Looks like it is rematch time; Shaun's Space Wolves vs my Daemons.
Both of us are using slightly different lists. Shaun has dropped all meltaguns and replaced with more flamers. This is good, because my Soul Grinders only need to worry about missile lauchers

.
My list has slightly changed too; I am using bolt on my Herald's, this should give some ranged anti tank and maybe a little something for flyers. I know it's not a lot, but better than templates which cannot hit at all. I've also taken a unit of Pink Horrors with Changeling (had 5 points spare), I've dropped Screamers (now got two units of six) and some Plaguebearers.
Once again, no pics, as the Daemon army is proxy mayhem.
Daemons - 2,000 points
HQ
The Masque
Herald of Tzeentch - disc, we are legion, master of sorcery & bolt of tzeentch
Herald of Tzeentch - disc, we are legion, master of sorcery & bolt of tzeentch
Herald of Tzeentch - disc, we are legion, master of sorcery & bolt of tzeentch
Elite
5 x Flamers of Tzeentch
5 x Flamers of Tzeentch
5 x Flamers of Tzeentch
Troops
6 x Plaguebearers of Nurgle
6 x Plaguebearers of Nurgle
6 x Plaguebearers of Nurgle
10 x Pink Horrors of Tzeentch w/ The Changeling
Fast Attack
6 x Screamers of Tzeentch
6 x Screamers of Tzeentch
Heavy Support
Soul Grinder - phlegm
Soul Grinder - phlegm
Soul Grinder - phlegm
Space Wolves - 2,000 points
HQ
Wolf Lord - runic armour, storm shield, wolf claw, thunderwolf mount & saga of the warrior born
Rune Priest - chooser of the slain, living lightning & jaws of the world wolf
Rune Priest - chooser of the slain, living lightning & murderous hurricane
Troops
10 x Grey Hunters w/ Rhino - 2 x flamers, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x flamers, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x plasma guns, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x plasma guns, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x plasma guns, wolf standard & mark of the wulfren
Fast Attack
4 x Thunderwolf Cavalry - 2 x storm shields
Heavy Support
5 x Long Fangs - 4 x missile launchers
5 x Long Fangs - 4 x missile launchers
Game: Vanguard Strike + Purge the Alien
Warlord Traits: we both used strategic assets, I got the one which lets me re-roll reserve rolls and Shaun got the one which gives outflanking units acute senses. So my warlor trait is very useful, while Shaun's is rubbish,
lol.
Deployment
I won the roll off for deployment side while Shaun won the roll off for army deployment; he of course chose to go second.
Shaun deploys his army (as mine stays in reserve), he puts his army all on the left flank with Long Fangs in ruins, then two Rhinos between those ruins with Thunderwolves behind and close to the left table edge the other three Rhinos.
I split my army into the waves, though I don't get my correct wave. My first wave is made up of Pink Horrors, a Soul Grinder, the Masque and three Plaguebearers.
* Tactical Notes
Ok, I haven't got the wave I want, but I know Daemons are a random army, so I just have to deal and adapt to this. I could use the Masque to cause disruption by moving the Long Fangs and also pushing the Thunderwolves into terrain (dangerous for cavalry). Pink Horrors could torrent a Long Fang unit, while Plaguebearers block the two Rhinos in front of the Thunderwolves, who in turn would block the Thunderwolves.
Turn 1
Pink Horrors deep strike and land in the centre of the board by a Long Fang unit in the largest ruin. Soul Grinder deep strikes close by, nearly scatters on the Horrors, but is ok. Plaguebearers deep strike in front of the Rhinos, one unit scatters and goes back into reserve. Lastly, the Masque, she arrives in the centre by a large tower ruin, at least only two Rhinos and both Long Fang units can torrent her to death.
Shooting; Masque pavanes both units of Long Fangs and also the Thunderwolves; Wolves move into terrain, Thunder Lord fails dangerous terrain test, though passes armour save. Long Fang unit on the left flank of the formation is moved down a floor and some models cannot draw
LOS as staring at a wall! Other unit only moves 1", so not very handy. Soul Grinder drops phlegm on the Long Fang unit which hasn't moved and I take out a couple of Long Fangs, Pink Horrors follow up the attack and leave just the Sgt and Rune Priest alive.
Shaun's first turn; the trio of Rhinos come rolling down while Thunderwolves move out of terrain and take tests, which they pass this time. The two Rhinos move up to unleash plasma on the Soul Grinder.
Shooting; depleted Long Fangs fire frag and living lightning into the Horrors; I lose half the squad, though I do the Changeling's trick before the Fangs fire on the Fangs themselves, though they pass morale. Plasma blasts the Soul Grinder and I lose a hull point. That's it shooting!
Assault; Shaun wisely assaults a single Plaguebearer unit this time. Hammer of wrath attacks smash several Plaguebearers and then the entire unit is smashed to bits.
Kill points - Daemons: 0 Space Wolves: 1
* Tactical Notes
Right, Shaun has got himself the first kill point and also a point for first blood, so he has a good start. I am hoping I can get myself some points next turn in the form of Long Fang destruction and Rhino smashy. At least the Masque has stopped one unit of Long Fangs firing.
