th. Come to think of it, he hasn't been playing all that much at all in 6th. I definitely have the experience advantage. Although I am not familiar with all the new toys the new Sisters will bring, I am very familiar with basic Sisters tactics in general. On the other hand, I'm pretty sure my opponent is going to go "Oh, Sh*T" when he sees just how fast and deadly my daemons are.

It's going to be an interesting game indeed. I look forwards to crushing.....I mean, playing against the new Sisters, especially one run by a very, very good Sisters player.


Deployment
Spoiler:
Warlord Traits:
Fateweaver: Re-roll the Warp Storm Table
Uriah: 5++ Shield of Faith for Uriah and his unit.

Daemon Psychic Powers:
Fateweaver's Left Head: Spontaneous Combustion, Misfortune
Fateweaver's Right Head: Puppet Master, Iron Arm
Herald of Slaanesh: Shriek, Invisibility
Herald of Tzeentch #1: Prescience, Misfortune, Flickering Fire
Herald of Tzeentch #2: Forewarning, Prescience, Flickering Fire


The game board from what would be the Daemon side of the board. We were playing the Bay Area Open mission and we rolled Crusade (4 objectives) for the Primary and Emperor's Will (2 objectives) for the Secondary.


The Daemons are set up with all of their beasts out front and all units in range of the various buffing psychic powers. All of his troops (three units of Horrors) are in reserves, with two deep striking and one coming in on from his board edge. There are some Necrons on the table standing in for the unit of Screamers, the models for which were diverted by the fickle hand of fate (i.e. left at Jy2's house).

In reaction to his Flesh Hounds I've set my Exorcists and my blob on the left side. The mounted Battle Sisters are set up in the middle. From my perspective there are three lanes of movement in the board. I'm going to react to his initial rush to try and set up against it. The Seekers can go to the right or up the middle and the Hounds can take the middle or the left. If the Hounds do take the left lane, I think the blob can seal that side of the board and give my Immolators a chance to handle the Seekers. Once the Seekers and Flesh Hounds are under control, I should have free movement in the later turns. Hopefully some Immos will have survived all the rending, furious charging, Lamprey biting, and Vector Striking and will be able to drive some ladies to the other side of the board.

I put my Dominions in outflanking reserves. Their ideal targets are the Screamers and I'm expecting that leaving them on the board will just cause them to get swallowed up by the initial rush. Hopefully by turn two or three, they'll be able to come in behind the first wave of Daemons and help the rest of my army break out. At the very least they should be able to contest some objectives.


My right flank Crusade objective.


My central Crusade objective. (Under the middle Immolator)


My Emperor's Will objective (the turtle)


His Emperor's Will objective (the turtle)


His Crusade objectives. (The rightmost one is by the ruins.)

Night Fighting is in effect and I choose to not try and steal the initiative.


Chaos Daemons Turn 1
Spoiler:


Scout move for the Flesh Hounds (maybe this should have been in the Deployment section?)


The Flesh Hounds charge forward with Fateweaver leading the way, almost taunting me. Ok he was actually taunting me.
Fateweaver has +1T from Iron Arm and the Hounds had a 2++ from a combo of Forewarning and the Grimoire. They may have also had Prescience.


The Seekers move up (unbuffed?). The Screamers have Invisibility and maybe Prescience.


Fatey casts Puppet Master on my right Exorcist and uses it to shoot my left Exorcist! Thankfully Jy2 learns the hard way that Exorcists are fickle as hell and only manages to glance a hull point off.


Seekers run. Man that's a hell of a run!


Screamers turbo boost behind the LoS blocking terrain.


Sisters of Battle Turn 1
Spoiler:


Sisters advance! (sort of). I move the blob up to meet the Flesh Hounds. Why? I want to seal the flank, as described in my pre-game goals. Also, this is a combat, I think I can win. I also move a couple of my Immolators forward to support the blob. The other two Immos drop back to receive the charge against the Seekers.


Screamers are out of sight, Seekers aren't worth shooting at, Flesh Hounds are at 2++, so I go after Fateweaver. One Immo misses, the other hits and wounds, but can't get him to ground. One Exorcist misses, the other hits, and wounds but still can't bring the flappy bastard down.

