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Made in us
Pulsating Possessed Chaos Marine




Denver, CO

The Vogen campaign is now in it's last two weeks. I pushed straight through the middle of my deployment area and seized the Palace of Peace last week. That put a big target on my back. This week I'm pushing out to protect the palace. I'm now fighting for the third of the palace grounds. Since it's the last two weeks everything is up to 2000pt games. I'm sticking to the mono tzeentch list through to the end. They done me well so far so I'm not going to stop now and put in some other daemon types. I of course forgot to take pictures with my phone again. I think maybe I'll put my camera in my bag on top of the mini's maybe that will remind me to try to snap some pictures.


Tzeentch Daemons
HQ
Blue Scribes
Herald of Tzeentch w/ chariot, bolt of tzeentch, we are legion, master of sorcery
Herald of Tzeentch w/ chariot, bolt of tzeentch, we are legion, master of sorcery
Herald of Tzeentch w/ chariot, bolt of tzeentch, we are legion, master of sorcery

Elites
4 Flamers
4 Flamers
4 Flamers

Troops
9 Horrors
9 Horrors, 1 w/ bolt of tzeentch
9 Horrors, 1 w/ bolt of tzeentch
9 Horrors, changeling

Heavy Support
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze


Mech Eldar
HQ
Eldrad

Elites
10 Striking Scorpions, wave serpent w/ spirit stones, tl shuriken cannon
10 Fire Dragons, wave serpent w/ spirit stones, tl shuriken cannon
10 Banshees, wave serpent w/ spirit stones, tl shuriken cannon

Troops
10 Dire Avengers, exarch w/ defend shimmershield, wave serpent w/ spirit stones, tl bright lance
10 Dire Avengers, exarch w/ defend shimmershield, wave serpent w/ spirit stones, tl bright lance
10 Dire Avengers, exarch w/ defend 2xcatapults, wave serpent w/ spirit stones, tl shuriken cannon

Mission Type: Objectives (we rolled 3)
Deployment Type: Dawn of War (I really need to stop letting my opponents roll mission and deployment, one of these days I would like to play something other than dawn of war).
My Opponent wins the roll and decides to let me go first. He holds everything back to come in on turn one.

The 3 objectives were evenly spaced between the across the center of the board.
North
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|

|-------------A--------------B-------------C----------------------|

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
South

Daemons Turn #1:
My initial choice for waves was one horror squad with the scribes attatched. All 3 chariots, and all 3 daemon princes. I got my chosen wave. The Horrors and Blue Scribes deep struck south east of objective C. One daemon prince deep struck south east of objective A. One Daemon Prince came in south of B and the last one came in South East of B. 2 of my heralds deviated and ended up a bit south right between A and B. After some running to get in cover everyone waited in anticipation of the eldar first turn.
Daemons KP: 0 Eldar KP: 1

Eldar Turn #1
He put all 6 wave serpents in a L formation in the North West corner. His cannons were out of range and the bright lances couldn't see anything.
Daemons KP: 0 Eldar KP: 1

Daemons Turn #2
Rolling for reserves: There are times when you want your reserves to come in and there are times when you just wish they would wait a turn. I proceeded to roll a 4-6 for every single unit I had left in reserves. Everything came in. I unit of horrors ds in southwest of A (no bolt). The changeling and friends ds in right between a and b. The third unit of horrors ds in on top of b. One unit of flamers come in north of C behind a building. I go risky and try ds'ing south of the three wave serpents packed in the corner. Scattering back 7 inches. I try it again and deviate onto the wave serpents so the flamers go back into the warp.
My horrors in the southeast corner start running towards where the action is going to be, the scribe separate and jump and run to catch up with the horror unit hanging around b. I form a rough semi-circle around the wave serpents and open up. I manage to destroy the wave serpent with the banshee's in it with a hail of bolt of tzeentchs. The wave serpent with the fire dragons is hit by the flamers breath templates and immobilized, and the cannon is stripped off (This was pure luck, I got 3 glances on a 4+ and then proceeded to role a 4,5,6 on the dice).
Daemons KP: 1 Eldar KP: 1

Eldar Turn #2
One of the Wave Serpents with dire avengers boosts out to land on objective a. Eldrad doom's the changelings unit, fortunes the scorpions wave serpent and fortunes the banshees. Eldrad, who was with the banshees, detaches and hops in the scorpion wave serpent, which zooms up and lands near objective b. Basically baiting me. The 2 wave serpents with dire avengers move up between a and b and unload both units. The banshees run up between the da units and get some cover from them and the wave serpents. I know a lot of people have stopped taking the changeling in lists, he never does anything, he's just a waste of points, etc. But every now and then it's just a beautiful thing. One of the dire avengers squads targets the changeling and fails their leadership check. I have them open up on the other da squad, killing 5 out of the 10. The now reduced sized squad opens up on the changeling's unit killing 4 of the horrors. The fire dragons roll like madmen getting 8 out of 9 shots hitting, and wounding with all 8, and a squad of flamers promptly disappears.
Daemons KP: 1 Eldar KP: 2

