Mar 30, 2013

Tournament-list

So a different group of friends got inspired by the last mini-tournament I suppose, and we're going for another one. :)
This time I think we'll be 6 people playing, with some variety in armies. I'll bring my Chaos Marines this time, and I'll be up against Blood Angels, Dark Eldar, Space Wolves, Orks and Imperial Guard. I did make this list long before I knew who'd be coming though, so hopefully my list is good enough to take on all comers.

On to the list!


HQ
Chaos Lord - Mark of Nurgle, Blight Grenades, Power Weapon (Axe), Sigil of Corruption, Melta bombs, Veterans of the Long War
Warpsmith - Mark of Nurgle, Aura of Dark Glory, Veterans of the Long War

Troops
10 Cultists
10 Cultists
9 Chaos Space Marines - Meltagun
+Rhino
10 Chaos Space Marines - 2 Plasma guns
9 Plague Marines - 2 Plasma guns
+Rhino

Elites
6 Chosen - Mark of Nurgle, 5 Melta guns, Veterans of the Long War, Power Weapon (Axe), Melta bombs
+Rhino - Dirge Caster

Fast Attack
5 Chaos Bikers - Mark of Nurgle, 2 Melta guns, Melta bombs

Heavy Support
5 Havocs - 4 Autocannons
2 Obliterators - Mark of Nurgle, Veterans of the Long War
2 Obliterators - Mark of Nurgle, Veterans of the Long War

1847p


So a quite shooty list this time. With 5 Scoring units I hope to be fine in any objective based game, with the Cultists being on the backfield (starting in reserve), Plasma CSM in the middle, and the other two squads in Rhinos possibly being aggressive or staying in the midfield, whatever seems best. The Lord will join the melta-CSM squad as well, giving them the option to assault stuff.

The Chosen will be accompanied  by the Warpsmith, adding yet another Meltagun in that squad, as well as flamer for some protection against being charged. He can also help with repairing the Rhino should it get stuck along the way... the plan with them is of course to drive towards the biggest, baddest thing they can find - jump out, blow it up. The turn after they can either charge something (with 2A base, and two Power Axes in the squad they'll probably do well against most stuff) and then be supported by the Dirge Caster on the Rhino, or jump back into the Rhino to go blow something else up.

The same plan for the Bikers basically. Might be that I simply run them up alongside each other to present more threats at once forcing the opponent to be disciplined with his shooting.

That leaves the Havocs and Obliterators, and their role is pretty obvious. The only thing there is I might keep one of the Obliterator squads in reserve to cause trouble behind enemy lines. Really depends on what I'm up against. I don't think Deep Striking behind enemy lines will do terribly much against Orks for example. And Dark Eldar might be a gamble with their fast ships flying around... Might really help against IG and Space Marines though.

My Warlord of the Day!


Mar 27, 2013

Tournament Achivements

When you play a tournament not everyone can win. So, if you're having a friendly one going on why not add some achievements for everyone to go for even if they've lost enough games to be out of the top spots? Or hell, why not add a special price for anyone getting the most of the achievements on the list?
This is just my first draft of such a list, feel free to use it, add to it and what not! Also, I have a 3-game tournament in mind when writing these, so the numbers are made to fit that. And please share if you come up with some good challenges!

  1. For Honour! Defeat the enemy Warlord with your own Warlord in a Challenge.
  2. Oops, sorry guys! Scatter with a Blast weapon, so you destroy one of your own vehicles or an entire unit.
  3. Can't Touch Me! Win a round of melee combat with a lone survivor (Characters except for Unit Champions doesn't count) against many opponents.
    - Bonus point if you also slay them all with your Sweeping Advance.
  4. Outnumbered! Win a combat with one unit against three or more enemy units at once.
  5. Air Superiority! Shoot down every flier you face (including Flying Monstrous Creatures).
  6. Overkill! Charge four units at the same target.
    - Bonus point if you still fail to win combat.
  7. I'll Race You There! Go a full circle around the entire board with a unit or vehicle, ending the game in the same spot that you deployed it in.
    - Bonus point if your opponent tries the same in the same game, but you do it faster.
  8. Champion! Win 10 Challenges with the same Character throughout the entire tournament.
  9. Sunday Drivers! Tank Shock a unit so that it flees off the board.
  10. I Ain't Movin' For No One! Make a successful Death or Glory against an AV14 vehicle. 
  11. Lemmings! Climb up the highest terrain piece you can find on the board and then jump down from it. One point for every model that dies from the fall.
  12. Happy Campers! Move a unit into a piece of terrain with no objective in it, make them sit there the entire game without shooting or fighting any enemies.
    - Bonus point if you make a bonfire for them.
  13. New Guy On The Job... Have 3 Deep Strike Mishaps happen in the same game.
    - Bonus points for every Mishap that destroys the unit.
  14. Invincible! Have one unit that survives shooting from at least five different units in the same turn without taking any causalities.
    - Bonus points for every unit above five that shoots as well.
  15. Tank Hunter! Have the same unit, model or vehicle destroy 6 or more vehicles during the entire tournament.
  16. Psycho You Say? Roll Perils of the Warp twice in a row with the same Psyker.
    - Bonus point if it kills the Psyker.
  17. Godzilla! Wreck every building on every board you play on in the tournament.
    - Bonus point if it's actually a Monstrous Creature doing it.
  18. Tactical Movement Backwards. Flee with 3 or more units the same turn.
  19. Blitzkrieg! Have all of your vehicles (has to be three or more to count) in the opponents Deployment Zone by turn 2.
  20. We Found Us a Witch, May We Burn Her? Make three consecutive Deny the Witch-rolls.
  21. Kamikaze! If your flier gets shot down, and it Crash and Burn on top of an enemy killing it.
    - Bonus point if it's the same enemy that shot down the plane.
  22. Shaken, not Stirred! Tank Shock into an enemy, but explode yourself as a result.
  23. The Hills Have Eyes... Kill 5 Characters with Precision Shots in the whole tournament.
  24. Yatzy! Roll five ones with five dice in the same roll.
    - One point for every time it happens...
  25. It Still Only Counts As One! Kill a Monstrous Creature with a Pistol.

