Annihilated Souls
Tha List
Archon of fail (Warlord) with PGL, venom blade, shadowfield, haywire grenades, combat drugs
Haemonculus, venom blade, shattershard, liquifier gun
Wracks, Venom SCx2
Wracks, Venom SCx2
Wracks, Venom SCx2
Wracks, Venom SCx2
8 Wyches, heka with venom blade, all with haywires, Raider NS AS
8 Wyches, heka with venom blade, all with haywires, Raider NS AS
3 bloodbrides, Venom SCx2
3 Trueborn, SCx2, Venom SCx2
6 Incubi, Raider NS AS
Voidraven, flickerfield, x2 Shatterfield
Voidraven, flickerfield, x2 Shatterfield
Game 1
Mission: Purge the Alien
Deployment: Dawn Of War
Opponent: Robb with Deamons
Night Fighting on turn 1
Combat Drugs roll: + 1 strength (wyches + Archon)
Warlord Trait: Can't remember
Robb
X2 Bloodthirsters with various gifts
over 9000 seekers
3x10 Plaguebearers
2x Soul Grinders with MofNurgle
1x Khorne Doom Cannon thing
Wall & Comms Relay
Early Game - I win the roll off, and like an idiot I give Robb the side with 2 big LOS blocking pieces of terrain leaving me with just an impassable bastion, mostly as my stuff is on that side already and I can't be bothered moving it. Robb elects to keep both Bloodthirsters in reserve and the massive unit of seekers. I deploy my Venoms in a healthy spread accross the board so as that I should be able to move all of them to shoot stuff first turn wherever he deploys. Raiders relatively central, with the Failchron starting with some wracks to nick their pain token 1st turn, and as the Haemo is starting with the incubi when the archon joins them its FNP and FC straight up. Robb puts the 3 units of Plagues behind his wall to the left side of his deployment zone, with the 2 Soul Grinders behind and the Khorne cannon thing too. My plan was to shoot the cannon thing for 1st blood - I quickly realise the noobishness of this mistake as its reaveled its a chariot therefore a vehicle and my venoms can't hurt it, showing my complete ignorance of the new Daemon dex. In my first turn movement I aethersail 2 out of the 3 raiders into a big piece of area terrain just right of Robb's DZ and both become immobilised . Shooting, and i soon realise that shooting Nurgle daemons behind a aegis wall is pretty fail, as they get a 2+!
. I kill about half of one unit of plagues and about 3-4 of the unit furthest that is with the comms relay and due to being fearless they stay. Robb's 1st turn, and his luck is out as he rolls snake eyes for Warp Storm, which means that each unit of plagues is taking Daemonic Instability tests. 2 units loose 2 guys each I think, and the 3rd passes. His shooting, and combined fire from doom cannon (ignores cover S8!) and soul grinders take one wych raider down to one hull point, immobilise the only raider that was still mobile and damages the immobilised Incubi raider. I felt this was unlucky as I was near certain one of the raiders was giving away 1st blood here.
My second turn, and one of the Voidravens arrive - positioning itself so as to deny its target Soul Grinder a cover save of win. Wyches in the raider closest to the daemons behind the wall disembark ... a mighty 2" as they are in terrain!! So they need an 8" charge This was uber fail as I could have multi-assaulted both a Grinder and a squad of about 3/4 plagues. Incubi disembark 3"
. Other wyches stay in their raider for the time being as they are miles away and I'll see what to do with them later. Shooting and i kill some plagues, the Voidraven stuns one of the Soul Grinders who rolls a 1 for its deamonic posession so it's snapfire only next turn. I think i glance the same soul grinder with a raider dark lance. Both wyches and Incubi fail their 8" and 7" charges respectively despite fleet. I resort to deep breathing exercises I usually give to my patients so that I don't loose my mind with rage
.
