Sunday, 13 July 2014

Guide restart


So, let's start the Guide again - in 7ed. What's new for Chaos Daemons? Psychic Phase! Now, not only the Tzeentch Psykers can cast normal, but all of them - with new difficulties like multiple Warp Charge powers and enemy's Deny the Witch rolls...

Also, there's a Malefoc lore, which allows the army to conjure new squads even with a pack of Horrors - with only Perils of Warp on a double 6. And the precious spell - Cursed Ground, that affects Daemons... When the whole army consists of Daemons!

So, let's review the army's Special Rules



Daemonic Alignment



Daemon of Khorne - the furious charge... Not the grand ability, but it's always good to have better strength. Attacking high toughness dudes, for example, or a good-armoured squads like terminators - to give them loads of save throws.

Daemon of Tzeentch - +3 to ld for Psychic Tests is not so good now, but can save in cause of Perils of Warp. Re-rolls of 1s on save is still a good ability. With a new Jink and Shrouded Special Rules, we can get a dedly covered units. And with Cursed Ground, it's now better chances to make 2+ Invilnerable Saves.

Daemon of Nurgle - Shrouded special rule is good, for example, at the start of the game, standing behind the barricade or the building or simply Jink will grant you 2+ cover save. And it won't become useless in process of the game. Also, the units count as equipped with Defensive Grenades - and now you can throw it, making enemy units Blind in addition to good old no-charge-attacks! But, no running is still disapointing :(

Daemon of Slaanesh - they're fast! An additional run, fleet... Good for you! And all melee attacks are rending, which is pretty scary against Wraithknights, Dreadknights etc...



Daemonic Instability



It's an interesting rule, cause you pass all morale checks, still having the ability to Go to Ground, but it's always a disaster to lose a melee combat...



Warlord Traits



Death Incarnate - interesting one... But it's important who is a Warlord. A monster or Herald of Slaanesh/Khorne on the Juggernaut with ap2 are the good ones.

Deatroyer of Mortals - a strange one. The most strange to have such, if you play with an army of  Khorne with Locus of Fury or Skarbrand.

Herald of Doom - not too useful, I think.

Immortal Commander - a good one, the possibility to avoid a disaster with an Instability.

Lord of Unreality - the best one. Making a negative effect of the Warp Storm almost never...

Warp Beacon - a crappy one... It could be good to know such trait in the moment of roster creation, not before the game has already begun...

So, I think, it would be better to use the Rulebook traits, if your Warlord needs to roll one - Command and Strategic ones.



Warp Storm



An unusual feature of an army - something, that can kill unexpected!!! Note, if you have the ability to re-roll the table, it's better to re-roll only the first three results for a maximum safety!



Icon of Chaos



A good one, playing with a Deep Striking units, like the Great Unclean ones. Don't forget to use that ones for the allied CSM - to say hello for Land Raider with Obliterators' meltas, for example! But, the Cursed Ground making this work better - it has a 12" radius and making to "hit" all of the Daemons, not depending of Daemonic Alignment. But, that spell gains with a random rolling, while the Icon is just can be taken in a roster.

Banner of Blood - very tasty one. You just don't have problems with charge and you always know, that you'll make it successfully, if there's 7" to the enemy unit.

Blasted Standart - an additional damage, I don't think that it is necessary. 

Plague Banner - strong... But for whom? Plaguebearers are too slow, while Drones can take permanent 3+ poison...

Rapturous Standart - Interesting, but I don't think that necessary... 



Instrument of Chaos



The save-points for the Storm-attacks, but you never know which god will attack, so it's not the main ability. It's good for Deep Strike! In the combination with comms-relay it can let you to have on the table the reserve, that you need :3



Hellforged Artifacts 



The Eternal Blade - good one for the monsters, but not so good in 7ed with a new Smash.

The Portalglyph - a troop-creater... Making Horrors and Warp-Charges! If you are lucky enough to roll "6" on the Malefic, it can be a Greater Daemon, heh!

The Doomstone - a strange one stuff. It could be used in a herald-boing, for example. And maybe good with a Slaanesh Psychic lore.

Grimoire of True Names - a favorite toy of a Daemon player! Buffing the main unit in the army, ore one of the important in certain moment of the game. It's better with Kairos! And don't forget that CSM have Daemons too!



Daemonic Rewards



A random buff of a Character. I can call it a unique stuff for Daemons. That things can just change your and your enemy's tactic just before the game, as Psychic Powers can.



