Just got back from a tournament over at http://www.yourhobbyplace.com/ . I had a great day of gaming, and got to see the Slaaneshi Daemons really cut loose on the battlefield.
The format was modified Victory Points, with 14 possible from a win on the Primary mission objective and 6 additional points available through secondary objectives. Victory points served as a tiebreaker. Point total was 1750, which was a little tight considering only 15 minutes were allocated for setup and then 90 for play.
I brought my Chaos Daemons, with the following:
Great Unclean One w/ Cloud of Flies - 165
Herald of Tzeentch w/Daemonic Gaze, Chariot, Master of Sorcery, Bolt - 100, x2
6 Fiends of Slaanesh w/ Unholy Might -190
6 Bloodcrushers w/ Icon, Fury, Instrument - 280
10 Daemonettes -140, x2
5 Plaguebearers - 75, x2
5 Horrors w/ Bolt - 95
5 Horrors w/ Bolt, Changeling -100
Daemon Prince w/ Mark of Tzeentch, Bolt, Instrument - 145
Game 1 was against Tau, with Spearhead deployment and Kill Points as the primary objective.
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My first opponent. 3 Broadsides, 2 Hammerheads, large Kroot Squad with Hounds, 2 Devilfish with max sized Fire Warriors, and 2 Crisis Suit teams of 3, each lead my an HQ. |
I lost the roll to go first, but my opponent decided to pick his quarter and go first anyway.
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Tau initial deployment. Unfortunately for me, the river is difficult terrain, and counts as a level. My opponent later claimed that a unit lining the bank couldn't be assaulted from below due to lack of room. I almost argued the point, but didn't seem worth it that late in the game. |
There wasn't too much to this game. No objectives, and mercifully no Pathfinders to buff Tau shooting, so it came down to keeping my own units from being destroyed and bagging easy kill points. I got my preferred assault wave, and deployed it centrally, hoping to pen the Tau gunline.
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Daemon initial drop. There's another Daemonette squad to the left off screen. For the record, the GUO in the center of the river didn't get into assault until Turn 3. |
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The plan mostly worked. My opponent also did me a favor in deepstriking his Crisis Teams and leaving the Kroot to outflank. Only one Crisis team came in on Turn 2, while the Kroot ended up in a far corner, and played no role in the game.
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Daemon Turn 3. The Bloodcrushers managed to push through and take out a Hammerhead, while the GUO got into the Broadsides. In the right corner you can just barely make out the Fiends and a lone Plaguebearer mauling a Crisis team. |
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End of Daemon turn 4, and the game. The Bloodcrushers got the 2nd Hammerhead, but rolled snake eyes on the last turn to finish off the Devilfish and the few Firewarriors who weren't incinerated by Horrors. |
The game ended with the Daemons up 5 KP to 3 on the primary, and with the secondary of wiping out the most non-troop KP. The Tau got one secondary for table quarter control, while no one could get an HQ close enough to the center to claim it again.
Game two was against Imperial Guard, with Seize Ground and Dawn of War.
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My opponent's list. 3 Chimerae with Multilasers and Heavy bolters, Command squad and two platoons with lascannons, 2 lascannon teams, 3 squads with assorted melta and plasmaguns riding in the Vendettas. He actually did have the models to go with those bases, but didn't attach them during the game. No idea why. Also, that's Pask in a Vanquisher on the left of the tank row. |
Going into this one I was a bit concerned. My opponent's Company Command included an Officer of the Fleet, so my reserves would be at -1. Once again my opponent won the roll off, and chose to pick sides and take the first turn.
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Daemon first wave after run moves. The large rock outcroppings are impassable, which made getting to the objective hidden in the upper left corner... dicey. One of the Daemonette squads mishapped, and was placed by my opponent just out of sight in the bottom left. That actually turned out to be fortunate. |
I decided to take advantage of the forest in the center, and deployed around it as much as possible. Most of his heavy armor was clustered on the other side, and there were two objectives in it. The Vendettas all outflanked, ending up on the left flank.
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The bottom of Daemon turn 2. The Daemonettes have reduced the Chimera on the left to a metal box, while the much reduced Bloodrushers got a lascannon team. The Fiends mulched the other on the right with a lucky fleet roll. |
On the second turn I pressed forward and started to do some real damage. All the Vendettas came in on the left, allowing me to put some more pressure on the center and right. One reduced squad of Plaguebearers rushed a Veteran squad in the upper left, while the remnants of the Daemonettes who mishapped earlier finish off a platoon command squad that had disembarked to hit them with a flamer.
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The center and right are almost clear... |
Turn 3 saw his armor line run out of room. Pask went down to a mob of Daemonettes, who finished off the Chimera in Guard turn 3. The Fiends got the disembarked squad. On the left, combined fire from a Daemon Prince and Horrors brought down a Vendetta. I've done more damage at this stage, but only have 1 objective, and there's a mobile Chimera and squad within 12"...
