*
Daemons picked side of battlefield and finnished deploying last,
Vampire Counts got first turn:
DEPLOYMENT & TERRAIN:
Left Side Bottom To Top: Fence and
Earth-Blood Mere (Swamp) - [Zombies & Graveguard] -
Elven Waystone & Wall - [Skeleteon Warriors, Blood Knights, Ghouls] -
Building.Right Side Bottom To Top: [Fiends] -
Encampment of Destruction: 2 Buildings, Banestone - [Flamers & Phantasm] - [Plaguebearers, Daemonettes, Beast of Nurgle, Flamers & DP] -
Mysterious Forrest.
Deployment In Detail (Daemons) -

^
Daemonettes &
Plaguebearers in the center of the field.
Daemon Prince of Slaanesh (General) and
Beast of Nurgle just behind the Forrest.

^
Flamers &
Phantasm inbetween the
Destruction-Encampment's two buildings, and
Fiends seen on the flank.

^Close-up of Daemonic Core units with
Heralds. Deployment In Detail (Vampire Counts) -

^Zombies & GraveGuard between the Earth-Blood Mere (Swamp) and Elven Waystone.

^Skeletons & Blood Knights next..

^Ghouls on the flank.
Vampire Counts Turn 1

Everything in the Vampire Army moved forward, everyone
except the
Zombies marching. In the
Magic Phase 6 Power Dice were rolled up (3 DD) - the
Vampire Lord (General) cast
Curse of Years on the
Daemonettes but it was dispelled, while [as shown in the two pictures above] the
Vampire riding with the
Blood Knights cast
Melkoth's Mystifying Miasma on the
Flamers by the
Mysterious Forrest.
Daemons Turn 1
^The
Beast of Nurgle passed
Stupidity Test (
Playful) and moved infront of the
Daemonettes in order to block the imminent Charge of the
Blood Knights. The
Daemonettes stood still, while the
Flamers moved through the
Forrest (turned out to be a
'normal Forrest') and fired on the
Blood Knights (missing all shots), we also see the
Daemon Prince of Slaanesh (General) moving up the flank by the Forrest.
In the Magic Phase the
Herald of Slaanesh casts
Pavane of Slaanesh (21 over 15+ Boosted) which scored 5 hits on the
Vampire Lord (General) although he saved all wounds.

^The other unit of
Flamers moved up and killed 1
Grave Guard by shooting. The
Fiends marched a full 20" in order to flank the Vampire Army, while the
Phantasm of Slaanesh moved forward in a more careful manner.
Vampire Counts Turn 2
^The
Zombies charged the
Flamers successfully (11"), and the
'Immolator'-Flamers missed the (5) shots for
Stand & Shoot.
^ The
GraveGuard and
Blood Knights both charged the
Plaguebearers, needing 12" and 17" respectively - both charges were successfull.

^The
Skeleton Warriors (with General VampLord) charged 11" into the
Beast of Nurgle. The
Ghouls, however, failed to roll the 12" required to reach the
Beast..

^The
Magic Phase generated 7PD (4DD) and the
Necromancer in the
GraveGuard-bunker 6-diced
Hellish Vigour getting
Irresistable Force. The
Miscast inflicted a S6 hit on every caster in the VC Army where-by the
Vampire (Level 2) riding with the
BloodKnights was wounded.
'Nurgle's Rot' of the
Plaguebearers also kill one
Blood Knight (rolled retro-actively in the subsequent turn!).
In the
Combat Phase the
Herald of Nurgle issued a Challange that was accepted by the
Wight King amongst the
GraveGuard. The
HoN was subjected to
'Beguile' from the mounted
Vampire and failed the test, promptly failing to even hit the
Wight King who also fluffed his attacks back.

^The
Vampire,
Blood Knights and
Graveguard killed 2
Plaguebearers, and the
Plaguebearers downed 1
Blood Knight before 5 metled to
Instability.

^The
Flamers kill 6
Zombies and took a wound in return - an additional
Zombie crumbled...

