Battle Report (Eldar Craftworlds vs Khorne Daemonkin)

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Grazar’ath the Hound Master hauled on the blackened steel reigns of his daemonic mount. It’s oversized lupine form shivered with feral aggression, gouts of hellfire erupting from its flaring nostrils giving voice to its speechless rage. Grazar’ath dug his spurs viciously into the beast’s sides, asserting his dominance and reconfirming his order to halt. The rest of the pack followed the alpha-beast’s lead and came to a standstill. The crystalline grass was scorched black around the empyreal predators, the remaining blades bending away from the daemon’s hooves, straining as if they could actually uproot themselves and flee the horror in their midst. It was alive of course. Everything here was alive. Grazar’ath remembered with glee how the craftworlds shell had smirched and peeled back before the savage lance strikes of his grand cruiser, just like living skin before flame. No blood though. He might have been disappointed by that if such an emotion could still be registered by his psychotic mind. The lack of blood at his violent entry into this continent sized living thing had fuelled his rage to new heights. The initial resistance to his boarding assault had been meagre and short lived. Black flames of hatred erupted from his eye lenses. His axe arm ached for the burning joy of blood letting, his every muscle taught, waiting to be unleashed. But no foe dared stand before the master and his hounds. Even here in the crystalline groves near the very heart of the craftworld resistance was maddeningly light. Purpose. Grazar’ath focused on his purpose for being in this alien hovel. He had been summoned here by Khorne himself. A mighty tome inscribed in daemons blood, bound in the tanned hide of slain kings and champions. The eight-fold path and its secrets laid out for those with the strength to wrest it from its guardians. Grazar’ath would claim it for himself and with it ascend to his rightful place as his patron’s immortal champion. It was close now, so very close. The whine of grav displacement, the silk-shredding sound of shuriken fire… At last the cowardly Eldar joined him in battle. His daemonic mount growled in predatory anticipation, the sound akin to mountains falling in on themselves. The Eldar knew what Grazar’ath sought and knew that they must deny him is evil prize. Good. Let them try, the Chaos Lord laughed darkly. Blood, fire, death. Truly Khorne favoured him with this bountiful harvest of skulls to add to his tally. The hound master raised his axe high above his head as shuriken fire shattered off his gore-drenched battle plate and roared. “BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!

Points: 1750

Deployment:

Dawn of War Mission: The Relic

Combined Arms Detachment

Farseer – Eldar Jetbike, Witchblade

Farseer – Eldar Jetbike, Witchblade

5x Wraithguard – D-Scythe
Wave Serpent – Shuriken Cannon

3x Windriders – Scatter Lasers

3x Windriders – Scatter Lasers

3x Windriders – Scatter Lasers

3x Windriders – Scatter Lasers

Hornet Squadron (FW) – 2x Pulse Lasers

Hornet Squadron (FW) – 2x Pulse Lasers

Warp Hunter – Spirit Stones, Twin-Linked Shuriken Catapult

Warp Hunter – Spirit Stones, Twin-Linked Shuriken Catapult

Lord Of War

Skathach Wraithknight (FW) – 2x Deathshroud Cannons

Combined Arms Detachment:

Chaos Lord – Juggernaut of Khorne, Aura of Dark Glory, Axe of Khorne, Blood-Forged Armour, Bolt Pistol (Warlord)

