Showing posts with label Daemons. Show all posts
Showing posts with label Daemons. Show all posts

Wednesday, March 26, 2014

Warhammer 40k: NURGLE!

Last week at the LGS I ran into a few friends of mine playing some Daemons vs Chaos Space Marines.

Some people from r/Warhammer may know him as Squoze, the Herald of Nurgle

He also have a blog over at The Lonely Havocs.

He was running full Nurgle as always and I had to get a few pics to share as I really appreciate his skill and creativity when it comes to customization.

Enjoy!



And my all time favorite of his...

Lord Bjorn and Baby Carlos, the one man Wolfpack of Nurgle.



Wednesday, January 22, 2014

40k: Battle Report Daemons vs Orks


Hey Hey! I'm not dead! Hooray! 

Yea...Holidays, work, etc...
Real life gets in the way too much of my hobbies. 
Sorry for the long time no post but honestly...there is just SO much to talk about and I hate making posts that are only a paragraph or two long, and are mostly just complaining about the current state of the game.

Honestly with so many new things coming out like Codexes, Data Slates, Escalation, Stronghold, and on and on and on, the game has changed dramatically in the last few months. 

I'm still not sure if its for the better or for the worse, but time will tell.

(Personally I am against Escalation and Stronghold being used in regular games and tournaments, and don't get me started on things like Grimore of True Names being banned in tournaments...)

Anyways, finally had a chance to get in a game last week against so I decided to bring my Daemons for old times sake.

Game was Big Guns, Deployment was Dawn of War

My list:
Fateweaver - Prescience, Endurance, Spontaneous Combustion, Invisibility
Keeper of Secrets - Puppet Master, Hallucination, Invisibility (Dark Blessing, 4+ FnP)
10 Pink Horrors
10 Pink Horrors
15 Flesh Hounds
Slaanesh Prince - Wings, Armor, Lash - Enfeeble, Iron Arm, Warp Speed - Eternal Blade, Etherblade
Slaanesh Prince - Wings, Armor, Lash - Iron Arm, Warp Speed, Endurance - Grimore
Slaanesh Prince - Wings, Armor, Lash - Iron Arm, Warp Speed, Enfeeble - Portaglyh

His List give or take
Ghaz and 8 Nobz in Mega Armor with Power Klaws and 3 Combiflamers in a Deff Rolla
20 Shoota Boyz with some Big Shootas + Nob with a Power Klaw and a Boss Pole in a Deff Rolla
1 Trukk with 12 Shoota Boyz with a few Big Shootas + Nob with a Power Klaw and a Boss Pole
20 Shoota Boys with a Big Shoota + Nob with a Power Klaw and a Boss Pole
15 Lootas
5 Defkoptaz with Rokkits
3 Killa Kans



Wednesday, December 4, 2013

40k: Be'Lakor? Maybe for CSM...


Well this is something new, and what looks to be the future of GW.
Micro transactions and digital releases. I weep for those that still don't have smart phones or tablets.

Everyone pretty much knows the rules for him by now, if not they are as follows:

- Almost same price as a 20 pack of Flesh Hounds
- Same stat line as a base Daemon Prince, except that he is Leadership 10, which means he's the Warlord.
- Only has a 4++, no armor save whatsoever.
- Eternal Warrior and Shrouded
- Mastery Level 3 psyker, has access to all Telepathy powers
- Weapon has Fleshbane, Armourbane, is Master-Crafted, and give him +1 Strength
- If any enemy unit fails a morale check, he gets an extra D3 warp charges for that turn only
- Warlord trait applies a -1 modifier to your opponents Fear checks
- He has no mark of any of the 4 Greater Daemons.

I think the model looks pretty rad and have always considered purchasing one to use as a Daemon Prince in 40k, I could just never find the damn thing. Other than that, I am officially not on the band wagon. Yes new shiny things are always cool at first glance, but I like to dig deeper into the murk to find out what its about.

I will be speaking from a Daemon Players perspective here.
I don't play enough CSM to provide an accurate opinion of him, so I'm not going to just make some random predictions to get more page hits. 

First off, I love his Telepathy mastery. With access to everything he becomes one of the best support characters in the game. Able to buff or debuff as needed every turn., he provides high adaptability in all scenarios which is extremely nice when you don't know ahead of time who or what you will be in competition against.

Eternal Warrior and Shrouded are also nice here in terms of keeping him alive...but how reliable is it?

In my opinion, its not enough to justify his cost. 

At the end of the day, he is still a Toughness 5 creature with 4 wounds and only a 4++ to save his ass.

Let's say I'm facing him with Tau. 
If my Firewarriors get Line of Sight on him, they'll be forcing grounding test on him, or Pathfinders can  with Markerlights. After that he has a 50/50 chance to save whatever else I shoot him with. Hell, you could almost take him down with a small unit of Pathfinders and Firewarriors.

Oh! And the fact that Tau have this weapon available to half of their army called a Smart Missile System. It's just a S5 weapon that ignores cover...and doesn't require Line of Sight. 

Another major issue is that he becomes your Warlord over Fateweaver. This is completely unacceptable as any competitive Daemon player will tell you that Fateweaver's Warlord trait is game changing in and of itself.

Also he has no "mark" which means he doesn't unlock Daemon Princes, and since you are still running Fateweaver for obvious reasons, your locked into Tzeentch Princes. 
Which aren't bad, they just aren't my first choice.

I think if you run the Tzeentch Princes, then you are also basically locked into rolling Biomancy on them, and hoping for Endurance just so you can cast it on Be'Lakor. 

Which has now turned your army into..."If 1 happens then I might be able to do 2, if 2 happens then I might be able to do 3, if 3 happens then I might be able to 4, and I need 4 to happen so I can win."

Daemons are based on this strategy and the key to a good list is limiting the number of these steps, while trying to maintain, if one of the steps does fail. 

This is why Fateweaver is so important, to limit the bad things that happen to your army.

Personally, I will stick with my Mastery Level 3, 2 x Greater Reward, Keeper of Secrets. 
He costs, 90 points less....90!!...Unlocks Lash Princes in the Heavy slot, Still provides me 3 Telepathy power per turn, has a MUCH better stat line, Fleet + 3", and Hatred Eldar.

So basically you get that, and a free unit of Horrors for the same price as Be'Lakor...ridiculous.

This game is all about value. Getting the most out of your points. 

I think Be'Lakor removes too many options from my army, and costs too much for what he is.

