Tuesday 15 October 2013

Tzeentch Daemons vs. Eldar 1500 points.

Another week, another BatRep :D This time the Changer of Ways unleashes his fiery wrath against the Eldar of the Biel-Tan craftworld.
The mission was Purge the Alien (again, haha) with Vanguard Strike deployment.

My list was very similar to last time, with only a few small changes:

Tz Daemons

Fatey (Warlord)
-Prescience, Smite, Psychic Shriek, Molten Beam
Herald of Tz
-Disc
-Lvl 3 (Forewarning, Prescience, Scrier's Gaze)
-Exalted Gift (Grimoire)
Herald of Tz
-Disc
-Lvl 3 (Forewarning, Prescience, Precognition)
-Greater Gift (Hellfire Gaze)
-Lesser Gift (Etherblade)

15 Horrors
-Iridescent Horror
15 Horrors
-Iridescent Horror

3 Flamers
3 Flamers
3 Flamers

8 Screamers

Soulgrinder
-Daemon of Nurgle
-Phlegm Bombardment

My friend's Eldar list looked something like this (I don't know the names of some of the upgrades and wargear, but I'll do my best :P):

Biel-Tan Eldar

Farseer (Warlord; Stealth for 1 turn trait)
-Lvl 3 (Prescience, Misfortune, Forewarning)
-Warlock (Conceal)
Spiritseer
-Lvl 2 (Conceal and the regen wounds to something within 18" power)

10 Guardians (Warlock in here)
-Scatter Laser platform
-Wave Serpent w/ Serpent Shield
10 Dire Avengers (Farseer in here)
-Wave Serpent w/ Serpent Shield

10 Warp Spiders
-Exarch w/the high Str gun

Fire Prism
Wraithknight
-2 Wraithcannons
5 Dark Reapers (Spiritseer in here)

The Eldar win the role to deploy first and set up the 3 grav-tanks in the centre of his deployment zone, with the Wraithknight to the right and the warp spiders to the right of the knight. The dark reapers set up in a crater to take advantage of the Spiritseer's Conceal power.
I set up my screamers and heralds as far back as possible hoping for night fighting, using one of the ruins in the middle to block line of sight, and Fatey sits in front of them, also taking advantage of the ruin. The soul grinder sets up right behind the ruin, making sure nothing will be able to see him in turn 1, and 1 of the units of horrors goes into the ruin. The other unit of horrors sets up on my left side hoping to pour magical flames over the warp spiders and dark reapers and all 3 units of flamers go into reserve.

Deployment
(Apologies for the poor deployment sketch, I forgot to take a photo of the set up)

Night Fighting: Yes (phew)
Steal the Initiative: No

Biel-Tan Turn 1

The game begins with the Farseer casting forewarning and prescience on his squad and the Warlock and Spiritseer cast conceal on their respective units.
The dire avengers' wave serpent turbo boosts to get line of sight on the unit of horrors in the ruin and the other wave serpent and the fire prism move forward 6" to get in range of the same unit of horrors. The Wraithknight and warp spiders jump forwards.
Shooting starts with the dire avengers' wave serpent snap-firing at the horrors in the ruin, killing 1 and the combined shooting from the other serpent and the fire prism kills another 3. The dark reapers then fire at them, killing another 2 (gotta love night fighting). The wraithknight shoots at the horrors but misses both shots and the warp spiders jump up towards the horrors.

Tz Daemons Turn 1

I start by casting forewarning and prescience on the screamers, and prescience on the soul grinder. I put scrier's gaze up as well, ready for next turn, and the grimoire goes off successfully, giving my screamers their 2++. The screamer unit moves forwards towards the dire avengers' wave serpent, while the horrors and soul grinder move forward. Fatey takes to the skies, flying across towards the warp spiders.
The warp storm table unleashes the Blood God's fury, killing 1 warp spider and glancing the fire prism. The soul grinder shoots his phlegm at the dark reapers, scoring a hit and killing 3 (the spiritseer passed his lookout sir). The horrors in the ruin try to cast flickering fire on the dark reapers, but they fail and the second unit of horrors fail to wound the warp spiders. Fatey casts flickering fire on the dark reapers, but the spiritseer denies him and the screamers turbo-boost over to the dire avengers' waveserpent.

