This, to my knowledge, is the first full-scale 'play-test' of the little re-write
of Daemons of Chaos
for Warhammer Fantasy that me and some dear collegues have been tinkering with for about a year now. For random lurkers who are interested the latest PDF-version of of this revision can also be found HERE
(at the top of the page).
I will try to cover the relevant 'changes' we've made in the actual report when-ever relevant, but the full
scope can only be acquired by doing some studying of your own.
Our only intentional
detour from 'Official Rules' was the decision to play a BattleLine
Scenario - as we did not want any 'one time' Victory Conditions to cloud up the evaluations of all the new stuff.
This will be a report very heavy on both text and pictures, and since we got started a bit later in the day than we had planned toward the end it was getting pretty dark (and cold! Just two celcius above freezing for the last few turns actually..) so - alas - some pictures will leave you wanting for more I reckon.
It should also be noted that my opponant was trying out his new Empire Book (Cruddace's creation) for the first time, and that we were both sort of 'comped' in the sense that neither of us brought anything we don't have Painted.
- This essentially meant that my Daemon Army did not feature any of the Rare Choices we've added in our re-write, while my Empire friend had no Hurricaniums
, or DemiGryphs
, as it turned out he also neglected to bring any WitchHunters - and [as always in my group] 'No Special Characters'
Whether or not these 'comps' were favorable to any one side is hard to say, but I'd venture to guess that they were actually in favor of the Daemons (especially the 'old-habit' ban on Special Characters actually).
Please concider yourself hereby invited to take some time now to either just enjoy this report, or join me in trying to evaluate what-ever 'results' can actually be derived from all this!
Happy reading folks!
BattleLine, 'opponant known at listbuilding' (closed lists, random terrain).Game Size:
~10 feet by 4 feetSynopsis:
Two rather compact close combat armies dishing it out in an even fight right down to the very last combat round of Turn 6.The Army Lists:THE EMPIRE
****************************************************************************************************THE BATTLE: [Deployment, Terrain, Overview]
Terrain: Bottom left/center: Khemrian Quicksand
, left/bottom: Skree Slope
, top left corner: Mysterious Forrest
and Anvil of Vaul
, top right corner: Encampment of Destruction
with Haunted Mansion
, Ghost Fence
and Idol of Gork
, right center: Mysterious River
(2 bridges, 1 crossing), Building
The Wall at the bottom of the above picture symbolizes the edge of the battlefield.Deployment in Detail, The Empire:
The Inner Circle Knights
deployed on the far flank, facing the Skree Slope
on the other side of the field. We see the Great Cannon
behind the knights, and just across the river the other two Warmachines were also deployed (out of shot). The little green hedges represent the table edge.
and the unit of Halberdiers
deployed aligned on the bridge, the Hellblaster
and Rocket Battery
are obscured by the Building in this picture.
The Horde of Greatswords
and its two detachments were deployed across the River-crossing, the left detachment standing just by the Ghost Fence
of the Haunted Mansion
.Deployment in Detail, The Daemons of Chaos:
The Daemon Prince
and Herald of Tzeentch
deployed ontop of the Anvil of Vaul, it was decided that the 'circle' itself was cleared of Forrest.
In the center (facing the Greatswords!) I deployed the Bloodletters and Daemonettes. The Seekers were also deployed here (prior to Vanguard moves) which was just a very stupid move on my part (I should have deployed them in the forrest on the far flank and vanguarded myself out of the trees!).
On the other flank we can see my Bloodcrushers
in the corner between the Skree Slope
and the Khemrian Quicksand
(Swamp) - behind which hides the Bloodthirster
. Shrouded in shadow on the side of the Crushers is one unit of Furies
, while the other unit of Furies
is plainly visible in the middle of the picture. Later on, my two Nurglings also deployed right 'behind' the smaller of the two bridges (the wooden one) hiding from Line of Sight of the Hellblaster.TURN 1
Using my Vanguard move my Seekers began their attempt to circle the enemy's lines from the ridiculously stupid starting-position I'd given them (I can only blame the Whisky..)
Empire had choosen sides and also got First Turn
. In the Magic Phase
he got 7 dice +1 Channel (8) while I had 5 DD. He started by rolling '15' for Banishment
on my Seekers, and I let it go through because he still had more PD left than I had DD. Banishment
promptly killed 7 of the Seekers (so much for playtesting them).
Continuing his first Magic Phase
the LvL 4 (seen in this picture) got Irresistable Force
through on another Banishment
, which killed one
more Seeker (haha) while the Miscast caused a S6 Hit on every channeling model in his Army: Every Warriorpriest and also the LvL 4 was wounded (HAHA!).  It should be noted, of course, that the first Banishment
came from the War Altar..
