Monday 1 October 2012

WHFB Daemons of Chaos vs Skaven 2500p


DEPLOYMENT

The Daemons of Chaos deployed first, to the north. From the North vest: Seekers, Pink Horrors with Lv2 Herald of Tzeentch, Daemonettes of Slaanesh, Blood Crushers of Khorne, Daemonettes of Slaanesh and a Lv2 Daemon Prince. Behind each unit of Daemonettes of Slaanesh, units of Bloodletters of Khorne. 

Skaven deployed to the south. From the South vest: Skaven Slaves with Engineer, Slaves, Slaves with Lv4 Grey Seer, Hellpit, Storm Vermin, Lv1 Plague Priest with Plague Furnace and Plague Monks, Slaves with Lv1 Engineer and the Doomwheel. Behind the lines, two Warp Lighting cannons and in centre a unit of Clanrats with Warlord and BSB. A unit of Gutter runners hides inside a forest to the east.

THE BATTLE

The Skaven army moves towards the Daemon army. The Hellpit rolls low, getting bugged down behind a building exposing has flank in turn 2, meaning he will have to turn around and find another way into battle (damn). The DoomWheele also rolls low (damn). The cannons take out several Blood Crushers (yes). Warp Lightning wounds the Daemon Prince. The Grey Seer fails to cast the 13th spell. The DoomWheele fails its Ld test and opens fire on the Gutter Runners. 3 gets killed, they fail their Ld test, and falls back! 

The Daemons moves forward, but to the Skaven Warlords grate surprise, does not march at full speed. They keep their distance meaning that the Cannons get one more turn to shoot. The magic phase is uneventful.

The Hellpit turns around and smashes into the centre Slave unit, killing a rank. Oh well, they are only – slaves. The Gutter Runners does not manage to rally! The Slave units adjust their position. Moving one unit into the wood, and close to a building, only one unit from the Daemon army will be able to charge next turn. To the east the DoomWheele drives past the Daemon prince, the Plague Monks and Slaves moving forward. In the magic phase the Grey Seer cast Death Frenzy on the Storm Vermin, killing 5 of them. Again he fails casting the 13th spell. The engineer fires he’s Doomrocket killing half of the Daemonettes to the northeast. The DoomWheele wounds the Daemon prince 3 times, but it manages all 3 Ward saves (damn). The Cannons fare better, killing another two Blood Crushers.

The Seekers charge the Slaves to the southwest, the Daemonettes charge the Slaves in the forest, and the Daemonettes to the northeast charge the Plague Monks. The Daemon prince Charge the Slaves to the far northeast in the flank. The Blood Crushers fail their charge! Again the Skaven Warlord is Magic missiles kill of several Slaves in the unengaged centre unit. Being Steadfast, all Slave units manage to hold. The Plague Monks kills of the Daemonettes.   

The Plague Monks charge the Bloodletters to the northeast, the DoomWheele charges the Daemon prince (locked with the Slaves). The Grey Seers leaves the Slaves and fly over the table behind enemy lines. The Gutter Runners rally (finally). The Hellpit runs vest in order to get into position later in the game (damn building). The Grey Seer again fails to cast the 13th spell (he need a big bottle of something…). Nothing eventful in the magic ore-shooting phase. The Doomwheel and Slaves kills of the Daemon Prince. The Plague Monks let loose their Plague Banner and wipes out the Blood Letters. The two Slaves units to the west hold the Seekers and the Daemonettes. Another 5 Storm Vermin dies to the effect of death Frenzy.

The remaining Herald of Khorne on a Juggernaut charges and wipes out the Storm Vermin. Hmmm….. This is the 3 game they fail to get their points value back…. The Blood letters in centre finally turns and moves behind the building towards the Slaves to the east. Nothing to eventful in the magic phase.

The Plague Monks turn around heading west towards centre. The Hellpit goes north into the wood (making its test). The Grey Seer moves past the Pink Horrors, but again fails to cast the 13th spell. Bad Grey Seer! The Slaves to the east moves past vest to face the Herald of Khorne. One cannon misfires (nothing bad happens) and the other does not manage to kill the Herald. The Slaves kills the Seekers and reform towards centre. The DoomWheele keep its distance.

The Pink Horrors turn around threatening the Grey Seer. The Bloodletters close in on the Slaves. The Daemonettes in centre kills the Slaves and reform towards the next Slave unit. Uneventful magic phase.

The Grey Seer jumps over the Pink Horrors. The Slaves and Hellpit Charges the remaining Daemonettes unit. The Plague Monks charge the Bloodletters in the side. The Slaves to the east charge the Herald. Finally the 13th spell goes of, and the Pink Horrors are transformed into RATS. The Plague Monks kills the Bloodletters. The Slaves defeat the herald. The Slaves and Hellpit wipe out the Daemonettes.

It is over. The Daemons of Chaos army is wiped out.


Comments:

I am a bit surprised the Daemons of Chaos general did push harder in turn two, and that he did not try to go around the building earlier in the game. I am also surprised that I “clogged” the advance on my own Hellpit resulting in him only entering combat turn 5! I am finished with the Storm Vermin. The only thing they have done the last three games are – dying. And my Grey Seer needs to drink something…

5 comments:

  1. Thank your for a nice game and your advice. It is always room for improvement.

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  2. Since you have close combat army, and a very fast moving one, I suggest you deploy and move first turn as fast as possible in order to get into close combat with units that do not have impact hits. I really cant se the downside unless you feel the combat will be close to a draw, the units missing +1 for not charging in combar resolution. In this game, I liked your deployment (mutch better than mine), but you where a litle passive. U have to focus more on my deployment, not relying on random movement solving my problems...
    As always, a nice game Dag, looking forward to our next encounter:)

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  3. Good Reading. Looks like a hard game for Deamons.
    Dag Have your tried some of these units
    Flesh Hounds of Khorne
    Screamers of Tzeentch
    Flamers of Tzeentch
    I played VS Daemons for some time ago
    These units very very hard to fight.

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  4. We had a game a couple od days ago, where I suggested som alterations to his list, including 2 Lv2 and 2 units Flamers.... The list was a lot harder to beat, very fast moving, with punch in all phases (Magic, Shooting and Combat). I forsee it will hitt hard during the next couple of games.... Outch!

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  5. Flamers is deadly. I think your hellpit will fear them.
    Also ogers fears them. A lot of S4 hits. Ogers take a lot of wounds on them too.

    ReplyDelete