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Made in us
Monster-Slaying Daemonhunter






Dimmamar

So the core of the list is set in stone. I like what I have and it works well for me. Here's the core:
Spoiler:

Tzeentch Daemon Battalion (+5CP)
HQ
Thelek’a’arnab, Lord of Change, Sword, Warlord (Incorporeal Form) – 330
Vashta Nerada, Changecaster – 78
Troops
Horrors, 25 Pinks, Icon – 190
Horrors, 10 Brims – 30

Chaos Daemon Battalion (+5CP)
HQ
The Changeling – 100
Troops
Nurglings, 3 Swarms – 54
Nurglings, 3 Swarms – 54
Nurglings, 3 Swarms – 54

Thousand Sons Supreme Command (+1CP)
HQ
Ahriman on Disc – 166
Parveidota Upuris, Prince of Tzeentch, Wings, 2 Talons – 180
Ciets Cēlums, Prince of Tzeentch, Wings, 2 Talons – 180
Izvelas Izmainas, Prince of Tzeentch, Wings, 2 Talons – 180

Reinforcement Points (for splits) – 80


Option 1: add 20 Pinks to the first battalion and a Nurgle DP with Corruption to the second battalion.
I really like the idea of a Nurgle Prince with Corruption. S9, reroll hits, reroll wounds seems beastly; and a 5++/5+++ saves more against 1D than a 4++. I like having two large Pink units, because they do a good job of clearing chaff.
20 Pinks is obviously for the extra shots.

Option 2: add 10 Pinks and 6 Flamers to the first battalion, and a Changecaster to the second battalion.
A second Changecaster can start on the table and buff all my Princes, as well as the LoC. The Flamers can start either in DS or on the table depending on whether there's someplace for them to hide T1. They move farther than Pinks, and have insane overwatch. While 20 Pinks are slightly better at giving wounds to GEQ and vehicles, a blob of 20 loses 22 ATTACKS when the first model dies, vastly decreasing their efficiency. Flamers don't suffer this problem, although as a unit they are more vulnerable to EVERYTHING.
I like 6 Flamers because it costs only 1CP to DS.
I have 10 Pinks instead of 10 Brims to fill out the battalion so that I gain a little backfield shooting and survivability, and I don't know what else I would do with the 40pts.


What are your thoughts on the choice?

This message was edited 4 times. Last update was at 2018/08/20 22:38:49


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Option 1. Also ditch changeling, he is garabage.

Run a similar demon list and if you are running mixed demons anyway ditch one of the TS DPs and switch it to a demon Khorne DP with the Skullreaver relic. It is invaluable in a knight meta. With the corruption nurgle DP you can handle knights pretty well in CC (don't forget to give the nurgle DP virulent blessing to double damage as well).

This message was edited 2 times. Last update was at 2018/08/18 02:19:11


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Made in gb
Pulsating Possessed Chaos Marine






I'm not convinced that the Changeling is wprth taking in a list without magnus. Although the 6+++ is quite nice it's not really worth 100 points imo and he won't keep up to the princes. The changecaster is worth taking to boost up pinks to s4, with flickering flames they can do a good job up to t7 stuff.
Skullreaver DP is easily the best 180 points you could spend. He munches knights for breakfast! Him with the nurgle DP would be nice if you can squeeze them in (maybe change a TS DP for a plain old sorcerer 103 points for just as much psychic prowess).
I would always pick pinks over flamers. An experienced player is just going to avoid charging them altogether, wheras 20 pinks are much harder to take off the board.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

To many words with change in them, meant ditch changeling. Keep the changecaster.

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Made in us
Regular Dakkanaut




What is the ruleset? ETC, ITC, NOVA? People giving advice and/or asking for advice on a tournament list is pointless unless you are bringing garbage like raw CSM.

This message was edited 1 time. Last update was at 2018/08/18 05:17:38


 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

ITC.

I did at the last minute take the Khorne Axe Prince. In the game I played against Knights, he did roughly 50 damage before dying. Insane. Unfortunately I lost that game when a single Gallant managed to kill my LoC, Prince, and Ahriman in one shooting round. 21-25 end score. Great game.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Stalwart Ultramarine Tactical Marine






 Elric Greywolf wrote:
ITC.