In the Shooting Phase
, his Great Cannon
promptly blew up as it aimed for my Bloothirster
hiding behind the Crushers. The Rocket Battery
aimed for the Bloodletters
, but rolled up 1
Template and scattered off. The Steamtank
fired its gun on the Daemonettes
but overshot and only killed one of them, while the Hellblaster
had nothing within range to shoot at.
rolled up the bridge followed by the Halberdiers
, while the Inner Circle Knights
on the flank shuffled forward. In this picture we also spot my Scouting Nurglings at the foot of the smaller bridge.
and their 2 Detachments
shuffled forward at moderate pace..DAEMONS TURN 1
My all-but-destroyed unit of Seekers
charged one of the Detachments to the Greatsword
-unit. Perhaps another stupid decision on my part, but I had sort of given up on them (might have been able to use them in later turns, whatever..).
My Thirster exposed himself in order to close the distance with the Steamtank crossing the big bridge, while the Bloodcrushers shuffled forward toward the Knights. One unit of Furies jumped up behind the house looking straight into the barrels of the Hellblaster, while the other unit is obscured by shadows between the IC Knights and the swamp. The Nurglings move up on the small bridge so as to charge the Hellblaster in the next turn.Bloodletters
marched 10" forward, Daemonettes
following. We also spot the Daemon Prince
having jumped into the 'courtyard' of the Haunted Mansion
In our group we have a 'houserule'
that basically says that 'flat' tops of buildings are separate sections
of the building in question - usually meaning that a Warmachine
can be deployed at the top such a building while a unit may also reside inside
the building. This also means that Flyers
treat such 'flat spaces'
as open ground - which is why my Herald of Tzeentch
could position himself as such..
In my Magic Phase I get 8 Power Dice against 5 Dispel Dice. I six-dice Tzeentch Firestorm on the GreatSword-unit and score a 3 for Strength (Tzeentch Firestorm, 18+, D6S Flaming Hit on every model in unit, 1 Horror per 3 wounds caused) - which kills the (wounded) Warrior Priest and wounds the Captain. I score a total of 17 wounds and that spawns the Horrors you see in the picture above. The Panic Test is passed.
The Miscast result renders my Herald a Level '0' Wizard.
The Seekers are completely butchered in combat, killing 3 Swordsmen.EMPIRE TURN 2
* Steamtank 'Missfires' when loading Steampoints.
Empire gets 5 Power Dice versus my 3 Dispel Dice. He starts by casting Burning Gaze
on the Daemon Prince
but only scores 1 wound (3 hits!) and I get the 5+ Wardsave up. He continues with successfully casting Birona's Timewarp
and Shield of Faith
on the GreatSword
-unit (as I had tried to dispel the Burning Gaze).
The Inner Circle Knights basically stays put.
As we see in this picture the Steamtank has rolled further up the bridge, followed by Halberdiers, and has turned toward the Bloodthirster to fire its gun. Half a turn later my opponant started looking confused.. He had appearantly made a mistake there which is why in later pictures the Steamtank will still be facing forward.
The Hellblaster fires 12 shots, hitting the Bloodthirster with 3 shots and 1 wound going through the Wardsave. The Steamtank made an appearantly 'illegal' shot at the Bloodthirster but missed it. The Hellstorm once more rolled up 1 Template and also scattered off target (Bloodletters) a second time.
Overview at the end of Empire's Turn 2.DAEMONS TURN 2
The Bloodthirster charged the Steamtank, which has not been placed in its proper facing yet in this picture.
Nurglings charges the Hellblaster, while the 2 units of Furies set themselves up to catch the Engineer and Rocket Battery in the next turn.
Bloodcrushers charge the Inner Circle Knights, it was a very long charge but I rolled high enough so that I actually did not need Icon of Endless War
to close the distance.
Bloodletters charge the GreatSwords, Daemon Prince and Herald of Tzeentch combo-charge the Detachment of Swordsmen that finnished off the Seekers earlier.Close Combat
Bloodletters score 16 wounds in total on GreatSwords. GreatSwords score 20 wounds back but I pass 11(!) wardsaves so only 9 casualties are removed. I win combat but he is Stubborn. He also 'counter-charged' with his free Detachment and since this was an 'out of phase' action we ruled that Siren Song
could not be activated to derail that charge [this is something we need to look more closely at, because Empire Detachments have not been duly taken into account in the new mechanic for Siren Song!].
Herald of Tzeentch and Daemon Prince kill 4 Swordsmen and take no wounds in return. The Bloodthirster manages to do 2 wounds on the Steamtank while the Nurglings kill 1 crewman on the Hellblaster.