To be continued...

Mar 19, 2013

Experiment: Horrors vs Marines

So... StarCraft 2: Heart of the Swarm was released and as such I haven't spent much time on 40K... but I thought I'd remedy that by trying an experiment. One thing that really bothers me with the new Daemons codex is the Warpflame rule that grants Feel no Pain for passing a T-test. This seems like a very big deal when the standard opponent is Marines with their T4 running around...

So lets just do a test. Horrors vs Dark Angels Tactical Marines. Now, I'd take Horrors in a squad of 16 to get the extra Warp Charges, and also a Herald at Level 2 with Exalted Locus of Conjuration. This is a set up I'd play with. Total value of 239 points. The Horrors take Flickering Fire, the Herald Flickering Fire as well as Prescience. We'll face this against a Dark Angels Tactical squad, with 10 guys, full plasma (Plasma Gun and Cannon, as well as Pistol on the Vet. Sergeant). That's 180 points. Just to even out the points, lets add a Librarian with no upgrades, he takes Divination and get Prescience. Not a completely fair set up, but one that is somewhat likely to happen on a battlefield. Lets also assume the squad isn't Combat Squaded for simplicity, and they start 24" from each other and the Horrors gets first turn.

Test 1
Turn 1 - Daemons
Prescience - pass
Horrors shoots Flickering Fire - pass, not denied by the Librarian. Number of shots: 13. Hits (after re-rolls): 10. Wounds caused: 9. Saves made: 7. So 2 wounds taken, and because I'm lazy one of them was the Plasma Cannon.
Herald Flickering Fire - pass, denied by Librarian.

Then T-test for the Marines: pass on a 2, so they now have 6+ FnP.

Turn 1 - Dark Angels
Prescience - pass
The unit moves forward 6", then shoots 1 Plasma Gun and 7 Bolters at 18" range. Hits (after re-rolls): 7 Bolters + 1 Plasma. Wounds caused: 6. Saves made: None (despite re-rolling 1's). So 6 wounds taken, brings their number down to 10 plus Herald.

Turn 2 - Daemons
Prescience -  pass, but with perils
Horrors shoots Flickering Fire - pass, not denied. Number of shots: 3 (2D6 is bad sometimes...). Hits: 3. Wounds: 2. Saves: 1. Feel no Pain: none. So 1 Marine dies, leaving 7 standing.
Herald Flickering Fire - double six, perils and he dies...

T-test for the Marines: Failed. D3 more dies: 1. So 6 Marines left.

Turn 2 - Dark Angels
Prescience - pass
Moves up into Rapid Fire range and shoots 5 Bolters, 1 Plasma Gun and 1 Bolt Pistol (Librarian). Hits: 2 Plasma, 1 Bolt Pistol, 9 Bolters. Wounds: 5. Saves: 1. So 4 Horrors die, leaving 6.

Turn 3 - Daemons
No Prescience... so Flickering Fire: pass, not denied. Number of Shots: 7. Hits: 2. Wounds: 1. Saves: 0... Feel no Pain: none. One dies.

T-test: failed. 3 more dies(!). 3 Marines and Librarian left, but Fearless makes them stay.

Turn 3 - Dark Angels
Prescience - pass
Moves up so they're 6" away, shots 1 plasma pistol and 3 bolt pistols. Hits: 4. Wounds: 3. Saves: 1. So 2 Horrors die, leaving 4. Marines charge - 5" and thus fails to reach them.

Turn 4 - Daemons
Flickering Fire - pass, not denied. Number of Shots: 11(!). Hits: 8(!!!). Wounds: 6. Saves: 3. Feel no Pain: none... Which leaves the Librarian left alone... I guess he still needs to take a T-test: pass, so now has FnP on 5+.

Turn 4 - Dark Angels
Prescience - pass
Moves up and shoot, hits and fails to wound. Charges 1". 3 Hits, 2 wounds. Both saved. Horrors hits three times, wounds once which goes through both armour and FnP. Fearless so stays.

Next round: Prescience - pass. Hits twice, wounds twice. No saves made. Horrors hit twice and fails to wound. Fails Ld by 4 and are gone.

So first test is a DA victory, but with only 1W left on the Librarian. The Horrors did really well, especially since I didn't move them back (which could've been easily done since their shooting is Assault). But lets try that test another two times, but with less writing.

Test 2
Daemons - Turn 1
Prescience - pass
Horrors Flickering Fire - fails Kills: 0
Herald Flickering Fire - fails (...) Kills: 0

T-test: n/a
Fnp granted: none
Marines left: 10+Librarian

Dark Angels - Turn 1
Prescience - pass
Kills: 3
Horrors Left: 13+Herald

Daemons - Turn 2
Prescience - pass
Horrors Flickering Fire - denied Kills: 0
Herald Flickering Fire - pass Kills: 1

T-test: fails, suffers 1 wound
Fnp granted: none
Marines left: 8+Librarian

Dark Angels - Turn 2
Prescience - pass
Kills:5
Horrors Left: 8+Herald

Daemons - Turn 3
Prescience - pass
Horrors Flickering Fire - pass Kills: 1
Herald Flickering Fire - fails Kills: 0