Maybe I'm just biased after seeing what a Grimore'd Keeper with Dark Blessing can do.
Well, that and Iron Arm'd Lash Princes are amazing.

Friday, November 15, 2013

40k Battle Report: Chaos Space Marines/Daemons Vs. Black Templars/Dark Angels


Two headed giant league has come to an end at the FLGS. I could only make it to 2 of the 5 games but I won both of the games I played pretty soundly. Time to give the Eldar/Tau a break as we move to open play for the next few weeks. I decided to delve into my roots and go back to playing the army that I started 40k with, Chaos Space Marines. I also managed to put together a pretty nice Daemons army while in the Fantasy League a while back, so I wanted to be sure to run them as allies.

Deployment: Hammer and Anvil
Mission: Purge the Alien


My List (Chaos Space Marines/Daemons):

HQ
Daemon Prince (Warlord - Master of Defence) (Enfeeble, Life Leech, Doom Bolt)
  • Daemon of Tzeentch 
  • Flight
  • Armor
  • Psyker Level 3
  • Spell Familiar
Daemon Prince (Endurance, Warp Speed, Doom Bolt)
  • Daemon of Tzeentch 
  • Flight
  • Armor
  • Psyker Level 3
  • Spell Familiar
Keeper of Secrest (Psychic Shriek, Puppet Master, Hallucination)
  • Psyker Level 3
  • Greater Reward (18" S8 AP1 Assault 1, Lance)
  • Greater Reward (3+ Armor)
Troops
10x Pink Horrors
10x Pink Horrors
6x Chaos Space Marines
  • Plasma Gun
6x Chaos Space Marines
  • Melta Gun
Fast Attack
Heldrake
Heldrake
Heavy Support
Soul Grinder
  • Mark of Slaanesh
  • Baleful Torrent
3x Obliterators
  • Mark of Nurgle

Opponents List (Black Templars/Dark Angels):

HQ
Chapter Master
  • Artificer Armor
  • Thunder Hammer
  • Shield Eternal
  • Bike
Librarian (Prescience, Foreboding)
  • Mastery Level 2
  • Power Field
  • Force Axe
  • Bike
5x Raven Wing Command Squad
  • Apothecary
  • Champion
  • Raven Wing Grenade Launcher
Troops 
16x Crusader Squad
  • 10x Initiates
  • 6x Neophytes
  • Flamer
  • Power Axe
  • 14x Close Combat Weapons
  • Sword Brother with Combi-Flamer and Power Axe
12x Crusader Squad
  • 10x Initiates
  • 2x Neophytes
  • Melta Gun
  • Power Axe
  • 10x Close Combat Weapons
  • Sword Brother with Combi-Melta, Power Axe
10x Tactical Squad
  • Plasma Gun
  • Plasma Cannon
  • Rhino
5x Scouts
  • Camo Cloaks
  • Sniper Rifles
Fast Attack
Storm Talon
  • Skyhammer Missiles
Heavy Support
Stormraven
  • Hurricane Bolters
  • Twin-Linked Lascannons
  • Twin-Linked Multimelta


Monday, October 28, 2013

40K: Titan Tournament Qualifier Round 1 Recap


This past Saturday was the first of  the four rounds for the Ogre's Titan Tournament coming up in February.
It was a 1500 pt tournament and around 20 people showed up which was good, because they only had 10 tables. There was a large amount of Daemon and Tau players of course, with a surprising lack of Eldar.

My List:
Fateweaver
Keeper of Secrets - Mastery Level 3, Greater Reward, Greater Reward, Lesser Reward
13 Pink Horrors - Iridescent Horror Upgrade
13 Pink Horrors - Iridescent Horror Upgrade
Slaanesh Daemon Prince - Mastery Level 3, Wings, Armor, Lash of Despair, Exalted Reward
Slaanesh Daemon Prince - Mastery Level 3, Wings, Armor, Lash of Despair, Exalted Reward

Friday, October 18, 2013

40k: Iridescent Horror


Just a quick update, as I have been extremely busy prepping for the Titan Tournament coming up next weekend.

I have noticed lately that a lot of people are running small units of Horrors, and even blobs of them, without using the Iridescent Horror upgrade.

This is a huge mistake.

Don't forget that this upgrade makes him a character. So for only a 5 point upgrade, all of your Flickering Fire shots become precision shots.

Also remember that only one model needs to be alive to fire, leave a few of them out in the open with line of sight to a few targets, and get the rest of those guys behind some line of sight blocking terrain.

If they start taking fire, go to ground! You can still cast powers while on the ground, although they are snap shots...which only hit on 6's...so therefore are also precision shots from the Iridescent Horror!

Friday, September 27, 2013

40K Battle Report: Daemons vs Spacewolves/Raven Guard


Been a busy week, haven't had time to get last weeks Bat Rep up, hopefully I can get it posted over the weekend or something.

Last night's game was a nice change of pace. We had around 20 people show up again, and almost all of the tables were COVERED in Line of Sight blocking terrain. A few of them were laid out like cites, and one was even designed as a freight yard with around 40 large size crates.

However, there were 2-3 tables that were virtual deserts with minimal terrain at all...

As it got close to game time, we were waiting for a few more people to show up and a few of us started talking about how no one wanted to play on those tables...so we just started pairing ourselves up and grabbing tables that we wanted to play on. (Daemons with no terrain is bad...)

Thought about getting paired up with Squoze, but he and Capnmoe had already paired up and grabbed a table.

On a side note, I highly recommend Reddit:Warhammer for those that don't know about it. Great community and source of tons of information.

Anyways, back to the report.

I paired up with a guy at the store who plays Space Wolves.

I have talked to this guy every week for almost a year, and we have never actually played each other, so game on.

He was playing his Space Wolves as usual with some Raven Guard allies. I brought the Daemons out to play this week, as I prepare for the Titan Tournament at coming up next month.

He picked one of the city boards available, so he could use the cover for his Marines. Little did he know that would be his downfall.