The Grandmaster riding with the Inner Knights issues a challange and I accept with Champion. The Grandmaster does 2 wounds to my Champ and I do none back.
Bloodcrushers kill 6 Knights in total, armoursaving everything that's thrown back at them. Inner Circle Knights roll 'snake-eyes' for Break Test at -6 CR.EMPIRE TURN 3
Realizing his Engineer was stuck in a bad place, he tried all sorts of alternatives for getting out of my charge-arch, finally giving up as we see in the second one of these pictures.
He charges in his WarAltar and connects with my Bloodletters corner-to-corner - killing one Bloodletter with his Impact Hits.
In his Magic Phase he casts Hammer of Sigmar on the Greatswords, followed by Shield of Faith, followed by Speed of Light. I was saving all my dice to Dispel Birona's Timewarp but he rolls high enough so that I fail this as well - in other words, the GreatSwords were quite buffed up in this Turn!
In Close Combat the GreatSwords kill 9 Bloodletters, and 3 GreatSwords die in return. I direct 3 attacks on the Arch Lector and score 2 Killing Blows - killing him.
I lose combat by -12 CR and 11 Bloodletters melt away.
The Daemon Prince and Herald of Tzeentch kill 5 more Swordsmen.
My Daemonettes are finally charged by the Spearmen, and this picture depicts my quite remarkable To Wound rolls in that combat (needing 4's).
My Herald of Slaanesh and the Captain BSB began fighting a challange without wounding each other. I am 'Stubborn' for first Break Test thanks to flag but still manage to take 2 wounds from Instability (losing 5 Daemonettes in total).
The Spearmen promptly reforms into Horde-formation...
Grandmaster manages to finally kill the Champ in the Challange (doing 4 over-wounds) but the Knights themselves can't touch the Bloodcrushers and lose another rank. The Knights lose combat by -2CR but stands fast.DAEMONS TURN 3
My Horrors charges the WarAltar, which I probably should have done in the previous turn. They actually manage to do a wound to it.
The Greatsword kill all the Bloodletters, my Herald (BSB) kills one GreatSword before he (and the Horrors) melt to Instability. In the picture above we see the reform from victory that the Empire troops and WarAltar performed subsequently.
The Daemon Prince and Herald of Tzeentch misses all their attacks, but the DP manages to MonsterStomp two Swordsmen - who are Steadfast.
My Daemonettes continue to roll rather *meh* for wounding, but the poor Spearmen are not much better and my Daemons actually survive the Instability to fight another round of combat.
My Bloodthirster finally smashes the SteamTank to very tiny pieces. Beyond this combat my Furies had naturally charged (and killed) both the Engineer and the Hellfire Rocket Battery. The Nurglings also finally managed to claw down the 2 remaining crewmen for the Hellblaster.
Grandmaster and Herald both do 2 wounds to eachother. Knights deal one wound and Bloodcrushers deal one wound. The total combat is an exact 'tigh' in this Combat Phase, so moving on..EMPIRE TURN 4
MAGIC: He cast Sheild of Faith on the Knights, and I managed to dispel Sheild of Faith cast on the Spearmen fighting the Daemonettes - this probably sounds ridiculous, but he rolled really low with 3 dice and I'm an idiot (haha). He also managed to cast Speed of Light on the Detachment still fighting my Daemon Prince and Herald of Tzeentch (not that it helped them much).
The Daemon Prince and Herald of Tzeentch finally kills the last of the Swordsmen, and reforms to face the rest of the Empire Army.
2 Daemonettes are struck down, and 2 Spearmen as well. The Daemonettes rolls a '3' for Instability and actually lives to fight another round of combat.
In this picture we also see how the Halbardiers are traversing the bridge, with the Bloodthirster angrily stearing into their flank.
The Inner Circle Knights finally cave in and flee but the Bloodcrushers persue 15" and catch them.DAEMONS TURN 4
Playing defensively, my opponant had hoped to combo-charge my Daemon Prince with all his remaining forces, but since I was freed from the combat with the Swordsmen in his turn I instead got to charge (and kill) his WarAltar-chariot - also taking me out of all his charge-archs!
My Furies and Nurglings didn't really have anything to do...
The Spearmen finally killed my Daemonettes and reformed as such..
My Bloodthirster - having lost all hopes of taking his points back in this game - charged the Halberdiers in the flank. Needles to say, he stood there hacking away for the rest of the game (joined later on by the Nurglings we can see further back in this picture). Those Halberdiers didn't do anything to him, but at they weren't going anywhere either. They did fail their first attempt at reforming to face the Bloodthirster though, which was funny I guess.