The Dark Elves feel the Harshness of Deathnipple
Sept 25, 2010 0:11:28 GMT -5
Post by Dr Carnivean on Sept 25, 2010 0:11:28 GMT -5
Finally got my first league game in tonight with Dante, using my daemon list, as follows:
The Harshness of Deathnipple
2500 pt Daemon list
535 - Deathnipple (keeper of secrets)
Level 2 caster, spirit swallower
140 - Slicefondle (herald of slaanesh)
multi-armed monstrosity
155 - Torturekiss (herald of slaanesh)
etherblade, steed of slaanesh
150 - Skulltaker
160 - Soulburn (herald of tzeentch)
disc of tzeentch, spell breaker
223 - Bloodletters x14
full command, icon of endless war
283 - Daemonettes x19
full command, siren standard
150 - Plaguebearers x10
full command
367 - Seekers of Slaanesh x9
full command, banner of ecstasy
225 - Flamers of Tzeentch x6
pyrocaster
55 - Fiend of Slaanesh
Dante fielded his dark elves, which was a relief as I thought he was still using ogres and was very worried that a daemon list with such mean things as the KoS, Skulltaker, and Flamers would make for a one-sided and not very fun game. The dark elves with their nearly unstoppable magic ended up making for a very close and exciting game.
From memory, Dante fielded a level 4 sorceress in a big unit of spearmen, a level 2 in another big unit of spearmen, a 10 strong unit of cold one knights with bsb (with hydra banner), a 10 man unit of archers, a good sized unit of corsairs, 2 bolt throwers, a hydra, a small unit of dark riders, a unit of shades, and a small unit of harpies.
Seeing lots of archers and dark riders with pointy shooty things across from them on the right side of my battle line, Torturekiss and her seekers used their vanguard move to take them back towards the center, starting the game near my plaguebearers. Dante used the vanguard move to send his dark riders out towards my battleline, to menace the plaguebearers and seekers.
On my first turn, I charged the fiend of slaanesh into the dark riders, who did a wound with defensive fire. The fiend only managed to do a single wound, took one in return, and popped out of existance from instability. No spells were successfully cast, and the flamers fired on the hydra without managing a single wound. Deathnipple was not pleased with the outlook for the battle at this point.
Then it was the dark elves turn. The general's unit attempted to charge the flamers, but fell short, and the daemons burned down two of their number for even thinking of attacking. At this point I was thinking that maybe I should keep my defense on the field for the whole game.
That thought was banished from my mind as soon as the magic phase started however. Even only starting out with two less dice and using my spell breaker to stop a pit of shades that was cast on a 19, my dispel attempts were exhausted before the casting was, and a flamer and a few daemonettes were felled by dark elf sorcery.
Shooting was less eventful, with one bolt thrower attempting to pierce Deathnipple, but failing, and the second war machine working with the breath weapon of the advancing hydra to kill another flamer. The archers had needed to march to get into range with their crossbows, and the dark riders failed to wound anything with theirs. Having failed 9 out of the first 10 ward saves I was called to make, I was still feeling pretty unsure of my chances.
Things started looking up a little for me in my second turn. The flamers held position and opened fire on the hydra that was advancing towards them, dealing three unsaved wounds to the beast.
Slicefondle and Skulltaker marched their units right up into the faces of the generals unit and the unit of corsairs, respectively, while the seekers and plaguebearers moved into position for second wave attacks. Daemon magic was once again ineffective. Soulburn the Tzeentch herald was not participating in the battle, but rather taking notes for this report, while flying around on his disc to get better views of the combat. He tried tossing a flickering fire at the hydra, just because I told him to, but I could tell his heart wasn't really into it, and he was happy to get back to his note-taking.