Next turn, I'll of course wait and see what arrives. Hopefully some Flamers will arrive and I'll deep strike by the trio of Rhinos so I can get multiple hits. Maybe some Screamers will show up for slashy goodness too.
Turn 2
I roll for reserves and everything comes in! I didn't even need the re-rolls.
Both Soul Grinders drop in the centre by the tower ruin, this increases armour saturation in Shaun's face. Unit of Screamers land by the depleted Long Fangs, while the other unit scatters and mishaps, Shaun puts them in my bottom right corner away from all the action. Remaining Plaguebearers all deep strike in the middle by the Soul Grinders. Flamers all deep strike by the trio of Rhinos, though bad luck happens and one unit scatters and is destroyed (Herald included) while another is misplaced by the Screamers in the bottom right. Luckily one unit lands on target!
Shooting; Pink Horrors blast the depleted Long Fangs and kill the Sgt and put a wound on the Rune Priest. Misplaced Screamers and Flamers turbo boost and run. Soul Grinder from turn 1 deployment knocks a hull point of a Rhino; will assault it in a min. Other two Soul Grinders blast the two Rhinos and Thunderwolves, though all Wolves are safe and one Rhino loses a hull point (both Rhinos at the front have two hull points left). Flamers BBQ multiple Rhinos, with the Herald rear ending one, which explodes (squad fails pinning test), and also gazes another, which is stunned. The Masque lashes the Thunderwolves back into terrain while moves the depleted Long Fang down the the ground floor of a ruin, where cannot draw
LOS. Closest Screamers to the Long Fangs turbo boost and cut up the Priest, though a single Long Fang survives.
Assault; I assault the Thunderwolves with a unit of Plaugebearers, as the Masque had spaced out the Thunderwolves, only two are in combat thanks to 3" pile in move. At this moment I get distracted by the missus, who wants a plastic carrier bag from under sink, so I forget to strike back with my remaining two Plaguebearers (rest got their face beat in) and forgot to assault with the Soul Grinder - doh!
Shaun's second turn; Long Fangs which have their view blocked thanks to the Masque, move up through terrain and get
LOS back. The operational Rhino on the left flank moves up ready to blast the Flamers. Paired Rhinos move up to deal with the Soul Grinders.
Shooting; full strength Long Fang unit snap fires at one Soul Grinder (Priest fires lightning as usual), takes a hull point of. Plasma blasts the other Grinder, and it is now down to two hull points. Plasma fires at the Masque and she loses a wound. Storm bolters from Rhinos and flamers from the Grey Hunters inside the Rhino blast the Flamers; Herald is at the front and takes all the wounds, look our, sir, does very well and the Herald takes a single wound and two Flamers have a wound each.
Assault; Thunderwolves and Plaguebearers duke it out, combat remains on.
Kill points - Daemons: 2 Space Wolves: 4
* Tactical Notes
Right, some bad luck deep striking and mistakes forgetting to assault units has given Shaun a good lead on kill points - at least I've got some though.
Next turn I'll move my remaining two Plaguebearers into assault with the Thunderwolves along with the Masque. Screamers will assault the stunned tank, while Soul Grinders will smash vehicles and Thunderwolves.
Turn 3
Soul Grinders edge up to the paired Rhinos while Pink Horrors move up to get better
LOS on the single Long Fang. Other Soul Grinder moves up towards the Thunderwolves as do the two Plaguebearer units. Flamers move about so can get flamer death on multiple targets. Screamers move around to assault the stunned Rhino, while the other unit moves up along with the mishaped Flamers.
Shooting; Flamers drop templates on multiple targets, including catching the Thunderwolves in combat, one Rhino is gone (squad passes pinning test) and a single Thunderwolf dies - Herald fires into the arse of a Rune Priest from the other Long Fang unit, Priest takes a wound. Soul Grinders blast the Rhinos in front, one shot scatters and hits a Soul Grinder, though does no damage. Pink Horrors blast the single Long Fang, who survives all shots, though the other unit of Screamers zoom over and slice him to bits. Other Flamers run up, and will be in the action next turn.
Assault; Screamers assault the stunned Rhino and easily take it out. Soul Grinders assault both battered Rhinos, both go down like a sack of potatoes and explode; one squad passes all armour saves, but is pinned while the other squad loses four Grey Hunters and fails morale and falls back. Soul Grinder, Plaguebearers and the Masque pile into combat; Masque does nothing, Soul Grinder gets taken out by a lucky rend from the Wolf Lord and only two Plaguebearers remain, though two Wolves are on a single wound each.
Shaun's third turn; Grey Hunters out the exploded Rhino by the Screamers prepare bolters while the other two squads (one was previously pinned) aims at the Flamers. Grey Hunters falling back regroup and take aim at the Screamers who sliced the single Long Fang to bits.
Shooting; plasma guns blast the Soul Grinder with the two hull points, though do nothing. Living lightning and krak missiles blast the other Soul Grinder (would have been better focusing on the two hull point Grinder) and fail to do anything. Plasma and flamers blast into the Flamer and Herald, who are both wiped out. Other plasma unit out the Rhino taken out by Screamers fire with bolt pistols, though Screamers only take a few wounds and don't do too bad on armour saves.
