TheDarkOne Posted November 21, 2014 Share Posted November 21, 2014 I've been posting on this forum a couple times about Da Boyz GT in Rochester NY, and at least one other B&Cer was there playing Daemons too. I don't know how detailed i'm going to get on the batreps this time, becasue i started wrting a detailed batrep for game 1, and then browsed away by accident and lost it all! guh... So I brought Be'lakor Herald of Tzeentch on Disc, Locus of Conjuration, Exalted Reward, ML3Herald of Tzeentch on Disc, Exalted Reward, ML3 11 Horrors 11 Horrors 11 Horrors 9 Flesh Hounds 9 Screamers 14 Furies of Slaanesh Soul Grinder of Slaanesh, Baleful Torrent Burning Chariot, Blue Horror Crew Burning Chariot, Blue Horror Crew I had a ton of daemons to summon on hand, and that was the plan. Game 1 My Psychic Powers Belakor, all of telepathy Herald w Locus, Cursed Earth, Incursion, Darkflame Herald w Grimoire, Prescience, Incursion, Infernal Gaze Horrors squads, Darkflame x 2, Sacrifice x 1 Opponnent's List - Necrons Overlord, Res Orb, Warscythe, Mindshackle, Destroyer Body, 2+ armor Overlord, Res Orb, Warscythe, Destroyer Body, 2+ armor 5 Necron Warriors, Gauss Rifles, Night Scythe 5 Necron Warriors, Gauss Rifles, Night Scythe 5 Necron Warriors, Gauss Rifles, Night Scythe 7 Necron Warriors, Gauss Rifles, Ghost Arc 7 Necron Warriors, Gauss Rifles, Ghost Arc Annihilation Barge Annihilation Barge 5 Wraiths, 2 Whipcoils 6 Wraiths, 2 Whipcoils Objectives: Primary, The Relic Secondary, 4 objectives, on in the middle of each of the 4 table quarters Tertiary, Last Blood, Warlord, Linebreaker he wins the roll to deploy first and go first. he deploys in a turtle shell in the middle of his standard deployment zone. Annihilation barges in the back, covered by ghost arcs, wraith units on the flanks. I deploy in a giant mess near center to face off against him, I have nothing for him to charge turn 1, and he`s going to have to move closer to hit me with his ranged weapons. screamers in the front, chariots and Belakor behind, soul grinder just left of center, 3 squad s of horrors, one on each objective trajectory, center, right and left. furies up front just right of center. Flesh hounds along the left flank. I know that the wraiths are actually going to be a problem for my troop models, but I`m not so afraid of them with the big stuff. I steal the initiative and my turn begins! Turn one, I rush everything forward, with the screamers in a line out front. I pitched the portalglyph in my backfield before moving the jetbikes forward. behind them belakor and chariots fall in, and the soul grinder makes his lumbering way towards the relic. dogs scouted up the left flank, and now sneak back to center, behind the line of screamers. the Grimoire is good, so as long as I can get cursed earth off, I`ll be in good shape. furies move forward, but are far enough away to need a perfect charge from the wraith unit to get assaulted. portalglyph makes 4 horrors, who get darkflame. Psychic phase, I generate 16 native warp charge, thanks portal horrors! and I roll a 4 for the winds of magic Warp Pool. that means I have 20 dice to my opponnents 4. I proceed to rain holy fire down in the form of, Cursed Earth, summoning a herald ml2 who gets cursed earth and sacrifice (i pulled a wound off the chariot rider to make him , cursed earth from him, Summoning 3 plague drones (in front of the line of screamers, just left of center), and casting shrouding from belakor. Shooting phase, Warp Storm (Khorne`s Wrath, glances one annihilation barge) Screamers turbo boost in front of the plague drones, in a neat little line preventing wraiths from charging anything but them on the left side. plague drones assault move 7 inches towards the relic. dogs run in behins the screamers. belakor runs a little closer, chariots both shoot at one ghost arc (right side) and succeed in shaking it, bringing down its shields. soul grinder put his shots into it too, but couldn`t do anyhting. Assault Phase, Nothing. His Turn 1, he moves everything back into the turtle, smaller wraith unit bubble wrapping his left side ghost arc, staring down the screamers. his right side unit moves up a bit to be threatening next turn. Shooting, he shoots at the furies, killing 4, and manages to kill 3 dogs with the rest of his shots. Assault, he has no assaults. My Turn 2, I move the screamers up to assault the bubble wrapping wraiths. the plague drones and furies rush up to team up charging a ghost arc on the right, with its shields down. belakor keeps his