I did at the last minute take the Khorne Axe Prince. In the game I played against Knights, he did roughly 50 damage before dying. Insane. Unfortunately I lost that game when a single Gallant managed to kill my LoC, Prince, and Ahriman in one shooting round. 21-25 end score. Great game.


Thanks for the summary, I was very curious to see how it fared, looks very good!

   
Made in it
Contagious Dreadnought of Nurgle





 Elric Greywolf wrote:
ITC.

I did at the last minute take the Khorne Axe Prince. In the game I played against Knights, he did roughly 50 damage before dying. Insane. Unfortunately I lost that game when a single Gallant managed to kill my LoC, Prince, and Ahriman in one shooting round. 21-25 end score. Great game.

i doubt was a gallant, he is a melee knight not a shooting knight, maybe was a castellan


This message was edited 2 times. Last update was at 2018/08/19 19:00:59


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 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Hey everyone! I did really well at the GT (got 2nd out of 32 players, went 5-1), and I thought I'd share my list and games with you all for the betterment of 40kind

Here's my final list. I actually combined the two lists and took a suggestion I got here.

Spoiler:

Tzeentch Daemon Battalion (+5CP)
HQ
Thelek’a’arnab, Arioch Lord of Change, Sword, Impossible Robe, Warlord (Incorporeal Form) – 330
Powers: Gateway, Boon, and Treason/Fate (depending on matchup)
Vashta Nerada, Changecaster – 78
Powers: FlickerFlames, Fate
Troops
Horrors, 25 Pinks, Icon – 190
Horrors, 10 Pinks – 70
Horrors, 10 Brims – 30
Elites
Flamers, 6 – 168

Chaos Daemon Battalion (+5CP)
HQ
Nurgle Prince, Wings, Sword (Corruption relic) – 180
Powers: Virulence
Khorne Prince, Wings, Axe (Skullreaver relic) – 180
Troops
Nurglings, 3 Swarms – 54
Nurglings, 3 Swarms – 54
Nurglings, 3 Swarms – 54

Thousand Sons Supreme Command (+1CP)
HQ
Ahriman on Disc – 166
Powers: Diabolic Strength, Death Hex, Glamour
Parveidota Upuris, Prince of Tzeentch, Wings, 2 Talons, Helm relic – 180
Powers: Weaver, Warptime
Izvelas Izmainas, Prince of Tzeentch, Wings, 2 Talons – 180
Powers: Gift of Chaos, Temporal Manipulation

Reinforcement Points (for splits and an occasional Spawn) – 85


My general strategy is to put the LoC at the front of a spear, with the Princes arranged around him depending on enemy mobility. I want the LoC in the front to block as much damage as possible, since he has the best save, highest toughness, and most wounds of all my models. And while no slouch in combat, obviously my damage is generated from other sources.


Game 1 VERSUS Imperial Guard
Spoiler:

This guy had a severely unoptimized list, and he said it was his 3rd game in 8e and his first tournament ever. Props for coming to such a big event. He won the Purple Heart award for losing all six games but still playing all six! Throughout our game, I reminded him to use his Regimental bonus, his Russ double-shoot, and even told him about Vengeance for Cadia strat.
His list was, roughly, a Cadian brigade with Creed, Commisar, Tempestor Prime, four Infantry Squads (two in Chimeras), two five-man Scion units (with no plasma), a Scion Command (again no plasma), a Command Squad (Standard, vox, etc), a Master of Ordinance, three Armoured Sentinels with plascans, autocannon HWT, las HWT, mortar HWT; and then a Cadian Spearhead with Company Commander, Basilisk, Wyvern, and three LRBTs (mix of turrets).
One Top
I went first (I had fewer drops). We had Hammer and Anvil deployment, five objectives, one in the center, with a rather huge hill+tower in center field. T1 I moved everything up the field, advancing with all the Princes except one, who got seriously buffed (3++, -1 to hit, Diabolic Strength) and then Warptimed forward. This guy, Izvelas Izmainas, then gave Creed a very lovely Gift of Chaos (9" range bc TSons)...and yes I beat his toughness, and OF COURSE I did 5 wounds. And a Spawn popped out and tied up an infantry squad on an objective.
LoC, Nurgle, and Ahriman all did some wounds to Sentinels. Izvelas Izmainas shredded the same infantry squad the Spawn was facing, and that was top of 1.
One Bottom
This was really awful for him. LoC had a 2++, weathered all the Russ shooting with minimal damage and the Nurglings took some Wyvern and small arms fire. The Crystal Prince took a couple wounds, but was largely unscathed, thanks to the modifiers on him. The Spawn died.
Two Top
I moved everything up, except the Flamers who were waiting mid-field, hidden, to counter the Scion drop. Arioch got a nice Gateway off on a Sentinel, hitting three other units. Izvelas Izmainas healed himself and moved over to the lovely grouping of Commisar, Ordinance, Basilisk, and Wyvern. The Pink blob, which had dropped with Vashta Nerada, cleared off an infantry squad and a few bases of HWTs.
Izvelas Izmainas multicharged the Basilisk and both characters, and killed both characters. Nurgle charged and destroyed a sentinel. Arioch multicharged a sentinel and an infantry squad, killing the Sentinel and causing the infantry to flee in morale. Parveidota Upuris killed an infantry squad.
At this point, there were a couple Chimeras (one full), the Basilisk in combat, three LRBTs, and a character.
Two Bottom
He dropped in the Scions, and killed a few Pinks. The Russes plinked at Arioch, who took minimal damage. The Wyvern shot at lesser daemons. The final infantry squad unloaded and shot into Nurgle, doing nothing of note. Izvelas Izmainas killed the Basilisk in combat (bc yes I did heroically intervene after he fell back 2").
And by the bottom of T2 he had killed less than 10 models. He got several Nurgling bases, a few Pink Horrors, and had made a dent in a couple of my princes. His Scions (all four units of them) dropped into my backfield and didn't do much, and I had held my Flamers back in order to counter this.

At this point, he conceded. Had we continued, I would have killed all the Scions with the Flamers and perhaps a bit of Pink shooting, thus securing my backfield. I would have charged the Russes with Khorne, Nurgle, and Arioch. Mortal wounds would've taken out a Chimera.

So a great starting show for me at this six round tournament! It was 38-4 at the end, putting me in 3rd place overall.

Game 2 VERSUS Mirror Match Magnus!
Spoiler:

I have played this guy several times in the past couple months with iterations of my list, and have won each time by a narrow margin. We're pretty closely matched, and each game has been a back-and-forth bloodbath. He's pretty competitive, and has even made matrices detailing which ITC Secondaries he should take against which opponents; as well as a matrix for his opponents detailing how many characters he has, how many models, how many etc. A bit over the top, imo, but to each his own.
His list was TSons Supreme (Ahriman, 3 Princes, Magnus), TSons Battalion (Sorcerer, Sorcerer, 3x10 Cultists), and Tzeentch Battalion (Tzerald, Changeling, 3x10 Brims, 9x Flamers). So not exactly a mirror match, but quite a bit of confluence. Our Psychic phases were INTENSE.
We had the corners w/ middle bubble deployment. We had a nearly identical deployment--a spear of princes (and lil Ahriman) tipped by Magnus or Arioch, respectively. My Nurglings sat near his far side line, and he countered with all the cultists and two Brims.
One Top
He got first turn, and played very conservatively. His Ahriman moved to support cultists against my Nurglings, and all his other stuff crept forward. Arioch took FIFTEEN mortals in this psychic phase. He used the TSons stratagem on Gateway to give Magnus a net +4 cast, and caused quite a few wounds on Princes (but fortunately rolled rather low on the damage).

The rest of the game was really a struggle for the center point, with various charges, interventions, and multiassaults. It was brutal. The best part for me was when his Ahriman had a perils, I knocked it up to 2d3 damage, and he burned out, killing a variety of cultists. That was T2. I managed to kill Magnus with Khorne and Nurgle together (not even that 3++ can save you against that much damage).

