Sunday, February 20, 2011

W3 Escalation League Battle Report: Daemons vs Space Marines

Week 3 has come and gone, and another game is done for the league. This is my second 1K points game and this time we are playing a special scenario. Called Carnage, the idea is to place a counter in the middle of the table, and the closest unengaged infantry unit to the counter within 12 inches wins the game. I rolled the deployment and got quarters once again, which won’t matter for the Daemons but will for my opponents Space Marines......Lets take a look...

Points: 1000 Points Per Player
Mission: Carnage (Special Scenario)
Set Up: Quarters

The Armies:

Chaos Daemons-
This time around thanks to the higher points I was able to beef up some units with some nice upgrades, while bringing in another force to join the legion from the Lord of Change…Tzeentch! Along with my original 500 point force, I was able to add a few more flesh hounds to the unit to beef it up more, the Plaguebearers were upgraded with some Noxious Touch, and the herald was given a few upgrades to make him nastier. Finally a new force joined the ranks, a Herald of Tzeentch, along with a unit of Horrors to give my army some shooty goodness. Both Heralds were upgraded to Icons to help bring in my forces and avoid scatter mistakes.

Space Marines-
This time around I am facing another Space Marine army in the 1K points range. This is a themed Salamanders list out of the regular Space Marine codex. By Salamanders theme I mean one thing, and we all know what that thing is....Forgefather Vulkan He'stan of course! Along with the Forgefather, this army is built with 3 Attack Bikes with Multimeltas, a Land Raider Crusader, a basic Rhino, and finally 2 Tactical Squads with Flamers and Plasma Cannons, which will be broken down into 5 man combat squads for the game. Again, I am a bit worried about taking on the land raider, since I have nothing really to counter it, but it's a crusader so I should be ok for most of its firepower. The Character as always will be a tough one to beat, and his ability with flamer type weapons will be annoying, but I will deal with it. The army is fairly a small one for the points, but when you have a Land Raider and a Special Character eating up your points your army isn't going to be that big.

Deployment and Terrain:

He won the roll off and he chose to go first this time and move first. We dropped 2 building templates on the table with one on top of the center objective and another beside it with a small ally between buildings. The table was fairly empty with lots of open ground to move and shoot thru. With quarters again being the deployment choice he selected his quarter of choice in one of the more open areas of the table. The 2 combat squads with plasma cannons were placed on the table, along with the Rhino, Attack Bikes, and Land Raider. Vulkan and his 5 man retinue resided in the land raider, while the other combat squad took residence in the rhino. I rolled to see how the gods were feeling tonight, the two heralds with units of Horrors and Plaguebearers for retinues were my choice units to drop since they both had icons to help deep strike. To the pleasure of the Gods, they were on my side that night. Everything else which accounted for most of my Khorne strike force would be in reserve.



Turn 1

Space Marines- First turn his entire army was moving and running close to the objective. The rhino rolled up beside and deployed its force to support the other 2 combat squads.





Daemons- Enter the Daemons! Leading his nurgle forces, my herald would touch down first in an open area, a bit ballsy but they are nurgle so they can take the heat if they have too, the drop saw them pushed back to the table edge a little bit. The Tzeentch forces would shoot for the ally between buildings and arrive on target. The nurgle forces would run in the shooting phase to spread out and move closer to the space marines. Meanwhile the horrors and herald unloaded on the flamer combat squad that was in the rhino, the shooting resulted in 3 marines dead and passed its leadership roll. First Blood To The Daemons!





Turn 2

Space Marines- Turn two saw the marines with a bit of a black eye from the horrors, but the counter attack was on! The marine vehicles backed off to a safe distance and out came Vulkan with his combat squad retinue from the land raider. The Plaguebearers were about the take a heavy toll from the marine forces in retaliation for the first round of shooting. Meanwhile the 2 man squad moved in on the horrors, and they would get the attention of the plasma cannon squads as well. The shooting went well for the marines as both daemon groups came under fire, the problem was that I was making some incredible saves for the army, something that would be a major problem for my opponent this night. The Gods of Chaos were indeed on my side this night! Out of all the fire poured into the nurgle forces only 3 bearers were taken down and the herald took one wound. The unit that took it hardest was the horrors, losing half their numbers thanks to the plasma cannons and marine shooting. With shooting done it was time to get in close and do some dirty fighting! Vulkan lead the assault on the nurgle forces, taking down the herald in one vs one combat, this would be his only win as the other marines failed to kill anything else. The other smaller combat squad jumped into the middle of the horror squad but that also resulted in tied combat. My forces were now tied up with marines, and I had lost one of my icons which didn't help me.