distance, dogs run behind the screamers to the right, soul grinder moves towards the relic. portal makes 2 horrors who get darkflame. grimoire is good. chariots position themselves to take shots on the damaged annihilation barge. Psychic Phase, I have 19 natural warp charge now, and generate 5 more. 24 to his 5. I cast invisibility on belakor, cursed earth form a herald in the backfield, and cursed earth fromt he disc herald, presciensce on the screamers, and shrouding. I summon another ml2 herald in the backfield, and a unit of bloodcrushers near his board edge, threatening a ghost arc and the damage barge. Shooting Phase (Warp is Calm), Chariots blow away the annihilation barge, the explosion peels a wound off one of the bloodcrushers. Soul grinder shoots at the other annihilation barge, but can`t hurt it. Assault Phase Plague Drones and Furies charge the damaged ghost arc, I take 1 wound from overwatch on the plague drones, and make it in to contact with all models. I only manage 2 glances across all their attacks, and the ghost arc lives... the screamers charge the wraith unit and win by 3 wounds, but the enemy is fearless. His Turn 2, he turtles further, and one of his night scythes come on. the night scythe is in the back left corner, facing the bloodcrushers, came on 18 form the corner. wraiths zip around behind the furies. Shooting, he kills off the plague drones by focussing all his firepower into them. Assault, the free wraith unit charges the furies and the hounds (whoops!), I lose by 4 and miraculously end up with 3 hounds and 2 furies still in combat (normally furies vaporize as soon as you lose)! He loses another 4 wounds in the combat with the screamers. My Turn 3, The bloodcrushers run up on the ghost Arc, the chariots take aim at the next barge. soul grinder moves past the relic, to help out the furies dogs combat. belajkor jumps to the other side of this combat, ready to charge in from the other side, avoiding the overlord with mindshackle. I`ve been running my portal summoned units of horrors towards the top left objective all game fyi. I make 1 horror form the glyph, and the grimoire is good. Psychic phase, I now generate a natural 22 warp charge and roll a 6, 28 warp charge to 6. I summon the plague drones again, in the middle by the relic, cast 2 iterations of cursed earth, make belakor invisible and cast shrouding, and I make another ML2 herald, pulling wounds form portal summoned squads. Shooting, (The dark prince thirsts, pulls 1 hull point off the night scythe and vector locks it), Chariots destroy the damaged ghost arc, soul grinder elects to charge instead. Assault phase, plague drones move over the relic to pick it up in the next movement phase. screamers kill all but the overlord, and he`s down to 1 wound. belakor and the soul grinder charge into the other wraith unit, and I lose the combat again, but he lost 2 full wraiths to the grinder, I`m down to 1 wound dog, and no furies, belakor and the grinder. the dog has the overlord in base so i`m not afraid of mindshackle yet. Bloodcrushers flip the other ghost arc. the ghost arc wrecks are providing cover for the 2 squads of necrons cowering behind them. His turn 3, both of his other night scythes come on. one takes the place of the vector locked night scythe, and the other one and the vector locked ones make their way towards the horror squads in my table half. the annihilation barge takes the top of a hill to better shoot... shooting, he kills some horrors from my squads, and deals 6 wounds to the bloodcrushers, a lucky lookout sir means the champion has 1 wounds and the musician beside him has 2. Assault, in combat this time, the grinder kills another 2 wraiths, and belakor kills 1 more, putting a wound on the destroyer lord. the flesh hound dies. My Turn 4, I push in for the kill, the screamers surround his remaining destroyer lord, belakor couldn`t stay in combat, so he`s off to mess some stuff up. plague drones grab the relic and buzz around, bloodcrushers aim to charge the contents of a barge. grimoire is good, portal makes a dude. Psychic phase, I have 25 natural warp charge, and generate 2 more , 27-2. Belakor is invisible, and i cast shrouding, i summon 3 flamers behind the ghost arcs, beside the warriors. cursed earth is good, I make a herald on a disc. Shooting, (warp is calm) Flamers drop all but 1 warrior from one squad, one chariot can`t hit the annihilation barge, the other kills all but one warrior from the other squad. reanimation sees 2 get up from either squad. Assault, i wipe