It was all such a psychic blur that I can't remember the specific details as well, but I ended up winning 22-19. I think I eked it out because of secondaries. His 9 Flamers dropping into my backfield gave me quite a scare, but I cleared them off through Pink shooting and a gutsy charge.


Game 3 VERSUS Imperial Knights
Spoiler:

I played against the first place player. He's pretty good, probably the best in our meta and also does very well at national tournaments. Usually plays Nids, but switched it up because he felt like easy mode
His list is three Taranis Knights (Crusader , Gallant, Warden), a Freeblade Raven Castellan (big plasma, 4 missiles), and a Guard battalion (2 Commanders, one Warlord, and 3x10 Infantry).
We had Dawn of War deployment, with four objectives (two in the very middle of each deployment zone, two near the short edges midfield). I camped my Brims on mine, Nurglings on the other two, and he camped his Guard on his, with a squad aimed at each center field objective. Knights grouped up in the middle.
One Top
I got first turn, and surged forward. I moved some Pinks up to reinforce the Nurglings on a side objective, and all the big boys moved forward in formation to try and engage a Knight. I was out of range for Gateway (sadly), but I did make a T1 charge with a TSons Prince. He caused roughly six wounds to a Knight (this opponent has an entire game of above average saves) and dies a squishy death. This was a serious mistake on my part, and I wish I had instead weathered a turn of shooting at Big Bird, with all my princes lined up behind, and then gang-banged two knights next turn. I should've played more conservatively. I also failed Treason, boo.
One Bottom
There was a lot of shooting here that gave some damage to Arioch. But nothing noteworthy happened besides some Guardsmen moving forward and stripping a few Nurgling wounds.
Two Top
Flamers came in and DID NOT MANAGE TO KILL AN INFANTRY SQUAD. This just shows how crazy he was doing on saves during this whole game. 6d6 S4 -1 hits on a 10 man guard squad, and they don't all die. The probability of doing at least 10 wounds is 74%
I charged the Gallant (double cc knight) with Nurgle, Khorne, and the remaining TSons, and Khorne did 22 wounds, with Nurgle finishing it off. That was really crazy, and I immediately kissed my Khorne prince, and thanked the Fates that I had decided to go with that choice in the end. Thanks to small_gods for the suggestion above. Totally worth it. When the Knight died it exploded, causing wounds to three princes, the LoC, and another Knight.
I also did some more damage across the Knights with mortals, and my big Pink blob plopped onto my objective because I didn't want a Knight getting in there and stealing it from me. They actually did SEVEN wounds to the Knight they shot at (FlickerFire means wounds on 5s!).
Two Bottom
Nurgle died. Nurglings died. Flamers died. Tzerald died to Shieldbreaker. Arioch took some damage. The Pinks took a wound or two from stubbers, but the main guns were focused on bigger targets.
Three Top
My smaller unit of Pinks ran forward to engage a lonely Guard Commander in a ruin. This will lead to one of two situations, out of my control, that resulted in my loss. I did enough mortals that I could a second knight (I think the Warden) in cc with a prince, and I managed to kill the Castellan with Khorne, who did TWENTY-FIVE more damage. Unbelievable. Mathhammer says that my average should be 19 damage, so I'm definitely getting above average. Maybe I'm giving this guy too much credit, but he's good. And just wait till game five, hehehe.
Pink blob finished off some stray guardsmen, and did another wound to a knight. Not a bad showing for them.
Three Bottom
Second TSons Prince died. This leaves me with Khorne on a couple wounds, menacing the Guard Warlord; Ahriman, near center field giving psychic support; Arioch with 5 wounds left; the huge blob of Horrors midfield; a couple Nurglings on an objective; and 8 Pink rushing the second cowardly Commander. He's got a Crusader, sixish Guardsmen, and two Commanders.
Well, hit the and that Warden, in a single round of shooting, manages to kill Ahriman (with the gatling), Khorne Prince (with a Flamer and stubber) and Arioch (with the melta). Note that I had forgotten all game about my -1D warlord trait, and upon the killing blow, which melta (at half range) caused 6D, still killed him for 5D This really turned the tables, and was some very unfortunate rolling on my part.
Four Top
8 Pinks move into position and shoot the cowardly Commander, dealing two wounds. Big blob of Pinks shoots the Knight, who is heavily wounded, and does another wound or two (but not enough). I still have a single Flamer, who moves off an objective to try and root out the remaining Infantry Squad.
8 Pinks charge the cowardly commander, and do two wounds. He fails both saves. He uses his last command point to make the save, and regains the CP.
Four Bottom
The single Flamer dies to las. The Warden charges my Pink blob and everyone piles in. I have so many splits, I do no damage, and the pile-in definitely secures my objective. I take my morale (because I lost a LOT of guys) and I roll a 1 Four Pinks come back, getting me to 26 models. Heh. The Commander in cc kills a Horror, and I give him a wound, his final wound. He fails his save; a CP is spent to reroll. Save is made, CP is regained. This means that I don't really have a hope of clearing off his back objective or getting his Warlord.
Five Top
Horrors are all in combat. The EXACT SAME THING happens with the Commander, except this time he finally runs out of CP. I lose some Horrors, but nothing terrible. I'm still winning on objectives because of two little Nurgling bases that are hiding behind a hill.
Five Bottom
Warden falls back, shoots some Horrors, and charges the Nurglings. The Nurglings freaking survive, because the Warden is so damaged he misses a lot. Guardsmen rush to an objective.
Six Top
Pink Blob, with loads of models left (still 20+) spread out to hold the objective while trying for some shots at the Warlord (who was in range for some reason?) and the Infantry squad who had moved moved moved to an objective. Lesser unit of Pinks move toward the Warlord, but are in a ruin and can't see.
Pink blob fires 7 models (21 shots) and the Warlord takes 2 wounds, whereas the average would be 3.5. This is, again, where his saving rolls are absurdly (maliciously?) hot. Right at the crux, he makes it again. Some more Pinks shoot at the infantry and squish them. Knight squishes last Nurgling. (I couldn't fall back, hold the objective, and also avoid Intervention, so I had no choice.)
Six Bottom
Knight kills a few Horrors, game over.