My List:
(Warlord) Fateweaver: Flame Breath/Prescience, Shriek/Enfeeble
Keeper of Secrets: Shriek/Invisibility/Cacophonic Choir - Dark Blessing, Daemonic Resilience
10 Daemonettes
10 Pink Horrors
10 PlagueBearers
20 Flesh Hounds
Slaanesh Daemon Prince (Red) - Life Leech/WarpSpeed/Iron Arm, Wings, Armor, Lash, Portaglyph
Slaanesh Daemon Prince (Grey) - Smite/Endurance/Iron Arm, Wings, Armor, Lash, Grimore
Slaanesh Soul Grinder - Baleful Torrent

His List: (Probably missing some stuff in here)
(Warlord) Rune Priest - Terminator Armor, Axe, Jaws of the World Wolf, Fury of the Wolf Spirit
8 Grey Hunters - Melta, Drop Pod
8 Grey Hunters - Melta, Drop Pod
5 Grey Hunters - Flamer, Razorback with TL Lascannons
8 Grey Hunters - Rhino
5 Scouts with Shotguns
Contemptor Dreadnought - 2 Heavy Flamers, Drop Pod
Landspeeder - Multimelta, Heavy Flamer
Landspeeder - Multimelta, Heavy Flamer
Stormraven - TL Assault Cannon, Multimelta

Shrike
10 Assault Marines - Thunderhammer, Plasma Pistol
5 Tactical Marines, Flamer, Razorback - TL Lascannon

Game: Emperor's Will
Deployment: Hammer and Anvil.
Night Fight was in Effect

He won the roll to deploy and chose to go first.

He placed his objective behind a huge ass tower, and I placed mine in the middle of a ruined building on my side.

He spread all his units out, Placing them in cover, putting the 5 Tactical Marines on his objective, and their razorback over near the Assault Marines. Obviously he had the Storm Raven and 3 drop pods in reserve.

I deployed everything on the board, and everything in cover, except for the hounds and Daemonettes which I spread out to prevent his drop pods from landing on that side of my backfield. The Soul Grinder I placed way to close to the building and left far too much room behind him...which I would later regret.

He scout moves up his Razorback into cover.

I roll to steal Initiative and its a 5, so close...


Marines Turn 1
2 Drop Pods come in, one with the Rune Priest, one with the Dreadnought.

He places the Grey Hunters behind the Soul Grinder and the Dreadnought in front of him.

A Melta shot manages to drop the Soul Grinder before he can do anything, which proves my theory that anytime I bring something new to a game, it dies on the first turn before I even get to use it...Oh well.

Tried to Jaws but failed the test.

The Contemptor Dreadnought shoots both flamers at the Daemonettes and only takes out 1 of them.

Land Speeders move up and shot, as well as everything else, but nothing else dropped on my side.


Daemons Turn 1
Rune Priests are ridiculously good, and he manages to negate all of my powers except for Warp Speed.
Grimore is Successful on the hounds.
I move the Flesh Hounds over and head them straight at his Rune Priest. Have to tie that mother down.
The Daemonettes move toward the Contemptor hoping to rend it to death, forgetting that its AV13...
Both Princes swoop up the table with Fateweaver, away from the Rune Priests 24" bubble.
The Keeper runs his happy ass up the table begging to take shots at him.
Red Prince drops the portaglyph behind a building and it scatters a little bit, but spawns 5 Daemonettes.
Warp Storm is box cars and 8 more Plague Bearers drop in behind his lines to cause some havoc.
I really should be dropping in Horrors, but I didn't have any with me...thanks to lack of communication with Capnmoe...
Lashes take down one of the Land Speeders.
Some running here and there by a few units.

The Hounds assault into the grey hunters and make it, tying them up. He causes one wound, and I manage to take out 1 hunter in the process.

The Daemonettes assault into the Dread, and do absolutely nothing...but at least they will tie him up for a turn or two...

Marines Turn 2
The Storm Raven comes in, but not the 3rd Drop Pod.
He deploys the Grey Hunters out of the Razorback and Rhino, and their shooting manages to take out all but 1 Plague Bearer and most of the Daemonettes.
He moves his Assault Marines up and they join into the assault with his Dreadnought, finishing off the few that were left there.
The Storm Raven cranks off some shots at the Red Slaanesh Prince, and he takes 1 wound, but manages to pass the grounding test.

He takes some shots at the Keeper of Secrets but with him having a Re-rollable 5++ and a 4+ Feel No Pain save, he was just shaking it all off.

The Rune Priest's unit ends up losing combat with the hounds, and then they fail the leadership test and fall back a few inches, thereby freeing up the hounds for another assault!



Daemons Turn 2
All powers are successful, thanks to be out of range of the Rune Priest, Iron Arm is +3 on both princes, and Warp Speed is a +3 as well.

Prescience on FW is successful.
Grimore on Hounds is successful.
Portaglyph spawns 5 more Daemonettes.

WarpStorm does nothing of note.

Keeper moves up into the building and Psychic Shriek takes out 3 Grey Hunters from the unit of 5.

The Red Prince swoops over the Storm Raven to the top of the tower and between Vector Strikes and Lashes he manages to take the Raven down to 1 Hull Point, and forces him to Jink, making it only fire snap shots next turn which is fine by me.

The Grey Prince Swoops up on top of the building above the Razorback and Lashes down a few Grey Hunters in the unit of 8 that got out of the Rhino.

Fateweaver swoops behind the wall on the building to hide behind. He casts Flickering Fire on the same unit of 8 Grey Hunters and takes it down to 1 lone guy.

The Pink Horrors pump out 12 shots at his Landspeer but it only manage to take 1 wound off after jink saves.

The lone Plaguebearer assaults into the lone Grey Hunter so they can hang out and talk about Star Wars, and be tied up for the rest of the game.

The Keeper of Secrets assaults in and finishes off the unit of 5 Grey Hunters, and then consolidates over towards my opponents objective.

The Hounds, form an amazing wall of awesome, and mulit-assault his Raven Guard as well as his Rune Priest's Unit. They Take out 5 Assault Marines and 4 Grey Hunters!!

The Raven Guard pass their test, but the Grey Hunters fail again and fall back! He only manages to kill 1 hound.
Marines Turn 3
His final Drop Pod comes in and he places it next to his objective to help protect it, instead of going after mine. Which I was OK with, as it basically guarantees he cant take or contest my objective unless he can clear my Plaguebearers off their objective somehow.

His Storm Raven drops off its cargo of Scouts and goes into hover mode and moves back towards his board edge to get a better angle for shooting.

He moves the rhino out of the way, and moves the remaining Land Speeder up to join the fun.

He brings the Rune Priest unit up around near his Raven Guard to join the assault for some reason.

He shoots almost everything he has left at the Keeper, but only manages to cause 1 one wound on him.

As a last resort he elects to shoot his Storm Raven at the Red Daemon Prince, even though it would be snap firing, and manages to take him down to 1 wound...he then fails the grounding test, rerolls...fails...fails Invulnerable Save and he's dead...

