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2016/05/19 15:28:10
Subject: Just for fun- 1850 BatRep featuring an Infernal Tetrad test drive
I finally got around to playing my first Tetrad list last night, at 1850, and I wanted to share the experience. My game is hardly a benchmark, as I had to initial, rotten luck. But, I at least was able to wet my feet and feel out the Tetrad in all of its glory.
I opted to add in a CSM detachment with the Tetrad, with Typhus, one ML3 Sorcerer with spell familiar, and two squads of nineteen zombies each. My plan was to park on objectives with the zombies, and use the sorcerers as batteries, or the occasional summons with the ML3 sorcerer as needed.
I rolled fairly solid for Tetrad buffs, with the Tzeentch prince rolling up Warp Tether for the warlord trait; he was rocking the Impossible [should be Improbable] robes, staff, +1 wounds/IWND, and FNP 4+, in addition to rolling Shriek, Possession [heh], and Infernal Gaze.
-The Nurgle Prince sported a balesword, 3+ armor gift, and then Invisibility, Shrouding, and Shriek
-Slaanesh DP had re-roll failed invuls and the Lash, with Cursed Earth, Endurance and Shriek, respectively
-The Khorne DP received FNP and Armourbane/Fleshbane, with the Armor of Scorn as the icing on top.
-Typhus had his standard (albeit usually worthless) Nurgle powers, while the sorcerer got Shriek, Life Leech, and Summoning.
Spoiler:
Nurgle DP is at top left; Slaanesh in middle; Tzeentch DP at center right, with the Khorne DP behind him.
My opponent was fielding a rather wicked Tau list, with a Stormsurge, full squad of Ghostkeels, a riptide, two strike teams, two stealth teams, two tetras, two remoras and a coldstar commander.
Spoiler:
We were playing a random mission for a local tourney scene, which both of us choosing kill points as the primary (the other option being objective-based, which could have benefited my zombie squads, in retrospect; however, my opponent would surely sit on objectives and shoot away [vice just shooting away], so I went for KP); Hammer and Anvil deployment, and my opponent won the option to go first. I failed to seize; night fight was not in effect.
Tau deployment was in a manner to maximixe their firepower...so fairly standard stuff. I deployed close to my deployment edge, claiming cover as much as possible; I reserved Typhus in order to DS him on my opponent's side.
Turn 1: The Nurgle DP fell to massed, 'ignores cover' fire (I had a 4++, but could not hit it for anything; man, those markerlights from the tetras are brutal), and then the Improbable Robes failed my Tzeentch prince: he was rocking a 2++ rerollable, but I rolled a 1, then a 2 for the reroll...And then an 11 for the leadership test. Highly improbable, for sure, but there it was. So, I was now left with two DPs and zombies/sorcerers, which equated to 8 total warp charge (6 or which was in play on turn 1). Still, I decided to make a game of it. The sorcerer summoned a squad of Daemonettes (took a wound to Perils), who mishaped and were subsequently placed on my extreme right flank. Slaanesh prince glided up and cast Invisibility on the Khorne prince, failed to cast Cursed Earth. Khorne prince also glided forward into ruins. Zombies shuffled forward. Daemonettes also hoofed up forward. Luckily, I got a +1 invul via the Warp Storm. The Slaanesh prince charged and obliterated one of the Stealth teams, but lost two wounds to overwatch.
Spoiler:
The Khorne DP faces down several smoking barrels.
Turn 2: More shooting killed off a good chunk of one zombie squad, killed off a couple of daemonettes, and put a wound on the Slaanesh prince...and that was it. The Slaanesh prince shrieked the ghostkeels for 3 wounds and set himself up for a short charge, albeit throught terrain; he also successfully cast Cursed Earth. Khorne DP glided forward and also set up a short charge on the keels. The sorcerer summoned a squad of hounds, with no perils; his squad of zombies pushed forward for a long charge. Typhus DS'd in close to the riptide and behind some cover. I rolled a 4 for the Warp Storm (the dark gods giveth...and they taketh away), which offset Cursed Earth. Zombies charged into ghostkeels first in order to soak up some overwatch; they need a 12 and almost get it with an 11 (when fielding zombies, it is quite normal to go ga-ga over charge ranges). Khorne DP charges into keels, but rolls poorly, only producing two wounds; Slaanesh DP loses last wound to Tau CC and is finished off before he can swing (a travesty); as such, we stay locked in combat.
Turn 3: Typhus loses a couple of wounds to shooting, but absorbs a ton of firepower in the process; the nearby Riptide moves towards a close charge against Typhus (he has felt the sting of str 10 smash attacks before). More zombies die to shooting, with one squad whittled down to only 3 joes left. The hounds are destroyed via shooting. The ghostkeels are swept by the Khorne DP, who consolidates close to both a strike team and the remoras. Typhus falls to the riptide's smash attack before he can swing back.