Daemon Psychic Powers



Discipline of Change


Flickering Fire of Tzeentch - not too bad to have such power. But, it's difficult now to decide, how much Warp Charges to pay - you can not to cast, or, trying to find 1 Charge to have 3 successes...

Tzeentch's Firestorm - the worst power of a lore...

Bolt of Change - a strong one. Even can break a group of Vehicles with a luck.

Infernal Gateway - interesting, but 2 Warp Charges...


Discipline of Plague


Stream of Corruption - I just think, it's great. For a Prince, for example.

Plague Wind - a good one too. Short as a range, but ap2.

Miasma of Pestilence - good for the fights of middle-initiative squads like Khorne units, Screamers, etc. For Nurgle units with low initiative or units with high one, the effect will be only for the WS.

Rancid Visitations - it's weak and costs 2 Warp Charges...


Discipline of Excess


Lash of Slaanesh - not the best power, but it's always good to have that like an additional weapon.

Aquiescence - really the strong power. Blocking the overwatch and making enemy unit to strike at initiative step 1 almost always... Yummy!

Pavane of Slaanesh - just interesting, but won't deal much damage.

Cacophonic Choir - a weak version of Psychic Shriek, that cost 2 Warp Charges...

Wednesday, 9 July 2014

Summer Team Cup 2014 - Game 5 - Adepta Sororitas + Inquisition


HQ1: Saint Celestine [135](Warlord)
HQ2: Ordo Xenos Inquisitor: rad grenades, psyker (hammerhand), force sword, 2*servoskulls, liber heresius [91]
HQ3: Inquisitor Coteaz [100]
HQ4: 2 ministorum priests: 2*power axe, litanies of faith [95]

Troops1: 7*Battle sisters, heavy flamer, meltagun, combi-melta [114] (transport1)
Troops2: 5*Battle sisters, 2*meltagun [80] (transport2)


Elites1: 4*acolytes [16]
Elites2: 7*crusaders, 3*death cult assassins
2*ministorum priests (2*power axe) [230] (transport3)
Elites3: 7*crusaders, 3*death cult assassins
2*ministorum priests (2*power axe) [230] (transport4)

FA1: 5*Dominion, 4*meltagun [105] (transport5)

Transport1: Sororitas Rhino [40]
Transport2: Sororitas Rhino [40]
Transport3: Land Raider Crusader: multimelta, searchlight, psybolt ammunition [266]
Transport4: Land Raider Crusader: multimelta, searchlight, psybolt ammunition [266]
Transport5: Sororitas Rhino [40]

TOTAL: 1848 pts

The objective was to score the markers at the end of the game, while my opponent got Relic - a point per turn. I also had to destroy the Rhino of Dominions as a secondary one.

His first turn was to re-deploy towards the center of table.

I just re-located Screamer Star on the top of Impassible terrain to avoid charge and had nothing to shoot at, because of LoSblockers and 14 armour.

Then, he got Relic on the second turn with acolytes from LR. An awful shooting of Heralds didn't destroy the conclave, so they just ran away to their transport.

Left of the game, I just slaughtered the acolytes, sisters, Celestine, Rhinos and 1 LR, losing Screamers (not Heralds) and Horrors. He got primary objective, holding Relic too long, while I got the secondary.

11 - 9... Not too good result :(

Summer Team Cup 2014 - Game 4 - Imperial Knights


ARMY DESCRIPTION : Imperial Knights
Knight Errant - [370] - [warlord]
4 x Knight Errant [4 x 370]

[1850]

The game wasn't too long and Interesting - I just flight around the table, shooting and puppetmastering to Knigts, totally destroying one of them and almost killing three others, while the Knights were pushing me to my table edge. My survivals are Heralds and Kairos...



6 - 14

Summer Team Cup 2014 - Game 3 - Orks



Army: Space Orkz
HQ1: Warboss (60), Warbike (40), Cybork Body(10), Power Klaw(25) [135 pts]
HQ2: Big Mek (35), Shokk Attack Gun(60) [95 pts]