However, if I thought my luck was bad, Robb was near literally cursed by the Dark Gods in his turn. Only one of the Bloodthirsters (the Warlord one) arrive despite the Comms relay, and the seekers come on too. Seekers deploy next to Incubi and Archon squad, Bloodthirster zooms towards fleet of Venoms in my DZ. His shooting, and the Khorne gun thing kills 5 of 8 wyches who failed their charge, who flee. The Soul grinder firing on full BS kills an Incubus i think, and the stunned one hits and penetrates the Voidraven, locking its velocity. However, the worst of the shooting phase was the Warp Storm roll a 1 and a 2, resulting in one Daemon character model taking daemonic instability test on a 3d6 with no saves. Bloodthirster fails by 5 and kills himself
FIRST BLOOD & WARLORD. Robb goes to assault the seekers into the Incubi but forgets that can't assault on the turn they arrive from reserve therefore runs them.
Mid & Late game. Essentially, that one bad warp storm roll and possibly the mistake with the Seekers probably done it for Robb here. The planes both pepper the plagues with missiles but don't finish them, 2 squads are finished later by wyches and Incubi in assault. The Incubi and Archon also account for the seekers after most of the Venoms have shot at them first , whilst the remaining bloodthirster zooms on, does no damage with vector strike against a Voidraven and gets super splintered to death. Wyches haywire both a grinder and the Khorne gun thing.
With the scoring system of the day, its a 30-2 win for me.
Thoughts: Robb had some of the worst luck I've seen for a while. However, against an army with slightly less firepower the plagues + Grinders behind that wall are pretty win as their getting a 2+ - I had to go in and dig the plagues out with my combat units. MC's are't obviously that great against DE but I liked Robbs army. I probably had a bit too much in shooting and mobility for the daemons here.
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Game 2
Mission: Big Guns Never Tire - 5 objectives
Deployment: Vanguard Strike
Opponent: John with Grey Knights & Wolves
Night Fighting on turn 1
Combat drugs: Reroll to wound in close combat (wyches and Archon)
Warlord Trait: Redeploy ability.
John's List
Inquisitor with psycannon & TDA
2x 5 GK terminators, psycannon
2x Dreadknights with teleporters, flamers of doom
10 Interceptors with psybolts and x2 incinerators
Wolves
Rune Priest, Jaws & something else
10x Grey Hunters with x2 plasma in pod
5x Grey Hunters with melta in pod
Early game- I win the roll off to go first and take the side with the most LOS blocking terrain. Archon is staying near the back in his raider as I don't fancy doing the steal-wrack-pain-token trick 1st turn against an army with potentially 4 teleport jumps with incinerators and Space Wolves in drop pods in case he seizes. So everyone is meched up. I do my usual of a liberal spread of Venoms across my DZ though trying to make sure that they don't get double incinerated, with the wych raiders in the back field. John Combat squads his interceptors, to take up flanks on his terminator units, the Inquisitor joins a termie unit behind a big ruin and the Dreadknights are on the opposite flanks of his army. Wolves in drop pod assault reserve. Fails to seize and its turn 1.
I aethersail down my left flank with all the raiders. Venoms nearer my right flank move their full 12" so as to put the Dreadknight on that side and the Interceptors hopefully out of range with their flamers of doom when they shunt. However I think one of the Wracks Venoms get immobilised in a ruin. Shooting, and Venoms open up on the Dreadknight to my left, killing it
FIRST BLOOD for two victory points. I have a couple of Venoms left that splinter the closest terminator unit ineffectually.
John's 1st turn, and the remaining Dreadknight shunts towards the closest Raider, containing wyches. 10 plasma totting wolves squad pods in right on top of the objective in my DZ, supported by 5 interceptors that shunt in next to the Trueborn venom. Other interceptors will be out of effective range after their shunt from the other side of John's army. Terminator squads move forwards, with the Inquisitor squad taking up place in a ruin with objective that has half-charge-range trait. Wolves destroy Bloodbrides Venom, which explodes killing two but the last one stays. Interceptors kill Trueborn Venom, but not pinned. Either the other Interceptors or a Terminator squad kill a wracks venom on my right flank. Dreadknight fails to damage the wych raider with its incinerator.
