Saturday, January 30, 2016

Battle Report #21: Lahkers vs Eldar, Jan '16 League


The final game of the January casual league.  This time my opponent was Shane and his Eldar.  He was a pleasant guy to roll dice with for an evening.  His list, however, was better for the competitive league, what with the Seer Council(!) and its 3 Farseers and 5 Warlocks(?!?).  I did make some stupid blunders, but still...16-20 psychic dice a turn doesn't seem "casual" to me.

Mission was Spoils of War (either of us could score "Secure Objective X") and deployment was Dawn of War.

Shane's Eldar Craftworld List:
3 Farseers
5 Warlocks
10x Dire Avengers
10x Dire Avengers (Guardian proxies)
10x Dire Avengers (Guardian proxies)
10x Striking Scorpions with Karandras
6x Fire Dragons, in Falcon
6x Warp Spiders w/spinneret rifles
10x Windrider jetbikes
1x Falcon (for Fire Dragons)
1x Crimson Hunter Exarch

I set up evenly across the board, putting my Destroyer Lord on the left and the Lychguard on the right, to send them to make trouble on their respective sides of the board.


Shane placed his Seer Council in the ruins by Objective 1, and deployed everyone else pretty much out of LOS (and range) of me.

Shane stole the initiative, and proceeded to turn my plan on its head.

GAME TURN 1


Turn 1 - Shane

Surprised at getting first turn, Shane nevertheless moved out of cover, and then rolled for psychic powers.  ALL of the psyhic powers.  He put Fortune and Guide on most, if not all, of his army.  Then he proceeded to shooting, and the Falcon and (I think) Windriders collectively killed my Ghost Ark to get him First Blood.  He also killed two of my three Tomb Blades, the last one made his morale check.  He scored Objective 2.

Turn 1 - Me

I rolled Objectives #55 (cause a failed morale check), #54 (issue a challenge), and #62 (kill a psyker).  I tried to close the distance between my army and his, heedlessly sending my Jet- and Jump-pack infantry through cover.  To the Praetorians' shame, two of their number tripped on rocks and failed both their 3+ armor and 5+ Reanimation rolls.  Byrahn and his Lychguard boldly deep-struck over right by the ruins with the Seer Council.  My Heavy Destroyers, with nothing else to shoot at, targeted the Warp Spiders, and sure enough they jump-moved out of LOS.  My Warriors and a Destroyer squad took 2HP off the Falcon, and the Immortals killed one or two Dire Avengers.  I scored no objectives.

GAME TURN 2


Turn 2 - Shane

Shane got the Crimson Hunter Exarch and Striking Scorpions in, the Hunter on the right side of the board, the Scorpions on the left.  This was the turn the psychic powers got really brutal.  Shane put Guide and Fortune on a few units (his squishier ones, I believe), and then went for a Mind War with Byrahn and dealt four wounds.  Bryahn failed all four invulns, and only made one RP roll.  He was gone just like that.  (Kind of like the Tau Commander last week...)  Eldritch Storm took out five of the Lychguard.  In shooting, the leftmost Dire Avenger squad and Scorpions killed two of my three Tomb Blades, and the Crimson Hunter and Warp Spiders focused down the Destroyer Lord, and the Seer Council and the other Avengers finished off the Lychguard.  And to top it off, the Warp Spiders jet-pack-moved right back into cover at the end of his turn.  Shane scored Kingslayer for 3VP on the d3.

Turn 2 - Me

My single squad of Destroyers came in from reserve, I chose to deep-strike them on the right side of the field, just in front of the ruins housing the Seer Council, and hit dead on.  I moved my army across the board, focusing on the right flank, trying to get someone, anyone in range before they all died.  My lone remaining Tomb Blade moved up for a perfect shot on the tightly packed Scorpions and Dire Avengers, and managed to fail every single one of his 2+ to wound rolls.  My Warriors and a Destroyer squad killed a few Windrider bikes, but Shane's space elf rerolls kept them from running.  No one else was in range of anything, not even to assault.  I had my Heavy Destroyers snap-fire at the Crimson Hunter, but I'd used up all my luck last week, and they didn't do anything.  As on turn 1, I scored no objectives, and discarded the one I could no longer achieve (#54, issue a challenge).

