The first battle is in the books.
Our small group convened at Games Workshop, Newcastle this evening for our inaugral battle. Intentionally a small scale affair to help get to grips with the rules and how our armies work, I took on Andrew's Dwarves with my Daemons of Chaos in a 1000 point battle.
We signed in downstairs and ascended the spiral staircase of Doom to the upper floor gaming room. A cramped and virtually windowless affair with that geek aroma hanging in the air. It did have boards and scenery and we were able to grab the last one available.
My army was largely dictated to me by the models I own. I do have a Bloodletter mounted on a Juggernaut but when coming to assemble it last night I found I would need to file down a section to attach the neck to the body so that was out. The only model I wound up not using was Skulltaker, a Bloodletter special character who is mean in a hand-to-hand challenge but I passed over in favour of a Herald of Khorne.
The army list demanded at least two core units and these went on a unit of 19 Bloodletters led by said Herald of Khorne. The presence of the Herald bestowed Hatred on the unit of Bloodletters and his ability to carry the Battle Standard were what swung it over Skulltaker. The Battle Standard I chose added D3 to combat resolution and I rounded the character off by giving it the Armour of Khorne (for a 3+ save) and a further ability that allowed him to re-roll failed rolls to wound in the first round of combat.
The second core unit went on 9 Daemonettes led by a Herald of Slaanesh who bestowed the Always Strikes First ability on the rest of the unit. I gave the Herald the Siren Song ability which could be used to force an enemy unit to charge into combat. I planned to use it on a unit of missile troops who otherwise would get to fire off a shot each if I charged them. I upgraded one Daemonette to a standard bearer and gave it the Banner of Ecstasy which meant the first break test they were forced to take would be done on their unmodified Leadership. I finished by upgrading one Daemonette to an Alluress which gave it an extra attack.
I was allowed two special choices but only actually own one, three Screamers of Tzeentch to be precise. These are flying discs who deliver a S5 hit each to a unit as they fly over it. They can change direction as they fly to deliver hits to as many units as possible.
My one rare choice went on three Flamers of Tzeentch, the only missile troops available in the army list. They each fire D6 S4 hits up to a range of 18''
Finally, for my general I choose the Daemonette special character, Masque. A relatively cheap option at just 90 points. Masque is fairly weak but her 3+ ward save (essentially an unmodified save against everything) meant she was best placed to be able to survive out of a unit. In fact, she can't join any units. Her special ability allows her to target an enemy unit in each magic phase and force it to lose D3 from either Leadership or Movement for the remainder of the turn. With Dwarves having the highest base Ld of any army in the game I hoped to increase my chances of them failing a Fear test. Every model in my army causing Fear.
I lost the deployment roll and had to begin deploying my army first. I placed my Screamers behind a rock to the right of the table, Masque in the centre with the two core units either side and the Flamers behind the Daemonettes. The plan was to march the Flamers behind them and then move the Daemonettes to one side and allow them to open fire.
Andrew placed 14 missile troops(Thunderers) in a line across the centre, a cannon to his left with some elite combat troops (Longbeards) and a couple of characters in front of them and a Slayer over the other side. He had a unit of Miners which come on the board during the game.
I then also lost the roll to see who chooses who goes first, Andrew deferred to allow me to march into range of his missile troops. My army being almost all close combat I had little choice but to do so.
I started by moving my Screamers the maximum 20'' straight up the board, I had planned to then fly them over the Longbeards and the Thunderers the next turn. I moved all my other troops straight up the board but ran into a little bit of a problem. The Daemonettes wound up right into front of a wooded area. After consulting the rules it turned out moving them through it would be a lot slower than I had thought.
The Dwarves are the kings of anti-magic, especially in small games, so I didn't bother with any so that was the end of my turn.
In moving the Screamers up the board I had taken them into charge range of the Longbeards and Andrew duly charged. The Slayer moved forward and everyone else stood still for the shooting phase. The cannon shot through my Bloodletters, hitting 4 and killing 2. The cannon would normally have made mincemeat of all 4 but Daemons have a ward save of 5+ and I made two of the rolls. Concerned about what the Masque could do, Andrew unloaded with all 14 of his Thunderers against her. He did 4 wounds meaning I would only have roll two 3+ on four dice for her to survive. I got three 1's and my general was dead.
The Screamers are great for moving around the board doing damage, they are cack in close combat. Two of them were killed, the third made its ward save but I was still left to take a break test. After each round of combat, each side totals up its combat resolution total, comprising of the number of wounds they did, +1 if they outnumber the enemy, +1 if they have a standard and/or Battle Standard, +1 for each complete rank after the first to a maximum of 3. They then take a Ld test modified down by how much they lost the combat by. I lost by 5, a Screamers' Ld is 7. that meant I needed to roll a 2 or less on 2D6.
Digressing for a second. Break tests in Warhammer are the deadliest part of the game. Even a tooled up unit of mega-troops can only do so much damage in a round of combat. If a unit breaks and is either caught by a pursuing enemy or runs off the board it is completely destroyed, no matter how powerful it is.
Daemons are a little different, they don't run. Instead, if they fail a break test they lose a wound for each point they fail it by. Screamers have one wound. If I rolled any higher than a 2 the Screamer would be dead. My only consolation was I had rolled an extraordinary number of 1's to this point. I did again. I got the 2 I needed and the Longbeards were stuck in combat with the Screamer.
This set them up for a flank charge from my Bloodletters.
I had to move my Daemonettes sideways to get them out of the way of my Flamers who moved towards the Slayer. The Daemonettes were left off to the left edge of the board away from any action. The Flamers didn't do so well and only managed to take 1 of the Slayer's 2 wounds.
The Thane with the unit Longbeards was forced to challenge my Herald of Khorne to hand-to-hand combat. Having charged I got to hit first, having Hatred I got to re-roll misses, I also re-rolled failed wound rolls and with a Strength of 6 I nullified the Thane's armour save. It was a short fight. The Bloodletters did a little damage, the Screamer even got a kill in before being destrroyed. I won the combat by 5. Even with a Ld of 9 the Dwarves were going to struggle to pass this break test. They didn't and ran off the board and the Bloodletters ran off after them.
This was double-trouble for Andrew who could not then fire his cannon at them in the next turn. He charged his Slayer at the Flamers who elected to stand and shoot and they chargrilled him. I'm not sure Andrew knew they could do this. He tried to bring on the Miners but failed the roll. All his missile fire went on the Flamers and two of them were killed. As I prepared to bring the Bloodletters on the board at the start of my third turn, Andrew decided discretion was the better part of valour and conceded as I'd made it across the board and he had only missile troops left.
So what did I learn?
Be more careful about lining up behind terrain. The Daemonettes were my fastest moving troops but got bogged down in the woods. The cover the terrain gives me is not worth the trade-off.
Big units are good. Daemonic Instabiltity (the name for a Daemons break test) is a problem. A large unit who hits first has a good chance of winning combat, as I found with my Bloodletters. They can also afford to take some casualties as they cross the board.
Keep the Screamers out of charge range. I didn't to get them quite so close to the Longbeards and they wound up being almost completely neutered.
For Andrew I think he took to the board with too few troops and probably should have concentrated his missile troops on the Daemonettes and Bloodletters rather than the Masque. At least that's how I saw it. Andrew may see it differently.