Bloodthirster of Insensate Rage

8x Bloodletters

8x Bloodletters

8x Cultists – Autopistols

Maulerfiend – Lasher Tendrils

Maulerfiend – Lasher Tendrils

Soul Grinder – Phlegm Bombardment

Gorepack Formation

3x Chaos Bikers – Flamer, Meltagun, Combimelta

3x Chaos Bikers – Meltagun, Meltagun

10x Flesh Hounds

10x Flesh Hounds

5x Flesh Hounds

So there we were on the eve of No Retreat IV and what a treat we had in store for you guys! A battle we had wanted to do for a couple of months because the army we were going to use…… John was the main winner of the best army at No Retreat 3 and what an army it was! Something I have never seen before and if I may say so an army to the standard of a Golden Daemon level just breath taking and to combine it all up what better way than to play on this impressive and awesome Eldar wraith construct table by our friends at www.wargameterrainfactory.com . The time was here players were excited and the team was ready to go! Ladies and Gentlemen enjoy this beautiful battle report and I hope you like it as much as we enjoyed playing it. Lets do this!
And the mission for this report is The Relic, taken straight from the Rule Book. The Relic in our case is this book of Chaos, which was thought was long lost, but Grazarath The Hound Master tracked it down to Craft World Naarvinya, and led his forces in to reclaim it, but Farseer Fàer Thalaan had a vision of their arrival and had his own force laying in wait.
John won the roll off, and decided to set up first, ready to unleash as much firepower as possible before Chris hits his front line. John goes for a defensive set up, just in case Chris steals the initiative.
Jet bikes sitting behind the wraith stone constructs, relying on their high movement to jump into firing positions turn one.
Chris set’s up in an all out offensive line, as far forward as he can.
The newest addition to Chris’ army, a Chaos Lord on Juggernaut, converted from Canis Wolfborn and the Lord of Khorne on Juggernaut model from Age of Sigmar, built to blend in with the Flesh Hounds.
End of the set up, two completely opposite armies face off against each other. Which will emerge victorious? The high agility and impressive firepower of the Eldar, or the fast moving and extreme, bloody combat of the Khorne Daemonkin?
Chris decides to scout all 3 units of Flesh Hounds, including the Chaos Lord in one of the larger units, forward the full 12 inches. Chris carefully selects one of the dice, and rolls to steal the initiative….
But it’s a fail. John picks up his tape measure and starts Eldar, Turn 1.
Turn 1 (Eldar) John starts off by moving one unit forward into range of the Chaos Lords unit, and the Wave Serpent up for better line of sight towards the hounds/bloodthirster. Onto the Psychic phase, and John rolls a 5 for Winds of The Warp. Starting with the Farseer that moved up towards the Chaos Lord’s unit, he uses 3 dice to cast Terrify. With 2 successfull charges, Chris decides to not deny it, so the Chaos Lord is now -1 Leadership, ignoring all the other effects.
Turn 1 (Eldar) Next up, he tries Psychic Shriek at the same target, but Chris manages to deny it, needing 4s due to the collars of Khorne.
Turn 1 (Eldar) John also casts Invisibility on the Wave Serpent in the middle of the board, and Shrouding on the Jetbike unit on the far left. He tries for Invisibility on the Wraith Knight as well, but fails to cast it even with the Runes of The Farseer reroll.
Turn 1 (Eldar) John starts off the shooting phase by firing his Warp Hunter at the Bloodthirster and Maulerfiend. Rolling his D3+1 number of shots, he scores a total of 3 shots. Aiming to the side of the Bloodthirster, he manages to get a direct hit, which covers the Maulerfiend as well. After scattering the other 2 shots, he ends up scoring 3 hits on the Bloodthirster, and 2 on the Maulerfiend. Rolling on the D table, he rolls Solid Hits and Seriously Wounded on all 5 hits. Chris rolls his cover saves on the Bloodthirster (Jink + Night Fighting), and only fails one save, which causes 3 wounds. He fails both Invulnerable saves on the Maulerfiend, he rolls for number of hull points lost….
Turn 1 (Eldar) And gets a total of 3! Just enough to turn him into a smoking wreck! First strike acquired!
Turn 1 (Eldar) John, seeing the Bloodthirster on 2 wounds, elects to shoot his Windriders’ Scatter Lasers at him. He hits 10 times….
Turn 1 (Eldar) But completely fails to wound him!
Turn 1 (Eldar) Next up, the invisible Wave Serpent fires both Shuriken Cannons at the unit of 10 hounds, causing 4 wounds in total. Chris rolls his saves, but fails them all, 2 hounds are removed! The unit of Windriders behind the Wave Serpent fire at the same unit of hounds. They score 10 hits, and a massive 9 wounds this time. Chris rolls his 4+ cover saves, and manages to save 6 of them! One more hound dead, with another on 1 wound.
