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====Angry Daemons vs Angry Dark Eldar==== Wrathspawn, Lord of Change, 2x13 horrors with heralds, 10 Bloodletters that sat at his aegis defence line's Quad-gun, 5 Fiends of Slaanesh, 6 Screamers and a soul grinder. Oh and flamers. VS Archon with Huskblade and Shadowfield, 2x5 warriors inside Venom, 5 Wracks with LQ-gun inside Venom, 8 Wyches w. champion inside Raider, 7 Trueborn w. drugs and Xeriak ammunition inside Raider, 9 Reavers w. 3 Blasters and 2 Cluster Caltrops, Razorwing Jetfighter, 5 Scourges with 2 heatlances and 2 Ravagers to support it all. *Scourges and Razorwing were reserve. Razorwing performed okay, surviving until the end of the game. Scourges didn't do much since their target, the Lord of Change, blessed himself to a 3+ invulnerable save. Had potential but were sub-optimally kitted in order to take out what he brought. Still think I would go heatlance on 'em. *Archon and his trueborn were hit by 3 out of 4 of the warpstorm result and only the archon survived. With an impressive charge roll of 10 he managed to charge and wipe a unit of 8 horrors and a herald before slaughtering the bloodletters manning the Quad-gun. MVP baby. *Wyches assaulted a unit of 8 horrors and with exact failure on daemonic instability managed to kill them. *Wrathspawn was killed by two turns of focussed Ravager fire. He managed to kill the wyches before he went down though due to some unlucky rolling on my part from the agoniser. Well. Sort of unlucky. I may just be a whiny bitch. He only managed to save a single wound with his invul after all out of 5 potentials. *Lord of Change would have devastated my lines had he not failed to cast Storm of Change twice. As it turned out he managed only to cast it once killing a couple of bikers. His 3+ invulnerable save made sure he took alot of firepower before biting the dust. *Fiends were absolute trash. Barely securing an objective they took one turn of fire from 2 venoms and a unit of warriors with a shredder and, failing all possible saves, were reduced to a single fiend with one wound. This brave, or perhaps irredeemably insane monstrosity charged my warriors and stood there for a turn before receiving a counter charge from the Scourges and getting hewn down. *Screamers were tied up in a close combat with 5 wracks and lost it with the wracks taking 3 casualties in return. Wracks should have by all means have lost the combat, but he was incredibly unlucky and lost the combat every turn resulting in a lot of instability tests. *Soul Grinder of Nurgle was down to the wire just a stable firing platform. It provided minuscule supporting fire but we both deemed it wasn't worth it's hefty price tag of 260 points in that role. More testing will be needed before it can be determined if it needs changing. All in all a good game. Both players had terrible dice rolling but right up to the end Dark eldar dice got better and a victory pulled off. Flamers never got down btw. Could have been horrible for me if they had. I think flamers may be a tad overpowered seeing as they produce at least 5 strength d6 ap5 hits, and on bigger units it may be more. They are also rather hard to counterplay since they deep strike and even with scatter have torrent to produce the positioning of the template - TheRavenousEye *Classic Soul Grinder loadout has been reduced by 20 pts from 180 pts (official cost) -> 260 pts -> 240 pts. The initial cost change was a bit of a knee-jerk reaction, to what I believe was one of the most OP units in the game. Triple classic Soul Grinder should be reserved for a themed list/a specific counter list, which I still think 240 does a good job of, I definitely don´t think 240 is too low, Soul Grinder´s points really only could go down from 260 pts, which was in all fairness overpriced. - AngryPirate
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