T-test: fails, suffers 2 wounds
Fnp granted: none
Marines left: 5+Librarian

Dark Angels - Turn 3
Prescience - pass
Kills:4
Charge: gets in. Kills:  5 Horrors hits back: 0 kills fails Instability by 5, taking the rest of the squad.
Horrors Left: 0

Test 3
Daemons - Turn 1
Prescience - pass
Horrors Flickering Fire - denied Kills: 0
Herald Flickering Fire - pass Kills: 2

T-test: pass
Fnp granted: 6+
Marines left: 8+Librarian

Dark Angels - Turn1
Prescience - pass
Kills: 2
Horrors Left: 14+Herald 
Daemons - Turn 2
Prescience - pass
Horrors Flickering Fire - denied Kills: 0
Herald Flickering Fire - pass Kills: 3

T-test: pass
Fnp granted: 5+
Marines left: 5+Librarian

Dark Angels - Turn 2
Prescience - pass
Kills:3
Horrors Left: 11+Herald
Daemons - Turn 3
Prescience - pass
Horrors Flickering Fire - pass Kills: 0
Herald Flickering Fire - pass Kills: 0

T-test: n/a
Fnp granted: 5+
Marines left: 5+Librarian

Dark Angels - Turn 3
Prescience - pass
Kills:2
Charge: gets in. Kills: 5. Horrors hit back: 0 kills, fails Instability on double six and are wiped.
Horrors Left: 0


So. After three tests I can conclude that granting the Marines FnP is a non-issue because they never needed it once! It's rather the fact that their entire shooting can be denied by a Psyker that really hurts. Now I rolled some exceptional rolls here, but it just goes to show that the Horrors shooting is very easily stopped. On the other hand however, those times when Marines actually do fail their T-test it really hurts. Look at the round where I only managed to kill one Marine with the attack itself, but then thanks to the failed T-test another 2 died. That actually hurts for a Marine squad.

So what I've learned from this little experiment is that I shouldn't avid shooting something because I'm afraid it'll give them a Feel no Pain, but rather I should avoid stuff that I can't get through the armour of. Seriously, even when I rolled good on the number of shots they were terrible at hitting despite re-rolls. S6 helps, but even so with a 3+ armour they can't really bring enough shots to really hurt. Especially since if you drop below 16 models you very rapidly drop fire power. I actually start to think that minimum squad of 10 is a better way to go, because no matter how few they get they still have 2D6 shots - which can be a lot if you're lucky. Paying those extra points doesn't seem to do much for them, and could probably be better spent elsewhere.

This test was of course very much simplified, but it does give hints at how smaller situations within a game might turn out, and it certainly helped me decide on how to build squads of Horrors. At least when it comes to Flickering Fire... now, about Beaming yourself with Bolt of Change to get Feel no Pain... that's another issue...

Mar 11, 2013

Daemons - Heavy Support

Final section of my first thoughts about the new book then... Keep in mind that the corresponding Greater Daemon makes Daemon Princes into Heavy Support as well... which opens up some nice builds...

Soul Grinders

This is hands down the best unit in this book. I can't believe how it's so cheap, especially compared to the Defiler... So what do you get for 135-150 points (depending on which God you chose)? AV13 13 11, Daemon, 4HP and a Skyfire autocannon with three shots at BS3 plus the effects of your chosen God. Of course you chose Nurgle here, because Shrouded is simply awesome. The others doesn't really make much sense in most cases.

Then you of course want Phlegm. A 36" Battlecannon. And you're still cheaper than a Defiler, with more uses than a Defiler while being more resilient than a Defiler... I don't get it.

But anyhow, this of course lends itself to taking three of them and hiding them behind a Aegis Defence Line for 2+ cover. I'm sure everyone and their grandmother have thought about this by now. And most of those are likely to have thought about adding the Tzeentch Herald(s) for Prescience as well. Very, very potent combo, especially since you can also have the Comms Relay to make sure you get the rest of the army turn 2...

So anyway, the other options are a S6 AP4 Torrent Flamer, and a S10 AP1 24" shot as well as an additional attack (which gives you the option to use Master-Crafted as well, but then you'll become AP3 instead of AP2). The other viable build I see is the extra attack, Khorne and the flamer. You get a very though walker which will deal some damage while coming in and then have 7 attacks on the charge. Only WS3 though. And really, you have so much stuff to assault with anyway, do you actually want another close combat unit?

The S10 AP1 shot is the one I find least useful... because you can only have one of the ranged attacks (along with the standard Harvester cannon). So it's 25 points for ONE shot at BS3. Not really worth it, when you have the S8 Large Blast Ordnance there...

In either case, amazing fire support unit.


Skull Cannon of Khorne

No options for this one, so lets see what it can do. The army is lacking grenades obviously, so instead we get this cannon. It's S8 AP5 Large Blast, but more importantly each unit that is hit makes it so that charging units will not suffer penalties to initiative when charging through terrain. So obviously you want this to support your charge at that defensible position. And obviously your opponent will want to kill it before it can do that. I see two options to stop it from dying before it can shoot; you Deep Strike it turn 2 to support the fast units that have moved up the board and are in charge range gets the support, or you use a Comms Relay and try to keep it off the board until turn 3 when all of your other Deep Striking units are allowed to charge. The first option is more reliable, as it's hard to fail that first reserve roll even with a re-roll. So that means... you use it to support Bloodcrushers, Flesh Hounds, Plague Drones I suppose. Ie, I don't see it being very effective unless you have fast units.


Burning Chariot of Tzeentch

Okay, at the time writing this there is no FAQ out. Which means this unit is totally unusable. But I'm going to assume that it'll be FAQ:d to be able to move and shoot for the sake of discussion.

