Actually there wasn’t much of a debate between these two
candidates: when they finally met at the end of the game it was a brief and
violent exchange.
This game was talked about all day but wasn’t really expected
to happen. Then, at almost 8pm, suddenly
it was on. With such a time pinch, J and
I decided on a quick 1000pt game. I,
still on my anti-power armor kick, decided to play daemons for the first
time. I actually had a hard time
scraping up enough models to fill 1000 pts, but I managed and we got it
on. It was Space Wolves vs Daemons. The armies looked like this:
Space Wolves:
HQ
|
Rune Priest with tempest’s wrath & murderous hurricane
|
T
|
Grey Hunters with Plasma Gun
|
HVY
|
Land Raider Crusader
|
T
|
Grey Hunters with Plasma Gun
|
*
|
Drop Pod
|
FA
|
Thunderwolf Cavalry
|
HVY
|
Long Fangs with 4 missile launchers
|
Daemons:
HQ
|
Keeper of Secrets with various power upgrades
|
HQ
|
Heralds (2) one of Slaanesh, one of Khorne
|
T
|
Daemonettes
|
T
|
Bloodletters
|
FA
|
Seekers of Slaanesh
|
FA
|
Flesh hounds
|
E
|
Flamers of Tzeentch
|
We are both still new to 6th edition and so we
used some but not all of the scenario rules.
There were three objectives on the board. The Keeper’s warlord trait gave him Feel No
Pain when within 3” of an objective. The
Rune Priest’s forced nearby enemy units to use their lowest LD value instead of
their highest—not real effective against daemons.
Turn 1: The SW got the first go, and they quickly
spread over the battle field, moving in on all three objectives unopposed. The Rune Priest and his grey hunters were
loaded in the land raider and moved toward the central objective. The second squad of hunters landed in their
pod and made for the western objective, and the thunderwolf cavalry made for
the eastern one. The long fangs were set
up in a ruin with 4 rocket launchers ready but nothing yet to shoot at. Then the first wave of daemons arrived: the
Keeper of Secrets and his Slaaneshi servants.
The Keeper appeared in a puff of black perfume just inches from the
western objective. His daemonic gaze
caused the nervous collapse and hearts to explode in four of the approaching
drop pod hunters an instant after his arrival.
The last three broke and ran toward their board edge, which brought them
closer to the greater daemon. The
seekers on deamonic mounts appeared on the same side of the board and the
daemonettes materialized behind the TWCavalry squad. And they all just stood there... Daemons, as
I will remark on again, have very little in the way of ranged attacks, and
because they can’t assault on arrival from reserve they did nothing but wait to
be shot at.
Turn 2: They didn’t have to wait long. The long fangs split their fire, hitting both
the daemonettes on foot and those mounted with frag missiles. The land raider split its fire as well,
spraying assault cannon, hurricane bolter, and multimelta wrath around the
board. The Priest and his boys unloaded
onto the central objective and fired their weapons, the Priest calling up a
hurricane to assault the Keeper, but his Deny the Witch roll dissipated the
winds before they could attack. The
surviving pod hunters, with a plasmagun, fired on the Keeper but failed to hurt
him. (Actually, J had 2 plasmaguns and
rolled at least three 1s throughout the game – i thought the Chaos Powers were
trying to jinx his weapons but he kept making his armor saves against the Gets
Hot rule.) The drop pod fired its
deathwind missile spread but missed the seekers. The TWC fired their pistols and then charged
the daemonettes. The girls, by this
time, were reduced in number from the shooting phase, and after the assault
only the Herlad was left to fight, though she delivered a wound to one
wolfrider.
Basically,
I took a lot of heat. Had it not been
for the blessings of the Chaos Powers granting me more 5s and 6s than I’d ever
rolled before (and the fact that all daemon saves are invulnerable) the battle
would have been half over right there.
But we persisted....
Daemon
counterattack saw the Keeper slaughter the last pod hunters in melee
combat. The seekers charged the Priest
and his hunters, killing one hunter and wounding the Priest, but none of the
mounted daemons survived the Rune Priest mystic weapon and hunters’ brawling
experience. The Flamers arrived, deepstriking
behind the Slaaneshi Herald as she completed her dance with the TWC: the
flamers arrived (and deviated) and couldn’t shoot because the TWC were still in
combat – then the Herald finished off one wolf rider and was killed herself.
So that’s
one SW unit destroyed and two Daemon units banished, with only the Keeper and
impotent Flamers on the table. It looked
bleak. It usually does.