On the dark elf second turn there were charges a-plenty with the general charging her unit into Slicefondle's block of daemonettes, and the corsairs taking it to the front of Skulltaker's unit while the cold one knights charged in on his right flank. Not wanting to brave the defensive fire of the flamers, the hydra instead got a little rough with Deathnipple, charging in to do a pair of unanswered wounds to the greater daemon. Magic was once again fairly potent, dropping another flamer and several daemonettes, however I still got the feeling when the phase was done that I was getting off easy. The face of the sorceress general was very flushed with the 3 extra wounds she gained from the fruit of her sorcerous slaying.
Slicefondle and her daemonettes responded by unleashing a slew of armor piercing mayhem upon the spearmen, winning the combat, but failing to move the unit which still slightly outnumbered them.
Like a Batman villain, the corsair champion hid behind his underlings like a little heretic, forcing Skulltaker to settle for the skulls of four of the rank and files. The charge of the two units proved fairly devastating, dropping ten bloodletters. Those daemons that fought back managed to kill another four corsairs, however the combat resolution caused another three losses from the instability roll, leaving Skulltaker and his standard bearer alone. This was still good fortune for me, and actually where things started to turn around. In the second turn I started making at least 30% of my saves, which helped in the two combats considerably, along with Skulltaker and the bloodletter's death dealing talents keeping them fairly close in combat resolution.
On my turn, the flamers charged into the hydra, along with Soulburn who was actually now being expected to get his hands dirty (I was in need of those flaming attacks)
Also Torturekiss charged her flock of steeds into the flank of the cold one knights, while the plaguebearers charged them from the rear.
Deathnipple managed to get off Phantasmagoria, which would end up being a big deal.
The tzeentch herald was ultimately bothered for nothing, as Deathnipple slew the hydra and healed himself to full strength with his spirit swallower. The tzeentch herald noted this on his pad and flew off again, leaving the three flamers to shrug their tendrils.
The bsb attempted to hide like a heretic, until he realized there was nowhere to hide, and so he pushed the corsair champion out into Skulltaker's flaming blade. Torturekiss dropped three of the knights with her shimmering etherblade, and her sisters and their steeds felled another two. The dark elf counterattack slew the bloodletter standard bearer, leaving Skulltaker the sole survivor of his unit, and slew two of the plaguebearers, but still ended up losing the combat by a fair number, and with the added hindrance of the slaaneshi spell in play, even the battle standard bearer's presence was not enough to stave off retreat for the cold one knights, and the bsb fell to the earth along with his hydra banner, which was greedily clamed by the daemonettes who now moved into combat with the corsairs, along with the plaguebearers, leaving the remaining three dark elf knights to flee from the battlefield.
Again, Slicefondle and her sisters ripped into the general's spearmen, slaying an impressive number of elves and now actually diminishing their attacking power. The unit broke and ran, and things looked especially bleak, but the daemonettes rolled a 3 for their pursuit, and the sorceress lord managed to escape to cast another turn.
The general rallied her unit, while the other spearmen unit charged into the rear of the plaguebearers. More magic and shooting dropped another flamer and a few more daemonettes, but alas, the shades held in reserve still did not manage to find their way onto the battlefield. (men never ask for directions)
The corsairs and spearmen managed to wound both Skulltaker and Torturekiss, and felled several of the plaguebearers helping to overcome the casualties caused by the two daemon heralds and win the combat, however with the help of the general, all three units held on with only one seeker casualty from instability rolls.
Dante would get the points for the bloodletters and the fiend of slaanesh, and a rough tally had me up on him by a few hundred points for a minor victory.
That was a tough win, and there were a couple pivotal things that could have gone the other way, like the phantasmogora spell. And while my overall rolling was probably only average, I rolled what I needed to roll to keep Skulltaker alive long enough for the reinforcements to arrive (and to survive the arrival of the dark elf reinforcements)
Winds of magic were very low. I think each of our phases there was a one on one of the dice, so starting casting and dispel pools were always very close to one another. I hate to think of what kind of punishment Dante would have been able to dish out with 10+ dice in his pool at the start of the phase. As it was, he was casting two or three spells after my dispel pool was already exhausted.