Untitled

Biel-Tan Turn 2

The turn begins with the warlock attempting to cast conceal on his unit, but he rolls a double 1 and splatters his brains all over the inside of his wave serpent, giving me first blood and a VP for the warlock. The farseer then casts prescience and forewarning on his unit and the spiritseer conceals the dark reapers again.
The wraithknight moves towards the screamers and the 2 wave serpents move forwards. The warp spiders jump across the crater towards Fatey and the spiritseer and dark reapers move away towards the fire prism.
In the shooting phase the wraithknight kills a screamer with his wraithcannons and the 2 wave serpents bring Fatey down to 3 wounds, but he passes his grounding tests. The warp spiders then unload their guns into Fatey, taking another 2 wounds off him, leaving him on 1 wound but still flying. The fire prism tries to lance the soul grinder and misses and the warp spiders jump away behind the ruins.
The wraithknight then charges the screamers and gets in but neither side does any wounds.

Untitled

Tz Daemons Turn 2

I roll for my reserves and all 3 units of flamers come in. Eager to teach the Eldar a lesson for attacking the Oracle of Eternity, I attempt to drop all 3 units near the warp spiders. 1 unit gets a hit, dropping next to the spiders, the second unit scatters backwards to the crater where the dark reapers were and the 3rd unit scatters into the warp spiders and gets delayed by the warp.
The screamers get forewarning and prescience and the grimoire goes off again. The horrors on my left move up towards the warp spiders. Seeing that his end is near, Fatey flies up towards the warp spiders to make sure they can't kill any more of Tzeentch's servants.
The warp storm table makes his farseer take a leadership test or become a herald, but unfortunately he passes (with a 10).
Keen to make the warp spiders pay, the flamers and Fatey reduce the warp spiders down to 1 man, who passes both his leadership and toughness test, gaining 6+ FNP and the horrors kill one of the dark reapers, who also pass their toughness test and gain 6+ FNP aswell.
In combat the screamers deal a wound to the wraithknight, and he does nothing in return.

Untitled

Biel-Tan Turn 3

The Farseer casts forewarning on his unit but fails to cast prescience and the spiritseer heals the wraithknight back up to 6 wounds.
The dire avengers' wave serpent moves up to the ruins with the horrors in and the dire avengers jump out. The guardians also jump out of their wave serpent behind the other ruin and the fire prism shuffles forwards to get its cover save.
Shooting sees the dire avengers kill 5 horrors from the squad in the ruin, and the guardians kill 3 from the squad on my left flank. The warp spider shoots at the flamers, but fails to wound and jumps away.
The fire prism tries to shoot at the soul grinder, but once again it misses. The wave serpent that dropped the guardians off shoots at Fatey and manages to bring him down. (Damn twin-linked scatter laser, haha.)
In combat the wraithknight takes 2 wounds from the screamers, leaving him on 4 wounds and once again he does nothing in return.

Tz Daemons Turn 3

The unit of flamers that mis-haped last turn come in this time around and drop right in front of the dire avengers. The heralds cast forewarning and prescience on their unit of screamers and the grimoire goes off once again.
The other 2 units of flamers move towards the spiritseer and warp spider and the horrors on my left flank move closer to the guardians.
The Dark Prince lashes out at the Eldar from within the warp, but fails to kill anything this time. The unit of flamers that dropped this turn unleash their magical energy on the dire avengers, killing 7; the other 3 and the farseer were saved by forewarning. The other units of flamers kill the remaining warp spider and the spiritseer.
In combat the screamer deal 3 wounds to the wraithknight, leaving him with 1 wound left (and no more pesky spiritseer to give him wounds back either) and the wraithknight kills a screamer in return.

Untitled

Biel-Tan Turn 4

The farseer casts misfortune on the flamers, which I fail to deny and then casts prescience on his unit. The guardians and their wave serpent move to kill the other flamers and the fire prism shuffles forwards some more to get closer to the soul grinder.
Shooting sees the dire avengers and their wave serpent kill the flamers thanks to misfortune and the guardians and their wave serpent kill a second squad. The fire prism finally gets a hit on the soul grinder and manages to get past its cover save, making it explode.
In combat the screamers take the final wound off the wraithknight! As the giant construct falls to the ground the screamers consolidate 6" towards the fire prism.