So, this is a Fast Skimmer Chariot with two different shooting attacks (which you can use one of per turn, as the rider has the attacks and he's Infantry). One is a Torrent Flamer S5 AP3 - so with this one you're basically a more fragile, weaker version of the Heldrake. The other attack is S9 AP2 with D3 shots (at BS4). Both of these also have the Warpflame rule (possible to give Feel no Pain to the target), AND the Hammer of Wrath attacks has it as well. They can also take an upgrade that gives enemies within 6" a -1Ld that doesn't stack.

The Exalted Flamer can also take Rewards, which might be a good idea. Since if you get locked in combat all attacks go against him, and if you lose him you loose your shooting. So a Greater Reward and hope for 3+ armour I'd say (on a Chariot it becomes a 2+). He also have 3 attacks actually, so if you get something bad you can always take the +1S AP2 sword, not a terrible option as a backup at least.

So, the problem with this thing is, like all things Tzeentch in my oppinion, the Warpflame rule. It makes me really reluctant to want to use it against Marines. Here we at least have AP3 and 2 though, so you'll at least do some damage before possibly granting boosts. So it's probably worth it.

If they fix it in the FAQ that is.


Seeker Cavalcade

The last option is the Slaanesh Cavalcade. 1-3 Chariots, either Seeker Chariots or Exalted Seeker Chariots in any combination. They're the same, except one has twice as many HP's for almost twice the price. The Exalted ones do seem tempting, as Seeker Chariots do number of HP left number of D6 impact hits... and 4D6 S4 Rending sounds like a lot... And with 4HP you're more likely to actually make a charge, right? Well... not really. You're still a AV11 Open Topped Vehicle. You're quite likely to explode anyway, no matter how many HP you have...

So I think go cheap. You're not that likely to be able to charge anyway, but if you do draw some fire away from the rest of your army, all the better for you. You didn't spend much on them anyway. And if you DO get to charge... 2D6 S4 Rending is quite decent as well!

So the question is... do you have slots for them in your army? They are competing with Daemon Princes and Soul Grinders after all... both of which works better if you have more than one... But if you for all out speed, you might want to consider these things. They also make excellent moving cover for as long as they don't explode... combine with Nurgle stuff that are Shrouded?


Well, that's my first thoughts of the book at least. Let the play testing commence for real!

Mar 10, 2013

Daemons - Fast Attack

On to the real Fast Attack then!




Flesh Hounds of Khorne


S4 (5 on the charge), Beasts, T4 and 2W and they have Scout. 16 points per model.  These seem to be ideal for placing on the board really. They're dangerous enough to actually threaten the enemy, and they're cheap enough that you can take quite a few of them and with to wounds and T4 they'll survive some incoming fire as well while they move up the board. Very straight forward unit. Take units of 10-15 and protect the flanks, support charges, eat Overwatch. Seems very solid to me, and always useful!




Screamers of Tzeentch


Everyones favourite unit to hate… now for a completely different reason! So, they changed Lamprey's Bite to replace ALL of it's normal attacks for ONE S5 AP2 Armourbane one per model. Meaning you'll be pretty good against AV12 or less. Above 12 it starts to get a bit iffy. Now, having AV12 or higher in Rear Armour isn't very common though… but anyway.


They also are jetbikes with a Slashing attack for turbo-boosting over enemies. So, being really fast, and being able to do some damage while moving… but lacking much punch in assault I see them as a unit with which to quickly locate weak enemies and finnish them off. Or if you're playing stuff like Artillery or Devastators they could slash their way across his army, and then charge. WS3, is a tough one though - because do you chose AP2 and get 4,5 S5 hits for a full unit of 9, or do you chose 18 hits at AP- with S4 for the same unit? Neither choice is that great really… but if you chose your targets wisely at least you'll be able to stop a shooty unit to shoot for a couple of turns. Oh, and for the record - I'd probably go with normal attacks on the charge turn, and then switch to AP2 ones for further turns.


So a tricky unit to use, as they'll get really crippled with a bad match up.




Plague Drones of Nurgle


So, now Nurgle have their own version of Bloodcrushers. The big difference being that Bloodcrushers hit a lot harder, while Plague Drones are T5 and Shrouded as well as slightly faster (Bloodcrushers run 1D6", Plague Drones jump 2D6 in the Assault phase). Shrouded is a bit iffy on this unit, because they're both Cavalry and Jet Packs… and both of those think that area terrain is scary…


In either case, they're the fastest, toughest Icon bearer that you'll find in this book. You'll be pretty sure to have your Icon where you need it if you put it on these guys. Imagine this unit running (or well, jumping) up the board… and then in turn 2 a Great Unclean One and some fully buffed units of Plaguebearers with Heralds materialise right in front of the enemy lines with no scatter…


So anyway, their upgrades are mostly focused on making them hit a bit harder since they obviously all ready have survivability. You can give them a 12" poisoned range attack, as well as chose between Poison (3+) or one Instant Death per model in combat. So you need to chose your prime target here obviously, as you can't take both. It feels like Poison (3+) and the shooting attack is usable in more situations and go better together… but that's also an additional +10 points per model. Which is a lot. But if you have the points… otherwise I'd stick with one of the three options only.


