Last night I faced Carl’s Iron Hands in an 1,850 game. I had a list that I was hoping would help see the Disciples of Twilight get out of their losing slump, having lost the last six games. The big thing I was working on with the list is getting some anti-infantry fire power. Too many times it’s been dudes on foot shooting my assault units off the board.
Here’s the list.
Disciples of Twilight (Khorne Daemonkin) – 1,850
- Ghostwrath (Daemon Prince) – Daemonic Flight, Warp-forged Armor, Goredrinker
- Redemption (Chaos Space Marines) (10) – Meltagun x 2
- Aspiring Champion – Meltabombs
- Rampage (Berzerkers) (9) – Icon of Wrath
- Berzerker Champion – Meltabombs, Power Sword
- Flesh Hounds (10)
- The Unbound (Spawn) (5)
- Heldrake – Baleflamer
- Ragefist (Defiler) – Battle Cannon, Reaper Autocannon, Twin-linked Heavy Flamer, Power Fists x 2
- Deathcry (Helbrute) – Power Fist, Twin-linked Lascannon
- Land Raider – Dozer Blade, Extra Armor, Twin-linked Heavy Bolter, Twin-linked Lascannons x 2
For an 1,850 list it’s rather light on models but that’s fine since my experiments with MSU never really worked out well. The Defiler was taken basically for the Battle Cannon and the Heldrake for the Baleflamer, my anti-infantry support I mentioned. I felt like trying out Skulltaker so he was with the Berzerkers to jump inside the Land Raider.
We rolled The Spoils of War mission where you can steal the opponent’s objectives if they have a card for it.
Carl got to setup first and spread out across his deployment zone with the Knight on my left. I deployed in a refused flank on the right, away from the Knight. I then failed to seize the initiative.
Both Land Speeder Storms moved towards my right near the center and one got itself immobilized in some trees. An Ironclad Dreadnought showed up in a Drop Pod right on my right flank in front of my Hounds. The Hounds took some shots and I lost four. Between the Vindicator and his Knight, he put two hull points on my Helbrute and one on the Rhino behind it. My Defiler took a hull point also from the Predator.
I didn’t lose anything on his turn one, which is unusual for me. I moved my Hounds, Prince and Spawn towards the Land Speeders. My Helbrute busted one open and supporting fire saw two Scouts from inside go down. My Prince and Spawn leapt at that Scout Squad and the Prince destroyed them. My Hounds charged the other Storm and took that down. First Blood and points for an objective, 2-0 my lead.
Carl started supporting the right center I had cleared. The Stormtalon came on and saw my Spawn lose two models with other supporting fire. My Rhino in my backfield was destroyed by the Knight and my Land Raider immobilized, also from the Knight. The Knight then charged into my Spawn and destroyed the unit. His Captain on bike charged my Hounds and killed all but one. He had pulled an objective his backfield Scouts were on, 2-1 my lead.
This was a critical turn. The Knight was all up in my face and I had to either tie it down or destroy it; the former more likely. I did summon five Flesh Hounds who I put near the board center. My Heldrake arrived this turn and roasted three Marines (Carl and his damn 6 Feel No Pain rolls saving two). My Berzerkers with Skulltaker jumped out of the Land Raider. My Helbrute charged the Knight and so did the Berzerkers. My Helbrute swung, three hits. Armor penetration, three penetrating hits. Results, explodes, shaken, shaken. I roll the D3 on the explodes for hull points (super heavies don’t explode and instead take D3+1 hull points), and roll a 5, so 3 additional hull points. That means my Helbrute did six hull points and destroyed the Knight. The Knight, same initiative, took out my Helbrute and the explosion from the Knight sees six Berzerkers die. So worth it. My Prince had charged the last two Scouts from earlier and removed them. I took a few points for something, roughly 4-1 my lead.
Carl still had a fair amount of fire power and he removed my Defiler and whittled down a bunch of squads and killed off the Berzerkers, leaving only Skulltaker. His bike Captain charged Skulltaker and they both did a wound to one another.
My Land Raider managed to Lascannon down the Vindicator, removing the last big threat to my army. Ultimately from here I was able to get board control. I had summoned eight Bloodletters and later three Bloodcrushers. My Daemon Prince had cleared the board center with the help of my Heldrake.
The game ended on turn five and I had managed to take a 20-13 victory.
Oh, how I missed using my Heldrake. I had almost forgotten how damn useful that thing is. It didn’t do anything amazing but the support really helped out. Speaking of, the Defiler had a rough game. He put a few hull points on tanks then got gunned down. Still, he soaked up some big guns and kept some attention his way so not useless.
Skulltaker was a non-factor this game. I also don’t expect much out of him either. He’s cheap, has great close combat stats but ultimately needs to be fighting chumps to shine. He adds a bit more punch to the Berzerkers but isn’t going to turn the tide of battle or anything.
It was a great game and a good test run on the list idea. I’m terrible at keeping track of points on a turn by turn basis but Carl and I were in a tight race until turn four when I started to pull ahead and then sealed it in turn five.