Here I'm faced with a tough decision. I've got 3 Condemor Boltguns in my blob squad. I've also got a bunch of regular bolters. My plan was to force enough grounding tests that Fatey would drop and I could pump all the shots from the blob into him and deliver the killing blow. That wasn't happening, but I knew that next turn I'd be in combat, so it was very unlikely that I'd get another shot at Fateweaver. Sooo...

I used my Preferred Enemy Act of Faith. That would give my shots around a 1/5 chance to hit. Well, I didn't do crap. That's 3 Condemnors wasted!


Chaos Daemons Turn 2
Spoiler:


Misfortune! My Adamantium Will was not so.. umm... adamantium. This is very bad for the Ladies.


The Flesh Hounds move in, ready to assault. Fateweaver flies over the blob and prepares to unleash a 4d6 Flickering Fire attack against the Sisters.


The Seekers shift a bit, from the far right lane to the more central path. The pincer is tighntening around my Sisters!


A unit of Horrors drops in on one of my Crusade objectives.


The non-Deep Striking Horrors move on to their central Crusade objective.



My Sisters fail to deny Fateweaver's shooting attack, and the combination of Misfortune and 7 precision strikes against my Priests results in the two priests with Condemnors dead, another 6 Sisters are dead, and Uriah is down to a single wound.


The Seekers attack my Immolator. With S3 Rending attacks they actually have a chance against my vehicles. I think they managed 3 pens. I saved one, and they immobilized the Immo.


What happened here? Well, first off, my camera's battery died so I had to use my phone for the rest of the game so a lot of these shots will have weird lighting. Secondly and far more importantly... my Priest-bomb has been totally annihilated!!!

So... 60 attacks from Flesh Hounds that re-roll to hit on 3s and wound on 2s means 47 wounds (pretty close to average) on my blob. If I had my awesome re-rollable 3+ I would've lost 5 Sisters. Misfortune means my squad is utterly destroyed.

Jy2 gets First Blood and Slay the Warlord. Seriously?!?! First Blood was my 500pt deathstar?!?! This is NOT GOOD.


Sisters of Battle Turn 2
Spoiler:

Well, after last turn I'm reeling a bit. I've still got most of my shooting and four scoring units (with four Condemors!) left. I'm not out of it yet, but it's not going to be even remotely easy.


I only get one unit of Dominions in and they come in on the right (as opposed to left, not "correct") side of the board. I decide to play optimistically. Instead of bringing them in on my side of the board to try and clear the horrors off of my Crusade objective, I assume that my Battle Sisters that are already down there will be able to handle it themselves. Instead I go to contest the Emperor's Will objective in Jy2's DZ.


I disembark all of my remaining Sisters. I send three units against the Seekers and the fourth unit against Fateweaver. I position two of my Immos in the gap between the ruin and the central terrain hoping to buy some time against the Flesh Hounds. If you look towards the top of the picture you can see where the Screamers are. If (and this is a big if) I could've gotten both of my Dominions in, I would've had a shot at doing some real damage, since the Screamers are only about 16" from the board edge.


I had allocated three units against the Seekers, but I was able to wipe them with just two. The third unit of Sisters ran (slowly) away from the Hounds. Jy2 was smart last turn and split the Slaanesh Herald off of the unit so he could continue to cast Invisibility.


Down goes Fateweaver! Down goes Fateweaver!
It took 4 twin-linked Multi-Meltas, two Exorcists, and a Condemnor, but I was able to shoot the stupid chicken down!


Chaos Daemons Turn 3
Spoiler:


With Fateweaver and the Seekers dead, I'm actually not doing too badly from a points perspective as we've both lost about 500 points worth of units. So what's this? A 3 on the Warp Storm Table! Could this be a sign that the tide is turning? Nope. His Herald of Slaanesh takes just a wound to Daemonic Instability.


The Horrors spread out into a defensive position. One will die to an exploding objective.


The Screamers and the Slaanesh Herald move towards the middle, content to play a supporting role.