Untitled

Tz Daemons Turn 4

The grimoire fails this turn, but forewarning brings the screamers back to a 4++, they also get prescience to help them chew through the armour plating of the skimmer.
The ruinous powers make the farseer take another leadership test on 3D6, which he fails fantastically with a roll of 15, changing him into a herald of tzeentch (represented in the pic below by the banner bearer) and giving me 2 more VPs. Both units of horrors then shoot at the guardians, reducing them to 3 guys. They pass their leadership and toughness tests though and gain 6+ FNP.
The screamers charge the fire prism and make it explode on the first lamprey bite, wounding one of their own in the process.

Untitled

Biel-Tan Turn 5

The guardians and the dire avengers' wave serpent move to get line of sight on the big horror squad on my left flank, while the other wave serpent moves to face the final unit of flamers.
Shooting sees the dire avengers kill the herald and the guardians and wave serpent kill 8 horrors, leaving 4. The other wave serpent kills the 2 of the flamers in the final squad.

Untitled

Tz Daemons Turn 5

The heralds cast forewarning and prescience and the grimoire gives the screamers their 2++ save once more. The screamers move towards the guardians' wave serpent.
The warp storm table blesses me with +1 to my invuln saves this turn. The horrors attempt to shoot the guardians, but both units fail to kill anything!
The screamers charge the wave serpent and make it explode, but don't take any wounds.

We roll to see if the game carries on.....

Biel-Tan Turn 6

The dire avengers move to get line of sight on the last 3 horrors hiding in the ruin on the right side of my deployment zone and the guardians and remaining wave serpent move back away from the screamers.
In the shooting phase, the dire avengers kill off the 3 horrors and the wave serpent and guardians finish off the other unit of horrors.

Untitled

Tz Daemons Turn 6

The heralds cast prescience and forewarning and grimoire goes off. The screamers move towards the remaining wave serpent.
The warp storm calms this turn and nothing happens. The screamers turbo boost towards the guardians as they aren't in charge range.

We roll to see if the game goes to turn 7...but the game ends there.

Final Score:

Daemons - 11 (First blood, Slay the Warlord, Linebreaker, Warlock, Farseer, Spiritseer, Dark Reapers, Warp spiders, Wraithknight, Fire Prism, Wave Serpent)
Eldar - 9 (Slay the Warlord, Fatey, Linebreaker, 2x Horrors, 2x Flamers, Soul grinder, herald).

Some Thoughts:

-This game was amazing fun and it was very close. I have played this friend's Eldar army quite a few times with both my Ravenwing and Daemons, and all of the games have been close.
-I ran the horrors in two larger groups for the first time this game and I think it worked well for Purge the Alien. Unfortunately the dice were against me this time and they failed to cast far too often :(
-I also split the flamers into 3 groups of 3, which worked really well, so I will be doing that most games from now on I reckon.
-Warp spiders are really nasty, killing Fatey early on really hurt my game plan.
-I should have been more defensive with Fatey this game and flown him off the board to stop myself giving up Slay the Warlord. Lesson learnt for next time though.

Comments welcome as always :)

Monday 7 October 2013

My first BatRep: Tzeentch Daemons vs. Imperial Fists

Hey all,

I played a game yesterday afternoon and thought I would have a go at writing a BatRep :) It is my first one and I apologise in advance for the poor quality, and slight lack, of photos (I tried to use my iPad for pictures and it shook too much). So, here goes nothing!

We were playing 1500 points, rolled Purge The Alien for mission with standard deployment and I won the roll to deploy first.

The lists:

Chaos Daemons (Me)

Fateweaver (Warlord) (Forewarning, Invisibility, Prescience, Inferno)
Herald of Tz
-Disc
-Lvl 3 (Prescience, Misfortune, Scriers Gaze)
-Exalted Gift (Grimoire)
Herald of Tz
-Disc
-Lvl 3 (Prescience, Perfect Timing, Forewarning)
-Greater Gift (Hellfire Gaze)
-Lesser Gift (Etherblade)

10 Horrors
-Iridescent Horror w/ 1 Lesser Gift (+1 to reserve rolls)
-Icon
-Instrument
10 Horrors
10 Horrors

5 Flamers
4 Flamers

8 Screamers

Soulgrinder
-Daemon of Nurgle (not Tz I know, but the Nurgle abilities are much better than the Tz ones for the grinder)
-Phlegm

