Another win for DeathWing!
Played against Daemons last night at 1500 points, a monstrous creature list:
Lord of Change
3 x walking DPs with Bolt of Change (an AP1 krak)
1 x 6 horrors with Changeling & BoC
Tzeench Herald on chariot with Boc
Khorne Herald on Juggernaut
3 x 6 plague bearers
3 x fiends of Slannesh
I took the following:
Mission was kill points, with a 12" set up. I won the roll off & the Daemon player went first & dropped all the monstrous creatures & Chariots in front of my lines.
Belail's Land Raider got stunned (no EA!), but otherwise no damage. In retaliation, the Khorne Jugger was shot to death by the LRCs, Belail & squad dealt with the Tzeench Chariot, Chaplain & his squad assaulted 2 of the DPs, killing both of them.
The LoC assaulted chappers squad & it took him 3 player turns to get rid of them all, but the final squad (which I'd reserved to walk on) took him out in the end. The final DP had a few goes at taking out the LRCs, but was gunned down eventually. The fiends and horrors came down to help out, but Belail took them on in combat, eventually dieing to the fiends, but took them all with him. The plague bearers deepstruck far from my lines & hid.
The final result was:
KP to me: 8
KP to him: 3
The inclusion of the THSS terminator was good, the one fighting the LoC managed quite a few, but the other 2 squads rolled 1s on their first attempt. I'm keeping Belail with TLCs for the moment - the high number of high I attacks easily made its points back here. Machine spirit at BS4 is wicked, and firing at different targets is wicked too!
Needs more games...



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. It seems foot DW has become far more viable now. However, so far IME there are still enough threats to an unmech'd DW army that I think raiders are still preferable. For example, without land raiders I pretty much auto lost against all things nids (both current and last edition). With raiders the matchup becomes alot better. I know th/ss made this better vs. rending and MC attacks but volumn still kills us. Also I dont enjoy being forced into the center to avoid outflanking units of any kind, especially stealers. 