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| Ahhh, the beauty that is painted minis in battle. |
I managed to make it to my local game store this weekend and get a game in with a good friend. It was the first time running Daemons from the codex as allies, so built a list the focused heavily on them that looked as follows:
Chaos Marines 1999+1
HQ - Lord w/ Burning Brand of Skalathrax - 95 pts.
Troops
Chaos Cultists x10 - 50pts (I realized now that I forgot to pull out these guys/didn't even use them! whoops)
x4 Chaos Space Marines x5 (137 pts each) minus 12 for 536 pts.
-Rhino w/ Havoc Launcher
-Plasma Gun
(One Rhino didn't take a havoc launcher (to get down 12 pts to 2000)
Fast Attack
Helldrake w/ Baleflamer - 175 pts.
x2 Nurgle Spawn x2 (72 pts each) - 144 pts.
Heavy Support
Chaos Havocs x5 - 115 pts.
-4 Autocannons
Daemon Allies
HQ
Lord of Change - 280 pts
-2 Greater Rewards + 1 Lesser Reward
Pink Horrors x10 - 90 pts
Screamers of Tzeentch x9 - 225 pts
Daemon Prince - 290 pts.
-Tzeentch, Lesser Reward, Daemonic Flight, Warpforged Armor, ML2
My opponent was running a list that had proceeded to smash my face in every game prior - I'm not sure of the specific point costs, but it is as follows.
HQ
2 Lords w/ Mark of Slaanesh both on bikes one with the Burning Brand, the other with the Black Mace
2 9-man bike squads w/ 2 plasma guns each + Mark of Slaanesh and the Icon of Excess (gives unit Feel no Pain), Champion w/ a Powerfist
2 Noise Marine 10-man units with 1 blastmaster each
5 Havocs w/ 4 Autocannons
4 5-man Chaos Marine Squads w/ Meltaguns in Rhinos w/ Havoc Launchers
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| Neat Autocannon conversions, yes? |
Our mission was Big Guns Never Tire (for 4 Objectives) and The Vanguard Strike Deployment (diagonal) He won for sides and chose his half. I won the roll off for deploy/go first and had the initiative seized from me (I believe this is the 3rd time now in a row that he's managed to seize on me!).
I also did my first time rolling on the gifts/psyker powers for the Daemons chart.
For the Lord of Change, I took prescience (I forget the original roll) and rolled on the change table scoring the bolt of change which I decided to take (probably a mistake, as I will go into later). Here's where it gets nasty, his gifts included the FnP 4+ save (imo the best gift on the chart) as well as the fleshbane/armorbane to all of his attacks. He took the staff of change in exchange for his lesser gift.
The Daemon Prince rolled EXACTLY how I wanted to on the biomancy chart, which was quite lucky in my case - thankfully in my opinion, despite a meh primaris power of smite, most of the rolls on the biomancy chart are decent for buffing the psyker himself. He ended up getting Iron Arm and Enfeeble. Enfeeble proved to be incredibly useful as successful casting would take his bike units down to S3/T4 making it easier for my lesser units to wound the bikes.
I made the mistake of putting my Horrors in reserve for deepstrike rather than just reserves. When running against any army that uses blasts/flamer templates, one of the last things you want to do is drop your guys in hugging each others bases. More on that here in a bit.
We had fairly similar deployments, both grouping our rhinos near one objective and putting our Autocannons near the other in ruins on our own respective board edges. I deployed my screamers on board, as well as the Lord of Change and the Daemon Prince semi-hidden on the floor of some ruins. He put one noise marine unit over one objective in his backfield, and the other on the first floor of the ruins beneath his havocs.
In future games, I'll probably attempt to do a turn by turn synopsis, but this time I'm just go to wrap it up. I'm attempting to make these things shorter, as that way they're more likely to get read :P (Duuurrrr...) and they won't take as much time to write.
He, unable to charge, moved his bikes up on each flank, but kept them just away from me. His shooting proved less than effective against my rhinos (not even his autocannons managed to wreck a rhino), and he was able to kill a screamer, and wound a spawn with some blasts that scattered.
On my turn, the Lord and Prince managed to successfully cast their powers, and took off into swoop mode moving up the center of the board - see the picture above). Screamers slash attacked over the bikes (which killed one or two) and stopped just outside of the ruins housing his autocannons/1 blastmaster unit. I blew up a rhino, getting first blood. My Lord w/ the brand shot it out of the top of a rhino at his approaching bikes, but only managed to get 1 (Bikes having toughness 5 makes the brand fairly fickle against them!) Both spawn units charged each bike squad, where they managed to tie up the bikes for a turn, before getting killed. High strength weapons (like the power maul that one of his Lords has for +2 str) are quite useful against Spawns high toughness. While they will do decently against 5 man groups of marines, they couldn't quite hold up against the bike squads and went down.