Total: 1492

Imperial Fists (forgot to take full notes on the army list, but I think this is pretty much it)

Librarian (Warlord, can't remember which trait)
-Lvl 2 (Endurance, Enfeeble)
-Bike

10 Tac marines
-Heavy Bolter
10 Tac marines
-Heavy Bolter

5 Bikes

10 Sternguard
-Drop pod
-4 Combi-flamers

10 Terminators
-2 CML

Firestorm Redoubt

Total: 1500

My opponent deploys his firestorm redoubt on my left hand side, then my deployment begins.
I deploy my soul grinder in some area terrain in the middle of my deployment zone, with the screamers and heralds on his right and Fatey next to them, as far away from the Redoubt as possible. Two of the units of horrors are set up on my left flank and the unit with the +1 to res rolls and icon and instrument go into reserve along with both units of flamers.

My opponent deploys his termies in the middle of his deployment zone, hides one tac squad behind a building (see picture below), the bike squad goes behind the Firestorm Redoubt and the other tac squad is set up behind a crater. The sternguard go into reserve in their drop pod to come in on turn 1.

Night Fighting: No
Seize the Initiative: Yes (dammit, lol)

IF Turn 1

The sternguard drop down in their pod aiming to land near the screamers and scatter right in front of the soul grinder. They all jump out into the area terrain. The libby casts Endurance on his unit and they move out from behind the Redoubt. The termies shuffle forwards as do the tactical squads.


The shooting begins with the sternguard shooting the screamers with standard bolts, killing 1 of them and the termies fire their Cyclone Missiles, killing another 1. The storm bolter from the drop pod shoots at the screamers, hitting twice but fails to wound.
The bikes and tac marines on my left fire at the closest horrors, with their combined shooting killing 5 horrors.
The Firestorm Redoubt then shoots at Fateweaver, scoring 2 wounds. I fail 1 save and take a wound, but I pass my grounding test.

Daemons Turn 1

One herald casts Forewarning and Prescience on the screamers, the other herald casts Prescience on the soul grinder, scriers gaze, and Misfortune on the sternguard, which my opponent fails to deny. Kairos flys 24" forwards to get out of line of sight of the Firestorm Redoubt. The grimoire goes off, giving my screamers a 2+ invuln save, who then move forwards and both units of horrors move forwards into cover.
Shooting begins with the warpstorm table making his Librarian take a Leadership test on 3D6 or turn into a herald, which he passes (just) with a 10. The soul grinder fires the phlegm at the sternguard, which scatters 8", but I get to re-roll the scatter thanks to prescience and get a hit, which covers all 10 sternguard! I wound all 10, and they all fail their cover saves thanks to misfortune. First Blood for me, as well as a VP for the unit.
The unit of horrors on my left flank fail to cast and Fatey throws Infernal Gateway at the tac squad, killing 1 and marines fail their toughness test from warpflame and another marine dies.
The screamers turbo boost forward towards the termies ready to chew through some armour next turn.

IF Turn 2

The librarian casts Endurance on his unit and Enfeeble the unit of 5 horrors, which I fail to deny. The bikes and tacs moved up towards the Enfeebled horrors and his termies shuffled towards the screamers.
The combined fire from the tac squad, the Redoubt and the bikes kill off the 5 remaining horrors on my left flank, giving my opponent 1 point. The termies unleash their firepower into the screamers, putting a screamer down to 1 wound, and the tac marines behind the building fire at Kairos, getting 4 hits and 2 wounds, which I save and he passes his grounding test thanks to the re-roll.
The termies charge into my screamers and I overwatch with Hellfire Gaze, which hits and wounds, but my opponent makes his invulnerable save.
Combat sees my non-grimoire herald issue a challenge to his termie sergeant which he accepts. The sergeant fails to get any wounds past my 2+ invuln and I cause 2 wounds in return, killing the sergeant thanks to the Etherblade. The screamers then Lamprey bite getting 4 hits and 2 wounds, which kills 1 termie. The termies don't kill any screamers thanks to my 2++, and they then fail their morale check and run 7", with me consolidating 6" to end up right behind them.