Thanks for the great game!
The Harshness of Deathnipple
2500 pt Daemon list
535 - Deathnipple (keeper of secrets)
Level 2 caster, spirit swallower
140 - Slicefondle (herald of slaanesh)
multi-armed monstrosity
155 - Torturekiss (herald of slaanesh)
etherblade, steed of slaanesh
150 - Skulltaker
160 - Soulburn (herald of tzeentch)
disc of tzeentch, spell breaker
223 - Bloodletters x14
full command, icon of endless war
283 - Daemonettes x19
full command, siren standard
150 - Plaguebearers x10
full command
367 - Seekers of Slaanesh x9
full command, banner of ecstasy
225 - Flamers of Tzeentch x6
pyrocaster
55 - Fiend of Slaanesh
Dante fielded his dark elves, which was a relief as I thought he was still using ogres and was very worried that a daemon list with such mean things as the KoS, Skulltaker, and Flamers would make for a one-sided and not very fun game. The dark elves with their nearly unstoppable magic ended up making for a very close and exciting game.
From memory, Dante fielded a level 4 sorceress in a big unit of spearmen, a level 2 in another big unit of spearmen, a 10 strong unit of cold one knights with bsb (with hydra banner), a 10 man unit of archers, a good sized unit of corsairs, 2 bolt throwers, a hydra, a small unit of dark riders, a unit of shades, and a small unit of harpies.
Seeing lots of archers and dark riders with pointy shooty things across from them on the right side of my battle line, Torturekiss and her seekers used their vanguard move to take them back towards the center, starting the game near my plaguebearers. Dante used the vanguard move to send his dark riders out towards my battleline, to menace the plaguebearers and seekers.
On my first turn, I charged the fiend of slaanesh into the dark riders, who did a wound with defensive fire. The fiend only managed to do a single wound, took one in return, and popped out of existance from instability. No spells were successfully cast, and the flamers fired on the hydra without managing a single wound. Deathnipple was not pleased with the outlook for the battle at this point.
Then it was the dark elves turn. The general's unit attempted to charge the flamers, but fell short, and the daemons burned down two of their number for even thinking of attacking. At this point I was thinking that maybe I should keep my defense on the field for the whole game.
That thought was banished from my mind as soon as the magic phase started however. Even only starting out with two less dice and using my spell breaker to stop a pit of shades that was cast on a 19, my dispel attempts were exhausted before the casting was, and a flamer and a few daemonettes were felled by dark elf sorcery.
Shooting was less eventful, with one bolt thrower attempting to pierce Deathnipple, but failing, and the second war machine working with the breath weapon of the advancing hydra to kill another flamer. The archers had needed to march to get into range with their crossbows, and the dark riders failed to wound anything with theirs. Having failed 9 out of the first 10 ward saves I was called to make, I was still feeling pretty unsure of my chances.
Things started looking up a little for me in my second turn. The flamers held position and opened fire on the hydra that was advancing towards them, dealing three unsaved wounds to the beast.
Slicefondle and Skulltaker marched their units right up into the faces of the generals unit and the unit of corsairs, respectively, while the seekers and plaguebearers moved into position for second wave attacks. Daemon magic was once again ineffective. Soulburn the Tzeentch herald was not participating in the battle, but rather taking notes for this report, while flying around on his disc to get better views of the combat. He tried tossing a flickering fire at the hydra, just because I told him to, but I could tell his heart wasn't really into it, and he was happy to get back to his note-taking.
On the dark elf second turn there were charges a-plenty with the general charging her unit into Slicefondle's block of daemonettes, and the corsairs taking it to the front of Skulltaker's unit while the cold one knights charged in on his right flank. Not wanting to brave the defensive fire of the flamers, the hydra instead got a little rough with Deathnipple, charging in to do a pair of unanswered wounds to the greater daemon. Magic was once again fairly potent, dropping another flamer and several daemonettes, however I still got the feeling when the phase was done that I was getting off easy. The face of the sorceress general was very flushed with the 3 extra wounds she gained from the fruit of her sorcerous slaying.