I lost 21-26, and I can't help but feel that if just one of three specific things had gone differently, I would've won. If either Khorne, Ahriman, or Arioch had survived the Warden shooting round, I could've killed at least the Warlord, and maybe even the Warden. If that Commander hadn't rerolled three saves, I would've been out of combat and killing the Warlord with those Pinks. Or if my final round of Pink shooting had not been unstatistically saved against, I would've got some more points and denied him some.
But it's a dice game in the end. I need new dice.


Skullreaver did approximately NINETY DAMAGE across the tournament against Knights. That's just in two games, so an average of FORTY-FIVE DAMAGE against a Knight opponent. That is INSANE. I seriously cannot get my head around it, I have never done that much damage with a single unit before. My hardest-hitting unit, a Grey Knight GMDK, will do about 20 damage against a big target, if he's lucky. And he's 300pts, nearly double what the Prince is.

I'll post the other three rounds later. For now, I'm typed out.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Great to hear, thanks for posting and congrats.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Stalwart Ultramarine Tactical Marine






Thanks for posting, very interesting again!

   
Made in us
Cultist of Nurgle with Open Sores






Chicago IL

Great write up. Love the list I run a similar army at times.
   
Made in it
Been Around the Block




Turin (Italy)

good job man a question: during the tournament, did you ever feel that you army was too small? I'm trying to decide how many bodies (in my case, Cultists and Tzaangors) are the bare minimum to have decent odds in a tournament, but I have trouble finding an answer...

Success is measured in blood; yours or your enemy’s. 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Well, in this list, I had 67 bodies, and then I could split to get up to 20 more. So no, I never felt it was too small, and I never felt like my opponent had overwhelming board control.

The biggest thing that helped with my board control was the Pink blob. No matter what happened T1 with my losses, no matter how good my opponent felt at the end of T1, on T2 I had a HUGE unkillable block with a threat range of 24", that would kill two units a turn (barring Knights, obviously). In 4/6 of my games, the Pink blob ended with at least 20 Pinks left. In two of my games, the enemy didn't even engage them!