Daemons Turn 2

I roll for reserves and the horrors come in, dragging the unit of 5 flamers in and the other flamers come in as well.
I place the horrors in front of the crater that the tac marines are in, but they scatter backwards 7" towards my unit of horrors in the ruin. The first unit of flamers drops next to the same crater and get a hit, putting them in a great spot to incinerate the tac squad. The second unit of flamers drops near the bike squad, but scatters 9" back and ends up behind the crater next to the tac marines.
The heralds cast Forewarning and Prescience on their unit and misfortune on the termies, which my opponent denies.
Fatey flys over to the large building to avoid the Firestorm Redoubt again and the Grimoire goes off, giving me my 2++.
The warpstorm table does nothing this turn with me rolling 7. The unit of 5 flamers shoots the tac squad they landed next to, getting 35 hits and causing 18 wounds. My opponent failed 11 saves, resulting in the whole squad dying; another VP for me. The soul grinder shoots at the tac marines opposite him and kills another 1 and the unit of horrors sitting in the ruin fail to cast again.
My screamers charge into the termies and my opponent fails to get any hits with overwatch. I choose to use the 4 attacks on the charge rather than Lamprey Biting. My non-grimoire herald kills 1, and the screamers kill another 2, but this time the termies pass their leadership and hold.

IF Turn 3

The Librarian casts Endurance on his unit and tries to Enfeeble the unit of horrors that deep struck in, but I manage to deny it. The bike squad then moves towards that unit of horrors.
The bikes shoot at the horrors, killing 5 of them, and the tac marines behind the building shoot at Fatey, who takes 1 wound and falls out of the sky. The Firestorm Redoubt has to fire at the flamers, and kills 1. The storm bolter on the drop pod fires at the horrors in the ruined building and kills 1.
The bikers then charge the 5 remaining horrors and kill 2. I deal no damage in return but I pass my Daemonic Instability and the remaining 3 hold.

Daemons Turn 3

The heralds cast Prescience and Forewarning on their unit and misfortune on the termies, which goes through this time. Fatey takes off again and moves to sit behind the gun emplacement. The flamers amble towards the Firestorm Redoubt, to make sure the Firestorm has to shoot them again.
The warpstorm table once again makes my opponent's Librarian take a leadership test on 3D6, but, once again, he passes with 10. The soul grinder completely misses the tac squad opposite him, and Fatey gets his Flickering Fire denied.
In combat, the bikes only manage to kill 1 horror, and they pass their Daemonic Instability test again. Over at the screamer combat, the non-grimoire herald kills 2 termies and the screamers finish off the other 3 and I consolidate 3" towards the tac marines.

IF Turn 4

The Librarian casts Endurance on his unit and fails to cast Enfeeble.
The tac marines shoot at Fatey and wound him twice but I save both wounds. The Firestorm shoots at the flamers again, killing 2 more. The drop pod once again shoots at the horrors in the ruins, killing another 1.
In combat, the bikes fluff their attacks and fail to hurt the 2 remaining horrors.

Daemons Turn 4

The heralds cast Prescience and Forewarning on their squad and the grimoire goes off. Fatey flies off towards the bikes, hiding behind a building and the screamers change their minds and go after the bikes aswell.
The warpstorm then calls Nurgle's Rot forth, but it doesn't do anything and the soul grinder dissolves the last 6 tac marines with a Phlegm Bombardment.
The screamers charge the bikes, fail to wound with HoW and the non-grimoire herald issues a challenge, which the biker sergeant accepts. The herald squishes the sergeant and the bikers kill a horror. The screamers fail to kill anything with their Lamprey Bites thanks to FNP from Endurance.

IF Turn 5

The Librarian casts Endurance on his unit and successfully Enfeebles the screamers
The Firestorm shoots at the last flamer in the smaller squad and kills it.
In combat, the non-grimoire herald challenge the librarian, who accepts. The librarian fails to hurt the herald thanks to the grimoire, and the herald deals 2 wounds to the librarian, one of which is saved by FNP. The bikers kill off the last horror, and the screamers eat 3 bikers with their Lamprey Bites.
The librarian fails to regen the wound he lost.

Daemons Turn 5

The heralds cast Prescience on the screamers but fail to cast Forewarning. Fatey flies off towards the drop pod and the grimoire goes off, giving my screamers a 3++
The warpstorm table gives me +1 to my invuln saves this turn and the soul grinder takes a hull point off the drop pod.
In the combat the librarian fails to hurt the herald, and the herald cuts him down, giving me slay the warlord. The screamers kill the last bike and consolidate 3" towards the drop pod.