Turn 1 (Eldar) The next unit of Jetbikes open fires on the Lords unit, hitting 6 times and wounding with 5. Saving only one wound, 2 dogs are removed.
Turn 1 (Eldar) Moving back across the board, the Wraithknight fires it’s Deathshroud Cannon’s Dispersed shot, aiming both on the front of the Soul Grinder. The first shots scatters 5 inches to the left, and the second scatters 3 inches towards the table edge. In total, he hits the Soul Grinder twice, 5 Cultists, the closest Bloodletters 13 times, and the other unit of Bloodletters twice. He wounds all 5 Cultists, but 4 of them make their cover save. He wounds 13 times on the Bloodletters, and 5 fail their saves. He fails to penetrate the Soul Grinder and fails to wound the last 2 Bloodletters.
Turn 1 (Eldar) Moving across the board again, the Warp Hunter does the same as it’s brother and fires at the remaining Maulerfiend. John knows that they will wreck a vehicle if they get close. John rolls 3 shots and hits with them all. He scores 3 Solid Hits on the D table, of which Chris saves one, but it’s not enough and another Maulerfiend is wrecked.
Turn 1 (Eldar) With the last unit of Windriders, John elects to move them flat out back to the edge of the board, getting out of easy charge distance from the Lord and his unit. In the assault phase, the rest of his bikes do their thrust moves and put as much distance between them and the oncoming horde.
Turn 1 (Khorne Daemonkin) After that brutal turn, it’s time to hit back. Chris starts off by moving the Cultists and the Bloodletters forward as far as they could. The Soul Grinder shifted forward and to the left to get line of sight towards the Windriders on the back line, hoping to get a lucky hit and make them run off the board.
Turn 1 (Khorne Daemonkin) He also moves the Bloodthirster, all the dogs and the bikes forward 12″ Chris starts off by firing the Phlegm Bombardment straight across the board. John elects to jink…Chris rolls the scatter and it’s a 2 inch scatter forward still managing to hit 3 of them. Chris manages to wound all 3 but John saves 2 of them with his cover saves, only 1 jetbike is removed. Next up he snap fires the Harvester cannon at the same unit scoring 1 hit, 1 wound, and 1 successful save from John.
Turn 1 (Khorne Daemonkin) With the bikes out of Meltagun range of anything, they instead fire their Twin Linked Bolters into the unit of Windriders and Warlord in front of the Wraithknight. John doesn’t jink, as he has a 3+ cover save from the terrain anyways. With the rerolls, he hits with all 3 and wounds once, which is easily saved by John. The other unit of bikes aren’t in range of anything so they turbo-boost instead. With no more shooting, Chris runs everything forward, with nothing that could charge this turn being in range.
Turn 2 (Eldar) First things first, John rolls for his two Hornets that he kept in reserve. One of them arrives on the right hand side of the board. Next up, he moves the Wave Serpent to the right 6 inches, and the Wraithguard disembark, looking at the Chaos Lord and his retinue of hounds
Turn 2 (Eldar) The Hornet moves onto the board into Chris’ deployment zone, forcing Chris to either move back and deal with it, or give John Linebreaker. The Wraithknight and Warphunter move up, ready to unleash two Hellstorm flamers and a D flamer respectively.
Turn 2 (Eldar) The Windriders all screech up the board, ready to unleash another devastating round of Scatter Laser firepower. John rolls for the Winds of the Warp, and rolls another 5. He starts by successfully casting Terrify on the bikes on the right hand side, with 2 warp charges. Quickly followed by Psychic Shriek on the same target, again succesfful with 2 warp charges. Chris throws all 5 dice into denying it, but fails. John rolls the 3D6, and get a triple 1! Chris lets out a sigh of relief. Next up he tries to make the Wraithguard disappear with Invisibility, but fails even with the Farseer’s Rune reroll.
Turn 2 (Eldar) The Warlord Farseer is up next, casting Invisibilty on the Wraithknight (yes that’s right, John is one of THOSE guys…) Using the runes to reroll it, he gets it using his last 2 warp charge dice.
Turn 2 (Eldar) At the end of the phase, Chris rolls the morale check on the bikes due to the Terrify power, and fails it by one! The bikes turn tail and flee back towards the table edge, much to Johns dismay, as he planned on hitting them with the Wraithguards flamers along with the hounds.
