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 Daemons of DOOOM!!!

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Alvin K
Vuel
shaun
CikguDin
dif2find
AznJake
dann.toh
spunkybass
LordAK
Paxter
Dr-DOOOM!!!
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Dr-DOOOM!!!
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyMon Jul 01, 2013 10:51 am

muahahahaha... prepare yourself this Friday! Twisted Evil Twisted Evil Twisted Evil 
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptySat Jul 06, 2013 5:37 pm

Had 2 games with the army.

Friday vs Dom's DA
Mission: Scouring (fast attack scoring)
Deployment: Hammer & Anvil

Daemon Turn 1: All advanced forward. Fateweaver had Perfect Timing so his pyschic shots managed to take down Dark Shroud earning First Blood.

DA Turn 1: 2 drop pods came in. The FW Dreadnaught charged the Skull Cannon, immo and weapon destroyed it. Melta-cide squad from the other drop pod blew up the Soul Grinder. 2 units of Termies also deep striked in the middle. Combined power the land speeders, quad gun and his pred took down my Daemon Prince with Grimoire. Sadness.

Daemon Turn 2: Fateweaver puppet master his pred and shot on his Dread's back armor, immo it. So the dread and skull cannon forever stuck in combat. lol. LoC with Precognition and Forewarning charged in Belial's terminator squad. Locked in combat. All 3 units of hounds assaulted all his shooty units (marines manning the quad gun, pred and his squad of land speeders). All the vehicles died. Marines stayed locked with the hounds.

DA Turn 2: His other terminator squad charged into Lord of Change, putting him down to 2 wounds but managed to lock both terminator squads in combat. Dreadnaught finally finished off the Skull Cannon. His marines still stuck in combat with the hounds. His Melta-cide squad advanced to mid field.

Daemon Turn 3: Fateweaver puppet master 1 of the Melta-cide dude and blew up his own drop pod nearby. He then finished the Melta-cide squad with his spell. 1 squad of Hounds failed charge unable to assist the Lord of Change locked in combat with the Terminators. The other squad managed to charge in. Combat ended as a stale mate. Lord of Change down to 1 wound left. Finally the 3rd unit of Hounds managed to finished off the marines that were stuck with them since turn 2.

DA Turn 3: Only left Belial and a few terminators left locked in the mid field with Lord of Change and 8 Hounds. Belial finally accepted Lord of Change's challenge but died to ID. Left only 3 terminators left locked in combat.

Daemons Turn 4: Fateweaver flew close to the immo Dreadnaught and finished him off with a Bolt of Change. 2nd squad of Hounds with Prescience charged in and together with Fateweaver's and the remaining 1st squad of Hounds in combat, the terminators finally succumbed to the wounds. Left only the Drop pod. My opponent conceded.


Sat vs Chris Goh's Tau
Mission: Scouring (again)
Deployment: Vanguard Strike

Tau Turn 1: Whole Tau's shooting wiped out 1 squad of Hounds earning him First Blood. Skull Cannon was immo.

Daemon Turn 1: Whole army advanced. Left flank Hounds managed to wipe out a warrior squad and crisis suits squad in combat. Middle Hounds failed to assault his deathstar squad (Farsight with 7 Bodyguards and Shadowsun).

Tau Turn 2: Tau's shooting concentrated on the dogs. Left flank left only with 2 Hounds which had no choice but to go to ground. Middle Hounds left 3 only. 2 wounds caused on the DP.

Daemon Turn 3: Middle Hounds retreated back as they are scoring. DP gained back 1 wound due to Life Leech. Lord of Change wiped out his 2nd unit of troops with his spells. Nothing much happened as his whole army was retreating back last turn with his jump pack moves.

Tau Turn 4: All of his army's shooting managed to take down the DP (damn those 2 Skyrays!). He then further retreated back to his corner with his jump pack moves.

Daemon Turn 4: The left flank hounds no longer pinned, went to charge 1 Skyray but unable to damage it. Fateweaver had puppet master on 1 of his Skyray and shot his last remaining troop squad which he failed his morale and fled.

Tau Turn 5: Shooting got lucky as he managed to ground my Lord of Change and down him to 1 wound. Then he charged his deathstar squad and locked him in combat.

Daemon Turn 5: Lord of Change got perils and died! Boo! Fateweaver then try to take down his Riptide but failed to cause any wound and gave him +1 to his already 5+ Fnp! My opponent conceded as he said he already gained morale victory killing my Lord of Change and he couldn't do anything to both my Plaguebearers squad and 2 units of Hounds capturing the objectives.
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LordAK
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyMon Jul 08, 2013 5:35 am

What about your game with Pax?
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Dr-DOOOM!!!
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyMon Jul 08, 2013 6:00 am

haha.. not enough time for 2nd game that night. Subahan bullied him instead. lol
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyWed Jul 17, 2013 8:43 am

Managed to game with Subahan Necrons last Sat. He was the attacker and decided to attack the tile with a Bastion. So I got a free Bastion, adjusted my list to free up 50 more points to get a Quad Gun on top of the Bastion.