So, if you don't buff the whole unit you can take Rewards for the Champion instead… and the unit obviously all ready have good defence - so might as well go for some offence here. I think one roll on Lesser Rewards is my option of choice here. Poisoned AP2 attacks sounds very tempting…




Chaos Furies


Well… here's the oddball unit of this codex for sure. Their statline looks pretty fine… until you reach their Ld of 2. Yes, you read that right. 2. This combined with Daemonic Instability means that you never, ever want to fight a unit that will hit you back. Because even if you lose combat by only 1 you'll have to make a Ld test, which on average will be a roll of 7… which means you'll lose an additional 5 models. Ouch. If they were super-cheap that might not be so bad… but they're 6 points each. Which is simply too much to just give away like that. Or maybe, if you could take a HUGE unit it'd be okay… but you're capped at 20. Would you really like a unit that when it loses combat will on average lose a quarter of it's numbers? No, didn't think so…


You can however upgrade them to follow a specific God, but that makes them more expensive (7-8 points per model). I can't think of a single reason to make them Daemons of Tzeentch or Nurgle. Khorne however gives them Furious Charge and thus S5. Now they could go Transport-hunting and have decent chances against back armour 10. Slaanesh grants Rending - and as such a similar role there as well - and maybe, just maybe you could throw them at a unit of Terminators and hope to thin them out a bit before your real unit is ready to deal with them.


So… there could be use for them. If there were no other choices in the Fast Attack slot… but now we have several great choices so it's a bit hard to motivate why to take them…




Seekers of Slaanesh


For three points more than a Daemonette you get a Daemonette that moves twice as fast with one more attack. So basically you can do everything you can do with Daemonettes (except grab objectives) with this unit, just you'll be mobile. More mobile is a good quality for a unit carrying a Icon… This Icon could also be the Rapturous standard, if you should want to support another unit in assault once per game. Not a bad idea I reckon, as you can't score with them anyway (unless it's The Scouring).


The other thing they can do that Daemonettes can't is Outflank with Acute Senses. That is very much situational however. But if you join a Herald with them, or roll a Reward for the Champion like the Hellfire Gaze or Corrosive Breath you might want to get that side-armour shot I suppose.




Hellflayer of Slaanesh


No options for this one. I don't see the point of it either, because it's the same thing as a normal Seeker Chariot except it's 20 points more expensive, can't be a squadron but have a special rule granting the Alluress some extra attacks if the Hammer of Wrath kills something. If you go with Slaanesh Chariots, I'd rather have a Cavalcade so skip this one...

Daemons - Elites

First off I have to say that the Elite section of this book is very interesting… because every single unit would fit equally well in the Fast Attack. Which is a bit odd, but I'll take it! It certainly helps with speed when you're a assault heavy army.




Bloodcrushers of Khorne


Bloodletter cavalry basically, but with a offensive boost as well. Each Bloodcrusher has 3A base at S5 plus Furious Charge. That's a lot of AP3 attacks that are likely to wound. Speaking of wounds, each model has 3W and T4. Which is certainly a lot more durable than many other things in this book, but they are lacking a decent save… but you can fix that with the Grimoire of True Names. So then of course you need a Herald to take the Grimoire, and a Herald of Khorne on a Juggernaut is a great addition to Bloodcrushers… especially as he can give the entire unit Rage (or Hatred, but I feel Rage would be better here) as well.


But if we go back to the unit itself and their options. They can take a Bloodhunter that can take rewards for 20 points. I'd take a Greater Reward for that, hoping for some armour so he can sit in front and take some small arms fire for the unit. If you get the armour save you might want to consider deploying the unit instead of Deep Striking it, as with T4 and 3W they're one of the more durable units in a mono-Khorne army… not that it says much though. Anyhow, they are pretty fast - but being such a dangerous unit if they reach combat they'll be a high priority target. So just because of that it's probably safer to Deep Strike them in and make sure the opponent doesn't get more than one turn of shooting against them.


They also have quite large bases, which means if you use a Icon you can create a quite long "chain" of safe Deep Striking off Icons with some clever placement of the Icons. Because like all assault units they do need support, and if you can call down stuff at the same time that can deal with an entire flank or so at once you should do so every time.


For this unit I would also consider the banner of blood… because they are Cavalry. Meaning they're Fleet. So you have a 6+1D6" charge with a re-roll… meaning you can pretty safely make a very long charge which can catch your opponent very much off guard.


As for unit size… they can be 3-9 strong, but they are expensive. I don't think I'd ever want to run with less than 6, but would prefer more if I have the points… I mean, they are quite fragile, but if even one Bloodcrusher reaches combat a unit of MEQ will suffer pretty badly. Ideally you want them for more than one charge though, costing what they do they need to do more to justify taking them…




Flamers of Tzeentch


Jump Infantry with flamers, with slightly better AP than normal flamers. I can not really think of many reasons to take these guys unless I know beforehand that I'll play Xenos or IG. Especially since they like pretty much all Tzeentch-units grants Feel no Pain if you pass a T-test. That one alone makes me wonder why I'd ever want to shoot these guys at Marines? Against T3 that gets no save, then yeah I'd risk it because they'll probably kill enough for it to be worth it.


Now, since the FAQ changing how wounds are allocated with "kill zones" it's probably not worth it to Deep Strike these guys close to the enemy to be able to flame on the turn they arrive… Them being Jump Infantry you're fast enough so that you can Deep Strike a bit more safe and then jump in instead.


You can take a Pyrocaster… but I have a hard time to motivate it. For some reason he has one better BS (very helpful when you're shooting a Template weapon!), so I guess you could take a Reward and hope for either Hellfire Gaze or Warp Breath… either is a one in six… and the rest of the Rewards doesn't look optimal on this unit to me at least.


Squad size three to nine… With the changes to wound allocation I mentioned above I doubt you'll ever have use for a full squad of nine. I reckon about six is probably pretty decent. Might even consider going for a minimal squad to just use as a disruption unit. It's just that they seem so terrible against Marine armies so it feels very hard to justify taking them…




Beast of Nurgle


This unit has some really odd special rules! They're allowed (actually, they MUST if possible) to charge in the opponents turn! Combine this with a special rule that makes the opponent always make a Disordered Charge against them and you're not likely to get charged by units that benefit the most from charging usually… (everything with Furious Charge or Rage for example). So their role is clear, counter-charge! They're there to protect units that are themselves not very good in combat… except for the fact that they're not that good at killing stuff themselves. S4 and AP- but with Poison (4+) is not very spectacular. Especially since you get D6+1A… But they will add wounds to the combat, being T5 and 4W as well as having It Will Not Die they'll definitely help surviving the combat.