his wraith and destroyer lord, spreading out with the screamers so he can`t reanimate (i did this with the other one too).bloodcrushers charge the 3 man squad, overwatch kills the instrument, but i make it in. belakor charges the other unit. i wipe all necrons in combat. His Turn 4, the damaged night scythe leaves, and the other two move around to be able to drop troops next turn. his shooting kills the bloodcrusher, and 2 flamers. he has no assaults. My turn 5, I bubblewrap all my objectives, and turbo boost the screamers onto another, while summoning daemonettes on the left distant objective, from a single portal horror who ran across the board. soul grinder flips the annihilation barge. His turn 5, he disembarks 3 squads of necrons, but can only claim one objective out of it as he can`t get close enough with my guys there. I win primary, plague drones with Relic I win secondary, 3 of 4 table quarters are mine He wins last blood (he blew away that sinlge horror that summoned the daemonettes) I win warlord we both get a point for linebreaker. I win, 32-2 (33 is max score) Link to comment https://bolterandchainsword.com/topic/299525-da-boyz-summary-1850-daemons-weekend/ Share on other sites More sharing options...
TheDarkOne Posted November 21, 2014 Author Share Posted November 21, 2014 Game 2 vs Space Wolves Iron Priest on thunderwolf with hammer, and servo harness, 4 fenresian wolvesIron Priest on thunderwolf with hammer, and servo harness, 4 fenresian wolves Ulrik the slayer 5 grey hunters in a Rhino 5 Blood Claws in a Rhino 6 Thunderwolves, Stormshields, 3 Hammers Fast Attack Drop Pod Allied Marines White Scar Chapter Master on Bike w shield eternal and hammer 5 marine bikes, 2 gravguns 5 marine bikes, 2 gravguns 3 Centurions, grav cannons and grav amps Now, agasint a normal list this army would fare very well, and it did, massacreing the biker orks that he played game one. Deployment is old spearhead, and objectives are old capture and control for primary, kill points for secondary. he deploys all the wolves, and iron priests and wolves and chapter master and wolves in the same bigass deathstar unit as close as he can to center. ulrik rides in a rhino with the grey hunters in the back. bikes start in reserve along with the other rhino and centurions in the pod. I start with cursed earth, incursion, infernal gaze on the locus herald, darkflame, prescience and forewarning on the grimoire herald, the horrors power don`t matter. I take the grimoire, and the doomstone.... thats right the doomstone... I deploy the screamers up front, and everything else spread across the deploymet zone discouraging him from dropping a pod in my lines. I hold the soul grinder in reserve to deny him a good grav target up front. I cannot steal, so he goes first. I was careful not to even give him a possibility of charging, so he just drops his pod defensivly on my right flank, and rushes the big wolf squad forward. he kills some furies with the centurions. My turn 1, i get all the psychic powers i want off, and charge the wolves with the screamerstar (grimoire good), and invisible furies. Then the doomstone kicks in, it turns out all thunderwolf cavalry models are characters... so they all test, at -2 (burning chariot in 6 inches, and terrify), that means the cavalry are testing on 7s, the iron priests on 6s, and the chapter master on 8s. some fail, and some pass, nobody dies. i cause some wounds, and win combat, he makes to run, but is caught, and then he tries hit and run, and fails his initiative check, staying in combat. His turn 2, his bikes come on, and the blood claws stay in reserve. the bikes take his home objective and come on my flank. shooting doesnt`do much and we`re back to the combat. this time the doomstone kills everyone who failed the first time, both iron priests and 2 thunderwolf cavalry, and the chapter master is the only one left without a permanant negative modifier to his leadership. he can`t kill anything and loses a couple more wounds to my combat, then realizes he is doomed and concedes. The doomstone won the game! holy crap, I didn`t see that coming! I get full points for the massacre, and am left with an awesome story to tell. my opponent was a good sport about it all, so i vote him the best opponnent I have played against. wow... doomstone for the win... this is why i brought blue horror crews! Link to comment https://bolterandchainsword.com/topic/299525-da-boyz-summary-1850-daemons-weekend/#findComment-3867651 Share on other sites More sharing options...