My attempts to screen the units that attacked the Seekers have failed because Flesh Hounds ignore terrain. At this point I'm informed that my opponent will be attempting "an elaborate multi-assault"


And it succeeds! Thanks to fleet, the puppy dogs get 11" of assault to play with. They're able to engage two units of Battle Sisters and two Immolators. The Sisters are wiped, one of the Immos explodes and the other loses a Hull Point. Ouch!


Sisters of Battle Turn 3
Spoiler:

Things are getting a bit grim. The Screamers are still getting re-rollable 2+ cover so they're currently un-killable. The Flesh Hounds have Forewarning, but the Grimoire backfired on them so they're stuck at their regular 5++. I should be able to kill a few of them.


I shifted the remaining Immolators around. The nearest Battle Sister Squad is too slow to escape the Hounds so they instead ready their flamers and call on the Emperor for His protection. On the other side of the board, the second unit of Dominions arrives on the left. A day late and a dollar short as they say.

They weren't completely out of position though. I think the Immo killed the Slaanesh Herald with its Multi-Melta.


The other Dominions go after the backfield Horrors. Meltas agains Horrors is a bit of overkill, but you've got to use what you've got. I use my Act of Faith to prevent the Horrors from getting 3+ cover and shoot the VSS's Combi-Plasma as well. And...nothing. Womp womp!


The other surviving BSS moves against the Horrors hopefully they've got what it takes to reclaim their objective. The horrors were a little bit too far away to get a good hit on them with my flamers. I think only two died to shooting attacks.


So I assault! A massive ticklefight would ensue with both sides unable to inflict any casualties.

Not pictured: I blew up the Portalglyph and killed 3 or 4 Hounds.


Chaos Daemons Turn 4
Spoiler:


It's cleanup time. The Screamers and Horrors shoot at the Dominions. And they break!


The Herald of Khorne splits off from the Flesh Hounds and cuts down the unengaged Battle Sisters.


Those speedy Hounds zip across the board and help out the Horrors.

At this point I've got no more Troops, one of my Dominions are broken, and the others are miles from nowhere, so we go ahead and call it.

Crushing Victory for the Herald-Hammer Daemons!!!


The Aftermath
Spoiler:

Wow. That sucked. Those Flesh Hounds are so fast and their ability to ignore difficult terrain makes them very slippery.

Misfortune is the nut punch of psychic powers. It's so demoralizing to have to re-roll successful saves. I think I'd feel better about it if I just didn't get the saves to begin with. I feel like I've been harping on this in the comments, but it's what turned the game. If my blob isn't Misfortuned the Hounds get held up and who knows what else. I'm not saying I'd win, but the game would've been a little bit more interesting. Of course, this is about as useful as all the people who say "Man, I would've won that game if Celestine hadn't come back to life and killed my troops!"

Overall, I need to revisit my pregame assessment. I still think my army has the tools to deal with the Daemons, unfortunately just not in the average case. If I had been a little hotter with my Deny the Witch rolls, or been a bit luckier with my reserves, or if Jy2 had failed some key psychic tests... But you don't win games by expecting the dice to be above average. The speed of the Daemons along with their reslience was not something I could handle. I didn't even get a chance to use my Condemnors against the Screamers!

Congrats to Jy2 for another win!

This message was edited 26 times. Last update was at 2013/11/03 06:09:26


 
   
Made in us
Awesome Autarch






Las Vegas, NV

Ooooh, this will be interesting!

   
Made in us
Badass "Sister Sin"






Camas, WA

OMG! I can't wait.

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Legendary Master of the Chapter






Dis gona b gud

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Longtime Dakkanaut






I know next to nothing about daemon, so it might not apply, but how did you two decide to rule the Condemnor's Psi-Shock? (The whole 'model v whole unit' debate I mean.)
   
Made in us
Badass "Sister Sin"






Camas, WA

Yeah, that's gonna be kind of important.

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Regular Dakkanaut





Can't wait to read this Report.
   
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Fixture of Dakka





San Jose, CA

 streamdragon wrote:
I know next to nothing about daemon, so it might not apply, but how did you two decide to rule the Condemnor's Psi-Shock? (The whole 'model v whole unit' debate I mean.)

We decided to randomize on the psyker's unit on a 1-on-1 basis. That means that if 2 shots hit, that's 2 Perils to be randomized on the psykers in the unit.

