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Game Type: Annihilation, Spearhead
Any unit that cannot regroup are now small enough to hide (i.e. immediately destroyed). Otherwise they cannot move off the table and so will hang around until they rally. Walls and pillars are solid, 12" high and nothing can park on them - but barrage can fire over everything.
Fateweaver's Crusaders deploy in the top left corner and go first.
"Yik'la -Fateweavers Right Hand-" Herald of Tzeentch w/ Bolt of Tzeentch, We are Legion, Master of Sorcerery, and Chariot of Tzeentch - 110
"Yussad-Fateweavers Left Hand-" Herald of Tzeentch w/ Bolt of Tzeentch, We are Legion, Master of Sorcerey, and Chariot of Tzeentch- 110
"Khornes Blood Fist" 4x blood crushers w/ Icon, Fury of Khorne, and Instrument- 200
"Khornes Blood Takers" 4x blood crushers w/Icon, Fury of Khorne, and Instrument- 200
"Khornes Messangers" 4x Blood Crushers w/Icon, Fury of Khorne, and Instrument- 200
"The Unstoppables" 15x Blood Letters w/Fury of Khorne-250
"The Clean Up Crew" 9x Blood Letters- 144
"The Wrecking Crew" 9x Blood Letters- 144
"Changeling's Misfits" 9x Horrors w/ Bolt of tzeentch and Changeling- 168
"Sereen 'al Taker" Demon Prince w/ Mark of Tzeentch and Bolt of Tzeentch- 140 Points
"the serpent" Duke Sliscus
"plethora of pain" 4 kabalite trueborn w/ 4 blasters, raider transport "the night fury" w/ flickerfield
"the last touch" 4 kabalite trueborn w/ 4 blasters, raider transport "the executioner" w/ flickerfield
"the essence of torture" 4 kabalite trueborn w/ 4 blasters, raider transport "the harbringer of destruction" w/ flickerfield
"alpha squadron" 10 kabalite warriors w/ blaster, raider transport "the avenger" w/ flickerfield
"nova squadron" 10 kabalite warriors w/ blaster, raider transport "myriad of mystery" w/ flickerfield
"omega squadron" 10 kabalite warriors w/ blaster, raider transport "fiend of speed" w/ flickerfield
"red squad" 10 kabalite warriors w/ blaster, raider transport "the incarcerator" w/ flickerfield
"the toxin bearers" 9 kabalite warriors w/ blaster, raider transport "splintered death" w/ flickerfield, splinter racks
"the silent scream" razorwing jetfighter w/ flickerfield,
"the final blow" razorwing jetfighter w/ flickerfield,
"the weaper" razorwing jetfighter w/ flickerfield,
Vote closes on Tuesday the 21st of June at 1800 PM. Votes as usual must be in bold, and posted along with a reason. It doesn't have to be good mind you, just written down. Crap reasons will have no negative repercussions aside from your peers thinking you are an idiot.
If no tactics have been submitted, please assume average skill level for that player.
I think the DE will be able to play keep away and win this. The Razorwings missiles will also do a lot. If the Bloodletters deploy within fateweaver range, the wounds forced by the missiles will probably cause Fateweaver to poof.
If this wasn't annihilation, I'd give it to the Dark Eldar. But since it is, my vote goes to the Daemons. Plenty of nice blasters and lances, but invuns are going to sting here. When the Daemons reach the DE line, they're going to kill/hold up units, reducing the amount of firepower being thrown at them, and their resilience will ensure that they're pretty safe from combats.
If someone helps you, rep them.
In a votewar you don't vote on a single match, you vote on the entire round. Got that?
Although the DE are fairly well prepared, the Daemons have plenty of bolts, invulnerable saves, and effective CC attacks.
"Any job worth doing, is worth doing with a powerklaw."
As Kroxigor says, DE have all the advantage of speed, but also the map plays out for them. The DE can happily pop over those walls if they need to make an escape from deamons, and theyve got a LOT of firepower if they need it. Deamons can do damage, but in tight spaces (and terrain will make misshaping more awkward, if not a huge factor) I dont think itll be enough.
Your friendly neighbourhood gargantuan creature
Abuse those walls, and the fact that the opponent will have a hard time DSing on this map for an easy win. I dunno maybe thats more than average. But coming from a tau player where JSJ abuse is your best friend. I can see that working here, (i know they can't JSJ like a suit but they can jump and shoot, shoot, shoot until something scary is in range, then jump back over the wall.)
This map just kills daemons. Expect 1/3 of them to mishap on impassable terrain and the rest to get shot down by DE.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
I'll go sky serpents as well.
Barring errors on the DE players part, there isn't any way the Daemons can threaten the razorwings when they come down. They may or may not get at Raiders depending on how the DE player goes about it.
But even if fatweaver comes down on the first wave and he makes it onto the table and the other squads get under his bubble and they don't biff spreading out after DSing that's still a whole lot of firepower.
But that's a lot of ands. Unless their dice are really hot today I anticipate real problems for the Daemons and things could go seriously south.
Still that's with "average" tactics. There are a lot more DE kill points than Daemon kill points out there, and I don't think it's impossible for the Daemons to have pulled this one out.
Many daemons will find themselves stuck in a pillar, and the raider mounted units will zip over the pillars to the objective.
'And you'll save me a leg if yer know wot's good for you.'-O+G E8, P38