He assaults in the Rune Priest and his buddies to the unit of hounds and combat is a draw with 2 unsaved wounds a piece.


Daemons Turn 3
Power are successful again, Grey Prince gets a +2 on Iron Arm and Endurance is successful as well.

Prescience on Fateweaver and he swoops over the unit of 8 that deployed from the Drop pod and hides behind some terrain.Vector Strikes all fail.

Grimore is successful again on the Hounds.

Grey Prince Swoops to the top of the tower again, to avenge the death of his buddy.
Vector Strikes take out the Rhino. 
He Lashes down the unit of Tactical Marines on the objective.

Portaglyph spawns 5 more Daemonettes who run straight towards the party.

Keeper moves over in front of the unit of 8 and Psychic Shriek kills 4 of them. He tries to cast Cacophonic Choir, but rolls a 4 with does nothing.

The Horrors remove the last hull point from the last Land Speeder and its wrecked.

Fateweaver tries to finish off the unit of Grey Hunters but goes total fail boat and pretty much does nothing this turn.

The Keeper Assaults into his unit of 4 but I roll a Yahtzee on 1's. 

The single Plaguebearer and Grey Hunter debate as to why when Lando flies the Millennium Falcon he wears Han Solo's clothes, but they make no progress.

The unit of 2 Daemonettes attempt to assault the Drop Pod.
If they can blow it up, then they can consolidate and take his objective. But they fail.

The Hounds manage to take out 2 more Raven Guard, which then pass their leadership test.

Grey Prince regenerates a wound.

As we ended turn 3, it was getting late and we called the game. 

It was apparent that if we kept playing I was going to win as he had no answer for the Keeper of Secrets and on the next turn my Daemon Prince was going to land and start causing destruction as well.

It was a fun game, and we each made some mistakes here and there but overall I had fun.

If it was a league game I would have kept playing, but it was a casual game so no biggie.

Thoughts:
1. The Keeper of Secrets is my new favorite, but Flesh Hounds are an EXTREME close second.
2. Speaking of Flesh Hounds...dear god. 20 of them held 2 HQs and 18 Marines in combat for 3 turns, and only lost 2 models. To make it even better, they were slowly eating through the Marines each turn. I can't stress enough how good these things are. Need to tar pit something? This is your unit. Just make sure to avoid Dreadnoughts.
3. The amount of large terrain helped me move up my MCs safely, and by proper placement, it allowed me to minimize the amount of shots he had at my units.
4. Daemonettes can only take hull points on AV12, stay away from anything higher...also make sure to read how Rending works now...
5. Dark Blessing and Daemonic Resilience, if you get these 2 at the same time, it's like using Cheat Codes.
6. Speaking of Rewards and powers, I want to make a point that the order in which you roll for these is VERY important. On the Keeper of Secrets, make sure to roll for Rewards before you roll for powers. There was no point in me taking Invisibility when I can already reroll my Invulnerable Save plus have a 4+ Feel No Pain. In Contrast, Daemon Princes should roll powers first, because you want to make sure to give that Grimore to the one that gets Iron Arm and Endurance.
7. I'm fully expecting Rune Priests to get "Nerfed" just like Runes for Eldar were, but that could be over a year away.
8. I really need to finish my other unit of Daemonettes that are still in the box.
9. I still have no idea how good the Soul Grinder is yet...maybe I should get a 2nd one.
10. The difference between 15 and 20 Flesh Hounds in 1 unit is staggering.

Wednesday, September 4, 2013

Warhammer Fantasy: Tale of Gamers


The Warhammer Fantasy: Tale of Gamers escalation league at my FLGS has finally come to an end. After 3 months I've managed to build a fully painted, 3000+ point army for about a 1/4th of the cost of what it would normally retail for. That's a major score right there. As an added bonus I learned I really like Warhammer Fantasy and got to meet some cool new people. I only wish our store had more players interested Fantasy. Going into the last game, Ogre Kingdoms were leading the pack with my Daemons of Chaos just behind. If I won the game, we would tie for the league and split the $100 prize. The real prize however, was getting our units for 1/2 price or free if we were the MVP of the week during the coarse of the league. Needless to say, I was already happy wether I had won or lost the last game. Here's the list I used in the last game:

Lords
Daemon Prince of Nurgle
  • Daemon of Nurgle
  • Level 3 Wizard 
  • Chaos Armour
  • Daemonic Flight
  • Exalted Gift 
Heroes 
Herald of Tzeentch
  • Level 2 Wizard (Lore of Metal) 
Herald of Nurgle
  • Greater Locus of Fecundity  
  • BSB - Razor Standard 
Epidemius
Karanak

Core
14x Pink Horrors of Tzeentch
  • Iridescent Horror
  • Standard Bearer 
  • Musician
38x Plague Bearers
  • Plagueridden 
  • Musician
  • Magic Standard Bearer – Banner of Discipline 
Special
3x Beast of Nurgle
3x Beast of Nurgle

9x Flesh Hounds of Khorne

Rare
Skull Cannon of Khorne
Soul Grinder
  • Mark of Nurgle 

In the end the Daemons would defeat the Ogre Kingdom to tie for 1st. I was very happy with this league and it was a nice little break from 40k. But now I have the itch again and I'm ready to jump back into 40k headlong. The next few weeks are open play at the store for 40k. I'll be practicing with my new Eldar/Tau list which was featured in the last battle report between Makers and I. This weekend is also a Rogue Trader tournament at the store. I'm looking to possibly mix it up and bring a list that I think will win the Painting category and just have a bit fun with a few units I wouldn't normally run. 








Tuesday, September 3, 2013

40K: Battle Report - Chaos Daemons vs Eldar/Tau


On Friday night I met up with Capnmoe at his house for a "Test Game." He recently assembled his Eldar/Tau army, and I recently picked up my new Keeper of Secrets, so of course we had to test them out.