Daemons Turn #3
The last flamer unit comes in, there is a very nice cluster of da and banshee's, so I go for another suicide drop, they deviate onto the banshees, and my opponent gets to place them for me, all the way in the southeast corner of the table. The daemon prince near objective A moves up to shoot at banshees. One of my chariot's flies behind the scorpion wave serpent and blocks the exit. The scribes jump forwards and pavane the banshees, they then roll a 3 and end up pavaning the 5 man unit of dire avengers. The flamers around objective c move up to flame the scorpions serpent. The daemon princes move up to shoot/assault the scorpion wave serpent. The horror's south of Objective A move up and unload on the banshee's, even with their fortuned cover save they still lose 6. The daemon prince unloads into the banshee's finishing off the squad. The changeling with the help of one of the daemon princes finishes off the 5 man dire avengers squad. The 4 flamers manage to immobilize the scorpion wave serpent, forcing an emergency disembark on the scorpions. The fact that their hits can glance and ignore cover saves is amazing when trying to knock down skimmers, although the flamers got lucky again knocking down that wave serpent.
Daemons KP: 4 Eldar KP: 2

Eldar Turn #3
The Dire avengers around objective A get out of their serpent and light up and then assault the horrors, causing no casualties (extremely bad dice rolls on my opponents part, and this plagued him for the rest of the game). The dire avengers then charge in to hth causing no wounds on the horrors. The other da squad shoots the DP around objective B and then assault him and the changeling's unit. The fire dragons had tried to move up to support but rolled a 1 and 2 for their difficult terrain checks and were out of range for shooting. The da squad again roll's horrible I win the combat and they pass their break check on a 6. He starts shuffling around wave serpents to be able to do a last turn objective grab.
Daemons KP: 4 Eldar KP: 2

Daemons Turn #4
I consolidate onto objectives move a daemon prince from around b up to support the other dp and changeling that were in assault. He charges in and I win the combat by three breaking the dire avengers and running them down. I consolidate towards objective A. The flamers open up on the scorpions killing all of them and putting a wound on eldrad. The third dp shoots eldrad putting another wound on him, and then I open up with a full 9 man horror squad which shoots him down. I take some pot shots at the wave serpents but fail to do anything to them. The chariots take a few pot shots at the fire dragons killing a few of them. I lose one more horror in the fight with the dire avengers around objective A.
Daemons KP: 7 Eldar KP: 2

Eldar Turn #4
The fire dragons move up and rip into the dp putting another wound on him and a bright lance from a wave serpent finishes him off. The fight over objective a continues with a turn for the worse, I lose all the horrors left except for one, nicely keeping the da's locked in combat still within 3 inches of objective A. The other wave serpents do some more positioning. He has 3 serpents left and the dire avengers at this point, all three serpents can rush and contest an objective.
Daemons KP: 7 Eldar KP: 3

Daemons Turn #5
I position flamer squads and a horror squad around both objective B and C basically forcing him to tank shock if he wants to try and contest the objectives. The scribes pavane the fire dragons closer and the changeling and friends open up on them finishing them off. I shoot a bunch of bolts out but any hits that get through are saved by the fast moving skimmers. I assault into the da with one of the chariots, so that when they kill the last horror they will have to consolidate off of the objective. Which is exactly what happens, the chariot takes 2 wounds in the process.
Daemons KP: 8 Eldar KP: 4

Eldar Turn #5
The first skimmer he moves in I roll a 6 followed by a 6 with a flamer to down it, thus preventing him from contesting objective B. He basically concede's at this point and we call the game. I asked him if he was going to tank shock with the other tank or just try to move up, and just for grins throw out the dice for it and it comes up another 6 followed by a 6. Ouch!
Daemons KP: 9 Eldar KP: 4

My opponent had some really bad dice rolls starting on about turn 3 forwards. DA's should smoke horror squads in hth, actually about the only thing that shouldn't smoke horrors in hth are grots and firewarriors, and even that is an even match up. this was not balanced by the fact that the flamers were just phenominal in this game, usually they tear off a lof of weapons and do a lot of shaking and stunning when playing against mech lists, but my 3 squads of flamers accounted for 4 wave serpents a full unit of scorpions not too shabby there. He took a huge risk running the wave serpent with the scorpions out like that even with a fortune on them. I would say that was probably his biggest mistake. My mistakes were putting the scribes in my first wave, I should have held them back attatched to a different unit. I also tend to like to clump my chariots and dp's in the center of the table, and that's what probably cost me the chariot earlier in the game, I should have spread out a bit more, but hey it is all random with those deep strikes . The blue scribes were extremly effective in pulling the fire dragons, banshees, and one unit of the dire avengers out of cover into the open to get shot up. So for their utility and overall help to the list the men of the match goes to the scribes .

