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Made in us
Dakka Veteran





next to a stop sign

The following list serves as the basis for the local "Call To Arms" league, plus a work-in-progress project. I will be using this topic to post battle reports, as well as pictures of the units / models as they are completed. Any questions and / or comments regarding the posts within are more than welcome...

Lord of Change
Reward ( Lesser ) - Staff of Change
Reward ( Exalted ) - Portalglyph
Mastery Level 3
- Flickering Fire
- Divination
- Divination

Herald of Tzeentch on Disc
Reward ( Exalted ) Grimoire
Mastery Level 1
- Divination
Screamers of Tzeentch ( 3 )

Herald of Tzeentch
Exalted Locus of Conjuration
Mastery Level 2
- Flickering Fire
- Prescience
Pink Horrors of Tzeentch ( 20 )

Herald of Tzeentch
Exalted Locus of Conjuration
Mastery Level 2
- Flickering Fire
- Prescience
Pink Horrors of Tzeentch ( 20 )

Daemon Prince of Tzeentch
Daemonic Flight and Warp Armor
Reward ( Greater ) Greater Etherblade
Mastery Level 1
- Flickering Fire

Daemon Prince of Tzeentch
Daemonic Flight and Warp Armor
Reward ( Greater ) Greater Etherblade
Mastery Level 1
- Flickering Fire

Daemon Prince of Tzeentch
Wings and Power Armor
The Black Mace
Spell Familar
Mastery Level 3
- Tzeentch
- Biomancy
- Biomancy

Tzeentch Marked Cultists ( 10 )
Champion with Autopistol and Weapon
Cultists with Autoguns ( 9 )

==========

Part of the list's design is to reduce some of the time spent on pre-game rolling to determine psychic powers, rewards, etc ... when such things are already listed above, it is because they are either the Primaris Powers which I default to anyway ( so need to roll on the charts ) or they are Rewards that can be voluntarily selected - in the case of the Staff Of Change and Greater Etherblade, these can easily be swapped for other weapons at game time based on the opposition = the Greater Etherblades would be exchanged for Mutating Warpblades for example against a Tyranid player running multiple Monstrous Creatures.

At some point I would like to run this as a pure Tzeentch Daemon army as well, so look for an alternate list in the near future.

This message was edited 2 times. Last update was at 2013/11/25 17:37:57


"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
Made in us
Dakka Veteran





next to a stop sign

"Let Them Burn" ... Sunday November 24th 2013

This was a preseason game against league member, John S. We played "Purge The Alien" with the end zone type (?) deployment - Night Fight on the first turn ... the Lord Of Change's warlord trait was the one that allows me to reroll the dice on the Warp Storm table = thankfully, because twice during the game I rolled the anti-tzeentch effect :-/

From memory, his list looked something like this...

ADL with Lascannon
St Celestine with Seraphim
Cannoness Command with Immolator
Celestines with Immolator
Celestines with Immolator
Battle Sisters with Rhino
Battle Sisters with Rhino
Battle Sisters with Rhino
Battle Sisters with Rhino
Exorcist
Exorcist
Exorcist

...John wins the opening die roll, and opts to deploy first / go first = he deploys everything on the table, with the vehicles all parked tightly against the Aegis Defense Line. I deploy only one of the Herald & Horror blobs plus the Cultist unit, all others are Reserved to walk on to the table except the other Herald & Horror blob which I decided to have Deep Strike upon arrival ... an immediate tactical goof on my behalf, where as I wanted to keep the FMCs out of harm's way on the first turn because of the mandatory gliding to start - not taking into account the distances plus night fight, meaning those models could not even be seen on the first turn if they were deployed

I attempt to seize the initiative but fail, so John maintains the furst turn. The two units of Celestines and their Immolators use their Scout moves, then advance. Everything else repositions: with St Celestine and her Seraphim unit advancing, along with the Cannoness Command and two Battle Sisters squads, the other two squads disembark and attempt to shutdown areas for Deep Strike in their own zone. Very limited productivity in the Shooting phase because of range and / or cover saves, so units that did not shoot simply run in that phase ... no assaults first turn.

Very little response on my furst turn other than the Cultists hiding in ruins and the Herald & Horrors attempting to use their Flickering Fire on one of the Celestine squads = the unit passes both of it's Deny The Witch rolls. The Warp Storm would have initially effected my Tzeentch Daemons but the reroll from the Warlord trait resulted in a calm storm ... no assaults this turn.

Range and Invulnetable saves help keep both units on the table, so as to not trigger an auto loss for me ... and that's about the extent of the Sisters of Battle turn.

Then things start to get silly, and the lack of anti-air immediately shows signs that this could be a mismatched battle. Everything arrives from reserves except for one of the Daemon Princes and the second Herald & Horror unit. I rolled the anti-Khorne storm but no enemy units on the table were it. The Portalglyph scatters deep into enemy lines :-) and the CSM Daemon Prince gets a proper boost from the Grimoire Of True Names. Then Flickering Fire is spread across the table, when the turn ends John has given up First Blood plus 3 Kill Points.

Again, the lack of anti-air rears it's ugly head - the Lord of Change suffers a single wound from the ADL Lascannon, and John is forced to split his thoughts about targets. In short, the Cultists unit is eliminated and I only lose a few more models from the original Herald & Horror squad. Defensively, the Battle Sisters continue to close any gaps that would allow the other Herald & Horror unit to safely deep strike in the Sisters of Battle deployment zone. John nearly forgets about the Portalglyph, but then turns to the target with his last remaining unit (celestines) that can shoot = the portal gets eliminated by meltas.

My third turn brings with it the arrival if the last Daemon Prince and the Herald & Horrors = they find a nice open spot in the middle of the table and safely deep strike there. Prescience is rolled succesfully all around where available to open the turn, as is Endurance on the CSM Daemon Prince along with help again from the Grimoire. Warp Storm works against me again, but a reroll changes that - in the wake of the storm, John loses a few models. Prescience coupled with Flickering Fire causes sevete damage to SOB units in the shooting phase, and the CSM Daemon Prince adds to the body count in the assault phase = leaving only St Celestine and two Seraphim remaining. The Herald & Screamers along with what is left of the original Herald & Horror blob remains locked in combat with a fragmented Celestine squad. The turn ends with a current score of Daemons ( 6 Kill Points + First Blood ) and Battle Sisters ( 1 Kill Point )

...the store is reaching nearer to closing time so it looks like this could be the last turn... Very little production on behalf if the SOBs as resources were heavily reduced in the previous turns, and random shots like the Exorcist's missiles either missed their targets ( FMCs ) and / or were nowhere close to their effectiveness against enemy tanks as they are against a horde of 5++ infantry. St Celestine attempts to make a syand, and challenges the CSM Daemon Prince = things did not go so well for her and the triggered Black Mace destroyef the two remaining Seraphim models that were with her. The other remaining close combat tipped the scale in favor of Daemons.

Daemons fourth (and final) turn was a near rinse & repeat of the previous turns. Unscathed FMCs had free range of the table, and Flickering Fire was spread evenly around where possible. By the end of the turn (and game with the store now closed) Daemons had scored 11 Kill Points plus First Blood - Slay The Warlord - Linebreaker, and the Sisters of Battle scored 1 Kill Point.

In closing, despite the one sided appearance of the game it was still enjoyable. John is a good player, and I have fun at the table when playing him. Long road ahead of me still with this list, but I am happy with the results on it's first time on the table.

Daemons: W001 L000 D000

This message was edited 1 time. Last update was at 2013/11/25 17:38:36


"...you don't run internet lists, except for when you make a list and it becomes an internet list..." 
   
 
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