My turn 2 and a Voidraven arrives, flying over the Inquisitor squad to drop the fail bomb, which lives up to its moniker by scattering the full 6 that it can and hits nobody. I fly the wych raider away from the angry Dreadknight much to John's consternation, and the Archon and Incubi leap out of their Raider next to the Space Wolves. In the shooting phase I'm irritated with myself for poor placement of Venoms 1st turn (plus forgetting about the redeploy warlord ability) as I feel that I should not have let half my Venoms die in 1 turn. Voidraven does a wound to the Dreadknight with shooting, as does a Dark Lance from the Archon's raider. One Venom shoots at the Interceptor squad killing 1 or two, the remaining two shoot at the advancing terminator squad killing one, and the wych raiders flat out up to the back corner of my DZ. Trueborn splinter the Interceptors to death. Haemonculus liquifies 4 Space Wolves with his ap2 liquifier. Wolves fail morale but not enough to escape the charge - I run the solitary Bloodbride in Leroy Jenkins style first though to soak up the Overwatch lulz - two plasma hits rolled 1's to wound - but she survives anyway and the Incubi, Archon and Haemo pile in. Wolves are destroyed before they get to swing, but annoyingly the Bloodbride picks up the pain token due to to randomisation (Archon + co would have become fearless!)
John's 2nd turn, and the Dreadknight jumps forward to try and flame the Incubi. Terminators move up to shoot the same squad. Remaining combat squad of Interceptors move up using their jump move on my right flank. Inquisitor squad manouver to shoot rear of Voidraven that tried to fail bomb them. 5 man wolves and Rune Priest arrive, scatter right between both Wych Raiders and a Wracks Venom. Shooting, and Wolves melta and destroy the Wracks Venom in front of them which explodes, killing one but they hold. Inquisitor and co score one penetrating hit on the rear armour of my Voidraven with a Psycannon, but I pass flickerfield save for a change. Dreadknight and Terminators kill one or two Incubi but I hold. Drop pod from 1st turn shoots Trueborn, one splinter cannon guy bites it and they run, not quite off the board but close. Dreadknight fails charge on Incubi but he is about 10" away.
Mid and late game - My 2nd Voidraven arrives turn 3 and obliterates 4 out of 5 Interceptors with the fail bomb, who are finished off by the Trueborn who eventually run off the board after failing 3 regroup tests in a row. Both wych squads kill the wolves in combat, the Rune Priest dying in a challenge to a Hekatrix venom blade. Archon and bodyguard saddle up into their raider and do little else in the game aside from disembarking on John's board edge later
LINEBREAKER I failed to kill the dreadknight til an unacceptably late stage in the game allowing it to smash a wych venom, though did not explode and the wyches made it onto an objective. I made a mistake on turn 5 which would have allowed John to claim a 2nd objective (i was unable to shift his Inquisitor squad from theirs though I was still winning) but the game went on to turn 7, leaving me with 4 objectives, linebreaker and first blood plus two heavy support to John's 1 objective. A 26-2 win for the Annihilated Souls.
Thoughts: Going first helped a lot here, but I think in reality there is only so much the Dreadknights would have been able to do had John went 1st before they died giving away heavy support pts. I would have set up less aggresively had I been going 2nd (maybe!). Footslogger GK have a bit of a hard time against Venom spam, but the Wolves gave a bit of ability to strike at the Venoms directly.
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Game 3
Mission: Emperor's Will (draw game)
Deployment: Dawn of War
Opponent: Tha Failseer (my friend Jay) himself with Eldar & Dark Eldar
Night fighting on turn 1
Combat Drugs: Reroll to wound in close combat (wyches and Archon)
Warlord Trait: Legendary Fighter (+1 victory point for characters slain in challenges)
Jay's list
Eldar Primary
Eldrad
Fortune Jetseer
10 Wraithguard with shadowseer
3 Guardian Jetbikes
x5 Fire Dragons, Exarch Crack shot, Tank Hunters
x2 Nightspinners
Dark Eldar Allies
Baron
x2 5 Kabalite Warriors, Venoms x2 SC's
x3 Trueborn, x2 SC's and the shardcarbine of utter, utter fail.