On his next turn he managed to crack open both of my rhinos on the right flank, and charged in, slaying my warlord and several of my marines. His shooting, while stunning the rhinos on the right, still wasn't enough to kill them, and other than that, he managed to kill a few more screamers. The black mace in combat, while powerful, is still AP4 and I managed to make every single armor save against it, leaving one guy vs. a massive bike squad. Some falling back happened, with successful morale tests and re-charging.
Meanwhile, my Lord of Change and Demon Prince successfully casted their powers again. The drake failed to come in, however the horrors dropped in their big lawlblob near his backfield objective. Rather than electing to shoot with them, I decided to spread them out and only rolled a 1 on my run (DOH!). The Demon Prince charged his bikes on the left, and the Lord charged his backfield noise marines. Over several turns the Demon Prince was able to systematically murder his Brand Lord, Champion and then Bikes, while the Lord of Change dispatched the Noise Marines. The screamers tried to charge the noise marines holed up near the objective in the building which proved fatal. LEARNING FROM MY MISTAKES: Don't charge a unit with higher initiative than you, as your screamers 5+ saves can't stand up to bunches of marine attacks.
He managed to blow up the rhinos, and completely wipe my remaining troop squads through his one bike unit, as well as some blastmaster blasts. I ended up flying my Iron-Armed Daemon Prince over which easily handled the rest of his bikes, killing them and running him down (to his great dismay). It was then able to swoop over/ and in tandem with the helldrake, take out his remaining marines in rhinos that were trying to hug the objective. The Lord of Change flew in to contest his objective in the building in the end, and the autocannons moved down a level over the objective, making it a victory for me.
Post-game Analysis:
Alright, I won't lie - my rolls were off the charts good, while his were poor, but I still felt somewhat vindicated after our game was over. My opponent, while being a good sport, made the comment that there was just absolutely nothing he could do against my almost invincible monstrous creatures, which is how I had felt in previous games against his two seemingly unstoppable bikerstar units. They aren't invincible per say, but they are still fearless T5 I5 marines that move fast, have a lot of attacks and also have Feel No Pain, and are accompanied by two formidable Chaos Lords. One unit of his bikes all on its own proceeded to rip through and take care of almost all of my troop units. While the bikes were strong units, my Iron Arm enhanced Daemon Prince was able to take advantage of the Challenge Mechanic, and with a high intiative, high strength series of attacks (from the staff of change + his psyker power), he successfully killed and blew up both Lords on his own, and was able to use his Initiative of 8 to run down one of the remaining bike squads (no longer fearless).
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| Who is next? |
In essence the beatstick MCs seemed like a hard counter to his bikes. Especially with Iron Arm and the staff both putting the Demon Prince's strength up to 10, which cancelled out FnP and cut down his bikes like they were nothing (something he probably had never experienced). I got a little sloppy towards the end and made a few stupid mistakes, had the game ended on turn 5 (I had forgot to move my autocannons down a level to secure the objective) the result might have been different. I also got excited at one point and shot a rhino with the Lord of Change's bolt and consequently had to charge the rhino instead of a marine squad next to it. The Lord of Change's FnP of 4+ also served him well, even though he didn't need to roll saves as many times as the prince did. The Prince with a 3+ armor and re-rolling on 1s (as a Daemon of Tzeentch) seemed nigh unstoppable against normal attacks, by the end of the game he was down to 1 wound, and I probably should've stopped casting with him for fear of perils. However I didn't suffer a single perils, or fail a single psychic test.
My opponent and I discussed GWs business model afterwards and how it seems that they tend to tie good unit rules to sales of their miniatures and how it seems that they consistently in the process throw game balance out the window. He replied that the game had left a bad taste in his mouth and he just doesn't see how anyone could see that daemons are bad after he had just been handled by them. I agree with him in all honesty - the Greater Daemons were the stars of the game (Helldrake is jealous as usual). However, I did get very good rolls right at the beginning of the game (rolling up 2 extremely beneficial biomancy powers) as well as rolling up the 4+ FnP gift for the LoC to give them an even better edge than they would normally get.
For me, it feels like the inherent unbalance in the game is creating a strong metagame amongst our group. I am sure that my opponent, crafty and skilled as he is (I will admit he usually beats me in most games we play) will find a way to counter my greater daemons in a future list build, whether it is by using more power fists, higher strength shooting, torrent of fire, or even a different army altogether!
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| I still get to do all the shots! |
One last silly note about horrors. They are not survivable at all (one turn of a few blasts and some bolters took them down to one model), but the fact that they can still cast their power when there is even one model left in the unit (with 1 warpcharge for 2d6 shots) makes for some silliness. This occurred during our game and was a lolsy moment when one remaining horror proceeded to shoot and kill 2 marines (and then gave them the 6+ FnP).