Assault; Thunderwolves take out the Plaguebearers while the Masque fails to score any wounds and also fails to hit and run; stupid girly daemon. Masque does hit and run and escapes this time. Grey Hunters charge the Screamers, after combat all Screamers are dead and a couple of Grey Hunters remain.
Kill points - Daemons: 7 Space Wolves: 8
* Tactical Notes
Ok, it's getting close now. I've managed to cause some mass destruction this turn and get some serious kill points. I guess I could have done more damage if I had focused a few Flamers on the pinned unit, could have taken some out, never mind. At least one unit of Grey Hunters is pinned, and the Masque has hit and run, so can move them closer to the oncoming Flamers.
Next turn I will use pavane and lash the pinned Grey Hunter unit closer to the Flamers, while I'll pavane the Long Fangs back against the wall so they cannot draw LOS. I'll pavane any other units I can just for lol's. Soul Grinders will rock up and assault the Thunderwolves, while Screamers will tackle the easy kill point of Grey Hunters on the left.
Turn 4
Soul Grinders move forward to the Thunderwolves, though stay out of terrain. Flamers move up ready to BBQ while Screamers move to assault the remaining Grey Hunters, who beat the other Screamer unit. Pink Horrors stay against the ruin wall for cover, though can easily draw
LOS.
Shooting; Horrors blast the Long Fangs, a few die and cause a morale test; squad passes. Masque then pavanes the pinned Grey Hunters towards the Flamers, and I put the special weapons at the front, also pavanes the Thunderwolves into terrain so the Soul Grinders can reach them easier. Masque pavanes the Long Fang unit, though misses. I guess two out of three shots ain't bad. Both Soul Grinders fire phlegm and harvester cannons into the Thunderwolves, two Wolves die and just the Wolf Lord remains. Flamers BBQ the Grey Hunters and they all die.
Assault; Screamers assault the Grey Hunters, Screamers wipe the unit out, though only three Screamers remain - they consolidate so getting cover. Masque charges the depleted plasma Grey Hunters, who regrouped in Shaun's last turn, they beat her up and she dies. Soul Grinders smash up the Wolf Lord and he is instagibbed - s10
dccw ftw 
.
Space Wolves forth turn; depleted Grey Hunters, who just banished the Masque, fall back ready to dish the pain on the depleted Screamers. Two remaining Grey Hunter units move back a bit, though not a lot.
Shooting; Long Fangs blast a Soul Grinder again and do nothing, as does plasma guns. Bolters and plasma fire into the Screamers, I get lucky and two remain.
Kill points - Daemons: 11 Space Wolves: 9
* Tactical Notes
Woo, I've taken the lead in kill points, though Shaun still has the game thanks to first blood. We've both lost our warlords, so the only extra points I can get is linebreaker and more kill points.
Next turn the Soul Grinders will rock up and take out both Grey Hunter units, while Pink Horrors will torrent the unit by the Screamers and the Screamers will assault. This will leave the Flamers to blast the Long Fangs.
Turn 5
Soul Grinders move up to get
LOS on the Grey Hunters on the left, one Grinder is out of assault range. Horrors move through terrain to get into range of the Hunters by the Screamers while the Flamers bounce up.
Shooting; Flamers blast the Long Fangs, I think a single Fang dies. Horrors blast the Grey Hunters and two remain; they pass morale. Soul Grinder uses vomit on the Grey Hunters, I cheat and think it is AP3 so plenty of Hunters die and fall back after failing morale. Other Soul Grinder drops phlegm on the Grey Hunters, they get cover thanks to the ruin, though still take a morale test and pass.
Assault; Screamers charge the now two man Grey Hunter unit, combat goes badly and only one survives and both Grey Hunters live.
Shaun's possible last turn; Grey Hunters regroup and fall back towards top left corner, Shaun is moving away and keeping his distance. That's it movement wise.
Shooting, Long Fangs frag the Flamers and the daemons take a few wounds.
Combat the single Screamers gets face beat.
We roll for next game and it ends. Totting up the total points Daemons have 13 (11 kill points, point for warlord and point for linebreaker) while Space Wolves have 13 (11 kill points, point for warlord and point for first blood). Game ends in a draw.
Summary
That was a pretty cool game, and despite things not going my way thanks to the nature of Daemons, things didn't turn out too bad in the end.
Firstly, a apology to Shaun. Not only did I think vomit was AP3 (it's AP4), I also forgot linebreaker point for me. When we finished the game, Shaun had a win. Sorry to rob the victory, mate!
Daemon list wise; bolt is cool, but once vehicles have gone it has no purpose. I think I will keep it in case of mass mech and flyers. Pink Horrors are waaay too expensive, Changeling is cool, but most units have high leadership, plus I forgot about Changeling most times.
Shaun has got used to Daemons since his first game. He hasn't mass charged Plaguebearers and instead easily taken them down in assault. Though, he didn't shoot as the Masque as much as he did, which would have been a easy kill point if he kept his distance from other units.
Looking forward to the decider next week!