Or for that matter to soak up some fire while moving across the board. They are one of the toughest units in the book so they seem made to start on the board, and then run up to protect your Deep Striking units with their counter-charging. Being Daemons of Nurgle they also have Shrouded - and being Beasts they'll gladly sit inside of Area Terrain anyway - they're still super fast.


You could however Deep Strike them in… and that way create some kind of Tarpit-trap. If you present a very tasty target for your opponents strongest Assault unit… and then you Deep Strike the Beast of Nurgle in close by, you might end up in a combat where those assault specialists will get nowhere for a while.


Now, their problem though is that they're really expensive. At 52 points each and one to nine in a unit… How much are you willing to spend on a unit that isn't that likely to kill much? They're helpful for sure, but…




Fiends of Slaanesh


More Beasts! So, they're basically tougher and stronger Daemonettes but with worse WS for more than three times as many points. Granted, they have 3W as well, but they don't have three times as many attacks.


They do have some nice supporting abilities however. Most important is probably that if they successfully charges a unit they'll get -5I. So if you use a small unit in combination with something killy you'll probably crush most units in the game before they can even strike back. Pretty nifty. The other ability is anti-psyker, which is a bit unexpected. Psykers within 12" suffer a -1Ld for Psychic tests… not super great, but it can certainly help. Also, the wording is a bit unclear on this thing… "within a fiend"… but no mention of wether it's cumulative or not - so if a unit of 9 are all within 12" does the Psyker suffer -9? Or if it's per unit, can you cause -3 with three units? Hopefully they'll FAQ that soon though.


Anyhow, I wouldn't take large units of these. A small unit of perhaps 5 at most to support another assault element. But that's quite expensive, so taking the minimum unit might be more effective. Them being Beasts they can probably do well to start on the board instead of Deep Striking as well… with Daemon of Slaanesh they run extremely fast so no chance of them being left behind!

Mar 8, 2013

1500p: Imperial Guard vs Daemons

So, in the middle of my codex reading and first thoughts about it I was suddenly challenged to a game. As I had my nose well into the Daemons book I obviously had to play Daemons.

Now, my Daemon collection is a bit lacking which means this army list basically came on by me staring at what models I have available. And even so I'll have to proxy some stuff... So I fully expect to lose this game - because I'm lacking the units to create the cool synergies that exist in this book. But at least it'll give me a feel of how these units in particular will be able to perform, and how the new mechanics of Daemons are working. That in itself should be enlightening!

So, with that in mind I basically grabbed what Troops I had and looked at what I could make. Large unit of Bloodletters led by Herald giving them Hatred. Large unit of Horrors led by Herald with Portalglyph. And two smaller units of Daemonettes with one Herald. Basically my thinking about how to upgrade them can be found here. I also took an abundance of Instruments, really - more than I needed. It does have an additional effect of protecting me somewhat from the wrath of the Chaos Gods in the Warp Storm table...

I also added Seekers - even though I only have five... I expect them to die too quickly to do anything. But they're there to be one of my Icons on the board turn 1, and perhaps they can draw some attention away from other important stuff.

Keeper of Secrets. He really is a mix of everything. I don't really know how to play him in this game, I'd liked to have more MC's to cover him with but couldn't afford it at this point level with the other stuff I wanted to try. Ahwell, we'll see what happens.

Soul Grinder seems like an obvious choice every time. So cheap... Phlegm of course, what else? Nurgle seems by far the strongest choice as well, despite all ready having a demonic save. I worry that he'll die first turn to Drop Pod melta though (edit: Turns out I didn't even play against Space Marines :D ), as I literary have no other targets for such a thing. Perhaps I should Deep Strike him in just because of that... I think it depends on if I get first turn or not really - because I want to shoot with him as much as possible obviously.

And that's it pretty much. Lots of Heralds, quite some Troops and some fun stuff. I'm planning to deploy the Horrors, Seekers and either one squad of Daemonettes (without the Icon) or the Soul Grinder depending on if I get first turn or not. The Daemonettes with the Instrument are pulling the Keeper, and he'll drop safely from their Icon, and the Bloodletters are pulling whatever is left. That's basically my strategy. Not very thought through, just an experiment... let's see what we can learn.


LISTS

Daemons
HQ
Keeper of Secrets - Exalted Reward, Greater Reward
Herald of Khorne - Greater Reward, Lesser Reward, Exalted Locus of Wrath
Herald of Tzeentch - Exalted Reward (for Portalglyph), Exalted Locus of Conjuration, Level 2
Herald of Slaanesh - Greater Reward, Lesser Reward, Exalted Locus of Beguilement, Level 1

Troops
18 Bloodletters - Bloodreaper, Greater Reward, Instrument, Icon
10 Daemonettes - Alluress, Lesser Reward, Instrument, Icon
10 Daemonettes
20 Horrors - Blasted Icon

Fast Attack
5 Seekers - Alluress, Lesser Reward, Icon

Heavy Support
Soul Grinder - Nurgle, Phlegm


Imperial Guard
HQ
Primaris Psyker
Company Command Squad - 2 Plasma Guns, RS, Medic
+Chimera
Lord Commissar - Carapace Armour, Power Weapon

Troops
Platoon Command Squad - Platoon Standard, Vox, Meltabombs
10 Infantry Squad
10 Infantry Squad
10 Infantry Squad 
6 Special Weapon Team - 3 Flamers
6 Special Weapon Team - 2 Flamers, 1 Plasma gun
6 Special Weapon Team - 3 Melta gun
+Chimera
10 Veterans - Vox, Melta, Flamer


Fast Attack
Vendetta - Heavy bolters

Heavy Support
Leman Russ - Heavy Bolter sponsons
Demolisher - 3 Heavy Bolters
Basilisk


Pre

So, lots of pre-game stuff to do with Daemons! First the normal stuff, we rolled The Scouring and Vanguard Strike, I won chose sides, he won roll to go first but gave me first turn, there was Night fighting. So I kept to what I wrote above and deployed Horrors, Soul Grinder and Seekers.