Makers List:
Fateweaver
Keeper of Secrets - Mastery Level 3, 2 Greater Rewards
10 Pink Horrors
10 Plaguebearers
15 Flesh Hounds
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward

CapnMoe's List:
Farseer - Singing Spear, Jetbike
Farseer - Singing Spear, Jetbike
6 Warlocks on Jetbikes as a Seer Council
Tau Commander - Command and Control Node, Puretide Engram Neurochip, Multi-Spectrum Sensor Suite, Twin-Linked Missile Pods, Target Lock
Riptide - Ion Accelerator, Twin Linked Fusion Gun, Stimulant Injector, Early Warning Override
10 Dire Avengers - Exarch with a TL Shuriken Catapult
3 Guardian Jetbikes - Shuriken Cannon
10 Firewarriors - Shas'ui
10 Firewarriors - Shas'ui
3 Broadsides - High Yield Missile Pods, Twin-linked Smart Missile Systems, 6 Missile Drones
Wraithknight - Scatter Laser, Suncannon and Scattershield
Aegis Defense Line - Quad Cannon

I rolled for my powers.
Fateweaver: Inferno/Perfect Timing - Invisibility/Iron Arm
Keeper of Secrets: Psychic Shriek, Dominate, Hallucination - Touch of Uncreation, Corpulence
(Red) Slaanesh Prince - Enfeeble, Life Leech, Warp Speed - Warp Tether
(Grey) Slaanesh Prince - Enfeeble, Hemorrhage, Warp Speed - Portaglyph
(Mini-Me) Slaanesh Prince - Endurance, Iron Arm, Life Leech - Grimore or True Names
Pink Horrors - Bolt of Change

CapnMoe rolled for his powers:
Farseer - Death Mission, Doom, Eldritch Storm (Warlord)
Farseer - Fortune, Guide, Prescience
Warlock - Embolden/Horrify
Warlock - Embolden/Horrify
Warlock - Protect/Jinx
Warlock - Conceal/Reveal
Warlock - Conceal/Reveal
Warlock - Empower/Enervate

Game was Relic
Deployment was Dawn of War.
I won the roll off to pick sides and to go first.
No Night Fight.


Makers Deployment:
I deployed the Plaguebearers in cover and my Horrors on the other side of them to run up behind the small building on the right.
Flesh Hounds in the middle, so that I could scout move them up into the area terrain to draw fire.
I made sure to deploy the princes and Fateweaver out of range of his Broadsides.
I kept nothing in reserves, and had everything on the table to avoid the intercept on the Riptide.

Capnmoe's Deployment:
I deployed everything  behind the aegis except for the Seer Council and Farseers. They were placed in the back corner as far away from any of this shooting as possible. I didn't want to loose any before I could get their powers up. I decided to put the jet bikes on the table which is something I normally wouldn't do, but they're great at grabbing the relic turn 1.

Before the game started, the Flesh hounds scout moved up just behind the area terrain in front of the Aegis Defense Line.


Daemons Turn 1
Makers Typing:

Fateweaver goes Invisible and Iron Arm is successful.
Mini-Me Prince successfully casts Iron Arm and Endurance.
Warpspeed successful on other 2 Princes....because you just never know...
Grimore is Successful on the Hounds giving them the 3++ saves.
I try to drop the Portaglyph behind the building, in the middle to the right so that I can spawn more troops each turn and get a huge horde of troops on the Relic, but it scatters 12" to the right side of the board in front of the Grey Prince and Fateweaver instead.

I move Mini-Me and the Red Prince up behind cover on the left, knowing I can stay out of Line of Sight of his guns, and still be able to Vector Strike his lines next turn.

I move the plaguebearers up to the edge of the cover they are currently in knowing he will make a move for the Relic first.
The 10 horrors move over to get a shooting lane on his Dire Avengers.

The Grey Prince swoops up the right hand side of the board for some turn 2 vector strikes and Lashes.

Fatewaver, now invisible, swoops up behind the building in the middle of the horrors.

The Keeper of Secrets moves up behind the Flesh Hounds.

The Flesh Hounds move up to within 1" of the defense line, to make sure they can make the assault next turn.

Shooting Phase Begins and I roll on the Warp Storm table.
I roll an 11.
We agree to randomly select one by using Dice Rolls.
Ends up being his warlord.
He fails the Leadership test.
Instant Death and Spawns me a Tzeetch Herald.
And so without even having to attack something yet...I just clinched First Blood, Slay the Warlord, and Line Breaker...

I fire off a couple shots from the Horrors and the Tzeentch Herald and manage to take out a few Dire Avengers but that's about it.


Eldar/Tau Turn 1 -
Capnmoe Typing

Stupid Warp Storm table...sad times. So my spirit was kind of crushed by his first turn, but I refused to go down without a fight. I cast Guide on the Riptide and Prescience on a unit of Fire Warriors. The rest of the powers all went off on the Council. Sadly I forgot to overcharge the Riptide. It was my first time using him and forgot to do it. Lesson learned. So at this point I have 15 dogs sitting right in front of me so getting rid of them was priority number one. The Council moved up to get position for shooting the dogs but would end up turbo boosting into the daemons deployment zone. Wraithknight moved out 12". The jet bikes moved on to the relic and picked it up while also setting up to shoot the dogs. Dire Avengers moved toward the grey prince and run. They shoot doing 1 wound but fail to knock him out of the sky. I overcharge the Riptide's Ion Accelerator and roll a gets hot result...damn. Good thing it was Guided so I rerolled, and was fine. Dropped a large blast on the doggies killing a few. Everything else shoots the dogs as well. By the end of my shooting I had killed 10.


Daemons Turn 2
Makers Typing

All Blessings are successful.
I chose to go with Perfect Timing on Fateweaver this time to try to get some shots in as well.

The Grey Prince casts Enfeeble on the Dire Avengers.
The Red Prince casts Enfeeble on the WraithKnight.
The Keeper of Secrets successfully casts Dominate on the Riptide, and then casts Hallucination on the Broadsides which pins them.

Grimore is successful on the hounds.
Portaglyph spawns me 5 horrors, who get Bolt of Change.

I move Mini-Me up the left flank and vector strike 1 unit of firewarriors taking out a few of them.

The Red Prince cant make the line now, but is able to vector strike the WraithKnight which causes 1 wound.

The Grey Prince moves up behind his line to take out the Dire Avengers.

Fatweaver moves to the upper right hand side of the board, to where the Grey Prince was, for a nice firing lane on the Dire Avengers.

The Plague Bearers move up toward the relic, with 1 unit of horrors following in right behind them.

The Keeper of Secrets is able to move up and over the the defense line successfully.

Nothing really happens from the Warp Storm table this turn, but it has already served its purpose this game.

The Grey Prince casts Hemorrhage on the Dire Avengers which are enfeebled, but he makes the toughness test...a sign of things to come.

Fateweaver tries to cast Inferno on the Dire Avengers and he denies it.
So he tries to cast Flickering Fire on them instead and he denies that as well...I guess they are tired of being picked on.