Turn 2 (Eldar) Kicking off the shooting phase, John fires the rift shot from the D-Flail, covering 3 hounds and the Bloodthirster. On the hounds, he gets two Seriously wounded results, and a lucky escape. After failing both saves, John rolls 2 wounds on each hit, and the front 2 hounds are gone. On the Bloodthirster, John rolls a 4, which Chris fails to save. Hoping for a 3+ to take him off the board, John rolls the dice to see how many wounds he causes, but rolls a 1! The big guy is left, just barely standing.
Turn 2 (Eldar) Moving along, John does the same again, firing the D-Flail rift into the hounds and Chaos Lord. Scoring 5 Seriously wounded hits, Chris saves one of them. After rolling the D3s, the front 3 hounds are removed.
Turn 2 (Eldar) Next up are the Wraithguard, who are lined up to hit 17 times with their flamers! Due to the ITC rules with D, he needs 3+ to cause any wounds, which only 8 manage. Chris rolls his saves
Turn 2 (Eldar) But only passes a single save! After rolling the number of wounds, the entire unit including the Chaos Lord are wiped out! Slay the Warlord secured for John.
Turn 2 (Eldar) Continuining with the pain train, the Wriathknight fires it’s two Hellstorm templates, covering 2 hounds, the Bloodthirster and all 3 bikes with each shot. Starting with the bikes, John wounds 3 times, plus one AP2 wound on a 6, instantly taking a bike down. Chris rolls his saves and manages all of them! Onto the Bloodthirster, and he causes one wound, which Chris saves on a 5! And lastly the hounds, he causes 2 wounds which Chris fails to save, removing the closest hound.
Turn 2 (Eldar) And lastly, the Hornet on the back line takes aim at the Soul Grinder, scoring a glancing and a penetrating hit. Chris saves the penetrating hit, so just one hull point lost.
Turn 2 (Eldar) John then decides not to fire with his Windriders, instead turbo-boosting around the board to circle around the remaining Khorne units, ready for the killing blow next turn.
Turn 2 (Eldar) In a strange turn of events, John declares the first charge of the game, with the Wraithknight charging into the Bloodthirster, causing a wound with Hammer Of Wrath on the way, which Chris luckily manages to save. The wraithknight strikes first, only hitting twice due to hitting on 5s. Needing 2s to wound, John rolls the dreaded double 1! He’s not dead yet! Striking back with 6 attacks, Chris only hits twice as well, due to the Wraithknight being invisible. Rolling on the D table, Chris scores two Seriously Wounded results, which causes 4 wounds in total.
Turn 2 (Khorne Daemonkin) Chris starts his turn by rallying the bike unit that was falling back, using the 3 inch movement to get them into a better position to snap shoot at the Windriders in the back corner. Next up, he continues to move all his units forward, trying to hold onto the Relic in the middle, and getting the hounds and bikes ready to take out some vehicles. He also positions the Soul Grinder so it has line of sight towards the Wraithguard. Moving straight into the shooting phase (non of that psychic nonsense here), Chris shoots his bikes at the Jetbikes, but fails to hit anything.
Turn 2 (Khorne Daemonkin) Next up, Chris places the large blast from the Phlegm Bombardment over the Wraithguard, scoring a direct hit! Rolling the 4 hits, Chris wounds 3 times. Being AP3, John only has the 5+ cover save from the trees to save him…. And he does it! With a double 6 and a 5! The jammy git! Snap firing the Harvester Cannon, he misses all 3 shots. Next up the cultists open up with 5 autopistol shots at the Wraithguard, hitting 3 times, and wounding once. John rolls his save, and one of them falls down!
Turn 2 (Khorne Daemonkin) For the final bit of shooting for the turn, the Bikes on the left hand side of the board fire a single Meltagun shot into the Warp Hunter, John decides not to jink. He hits….. He penetrates…… And on a 6 it explodes into a million pieces!
Turn 2 (Khorne Daemonkin) Moving onto the assault phase, the larger unit of hounds charges easily into the second Warp Hunter and the other unit of hounds also charges into the Wave Serpent. Over to the Wraithguard, Chris takes his time to think about it, and decides it’s all or nothing time. First declaring a charge with the Cultists, to soak up the deadly overwatch, allowing his Bloodletters to get in and cause the real damage. Needing an 11 to get into combat, John decides not to overwatch, instead waiting for the fail and then ripping apart the Bloodletters who would walk through him. Chris rolls……and its a double 6! John can’t believe it, and neither can Chris! After moving the Heroes of Canton in, Chris measures up, he needs a mere 9 inches, but he fails it. Will the cultists manage it all by themselves?