One of these days I will remember a camera to take some pic's, honest. But does this format with describing thing's based around the objectives work better than saying north west south east, or is it better to just use the directions?

This message was edited 1 time. Last update was at 2009/01/22 19:06:48


 
   
Made in us
Bloodthirsty Bloodletter



Anchorage

Pics would be nice, but the directions really help get an idea of where things are and where they're moving too.

Out of curiosity, why 4 flamers in each squad? The extra model isn't making them that much more survivable, and the extra template isn't adding to many wounds. And 1 less in each squad would be enough points to put some icons down. Just curious, as I'm running mostly Tzeentch myself right now.
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

I normally play games between 1750-1850, 2000 is a little rare for me. So since I had the points laying around I wanted to try adding some more flamers in. I've been playing the all tzeentch list for a campaign that's been running for a few months. Because of that people really start to space their squads out. Lately 3 flamers just aren't doing enough damage to take out a squad. I'm also experimenting with the scribes to see if I can use them to offset the spacing problem I'm getting from other people. Now I had enough stuff in this game to offset it a bit, but 3 flamers would not have killed all the scorpions, it took all 4 to get enough wounds to pop the squad.

I'm also even thinking about trying out a 5 man squad even over and above the 4's. This is for horde control purposes, for instance nob bikers, nob's or huge orc squads, the 3 flamers will put a dent in a unit like that but I don't think they will cirpple it. I'll be keeping the 4 man squads for a team tournament this weekend. And for our games next week, and I'll post up the results then to see if they are doing better for me.
   
Made in ph
Frenzied Juggernaut






nice report. Love the fact that you put 2 dps instead of SGs. Im a DP fan myself. Great report.

qwekel wants to get bigger, please click on him and level him up.
 
   
Made in nl
Longtime Dakkanaut




I think you were extremely lucky on every single one of your attempts to stop the Wave Serpents with your Flamers. Having said that though, I think you did great, as Daemons have enormous difficulty with most mechanized lists (especially when they are all fast skimmers), so very well done on the win. Have you tried fielding Fateweaver instead of two of your Heralds of Tzeentch (dropping a Flamer from each unit in the process)? It might create an even stronger mono-Tzeentch list to defend the Palace of Peace
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Airmaniac wrote:I think you were extremely lucky on every single one of your attempts to stop the Wave Serpents with your Flamers. Having said that though, I think you did great, as Daemons have enormous difficulty with most mechanized lists (especially when they are all fast skimmers), so very well done on the win. Have you tried fielding Fateweaver instead of two of your Heralds of Tzeentch (dropping a Flamer from each unit in the process)? It might create an even stronger mono-Tzeentch list to defend the Palace of Peace


Oh I definitely agree that the flamers were mad men this game. My opponent is one of my best friends so we play a lot. Usually there are a lot of immobilized, shaken, weaponless wave serpents and not too many out and out destroyed ones. However statistically flamers aren't as bad as one may think, especially against vehicles getting cover saves or even worse re-rollable cover saves. 4 flamers have a 33% chance to immobilize any vehicle in the game. I never really expect them to immobilize anything but I do expect them to keep something from shooting. Their main job against mech lists is flushing squads out of vehicles. If I drop in and stun/shake a troop transport, most people will automatically get out and shoot said flamer squad dead. This means I'm free to shoot them with horrors and other daemons.

I keep thinking about fateweaver but I just don't think he fits my style of tzeentch army. I tend to like to really spread things out to keep people from getting multi-charges and to enhance my close range shooting against assault armies when they do eat one of my units. 330 points is 3 heralds on chariots . I did write up a list in case someone directly assaults the palace that had fateweaver in it, just cause I was getting extra points for fortifications.

I think fateweaver would require a list rebuild and a different deployment and play strategy. Basically I think if you are using fateweaver you need icons to keep your stuff close together. I would probably run larger flamer squads so that they could conga line out from fateweaver and then keep the dp's back. Hmm, maybe I should try it out just for grins. I'll make up a list and put it out on the army lists section.
   
Made in us
Hardened Veteran Guardsman





Good report!

What models are you using for your chariot heralds?
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

@Recklessfable

I have some WIP picks of them if you click on my gallery images. I should have another report up later this week with them a little further along.

Basically I put two screamers onto a base. I then converted something similar to a disk of tzeentch (think kind of like a sky board). I then put chains from the screamers into the hands of the heralds so it looks like they are wind surfing . I made the platforms the heralds are on out of 2 small flying stands glued together and then I used some dark elf spear tips to add some more appearance to them.
   
 
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