We roll to see if there is a turn 6....

IF Turn 6

The drop pod shoots at Fatey but misses and the Firestorm shoots at him as well, causing 1 wound, leaving Fatey on 2 wounds but still flying.

Daemons Turn 6

The heralds cast prescience and forewarning. The grimoire goes off and the screamers and Fatey move closer to the drop pod.
The warpstorm table does nothing this turn, and the Soul grinder and Fatey fail to damage the pod.
The screamers charge the drop pod and wreck it.

We roll to se if the game goes to turn 7....and the game ends there.

Final Score:
Daemons - 10 (First Blood, Linebreaker, Slay the Warlord, 2x tac squad, termies, bikes, librarian, sternguard and drop pod)
Imperial Fists - 3 (2x Horrors, Flamers)

The game was good fun, even if it wasn't the closest game ever. The fact that the grimoire didn't fail was very helpful and my opponent's sternguard falling right into the path of my soul grinder was unlucky for him.

This was the first game where my screamers have really shone as a combat threat. I decided to role all 6 of my powers from divination, which gave me so much extra utility. They steam-rolled through a big unit of termies and a biker unit with his warlord in, which was great. The flamers were also fantastic, vaporising a tac squad in 1 turn and the soul grinder keep the other one hiding for most of the game. The horrors did well at drawing the bike squad out of position but they didn't really need to do a great deal of damage this time, so I never really shot with them.
Fatey didn't really do much damage with his psychic abilities, but his re-rolls helped out at key points several times and he distracted a tac squad for a while aswell.

Hope you guys have enjoyed the report, and I welcome any comments or questions :)

Cheers!

Saturday 5 October 2013

Welcome to my new Warhammer blog!

Hey there everyone :)

I just wanted to write a quick introduction to welcome you to my new blog.

I got back into Warhammer at the beginning of this year after quite a bit of time away from the hobby, and after spending lots of money I am loving it, haha. I've mostly been playing 40k this year, but I enjoy games of Fantasy and LoTR too.
I have two main 40k armies at the moment. The first is my Dark Angels, with a strong focus towards the Ravenwing. This has been my 40k army since I started playing back at the beginning of 3rd ed. and I still love them just as much. I've always had a soft spot for the Dark Angels, I find their fluff and tendency towards secrecy very appealing. I have made my own DA chapter, who still wear the colours of the pre-heresy Dark Angels (as a nod to the old Angels of Death book as well as the HH series of novels). I really enjoyed writing up the background for these guys, and I hope to expand on it soon.
Painting these guys is taking me a long time, as I am not a very fast painter, and each bike takes me about an hour, but they are coming along nicely.

The other army is one I have recently started; mono Tzeentch Chaos Daemons. The idea for this army came when I was looking through an army case containing my old Hordes of Chaos fantasy army, which is entirely dedicated to the Changer of Ways, (when you could take Warriors of Chaos, Daemons and Beastmen in one army). I didn't like how Daemons worked in 5th ed. 40k, but after reading through the 6th ed. codex quite a bit I thought I would give it a go, and I am really enjoying them so far. I like the random elements to the book, as it keeps each game slightly different and encourages you to think on your feet, rather than sitting back and playing the same strategy over and over.
I am using this army to improve my drybrushing skills, and therefore every model will have the majority of its surface painted using this technique, with only the details being picked out free-hand afterwards.

As far as Fantasy goes, I have one main army at the moment, which is the Lizardmen. (The Hordes of Chaos army I mentioned earlier hasn't left it's case since they split the books up). I really like my Lizardmen army, especially the skinks, so I always try to field as many skinks as possible, haha. I am currently just getting started on repainting the whole army, as I am a much better painter now than I was 8 years ago.


Ever since I got back into Warhammer I have loved reading people's Battle Reports, so I wanted to make a blog where I could start writing my own reports with pictures to share. I will also put up pics of my current painting projects and WIP shots.
I am also about to start playing in a couple of campaigns run by some friends, so, as long as the GMs agree, I will be posting reports from those aswell.

Thanks for reading my introductory babble, and I hope you enjoy reading the things I put up in future!