SN Battle Reports Published by Steven Pardo Page Liked · February 7 · Edited ·   Turn 2 (Khorne Daemonkin) Starting with the 5 hounds against the Warp Hunter. Chris hits 11 times, and scores only a single glance and a single penetrating hit, which would of shaken the crew, but on the roll of a 5, John ignores the effects due to Spirit Stones. Next up, it’s the 4 hounds onto the Wave Serpent. He hits 10 times
Turn 2 (Khorne Daemonkin) And scores 4 pens! The Wave Serpent sinks down onto the dirt as the hounds rip apart the anti-gravitic engines, causing them to fail, then biting into the throat of the single pilot once he’s within reach.
Turn 2 (Khorne Daemonkin) Going over to the Cultist and Wraithguard combat, John is first to strike with his 4 attacks. He hits twice, and only causes a single wound. The tshirt save isnt enough to save him, as he gets brained by the barrel of a D-scythe. Striking back with 25 attacks, Chris hits 17 times, but only causes 3 wounds. Rolling his saves, another Wraithguard’s Spirit get’s reabsorbed into his Spirit Stone.
Turn 2 (Khorne Daemonkin) Moving over to the two big guys, John is first to strike. He hits and wounds 3 times. Rolling his invulnerable saves, the Bloodthirster finally suffers his last wound and is removed from the table.
Turn 3 (Eldar) At the start of his turn, John rolls for his reserves and the second Hornet comes onto the board near to the Wraithknight. He moves the Warp Hunter out of combat with the hounds and lines up behind them to use the flamer attack on them later.
Turn 3 (Eldar) The Wraithknight stomps up towards the Soul Grinder, knowing it’s the last thing that could easily take it out. Over to the Psychic phase, and John rolls 2 for winds of the warp. Starting with the Farseer casting Psychic Shriek on the unit of 2 bikes in the background, he manages to cast it, but with a total of 7, he fails to cause any damage. Next up, he casts Invisibility on the Wraithknight again, which Chris fails to deny, and Shrouding on himself and the unit of Windriders he’s in.
Turn 3 (Eldar) Into the shooting phase, John starts by firing his Warp Hunter at the hounds, hitting all 5. John manages only 3 Seriously wounded, of which Chris saves 2. After rolling, the closest hound is removed. Next, the Hornet opens fire on the unit of 3 bikers, who elect to jink against the incoming AP2 fire. John hits once, and wounds. Chris rolls his save, but it’s not enough, as the engine turns into an inferno and swallows the marine. The Windriders try their luck next, firing their 12 shots into the bikes. They hit 9 times, but only wound twice, which Chris manages to save.
Turn 3 (Eldar) Over to the otherside of the board, John opens up with his scat-pack into the bikes left on this side. Hitting only 5 times, he wounds twice again. Chris rolls his saves, and another bike is removed. Up next, the Hornet sends it’s twin Pulse Lasers into the side of the Soul Grinder. Hitting 3 times, he manages to get through one Penetrating hit. Chris fails his save, so John rolls on the damage table….. It’s a 3, so the Soul Grinder is left standing, just barely on a single hull point. Using the last unit of Windriders, John takes aim at the rear of the Soul Grinder. John manages to hit 7 times, and score 3 glancing hits, which Chris fails to save all of, so the daemon walker is turned into a flaming wreck.
Turn 3 (Eldar) Last but no means leasts, the Wraithknight fires it’s two Deathshroud Cannons into the middle of the board. The first shot is a direct hit, hitting all 8 Bloodletters in the squad, and the second shot scatters towards the relic, hitting 2 from the smaller squad, plus 5 in the larger squad. Rolling to wound, John manages to wound both Bloodletters in the smaller squad, and Chris fails to save either, leaving a single Bloodletter holding the Relic. Rolling to wound on the larger squad, sees 12 of the 13 hits wounding, and Chris fails 8 of them, taking the unit out to the last Daemon perfectly. At the end of the shooting phase, Chris rolls and fails his morale checks for both units of Bikes, as they flee back towards his table edge. In the combat phase, John hits and wounds 2 cultists, one of which Chris saves with Feel No Pain, but they fail to cause any damage back. Rolling his leadership test, the Cultists fail, but manage to get away from the Wraithguard safely.