Troops1: Nobz: 9xNobz (180), Painboy Upgrade (30), Stikkbombs (9), Cybork Body (45), 8x'Eavy Armour (40), Waaagh! Banner(15), 2xPower Klaw (50), 4xBig Choppa (20), 2xShoota/Skorcha Kombi-weapon (10), Bosspole (5) [404 pts] in transport1
Troops3: Boyz: 12xBoyz (72), Shootas (0); 1xBig Shoota (5), Nob (10), Power Klaw(25) [112 pts] in transport2
Troops4: Boyz: 12xBoyz (72), Shootas (0); 1xBig Shoota (5), Nob (10), Power Klaw(25) [112 pts] in transport3
Troops5: Boyz: 12xBoyz (72), Shootas (0); 1xBig Shoota (5), Nob (10), Power Klaw(25) [112 pts] in transport4
FA1: Dakkajet (110), TL Supa Shoota (10), Flyboss (10) [130 pts]
FA2: Dakkajet (110), TL Supa Shoota (10), Flyboss (10) [130 pts]
HS1: Looted Wagon (35), Boom Gun(70), Big Shoota (5), 'Ard Case(10) [120 pts]
HS2: Looted Wagon (35), Boom Gun(70), Big Shoota (5), 'Ard Case(10) [120 pts]
HS3: Killer Kans x3 (105), 3xRokkit Launcha (45) [150 pts]

transport1: Battlewagon (90), Boarding Plank (5), Deff Rolla(20), Big Shoota (5) [120 pts]
transport2: Trukk [35 pts]
transport3: Trukk [35 pts]
transport4: Trukk (35), Rokkit Launcha (5) [40 pts]

Total: 1850

The prime target was annihilation. And... I didn't capture the forewarning :(

I decided Orks to come first, and they just drive closer, leaving tle LoS-blockers. One truck became the first blood. And... I failed the Grimoire roll. Screamers jumped to the top of impassible terrain to avoid charge and wrecked whole squadron of Killa Kans.


The Bastion was charged and... Destroyed :( What a bad carma for my Bastions that tournament!!!! The blasts slayed most of my poor screamers. Only hits!!!

Next, the Death Star slayed the Big Mek, and two other trucks were destroyed by buildings. Letters charged and destroyed the pack of Boyz, that rushed to their Bastion.

Then, Dakkajeys arrived, and one of them was completely destroyed by Quad Gun, while the other made an Evade.


One Looted Wagon was drilled by the Star, and Battle Wagon was charged by Screamers, killing it completely.


On the next turn, Boss and Nobs were patheticly shot by Heralds, and survived T_T

As the result, it was just a draw as both missions, and 11 - 9 for Daemons.

Tuesday, 8 July 2014

Summer Team Cup 2014 - Game 2 - Astra Militarum


Primary Detachment: Astra Militarum

HQ1 : Commissar Yarrick [145 Pts] 
HQ2 : Leman Russ Squadron [570 Pts]:
1. Leman Russ Punisher #1 [140] Lascannon [10]; Multi-meltas [10x2]; Dozer Blade [5], Knight Commander Pask [70] – Warlord
2. Leman Russ Punisher #2 [140] Heavy Bolters [10x2]; Dozer Blade [5]
3. Leman Russ Punisher #3 [140] Heavy Bolters [10x2]
HQ3 : Regimental Specialists [150 Pts]:
1. Primaris Psyker #1 [50] Force Sword [0]; Mastery Level 2 [25]
2. Primaris Psyker #2 [50] Force Stuff [0]; Mastery Level 2 [25]
HQ3 : Commissar [25 Pts] Close Combat Weapon [0]; Bolt Pistol [0]

Troop 1 : Infantry Platoon (Troops) [380 Pts]:
1. 4 Platoon Command Squad [30] Lasgun [0x4], 1 Platoon Commander [6] CCW, Laspistol [0]
2. 7 Infantry Squad [50] HWT(Lascannon)[20]; 1 Sergeant CCW [0], Laspistol [0]
3. 7 Infantry Squad [50] HWT(Lascannon)[20]; 1 Sergeant CCW [0], Laspistol [0]
4. 7 Infantry Squad [50] HWT(Lascannon)[20]; 1 Sergeant CCW [0], Laspistol [0]
5. 7 Infantry Squad [50] HWT(Lascannon)[20]; 1 Sergeant CCW [0], Laspistol [0]
6. 7 Infantry Squad [50] HWT(Lascannon)[20]; 1 Sergeant CCW [0], Laspistol [0]
Troop 2 : Infantry Platoon (Troops) [270 Pts]:
1. 4 Platoon Command Squad [30] Lasgun (x4), 1 Platoon Commander [6] CCW, Laspistol
2. 7 Infantry Squad [50] HWT(Autocannon)[10]; 1 Sergeant CCW [0], Laspistol [0]
3. 7 Infantry Squad [50] HWT(Autocannon)[10]; 1 Sergeant CCW [0], Laspistol [0]
4. 7 Infantry Squad [50] HWT(Autocannon)[10]; 1 Sergeant CCW [0], Laspistol [0]
5. 7 Infantry Squad [50] HWT(Autocannon)[10]; 1 Sergeant CCW [0], Laspistol [0]

