Last night my Khorne daemons took to the table against Rob and, unluckily for me, he'd been itching to bring his Daemonhunters out of retirement and even more so, use them against the army they were designed for.
So, after my last ramblings, right before the game I was in two minds whether to drop the Flesh Hound unit in favour of wings on the Daemon Prince. I was all up for giving the Khorne puppies an attempt at redemption, but I thought I'd keep them in the box and tack the wings on the Daemon Princes.
Rob's list was something along the lines of:
Grandmaster - Lots of Anti Daemon stuff, Terminator Armour
4 or 5 GK Terminators
Land Raider Crusader with them in
Inquisitor in Terminator armour
2 Squads of 10 Grey Knights
1 Squad of 10 Inq Storm Troopers
2 Grey Knight Drednaughts.
I ended up going first, which immediately put me at a Disadvantage, meaning I'd have to weather an extra turn of nasty anti-Daemon fire. Kill points is a good mission for my army, only having 2 scoring units, and deployment makes no difference for me. Rob castled his Rhinos with the rear armour against buildings, to avoid a Deathstrike opening them up on the turn I drop.
Chaos favoured me and gave me my first wave of:
2 of the Daemon Princes
1 Bloodcrusher Unit
1 Bloodletter unit.
I chose to drop the 2 Daemon princes close to Rhinos and try and open them up via side armour, but risk the entire GK army opening fire on them. The Bloodcrushers tried to land inbetween buildings to get a bit of cover out of the way of enemy fire, along with the Bloodletters on an opposite flank.
A lot happened during the game, but the main points, mistakes and lessons learnt were:
- Giving Daemon Princes wings, means I don't need to drop them right in front of the enemy. I can hide out of the firing line for a turn, then hop over something and attack. More importantly, don't forget you've given them Wings!!!
- Beasts gain fleet of foot as a standard rule, along with their 12" charge range. This makes Flesh Hounds a bit more interesting to me, with a potential 24" charge range is all comes off well. Maybe they'll take part next game. I'd forgotten about this being the case... D'oh!
- Think 1 turn ahead with the Daemons. It's all well and good hoping for a Hit on the scatter roll so I can deathstrike a Rhino, but if it doesn't come off, or even if it does, you're stuck in the open being able to do nothing for a turn, then get retaliation fire next turn.
Overall, I think I did pretty well fighting a completely anti-Daemon army, I ended up losing by 5 kill points, but with a couple of mistakes rectified I probably could have saved myself a few KPs or took a few other GKs down.
Next week I'm not sure whether to keep the wings on the Daemon Princes and remember to use them, or drop the Flesh Hounds back in.