^The
Vampire Lord (General) scored 4 wounds on the
Beast of Nurgle but not a single one got through the Regeneration (3+). The
Skeletons also did 1 wound that was Regenerated. The
Beast itself scored 2 wounds that were also saved by the
Skellies, before passing its Ld7 re-rollable
'Stubborn' Instability Test.
Daemons Turn 2In the
Magic Phase Daemons roll
'snake-eyes' for
Winds of Magic.
Soccour of Chaos is attempted, but failed, on the
Daemonettes. The
'Nurgle's Rot' of the
Plaguebearers kill 1
Blood Knight and 1
GraveGuard, and wounds the
Vampire (Level 2).

^The Flamers charge the Ghouls in the flank, while the Daemon Prince moves in toward the center of the field.

^We found it impossible to determine whether the Daemonettes were in the flank or front of the Skeletons, prompting a roll-off that meant the Daemonettes got to Flank-Charge the Skeleton Warriors (a front-charge wouldn't have been able to close the door and so I couldn't have charged in this turn at all!).

^After the roll-off in favor of a Flank-Charge the
Daemonettes charged the
Skeleton Warriors thus..

^The
Fiends flank-charged the
Zombies while the
Phantasm of Slaanesh circled them to get a bead on the rear of the Vampire Forces.

In
Close Combat the
Allures challanges and is answered by the
Vampire Lord (General) who directly kills the
Allures. The
Herald of Slaanesh (BSB) kills 2
Skeletons, while the
Furious Deamonettes score a whooping 28 Hits (killing 11
Skeletons!). In return, the
Skeletons manage to cause 1 wound on the
Beast of Nurgle that goes through the Regeneration, and they also drop 2
Daemonettes.
11
Skeletons crumble to dust!

^These
Flamers did little against the
Ghouls and
Instability saw them returning to the Warp! [I was gambling they'd last for just one combat round so that I could get a flank-charge with the
DPoS as well - in hindsight I should have just let them flank-charge my Stubborn
Beast of Nurgle]

^On the other end of the field, the
Flamers and
Fiends had a good round of combat and utlimately 12
Zombies crumbled at the end of it.

^The
Herald of Nurgle yet again failed the 'Beguile'-induced test, despite this the HoN and
Wight King trade 1 wound off each other. The
Blade of Entropy rolls up a '3' so the Wight King survives! The Blood Knights and GraveGuard slaughter most of the
Plaguebearers, and the rest of the unit (including the Herald) "pops" to
Instability.

^The victorious Undead reform as such..
Vampire Counts Turn 3The
Magic Phase saw 5PD/3DD and the
Necromancer attempted the Boosted (15+) version of
Invocation of Nehek with all 5 dice - failing!

^
Blood Knights charged the
Daemonettes from behind, as the
GraveGuard slammed into the flank of the
'Nettes. The
Ghouls also charged the
Daemon Prince of Slaanesh (General).

^Same as previous picture from other angle...

^The
Daemon Prince killed 6
Ghouls in total and took 1 wound in return, as 1 more
Ghoul crumbled to CR.

^The
Herald of Slaanesh (BSB) became engaged in a Challange with the
Wight King in the
GraveGuard-unit. This picture details the placement of the two models for some reason.

The
Wight King actually failed the I-check for
'Allure of Slaanesh' and thus couldn't strike at all at the
HoS, while the
Herald also failed to do any wounds in return.

^The
Daemonettes lost this combat by -11CR and 9 models popped to
Instability. The
Vampire Lord was down to his last wound however!
Daemons Turn 3
^The
Phantasm of Slaanesh charged the
GraveGuard unit in the Rear.

^
'Summary of the Table' after the completed
Moving Phase.

^The
Magic Phase saw 8PD/6DD (VC channelled 1 DD!). The
Daemon Prince of Slaanesh rolled 5 dice on
Soccour of Chaos and got
Irresistable Force (Boosted Version). The
Miscast Result was
'Dimensional Cascade' - sent the
Prince back into the Warp for good [
notice how he's missing from this picture!] while 1
Skeleton and 17
Ghouls got annihilated as well.

