So I managed to squeeze in another game! I might get another one in before I am off the grid altogether for 6-9 months…in a country that is not the US. So yeah. However, I think that I will get a game in when the new Traitors Hate comes out which will amplify the power of this new list to amazing levels.
Well, here was my list for this 2,000 point game against Vanilla Marines:
Heavy Support: Chaos Vindicator
1 Cyclopia Cabal
5 Sorcerers Bikes, Increase Mastery Level x 2, Sigil of Corruption, Spell Familiar, Veterans of the Long War, Chaos Bike, Last Memory of Yuranthos (on Pyromancy Sorcerer)
1 Sorcerer Mark of Tzeentch + Increase Mastery Level x2 + Sigil of Corruption+ Spell Familiar + Veterans of the Long War + Chaos Bike+ The Crucible of Lies
9 Chaos Space Marines(Veterans of the Long War+ Plasma gun + Plasma gun)
1 Aspiring Champion (Veterans of the Long War)
1 Chaos Rhino
4 Chaos Space Marines (Veterans of the Long War+ Flamer)
1 Aspiring Champion (base cost + Veterans of the Long War)
1 Chaos Rhino
1 Chaos Predator (Twin-Linked Lascannon + Lascannon (pair)
1 Chaos Vindicator
1 Herald of Tzeentch (HQ) = (Psyker (Mastery Level 2) + DS: Disc of Tzeentch)
10 Plaguebearers of Nurgle (Troops)
3 Screamers of Tzeentch (Fast)
The Psychic Powers were as follows (I have discovered these Psychic power sheets are great)
So I didn’t get invisibility, the +1 invuln from Sanctic, the 4+ FNP, or Gate. So not an auspicious start. He was running 2 squads of Sternguard vets, a lot of heavy bolters (He was using Imperial Fists so this was bad…), a vindi, whirlwind, sniper scouts, and a LOT of infantry.
Long story short, it was a killpoint game that I ended up winning 13-8 almost tabling him. The Herald of Tzeentch brought a serious amount of firepower to the game. He would move in, fire off his shooting attacks, then turbo-boost away. All of the psychers died which is where 6 of the 8 killpoints he got came from. The rest came from the predator and the vindicator. Few things learned-
1- Paradox is AWESOME. If you have a WC 3 and you commit 5 dice to it, it is 100% guaranteed. Which is nice to have at least one guaranteed power per turn.
2- Vortex is hilariously good. I mean, really. It’s silly how destructive this is. I am debating buying an aquilla strongpoint just to get the vortex missile launchers just for it. Also, the complete inability to prepare for where it may move is again just simply hilarious. Watching it scatter 11″ right on top of his command squad and watching them all get sucked in was simply priceless.
3- Plague drones are nasty, but they also are really good bullet sinks.
4- Terrify reduces Ld by 1. Which is a good setup to psychic shriek. This combination was ridiculously effective. It’s only one, but that seemed to be the key to success.
5- Anti-air continues to be a pain in the rear. He did have a Storm Talon. Took it out because he needed an extra shot last turn and dropped to hover, only to be mauled by the screamers.
6- Screamers are great ablative wounds and they are pretty nifty tank hunters. Awesome tank hunters they are not though and I will not be trying these guys against any superheavies anytime soon.
Well, thanks for reading and I will be posting the 6 unique biker sorcerers before long. They are all sculpted with only a few details left to do and I hope to have at least 3 of them painted before I leave, though that 3 could turn to 0…because really, time flies when it is limited.
Thanks for reading,
Today I played a 2,000 point game against a nid player. I ran a pure daemon list:
Herald of Khorne on Skull Throne
Herald of Tzeentch on Burning Chariot
4 Bloodcrushers of Khorne w/ Banner of Blood
16 Bloodletters w/ banner of Blood
2 x 8 Hounds
3 Plague Drones w/ 3+ poison sting
Cavalcade of Slaanesh w/ 2 chariots and 1 exalted chariot
2 Bloodslaughterers w/ impalers
He ran a pretty typical nid army: Flyrant w/ twin-linked devourers, 2 blobs of 30 termagaunts, Tervigon, 2 groups of 2 zoanthropes, 2 venomthropes, Hive Crone, 2 ‘Fexes w/ dual twin-linked devourers in pods, and the plasma shooting MC (forget the name). Caveat to this report: He is a fairly new player and made some erroneous decisions that would haunt him.
We did black ops maelstrom mission (5) in a hammer and anvil deployment. He ended up going first. He advanced his units up, just outside of his gaunt’s range (18″ devourers) and shot up my hounds with his flyrant and made 15 gaunts with his tervigon but rolled doubles first turn. First turn I advanced into the hormagaunts and killed 19 on the assault with him out of assault range after the hammer of wraith. I also summoned 3 crushers with the scribes. He spread out to respond to the daemon advance, focusing heavily on the hounds and skull cannon that had killed 6 gaunts but ignoring my purchased crushers and gunned down the decoy crushers. My chariots killed 4 more gaunts before all the riders were killed, making back their points before dying (about 40 more points actually).
His second turn saw the first fex deepstrike in and almost kill the scribes, he killed the skull cannon, and a handful of dogs and a wound on the bloodletters. The chariot had the malefic power to improve invulns but he managed to keep it suppressed most turns. He wiped out the summoned crushers (as stated earlier) by dumping a lot into them. My turn I assaulted several units and made a staggering blow to his line. In a single turn he lost the remnants of the squad of gaunts, a squad of zoanthropes, and his carnifex (they died to the plague drones). Additionally I saw the writing on the wall concerning the scribes and was lucky enough to roll the greater daemon summoning and swapped him out for a great unclean one.
Third and fourth turns were just a bloodbath as he failed to focus fire on squads which allowed me to drive my forces into a tip and crush through his gaunt line, eliminating all of his rear-guard synapse beasties. Once they were no longer fearless, my crushers broke the last gaunts and the blood slaughterers dropped the tervigon.
He called the game after he realized I was up by 4 points (3 once secondary objectives applied) and we had 1 for sure turn remaining, meanwhile he had nothing left on the ground to secure objectives with, meanwhile I still had about half my army (daemonettes and letters were both about at 50-60% strength, all 3 of the crushers were alive, all the plague drones, the great unclean one, and about 12 hounds. Oh, and both of the blood slaughters were wandering around). It was a good game and my second game against him. I highlighted that a) flyrants get a total of 60- 84 shots the entire game and that with every unit being able to claim objectives, having every MC being shooty means that you have no recourse against assault armies once they pick up steam, b) when playing against an assault army, advancing far enough forward allowing me the charge can be catastrophic. Had he made me come to him, it is very reasonable to think that I very well may have lost that game. Overall, very fun game and I think he considered it quite fun as well. Looking forward to getting a game in with friends back at my old stomping ground though, which should hopefully be occurring in a few weeks.
Thanks for reading,
So, recently I have been trying to hammer to ground all of those half-way models. So, in the past weeks, I have finished my Contemptor, all three Slaanesh chariots, my new furies, and my Blue Scribes. Here they are. Now, I will be working on finishing my second blood slaughterer, possessed, and obliterator.
Just a quick post to let everyone know I am still alive, just been painting, trying to clear that queue.
Thanks for reading,