HS1: Wyvern Battery [130 Pts]: 
1. Wyvern [65Pts] Heavy Flamer [0]
2. Wyvern [65Pts] Heavy Flamer [0]
HS2: Wyvern Battery [130 Pts]:
1. Wyvern [65Pts] Heavy Flamer [0]
2. Wyvern [65Pts] Heavy Flamer [0]

FORTIFICATION: Aegis Defence Lines [50 Pts]

TOTAL [1850pts]        

So, I played Relic, while my opponent scored the objectives every turn. That was my mistake.



He got 1st turn and loaded Wyvern fire on my screamers... Killing one herald and almost all screamers. Bastion was destroyed by single penetrate...

My turn, and I join the Horrors by 3 left ones Heralds and make 2++ to them. Bastions broke few HP on wyvern.

More fire to me, and the second Bastion wrecked.

My turn, and I take the relic... I also destroy all of the artillery with the combined fire.


 


But, the platoon in 4++ charges my Heralds... 10 inches, difficult terrain. !!!!!! :(

Kairos arrived, destroying 2 Leman Russes with the beam, hell yeah!!!

In the rest of a game, platoon did kill my Heralds and Horrors, and the comsquads were killed by me. Screamers were sacrificed to destroy the last tank.

It's just 6 - 14 to me :(

Summer Team Cup 2014 - Game 1 - Grey Knights + Inquisition


ARMY DESCRIPTION: Grey Knights + Inquisition(allies)

Primary Detachment

HQ:nquisitor Coteaz,w - [100]
Troops1:Inqusitorial henchman warband Warrior acolyte x10( Stormboltersx10): [70]
Troops2:Inqusitorial henchman warband Warrior acolyte x3(Stormboltersx3): [21]

FA:Stormraven Gunship  twin Assault Cannon; twin Multi-melta - [205]

HS1: Nemesis Dreadknight (Personal teleporter, Nemesis Greatsword, Heavy Incenerato,nemesis doomfist) [260 pts]

HS2: Nemesis Dreadknight( nemesis greatsword; heavy psycannon;nemesis doomfist; personal teleporter)[270 pts]

HS3: Nemesis Dreadknight( nemesis greatsword;heavy Incenerator, heavy psycannon; nemesis doomfist; personal teleporter)[300 pts] 

Aegis Defence Line (Quadgun) - [100]

Allyed detachment 

HQ: Ordo Xenos Inquisitor (Psyker, force sword, rad granades, psychotroke granades, Liber heresius, x2 servo-skulls): [106]

Troops1:Inqusitorial henchman warband Crusader (x3), Deathcult Assasin (x5), Ministorum priest: [145]
HS1:Land Rider Crusader (Psybolt ammunition, Multi-melta, Searchlight) - [266]
TOTAL [1843]

The primary mission was to score 5 objectives at the end of the game. Secondary were to chose some, and my was to destroy one of the Knights and to have more units in the enemy deployment zone, then he got in mine.

I got everething on the table, but kept Horrors in reserve... GK were to come first.

And Death Star had forewarning and misfortune :3


Actually, they killed few screamers on their 1st turn.

On my 1st turn, I slayed the targeted Knight as a first blood. Oh, and there was a pack of plaguebearers on the Storm!


Every single turn, the Death Star and the Bastions killed the other Knights to leave LR alone. And when Stormraven arrived, it couldn't use the mindstrikes, because of loads of intercept fire, that locked it's velocity. But, Knights did annihilate 2 of the buildings. 


Then, the plaguebearers charged the acolytes on the enemy Aegis, and captured the Quad Gun, helping the Bastion to destroy the Raven, that still couldn't use the mindstrikes, because it couldn't see  the target - my units blocked it's way - the velocity is locked!

At the end of the game, my opponent decided to disembark from LR to deny the objective with plaguebearers... I don't know why did he do it, when I did still hold the other ones, but he did not, nor he made any secondary objective.

Then, Kairos stepped on the foot, destroying transport, and Deathstar charged misfortuned conclave, leaving it to flee from the table.

20 - 0, Daemons rule!





Summer Team Cup 2014


So, I haven't got too many time to report about last team event in 6ed... So, let's start right now. Here's my list.