Turn 3: The Rune Priest summons up a storm to
crash would-be deepstrikers, then assails the Keeper with a murderous hurricane
(3D6 shooting attacks). The long fangs
fire krak missiles into the monster and the drop pod launches a swarm of
micro-rockets at him. The land raider
and hunters fire their weapons at him as well.
Despite making an amazing amount of invuln saves (and simply shrugging
off hits with his 6 toughness), the Keeper is staggered, taking two of his four
wounds. The wolf riders fire on and
charge the trio of flamers, wiping them out before they can even shoot anything
(my one shooty unit). (Well, they got
overwatch shots with their templates, but failed to wound.)
Finally
Khorne decides to send some of his disciples. The bloodletters appear near the
TWC, one lost in the storm trying to deep strike. Then they...
just stand there (cuz that’s all they can do). The greater daemon continues in stride toward
the hulking drop pod that has been pestering him with hornet nests of missiles. His brutal fury causes four penetrating hits
and it explodes. The flames fail to harm
the daemon.
Turn 4: It was 11:30pm at the beginning of turn four,
and the shop closed at midnight. We knew
this was the last turn.
The Space
Wolves fired with all they had, only managing to piss off the Keeper of Secrets
and killing one or two bloodletters still standing in deepstrike formation. Then the wolf riders attack. The melee is a bloody one, the daemons of
Khorne and their Herald coming out victorious against the two wolf riders,
bathing in their lupine blood. They
consolidate toward the long fang’s hideout.
The bloodletters
barely make enough of a charge distance to engage some of the long fangs in
combat, forcing the rest to climb down from their perches to fight. It’s the hellblades that saved me in this
battle, because without them and the bloodletters’ fury, I’d have not had many
victims in this fight. The combat in
those ruins goes unresolved – I had won but we didn’t bother testing for
morale, as the game was about to end.
The fleshhounds finally make it in, surviving the difficult deepstrike
despite the storm. I suddenly realize
that they can, in fact, RUN once the arrive, and the pack of six hounds round
the bulky land raider, headed straight for the grey hunters. So is the Keeper. He charges in, shrugging of overwatch fire
and entering melee combat.
Now here’s
the sticky part: I don’t declare a challenge so J does, knowing this is a
protective measure to his benefit. By
challenging the Keeper, the Rune Priest forces a choice: accept and have your
attacks only focused on the Priest, or refuse and not be allowed to fight at
all. To me, a greater daemon would laugh
off the challenge and just wipe out the whole squad right there – there’s no
shame if no one lives to tell the tale of your refusal. But by the (questionable) rules of 6th
edition, I must accept. So the Keeper’s
six AP2 wounds that he inflicts all get sucked up by the mangled Rune Priest,
rather than wiping out the whole hunter squad in one fell sweep.
The debate
is over. My candidate made an undeniable
argument. His candidate fed the crows.
The game ended there, out of time, with no one able to claim
objectives. We called it a tie. I suppose if you implemented the secondary
objectives the daemons would have won, but we weren’t that concerned about
it. It was a good game, a lot of fun,
and makes for a good story. That’s the
best part.
So this was the first time I ever played daemons, and daemon
players already know what I found out: the troubles with playing daemons. A big disadvantage of this army is that they
all deepstrike in, which has inherent danger and unpredictability. Plus, as they trickle in one or two scattered
units at a time, they get the hell shot out of them. And that’s the second big drawback: daemons
have very little in the way of ranged attacks and now in 6th edition
no one arriving from reserve can assault that same turn, which means your
daemons appear and then stand there waiting to be slaughtered until next turn
when they can act. Sucks. I had Lady Luck (or a Dark God?) on my side
this game though, as I made an incredible number of saves, keeping my guys
alive long enough to get stuck in and do some damage. Which lends to the biggest advantage of this
army: all their saves are invulnerable, and they are fearless, so even as they
get mowed down waiting for their turn to move, you know they aren’t going to
break and run from loss of models.
Daemons overall are a lot of fun, but I couldn’t see running them very
often, at least not alone. Daemon
allies, however, I already have plans for...
(My crew from the game. I do have and plan to restore a classic Keeper of Secrets, same one I bought in the 80s, the original and best ever made. Someday soon she'll grace the field again...)
(p.s. please excuse all the typos and changes in tense I may be leaving behind, the battle has left my brain exhausted...)
(p.s. please excuse all the typos and changes in tense I may be leaving behind, the battle has left my brain exhausted...)
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