Slicefondle and her daemonettes responded by unleashing a slew of armor piercing mayhem upon the spearmen, winning the combat, but failing to move the unit which still slightly outnumbered them.
Like a Batman villain, the corsair champion hid behind his underlings like a little heretic, forcing Skulltaker to settle for the skulls of four of the rank and files. The charge of the two units proved fairly devastating, dropping ten bloodletters. Those daemons that fought back managed to kill another four corsairs, however the combat resolution caused another three losses from the instability roll, leaving Skulltaker and his standard bearer alone. This was still good fortune for me, and actually where things started to turn around. In the second turn I started making at least 30% of my saves, which helped in the two combats considerably, along with Skulltaker and the bloodletter's death dealing talents keeping them fairly close in combat resolution.
On my turn, the flamers charged into the hydra, along with Soulburn who was actually now being expected to get his hands dirty (I was in need of those flaming attacks)
Also Torturekiss charged her flock of steeds into the flank of the cold one knights, while the plaguebearers charged them from the rear.
Deathnipple managed to get off Phantasmagoria, which would end up being a big deal.
The tzeentch herald was ultimately bothered for nothing, as Deathnipple slew the hydra and healed himself to full strength with his spirit swallower. The tzeentch herald noted this on his pad and flew off again, leaving the three flamers to shrug their tendrils.
The bsb attempted to hide like a heretic, until he realized there was nowhere to hide, and so he pushed the corsair champion out into Skulltaker's flaming blade. Torturekiss dropped three of the knights with her shimmering etherblade, and her sisters and their steeds felled another two. The dark elf counterattack slew the bloodletter standard bearer, leaving Skulltaker the sole survivor of his unit, and slew two of the plaguebearers, but still ended up losing the combat by a fair number, and with the added hindrance of the slaaneshi spell in play, even the battle standard bearer's presence was not enough to stave off retreat for the cold one knights, and the bsb fell to the earth along with his hydra banner, which was greedily clamed by the daemonettes who now moved into combat with the corsairs, along with the plaguebearers, leaving the remaining three dark elf knights to flee from the battlefield.
Again, Slicefondle and her sisters ripped into the general's spearmen, slaying an impressive number of elves and now actually diminishing their attacking power. The unit broke and ran, and things looked especially bleak, but the daemonettes rolled a 3 for their pursuit, and the sorceress lord managed to escape to cast another turn.
The general rallied her unit, while the other spearmen unit charged into the rear of the plaguebearers. More magic and shooting dropped another flamer and a few more daemonettes, but alas, the shades held in reserve still did not manage to find their way onto the battlefield. (men never ask for directions)
The corsairs and spearmen managed to wound both Skulltaker and Torturekiss, and felled several of the plaguebearers helping to overcome the casualties caused by the two daemon heralds and win the combat, however with the help of the general, all three units held on with only one seeker casualty from instability rolls.
Dante would get the points for the bloodletters and the fiend of slaanesh, and a rough tally had me up on him by a few hundred points for a minor victory.
That was a tough win, and there were a couple pivotal things that could have gone the other way, like the phantasmogora spell. And while my overall rolling was probably only average, I rolled what I needed to roll to keep Skulltaker alive long enough for the reinforcements to arrive (and to survive the arrival of the dark elf reinforcements)
Winds of magic were very low. I think each of our phases there was a one on one of the dice, so starting casting and dispel pools were always very close to one another. I hate to think of what kind of punishment Dante would have been able to dish out with 10+ dice in his pool at the start of the phase. As it was, he was casting two or three spells after my dispel pool was already exhausted.
Thanks for the great game!