The unit of 10 horrors cast Bolt of Change and manages to take out 1 bike on the relic.

The unit of 5 horrors cast Bolt of Change, trying to take out the Dire Avengers and manages to take out 2 of them...finally.

The Tzeentch Herald tries to shoot the firewarriors but doesn't manage to do anything.

The Flesh Hounds multi-assault both units of firewarriors successfully and lose 3 to over watch leaving only 2 models left. A few firewarriors fall, and so does 1 hound. Leaving me with only 1 hound from that unit still alive.

The Keeper of Secrets Assaults in and chops up some more fire warriors. The fire warriors units both fail morale and are swept off the board.

Slowly but surely I'm taking out his troops. If I can get them dead then he can't beat me.


Eldar/Tau Turn 2
Capnmoe Typing

Things look pretty bleak at this point but I still have the relic and I still have some fight left in me. The council powers up getting off and also casts Horrify on the Plague Bearers and Guide on the Wraithknight. The Riptide nova charges and takes the 4d6 assault move. The jet bikes start moving toward the back corner of the board as far away from his MC's as they can get. The council moves into position for the multi charge into the Plague Bearers and Pink Horrors. The Wraithknight jumps across the ruins. The dire Avengers get the hell out of dodge and start moving away from the Keeper of Secrets and the Grey Prince toward the middle of the board. The pinned broadsides all unload on Mini-Me and take him down to 1 wound, he manages to stay in the air. The Riptide fires at Mini-Me, misses with the ion accelerator, but connects with the twin linked fusion blaster. He, of course, makes his invulnerable save and stays in the air leaving me feeling bitter. The Wraithknight fires on the unit of 10 Pink Horrors and wipes it off the board. The council kills 5 Plague Bearers with shooting before assaulting in and killing the unit. The jet bikes turbo boost an extra 6" toward the corner. The riptide jumps 18" inches from behind the line with its Nova Charged assault move.


Daemons Turn 3
Makers Typing.

At this point the beers are starting to flow pretty well and I'm able to focus my forces and cherry pick his army piece by piece. When he moved his WraithKnight up and the Riptide in behind him, he was basically grouping up his forces for me, which is exactly what I wanted.

All my powers are successful again, and Fateweaver casts Perfect Timing on himself.
No troops from the Portaglyph this turn, even with the reroll.

The Grey Prince casts Enfeeble on the Broadside unit.
The Red Prince casts Enfeeble on the Riptide.

Hallucination is successful on the Broadsides as well from the Keeper of Secrets, and  they can no longer attack in close combat.
I think he casted Dominate on something else but Capnmoe denied it.

Mini-Me swoops straight down the back of his board, behind the Dire Avengers and vector strikes take out a few drones and 1 Broadside.

Grimore is successful on Fateweaver making him virtually Invincible, and he swoops straight up into the middle of the fight, vector striking the Dire Avengers along the way to take out another 3 of them.

The Single Hound moves up within 1" of the Broadsides as well, because...well he has nothing else to do.
The Herald moves over to watch the party.

Warp Storm Gives all my Daemons a +1 to Invulnerable saves!

Fateweaver continues his rampage, goes Beast Mode and decimates the 2 jetbikes on the Relic, leaving Capnmoe only the Dire Avengers left.

Mini-Me lashes down a few drones to thin the squad and the Grey Prince lashes down another drone and a broadside.

The Grey Prince assaults into the broadsides first to soak up the overwatch shots, and manages to come out unscathed. 
The Keeper of Secrets assaults in as well, and together they wipe out the entire unit, leaving the hound kind of sad he didn't get to do anything.

The Red Prince assaults into the Riptide, tying it up in close combat and manages to cause a wound thanks to Warp Speed.

Mini-Me rolls on "It will not die" and gains back a wound to end the turn!



Eldar/Tau Turn 3
Capnmoe Typing

I attempt to cast powers but only manage to get prescience on the Wraithknight and Conceal and Protect on the Council. Not a great turn for psychic powers. The Wraithknight moved over and would eventually assault the red prince hoping to cut the Riptide out of combat. The Dire Avengers move and run towards the relic. The Dire Avengers and Seer Council all shoot at the Keeper of Secrets taking him down to 4 wounds. The Red Prince would end up killing the Riptide and the Wraithknight would end up killing the Red Prince in close combat. The Seer Council assaults the Keeper of Secrets and takes him down to 1 wound.



Daemons Turn 4
Makers Typing

Mini-Me was able to cast Iron Arm and Endurance on himself.
The Grimore was successful on the Keeper of Secrets.

Warp Speed was also successful on the Grey Prince.

At this point Capnmoe conceded defeat as there was really no way he could win. Fateweaver and Mini-Me were going to destroy the unit of Dire Avengers, and the Grey Prince and the Keeper of Secrets would be assaulting into the Seer Council. His only real option was to sweep me off the table and that just wouldn't be possible with only 2 units. Plus, I still had the possibility of creating more troops from the warpstorm table or the Portaglyph and making it to the Relic if I chose Daemonettes.

I still had 4 Monstrous Creatures up, and with the Keeper having Fleshbane and Preferred Enemy Eldar, the council wouldn't be lasting too much longer, especially when you add in another Daemon Prince with Warp Speed and Mini-Me moving in right afterwards.

Also the fact that the Red Prince was on his way back into the game from Warp Tether.

Victory Daemons!

After Game thoughts

Makers:
- Keeper of Secrets is a Bad Ass. Considering he had the 2 worst possible Rewards, he still performed like a champ and I truly believe he is the key to beating Tau and Eldar which are some of the top tournament armies right now.
- Even with bad rolls on Biomancy, I still managed to pull out a win. Was really hoping to have more than 1 Daemon Prince with Iron Arm, but the combination of Enfeeble and Hemorrhage  is really nice on troops.
- I have been thinking about switching out the 15 Flesh Hounds for 9 Screamers, but it just amazes me how much damage that unit of 15 hounds can soak up. My opponent can't ignore them, but can't afford not to focus them either.
- Dire Avengers can go die in a fire. So many deny the witch rolls were made...
- Yes the first turn Warp Storm Table pretty much won me the game, but that's why we take Fateweaver for the rerolls right?

Capnmoe:
-Sometimes Warp Storm kicks you in the junk so hard that you feel like giving up, but you shouldn't.