We also played it that the psykers can't hide. That means if you can see the psyker's unit but not the psyker himself (i.e. he is hiding behind LOS-blocking terrain), he can still be affected by the comdemnor shot if his unit is hit. BTW, we 4+ this and the result was in the Sister's favor.

That means my psykers are going to get f*cked up big time! Or not. I'm just going to have to play them much more carefully.




This message was edited 1 time. Last update was at 2013/11/01 19:26:45



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
 
   
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Camas, WA

Okay, sounds good.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Fixture of Dakka





San Jose, CA

My Pre-game Thoughts:

Damn, the sisters have gotten much better. His army is actually a little scary.

That Jacobus-bomb is just plain nasty. We're talking about 3+/5++ that is re-rollable, re-rolls to Hit on the 1st turn due to Hatred, re-rolls to Wound, Fearless and a whole bunch of Smash attacks from that unit. Honestly, I'm not usually intimidated, but that unit is actually quite intimidating.

Then oh my gosh....all those Comdemnor Boltguns! They're going to mess up my psykers big time. The way we are playing them actually will benefit the Sisters, but that is because we 4+ it. Basically, even if my psykers hide, as long as he can target the unit, those Perils can still affect my psyker. Now I repeat. This is in no ways officially how you would play it. Instead, it is our houserule on how to play it and we just rolled for it.

Invisibility won't be able to save my units in this game. That's because of all those flamers and heavy flamers. This is his strategy. Have me assault his transport. Then I will be all bunched up nice and tight. Next turn, his sisters get into position and flame away. If it is my mini-screamer-star, they won't be getting their 2++ re-rollable cover from Invisibility. That is going to hurt.

And then we have the dominions. You think my 2++ re-rollable cover on my screamer-star will be safe from those 4 meltas? Not if they ignore cover. Yes, dominions have a faith power that let's them ignore cover.

But it isn't all that bad. Sure, he's got a few things in his army that worries me, but wait til he sees the combos that my daemons can bring. Sam has not played against an army like mine yet in 6th. Come to think of it, he hasn't been playing all that much at all in 6th. I definitely have the experience advantage. Although I am not familiar with all the new toys the new Sisters will bring, I am very familiar with basic Sisters tactics in general. On the other hand, I'm pretty sure my opponent is going to go "Oh, Sh*T" when he sees just how fast and deadly my daemons are.

It's going to be an interesting game indeed. I look forwards to crushing.....I mean, playing against the new Sisters, especially one run by a very, very good Sisters player.


This message was edited 1 time. Last update was at 2013/11/01 19:41:24



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 jy2 wrote:
 streamdragon wrote:
I know next to nothing about daemon, so it might not apply, but how did you two decide to rule the Condemnor's Psi-Shock? (The whole 'model v whole unit' debate I mean.)

We decided to randomize on the psyker's unit on a 1-on-1 basis. That means that if 2 shots hit, that's 2 Perils to be randomized on the psykers in the unit.
In my opinion the only two interpretations that are RAW-consistent are the "every model in the unit suffers perils" (excluding BoP/S units) or the one where IC psykers in a non-psyker unit are immune since the "unit" does not have the Psyker rule.

I don't think the way we played it is in any way supported by the actual rules, but it represents a good middle ground that is agreeable to most players.

 jy2 wrote:
We also played it that the psykers can't hide. That means if you can see the psyker's unit but not the psyker himself (i.e. he is hiding behind LOS-blocking terrain), he can still be affected by the comdemnor shot if his unit is hit. BTW, we 4+ this and the result was in the Sister's favor.
I think that if you're going to play with ruling that a hit from the Condemnor inflicts a randomized PotW this is how you should be playing to be consistent. The Condemnor doesn't have to hit the Psyker to cause perils, just his unit. You hit the unit but can't allocate the S5 wound from the Condemnor's shot to the psyker, but the Psi-shock will "arc" to him.

Condemnor Boltgun, you are the most horribly worded rule in the history of GW.
   
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Badass "Sister Sin"






Camas, WA

Amerikon wrote:
Condemnor Boltgun, you are the most horribly worded rule in the history of GW.

I find that unlikely. And what're you doing chatting. Get that BR done!

