On Wednesday I played a game against Iron Hands with my Khorne Daemonkin army, Disciples of Twilight. People are preparing for Fratris Salutem and testing out their lists, including Carl, my opponent. I was running short on time so I grabbed the list I played last weekend instead of drafting up something new to try.
Disciples of Twilight: Khorne Daemonkin – 1,500
- Soulgore (Chaos Lord) – Melta Bombs, Sigil of Corruption, Juggernaut of Khorne, Power Fist, Axe of Khorne, The Skull-helm of Khorne
- Herald of Khorne – Exalted Locus of Wrath
- Rampage (Berzerkers) (9) – Plasma Pistol x 2, Icon of Wrath
- Skull Champion – Melta Bombs, Power Sword
- Redemption (Chaos Space Marines) (10) – Meltagun x 2
- Aspiring Champion – Melta Bombs
- Cultists (10) -Autoguns, HeavyStubber
- Cultist Champion – Shotgun
- Flesh Hounds of Khorne (8)
- The Unbound (Spawn) (5)
- Chaos Bikers (5) – Meltagun x 2
- Aspiring Champion – Melta Bombs
- Forgefiend – Hades Autocannons
We rolled the Cloak and Shadows Maelstrom mission: 3 cards kept secret. I got side choice and to deploy first. I pretty well setup on the deployment line with Rhinos and my Forgefiend covering my units. Carl deployed pretty aggressively as well, wanting to get that Vindicator in my face early. Carl then stole the initiative, which is why I deploy like I have second turn every game ;)
Most of Carl’s stuff advanced up. The Vindicator had a bead to one Berzerker and fired, killing off two. His Thunderfire pounded on something but I forget what. If I recall, Carl took 2pts in objectives.
My units moved up centrally with my Berzerkers running down the right flank in the face of the Vindicator. My Forgefiend immobilized and stunned the Vindicator while my Bikers fired on his Captain on Bike coming for them. The Captain made his 3+ invulns against the melta so the Bikers jumped at him. I knew I would lose but figured I’d wound him by at least getting the charge, and I did. Two wounds in and only two of my Bikers remained.
Meanwhile, my Hounds and Lord charged into a Land Speed Storm and wrecked it. My Spawn did the same to the other Storm and took it down. My first goal of removing his mobility completed and first blood to me. Score: 2-1 Carl’s favor.
The Thunderfire rained down on my Hounds and Lord, and with the added fire of his Predator, I lost all but a few Hounds and Soulgore. On the left, his Ironclad charged my Forgefiend and mauled it. On the right the other Ironclad charged into my Berzerkers. His Captain finished off my Bikers in combat.
Hounds and Soulgore multi-charged 5 Scouts and the Predator and pretty well whiffed all around. My Spawn charged a Razorback near his backfield and managed to wreck it. Berzerkers continued to fight the Ironclad and slowly lose models waiting for the lone meltabomb to do something.
The entire game was all over the place and recalling details is tough at this point. Plus, my pissed off sinuses aren’t helping me think clearly either. The next turn though is when Carl pretty well sealed up the game. He managed to get domination (score all objectives), and scored 7pts that turn. I believe I got one in response, putting him around 8 or 9pts to my 3pts. The following turn he went up more and the score was around 12-5, still his lead. I needed something to keep me in the game and none of my cards were working out all that well. I was gaining the edge tactically though.
Then it happened, I pulled domination and for the first time ever, it was possible. He had little remaining and I had the field but a few things had to go right. I summoned 5 Flesh Hounds who landed perfectly on an objective in my backfield. My Chaos Marines killed off the last Scout they were in combat with over an objective. My Skull Champion and Herald of Khorne – having finally killed off the Ironclad, charged into the Vindicator and wrecked it. It was sitting on an objective. Soulgore, fighting Carl’s Captain one-on-one, took the remaining wound and won combat. With domination, and my other cards, I got 8pts that turn to give me the lead 13-12pts.
That was a hell of an interesting game. Close game the first few turns and then Carl took a big lead and I figured I was done. For the first time I managed to actually score domination and turn it all around right at the end. It was a lucky card pull at the perfect time in the game for me.
I realized in this game that I really need a counter to Dreadnoughts and the like. I love the Maulerfiend but I’ve been running him as a Forgefiend lately (magnetized), to get at least some fire support in the Khorne list. I’ve run Helbrutes with my Khorne lists too but had none this game and that lack of anything reliable was almost my undoing this game. Really I need to get one or two more Maulerfiends so I can run those AND the Forgefiend. The army building process never ends!