- I was very impressed with the Seer Council over all. Fleshbane is great against monstrous creatures. I will be including them in all my Eldar lists for now.
- Wraithknight was everything I had expected it to be. It killed a unit of 10 Pink Horrors and a Daemon Prince on its own. Earned back every bit of the 300 points I spent on it.
- Pinned Broadsides with a tricked out Commander are still a shooting threat. Be warned.
- When playing against a Daemon army with this many threats I'm not sure gun lines have the power to stop the charge. I should have taken the Seer Council and Wraithknight into assault with his monstrous creatures on my turn 1. It would have been the only thing that could have stopped the loss of all my troops and Broadsides.
- Can't wait for a rematch to apply what I've learned.

Thursday, August 1, 2013

Warhammer Fantasy: Tale of Gamers Battle Summary


Last night was my Warhammer Fantasy: Tale of Gamers escalation league.

Point Total: 1750

Mission: The game last night was an odd one. One army deployed in the center of the table while 2 others deployed on table edges of their choice. There were 3 objectives. Armies closest to the objective at the end of 3 rounds (Was supposed to be 6 but we only had time for 3), gets a victory point. Killing another army's general, and finishing the game with your general alive, also awarded a victory points. Objectives are Circled in the above pic. The turn sequence happened for everyone at the same time as opposed to having individual turns. So we all charged and moved in sequence, then we all did Magic, then we all shot, then all CCs were resolved.

Armies:
Ogres
Daemons of Chaos (Me)
High Elves
This is also the order for who went first in each phase.


First we all placed one objective on the board. We then rolled off to see who would deploy in the center. Ogres lost the roll so they deployed fully. Then I deployed fully on a long table edge, and High Elves deployed fully on the opposing long table edge. Then it was game on.

Over the course of the game the only thing the Ogres lost were 2 Sabertusks, which he used to tie up the High Elves bolt thrower for 2 turns and my Soul Grinder for 1, a unit of Leadbelchers to my Beast of Nurgle, and his Ironblaster to another unit of my Beasts of Nurgle. The majority of the Ogres wrath was unleashed on the High Elves killing a unit of Dragon Princes with his Mournfang Cavalry and a unit of spearman with his regular ogres, as well as really putting a hurting on his casters by stripping his level 4 to a level 1. He may or may not have also killed a unit of Silver Helms.


It was a tight game and we ran out of time after only getting in 3 turns. In the end the Ogres had 2, High Elves had 1, and Daemons had 0. Sad times. I'm confident however that had we gone the full 6 rounds. That I would have won the game. I had 4 more ogres to clear off of one objective and a Phoenix to clear off another. All seemed totally doable with what was going on in the last round we played.


Even though I lost and Ogres are pretty OP, I still had a great time. Im really enjoying this league and look forward to next weeks game.


Friday, July 26, 2013

Epidemius Coversion



For the majority of the summer I've been in an Warhammer Fantasy Tale of Gamers league at my FLGS. Basically it's a learning/escalation league for people that want to try Fantasy. We have a specific unit type (Lord, Hero, Core, Special, or Rare) that is designated for the week and we all buy a unit from that particular type. I figured I'd try Daemons of Chaos, that way if I didn't like Fantasy I could always use them for 40k. Turns out I quite like Fantasy so I've added another game to my repertoire. Anyways, I wanted to try out Epidemius since his tally still works similar to the way it used to in 40k, but didn't want to fork out the $50 bucks to buy him. And so, I came up with this conversion made entirely out of extra bits I had. It's contains bits from the new Plague Bearers, Random Chaos Space Marines kits, and even some Eldar. In the end I was very pleased with how this turned out. I'm looking forward to running up the Tally in my next game. Hope you all like it.



Tuesday, July 9, 2013

Warhammer 40k: Rogue Trader Tournament Results


Makers and I attended a Rogue Trader Tournament this weekend at Fantasy Books and Games. As always we had a great time and got to play against some great armies. Makers brought his Daemons and I brought out my Necron/Grey Knights. Even though the Rogue Trader tournaments are designed to allow for more casual and fun armies to be used, it seemed this weekend that no one got that memo. Everyone brought their "A" game armies.

Game Summary for Capnmoe and his Necron/Grey Knights:
Game 1: Eldar/Dark Eldar, Hammer and Anvil/Big Guns Never Tire
This was a really cool list. I got to learn a lot about how awesome Dark Eldar beast packs are when paired with Eldar Farseers. There's just no stopping that unit. It has something like 40 wounds to go through. Tough stuff. Im gonna look into making one for my Dark Eldar. Still in the end the space elves crumbled. 

Win




Game 2: Tau/Eldar, Vanguard/The Scouring
This game was against an opponent that I've played against quite often, so I knew his tactics going in. He was trying out the Faolchu's Wing and Mantle of the Laughing God combo on his Eldar HQ in this game, and I have to say, it's pretty cool. Luckily I managed to get my Necron Overlord into an assault with the Farseer and cut him down. There would be no late game contesting shenanigans from him. The combined shooting of the Tau and Eldar just wasn't enough, and I managed to pull out another victory.

Win



Game 3: Space Wolves, Dawn of War/Purge the Alien
I really wish I would have gotten some pics of this game.  My opponent had some really great models and oddly, it was the only fully painted army I faced. He was running a Forgeworld character named Bran Redmaw that had some really cool rules. Still Bran wasn't enough to stop the Necron/GKs.

Win

Game Summary for Makers and his Daemons:

Makers Typing:

Game 1: Tau/Eldar, Hammer and Anvil/Big Guns Never Tire

Top of Turn 1 After Scout
Top of Turn 2
Hammer and Anvil + going second is never good for mass hounds, especially when you're up against Tau.
I've played against this guy a few times, and normally it was an easy game. With his knowledge of the rules, and 2 new codex (He has ran Tau and Eldar for a long time) this game was a bit different.

He had a rather fluffy list with some interesting unit choices (Same person Capnmoe played in game 2 listed above)

Overall, the mass amounts of shooting, outflanking of his Kroot, Scorpions coming in and tying up my Plaguebearers, Zero LoS terrain in the middle of the board, and rolling more 1's and 2's than I've ever rolled before, he pretty much had me in control all game.

We only managed to get 2 full turns in due to time unfortunately (I still say 2000 points is too many but that's not my call) Had it gone one more turn I'm pretty sure I would have won.

On my last turn, I dropped a Portaglyph next to the objective he held, and failed to spawn anything, even with Fateweaver's reroll. If I had spawned anything, I could have contested that objective, and I would have won.