Daemons- Turn 2 brings with it 2 of my reserve units onto the table, the second Plaguebear unit and my Bloodletters! Two units that are very welcome additions to the assault on the marines and will make for an interesting counter attack force. The Bloodletters would use the icon to land between the combat and building, while the plaguebearers would be a drop right on top of the counter and in the building, which will cost me at least one plaguebearer for dropping into terrain, oh well that's the risk we take. Both units will bunker down in the building to hold out for the incoming fire, the bloodletters got enough models in the building to get a cover save, while the plaguebearers spread out to cover the objective. The close combat continued, with the horrors taking more losses to combat but my saves making it only a loss of one, Vulkan and his marines were stuck taking down 3 bearers in the combat.







Turn 3

Space Marines- The Marines began to counter the arrival of the new daemon forces on the table, the center building became a bunker under siege by the forces not in close combat, one of the plasma cannon squads moved to a new position while the land raider and attack bikes moved to get better shots at the occupants of the building. The land raider unloaded completely into the squad of plaguebearers and I did not take a single wound from the attack, if that is not a sign that the gods of chaos were not on my side this night, I don't know what is! Heh! Although the other marine forces did cause a few losses on the squad the bloodletters survived without a loss to their name. The close combat continued to take its toll on my forces but they continued to hold out, the horrors lost another of their number and the plaguebearers took more losses but held Vulkan in place which would be crucial for the next round!







Daemons- Time to cut down the numbers of these marines! With two squads already locked up and only 2 marine combat squads the bloodletters rushed out for a counter attack! The flesh hounds chose not to enter again, and the plaguebeaders held their ground in the building since they had gone to ground in the previous turn. BLOOD FOR THE BLOOD GOD!! The bloodletters rushed out to take down one of the plasma cannon units, along with freeing the horrors in the process. The battle was brutal but Khorne got his skulls this night, as both marine squads were taken down completely, freeing the bloodletters to retreat back into the building and allow the horrors to fall back into the building too. The cost of course was the death of the first plaguebearer unit which was well worth the cost, since Vulkan was held for the needed time to bring the bloodletters into the game. Now all combat was done and was once again an open game to see who would take the objective!







Turn 4

Space Marines- Time was running out and the daemons had firm control of the objective. The marines had to pour every bit of fire into that building and clean out the daemons if they were going to win this game. With Vulkan free now, he was able to bring his heavy flamer into the game, the other marine assets spread out to provide some good fire support. The marines unloaded with everything they had, but it was no good the daemons held the building! The bloodletters took the brunt of the fire, but at least half of the squad survived and the horrors and plaguebearers took some wounds but were still on the table after the heavy fire cleared out. YES!!!



Daemons- FINISH HIM!!! This turn saw the final nail on the marine coffin slammed into place, as the flesh hounds chose this time to enter the fun. I dropped them in the ally way ready to rush out and join the fun. The Plaguebearer and Bloodletters chose this time to rush out and finish the marine troops once and for all. The horrors chose to hold the objective while the herald joined the fun rushing out to take a shot at Vulkan! The shooting was quick but effective as the horrors ran instead of shooting, as did the flesh hounds to spread out a bit, the herald took his shot on Vulkan and took down 2 of the marines in his squad. Once again BLOOD FOR THE BLOOD GOD, as the bloodletters rushed Vulkan's unit and the plaguebearers rushed the last plasma cannon squad. The results were awesome!! The bloodletters finished off the marines, and Vulkan took a wound, which resulted in little Vulkan turning tail and running for home! The last marine combat squad also failed and turned to run with the plaguebearers keeping really close by....VICTORY IS MINE!







Turn 5

Turn 5 was cut short due to the store we were playing in closing for the night. Although at this point in the game it was a done deal, since both Vulkan and his last combat squad were on the run, and would continue to run since daemons were close by both units to not be able to rally. There was also the matter of the horrors sitting on the objective at the end of turn 4 and there were no more marine infantry units available to contest the objective. Therefore we both agreed to call the game at the start of turn 5. Another fun game had by all and my first win the league! WOO HOO!!