And remember that in 8e, a single unit can control as many objectives as it wants. So if you're playing a score-at-the-end scenario, your Pinks can, on your last turn, spread out a lot and get to 2-3 objectives.
That unit is killer. And even when it doesn't have the support it should in my list (with a Prince and a Tzerald), it still puts out enough shots to make the enemy leery.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

I went over my general strategy a bit, and I thought I'd go through it a bit more.

I have 14CP to start, which is a pretty frequent number these days. Guard will usually run a brigade and a battalion, getting up to 20.
I spend two out the gate on additional relics, for Nurgle Prince and for TSons Helm. If the enemy has a TITANIC unit, I'll spend two more to get Skullreaver for the Khorne Prince. That puts me down to 10 pregame.

I then spend 2 more on the Pink blob. I really don't like starting them on the field. Because of their range, they need to move forward. This puts them in danger from small arms fire. Putting the LoC out front means that smalls arms are basically useless (T7, 2++ does that to most everything,actually). I also put the Tzerald in DS, so he can come down with the Horrors to give them their amazing shooting.
Depending on Line of Sight, I might put the Flamers in reserve as well, for an additional CP. That puts me down to 6CP at the start of the game, which is really rather measly. But it is what it is. Gaze of Fate helps mitigate this lack of CP, as does the Helm.

Earlier versions of this list involved some Rhinos as additional character blockers. But I replaced those with Nurglings, and I've found that, with the Nurglings and the LoC, I don't really need anything else.

So, back to the batreps.

Game 4 VERSUS Guard and Blood Angels
Spoiler:

One of my buddies fought this opponent in round 3, and had mentioned that the Guard player's first turn took an HOUR. This is not the first time accusations of purposeful slow-play have been leveled against this specific player, so I talked to the TO and TO agreed that my game would have a chess clock. So that's what we did! In regards to that, we definitely finished on time, and actually I ended up running out of time 15mins before the Guard player did! So suspicions confirmed, he can definitely play at normal speed, and yes he definitely slow-plays on purpose to game the system. So I guess chess clocks are really a solution to that problem.

Unfortunately I can't load the tournament on BCP anymore, so I can't give quite as detailed enemy lists, but I've still got the gist. Cadia Guard Brigade consisting of: Commander, Commander with Relic of Cadia, Commisar, 6x Infantry Squads (8 guardsmen 1 HWT), 2x Astropaths, Platoon Commander, 3x Scout Sentinels (flamers), Hydra, 4xBasilisks. Tallarn Supreme Command consisting of: 2 Psykers, 1 Commander, and a naked Shadowsword. And Blood Angels Battalion with two smashcaptains and three scout squads (pistol/knife).

We got the triangle hammer and anvil, and I deployed skewed to one side of the field, intending to sweep around a couple midfield ruins and storm a single flank. I put Nurgle Prince on the other side, away from all my other monsters, to counter two of his Sentinels. I had Brims and Nurglings on my backfield objectives, and one Nurgling up front to counter his Scout deployments. I had Flamers behind a building for T1 hits on the Scouts. The Tallarn Shadowsword was in reserves, and I deployed Khorne Prince conservatively so that I could hang about midfield to see where it would pop out.
He deployed with tanks in a line on his board edge, with 60 infantry bodies screening in front. Scouts deployed as close as they could to my line.

We had five objectives: one center, one in each corner.

