Tuesday, 9 April 2013

Post-game Thoughts - Khorne Daemons v Slaanesh Daemons

Afternoon chaps!

After playing the other week using my Dark Angels against Slaanesh Daemons, I decided to have a rematch aganst them, this time using my Khorne Daemons and have Hatred going all over the place.

Back in 5th edition, and late 4th edition, I attempted to play a Khorne only Daemon army, never did too well with it but the new Codex got me all excited and I thought I'd give them another run out to see how they go.

My list was as follows (where I can remember):
- Bloodthirster
- Herald on a Juggernaut (Greater reward + Greater locus of fury)
- Herald on foot.
- 4 Bloodcrushers
- 10 Bloodletters (Icon, Instrument, Champion w/ Lesser reward)
- 10 Bloodletters (Icon, Instrument, Champion w/ Lesser reward)
- 10 Bloodletters (Icon, Instrument, Champion w/ Lesser reward)
- 8 Flesh hounds
- Skullcannon
- Soul Grinder (Iron Claw, Phlegm)

We were both battling to take control of a Warpgate in the centre of the board (The Relic) and deployed as Dawn of War. Slaanesh Daemons deployed first and got the first turn.

For my Daemonic rewards I rolled the following:
- Bloodletters #1 - 18" S8 AP4 Assault 1, Soul Blaze
- Bloodletters #2 - 18" S8 AP4 Assault 1, Soul Blaze
- Bloodletters #3 - swapped for Axe of Khorne
- Herald on Juggernaut - Re-roll failed Invulnerable saves
- Herald on Foot - Fleshbane and Armourbane

I tried to set my Bloodletter units up with a supporting unit each, 1 had Bloodcrushers, 1 had a Soul Grinder and 1 had a Skullcannon. Unfortunately, when I saw the Slaanesh daemons crossing the board at a ridiculous speed I got a bit carried away and bunged stuff forward into poor choices of assaults.

On top of that, I didn't realise quite how badly I'd do in all my assaults with the basic Bloodletters down to the fact we both had Hatred and I was striking last with reduced attacks from previous edition. In short, I was still playing most of my units as though it was 5th edition and the old Codex.

As far as the game and objectives went, the Slaanesh daemons got onto it in turn 1 and I never got near to removing them from it, due to poor shooting, bad assault decisions and some abysmal dice rolling for difficult terrain and charge distances.

The most notable was on turn 1 I chose to walk my Bloodthirster 6" and use the wings in the assault phase so I'd get hammer of wrath and a re-roll to distance. I forgot Monstrous Creatures always have hammer of wrath for a start, and then rolled 3" for my charge, followed by another 3" on the re-roll meaning he couldn't get into a nice squishy Fiend unit he was eyeing up.

Bloodcrushers die a LOT easier nowadays due to the fact they don't have the 3+ armour anymore, but make up for a bit by being able to tank some wounds. It really helped that I could re-roll the Heralds invulnerable saves too. Oh - and the other thing is that they've now dropped to T4 which was killer and I didn't realise until locked in combat... Oh dear.

Fleshhounds I didn't really get much chance to do anything with... I forgot they had Scout until I looked up there stats for getting into combat with a Seeker unit and even though they've now got 2 wounds, they got dragged down and then failed their Daemonic instability to kill them off.

Skullcannon had a prime shot on a Daemonette unit that was sat bunched up on the relic and missed completely. Then got smashed up by a Seeker unit a bit later. I'm not convinced by Chariots from my reading of the rules for them in the last few days, they seem to me like a Close combat oriented unit that's pretty easy to drag down in close combat because it's hit on rear armour. Few more games are needed with this because I still like the idea of it.

As with the Skullcannon, the Soul Grinder failed spectacularly and didn't really do anything. It managed to kill 2 Daemonettes with the big template and that was about it. Apart from one combat where he killed a few Seekers and then they rolled double 1 on their Daemonic instability and came back to life. BOOOOOO.

So anyway, notable things from this game:
- Khorne v Slaanesh in close combat is Slaanesh all the way due to the speed, number of attacks and striking first with re-rolls to hit. Maybe I should have piled more units into individual Slaanesh units.

- When playing against an opponent with no flyers and very limited shooting, don't walk around with a Bloodthirster. Fly it around, shoot stuff, vector strike and get to the soft underbelly of an army!

- Daemonic Instability rarely got used because units were wiped out to a man. The few instances it got used saw my Khorne Hounds with 2 dogs left fail by 11 or something silly, then the other with the Seekers where 4 of them came back to life due to the "reality blinks" double 1.

- On the Warpstorm table, we rolled 6 pretty much EVERY time for 4 turns. Which meant lots of D6 S4 AP3 Poisoned (4+) Ignores Cover hits got distributed, weakening my Bloodthirster and also the Keeper of Secrets.

All in all it was a really brutal game, I was wiped out apart from a Herald by turn 3 without ever getting close to the Relic or even out of my table half.

Maybe next time I'll keep some units in deep strike, take bigger Bloodletter squads and not waste so many of my units as I did.

That's all for now folks!

1 comment:

  1. Or u could follow the path of a much better chaos god ;p