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750 King of the Hill Daemons, Eldar, Imperial Guard, Oh MY  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Irked Necron Immortal




Swansea

OK me and a few friends met up in Cardiff for our around-about-monthly-ish gaming day, me using my daemons with their new codex for this first time (30 quid on a codex... ouch). Normally we play to wipe each other out but that can lead to stand and shoot games which are little fun, so we decided to mix it up with a simple king of the hill objective. Baring in mind I don't have the guys lists exact, this is from memory

Daemons
1 Great Unclean one, Psyker 3, Portal Glyph

Herald of Nurgle, Psyker 1, Locus of Fecundity

Herald of Tzeentch, Psyker 1, Locus of Conjuration

10 Horrors
Instrument

10 Plaguebearer
Instrument

3 Screamers


Imperial Guard

CCS, Medic, MoO, Master Vox

Vet Squad
10 vets, 2 flamers 1 Heavy Flamer
Chimera, Heavy Flamer

Vet Squad
10 vets, 2 flamers 1 Heavy Flamer
Chimera, Heavy Flamer

Leman Russ


Eldar
1 Jetseer, Spirit Stones, 3 Jetlocks, fortune, guide, destructor, embolden, Enhance

Farseer Spirit Stones, Doom, Fortune

6 Pathfinders

10 Dire Avengers
Wave Serpent, Eldar Missile Launcher, Shuriken Cannon

Deployment
With daemons and Guard sharing a border edge the guard deployed as far right as possible all meched up, the daemons elected to stay off cept for the screamers, eldar deployed mainly on the right flank with the pathfinders going in ruins to the far left.

Turn 1 "All Meched up with nowhere to go"
The guard race forward and put a shot from the battle cannon into the screamers, no damage, MoO opens up on the Eldar, scatters off the table, Daemons turn the screamers mill about a bit, storm of fire for the warp storm table does nothing, Eldar sweep forward, disembarking the dire avengers and sending the serpent off to irritate the guard armour and parking the jetcouncil a little bit off the center objective.

Turn 2 "Daemons, Daemons EVERYWHERE"
Guard Sweep forward with one chimera squad sending the other down the far right the vet squad disembarks opposite the seer council and stare at each other aggressively FRFSRF nails one warlock. Daemons Flood onto the table with my whole force coming in more or less without a problem, the plagues go aggressively close to the pathfinders because I resent things that wound my T7 on a 4+ the horrors try to bolt the Russ but roll 1 for the strength giving me str6 vs his armour 13, Screamers vector strike the pathfinders killing 1. Eldar respond with more potshots, the seer council unwilling to charge the guard squad for pure volume of overwatch fire (3d3 auto hitting flamers and a crapton of lasguns) and instead settle for killing 2 guardsmen with shuriken fire.

Turn 3 "Standoff No more"
The guard squad holds position in front of the jet council, unwilling to risk getting destructored for a chance with their own flamers, chimera-borne vets move back towards the centre, remembering its an objective game. Guard shooting knocks off a screamer and 4 horrors and largely misses the Eldar entirely, I begin to feel persecuted. Plaguebearers waddle closer to the pathfinders but cant make the range to charge, the GUO develops a sense of urgency and moves 6" towards the objective before chucking down a portalglyph, this will be the bane of the guards existence for the rest of the game, Portal spits out 2 horrors, we assume they generate a psychic power when they come in, i swap out the roll for flickering fire, fed up of the guard/eldar standoff, my 2 horrors cast flickering fire successfully and kill 8 guardsmen, leaving the guard player gobsmacked, warpflame claims another one the final vet promptly legging it,screamers vector the pathfinders again, no damage, the GUO who has popped warp speed this turn, fleeted into the objective then charged the seer council, challenging the farseer to a duel which it one handily then ran down the council..... We then realized we had all forgotten the warp storm table, and the great unclean one popped -_- we kept the seer council dead as it was an honest mistake and no one likes time travel. in the Eldar turn the pathfinders decide its time to move away from the plaguebearers and make for the opposite direction, the dire avengers edged towards the objective. Wave serpent strips a hull point off the Russ

Turn 4 "Danger close!!! VERY FETHING CLOSE!!!!!"
Turn 4 started with the lone vet rallying and heading resolutely back toward the objective Heavy flamer in hand the other chimera full of vets heads for the objective still, realizing that portal could potentially spit out enough daemons to flood the objective, both the MoO and the Russ open fire on the objective, both scatter onto the hapless Dire Avengers killing 4 of them, Deamons turn sees the horrors with the herald move behind a chimera to hopefully end it, The screamers move to the rear of the Russ, the plagues having realized their unlikely to catch the pathfinders, head toward the objective.... by 4 inches..... Warpstorm comes up Rot Glorious Rot, kills 4 dire avengers. Eldar turn sees the pathfinders return to cover as the plagues have waddled off and the remaining avengers and Farseer make for the objective and kill the two glyph horrors.

Turn 5 "This does not seem Wise...."
Guard turn starts with the chimera moving to the Russ which now has a screamer behind it, out pile the vets to try and down my screamer, the other chimera roasts my horror+herald squad leaving me with just plagues and a herald... camped near the objective, guard shooting sees one of the screamers go down and deciding that there really wasnt anywhere safe to put the MoO or the battle cannon round, the big guns remained silent for a turn. Daemons turn and suddenly the herald realised it was all to play for and (For nurgle standards) sprinted with his squad into the terrain objective, while the portal spat out 4 horrors Screamer stunned the russ, Eldar tried to fire into the terrain but between cover and shroud their too depleted to really achieve anything, a frag missile downs a horror.

Turn 6 "All good things come to a fiery end"
Guard vet squad plus original squads survivor make toward the objective now that the end was in sight, the lone survivor makes it onto the hill, the chimera's and Russ in a hilarious display of overkill fire on the screamer... The daemons respond by the 3 man glyph horrors burning the 10 man vet squad down to 4 after warpflame toughness tests, storm of fire on the warpstorm chart does nothing, Plagues fail to charge the lone guardsmen who kills one with over watch heavy flamer. Remaining 2 avengers and Farseer move toward the objective, kill 2 more horrors but are just out of the hill.

We Called it Here

Technically the Daemons won by having the most on the hill, the Chimeras heavy flamers proved lethal as did the guard artillery fire.... when it hit..... the right target.... My most valuable unit was probably the Horrors even though the extra cover save from the plagues got me a win, the Eldar played a little too tentatively but that's kinda the problem with 3 person games, no one wants to be on the receiving end of the other two players. I on the other hand through in against both at once all in all that portalglyph is worth its weight in gold GOLD I tell you!!

So yeah, we need to build a bigger gaming circle but apart from that awesome first game with Daemons!!

This message was edited 1 time. Last update was at 2013/05/02 19:01:02


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