[Very] Quick write up of my game against Slaaneshi Daemons, in short, I got hit hard by a 3 keeper+belakor army:
Centre Keeper - sinistrous hand, -1 to wound with ranged, extra hits on a 6
Keeper - relic whip, move toward units that fail morale, something else.
3x 10 daemonettes
I used a Duplicity/Time double detachment:
I figured Time to keep the terms alive, and then Duplicity to be able to hop out of combats if needed.
All in all, the game was a bit of a wash. We set up late, my opponent's first turn took ages, he got some super lucky rolls, and most of my powers failed!
Deployment, I stuck the warpflamer unit up front to try and speedbump/block off the advance on that side. I then lost first turn, and pulled them back with master misinformator, but still stuck them on the left hand objective, which was probably a mistake as it shortened the charge for the daemons. I otherwise blocked out my deployment with sacrificial units, the cultists, hellbrutes and spawn, but I truly didnt do a good enough job of it - I was both trying to screen my rubrics from T1 charges, but leave them in a place to be able to take objectives T1. This is where I lost the game. I've never played against an army like this before - I'll go into what I should have done below.
Daemon T1: Daemonettes consolidate their positions on objectives, 1 keeper runs down the middle, 2 on the left, Be'Lakor on the right, seekers generally get 5" advances, so cover 19 of the 24" between us. I deny ost psychic powers, central KoS peril's on a double 6 getting off the 6+ FNP, but taking 2 MW's.
Left hand seekers charge the rubes and get flamed, 1 unit of fiends gets in, as does one keeper, Shelaxi is blocked out due to space. right hand side, seekers move into the cultists. Most crucially, in the centre, the keeper made a 12" charge into my scarabs (in retrospect, I think I screwed up here. I recall the KoS needing a 12 on the dice to get within engagement range, however that would have put it as more than 12" away, so should have been inelegible to declare a charge in the first place). Keeper goes into the scarabs. Opponent attacks first with seekers, then I interrupt with the SOT and do ~4 wounds (10 scarabs = 30 attacks, ~15 hits, 6 wounds, he made 4/6 5++ saves - my opponent seriously had >50% of his dice rolls come up as 5+'s for this game. I can honestly say this with no exaggeration). Left hand keeper wipes the rubes there. Right hand seekers wipe the cultists, centre keeper fights, I activate phalanx, and he kills 2, regaining 3 wounds from the hand. No damage to LH KoS, central is on 13 wounds.
Pretty tricky now! Command phase I umbraelific crystal the SOT's out of combat, basically moving them back 9" so they can shoot. Exalted fails to weaver the SOT's even with a reroll, glamour goes off. Ahriman. Oh dear. Fails to get the big firestorm and does 2 MW's (11 remain), +1 with maleific (10), doombolt for 3 (7), super smite for 3 (4). I think I can do the rest with shooting, so my backfield rubes duplicity to their backfield and shoot up one objective holder, SOT's try to time flux and fail with no reroll. Right hand rubes move forward onto objective and mutate it.
Shooting: No point putting bolters into the centre KoS as it's -1 to wound, so SOT's put both hellfyres and both reapers into it, causing 1 damage. 4 storm bolters go into a unit of fiends, killing 1, 4 bolters into seekers killing 3/5. 10 reaper shots into the KoS get 3 wounds,all saved, and 2 missiles get 2 wounds, 1 saved for 1 damage. Hellbrute plasma into the keeper does nothing, hellbrute MM into it is saved. SOT's charge in on a lucky 10, but are at -1 to hit, everything saved for no damage. My entire army attacking that thing for 1w outside the psychic phase. Should have tried more smites. KoS attacks back, killing 3 with no CP for phalanx. Hellbrutes charge in and double team the LH KoS and fiends. KoS attacks first as I chose my SOT's to attack, and does 6W to the mm dread. Scourge dread kills 2 fiends. MM dread has 5A, 3 hits, 2 wounds, both saved.
After that, it was like 11pm so we called it. He was on 3 objectives, and I'd be on 2 by the end of his T2. We did a rough playthrough, BeLakor would have been able to multicharge the SOT's and Ahriman who was left behind by the scarabs, and would have killed the 5 remaining with piercing strike, LHKoS probably kills my fist brute to take me off the LH objective, I would have been left with 3 full units of rubes, and him with 4 functioning greater daemons, unless Ahriman could knock the 3 wounds off the central KoS between firestorm, gaze of hate and scroll. Couldn't have done anything against BeLakor who'd have killed him in my combat phase.
End of opponent's T1 movement phase:
I think this game was lost in deployment for me - I tried to play the objective game, across the table, whereas I should have castled in a corner to concentrate my smites, and made him bottleneck even further. Keeping even 2 objectives would have been great. I could then have slung units into his unprotected backfield each turn to clear out the Daemonettes with bolter fire, while smiting the greater daemons. All theoretical though. This was a tough game, and I want a rematch! There wasn't much I could do against my opponents insane luck, other than stop him from using casino dice
Edited by Xenith, 08 December 2021 - 09:54 AM.