Chaos Daemons are back, this time against the brand new ork codex. I made a more well rounded list instead of a monster mash and went at it again with the Daemonic Incursion. Be'lakor is still here with his two bloodthirster buddies, but I had 3 infantry squads in reserve and nurglings clogging up the middle.
The orks had two loaded squads of meganobz, a big boy squad, the big man Ghaz himself, as well as two dakkarigs and a deff dread. Other units rounded out the list for scoring purposes.
We deployed in opposing corners.
Battle round 1
I hoped to go first and put the orks in nurgling jail, but obviously I lost the roll off. Still, the orks played cagey and just sprayed the nurglings with dakka. The deff dread went in but could barely kill 1 base.
Flesh hounds teleported over to take the objective, with the monsters taking the middle for points and opportunistic shots at the big boy squad. I left my home base open on purpose. With daemonic incursion, it's a trap!
Battle round 2
The orks obliged by sending in the deffkoptaz, which I countered with rapid ingressing a squad of bloodletters. The deffkoptaz didn't shoot for much and failed their charge. With the reroll potentially needed elsewhere, nothing of note happened here.
A much sadder happening was a squad of meganobz charging into Be'lakor. I just can't get over how fast advance and charge infantry armies are. I always eat this against Custodes, and I ate it again against orks. I intervened with the plaguebearers to peel off some attacks, but only managed to divert one model.
Notice the big Be'lakor shaped hole. The nurglings also died and the orks advanced on me on all sides.
Retaliation time. Start with the bloodletters moving in on the deffkoptaz, killing them.
Syll'Esske and the girls land on the far expansion objective. Shooting and charging killed off the dakkarig and all but one riled up gretchin, taking the objective. This scored the 15 secondaries for this round.
The bloodthirsters performed poorly and got punished as a result. On the right, one went into the meganobz but rolled many 1s and the squad still had 3 alive. The other went into the boyz so they wouldn't get charge bonuses and cleaved through the squad. However all characters were still alive and the bloodthirster was chopped down to 2 wounds remaining. Sad. They do need Be'lakor's aura to be truly effective. Or just roll better. Not even the end of fight mortal wounds were enough to do something.
At least I managed to take a center objective, putting the no man's land into my shadow.
Battle round 3
Gretchin dies to morale in the shadow.
Ghaz and the other squads advance into my territory and kill both bloodthirsters and the flesh hounds. I rapid ingressed Skulltaker's squad unto the enemy objective, taking advantage of the trukk moving off. This netted me a lot of primary, and I did nothing else during the turn, in preparation for a bigger turn 4.
Battle round 4
The orks spread about the table and score loads of points. I walk out with Skulltaker to take down the dakkarig, and the other bloodletter squad killed the trukk and the remainder of the boyz unit for some points.
Battle round 5
The bloodletters keeping the orks back die and give up a lot of points. I land Syl'Esske in my home field (always a trap!) to score assassination for more points.
Final score
Conclusion
This game was truly enjoyable, I felt that I was actually doing stuff and have answers to threats instead of just being tabled on turn 2. Demons are not very resilient (maybe the nurgle stuff is?) but they are mobile with this detachment, and I tried my best to use all the tools. Better draws on secondaries could have swung the game either direction.
I still don't use the monsters properly, giving up Be'lakor that early was definitely a mistake. I plan on deploying a proper bodyguard for him next time. I'll juggle a bit with the squads and characters - I feel that both the army and the list have potential. Positioning is still key, a bloodthirster felt squishy compared to the squad of meganobz who could actually take a hit to the face. Syl'Esske did fine, and the scoring units felt right. I'll need to get even more nurglings.
On the other hand, the ork codex is brutally new. Getting a free command point each turn? That's just cheating. Sure, go ahead and use your stratagems. But having 2 CPs always there for a potential counteroffensive was hard on my brain.
















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