Khorne Daemonkin vs Imperial Guard


Mission : Maelstorm of War - Spoils of War
Deployment: Hammer and Anvil
Points limit: 1500
Lists:
Khorne Daemonkin:
Bloodhost Detachment:
  • Salughtercult
    •  Chaos Lord equipped with Goredrinker, Melta Bombs, Sigil of Corruption and mounted on a Juggarnaut of Khorne
    • 5-man Possessed
    • 10-man Chaos Space Marines with Boltguns and 2 x Plasma gun inside a Chaos Rhino
    • 15-man Bloodletter with Bloodreaper upgrade and Banner of Blood
  • Gorepack
    • 8-man Chaos Bikers with 2 Meltagun 
    • 7-man Chaos Bikers with 2 Meltagun  
    • 2 x 10-man Flesh Hounds 
 Imperial Guard:
Combined Arms Detachment:
  • Ministorum Priest equipped with Autogun, Laspistol, Rosarius, War Hymns 
  • Tank Commander
    •  Leman Russ with Battle Cannon, Camo Netting, Heavy Bolter
    • Leman Russ Executioner with Knight Commander Pask, Plasma Cannon, Camo Netting, Heavy Bolter, Pintle-mounted Storm Bolter
  • Infantry Platoon
    • 3 x Heavy Weapons Squad equipped with Lascannon
    • 2 x 10-man Guardsman with Sergent
    • Platoon Commander and 4-man Guardsman equipped with Medi-pack
  • Veterans with 3 x Meltagun inside a Chimera equipped with Camo Netting, Heavy Bolter, 2x Lasgun Arrays, Multi-laser
  • Valkyrie equipped with 2x Multiple Rocket Pods , Extra Armour, Lascannon
  • 2 x Leman Russ equipped with Battle Cannon, Camo Netting, Heavy Bolter
  • Manticore equipped with Camo Netting, Heavy Bolter, 4x Storm Eagle Rocket
 The Deployment:
Imperial Guard deployed as close as possible to the table edge. Flesh Hounds did scout moves. Bloodletters are in reserves.

 Khorne Daemonkin Turn 1:
Bikes, Flesh Hounds and Rhino moved 12, then ran or tubo-boosted.

 Imperial Guard Turn 1:
Veterans disembark and everybody starts shooting, killing a couple of Flesh Hounds and immobilizing the Rhino.

 Khorne Daemonkin Turn 2:
Again Flesh Hounds and bikes move 12" and get in assault range. Space Marines in the Rhino fail their pinning test. One squad of dogs took out one of the tanks, the other charged the Guardsmen bloob. The Chaos Lord and his squad of bikes make it into combat with the bloob, but the other squad of bikes fail the charge leaving them out in the open. My adversary had 4+ re-rollable save from the majority of the attacks and a 5+ feel no pain and the squad is fearless so not that many Guardsmen died. I also realized that I forgot my reserves.

 Imperial Guard Turn 2:
Pask, one of the Leman Russes and Manticore kill a couple of bikes. Lascannons wreck the Rhino. One of the tanks gets a direct hit on the dogs killing a lot of them. Veterans also kill some Flesh Hounds and assault the last remaining model, winning the combat. In the bloob combat some more Guardsmen die and some Flesh Hounds get wounded. At this point my Warlord had S10 AP2 from the artefact.

 Khorne Daemonkin Turn 3:
I summoned a squad of Bloodletters and my reserves came to battle. Bikes shot the Veterans and assaulted them, slaughtering every last one of them. A few more Guardsmen die and the Ministorum Priest blocks all the attacks from my Warlord.

 Imperial Guard Turn 3:
Chimera kills one of the bikes. The other tanks shoot the Chaos Space Marines, most of them failed miserably. Lascannons also shoot at the Marines. Since I was going to get out of combat with my lord and I had so many units, my opponent called it.

In conclusion, I had fun, my opponent probably not as much as me. Gorepack is a good, fast formation, but I hate that it lacks AP. I was stuck in combat for 3 turns because of this, a squad of Bloodcrushers would have finished them much faster.

1 comment:

  1. Cool, ar fi fost misto si cu ful painted models..dar stiu si eu cum e :)

    ReplyDelete