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Regular Dakkanaut




This should be interesting.

I didn't even think about if the condemnors would perils psykers out of line of sight...... It really is such a poorly written rule, that since it has no precendent leads to like 5 different questions with multiple answers per question.

   
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Trustworthy Shas'vre






This should be good. The Condemnor Boltgun question.... all I know is that its FAQed at the Renegade Open GT next month it affects every psyker in the unit. I agree with its ruling, though I am partially biased. Personally I don't like the 2++ Rerollable Psychic deathstars and am perfectly fine with it being played this way as a balancing factor. The RAW is kind of a mess, but I don't see a better way to interpret it.

I think you've come up with a good middle ground rule.

I'm looking forward to this.

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Armywide Adamantium Will is gonna help the Sisters alot as well.
   
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Canada

New sisters. Friggin awesome.

   
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Major




Fortress of Solitude

 jy2 wrote:

And then we have the dominions. You think my 2++ re-rollable cover on my screamer-star will be safe from those 4 meltas? Not if they ignore cover. Yes, dominions have a faith power that let's them ignore cover.



I was under the impression that the 2++ on the Screamerstar is invulnerable, not cover.

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Connah's Quay, North Wales

Only when the divination power 'forewarning' (4+ invul) and Grimour of True Names are used together, but in this case JY2 didn't get that power, instead he got invisibility which would grant him a 2+ cover save.

 
   
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Major




Fortress of Solitude


 ALEXisAWESOME wrote:
Only when the divination power 'forewarning' (4+ invul) and Grimour of True Names are used together, but in this case JY2 didn't get that power, instead he got invisibility which would grant him a 2+ cover save.


Ahem.


Daemon Psychic Powers:
Fateweaver's Left Head: Spontaneous Combustion, Misfortune
Fateweaver's Right Head: Puppet Master, Iron Arm
Herald of Slaanesh: Shriek, Invisibility
Herald of Tzeentch #1: Prescience, Misfortune, Flickering Fire
Herald of Tzeentch #2: Forewarning, Prescience, Flickering Fire

It looks like one of his tzeench heralds did indeed get FW.

This message was edited 2 times. Last update was at 2013/11/02 01:29:21


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If you read the full turn, he gives them invisibility which gives jetbikes 2+ cover.

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Yep, Jink + Invisibility means 2+ re-rollable cover for Screamers. That means he can also give 2++ to another daemon unit with the Grimoire and Forewarning. If that's a Tzeentch unit, it's 2++ re-rollable. Super cool, huh?
   
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San Jose, CA

 ImotekhTheStormlord wrote:
 jy2 wrote:

And then we have the dominions. You think my 2++ re-rollable cover on my screamer-star will be safe from those 4 meltas? Not if they ignore cover. Yes, dominions have a faith power that let's them ignore cover.



I was under the impression that the 2++ on the Screamerstar is invulnerable, not cover.

My normal strategy is to put Invisibility (if I get it) on my screamerstar and Grimoire on my dogs. Believe or not, but this is the very 1st game where I ever got Forewarning.




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Powerful Ushbati





Manhatten, KS

Its a different kind of match-up and the new sisters have some toys but I still think this ends in a slaughter for the daemons.

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)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

Looks like this'll be another blow-out. Not very surprising.

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
Made in fi
Longtime Dakkanaut




Mental note to myself if using mobile device:

Clicking the spoiler tab for a couple of mins might warrant taking a closer look at what is actually happening. Tried to open sisters turn 2 with no success, because that turn does not exist yet.

So, get it done ok np?
   
Made in us
Fixture of Dakka





San Jose, CA

Basically, these are the powers I normally put on my own guys:

Screamer-star - Invisibility, Prescience

Flesh Hounds - Forewarning, Grimoire, Prescience

As for the seekers, let's just say that they were my "sacrificial lambs" - my so-called "bait" intended to lure out his troops. You can see from the photos that I actually split off my Slaanesh Herald before the charge. She is not part of the "bait". I need her alive for some Invisibility shenanigans.


