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The Angry Initiative
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====Angry Daemons vs Angry CSM==== 1850 points. I had Lord of Insensate Rage (greater daemon of khorne w. S D), 8+8 Bloodletters, 3+4+4 Skullcrushers, 3+3 Screamers each with Herald of Tzeentch on disk, 7 Fleshhounds, Daemon Prince of Khorne, Soulgrinder of Khorne, Skull Cannon. Against Warpsmith in cultists, Slaanesh Sorcerer in terminators, 10 Cultists with shotguns, 5-10 CS Marines in rhino, 6-10 Thousand Sons in rhino, 7 chosen w. 4 pairs of lightning claws in land raider, 4 Termies w. 1 chain fist and 3 pairs of lightning claws in land raider, Defiler, Maulerfiend, Vindicator they were organised in an Iron Warriors detachment, which he never rolled for. Lord of Insensate Rage started on the board. He flew straight ahead turn one and then landed turn two. He managed to kill the chosen as well as the thousand sons. Bloodletters deepstruck in to the side of the battlefield, which meant they hardly took any damage from ranged attacks, therefore they performed very well. I determined after the battle that they were too gimmicky in the fact that they were too offensive compared to their defensive value. One of the screamer units were reduced to one, even with that it managed to destroy one land raider before getting caught in the explosion it caused. The other unit managed to destroy his other land raider. They were definately way too strong, their attacks have been reduced from 3 to 2. I will keep careful watch over them, they seem strong, but their Initiative of 1 + their relative weakness to shooting means they are really only super good against vehicles. As far as psychic powers went, during the entirety of the game I threw 3 doombolts, 2 of them against the same land raider, which did nothing, then changed its armour value to... 14. The final one destroyed his defiler. The flesh hounds got into a fight with his generic CSMs, they were losing before they got assisted by one of the bloodletter units. The soul grinder got destroyed by a mixture of shooting and the terminator with a chain fist. Nothing really to say here. I think it´s toughness demands its new point value. Skull cannon got shot to pieces and never managed to do anything. Daemon Prince got hacked to pieces by chosen. I´m definitely glad that I paid 100 and not 160 points for it, it seemed fair enough. As stated previously my opponent could have gotten a couple of extra units with his formation which he forgot to roll for. Nothing in his army really seemed unbalanced, stubborn across the board is a really nice change. No chaos warriors fled, which is more or less how it should be. New las-cannons seem fine. No big change against this particular army, it was slightly less powerful against Screamers, which I don´t think he ever used them against. Against the Soul Grinder it is a tad better, definitely not game breaking in any way. I had forgotten to change the point cost of the terminator weapon upgrades. Speaking of terminators I have wanted to give them Toughness 5 for a while, well, now it´s done. It sets terminator armour apart from artificer armour, or flesh armour in this instance, besides from the Deep Strike and 5+ Invulnerable save. It ended in a victory for the Angry Daemons just before I got to my turn 6 (I went last). He had a Vindicator and two rhinos left. I had 1+6 Bloodletters, 2 blood doggies, Lord of Insensate Rage (1 wound), 2 Skullcrushers (one of them had lost 2 wounds). I would have probably tabled him had I done my turn as my units were converged around his remaining vehicles. Really close and fun game overall.
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