TheDarkOne Posted November 21, 2014 Author Share Posted November 21, 2014 Game 3, this is where things go sour... His army - Eldar Farseer, ML2, Stones 3x 5 Dire avengers in wave serpents, with twin linked scatter laser and underslung cannon 2x Wraithknight Allied Imperial Knights Knight Paladin Knight Errant Setting up, I know I am in trouble. its modified victory points, where each unit that is a double unit outside of troops count for double vps, so my burning chariots are woth 220 vps each, but his knights are each worth over 700 and his wraithknights are worht 480, and wave serpents 260. so if I can kill his things I stand a chance... there is also 3 objectives for secondary, one in each zone and one in the middle. we deploy via vanguard, and he wins the roll to go first. he keeps all his stuff in the back corner, and i am forced to deploy. there is a building in the center that should deny line of sight for even belakor if he`s stanind beside it. but otherwise just scattered ruins terrain. i put it all out there with the soul grinder on the right, screamers on the left and all the in between stuff in the middle. my strategy is to get belakor in to kill a knight and hopefully put some hull points on it from shooting. one thing i didn`t realize until later is that each unit that did not attempt to shoot or charge an enemy during the game is counted as destroyed at the end for the purporses of victory points. dang... there goes hiding! Turn 1 I go first my turn 1 i rush forward into the central ruins with the chariots, belakor and the screamers, the furies are off to the right jumping with the soul grinder my horrors squads are on my home bjective and to either side of it. i am outflanking the dogs. I get grimoire off and pop the portal out in my deployment zone. I spawn 6 horrors out of it, who roll a 6 on daemonology. psychich phase, i pop cursed earth, shrouding and invisibility on belakor, and i turn the portal horrors into a lord of change, who gets bolt of change and gateway. Shooting phase, no shooting is in range except the soul grinder who strips 2 points off one of the wave serpents with lucky shots. no assault. his turn 1, he shuffles a bit, then tries to shoot me, he takes 2 wounds off belakor with wave serpents, and kills some fuires, strips 1 hull point fomr one chariot. my turn 2, i rush the chariots up into range to take shots at a knight, and move the soul grindder to attempt a long charge. belakor jumps forward to be threatening. screamers stay conservative, and lord of change flies overhead to get some good shots. dogs don`t come on. Psychic phase, I get cursed earth off, but invis fails... uh-oh, i spend dice on bolt and gatewat, and manage to cause a wound on a wraithknight, and strip one hull point from a wave serpent and the knight paladin. shooting phase, i try to wreck the wave serpent that has 1 hull point left with the chariots and grinder but can`t do it. assault phase, belakor is 13 inches away from the knight errant.... his turn 2, he kills belakor and wrecks the soul grinder with a strength D punch from the errant, rolling a 6. he also strips 2 points off the lord of change. owwww My Turn 3, dogs come on, far right corner, able to charge a wave serpent next turn, but could be charged by both a wraithknight and a knight titan as well... i shuffle around, and fly the lord of change behind the enemy, to beam them good. psychic, losing belakor hurts, i do some mroe minor damage with my lord of change but can`t kill anything, cursed earth is good, but otherwise i don`t have much shooting i try again to wreck the wave serpent, and can`t with the chariots. the last of the furies rush towards a wave serpent. his turn 3, he kills all but 1 fury, reduces the lord of change to 1 wound and destroys both chariots. he fails his charges on the dogs though! my turn 4, fury charges the serpent with one hull point, dogs charge a full strength serpent. i wreck the ones the dogs charged.... but that s it. his turn 4, he kills my dogs with his wraithknight and moves his other wraithknight towards the middle, he cannot kill the lord of change! My turn 5, and the last turn of the game as we are coming to time. i drop the screamers in a line in front of everythign with their 2++, and try to kill another serpent, but can`t. His turn 5, his wraithknight jumps over my screamers to attack the horrors on the center objective, both knghts charge my screamers. in combat i get the paladin down to 1 wound before the stomp attacks annihilate me (he rolled 2 sixes to destroy both heralds and 2 screamers each stomp... ugh). the game ends, and he wins the primary by a mile, but i get 10 points for winning the secondary! woot! i should have been more aggressive witht he screamers, sent them like a missle into one knight titan and hoped for the best... meh! yowch. Link to comment https://bolterandchainsword.com/topic/299525-da-boyz-summary-1850-daemons-weekend/#findComment-3867701 Share on other sites More sharing options...