Mission: mission 1 (3 objectives)
Deployment: Vanguard Strike

His list:
- Nemesor with 10 Warriors & 1 Lord with MSS (deepstrike in without scatter from the campaign rules)
- Obyron with 10 Warriors & 1 Lord with MSS
- 7 Warriors manning the ADL with Quad Gun
- 10 Warriors in a Ghost Ark
- 2 Night Scythes (empty)
- 2 Triarch Stalkers with Heat Ray
- 3 Annihilation Barges

Necron Turn 1: His whole army pulled back waiting for his units in reserves to come in to perform alpha strike.

Daemon Turn 1: Night fight was on and there was nothing within range. Fateweaver took a wound from double 1 and later on decided to fly off the board. So I took the wound for nothing. lol. Shooting phase I rolled a 5 which was not bad but I used Fateweaver's warlord trait to re-roll it, got even lower result! My Lord of Change just took 3 wounds from 3D6 on Instability test just like that. lol. The rest of the army just advanced forward expect my left and center hounds stayed around.

Necron Turn 2: Nemesor came in, deepstriking on my left flank unscattered. Obyron then teleported within 6" of him unscattered due to his special rules. Their combined firepower took down my Skull Cannon of Khorne earning him First Blood. 1 of his Night Scythe came in but my Quad Gun only managed to cause 1 HP off him. Grimoire was on the LOC and he has Dark Blessing gift (re-roll inv saves) and Invisibility was on my DP so all his other shooting was unable to kill both the FMC.

Daemon Turn 2: My Fateweaver flew next to his packed Nemesor unit cast Flame Breath but he managed to deny it on a 6. Then I spent 3 warp charges to have 4D6 S5 AP4 shots on that very same unit and he rolled a 6 again! Center Hounds charged the Warriors with Obyron and my Left Hounds charged the Warriors with Nemesor. Obyron was forced to teleport into Nemesor's combat. Both combat was stuck with some of my Hounds take a few wounds. My LOC rolled 12 for a psychic and he was down to 1 wound left! Both my DP and LOC vector striked the Night Scythe and destroyed it. Due to low count of wounds on my LOC, I flew him off the board and yet I used my Grimoire on him. Brilliant me! lol. DP cast puppet master on a Triarch Stalker to try to take down 1 of his Annihilation Barge within the melta magic range but he saved it with his Jink save!

Necron Turn 3: His remaining Night Scythe failed to come in. Lot of Necron Shooting, managed to cause a wound on the DP as he was grounded. My right flank hounds unit was wiped down to a single Hound. Both warriors units which were stuck in combat lost the combat and was wiped out. Both Nemesor and Obyron couldn't manage to come back. Only both the Necron Lords with MSS reanimated.

Daemon Turn 3: Both my plaguebearers unit in the Bastion decided to come out and headed for the objectives. Fateweaver cast Hallucination on 1 of his Necron Lord which he got "Ermm" result which means he couldn't do anything. My dogs then charged and killed the remaining Necron Lord. My DP with Invisibility stayed in the air cast Puppet Master on 1 of his Annihilation Barge but stupidly shooting the front armor of another Annihilation Barge instead of the back of his Triarch Stalker. Bimbo moment. lol. My LOC flew in on the left flank hiding from his Quad Gun since he only had 1 wound remaining.

Necron Turn 4: His remaining Night Scythe auto came in and this turn he combined his firepower and managed to take down my Fateweaver.

Daemon Turn 4: Soul Grinder finally auto came in right behind the Triarch Stalker. DP puppet master a Triarch Stalker and managed to wreck 1 of his Annihilation Barge. DP charged the Triarch Stalker fearing that it will kill off the Soul Grinder behind him on the following turn. DP managed to wreck it.

Necron Turn 5: His warriors on the Ghost Ark disembarked on the middle objective then moved his Ghost Ark blocking direct path of my Plaguebearers towards him. His Triarch Stalker charged my Hounds locking them in combat.

Daemon Turn 5: Soul Grinder stupidly killed some Warriors manning the Quad Gun which caused him unable to close the distance to charge them. LOC charged the last Triarch Stalker locking my dogs and killed it. But the explosion in return killed my LOC! EPIC! lolz. DP and Plaguebearers charged in the middle warriors and managed to wipe them off. We rolled for 6th turn and we got it but with both objectives quite secured by the Daemons (he had 1 objective at his deployment) and there is nothing much in his force that could take down the last FMC, the DP, my opponent conceded.