Result: Loss

Game 2: Space Marines, Vanguard/The Scouring

Bottom of Turn 1
Interesting list of 2 Vindicators, an Iron Clad Dreadnought, Landraider Redeemer, Lascannon Dreadnought, 2 Rhinos full of marines, and a unit of 10 scouts, with Pedro and a Librarian.

This was a fun game. I've never played against my opponent before, I believe his name was Luken, but definitely look forward to playing against him again.

At first I was a little worried about all the Mech he had on the table, so I decided just to ignore the Land raider all together, and avoid it. I used the big building in the middle for LoS blocking and moved around the right flank to get in quick, using the 2nd unit of hounds as a distraction.

My big thing here were my powers. All my MC's had Invisibility, and Puppet Master, Herald of Tzeentch had forewarning, so 4++ hounds and 3++ hounds with the grimore, etc...just a lot of good stuff.

In the end, we called it on turn 4 because of time again...and it was a draw. Didn't see that one coming. If I would have made 1 more 4+ save I would have won...

Things of Note:
- Puppet Master'd his Vindicator and the blast scattered back onto itself...blew it up.
- Warp Storm changed his Librarian into a Tzeentch Herald, which then promptly shot the back of the other Vindicator and blew it up...
- Iron Clad Dreadnought locked up a unit of hounds in close combat on an objective, and everyone was telling me to fall back instead because I couldn't hurt it...but I knew that walkers can't contest...so I got that objective.
- He managed to lock up a unit of 5 hounds with 10 scouts for the whole game with some amazing rolls.

Result: Tie

Game 3: Chaos Space Marines, Dawn of War/Purge the Alien
2 Land Raiders. 1 filled with Kharn and a bunch of Berzkers, the other filled with Thousand Sons and a Sorcer. 2 Hell Turkeys....and 2 units of 10 Marines with Mark of Nurgle. That's it. Simple and too the point.

Game started off pretty interesting. I scouted up my hounds into cover in the middle and on the left side of the board, thinking they would easily survive the initial round of shooting from his minimal shooting, and then tie up the 2 units of marines with them. Game starts, he goes first. He moves up both Landraiders and assaults out of them into my hounds. We then had about a 30 minute argument store wide about whether or not you can assault on the top of turn 1. Including 2 judges being involved. End Result? We Rolled for it, he won, he assaulted in.

Update: Yes, you CAN as long as the unit you are assaulting in with did not make a scout, or infiltrate move. While this move was not possible in 5th edition (You could not assault at all in the top of turn 1) It does not say anywhere that you can't in the 6E Rule book, it was just assumed.

Back to Live Action!!! Thousand sons move in and tie up the hounds, Kharn and the berzerkers do the same and decimate the majority of their unit. he fire a few shots but nothing major for shooting. I Load up on the unit of hounds with the thousand sons, with forewarning from the Herald of Tzeentch + Grimore for the 2++ save on the unit, Fateweaver starts putting Firey Form on the Daemon Prince with the Eternal Blade to turn him into a Close Combat Animal, while firing off some shots at the other Nurgle Marines taking out quite a few. Princes used stuff like Dominate and Hallucination on the marines as well to basically take them out of the equation, greatly limiting his options on his turn.

Next turn he bring in one Helldrake, and fires off some shots at my Plague bearers which doesn't do much against them with FnP, and Kharn wipes out his unit of hounds. But he loses quite a few Sons against the other unit. Khorne Herald takes out Sorcerer in Close combat.

My next turn, the Herald with the horrors manages to fire off a whole ton of shots at Kharn and the berzkers, who fails the 2+ deny the witch, and decimates the unit down to 1 berzerker and Kharn after he fails the toughness test.

In the end, I end up assaulting the unit with the Plaguebearers, wiping them out for Slay the Warlord.
The CC Prince assaulted in with the hounds and wrecked both the Sons and the Nurgle Marines.
His other Helldrake never came in, which result in a Kill Point.
When we stopped he only had 1 unit of 4 Marines on the table, 1 Landraiders, and 1 Helldrake.
I was only missing the 1 unit of hounds.

Hounds are amazingly resilient and I still say that telepathy is the 2nd best choice for Psyker powers behind Divination.


Win

As I stated last week, my list was more fluffy and fun than competetive, and I really didn't think I had any chance of winning, but I did have a good time with some good players.

Essentially If I would had made 2 specific rolls, I would have won all 3 games. Even with Fateweaver's Re-roll, things can still go badly, but that's why we play the games.

Funny enough, One of the big points I got for painting/conversion was due to the fact that I use a Finecast Lord of Change for my Fateweaver (I hate the Fateweaver model from 1982...) and the resin had warped, so I was forced to pin/greenstuff both legs and wings to make it stand up straight, hence changing the pose of the model...

Anyways, I have been pushing hard lately on my Daemons, and only have a few things left to paint to have them finished so I think I'm going to take a break from them for a bit.

Next league starts in 2 weeks and is about allies.
With the new Space Marine codex coming up, I'm debating running some Blood Angles/Tau for a change of scenery. Almost all of my Angles are painted, however none of my tau is...

Tournament Results
Overall: Capnmoe
Best Painted: Makers
Best General: Jeff Nauman and his Grey Knights
Sportsmanship: Evan and his Space Wolves

Wednesday, July 3, 2013

40K: Rogue Trader Event


I'm pretty excited for the upcoming Rogue Trader event this weekend at the LGS. For those not familiar with this type of event, it is a normal tournament, however you can also earn points for painting quality, sportsmanship, as well as other factors. Designed to be more of a friendly style of event, it allows players to bring more casual lists while still being able to compete.

So instead of bringing my normal Flying Circus list, I thought I would mix it up and bring something fun.

2000 total points.
Here's what I'm bringing.

Fateweaver
Herald of Tzeentch - ML3, Locus of Conjuration
Herald of Khorne - Juggernaut, Lesser Reward
Herald of Nurgle - Locus of Fecundity
10 Pink Horrors
14 Plaguebearers
13 Flesh hounds
13 Flesh hounds
Tzeentch Daemon Prince - Wings, Armor, ML3, Exalted Reward
Tzeentch Daemon Prince - Wings, Armor, ML3, Exalted Reward
Aegis Defense Line - Quad Cannon

A few pretty good combos built in there. I probably won't win, as I'm sure someone will bring Necrons or Tau in force, or something else just as ridiculous. However this list should be fun if anything, and has some of my best painted models...which come to think of it, I should probably take a few pics to post on here.

Have to work on that over the Holiday weekend if i have time.

Battle Reps to follow next week!