ARMY DESCRIPTION : Chaos Daemons

PRIMARY DETACHMENT : Chaos Daemons

HQ1 : Kairos Fateweaver [300] - Warlord
HQ2 : Heralds of Chaos:
HQ2.1 : Herald of Tzeentch; Disc of Tzeentch; Exalted Reward; Psyker (Mastery Level 3) [150]
HQ2.2 : Herald of Tzeentch; Disc of Tzeentch; Exalted Reward; Psyker (Mastery Level 3) [150]
HQ2.3 : Herald of Tzeentch; Disc of Tzeentch; Exalted Locus of Conjuration; Psyker (Mastery Level 3) [145]
HQ2.4 : Herald of Tzeentch; Disc of Tzeentch; Psyker (Mastery Level 3) [120]

Troop1 : 10 Bloodletters of Khorne [100]
Troop2 : 10 Bloodletters of Khorne [100]
Troop3 : 10 Bloodletters of Khorne [100]
Troop4 : 11 Pink Horrors of Tzeentch [99]

FA1 : 7 Screamers of Tzeentch [175]

FORTIFICATION

Fort1 : Imperial Strongpoint:
Fort1.1 : Aegis Defence Lines [50]
Fort1.2 : Imperial Bastion; Quad Gun [125]
Fort1.3 : Imperial Bastion; Quad Gun [125]
Fort1.4 : Imperial Bastion; Icarus Lascannon [110]

TOTAL [1849]

Monday, 7 July 2014

About the Guide...



Such stupid of me to start writing it at the end of 6ed... I'll start ot again soon, re-creating posts about HQ creatures I've already reviewed... I just need some game-experience, that I gain rarely right now, cause I'm in army)))

Sunday, 6 July 2014

Fiend-mini-Star and CSM



I thought of the team event roster again, and I wanted to take my favoried Fiends of Slaanesh... But not only them - some other Fiends, Maulers, for example. I think that with Invisibility they could be great Super-Heavy Hunters along with Cursed Ground and Grimoire... And there are some other units to make little troubles to enemy, such as Sorcerers' Spawn, few Screamers with Discoboy and melta-CSM...

PRIMARY DETACHMENT : Crimson Slaughter

HQ1 : Sorcerer; Chaos Bike; Spell Familiar; Psyker (Mastery Level 3) [145] - Warlord
HQ2 : Sorcerer; Chaos Bike; Spell Familiar; Psyker (Mastery Level 3) [145]

Troop1 : 5 Chaos Space Marines; Meltagun; Combi-Melta; Transport1 [95]
Troop2 : 5 Chaos Space Marines; Meltagun; Combi-Melta; Transport2 [95]

FA1 : 5 Chaos Spawn; Marks of Nurgle [180]

HS1 : Maulerfiend [125]
HS2 : Maulerfiend [125]

Transport1 : Chaos Rhino; Dirge Caster [40]
Transport2 : Chaos Rhino; Dirge Caster [40]

ALLIED DETACHMENT : Chaos Daemons

HQ1 : Heralds of Chaos:
HQ1.1 : Herald of Slaanesh; Steed of Slaanesh; Lesser Reward; Greater Reward; Exalted Locus of Beguilement; Psyker (Mastery Level 2) [170]
HQ1.2 : Herald of Slaanesh; Steed of Slaanesh; Lesser Reward; Greater Reward; Psyker (Mastery Level 2) [140]
HQ1.3 : Herald of Tzeentch; Disc of Tzeentch; Exalted Reward; Psyker (Mastery Level 3) [150]

Elite1 : 8 Fiends of Slaanesh [280]

Troop1 : 3 Nurgling Swarms [45]

FA1 : 3 Screamers of Tzeentch [75]

TOTAL [1850]

Thursday, 3 July 2014

Gargantuan Tits



There's a team event soon, with almost no limits. So I decided to test Zarakynel...

PRIMARY DETACHMENT : Chaos Daemons

HQ1 : Be'Lakor [350] - Warlord
HQ2 : Heralds of Chaos:
HQ2.1 : Herald of Tzeentch; Disc of Tzeentch; Exalted Reward; Psyker (Mastery Level 3) [150]
HQ2.2 : Herald of Tzeentch; Disc of Tzeentch; Exalted Reward; Psyker (Mastery Level 3) [150]

Troop1 : 11 Pink Horrors of Tzeentch [99]
Troop2 : 11 Pink Horrors of Tzeentch [99]
Troop3 : 4 Nurgling Swarms [60]

FA1 : 6 Screamers of Tzeentch [150]
FA2 : 5 Screamers of Tzeentch [125]

LoW : Zarakynel [666]

TOTAL [1849]