Final Score:
Dave L/Chaos Daemons: 1 Unit Holding the Objective
Dave M/Space Marines: No Units Close to Objective

Winner: Chaos Daemons


Final Thoughts: As always a Dave vs Dave game is a fun time for Team Dave, and this was another good game for the books. I had a great time, and it was fun to finally see my daemon army work the way it was meant to work, the combo of Khorne entering later on in the game was effective to the max. My MVP unit of choice was a hard one to pick this time, but I have to go with the Bloodletters, they are brutal in close combat and they proved how nasty they are in this game. Although all my units shined in this game, the plaguebearers did their job holding Vulkan till the bloodletters were ready for him, and the horror got to be effective in shooting some too, finally the herald did his job as an icon. The ridiculous amounts of saves I was making in this game also helped me a lot, even with high power weapons I was brushing off whole attacks from that land raider as if nothing hit me, truly awesome!...Until Then!

Enjoy! :)

Wednesday, February 16, 2011

W2 Escalation League Battle Report: Daemons vs Space Wolves

Week 2 is here, and we now move up to 1K point games. The first game for this level is a standard random mission out of the main 40K rulebook. I let my opponent roll the mission, which came up loot counters, I rolled the deployment and got quarters, which won’t matter for the Daemons but will for his Space Wolves. Jeremy rolled a full load of 5 counters for the game so this was set to be a high takes mission.....Lets take a look...

Points: 1000 Points Per Player
Mission: Loot Counters (5)
Set Up: Quarters

The Armies:

Chaos Daemons-
This time around thanks to the higher points I was able to beef up some units with some nice upgrades, while bringing in another force to join the legion from the Lord of Change…Tzeentch! Along with my original 500 point force, I was able to add a few more flesh hounds to the unit to beef it up more, the Plaguebearers were upgraded with some Noxious Touch, and the herald was given a few upgrades to make him nastier. Finally a new force joined the ranks, a Herald of Tzeentch, along with a unit of Horrors to give my army some shooty goodness. Both Heralds were upgraded to Icons to help bring in my forces and avoid scatter mistakes.

Space Wolf Space Marines-
To my surprise I was lucky enough to draw a battle with a newer army in the form of the Space Puppies. I’ve played a few Space Wolves armies in the past and had some good games against them, this time I will be facing the newest codex versions. At this level of points Jeremy brings with him 2 Dreadnaughs in Drop Pods, both with assault cannons and heavy flamers, 2 units of Grey Hunters with Flamers and Plasmaguns, with the plasma unit in a drop pod, 2 units of Long Fangs with rocket launchers, and all lead by a Wolf Guard Commander. I will be trying to avoid those Dreads as much as I can since I have nothing really to take them down.

Deployment and Terrain:

He won the roll off and he chose to go first this time and move first. We dropped 5 building templates on the table which were spread out fairly well. The 5 counters were deployed all over the table, I had 2 and he dropped 3 since he rolled mission. He went ahead and deployed both Long Fangs in one building in his quarter, while deploying the flamer Grey Hunters close to the center of the table along with the Wolf Guard Commander, the rest were placed in reserve. I rolled to see how the gods were feeling tonight, the two heralds with units of Horrors and Plaguebearers for retinues were my choice units to drop since they both had icons to help deep strike. To the pleasure of the Gods, they were not on my side that night. Everything else which accounted for most of my Khorne strike force would be first on the table!

Turn 1

Space Wolves- First turn saw the Grey Hunters make a run on the center loot counter. Moving and running close to their objective, while the long fangs looked on ready to strike.



Daemons- Enter Khorne!! First the Flesh Hounds made a jump onto the table, scattering a bit out of range and falling within sight of the long fangs weapons. The second Plaguebearer unit came next dropping onto a building template close to my table edge, as luck would have it they scattered into an open area next to the building avoiding any problems. Finally the Bloodletters dropped beside the flesh hounds to form a killer khorne battle line ready to unleash. After some quick running to scatter the units some the table was set for round 2.



Turn 2

Space Wolves- Turn two saw the entry of 2 units of wolves in reserve. First a Dreadnaught and also the squad of Grey Hunters with Plasmaguns, both units entered in drop pods and landed close to my khorne attack force. The 1st grey hunter squad moved from the other flank of my flesh hounds, and all 3 units boxed in my khrone forces. With the shooting round the long fangs unloaded frag rockets on my flesh hounds, but thanks to cover saves the damage was not as bad as expected. The grey hunters with flamers unloaded next, followed by their bolters and a plasma pistol. The resulting combined firepower took down the unit of flesh hounds. Next came the heat on the bloodletters, both the 2nd squad of grey hunters and dread unloaded bolters, an assault cannon, plasmaguns, and a heavy flamer on the unit. The wolves lost one gunner to overheat from a plasmagun, even with this and 2 drop pod storm bolters, one bloodletter survived the onslaught to fight.