Wall & quad gun
Early Game - I'm going first, Jay has his objective behind a big LOS blocking terrain piece in the far right corner, I have mine behind a crappy, tiny piece of wall centrally which is about the only terrain piece in my DZ. Again I deploy my Venoms fairly liberally across my DZ as even though I'm sure the bulk of the Failseer's forces will be near his objective there is another large ruin to my left. Archon goes with wracks for usual shennanigans with pain tokens, all raiders deployed fairly centrally.
As to be expected I suppose Jay deploys everything castle-style behind his big ruin with the objective in it, aside from the Dark Eldar which are in reserve. There are no windows on the ground floor facing my DZ but there are on a smaller side facing his table edge at an angle. Jay doesn't steal despite him trying to cheat and say that his first roll was a joke and that he is now doing his real initiative steal roll. Archon jumps in with pain token into the Incubi raider. All raiders move up fairly centrally but spaced out so Nightspinners can't troll me hard all together. 2 squads of wracks (one minus their pain token) move towards my objective (why did I not actually deploy them on it??!) which rolls a 2 for 'doing nothing trait'. Jay gets Skyfire Nexus for his! One venom on my far right can see the wraithguard and moves into position to shoot them, another takes up position to shoot the GJB squad. Trueborn venom goes to move in this direction and becomes immobilised, with no LOS to anything. I go ape at Jay at various points for moving my models, remeasuring everything I do and generally being a pain in the hole. All other Venoms move towards Jay's board edge. Shooting, I kill one GJB and possibly one or two wraithguard. Kill quad gun. Most other Venoms and all the Raiders flat out for a 4+.
Failseer turn 1. Fortune both Nightspinners, Fortune GJB's. Jay shuffles the GJB's and Fortuneseer squad about a bit. Wraithguard go to move out and engage the Raiders but then he remembers Nightshields so they're out of range. Nightspinners score a penetrating hit each on the Archon's raider but I pass 4+.
My turn 2, a Voidraven arrives and goes up my far right where it can see the Nightspinners and some of the Wraithguard. I position 3 Venoms to be in spot to shoot the non-fortuned Wraithguard. Closest Wych squad to Castle Failseer move 6", disembark 6" and they have about a 3 or 4" charge to the closest Nightspinner. A second Venom becomes immobilised in terrain whilst going for a better shooting arc but is in a decent position. Both wrack units move further into my meagre piece of terrain with the objective in it. Shooting, and the Voidraven utterly fails to destroy the Nightspinner, causing one hull point on it and killing one Fire Dragon. Massed Venoms shooting, and I kill 4 or 5 Wraithguard and the Shadowseer. I glance the 2nd Nightspinner with a Dark Lance shot from a Raider. Assault, and the wyches charge the Nightspinner, wrecking it with Haywire Grenades
FIRST BLOOD.
Jay's turn 2 - he decides it may be a good time to start Fortuning the Wraithguard. Fortune GJB's. Doom Wyches. A Kabalite Warrior squad in Venom arrives and takes up position to mow down the Wyches. He moves remaining Wraithguard away from the windows facing my Venoms near his board edge. Fire Dragons run through the wall to get to the empty Wych raider. GJB's + Fortuneseer break castle formation and fly towards a nearby Venom. Shooting, Fire Dragons explode Raider, killing one of their own?. Kabalite warriors and Venom kill all but the Hekatrix of the Wyches, who is then executed by Wraithguard. Remaining Nightspinner kills 2 of 3 of the wracks who have a pain token near my objective but remaining one holds. Fortuneseer flings spear at nearby Venom on the hill, damaging it but I pass flickerfield. Assault, and the Fortuneseer and GJB's assault their targetted Venom on the hill but cause no damage, possibly with another succesful flickerfield save.
