Saturday night used to be a maelstrom of liquor and bad decisions. These days, it a MAELSTROM OF WAR!!!! The war has moved away from my remaining brain cells and on to the tabletop - there are still a number of bad decisions to be made. There was a low turnout for games at the Humboldt F.O.G. headquarters, but we still made do, getting in two games.
My List -
Chaos Sorcerer, Psychic Pet ML3 x2
18 Cultists
17 Cultists
Sicaran Battle Tank, Daemonic Possession x2
Sicaran Battle Tank, Death of Kasyr Lutein
Herald of Tzeentch, ML 3, Disc x2
Herald of Tzeentch, ML 3 x2
20 Daemonettes
20 Daemonettes
8 Screamers
His List
Rune Priest
Servitor
Servitor
Drop Pod
Drop Pod
5 TWC, Power Fist, 2x Storm Shield
Infiltration FW HQ
Five Scouts, Pistols & CCW, Landspeeder Storm w/ HF x3
Five Scouts, Pistols & CCW, Landspeeder Storm w/ MM x2
3 Centurions, Grav Amps, Omniscope
Mission: Big Guns Never Tire, FLG style
I deployed and went first. I spaced out my Sicarans equally along my long table edge. I put cultist/sorcerer blobs on both objectives in my zone, with daemonettes and the Tzeentch blob in the middle. I went first, dropping cursed earth and failing invisibility with both sorcerers, even with their pets! Summoned a pile of horrors, herald of slaanesh on a steed, and incursioned a group of screamers. The entire army minus cultists, as usual, has a 4++. I flat out'd a Sicaran to kill a servitor; this was far outside my control area and will be my sacrifice target. It grabbed me first blood and a maelstrom.
My opponent dropped a pod with Centurions inside to target my screamer blob, hoping to kill some heralds and drop my warp charges. Put three wounds on them, which we mathhammered out to be the probable outcome. Oops. The rest of his army is outflanking and in the other drop pod.
Second turn, I continued to push my daemonettes into the backfield. Split my foot heralds into the summoned pink horrors and moved the screamers towards the centurions, ready to catch anyone who outflanked into that area. Summoning phase gave me a seeker chariot, a group of daemonettes, and two invisible Sicarans. I held my point for a maelstrom. Destroyed the centurions, unfortunately, and boosted the screamers towards the corner with no objectives to limit his outflanking landspeeders.
My opponent brought in his entire army. The melta command squad melta'd my sacrifice Sicaran with a MM LS to help. 5++ and 12 AV is still quite resilient - it took all those shots to down it. Landspeeders and centurions whittled down a daemonette blob, but a 4++ usually leaves them wanting...it left him wanting. The TWC futzed about.
Third turn, I used dark flame and FFoT to burn some speeders. My daemonettes engaged the TWC and centurions. Sicarans killed two speeders. Landspeeders moved on my back cultist blob, but the curtain has already begun to draw....I stopped taking notes because it was a slaughter from here on out. It came down to can I StW on turn five, yes I can with 31 daemonettes, for a 10-0.
I usually do well against SM unless I don't play tactically. I can get outmaneuvered with drop pods, landspeeders, etc. Since adding the Sicarans, this tends to happen less, because I can reach out and kill light transports with ease. This list was a light experiment, I dropped pink horrors for daemonettes with the idea of "pre-summoning." The pink horrors, providing 6 WC, can almost reliably summon a unit of daemonettes between them each turn, struggling over the game to provide 40. Of course, having daemonettes instead deprives me of those wounds in the backfield for immediate offensive capability. I also dropped the lascannon sponsons on the Sicarans, it was a little too expensive for not a lot of work. 4+ cover saves and the sponson fields of fire meant I was getting 3-4 ineffective lascannon shots a game with each tank. Not work 40 points apiece, not worth 120 over the entire army. They are also lower priority targets, especially when the have a 4++, and I would prefer they live FOREVER.
I'll further tweak the list; I'll swap out a horde of daemonettes for a group of 17 pink horrors and add dozer blades to the Sicarans. I really want an extra place to park heralds, having them all blobbed up with the screamers limits my first-turn maneuvers and puts me at risk for an alpha strike from barrage weapons crippling my WC potential. The list is coming to where I want it, a compromise between my BAO list and what I've learned since then.
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