Turn 3 (Khorne Daemonkin) With not a lot left on the board, it’s not looking hopeful for Chris. He starts by rallying the two Bike squads, and the Cultists, then moving them the 3 inches. His larger unit of dogs moves up ready to charge the Warp Hunter, whilst the other unit bounds over to Johns table edge to take down the 3 Jetbikes hiding there. The single remaining Bloodletters continues to hold the Relic, for what it’s worth. In the shooting phase, the Cultists fire at the Wraithguard, hit once, but fail to wound. The lone biker in Chris’s deployment snap fires his combi-melta into the Hornet, John wisely jinks, as Chris gets lucky and hits on a 6. Chris penetrates on a total of a 13, but John makes his cover save.
Turn 3 (Khorne Daemonkin) On the otherside, the other biker fires his meltagun into the other Hornet, again John jinks, but he fails to hit this time. Into the assault phase, and the unit of 2 hounds charges into the Windriders on the back line. John fires his overwatch. He hits 3 times, and wounds 3 times. Chris makes one invulnerable save, and fails both Feel no Pain, losing one hound. With the remaining hound, Chris causes one wound with Hammer of Wrath, but John saves it. John strikes first, after passing his Fear test, manages to hit twice, and wound twice. Chris rolls his saves, but fails, and fails his FNP on a double 1! Over to the remaining unit of Flesh Hounds, they charge into the rear of the Warp Hunter. Rolling 2 hammer of wrath hits, Chris manages to get a glancing hit on the roll of a 6, wrecking the vehicle without needing to roll any attacks.
Turn 4 (Eldar) In the movement phase, the Wraithguard move up so they can all hit the remaining hounds with their deadly flamers. The Wraithknight moves up and captures the relic. The Hornets and the remaining Windriders move up and circle the remaining bikes.
Turn 4 (Eldar) Onto the Psychic phase, and the winds of the warp provide 5 dice once again. John tries and fails to cast Invisibility on the knight twice, even with a reroll. He then moves onto Shrouding on his Warlord’s unit, with one success. Chris tries to deny on a single dice, but fails. And then tries shrouding on the other unit of Jetbikes, but Chris manages to dent it this time.
Turn 4 (Eldar) The Wraithguard line up their D-scythes next, managing to cause a total of 7 Seriously Wounded hits, which Chris saves 2 of. Rolling up the wounds….
Turn 4 (Eldar) And the whole unit is gone! Chris could have survived, but John would have had to roll pretty much all 1s, which wasn’t gunna happen. Up next, the Wraithknight fires his twin hellstorm templates hitting the Bloodletter twice, and the 5 remaining Cultists ten times. The Deathshroud Cannon’s make short work of the Cultists, instantly killing them all, and the Bloodletter is quickly overcome as well.
Turn 4 (Eldar) Moving onto the bikes, John fires the first unit of Windriders into them, managing to cause 5 wounds, but by some strange twist, Chris makes all of his saves. John tries again with the next unit, causing 4 wounds this times, and quickly bringing this game back to normal, the bikes fails all of their saves and are removed from the table. Going over to Chris’ last model on the table, the Hornet has the bike locked into his sights, and open fires, managing to cause a single wound. Chris rolls his jink save….
And fails! Overwhelming victory to the Eldar, managing to kill every Khorne model within sight!
Chris: What a brutal, yet beautiful game. From early on, he had me on the back foot when he destroyed both my Maulerfiends, and it just got worse from there. The Bloodthirster going toe to toe with the Wraithknight for 2 rounds of combat was awesome, and if I’d just gotten that little bit luckier, I could of taken him down, and maybe changed the outcome of the game. But death has never been so good looking! Of course I’m talking about John’s Eldar army, not John! So glad he arrived early for No Retreat so we could get him into a batrep and show you guys the amount of work he’s put in.
John: Great battle vs such a friendly opponent! Chris was such a great chap! I won’t lie… I was a tad dubious about facing the red horde but then I remembered, I brought Eldar. With Warp Hunters. A Skathach. And all the other shenanigans that those none Eldar players utterly dispise. The first turn was always going to be difficult for Chris. Facing a horrendously fast and shooty army was always going to be painful as he relies on getting in and chopping the opponent up. The terrain, despite its beauty, was not as concealing as I thought. The Craftworlders could literally point and click and offer Ynnead a few more deaths. To quote a famous wordsmith… So this is the way the world ends… the relic was mine! I want to say thanks to the SN crew for hosting me and letting me play such a fantastic game. I also drank too much.

