Left, only to return again so soon - fresh from the battlefield here is the batrep, I dubbed his list "the Unholy Trinity" as it features for the first time all three of my Chaos armies Also the first games for two of them in case this wasn't enough firsts.
Secure and Control @ 1500pts
Secure objectives (2pts), with a major (4pts) and minor (1pt)
Dawn of War deployment (40k classic)
The Sunder (with Daemonic aid) and Akhenaten's Thrallband
Deployment is not particularly cunning, but against the horde of nids opposite I'm keen to keep my forces consolidated for support. This does mean that I soon run out of decent spots so some compromise is required.
I lose the first turn and fail to seize so the nids advance quickly, a single Rubic is knocked down but they manage to hold against the other fire directed against them. As usual there's only one turn to make count before the inevitable melee but I'm a bit short of firepower. I do have a plan however...
The Termies and Sons advance with the Maulershrimp, with Zhang following. Some gaunts are dropped and a couple of wounds put on a fex but nothing inspiring. Fortunately the shrimp makes it into combat with the gaunts and stealers and kills a few off.
Unfortunately this does not go to plan, as the number of attacks and special bonus damage means the shrimp is no more This enables my opponent to move up and pick his targets in his next turn. The Rubric squad holds to a single model, but the flamer's 6 attacks on overwatch do nothing The gaunts have no trouble closing in on the Terminators and things are starting to look grim, especially as Zhang takes several hits from the fex's and tyrant
I'm in a bit of a pickle now as my Termies are stuck in combat and the stealers at my doorstep. It feels too soon to advance my CSM as I'll just get counter charged so I place my hopes on some good shooting. Before this I peel off the right squad to try and hold off the flying thing, they can inflict a few wounds on the way into combat which is good news. I sent Zhang in to help the Termies against the gaunts, partly to try and clear them up as I know he'll be good for it but also to keep him safer from a charge and hopefully glean some regeneration from kills...
This works quite well! Zhang regenerates a few wounds and the gaunt horde is reduced to two models keeping him and the Termies safe from shooting. Dedicated fire from the rest of my forces barely manages to remove the stealers so I managed to squeak by there - things are looking up especially as my Apostle summoned some Daemon support (though they're stuck a bit back due to space, and not wanting to get them killed before they can do anything).
I've got some breathing space now, but I'm still going uphill. My opponent has some gargoyles and rippers sitting on the major objective on my right side which is worth 4 points - enough to win the game easily so I need to capture a second mid-tier objective which is behind the fexes. A lot easier said than done... with the tyrant charging the Termies and the fexes moving up to shoot the pressure is on so I need to make things count.
Then Termies do well to reduce the tyrant down to a single wound over a couple of fight phases, but a stratagem sees him regenerate up to 4 again. My right squad slowly drags the flying nid down but it's hard going. A single gaunt locks Zhang in to combat and the Exalted fails to smite him free Things manage to improve though, as the Termies slowly cut the tyrant down again and my shooting and charging CSM with character support take down one of the fexes and consolidate into the others.
The Apostle is killed by a fex, but fortunately my Warlord in the Exalted Champ is fine. The right hand squad cuts down the flying nid and advances on the major objective, and with Zhang moving up the centre is looking to be winnable for me.
The tyrant refuses to die though, even sending in Aharon and the Daemonettes it clings on!
It's not a fight it can win though, after causing more damage it's eventually brought down by a Daemonette's claw. With my Champ securing the upper objective and Zhang charging in to aid the CSM squad the centre is all but mine especially with the victorious left flank moving to assist.
However most important of all (and saved for last ) is the right CSM flank. Moving up, shooting and charging the goyles saw them badly reduced and fleeing the field letting me not only stop my opponent claiming it...
... but claim it myself!
With my forces ascendant my opponent concedes, a hard fought victory! Very hard indeed as my opponent was doing well early game, but it seems Tzeentch had a plan all along and his dice turned on him, letting me start my path to the win It certainly wasn't easy, when the shrimp went down I realised that things could easily go very wrong but I managed to hold on.
The Daemonettes did ok, didn't have much chance to shine or find a good opponent. The Thousand Sons didn't have a great start, and I didn't get a great deal of use from psychic powers either. Doom Bolt is really hard to cast and even more so against Shadow in the Warp. I did get a good Glamour of Tzeentch off, but otherwise powers fell flat badly. At least they did quite well denying powers which is something.
The Apostle helped out, but I didn't get to use him best due to how the game went but I can see him being more useful in other games. Special mention saved for last in Zhang - he truly lived up to his lion moniker! After getting slapped with 5 wounds before he got to do anything of note I feared for the worst, but a few tasty morsels (in particular the Brood Lord - don't remember reading about him in the above? that's because he bounced off Zhang ) perked him up and he got stuck in leaving a trail of ichor and limbs behind him.
A bit more long ranged fire power would go a long way, so I think it's time I got back to those heavy weapon Marines. At the moment games seem to be getting a kicking for the first turn or two before getting stuck in to combat where I have to hope and plan for always striking first to slowly build an advantage up. That can work against other armies that want some combat with a bit of luck, but comes apart badly against armies that don't...