Daemons- Turn 2 brings in the rest of my army as they drop close to the long fangs hide out and way from the grey hunters. The horrors with herald land in a good spot to take down the 1st unit of grey hunters who are waiting to move out. Meanwhile the nurgle force will land behind the horrors some and spread out. The 1st unit of plaguebearers will make a run for the objective on my side of the table. The long bloodletter makes his way to the unit where the horrors are going to fire into. The shooting round starts and the horrors are good shooters costing the grey hunters a few casualties, and putting one casualty on the wolf guard commander. The nurgle forces run to spread out. Finally the lone bloodletter assaults the hurt grey hunter unit but fails to wound, the grey hunters do not fail and take out the last of my khorne daemons. BUMMER!







Turn 3

Space Wolves- Enter the last drop pod and this time close to my recently arrived units. Meanwhile the grey hunters and the other dread make their way across the battlefield to join the battle. The long fangs had to shoot straight down from the windows to blast the horrors with frag rockets. The fire was heavy but thanks to the saves the unit made it out fairly well. The 1st grey hunter unit joined in the slaughter and unloaded on the unit, taking down the herald in the process. The 2nd dread turned on the 2nd nurgle unit with the herald. Thanks to saves only a very few plaguebearers suffered any wounds. The other wolf units were out of range to bring their firepower to bear.





Daemons- The units are beat but we can still win! The horrors moved out to face down the weaker grey hunter unit. Meanwhile the 2nd plaguebearers unit moved into the building with the long fangs. The 1st unit of plaguebearers attempted to climb up to the objective but failed. Shooting took down another wolf from the grey hunter unit they were facing. With no choice left to me, I assaulted the grey hunters with my horrors, which turned into a horror for the horrors! Meanwhile the nurgle herald lead his squad into combat with one of the long fang units. Combat was joined and the result was a tie in combat losses.









Turn 4

Space Wolves- Time was running out and no objectives were being taken yet. The 1st dread and 2nd grey hunters continued to cross the battlefield. Meanwhile the new 2nd dread turned on my 1st nurgle squad. The top most unit of long fangs came down one floor to join the melee, No Guts No Glory said Jeremy. CHARGE!! The 1st grey hunter squad tried and failed to join the long fangs in the battle. Shooting was light since all units were all in combat or out of sight. The 1st and 2nd dreads unloaded into the 1st nurgle unit with assault cannons and a heavy flamer but due to cover saves and feel no pain losses were light. In a comical Kool-Aid Man moment the 2nd dread BUSTED thru a building wall and assaulted the nurgle unit. OH YEAH!!! The resulting combat was less than spectacular for the dread and it was now trapped in a nurgle swamp, ending my chance to take the buildings objective! Heh! Meanwhile the 2 long fang units failed to break my nurgle unit in close combat. 







Daemons- All of my units were involved in close combat. So no movement or shooting involved anymore. The long fangs and plaguebearers continued the stalemate with the herald missing all together. ARGH!!! Meanwhile in the more comical combat of the Kool-Aid Man vs Nurgle as we called it, once again the dread wounds once, and he claimed one kill this round! WOO HOO!



Turn 5

Space Wolves- The end is near!!! The 2nd grey hunters unit continued to try and take the middle objective but failed to reach it. Meanwhile the 1st unit got to the objective in the long fang hideout and held it. ARGH!! No shooting so on to close combat!! Bring it! The Wolf Guard Commander joined the fun with the long fangs, at which point he failed totally to wound! With 3 wolf units in the mix you know this has to end bad right. Not so, the herald took no hits, but his unit was cut down to 2 plaguebearers. The counter attack resulted in another wound bringing the combat to a loss, but thanks to saves and feel no pain again no plaguebearers were lost. Meanwhile the other combat was a total draw once again, where the dread landed one wound and I saved it. The Power of Nurgle is STRONG!!!!





Daemons- Time to turn the tables? On to Combat, once again the power of nurgle would see the long fangs and wolf guard commander fail to do much, while the nurgle forces also failed to do much resulting in another stalemate. ARGH! Oh look the dread in the other combat landed two hits….Oh….Wait he failed to wound with both, one wound…and I saved it!! WOO HOO!! Nurgle Protects! With a roll of the dice….the Game Ends!!! As no turn 6 is to be had.