For Traits he got redployment, I got re-roll Daemonic Instability. He rolled on Biomancy and got Enfeeble and Warp Speed. I rolled on Divination and Change for my Herald of Tzeentch, got Prescience and Infernal Gateway. I took Flickering Fire with Horrors. Keeper rolled on Telepathy, but I went with Psychic Shriek and my Slaanesh Herald rolled on Telepathy and got Invisibility.
Gifts then. Keeper: Unholy Frenzy (Rage+Rampage) and Touch of Uncreation (Armourbane+Fleshbane). Herald of Khorne: Hellfire (melta basically) and Etherblade. Herald of Slaanesh: Greater Etherblade and Warp Breath. Bloodreaper: Re-roll failed saves. Daemonettes Alluress: Warp Breath, Seekers: Warp Strider (+1 to reserve). Oh, and the Herald of Tzeentch took the Portalglyph of course.


He did not steal initiative.




Turn 1 - Daemons

So the first thing that happens is that I reveal the Horrors objective... And it's a Skyfire Nexus! Couldn't have been better! The Seekers moved up behind the cliff, and the Soul Grinder moved a bit closer as well. I use the Portalglyph back in my corner, but it fails to spawn anything.
Then time to roll on the Warp Storm table for the first time ever... And it seems Papa Nurgle is angry at Tzeentch, and good thing for me the majority of stuff on the board I have is Tzeentch then! But it's okay, it only hits on a 6... of course it hits, but only kills one Horror. It also hits the IG flamer squad and kills 1 model.
I cast Prescience on the Horrors.... and then realize they're out of range of everything anyway. The Seekers run (11" thanks to being Slaanesh!) and then the Soul Grinder shoots at the IG blob and kills 6 of them.





Turn 1 - Imperial Guard

Everything moves forward, the Blob gets ordered to Move! Move! Move! and runs 6" in total. The non-command squad Chimera moves into the River and reveals it to be Hyperslime (need to pass Ld to move out or shoot while in it, but gets Feel no Pain while in it). He also reveals three objectives: His Psyker stand on nothing of note, Platoon Command stays on one that gives improved cover save and the one in the forest is sabotaged. The forest gives improved cover against grenades.
The Demolisher shoots at the Soul Grinder, but it's saved. The Basilisk does manage a pen that goes through cover but rolls a three which is ignored, suffers a HP though. The Leman Russ can see Horrors on top of the hill, and with the help of Heavy Bolters kill 9 Horrors and take a wound off the Tzeentch Herald.






Turn 2 - Daemons

Both Daemonette squads fail to come in, but the Bloodletters do come in and they bring the Keeper of Secrets with them. The Bloodletters Deep Strike off the Seekers icon, scattering only 1D6 but actually hits anyway. Then the Keeper scatters off the Bloodletter Icon, and scatters 4" off target but not so bad.
The Seekers then run into the forest, loses one to Dangerous Terrain... the forest then turns out to be Carnivorous. The objective is nothing of note. The Portalglyph spawns two Plaguebearers.
Warp Storm phase! And this time it's Slaanesh that's angry. Probably because the Bloodletters have now arrived... and of course they're hit and loose one. The SAME IG squad from last turn is also hit and loses three models this time. The Chaos Gods truly do not like the Psyker and his squad. The Chimera in the river is also hit and get immobilized!
Both the Soulgrinder and Horrors (with Prescience) shoot at the IG-blob and kill enough to cause a moral check - which they fail. Despite re-roll. The flee 7" and stand right on the edge of the board. The Keeper also used Psychic Shriek on them, but was denied.






Turn 2 - Imperial Guard

The Vendetta does not come in. The Blob does not rally, despite re-roll and flees off the board. First Blood for me!
The Various Large Blasts shoot at Soul Grinder (with no effect) and Horrors (killing 2). The Command Chimera kills 6 Bloodletters though. And the Guardsmen in the Immobilized Chimera disembarked and then got stuck in the river. Not a very lucky turn for the Guard...






Turn 3 - Daemons

The Daemonettes with the Instrument came in and pulled the other squad with them. Now with the huge IG blob gone, they had a nice clear field to Deep Strike in, the first squad scattered off target a bit but not too bad and the other squad landed safely 6" away from the Icon.
The Portalglyph spawns one Daemonette. The Seekers decide that they want to sit in the jungle after all. Bad move, as it eats one of them.
Warp Storm... and it's Papa Nurgle again. My unit was NOT hit this time, woo! And neither was the Primaris' unit either. The Russ, Demolisher and Platoon Command Squads were all hit though, and one in the Platoon Command died.
The Soul Grinder shoots at the squad trying to cross the river, but only kills three of them. Which makes them run back across the river though. The Herald decides to try his luck and uses Infernal Gateway on the Demolisher - hits and causes a Glance at least... but I was hoping for more with a AP1 spell...
The rest of the army just ran to spread out or get closer to the enemy, except the Keeper who moved towards the other side of the board and the Demolisher.






Turn 3 - Imperial Guard

The Vendetta finally comes in. The Basilisk snipes the Khorne Herald and a couple of Bloodletters. The Soul Grinder resists Vendetta + Demolisher + Leman Russ... one or two Daemonettes died as well.