On my turn, the sorcerer summons a squad of horrors, but perils out in the process. Warp Storm was uneventful, if I recall correctly. The daemonettes charge and blow up the tetras, but lose 4 in the explosion. Khorne DP crushes the remoras (I deemed them more of a threat than the nearby strike team, and quite frankly had a bad feeling about the overwatch). The second zombie squad charges into the remaining stealth team, where they will stay locked in combat forevermore.
At this point, I have a Khorne DP with 3 remaining wounds, a squad of 3 zombies, 4 daemonettes, a full squad of horrors, and 15 zombies locked in combat. My opponent has a full life riptide with one drone, a full life stormsurge, coldstar who has been flying around the entire time, two crisis teams, and a stealth team in combat. He is up on kill points and has First Blood and Slay the Warlord. At this point, I am simply playing for pride, as it is extermely unlikely that I will kill enough to contest. Still, one never knows...
Turn 4: Tau shooting finishes off the daemonettes, the squad of depleted zombies, and puts a wound on the Khorne DP. Zombie/stealth suit combat is a wash.
Khorne DP sets up for a charge against the nearby strike team and eventually sweeps it out. Horrors fail to cast Flickering Fire. Warp storm is again uneventful.
Turn 5: Horrors take some fire but are otherwise unscathed; they don't have anywhere to go, really. Khorne DP takes another wound, with one remaining.
In my turn, the Khorne DP successfully charges the Stormsurge (the only nearby target, and...why not...), since he can't stomp due to deployed anchors. He drops 3 wounds on the surge before losing his own, last wound. The game does not go on; I have a squad of Horrors and a squad of zombies to my name.
Final tally: I lose 30 - 5.
Post-game thoughts:
-I experienced bad luck turn 1, for sure. I had what I felt to be strong powers and gifts, with the only negative being that I did not get FNP on the Nurgle DP. If I only lose one prince in turn 1, or even get to go first, it's a different game. I initially toyed with the notion of reserving and then deep striking the princes, but I was wary of the zombies being able to absorb all of the cover-ignoring shooting, as well as the possibility of chancy reserves rolls. But, my game at least created a sense of propriety in regards to wielding only two princes, so it was a good experience.
-Typhus is, well...Typhus; I did not have a lot of options (I usually run him as a backfield guard), so deepstriking seemed like the only option that would allow for a distraction for the princes. Plus, if he was able to kill something, all the better.
-I am a fan of daemon-summoning via CSM sorcerers. I got lucky with summoning in 3 units, but if I run this list in the future, I might drop some zombies in order to add a Nurgle Palanquin; those additional wounds give me much more confidence. In a maelstrom-based game, zombies always earns their points back. As such, I like what they bring to the Tetrad and am hoping to get in more games with this list.
I am sure that I probably botched something in my execution and/or overlooked something crucial, so I look forward to any tips or observations that you can offer up.
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2016/05/19 18:30:33
Subject: Just for fun- 1850 BatRep featuring an Infernal Tetrad test drive
but why use a sorceres for summon? he is not a demon so risk a lot perils on any double...you need at lest 6-7 dices to get decent chances to summon so peril risk is very high
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2016/05/19 18:58:10
Subject: Just for fun- 1850 BatRep featuring an Infernal Tetrad test drive
blackmage wrote: but why use a sorceres for summon? he is not a demon so risk a lot perils on any double...you need at lest 6-7 dices to get decent chances to summon so peril risk is very high
Thanks for the reply, blackmage. The summoning was more of a secondary option for the sorcerer, in addition to whatever else I rolled (I started on Telepathy, but had to switch to Shriek on my first roll). In this case, I had little else to do with him, other than attempt a couple of shrieks. I figured that more bodies would help, moreso than the sorcerer slowly pushing forward, especially after losing two princes in the first turn. Otherwise, I suppose I would have simply used him as a psychic battery.
He might not make the cut in my next Tetrad game...Or if he does, I might stick him on a Palanquin (who I consider to make passable, if not pricey, CSM summoning platform, with the Spell Familiar and extra wounds to soak up perils).
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2016/05/19 19:17:20
Subject: Just for fun- 1850 BatRep featuring an Infernal Tetrad test drive
i played tetrad at tourney and i used a demon CAD with 2 heralds (tz and N and 11 horrors) like batteries, if fit better and quite more useful. Or you can try fit be'lakor horrors, also i saw tetrad builds with a D thirster but i m unsure if that worth the pain.
3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019