Last edited by Dr-DOOOM!!! on Wed Jul 17, 2013 11:19 am; edited 1 time in total
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LordAK
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyWed Jul 17, 2013 11:13 am

Hahaha.. This is one funny batrep.
Nice win Joe
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Dr-DOOOM!!!
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyWed Jul 17, 2013 11:22 am

Thanks AK. Was a tough fight as I couldn't do much to his AV13 armor walls. I think he shouldn't so eager to have 2 warriors squad with Obyron and Nemesor on my line while I still have 16 Flesh Hounds around to counter charge him the next turn. I guess he was desperate for that easy First Blood which turned out a bait for him for me to get his Warlord and 2 troops. Smile

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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyWed Jul 17, 2013 12:19 pm

Despite all that dice roll and silly mistakes, you still came up the winner.
That just show how strong your list and you are.

Forcing Obyron to leave his unit by charging Zahndrekh was a smart move. The best way to counter the double deepstriking combo Smile
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Dr-DOOOM!!!
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyThu Jul 18, 2013 5:46 am

Thanks. Sadly it was not a fair fight as he didn't know that Obyron getting forced to leave his unit and teleport into Zahndrekh's combat does not mean he joins the unit automatically. So he couldn't really tank the wounds with his 2+ armor saves as I directed most of the wounds to Zahndrekh's unit of warriors. Furthermore when Obyron got down, his RP roll could not benefit from Zahndrekh's resurrection orb.

Well, at least he knows now. lol
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyThu Jul 18, 2013 4:30 pm

Everyone who uses that combo should know that already. But ya lah, at least he know now.

How was your Grimoire? I've had no luck with it recently and damn it hurts when it failed to work
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyFri Jul 19, 2013 3:36 am

It was okay for me coz I usually put it on Fateweaver. So if grimoire fails, I will fly him off board to keep him safe. Smile
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyFri Jul 19, 2013 6:15 am

okay.. Summore you have Fateweaver so have the option to reroll if fail. Hrmm..
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyMon Jul 22, 2013 4:47 am

Finally had a chance against the new Eldar codex (at least full Edlar la). Iqbal is the man behind his beautiful bright yellow eldar minions. I won the roll off for the campaign and I decided to attack his tile with the Starport which means he gets a free Sky Shield.

vs Iqbal's Eldar
Mission: Scouring (fast attack scoring)
Deployment: Vanguard Strike (v shape deployment)

Daemon Turn 1: Luckily I got the first turn. As his army did not have any good assault based units, I went ahead and scouted all my Hounds forward. Then on my 1st turn, I moved them 12" again. Then all 3 of my FMCs flew straight 24". Fateweaver managed to wreck 1 Walker in a squadron and the Fire Prism behind using his Bolt of Tzeentch earning me First Blood for the Fire Prism. Smile

Eldar Turn 1: He had a hard time deciding which one to take down first as there were 3 units of 8 Hounds and 3 FMCs in his face. He decided to take care of the dogs first as they are easier to kill. With all those Serpent Shields, Scatter Laser shots and re-rolls due to his Farseer's Guide and Prescience, he managed to wipe out 2 units of 8 Hounds! (Even Tau won't able to wipe out 2 units of Hounds in 1 shooting phase!). 1 of his Fire Dragons went and hunt for my Soul Grinder and due to his Battle Focus rule and Fleet, he managed to get within magic range and exploded it. Hmmm... Maybe I should deepstrike the Soul Grinder next time instead. Sad

Daemon Turn 2: LOC cast Misfortune on the Fire Dragons that destroyed my Soul Grinder on the previous turn. Then DP Puppet Master 1 of the War Walkers (which got Guided) and fired 8 shots of S6 on the Fire Dragons. That was fun! lol. Left only 1 Fire Dragon which I needed to take care as he was very close to my Skull Cannon. My Skull Cannon decided to kill that fella off with a charge (yea... overkill but needed). LOC flew behind a Wave Serpent's rear (still have 5 Fire Dragons inside) and exploded it with his Flickering Fire spell. Honestly that's the only way to take down Wave Serpents. From behind that is. The Fire Dragons failed their pin check! Yippie! DP flew on top of the Sky Shield and Psychic Shriek a unit of 3 Jetbikes hiding behind and killed them off. Fateweaver did the same thing as LOC, flew behind a Wave Serpent's rear and wreck it with his Flickering Fire spell. That leaves only 1 Wave Serpent to take care of. I had my last unit of Hounds on the left flank in the ruins charged a nearby Vypers squadron and wrecked them.

Eldar Turn 2: Last Wave Serpent used his Serpent Shield and wreck my Skull Cannon of Khorne. Farseer joined the Dire Avengers unit. Almost half of his army's shooting had been crippled. His remaining shooting targeted on my DP and managed to cause 2 wounds on it but he was still alive.