TheDarkOne Posted November 21, 2014 Author Share Posted November 21, 2014 Game 4, Grey knights Nemesis Strike Force Librarian, Curiass of Sacrifice, super halberd, warding stave, stormbolter 10 Terminators, 2 Psycannon, 3 hammers, swords 10 Terminators, 2 Psycannon, 3 hammers, swords 10 interceptors, 2 incinerators, 3 hammers dreadknight, hv psycannon, hv incinerator, teleporter, sword dreadknight, hv psycannon, hv incinerator, teleporter, sword allied vindicare assassin I knew this was going to be a hard match, but i set up for the best anyway. he won the roll to go first, then deployed his combat squadded interceptors and dreadknights, keeping all combat squadded terminators and librarian in reserve, maybe to come in turn 1 with his detachment. he split the interceptiors, 3 hammers in one squad 2 incinerators in the other. i deployed everything on the board (mistake number 1), and concentrated on the right side (mistake numebr 2). i didn`t steal (mistake 3) and he started. his turn 1, he shunts everybody forward, and manages to deepstrike the libby +5 termis, and the 2 psycannon termi combat squad. they don`t scatter and land ight in my lines. psychic phase, he casts vortex of doom on top of my soul grinder, it goes off despite my best efforts, and he rolls a 6 to remove the grinder completely with no save. the vindicare blows up one of the burning chariots. the 2 psycannons from the termi squad destroy the other. the dreadknights and incinerator interceptors kill each and every last one of the furies, and some horrors.... I`m in big trouble... My turn 1, belakor jumps up to fight a knight, and the screamers scream off to the right to take on the interceptors with incinerators. horrors mill around to save their lives and dogs lope off to eat the vindicare, but can`t charge because they scouted towards him. I pitch the portalglyph and it is silent. psychic phase, i get off invis on belakor, and cursed earth for a 2++ on the screamers. Shooting, the warp is calm, and I`ve got no real shooting. Assault, i charge into the interceptors, and take a wound from he incinerator (yes through the 2++ rerollable). i charge the dreadknight, and make it in with belakor. in combat belakor does 2 wounds to the knight, and suffers one in return. His turn 2, he jumps the the other dreadknight to fight belakor, and gets one more termi squad in, by the screamers. he tries to banish the screamers repeatedly but i deny it all. he gets sanctuary on both dreadknights, but perils for a wound both times. shooting, he kills 2 more squads of horrors, and reduces my last one to 8 models. damn you preferred enemy! dreadknight charges, and interceptors out of combat charge my last squad of horrors. vindicare suicides into the dogs. in combat i kill the vindicare, yay! and the severely wounded dreadknight, and dont take any more wounds on belakor. the screamers are tied up trying to kill these marines, and I`ve only killed 2 and am still fighting 3. interceptors force fatal instability on my last horrors. my turn 2, belakor in combat, screamers in combat dogs on the loose. they run towards the center table objective. in combat belakor kills the other dreadknight! screamers kill all but one marine. belakor stands there like a chump. an invisible chump, but a chump nonetheless. 2++ still good on screamers, but i had to throw all my dice into those two powers to make it work. His turn 3, his last terminators come in and shoot my dogs down to 3, last turn`s deepstriking terminators charge into the screamer combat. he kils belakor with his other shooting, and gets banishment off once on the screamers. the second squad of interceptors also charge into the screamers. I kill some termis with screamers and hang on for another turn. My turn 3, the dogs charge the terminators and are killed to a man. I keep the screamers alive, but can`t get cursed earth off, so they`re working on a 4++ with banishment and the grimoire. I kill the last of the terminators I`m in combat with but start suffering heavy losses to the 3 hammers in the interceptor squad. His turn 4, he banished the screamers enough down to a 6++, then they explode in combat and I`m wiped out... Man, Grey Knights are a pain! Link to comment https://bolterandchainsword.com/topic/299525-da-boyz-summary-1850-daemons-weekend/#findComment-3867717 Share on other sites More sharing options...
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