Final Score:
Jeremy/Space Wolves- 1 Loot Counter
Dave/Chaos Daemons- 0 Loot Counter

Winner: Space Wolves Space Marines

Final Thoughts: Well it was a chance to try out the daemons on the new Space Wolves and I had a good time even if I lost once again. The two dreads were a pain, and having nothing to deal with them was frustrating. Once again we had a very close game even with so many loot counters on the table only one was taken and that was all that it took to win this game. The loss of my heavy hitting Khorne forces hurt my ability to take down the grey hunters. If I had to give anyone the MVP this time it has to be my plaguebearers, they held their own against some nasty combat. I also did not enjoy the fact that the wolves has counter attack, that was a very nasty ability that gave them more attacks, but I had high toughness to hold my own. Well I still have one more 1K Game so we shall see where that goes….Until Then!

Enjoy! :)

Monday, February 14, 2011

Escalation League: 1K Points Rolling!

Last week began the 1000 point round of the league. Due to schedule issues I wasn't able to get my game in that week, but I will try and get both games in this week. 500 points was actually a closer game then I expected, and I had a good chance to get a tie, but my opponent won by 4 points out of the tie range. A fun game still, even if I lost.

I've been in contact with both players for my 1K games, and we are working a time and place to meet to get these games done and out. I hope to have something later in the week for a battle report. I am also trying to line up some bonus games with other players I am not normally playing in the league. At 1K I am adding a little bit of ranged firepower, and beefing up my regular units a little with a few tasty upgrades!



Chaos Daemon Legion
Total: 1000 Points

HQ

Herald of Nurgle (+Nox Touch +Icon +Unholy Might +Cloud)

Herald of Tzeentch (+Icon)


Troops

Troop 1
10 Pink Horrors (+Bolt of Tzeentch)

Troop 2
10 Bloodletters 

Troop 3
10 Plaguebearers (+Noxious Touch)

Troop 4
10 Plaguebearers (+Noxious Touch)


Fast Attack

11 Flesh Hounds


Enjoy! =)

Friday, February 4, 2011

W1 Escalation League Battle Report: Daemons vs DE

So the escalation league is off and running this week! The first week begins with a 500 point skirmish for the league.....Lets take a look...

Points: 500 Points Per Player
Mission: Annihilation (Victory Points)
Set Up: Dawn Of War

The Armies:

Chaos Daemons-
My Chaos Daemons were a mix of Nurgle and Khorne lead by a Herald of Nurgle. This was just a small mix of what I had on hand that I enjoyed playing. The old standard in my trusty Plaguebearers and some added nastiness with some power weapon welding Bloodletters for fun. At 500 points I fit 2 troops, 1 HQ, and a Fast Attack of Flesh Hounds for fun.

Dark Eldar-
I had no idea what kind of army I was going to face, but I found it funny that I faced down some Dark Eldar in my first week. Funny because the last time I was in a League of this type my first game was against regular Eldar. Irony indeed! This was a themed list, my opponent used up his one special character spot to take Baron Sathonyx, a new character for this new army which allows him to take Hellions as troops. Along with the dark Baron, 2 units of Hellions joined him, and a 3 bike squad of Reavers making for a very quick force.

Deployment and Terrain:

I won the roll off so I chose to go second this time and made him deploy first and move first. We dropped 4 buildings and 1 wooded template on the table which was spread out fairly well. He dropped the mandatory 1 HQ and 2 troop choices on the table. I rolled to see how the gods were feeling tonight, as my Nurgle force was my chosen first drop to take the heat first and occupy the enemy a little. To my luck the Gods were on my side that night. Nurgle would be first on the table!



Turn 1

Dark Eldar- First turn didn't see the DE do much because there was nothing to do by mill about. The Reavers came onto the table from his table edge and zoom out to the middle of the table to prepare for the enemy.

Daemons- Enter Nurgle!! My Plaguebearers and Herald would drop as one unit. With a little bit of scatter they moved in close to the Reavers but didn't do much then spread out and prepare for the coming hit they would take. With high toughness and feel no pain I was confident in my troops to hold this first round till Khorne could make its entrance.



Turn 2

Dark Eldar- Turn two would see the pain begin to show. First the Reavers made a Bladevane attack on the nurgle unit. This took out 2 bearers in the attack, while his Hellions closed ranks and moved closer to the unit. The Hellions unloaded on the daemons, but thanks to saves no wounds were taken. WOO HOO!!



