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WarriorFish's Slaaneshi Daemons

Daemonettes Slaanesh Daemons Seekers Fiends Keeper of Secrets

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#126
WarriorFish

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Next battle was with The Sunder as the main players (as my Daemons can only go so far currently), you can read the batrep here thumbsup.gif It was quite interesting to get them together again, there's some good opportunities for cross over abilities and bonuses that I need to maximise to help counter the lack of points for the special and fancy units. The final game was once again Daemons only, this time against Blood Angels.

 

Blood Angels 500pts

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Deployment

A lot of capable shooting, backed up with some good combat prowess wasn't a great force to be facing and less so without any cover to work with. However with only the Relic to really worry about there was opportunity enough, it was a matter of seeing what I could do to make the most of my advantages.

 

Turn 1

I get first turn and decide to keep it as whatever happens there's a lot of bullets coming my way! There's nowhere to go so the only real movement is advancing up a squad to claim the Relic as I wait to see what happens next.

 

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As expected, what happens is lots of bullets but with the Stratagem to increase their save by one and another to auto-pass Leadership the remaining Daemonette holds on to the Relic - for now at least as a single Daemonette won't last long.

 

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Turn 2

The surviving Daemonette moves back as far as she can, but there's not much that can be done as there's nowhere to go. I send the Fiends and Prince up to remove the flanking Scout squad for one less thing to worry about (though the Prince perils, keeping the standard of poor psychic showing). I drop in my reserved Daemonettes behind the other Scouts but they can't make the charge even with a re-roll which isn't ideal. My plan is to try and survive with the Relic and use the Prince and Fiends to push back, but it all depends on if I can obstruct those Assault Cannons...

 

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As expected the line Daemonette can't last, nor can the other squad which is badly reduced with only two left after morale. I'm running out of models quickly and can't expect to hold the Relic unless I get lucky... Go forth, Lord Crutch! tongue.png

 

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Turn 3

I've got to throw everything I have in as quickly as possible, and try and even the scales. Fortunately the Enrapturess can do this, moving up to gain sight on the Scouts and claim the Relic she shoots them down. The Prince and Fiends Advance and charge the Razorback, just managing to strip it down. With the rear Daemonettes moving up I'm back in the fight, it all rests on how much damage I can inflict so turn 3 will likely be critical both ways!

 

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The Death Company and Corbulo move up, unable to add much with their shooting but the Scouts reduce the Daemonettes and take out the Enrapturess. Corbulo charges the Daemonettes to take them out, but this lets the Prince activate first. Even with a Stratagem to improve their Feel No Pain the DC are no match and four are taken out! Nobody is going to be able to claim the Relic now, so it's now a slugging match...

 

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Turn 4

The Prince has no problem finishing the job, though unfortunately it had to be in the combat phase (he's near useless as a psyker it seems!). I can line myself for some good charges next turn which is just as well as Assault Doctrine and all sorts fires off and the surviving Daemonettes are wiped out after their charge.

 

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The rest of the game is straight forward. The Techmarine moves up but can't do much good. In turn 5 the Fiend engages him and the Prince moves up to Smite the Scouts and prepare for a charge next turn as he failed his. In return the Fiend is finished off, causing a roll for the next turn - it's a two so the game ends! My opponent thought he'd be able to grab the Relic if it had gone on until I pointed out there was no way in hell the Techmarine would outrun the Prince laugh.png

 

It was a pretty epic game, and I ended up doing a lot better than I had expected but once again the Prince needed to do the real work along with the Fiends who were again great with their speed and threat for it. All the more so, had the game gone on the Prince would have tied it up easily for me. Hopefully in larger games with more units this won't be the case, as it's not a good plan to rely on one or two models to win you games...

 

I was glad to get lots of Daemon only games in, aside from the aim being to have a full Detachment of Daemons ready for this it's given me a lot of useful experience to learn the army so I'm feeling like I have a good practical grasp of them now. They're certainly fragile, and much rests on getting those charges in when you need them but very quick. It was quite different to have only the single ranged attack too (which fired maybe half the time tongue.png ), there's a certain purity of purpose in only caring about stabbing laugh.png

 

I'll have a bit of time to mull over my Daemons as I work on other projects as a short break, but after some more Daemonettes and of course the Keeper of Secrets I think I need a Soul Grinder. I've been looking at it for a bit now, and figured that it would be a nice reward for my hard work so far smile.png


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Painting Oaths Completed:
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#127
Arkaniss

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So many batreps! happy.png They were a joy to read, so many great piks with all those wonderfully painted minis on the table wub.gif  Nice to see an Eldar/Slaanesh grudge match in there too it's not a common sight.