One Top
Despite me finishing deployment first, I lost the roll and he went first. His Captains huddled up behind a ruin, intending I think to countercharge me when my monster mash popped out. Psychic characters shuffled forward. Shadowsword appeared on his back line. Sentinels, Infantry, and Wyvern finished off the forward Nurglings. Basilisks took a couple shots at the LoC, and when he saw how that was going, directed the others at the backfield Nurglings. Shadowsword whiffed against LoC. That was about it, very low key.
One Bottom
Everyone moved up. Arioch, one TSons Prince, and Ahriman advanced (sense a pattern with my playstyle?). Khorne moved towards the Shadowsword, but kept in range of some annoying Scouts. Nurgle dove towards a couple Sentinels. Flamers got into LoS of Scouts on center objective.
And then the Psychic phase. I had two perils, but fortunately no one died, and I was able to heal back some of those wounds. A few smites did some wounds against various infantry squads. The Prince who didn't advance got Glamour, Weaver, Diabolic Strength, and Warptime. He shot forward into range of a Smashcaptain, and gave him a beautiful Gift of Chaos. I rerolled against his toughness, and then rolled enough wounds to kill him outright. I popped a Spawn into an Infantry Squad. I hate those smashfuckers, and was happy to see him leave so quickly.
The Flamers purified a Scout squad and grabbed that objective. The small Pink unit killed a single Scout.
Nurgle charged a Sentinel and then piled into the second Sentinel (because I only wanted to take one flamer overwatch instead of two), and killed his target. He took no wounds in response. Khorne charged and wiped the Scout unit that the Pinks plinked at. And then the buffed Prince charged in. I got a multiassault on the second Smashcaptain and a Primaris Psyker. I directed all my attacks to the Captain, and managed to only get two of them through, for 4 damage. BOOOOO! (Although mathhammer says this is perfectly average, so I guess if I want to complain, I have to take it up with Big Bird Tzeentch. I'll prolly just let it lie....)
Two Top
There was a lot of measuring going on in his movement phase. He wanted to shoot Khorne instead of Arioch with the Shadowsword, but there was a building in the way that prevented him from getting all his movement. He opted to instead shoot at the buffed TSons Prince, who was pretty far forward thanks to his ballsy charge. The Smashcaptain flew away with a Stratagem, waaaay over by my Nurglings on an objective. I'm not sure exactly how many CP this one model got on him this turn, but after that he got a 3d6 charge and then fought twice in order to clear off two units of Nurglings (who during this turn will receive a lot of Basilisk shells).
Infantry Squads supported by some psykers started moving forward bc his Scouts can't hold the center by themselves. Sentinel retreats from Nurgle. Nothing else really moves.
There was a lot of shooting. Nurglings took a good deal of heavy artillery (which, as silly as it sounds, was prolly a better choice than whiffing against Arioch's 2++), as do the Flamers. Buff Prince dies to a Hydra and Shadowsword (there's only so much pounding a 3++ can take, even with -1 to hit). Nurgle takes a couple wounds.
Smashcaptain clears off the objective through a massive use of CP (ok looked it up, it was 7CP in the end--Deep Strike, charge 3d6, extra d3 attacks, and fight twice--good golly).
Two Bottom
Arioch, Khorne, TSons Prince, and Ahriman move forward. My front isn't solid anymore, because I have different target priorities. Khorne moves up behind a ruin, out of line of sight from the Shadowsword and about 6" away! No overwatch! Nurgle ignores that annoying Sentinel and moves towards the tank line. (Four S9 re-roll wounds d3D should do something against tanks). Surviving four Flamers move to intercept the Smashcaptain. Pink blob plops down midfield with range to four infantry squads.
In Psychic, I clear a tonne of infantry with a well-placed Gateway hitting a HWT. Lots of models down, including an Astropath. I get all the buffs on my remaining TSons Prince, who Warps forward to prepare a charge against whatever he can, prolly some *sigh* infantry.
Pinks bring annihilation, with re-roll hits of 1, S4, and +1 to wound. I believe I kill 15 guard models from two squads, as well as two Scouts. Some of them are unfortunately out of range of anything except the Titanic Tank, and they fail to do anything. Flamers kill the Smashcaptain, but while I was close enough to hold the objective, I was also close enough for him to activate and pile in, killing the remaining Flamers. BOOOOOO again!
In Assault, I charge Khorne first, so that I have my reroll in case he fails his 6" charge (he won't, he's Khorne). He fails on a five, and I reroll for another 5. Weeeeeelllllllll TSons prince charges the Sword and causes a few wounds, dying to the 8 WS2+ attacks that come back. Arioch multicharges two infantry squads and some character or other. Ahriman charges Scouts on center objective. Nurgle makes his long charge against a Basilisk.
