A bit later than planned but the memory of the game should be good enough, my "1000pts" list saw some action against the Ultramarines:
We decided to keep the game fairly straight forward with a couple of objectives in the centre (copied from the previous game on the table top), especially as on a smaller table top with 4" of deployment space
There's not much room to deploy, so things are rather spread out and I can't do much else than spread my characters out and sit the Fiends on a flank to hopefully move up. My plan is to press up as quickly as possible (of course), with the first wave keeping them busy (and hopefully dead) while a second wave can dance on objective. The Fiends in particular with the Daemon Prince should be able to zip up around cover and get that done at least on the right flank.
Unfortunately there's a Stratagem that allows three units to redeploy at the end of deployment so the opposing Ultras vanish to reappear...
It's not a great start, my first turn is going to be moving up and repositioning and hoping for the best. I decide to give my opponent first turn, rather than move up and risk getting more shots thrown.
Only the Dreads move up a little to get in range, the Marines relying on their heavy weapons. The left flank Daemonettes are reduced to three models, but my forces are otherwise unscathed - going second worked here at least but there's a long way to go and the Daemonettes will only die faster as I close.
There's not much else to do in my turn other than advance up and try some psychic support powers (still annoying how Delightful Agonies is only a 6+++ for Daemons). While the Keeper isn't hidden she's safe from getting the entire shooting phase so I'm optimistic she can get into combat. The question is what else can otherwise it'll be a short trip and my hopes of victory live or die on her.
My opponent repositions, but fortunately can't move too far away as that's the board edge The Terminators and Captain arrive too and things might be in a bit of a pickle. The Keeper manages to escape serious harm but a lot more Daemonettes die - half of them are dead having achieved nothing so far so things are looking grim. If the Keeper can get to the left flank and cause some damage then hopefully my right flank can keep the Terminators back enough for her to produce victory, I'm not positive the plan will succeed but it's not like I have any other options and the dice gods favour the bold.
Perhaps more than I thought, as my Advance rolls are excellent where they count - both the Keeper and Fiends get a 6 and the Daemon Prince a 5! The diminished Daemonettes squad can join the Keeper in an assault but I have no expectations of anything, only the slim chance they they can survive the Contemptor to tie it up. I wasn't sure whether to pitch the Fiends in to help the Prince, but the reduced Daemonette squad could reach too so I decide to go all in and send them after the Chaplain.
This turned out to be a good choice as they could kill him and consolidate into the Tacs to keep them locked in (first time I can use the Soporific Musk rule!). The Daemonettes all die but the Prince has a stonking combat. My opponent interrupts to strike first, but Warp Surge, Aura of Acquiescence and a Command Point re-roll keep his wound loss light. It's not like I have much to spend my Command Points on (the three you see out are it...). He rolls well and takes out three Terminators which is great. The Keeper has no problems slapping the Ironclad down either for a good turn I can start building from.
For bonus points, that Daemonette squad that was lagging behind can sit on an objective to score some points. Also the Infernal Enrapturess moving up, but she was largely not present this battle sadly.
My opponent has suffered some setbacks and is in trouble with daemons all over the place but it's not over until the Great Unclean One sings. The Contemptor moves slightly and fire is poured into the Keeper. I spring for Warp Surge again and with some luck and a re-roll she emerges all but unscathed. In combat I use Acquiescence once more to reduce the Contemptor's chances which works well as he struggles and the Keeper can chop him down too.
The Termies fall back to shoot, letting the Captain move to assault, but as Slaanesh forces after the Contemptor whiffs I can activate the Prince who hacks him down before he can strike. The Fiends find their D2 useful as they take out the Tacs without too much trouble. The game is mine to win now, as even if things go badly the Keeper and reserve Daemonettes (and Enrapturess, if she can do something for once) should be enough to finish the job.
Things don't go badly though. The Keeper can take out the furthest squad (after the Sergeant blows himself up on overwatch) as the Fiends finish the job nearby, and the last wound on the Terminators is taken by the Daemonettes (last chance saloon to actually do something) - Slaanesh is pleased with victory!
As far as games go, I'm not sure the last time things started out looking so dicey. It's especially hard work trying to get into position when you're getting plinked away constantly (and die like flies) but with some good advance rolls you can move so quickly. It's all down to much you can reach with in the initial charges - too few and you'll get picked apart.
Again, everything came down to the characters (not you, Enrapturess). The Keeper really is 50% of the effectiveness... the other 50% between the Prince and Fiends mostly. The Prince needs wings as that extra movement is worth every point, it was good to see the Fiends get a good game in killing things as well as being annoying. Against Marines they come into their own with their multi-wound attacks
Oh, and guess who forgot the instrument +1" bonuses again? Good job I could roll well on advances and charges then I was great to get a larger game in but the wait for a new codex - with hopefully fixes and improvements - feels long indeed.
For what comes next, I've been thinking about the Epitome or Chariots but both will need some work to bring up to my desired standards. I might aim a bit smaller and do a Herald? The +1S aura will go far for the Daemonettes (assuming they get into combat).