Daemon Turn 3: LOC cast Misfortune on his Farseer unit then flew on top of the Sky Shield charged the 2 FW Wasp Assault Walkers and finished them off. DP charged the Farseer unit and challenge was accepted by his Farseer. Unfortunately due to Misfortune, the Farseer got squashed and unit was broken and destroyed by the DP's high Ini 8 sweeping advance. The Hounds charged a unit of 2 Walkers on the left flank and also managed to wipe them out. By end of turn 3, Eldar only left 5 Fire Dragons, 1 Wave Serpent and 3 War Walkers on top of the Sky Shield. My opponent conceded. It was a great game able to stress test my army facing so many guns and AV. Thanks Iqbal.
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyMon Jul 22, 2013 7:32 am

It was a good game (and stress test) for me too.
Learnt a lot from my mistakes in 'tactical decision'-making from this game.
Thanks.
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyMon Jul 22, 2013 7:24 pm

Turn 3 opponent concede seems to be the norm now eh? Razz
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyTue Jul 23, 2013 3:46 am

Only involving xenos (daemons included). Marines vs marines usually stays much longer.
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyTue Jul 23, 2013 3:53 am

Where got.... Some players managed to fight til turn 5 like Subahan's Necron and Chris' Tau. Dom also fought until turn 4 and almost kill all of my FMCs. Then again I do admit my Daemons are not for the faint of heart. Definitely not your cup of tea eh Yip? Smile
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyTue Jul 23, 2013 4:07 am

LordAK wrote:
Only involving xenos (daemons included). Marines vs marines usually stays much longer.


Quite true. Coz usually xenos have really lousy saves and compensated with high damage output. So game will usually be decided during mid game.
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyTue Jul 23, 2013 5:48 am

Nope. Not really. See oso damn stress already, if i play sure high blood pressure and mC next day. Hahaha
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyTue Aug 20, 2013 7:36 am

Anticipating Shaun's new power list, will be calling my Daemons from the warp this weekend.
Would like to make some small adjustment to test out the screamers (so called nerfed as well).


HQ:
----
Fateweaver (Warlord)

Lord of Change
- 2 Greater Rewards
- 1 Lesser Reward
- Mastery Level 3


TROOPS:
---------
10 Plaguebearers
- Instrument
- Plagueridden

10 Plaguebearers
- Instrument
- Plagueridden


FAST ATTACK:
--------------
10 Flesh Hounds of Khorne

9 Screamers of Tzeentch


HEAVY ATTACKS:
-----------------
Skull Cannon of Khorne

Soul Grinder
- Daemon of Slaanesh
- Baleful Torrent

Daemon Prince of Tzeentch
- Flight
- Armour
- 1 Exalted Reward (default for Grimoire of True Names)
- 1 Greater Reward
- Mastery Level 3

Total: 1850 pts
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyTue Aug 20, 2013 5:01 pm

You tailor your list for me? Razz
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyWed Aug 21, 2013 3:52 am

Actually i nerfed it a bit la. The 3 units of Hounds more ganas. Smile

If you up for it, I think the most powerful list I have is the 6 FMCs but it has never been tested. lol.
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyWed Aug 21, 2013 5:57 pm

Aiya 3 Units of Dogs lar. Don't pity lar but 6 FMC too much lar haha.
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyTue Sep 17, 2013 5:27 am

Had my 1st try using the 6 FMCs list vs a Thousand player as he wanted a fast game but it turned out not so fast when both side has so many psychic going on. Arihman was a beast especially when he got +1 armor save to 2+ with his Gift of Mutation and Iron Arm. It dispatched 2 DPs and 1 LoC all by himself.

Nevertheless, the Daemons still managed to consume its soul and the rest of the Thousand Sons empty armors.

Then yesterday due to lack of players, I fought him again but he didn't want to face the same list again so I used my standard list. He was also testing a new list which I think is much better for a Thousand army. He had:

Arihman with 20 Thousand Sons infiltrating
Termi Sorcerer Lord with 20 Thousand Sons infiltrating (he rolled 2 units to infiltrate with Arihman Warlord Traits)
2 Forgefiends with 2 Hades Autocannons and 1 Ectoplasma Cannon
5 Havocs with 2 Lascannons, 2 Autocannons
1 Bale Flamer

It was a tough game when he started first which took down all my dogs by turn 3 and killed off my Soul Grinder on the first turn.
I managed to steal the win with a single Plaguebearer surviving a Heldrake's bale flamer in my deployment zone and I contested all of his.

Looking forward to see how his full cult army gonna grow. Smile
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PostSubject: Re: Daemons of DOOOM!!!   Daemons of DOOOM!!! - Page 9 EmptyTue Sep 17, 2013 6:47 am

His army was awesome! I am inspired to expand my deathguard bcs of him!
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