While the infantry go down hard, the Basilisk only takes 8 wounds (not enough). Even with Virulence, I only manage to get a single 7+ to wound, which translates into 2 damage. BOOOOOOOO thrice! There's one infantry left from my TSons assault, and he autopasses that one since it's obsec on an objective. Scouts die from Ahriman.
Three Top
Shadowsword moves out to target Khorne. Unfortunately, it's not a big ruin, so this is simple. Basilisk falls back from Nurgle. Sentinel moves up to flame Ahriman. A pristine Infantry Squad swings around to support the Sentinel and cap the objective. A Commander runs towards the back objective, abandoning his men to their fate.
Shadowsword blows away Khorne, despite a 4++ and his terrible 4+BS. Basilisks rain on Nurgle, finishing him off. All the bolters from all the tanks shoot at the Pink blob, killing quite a few models. And then the Shadowsword charges the Pinks. It's a terrible slaughter, and I end up losing 15 models to morale. Ahriman, in combat with some infantry, kills three of them and finishes off the Sentinel that had charged him (yeah, he did work).
Three Bottom
Pinks fall back and hold two objectives (even losing all those models, because of splits I've got about 10 Pinks remaining). Arioch moves into position and smite kills a character. Pinks in the backfield advance over to the objective, so I'm holding 4 at this point.
I've got 10 Pinks in the back, ~10 Pinks in the center, 10 Brims on the other back objective (I think my opponent has forgotten about those at this point), Ahriman on the center, and Arioch at the tank line. He's got four Basilisks, a Wyvern, a Shadowsword (that's taken about 15 wounds at this point), and a variety of characters.
The Pinks in the back get some potshots at the advancing commander, and do a wound or two. Ahriman holds the center and burns away the infantry chaff. Arioch multicharges a Platoon Commander, Wyvern, and Basilisk. Arioch kills commander and doesn't do anything else. Pinks charge backfield commander.
Four Top
Shadowsword gets a hit against Arioch, who falls to 3 wounds (lowest tier). Tanks fall back and try to wound Arioch but fail. Commander moves up and charges backfield Pinks, tying everyone up. Ahriman clears out Infantry and sits on objective. Sword charges decimated Pinks again, wiping them out.
Four Bottom
Arioch contests the objective closest to the Shadowsword, Ahriman smites the Sword and sits on his objective. At this point I run out of time!!! My opponent has 15mins left. But I'm sitting on 3 objectives, so for the remaining two battle rounds I score three points per turn.
Five Top
Shadowsword can't budge Arioch because Sword can't hit anymore. Commander can't get through Pinks invuln save. Basilisks are prevented from shooting Ahriman due to Arioch's position.
Five Bottom
I'm outta time!!
Six Top
Same as Five Top, but Arioch finally croaks. Sad day.
Six Bottom
Commander swings at Pinks, but doesn't do anything.

In the end, it was a pretty rough game. I can't believe Khorne didn't make that charge! And I also can't believe I pulled out a 33-22 win while the enemy got TWO MORE TURNS than me! That just seems crazy.


Typed out again, will post more later.


LVO 2017 - Best GK Player

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"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
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Cultist of Nurgle with Open Sores






Chicago IL

Quick question how do you get the lord of change up to a 2+?
   
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swanson4969 wrote:
Quick question how do you get the lord of change up to a 2+?

impossible robe (4++) warp surge (3++) and ephimeral form which add +1 to roll save so technically you save at 2+.

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Made in us
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Warp surge specifically says it can never improve a save beyond 3+. Epehermeral form and the robe are always on. You can not play warp surge on them
   
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Also, noticed the Shadowsword was hitting on WS2+? I was under the impression that you can only do that if the Shadowsword had charged?
   
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swanson4969 wrote:
Warp surge specifically says it can never improve a save beyond 3+. Epehermeral form and the robe are always on. You can not play warp surge on them

no because ephimeral modify dice roll not saving throw, 3++ is possible, +1 at dice too.

3rd place league tournament
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02-25-2019 
   
 
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