^The
Fiends and remaining
Flamer reduce the
Zombies to a mere few models. The reason I didn't reform the
Fiends at this point was because the
BaneStone would have gotten in their way - another gamble that turned on me as I failed to finnish off the
Zombies because of it.

The
Wight King once more fail the I-test for
Allure of Slaanesh, and both
HoS fluffed its attacks.

^At the end of this combat only a handfull of
Daemonettes were left in the mortal realm, but the margin of CR had been slim and only the
Phantasm of Slaanesh took a wound from the
Instability check.

^The
GraveGuard unit reformed (from Victory) to face the
Phantasm, which is completely illegal now that I think about it.. *haha* In fact, at the same time my opponant started reforming the
Skeleton Warriors (in the same
'illegal' manner) and for some peculiar reason I just didn't register it.
Vampire Counts Turn 4The
Magic Phase saw 7PD/5DD (1 DD channelled).
Invocation of Nehek was cast on 6+ but it was dispelled. The second attempted
Invocation was on 12+ and this time the dispell failed - healing the
Wight King(via Attribute), restoring the
Blood Knight Kastellan, 4
Ghouls, 6
Skeletons and 3
Grave Guard.

^The remaining
Daemonettes were slaughtered, but the
Phantasm did good in combat and thus the Daemons only lost combat by -1CR. The
Phantasm,
Herald of Slaanesh (BSB), and
Beast of Nurgle all pass their Instability checks.

^
Fiends and remaining
Flamer finally manages to wipe out the
Zombies. Reforming as such..
Daemons Turn 4The
Magic Phase was a joke since the
Herald of Slaanesh (BSB) only had
Pavane of Slaanesh and was locked in
Close Combat.

^The
Fiends attempted a 14" charge into the Rear of the
GraveGuard but as you can see sometimes
Swiftstride doesn't help you much..

^Stupid
Fiends moving 2" forward examining the
BaneStone.

^At the end of this combat the
Phantasm and
Herald of Slaanesh (BSB) were wiped out by
Instability. The funny part was that
'Allure of Slaanesh' had kept preventing the
Wight King from getting that last wound off the
Herald of Slaanesh. The
Beast of Nurgle was still Stubborn of course.
Vampire Counts Turn 5
^The Beast of Nurgle finally goes down. The entire remaining Vampire Army reforms as such!

^Daemons, having only 3 Fiends and 1 Flamer left on the table, concedes the game!
***********************************************************
ScoreBoard:Vampire Counts Score
2431 Víctory Points
Daemons of Chaos Score
404 Victory Points
Solid Bloody Massacre for Vampire Counts!
COMMENTS:This turned out to be a very tough match-up. I would have needed a lot more luck than I actually
had in order to really sort this infantry-heavy VC-army out. Despite the gruesome defeat, we did get a good feel for the 'workings' of some of the
new stuff from our Daemonic re-write however: Most notably the Beast of Nurgle and the Daemonettes got themselves a good round of playtesting.
However, the Phantasm of Slaanesh was never really given the chance to prove himself in this combat (sadly, I even forgot about its Breath-Weapon!) and the Daemon Prince of Slaanesh naturally became a rather lackluster experience.
We will be discussing things further in the main thread, where I have at least 1 'major' little issue that surfaced thanks to my opponant that we need to adress in the current version of the PDF (namely Allure of Slaanesh's status as a 'Shared Daemonic Gift').
Well, personally I must say that it was a damn relief to finally lose a game with my Daemons in 8th Edition of Warhammer Fantasy. Much of that can probably be explained with Slaanesh Daemons being inherently weak against Undead (of all possible opponants) but it should not be ignored that my opponant had the dice rolling well, and he played well too [despite unwittingly 'cheating' when reforming that GraveGuard unit to face the Phantasm while being engaged from multiple sides already!].
I certainly hope this report was entertaining. It's the smallest game I've played in years, and yes - I suck at it!
Cheers!
/DaemonReign