 

5 COMMENTS

  1. Brutal game, but excellent report and great photos! If only Khornates got first turn… the whole thing wouldn’t have been even nearly as one-sided. Still, a giod read and a feast for the eyes. Many thanks to the team!

  2. I am sorry to say that while they were lovely armies and a nice table the match itself was boring. I didn’t have to read very carefully after I saw both lists. The khorne player would have needed impossible luck to win that one.

    • The Daemonkin army is really nice; I particularly like the Maulerfiend scheme and the Lord conversion. The Eldar army is gorgeous, but the army list was your typical WAAC Eldar one. I loved that line about how he’s one of THOSE guys when he started casting Invisibility on the Wraithknight, although I think everyone knew that just by reading his army list. I’m impressed it took four turns for the Daemonkin to get tabled, so fair play to him, but it would have required the most outrageous dice rolling on both sides for any other result.

    • I have to agree with Blight. Having played Khorne Daemonkin against Eldar, it is very much an uphill battle, even under the best circumstances. Not hating on the Eldar player here, either — his army was built for the No Retreat tournament, so it makes since it would be as strong as possible — but the outcome of the battle was obvious just by reading the army lists. That said, two fantastic looking armies; I really love the Chaos Lord conversion! Blood for the Blood God!

  3. Ouch! Chaos definitely needed more cover! Felt like 90% of my losses with my Blood Angels against leaf-blower armies. Beautiful and well written, as expected. Thanks!

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