This message was edited 1 time. Last update was at 2013/11/02 14:26:03



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
Powerful Ushbati





Manhatten, KS

 jy2 wrote:
Basically, these are the powers I normally put on my own guys:

Screamer-star - Invisibility, Prescience

Flesh Hounds - Forewarning, Grimoire, Prescience

As for the seekers, let's just say that they were my "sacrificial lambs" - my so-called "bait" intended to lure out his troops. You can see from the photos that I actually split off my Slaanesh Herald before the charge. She is not part of the "bait". I need her alive for some Invisibility shenanigans.




A little confused. Forewarning and puppet master from fate and possibly prescience. Then how did he do 4d6 shots?

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)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Regular Dakkanaut





 Tomb King wrote:


A little confused. Forewarning and puppet master from fate and possibly prescience. Then how did he do 4d6 shots?


His Tz Herald had Forewarning and Prescience. On Demon Turn 2, I believe he cast Misfortune on the BSS and still had 3 Warp Charge to get 4d6 worth of Flicker Fire. Fateweaver is a Mastery Level 4. JY2 cast Puppet Master on Turn 1, not on Turn 2.

I recently finished painting 3 Tz Heralds on Disc (you can see pics of my Demon Army in my Gallery) and will be using them today for the first time against either an Eldar or Sisters of Battle Army, depends on what my buddy brings today. Have close to the unit Composition that you are running JY2, but with a little variation. I try to only field painted units. This way it forces me to paint my Army.

I also have a Sisters of Battle army, not painted. So have not had a chance to field them. So far the Sisters have not been fairing well in the Battle Reports I have read so far. Maybe the dice will turn around for the Sisters.


Waiting for the rest of the Battle Report to be completed.

Thanks for poating your reports.
J

   
Made in us
Longtime Dakkanaut





Eye of Terror

I don't think any of the sob army lists we've seen for the new edex have reached a matured level of optimization yet... Once there I think we will see some telling wins.

This message was edited 1 time. Last update was at 2013/11/02 15:44:48


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Made in us
Fixture of Dakka





San Jose, CA

joshuafalcon wrote:
 Tomb King wrote:


A little confused. Forewarning and puppet master from fate and possibly prescience. Then how did he do 4d6 shots?


His Tz Herald had Forewarning and Prescience. On Demon Turn 2, I believe he cast Misfortune on the BSS and still had 3 Warp Charge to get 4d6 worth of Flicker Fire. Fateweaver is a Mastery Level 4. JY2 cast Puppet Master on Turn 1, not on Turn 2.

I recently finished painting 3 Tz Heralds on Disc (you can see pics of my Demon Army in my Gallery) and will be using them today for the first time against either an Eldar or Sisters of Battle Army, depends on what my buddy brings today. Have close to the unit Composition that you are running JY2, but with a little variation. I try to only field painted units. This way it forces me to paint my Army.

I also have a Sisters of Battle army, not painted. So have not had a chance to field them. So far the Sisters have not been fairing well in the Battle Reports I have read so far. Maybe the dice will turn around for the Sisters.


Waiting for the rest of the Battle Report to be completed.

Thanks for poating your reports.
J


Correct. Fatey only cast Misfortune that turn. The rest of the powers - 2x Prescience and Forewarning - were from the Tzeentch Heralds.

The screamer-star is no doubt good, but as with any deathstar-type army, it has its weaknesses. That's why I don't run a full-blown screamer-star. Rather, I run a little more variety for a slightly more balanced build. I'm also liking how well they synergize together. But mainly, I'm just trying to avoid running the 3 dominant daemons builds - FMC-spam, screamer-star daemons and Khorne-dog-spam.

The new Sisters are no doubt much improved over the previous version. How great they can be remains to be seen. The real test is how well they can hold their own against arguably the top 4 armies currently - tau, eldar, necrons and daemons - as well as heldrake-spam, which is usually a weakness of MEQ armies.





Automatically Appended Next Post:

 Dozer Blades wrote:
I don't think any of the sob army lists we've seen for the new edex have reached a matured level of optimization yet... Once there I think we will see some telling wins.

Agreed. It's only been a couple of weeks. I think you need to give a dex about half a year to mature. By then, we should be able to see where they really stand.


This message was edited 2 times. Last update was at 2013/11/02 16:20:48



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
 
   
 
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