My turn 3, and 2nd Voidraven arrives, 1st Voidraven flies over and failbombs the crap out of the GJB's - Guardians die whilst the Farseer lives, Venom they had went after moves back 12". A lot of Venoms line up to shoot the Farseer. Remaining Wych Squad move up, disembark and prepare to assault KW Venom. New Voidraven fires Shatterfield missiles and Void Lances at Nightspinner, doing no damage but scattering a shatterfield into the Wraithguard, killing 1. Old Voidraven destroys Nightspinner with Void Lances. A lot of Venoms shoot the Fortuneseer but he only takes one wound, and tanks some Dark Lances from Raiders too. Wyches miss with flinging a haywire at Jay's Venom. A Venom kills all remaining Fire Dragons save the Exarch. Assault, and being extra jammy Jay's KW's kill 3 wyches with Overwatch as they go to haywire the Venom. I do two glances and it passes one Flickerfield save, living on 1 wound.
Failseer turn 3. Fortune Wraithguard. Fortune Leroy the Fortuneseer. Doom Wyches which is denied. Remaining KW in Venom and Trueborn fail to arrive. Movement, and the Exarch moves up to Firepike the Archon's Raider. Fortuneseer moves 12" towards my objective. Wraithguard shuffle about on the objective. Shooting, Fortuneseer flat out next to my objective. KW's and Venom annihilate wyches, aside from 1 who went to ground. FD Exarch explodes Archon's raider, not pinned and one Incubus dies. Skyfiring Wraithguard destroy original Voidraven.
My turn 4. Remaining Voidraven Failbombs the Wraithguard to no avail. Archon etc move towards trolling Exarch. 3 or 4 venoms move up to deposit squads to rush Jay's objective next turn. Shooting, and a Raider's Dark Lance shoots Jay's Venom, it explodes and all the KW's die. Kill Fortuneseer with mass splinter shots. Assault, and the Archon etc charge the Exarch. He has to fight the Archon in a challenge as he's on his tod, and is swiftly ended with a venom blade to the face.
+1 VP. Squad becomes fearless and consolidates towards Wraithguard, although the Wraithguard can't see them due to the wall in the way.
Jay turn 4. Reserves come on automatically and move 12" towards my objective. Fortune the Wraithguard. Doom the Archon's squad? Shooting, and both Trueborn and KW venoms flat-out towards my objective. I can't remeber if the Wraithguard fired, possibly killed an Incubus.
My turn 5, and the Voidraven pivots 90*, moves towards KW Venom. Remaining Raider lines up Trueborn Venom. Haemo detaches from Incubi, Incubi move up to window to see Wraithguard. Shooting, and the Voidraven destroys KW Venom. KW warriors finished off from my Venom's shots. Raider hits and penetrates Trueborn's Venom, but Jay passes 4+. Haemonculus utilises his Shattershard and kills the Baron. Charge, and the Incubi + Archon make it into the Wraithguard. Archon challenges Eldrad, doing two wounds to the Old Man. Incubi kill remaining wraithguard. Eldrad just passes morale, not being Fearless anymore.
Jay's turn 5, and he disembarks the Trueborn, fires at the wracks who go to ground and take no casaulties. Charge in, and Wracks destroy them in CC. Eldrad survives against the Archon.
We call it there as Jay can't draw now. 26-2 win for the Annihilated Souls.
Thoughts: List wise this was a tough match up against a good opponent. Going 1st certainly helped me get rid of trolling quad gun and get into good positions for later shooting and charges etc, as the piece of terrain Jay had was totally perfect for Draw Game. I think Jay should have possibly suicided the Fortuneseer out to get a Raider for 1st blood and indeed that's what I thought he would have done. Also he should have Fortuned the Wraithguard in his 1st turn too or I may not have been able to kill them all by the end of the game. Great game though
In the end I came first and won a Manticore, courtesy of a guy who helps with COTW and is selling stuff on his online shop, which was very generous . So thanks again Paul if you get to read this.