Turn 4 - Daemons

Some movement to reposition stuff, but all shooting missed or failed to penetrate. All of it. Despite Skyfire and re-rolls to hit... The Portalglyph spawned one Daemonette. In the Warp Storm I rolled 3... but luckily for me the Alluress was still alive and the random dice chose her to die. Ah well!
Then I failed every single charge. Even my Daemonettes with Fleet rolled double 1 twice! Keeper, also with Fleet failed. Bloodletters failed. The two Plaguebearers managed to reach the Demolisher though, but caused no damage. Fail fail fail!
And one Seeker was eaten by the jungle.




Turn 4 - Imperial Guard

The special weapon team managed to rally, and with their run reached the objective on the hill revealing it to be another Skyfire Nexus.
The Command Chimera, Basilisk, Russ and Demolisher killed all but three Bloodletters, caused a wound on the Keeper and killed one Horror. The Vendetta killed the Soul Grinder. Not a bad turn at all, especially following my horrible turn.






Turn 5 - Daemons

For the Warp Storm I rolled a 3 again! This time I randomed it on my Herald of Tzeentch... but passed my Ld-test! Awyeah!
The Slaanesh Herald cast Invisibility on her unit, and then left it to use Warp Breath on the 3 IG on the Objective on the other side of the river. Killing two of them, and then Soul Blaze killed the last one. Phew. The Daemonette squad ran up to contest the objective. The other Daemonettes charged and wiped out the Platoon Command Squad claiming their objective.
The Keeper charged and absolutely slaughtered the Demolisher (Armourbane with all those attacks... ouch!). The explosion killed one of the Plaguebearers though.
Portalglyph spawned 1 Horror, and he started running to try and get Rear Armour on the Vendetta, but was far off. The Horrors managed a glance on the Vendetta at least.
And of course one Seeker was eaten by the jungle, leaving only one standing.






Turn 5 - Imperial Guard

The Vendetta decided it was more important to kill those Seekers than to drop off the Veterans sitting inside of it and so killed it easily for a Victory Point. The Command Chimera killed the last 3 Bloodletters, the Leman Russ shot and hit the last Plaguebearer killing him (overkill!)...
Then the Primaris used Enfeeble on the Daemonettes in front of him and succeeded making them T2, and the two remaining flamers killed 5 Daemonettes, enough so that they weren't contesting anymore... And that was that, does the game end? It does.

So I had First Blood, Linebreaker and 2 Objectives (turned out to be worth 2 and 3 VP) and he had one objective (worth 1 VP) and killed one Fast attack. So 7-2 for the Daemons!


Lessons Learnt

Ah, victory in the first game! I did not expect that. But then again, I did not expect IG either. I was really scared by his large blob in the middle, and no less than three battle tanks as well as two Chimeras... not an ideal match up for my list! But I rolled pretty useful stuff for the Rewards, especially Armourbane on the Keeper was perfect. Too bad I didn't use him as well as I could have though, he was kind of on the opposite of the board from all the Tanks!
Anyhow, what did I learn? Horrors are not good. Really. It's so easy to kill them off quickly which really lessens their shooting a lot. Even with the buff to strength and re-rolls to hit they underperformed. Granted, their ideal target ran off the board in turn 2 and then they were forced to shoot the Vendetta. I saw someone suggest that this would be a good thing. No, no it's isn't. Even with Skyfire I only managed one glance in two turns. I rolled rather average on number of shots as well... so no, not reliable anti-air in the slightest. But even the one turn I did get to shoot at a target that were good for them they weren't amazing... and I was mostly worried that I'd just grant Feel no Pain to my target anyway... Now I didn't though, but still. One weird thing though... they're using a psychic power. Not every model is shooting... so I guess only one model need to see the target? Also, I should've replaced Infernal Gateway with the Primaris on the Herald... an additional 3D6 (Level 2...) would probably have helped A LOT more than that spell. But the AP1 hit was appealing against so many Tanks... but I should've considered where my Herald would be located all game. So a mistake from me there.
I did not realize that the Herald of Slaanesh has a BS of 6. And I rolled Warp Breath on her, which probably secured the game for me (the squad she shot off the objective was worth 4VP it turned out). BS6! So that was indeed a lucky reward, which I will definitely keep in mind in the future. As it's only AP4 it'll probably not help much vs Marines, but against other stuff it can be really helpful!
The Soul Grinder. How can it be so cheap compared to the Defiler? Champ of the game for sure. The amount of fire he draws, and what he can kill, and all his different options... so good. Nurgle him up every time!
Oh, and don't sit inside a Carnivorous Jungle. The cover isn't worth it for a 5 man strong unit at least... I guess I got scared with them and wanted to hide them since they were worth a VP as well... and perhaps I should've switched out my deployed units to make use of their 2+ on reserves... but it was early in the morning and I wasn't really awake so couldn't be bothered to think that far. :P
Oh, and another unlucky game for the Bloodletters. New codex didn't change that apparently! I rolled really bad runs for them, so they basically just stood there to take it. But it doesn't hurt so much in this codex since they're dirt cheap anyway. They'll definitely come again!
But it was a weird game. The Warp Storm really makes stuff unpredictable. This game I rolled horribly. Hurting myself in 3 out of 5 turns (and it should've been 4 because passing that Ld in Turn 5 isn't likely statistically). But I had some luck with it as well. I guess this is how it is to play Daemons now! It certainly made for a very interesting game, which was closer that the final scored showed. Now, of course it helps that we play this scenario with hidden values on the objectives... you just don't know until the very end what you've been fighting for. And then all the random stuff on top of that. This army is fun! I can't wait to have the models to bring the cooler stuff...