Wednesday, August 31, 2016

Daemons/Black Legion vs Astra Militarum/Imperial Knight, 30.08.2016

I haven't had a game since the tournament, and it was time to make a comeback. Also time to find an opponent I haven't played against yet, and to try out something I haven't played yet.

Mission: Cleanse and Control, Dawn of War Deployment

Points limit:  1500 points

Lists:

Chaos Daemons: Combined Arms Detachment

  • Pink Horrors 
  • Herald of Tzeentch, lvl 3 Psyker, Grimoire
  • Nurglings
  • Herald of Nurgle, lvl 2 Psyker, Doomsday Bell 
  • Seekers of Slaanesh
  • Kairos Fateweaver, warlord

Black Legion:

  • Chosen of Abaddon
    • 3-man Terminator squad, 2 combi-meltas, all power mauls
    • Terminator Sorcerer, lvl 3 Psyker, Spell Familiar, Melta bombs, Power Staff
  • Cyclopia Cabal
    • 3x Terminator Sorcerer, lvl 3 Psyker, Spell Familiar, Melta bombs, Power Staff


My plan of action: minor daemons with attached heralds camp on objectives, Kairos flies around and functions as psychic artillery, Seekers grab objectives. Terminators deep strike in as single death star, with Kairos helping on any mishaps. Terminators should get at least Invisibility.

Astra Militarum: Combined Arms Detachment

  • 2x 10-man Guardsmen
  • 10-man Veteran Squad with heavy flamer and 2 plasma guns in Chimera with multilaser and heavy flamer
  • 1 Platoon Command Squad, with Medic
  • Ministorum Priest with plasma gun
  • Valkyrie (heavy bolter, multilaser, 2x cluster rockets)
  • Pask & elite tank with exterminator autocannon, 3x heavy bolter; extra stubber on Pask
  • 3-man heavy weapons squad (lascannons)

Imperial Knight

  • Knight Paladin: rapid fire battlecannon, reaper chainsword, 2x heavy stubber, icarus autocannon
Opponent's plan of action: tanks and Knight hold the two flanks (so my Cabal can't make them shoot each other), while the blob runs up the middle.


Deployment


Horrors and Nurglings each in ruins, on objectives. Night Fighting in effect. I seized the initiative.

Battle


Daemons, turn 1.


Kairos flies up and does some damage to the blob. Unfortunately, they are Fearless due to the Priest. I drop Molten Beam on the Chimera and forget that it has melta, so only roll a glance.



Astra Militarum, turn 1.

Everything moves up. The soda bottle is NOT a Carnifex.



Tanks fire into the Horrors, which go to ground for 2+, rerolling.
Blob fires into Kairos, who shakes it off with 2++, rerolling.

Daemons, turn 2.


Reserves: Terminators do not come on. I do not reroll with Kairos because then I couldn't help any mishaps. Seekers come on of course, unsupported on the flank with the Knight.

I do not cast Grimoire on Kairos, because he should be safe, right?
Then I do Perils of the Warp (reroll), he takes a wound and fails a grounding test (no more reroll). I do manage to stun Pask.




Astra Militarum, turn 2.


Reserves: forgotten. Oops.

Chimera advances and Veterans get out.


3++ with Grimoire, so only a couple die. One Veteran dies to his own plasma gun. Queue "We burn" by Sabaton.


Concentrated firepower takes Kairos down.


Priest rolls double gets hot, but does not die.


Knight annihilates the Seekers. Should have brought them in on the other flank, but I thought I could run through the heavy weapons teams.



Note that at this point the score was 5-0. I kept pulling the objectives on the other side of the table. Opponent was luckier, also had first blood and warlord kill.

Daemons, turn 3.

Terminators arrive. With no Kairos to help rerolling scatter, I chose a "safe" spot. A good choice, as I scattered off a bit. Now, on to the Psychic phase.


I managed to get off Invisibility on the Terminators. The Horrors did well too, annihilating the Veterans squad down to 1 plasma gunner. The Herald then Possessed himself to become a D-thirster. Maybe I can turn this around?



Combi meltas didn't do anything by the way.

Astra Militarum, turn 4.


Valkyrie arrives. Queue "Ride of the Valkyries".



You know your warp smiths suck when two tanks firing snapshots take down 3 Terminators.


Grimoire failed last turn. Knight and Chimera kill the last Pink Horrors and wound the D-thirster down to 3.

Daemons, turn 5.


Time to make my move. Terminators advance on Pask, get off Hammerhand. Hallucinations target the blob, but fail to kill the priest. Tanks fire at the Valkyrie in their confusion caused by the Cabal, and make it Jink.
D-thirster advances.


The Chaos Gods observe my struggle and deem me unfit for favors. The Herald dies to the Warp Storm.


S10 Power Staves? Yes please.


I could have charged the Chimera with the D-thirster, but that wouldn't have accomplished much. I saw my only chance in thinning the blob and taking over one half of the table. It was a reasonably desperate plan, and the charge, of course, failed by 1 inch.

Astra Militarum, turn 5.

Fire everything!


With the Bloodthirster rolling double ones on armor saves, I conceded.




Conclusion

  • If you are using psychic powers, use them at least well. Molten Beam is melta for a reason.
  • Grimoire always goes on Kairos. Otherwise, use his reroll better.
  • Aegis Defence Line with Comms Relay could have helped with reserves. No other reserve-roll-shenanigans for the poor Chaos Space Marines otherwise.
  • Gorgeously painted Guard army, and the Knight is an awesome centerpiece. It was a pleasure getting beaten into the dirt by it.
  • Expertly deployed, too. The Shroud of Deceit was meant to not do much this game.

1 comment:

  1. It was brought to my attention that Shroud of Deceit cannot target vehicles. So here I thought that Chaos Space Marines finally got a useful formation...

    ReplyDelete