Daemons- Turn 2 brings in my Bloodletters! WOO HOO Power Weapons! Although thanks to scatter the unit lands on top of a Hellion unit, but I am lucky because the mishap only sends them back up into reserve for another turn to wait. The Flesh Puppies wait as well for another turn. Meanwhile my Nurlge forces will continue to take the heavy fire while trying to catch the hellions, who are way too fast for them and run away. COWARDS!



Turn 3

Dark Eldar- Top of turn 3 saw a lot of carnage of my nurgle forces. The dark eldar unloaded all kinds of weapons fire on the unit. Both units of hellions and the reavers unloaded everything! The results were heavy losses for me as 5 bearers fell to enemy fire from the 3 units, but they were still there. We aren't going away that easy!





Daemons- Reinforcements are here!! Both the Bloodletters and Flesh Hounds dropped onto the table this time. I dropped them behind the hellions to give them a good scarce and it worked! Meanwhile my nurgle force turned to face the reavers. Since they failed to move and shot instead, my nurgle force caught them in close combat! Finally some blood, as the nurgle force takes down the leader of the reaver squad, while taking no wounds in return. The crafty pointy ears hold in leadership causing them to stay locked with my daemons. At least I caught a unit finally. Now all the players are on the table...time for the carnage to really start!





Turn 4

Dark Eldar- With Khorne now on the table the hellions got out of dodge quick! Using all their speed and distance the hellions took off running away from the deadlier khorne units. The cowardly baron ran off with his unit back to his lines, while the other unit took off to support the reavers. Close combat was joined and both the hellions and reavers took down the 3 plaguebearers. The herald failed in its attack, and also failed in its fearless saves causing the unit to fall. Both of the units were free from combat and ready to take on the forces of Khorne!





Daemons- Unleash Khorne!!!! Both khorne units made a dash for both hellion units, the flesh hounds being a cav unit had the best chance of catching the unit they were chasing. After a shooting round of running and fleet both units were ready to strike. The Bloodletters were short, but not the hounds! The hellion unit that had just finished off my nurgle was in for a little counter charge from the flesh hounds. The Doggies put a bit of a hurt to the unit, but thanks to hit and run they pulled away and prepared to attack back in their turn.





Turn 5

Dark Eldar- Turn 5 would see another Bladevane attack from the reavers, this time on my flesh hounds. This caused no losses for the hounds and allowed the wounded hellion unit to make another attack on them as well. Meanwhile the baron and his unit unloaded on the bloodletters trying to cut down their numbers. Finally the hellions made their close combat charge into the hounds, but the combat caused them a lot of models, at which point he passed his leadership and stayed in the fight. Go Doggies!!!





Daemons- With one hellion left to face off against the flesh hounds the battle was a given to the forces of Khorne. Meanwhile the bloodletters turned on the new fresh target of the reavers that rushed into their sights thanks to the bladevane attack. With power weapons ready to slice and dice the bloodletters brought down both bikes in the same round they charged them. 2 Kills for my daemon forces! WOO HOO!





Turn 6

Dark Eldar- We rolled for random turn and we got another turn of combat. This time the baron came out to play, now that the odds were in his favor against the flesh hounds. The hellion unit came around the woods and unloaded on the hounds with all their weapons. This resulted in 2 more wounds for my hounds, and they soon took advantage and charged the hounds to finish them off. Taking them down on the same turn the baron and his minions charged the doggies.





Daemons- With nothing in range the bloodletters fell back into the ruins and prepared for a charge from the baron should another turn happen. After this we rolled and no turn would happen...End game!



Final Score:
Matt/Dark Eldar- 404 Victory Points
Dave/Chaos Daemons- 300 Victory Points

Winner: Dark Eldar

Final Thoughts: I haven't played a 500 point game in a good while, so it was fun getting in a quick game like this to see how daemons work on this points level. In hindsight I suppose the prudent choice would have been to at least take a unit of Horrors for the shooting aspect, but the Khorne/Nurgle connection is well known in the 40K background. Also I had no idea what I was going to face at this level, so I took a generic list that could take on almost anything, with the staying power of nurgle and the power weapons of khorne the mix is good. It's funny that if I had to pick an MVP for the daemons the Flesh Hounds would be my choice, an effective cavalry unit with furious charge. Heh, wait till I raise that unit to 14 Doggies! WOOF! As for the DE I would say the reavers are very effective, a very cool attack with that bladevane move, I think I will have to grab some for my future DE army I am working on now. It was a fun game and I was 4 points short of a Draw! Looking forward to 1K in the coming 2 weeks....so until then!

Enjoy! :)