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The final shot. Note the central objective by the Plaguebearers is contested - the Chimera is wrecked, but the squad survived and has already been pulled in cleanup. |
Fortunately my run moves and reserves were exactly what I needed. The two surviving Horrors from the first group ran onto one, while the last group managed to deepstrike onto the other. The Fiends and Daemonettes managed to wreck the Chimera that tank shocked me off the objective, but couldn't dislodge the squad. The Great Unclean One and another Herald moved onto the two remaining objectives, ensuring the Guard couldn't claim them.
Overall the game went pretty well; the center and right went according to plan, with the Guard unable to get out of the advancing wave of Daemons fast enough. I think my opponent made a major error in pursuing the Daemonettes after they mishapped. There was no way they would have been able to participate in the game without him providing targets. Granted they should have been destroyed with two squads and a pair of Vendettas unloading into them, but there was no reason not to just fly right over them and start strafing the center.
Overall I won the Primary 2 objectives to 0, tied for eliminating Heavy Support units, and won the KP secondary objective.
Game 3 saw me paired off with Imperial Guard again, in a Capture and Control/Pitched Battle Scenario. Once again my opponent won the the roll to go first/pick sides, and let me go second.
This list was a bit more intimdating: 3 Manticores, 3 Vendettas ( one carrying a flamer laden PCS), 4 meltavet squads, a Company Command loaded with plasmaguns ( all with tournament standard Multilaser/Heavy Flamer loadouts).
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The bottom of Daemon turn 1. I didn't get my preferred wave this time, so instead of the heavy hitters, I got my shooting wave. |
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The opening turn went badly. My opponent spread out, making it difficult to pick a landing zone without risking a mishap. To make matters worse, my entire round of shooting resulting in a stunned Manticore and a stunned Chimera.
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Daemon turn 2. Note the lack of Chimera and Daemon Prince in the top left. Mr. immortal corrupter of souls got punched out by a Guardsman before he could swing... |
Turn 2 went better. The Bloodcrushers arrived in the central wood, while the Daemonettes materialized in the center. One of the Vendettas went down, while several of the Chimerae were detonated by Bolts.
Offscreen, one of the Heralds continue to harass a pair of Manticores. At this point there's a flamer squad hiding on my objective, while his is clear but with a pair of Veteran squads easily in range to hold it next turn.
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The final shot. The Fiends are positioned in the center to stop a Vendetta rush that never came. |
And that set the tenor for most of the game. Most of his heavy firepower was concentrated in the Vendettas and Manticores, and they just couldn't do enough damage with all the invulnerable saves. In the last two turns the Daemon Prince and Daemonettes managed to stop the two Chimerae making for my objective, while the Bloodcrushers cleared off the flamer squad camping on it. Run moves got a Horror and full unit of Plaguebearers well within capture range.
My opponent got a pair of Veteran squads onto his objective on his last turn, but the GUO managed to yank one out of range with assault, while the other Plaguebearer squad ran into contest range.
Overall I took the primary, tied on fast attack elimination, and won on the killpoint and HQ elimination secondaries.
In the end I took second place out of twelve players. First was taken by a Grey Knights player who just about tabled every one of his opponents; I didn't come close to his victory point total.
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1st Place Grey Knights. 3 of those Dreads were venerable. |
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Another Guard army - didn't get to see this one in action. |
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Mechanized Eldar. |
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Crash marker rigged up by my last opponent. It's not painted - that's grey and white cotton around a battery tea light. Loses something in the picture, but looked great on the tabletop. |
I'm pretty happy with how the day turned out. My opponents were just about ideal - no Ork swarms, Grey Knights, or poison spamming Dark Eldar. I also had a great deal of luck - I made the saves I needed to make, and made more precise deepstrikes than I had any right to.
In turns of unit performance, the list did well. I almost took a Daemon Prince of Khorne with Blessing of the Blood God in place of the Horrors for tanking Grey Knights; the Horrors were definitely the right choice, as the extra Bolts and scoring units were key in the 2nd and 3rd games. The Fiends performed well as always, and while the Bloodcrushers didn't have any heavy assault units to fight, they performed their secondary role of fire magnet perfectly. Even the Daemonettes did well, mopping up multiple squads and claiming several armor kills via rending. The GUO didn't perform quite as well, simply because my opponents had the good sense not to shoot it, but still managed to carry out area denial and wreck what was in front of it.
In terms of gameplay, there was some room for improvement. Game 1 was a bit frustrating due to the way the canal running across the board center. In retrospect I probably should have concentrated on one flank rather than spreading out the way I did. It worked out in the end, but only due to some good luck.
Game 2 was almost a draw because I got too aggressive and took the Daemonettes off an objective in favor of putting more pressure on the center. It worked in the end, but could have cost me the win.
Overall a great day for me and the Daemons.