The new Fiends got their first game in, technically twice as I used Summoning to creep up to the 1250pts target
With a good number of Command Points to play with and a dearth of Stratagems I figured that the pre-game ones are worth a try. I upgrade the large Daemonette squad's Icon to a Rapturous Standard and also put them in the warp to bring in. The mission is simple enough in holding the four objectives, with the one in your deployment being worth the least and the opposite being true for the enemy's. Without units that are good at holding back my plan is classic Slaanesh in taking enemy objectives instead. Not like there's much choice though
I keep the KoS hiding; she's fast enough to move up and I don't want to get shot up too much before getting her in. Otherwise I'm expecting a scuffle for the no man's land objective; beyond that I'll play it by ear
My opponent has first turn and largely moves up. The Deathmarks drop in on top of the building which is an issue - I'll have to send the Daemon Prince which will be an issue for my planned right flank move but he shouldn't have trouble dealing with them. Shooting isn't too bad, focused on the Fiends where I lose two on the right flank.
There have been worse turns, but I'm a little concerned by how much the Fiends have taken. I had planned to lose a squad anyway (as these would be the models I used to summon my remaining points ) but ideally not too soon...
Naturally the plan is unchanged though, again choice isn't really a thing here I move my forces up, the Prince going up to deal with the Deathmarks (though being placed on the other building as he fell off...), the right flank Fiend and Daemonettes moving to engage the flying bike things and my left flank doing the same.
Charges are no problem, with both squads of Fiends making it in. The Daemonettes on the right aren't needed as it turns out as the Fiend rolls great and does a number on the bike things. The Fiends on the left don't do quite as well, but have the numbers to inflict some loss on the Wraiths. The Keeper fails her charge which is bad news, and two of the Deathmarks get back up again so while things haven't been great they're not awful either. Apparently I forgot to take pictures here too for extra measure.
Things go as expected in my opponent's turn, my right flank Daemonettes are wiped out but the Fiend manages to cling on. The left flank Fiends aren't so lucky though and get wiped in combat, and the Keeper is knocked down to nine wounds.
I can glean some Victory Points from the surviving Fiend at least, but I'm lagging behind and need to get moving. I bring in the reserve Daemonettes to try and tie up the Barges, but they end up rolling great and doing very well.
With the Keeper moving to deal with the Wraiths and a freshly summoned Fiend squad from the Infernal Enrapturess this ends up going very well as the Keeper does great and as a bonus can devour souls to restore her health The reserve Daemonettes can not only chop down the Barge, but also get a reality blip to restore to their starting number. This is all great news as they can then move up to engage the Warriors.
This is where things get bogged down a bit. Reanimation is a thorn in the side especially on the Deathmarks as the Prince can't seem to get rid of them... Fortunately my opponent pulls the survivor out of combat to shoot at the Prince, but some good rolling and a Warp Surge keep him in the fight. This lets my Infernal Enrapturess perform a sneaky assassination of her own to take him out, so one less thing to worry about! The ever reducing central Daemonette squad do rather well and finish off the last of the tripods so I'm starting to overpower the left and centre.
This lets my forces move towards the centre to ensure this continues in my turn. So far I'm reasonably behind on VPs, but I can see a course to victory albeit meaning I pretty much need to wipe my opponent to do it...
For the penultimate turn things go well in my opponent's turn as there's little he can do while trapped in combat. The Keeper finishes the Barge off easily and the right flank is slowly winning, though the Prince having swooped down on the Immortals is still struggling against their 5+ saves and 5+ reanimation.
Things go well in my turn too, as the Keeper and Daemonettes easily mob the Technomancer to claim my opponent's objective next turn, and with the Fiends surging up to help the Prince can finish off the Immortals.
For the final turn the game is mine, as in my opponent's turn the Warrior is finally hacked down (and more importantly doesn't reanimate this time!) and with my forces already sitting on all but my own objective I can claim enough VPs to surpass my opponent's score and snatch victory!
It was a good game, all the more so for it coming down to the final turn as I was lagging behind on VPs until then. The Daemonettes did quite well for once, and I feel like I've got the hang of the Stratagems and powers available. Symphony of Pain was very useful as something new I tried, as along with Acquiescence it really limited the Wraths, especially as my opponent wanted to withdraw them from combat due to their special rule first turn - sadly for him the Fiend's Soporific Musk prevented that. Overall a victory earned from the sum of the army's parts, to make it all the better
If I was up against a more mechanised list it would have probably been a different story, the Keeper is a huge crutch for the army here as when she gets choppy multi-wound things get very sad. Fiends are good but at S4 (and T4) they're best at handling infantry models as they can't muster the strength to reliably threaten armour.
As an aside I played AoS with my Daemons for the first (and second) time recently, made me wonder if we can expect something similar for when Daemons eventually get their codex? Fiends in that were mean, made to hunt multi-wound targets which filled a gap in the army. Perhaps something similar - along with S and T boosts - could see the same in 40k?