 

The Fiends certainly seem like a dangerous unit, perhaps that second box should move it's way up your list of priorities msn-wink.gif


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#128
DeStinyFiSh

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Yeah, big thumbs up for the BatReps!

Nice to see you had some success with your Daemons.


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#129
WarriorFish

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It was good to get so many Daemons games in, I feel like I've got a good grasp of them now. Helps that there are so few Stratagems I need to learn ermm.gif One thing I realised too late was the musician also adds 1 to Advance rolls - so they're actually a bit faster than I thought laugh.png

 

The Fiends are tactically dangerous, perhaps less so in killing and their 4W gives them some durability against small arms - but anything serious and they fade as badly as any other unit. The second squad won't be too far away, though I still need a bit of a break from all those gems tongue.png It was a bit of a pain to rely on the Prince so much but on further reflection it's unavoidable given the army weaknesses.

 

With more points to play with he'll need wings to ensure he can keep up with anything and dish out his auras. I took the Celerity of Slaanesh WLT partly on a whim because it's not like any are particularly great but that extra 3" movement was significant. Makes me wonder what a Prince with wings and Celerity could do, with the 5s and 6s he kept getting for Advance rolls he could be zooming across the table tongue.png Shame about the psychic phase though...

 

I need more HQs, to help get more from auras. The Enrapturess is decent but her rules are a bit too situational. The anti-psyker stuff is obviously useless without a nearby psyker, and some armies like Eldar can render it mostly moot anyway. The 6 for a returning Daemon happened twice across all my games, it's only a bonus of course but that feels like what most of her abilities are!

 

I'll still keep her in lists though. Aside from liking the model (and working hard on her) a healthy number of HQs seems essential for Daemons and a support HQ that's less interested in getting into the action herself will no doubt be useful once the brawling starts.


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#130
Panzer

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I need more HQs, to help get more from auras. The Enrapturess is decent but her rules are a bit too situational. The anti-psyker stuff is obviously useless without a nearby psyker, and some armies like Eldar can render it mostly moot anyway. The 6 for a returning Daemon happened twice across all my games, it's only a bonus of course but that feels like what most of her abilities are!

 

I'll still keep her in lists though. Aside from liking the model (and working hard on her) a healthy number of HQs seems essential for Daemons and a support HQ that's less interested in getting into the action herself will no doubt be useful once the brawling starts.

 

Yeah you definitely need the +1S aura. It makes Daemonettes so much more deadly.

While before it only meant taking a regular Herald (with Legends now even on chariot again), I'd probably go for one of the two new ones these days. Syll'Esske is super strong, but you already have your own Daemon Prince, however the Contorted Epitome is a really good pick as well.

There's little it can't do. It's really fast (M12), can cast and deny like a boss (knows Smite+2, cast 2, deny 2, gets +1 to casts and denies), prevent the enemy from falling back almost as good as Fiends do, <10 wounds, a 2+++ against Mortal wounds (yes, really!), the +1S aura and last but not least 8 S6 AP-1/-4 D2 attacks in addition to its 2 S6 AP-2 D3 default attacks.


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#131
WarriorFish

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Indeed, the Daemonettes were struggling against the bikers the +1S aura is what I need as it'll make a big difference. Fortunately Heralds aren't expensive, though I have been mulling over the Epitome as a bit of a project to push my conversion and bashing. From the sounds of it might need to think about this a bit more...

 

Since the games I've been considering a Supreme Command Detachment to ensure I have plenty of auras to go around. Can keep it full with cheaper Heralds so it's not too much of an outlay and will make the Daemonettes much better (and of course benefiting everything else) smile.png


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#132
Dr_Ruminahui

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Thanks for sharing - I'm glad your forray into demons has gone better than mine. :)


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#133
WarriorFish

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Thanks Rumi, it's only 500pts so small fry currently but here's hoping the Psychic Awakening for Daemons goes a long way :tu:


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Painting Oaths Completed:
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In the grim predictability of online 40k, there can be only Sun Tzu quotes

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