Tuesday, January 18, 2011

1st of my weekly battle reports demon vs guard 1850

I'm starting up a weekly battle report on my blog, since I seem to be missing a section for in game tactics, on a blog which encompasses all aspects of 40k.  So far my blog is mostly lists and such so I figured now is a good time to start expanding.

I tested the very slightly tweaked version of my daemons against my friends mech guard.  He's no scrub, and he has a good list, but he could use a little more practice to fine tune his game and take his game to the next level.

My list
HQ
Herald of tzeentch- chariot, bolt, master of sorcery 100
Herald of tzeentch- chariot, bolt, master of sorcery 100
Herald of tzeentch- chariot, bolt, master of sorcery 100

Elites
6 Fiends 180
6 Fiends 180
6 Fiends 180

Troops
7 Bloodletters- icon 137
7 Bloodletters- icon 137
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
'
Fast
6 Sceramers 96
6 Sceramers 96
6 Sceramers 96

Hist list (from memory)
HQ
CCS- 2 meltas flamer

Elites
10 man PBS squad
chimera

Troops
10 vets- 3 meltas
chimera
10 vets- 3 meltas
chimera
10 vets- 2 plasma 1 las cannon
chimera
10 vets- 2 plasma 1 las cannon
chimera

Fast
Vendetta
Vendetta
Vendetta

Heavy
Manticore
Manticore
3 Hydras

Very solid for 1850 I'd say.

Well we played one of the missions from SVDM since were both attending, and we rolled randomly to see which one we played.  We got the mission with spearhead deployment with th eprimary objective to hold table quarters.

We rolled off for first turn and I graciously gave it to him.  He deploved in layers in his deploymetn zone with the 4 troops chimeras in front the PBS and vendettas as a second row the hydras right behind them and the manticores in the very corner. 

His Turn 1
He pushed all his tanks forward and spread out a lot to make deep striking close a pain in my ass, and he popped smoke with everything.

My Turn 1
I asked the gods for 1 charriot 3 units of fiends and 3 units of bloodletters 1 with the icon, and fortune smiled upon me as a I rolled a 3 and got it.  The fiends all came up about 8-12 inches from his first row of chimeras and uses run rolls to get 3 models per unit in area terrain so they got a cover save.  1 Bloodletter squad mishapped and he placed them in the very far corner away from everyone.  Then the other 2 bloodletter squads (1 with the icon) came up about 8 inches away from 2 chimeras on the flank and ran to spread out,  The charriot came in way back took a shot at the side of a chimera and missed.

His Turn 2
He moved his chimeras up 6 to get some heavy flamer action going on.  His vendettas moved back a little and he left a charge lane open to the hydras if I rolled well.  He shot every thing he could at the fiends and knocked 2 squads down to three 1 down to two.  The flamers torched a bloodletter squad (wihtout the icon since the icon squad deep struck behind the not icon squad).  And the vendettas shot the charriot and did all of 2 wounds.

My Turn 2
I got 2 more bloodletter squads (1 with the other icon), both charriots, and only 1 screamer squad.  The screamers came in the back of his lines, rolling a hit on a risky scatter.  I wanted them there to erally put the pressure on the manticores.  The other bloodletter squads came off the icon.  The charriots showed up far back.  Shooting saw an immobilzed chimera (which the bloodletters are going to charge) and a wrecked chimera, whos vets failed their pinning ttest.  In assault my squad of 3 fiends got to the hydras who moved 6, and wrecked 2 of them and shook the other.  My other squad of 3 multi charged a 2 chimeras and immobilized one of them.  The squad of 2 charged the PBS chimera and wrecked it.  And the bloodletters charged a vet chimera and exploded it.

A very good turn for me.

His Turn 3
He was running out of units and I was gaining them.  This was not good.  He shuffled around, but nothing signifigant happened as far as movement.  His shooting killed all fo 3 fiends so now my squads are looking like 1,2,2.  And vets rapid firing took care of a bloodletter squad, however there were now 2 more ready to charge.  He also managed to kill all but one of the screamers.  He also charged his PBS into a squad of 2 fiends and lost combat and ran away... I dont know what that was about

My Turn 3
The remaining bloodletter squad came in and added more pressure to the side my fiends were on since their numbers are dwindling.  My other screamer squad came off the icon ready to assault the vendettas.  I moved aorund shooting up the last hydra and shaking a vendetta.  In combat my bloodletters killed a vet squad and a chimera, 3 fiends charged teh previously pinned vet squad and killed them, however I lost a fiend in teh assualt.  My other squad of 2 fiends charged a manticore and stunned it.  The loan screamer charges a vendetta and misses.

The guard are running out of options, the have all of 1 chimera 3 vendettas (1 is shaken), the CCS, 1 vet squad, and 2 manticores of which one is stunned left.  The demons have lost effectively 3 squads of bloodletters (1 mishapped and is in the corner) 12 fiends and 5 screamers.  I've lost about 700 points while he has 800 left, most of which cant really contribute.

His turn 4
He kills the squad of 2 fiends that are messing with the manticores with his CCS in a last ditch effort, the vendettas kill 2 screamers.  His vets try to kill the last 2 fiends but fail and only do 1 wound.  His manticore tha can fire kills another screamer and half of his vet squad on a bad 8 inch scatter.

My Turn 4
The screamers and bloodletters multicharge the 3 vendettas exploding all 3 of them.  The 2 remaining fiends make short work of the last vet squad.  The 3 charriots shoot a mantiore wrecking it, and then fire a total of 12 S5-8 AP3-1 schots into the command squad  and despite cover they manage to kill them.  The loan screamer charges a manticore and immobilizes it.

It looks grim for guard, he has precisely 320 points left, to my 900 or so.  At this point he concedes.

This was a good playtest for my army.  It confirmed my beliefs that there are just too many threats for mech guard to deal with.

I'll try to get pictures for future reports, or at least for tournaments.

4 comments:

  1. A very informative report. I started with a multi-god daemon list and I'm slowly assembling enough the elements of a more Tzeentchian force. Still trying to get a sense of how it will play.

    Tt sounds as though your army and strategy hinge on threat overload, putting more in front of the enemy than he can cope with.

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  2. Pure tzeentch has potential, but is really only a tier 2 army at best. They can compete against the real top contenders out there. That said, they are still a really fun, cool, and fluffy army to play, and all power to those with the balls to play it!

    My list relies enormously on that, I NEED to be able to overload you with threat, or I will lose. It does help that every single model is a threat in its own right, so unless you can table me you are not safe. Asit stand my list is undefeated. I'm going to bring it to SVDM to get a real feel for it, and then if it still going strong to the Nova invitational.

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  3. Good report thanks for the Link. I look forward to the next report.

    How are the screamers for you so far in your play testing? Do you think they work better running such large squads like you are? I am still testing them presently but I have been running min squads as I tweak my army.

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  4. At Nova Open I ran 3 min sized squads, and found that they had potential, but just weren't numerous enough. Now I'm running 18. Honestly for me in this they dont do that much, but they are my only answer to land raiders as a demon player, so are necessary. If I were to incorporate screamers into my old fatecrusher build I'd run 18 or so, and it would be devestating.

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