GAME TURN 3


Turn 3 - Shane

Shane eased his guys out of cover and into firing positions.  His Seer Council and Farseers laid down Guide and Fortune everywhere, and then cast Eldritch Storm on the Immortals and killed eight of them.  The Scorpions and Dire Avengers easily killed my last Tomb Blade.  I lost several Destroyers in different squads to combined Eldar shooting.  The one bright spot was the Warriors, now whittled down to five (including the four recently painted models), decided they would stick it out till the end, and passed five Reanimation rolls in one go.  One Destroyer got stuck alone in the middle of the field, was assaulted by the Warp Spiders, and lucked out when they failed to wound him.  He punched one of them to death, won assault, and they Hit & Ran right outta there.

Turn 3 - Me

I did what I could, which wasn't much.  I think I killed a few Dire Avengers in shooting.  Or they might have survived, thanks to Fortune.  Either way, I conceded at the end of Turn 3.

Endgame.
Final score: Shane got First Blood, Line Breaker, and Slay the Warlord for 3VP, and then scored Objectives #32 and #61 for 4VP, for a total of 7VP.  I got Line Breaker for 1VP.

It's been a weird month; no games went close, all went one way or the other.  I much prefer close games, they're fun, you get to hang out, and nobody completely rolls the other guy.  On the other hand, I got the month's "Best Sportsmanship" award, and another player told me he'd been inspired by the colorful Lahkers to start his own Necron army.  That was a nice end to the January league.

Last Thoughts:
- Shane advised taking the Solar Staff and using the solar pulse on Byrahn and the Lychguard next time.  It made perfect sense; no wonder I didn't use it before.  Will remember to do that next time.
- Seer Councils are now vying for Grey Knights as my archenemy.
- Next time, I'll probably try the competitive league.  At least there, I know everybody's in it to win it, and there won't be surprise Seer Councils.

Extra Pics:







Far too many psychic powers for a single game, right?

Thursday, January 21, 2016

Battle Report #20: Lahkers vs Tau Battlesuit Spearhead, Jan '16 League


Third game of the FLGS casual league, my opponent was Tyler and his nothing-but-suits Tau list.  Crisis suits, Crisis suits everywhere.  And a few Riptides, in the Riptide Wing formation.

Me and Byrahn had learned from the past two league games, and this time we'd brought the list that fought Ike's CSM/Orks.  I expected great things from them, or even mediocre (mediocre would have been welcome at the previous two games that I got steamrolled).
Tau Battlesuit Spearhead
XV86 Coldstar Commander/high-output burst cannon, shield generator, stimulant injector
4x XV8 Crisis suits w/2x burst cannon, multi-tracker
3x XV8 Crisis suits w/2x burst cannon, multi-tracker
3x XV8 Crisis suits w/2x burst cannon, multi-tracker
4x XV8 Crisis suits w/2x missile pod, multi-tracker
4x XV8 Crisis suits w/2x plasma rifle, multi-tracker
3x XV8 Crisis suits w/2x plasma rifle, multi-tracker
Riptide Wing
3x XV104 Riptide suits w/ion accelerator, TL smart missile system, multi-tracker (all separate units in 1 formation)

Mission was Maelstrom #3, Tactical Escalation–tactical objectives equal to turn number.  Deployment was Hammer & Anvil.  We placed objectives as shown below, and I won the deployment roll.



Since Tyler could deep-strike his entire army if he wanted, I set up in a loose formation to have as much lines of fire as I could, and put my Praetorians, Lychguard, and Ghost Ark at the front, so as to rush out and capture objectives.  The Heavy Destroyers squatted on Objective 5.  I held the Tomb Blades, Destroyer Lord, and two Destroyer squads in reserve.


Tyler set up his Riptides in his back line, taking advantages of that 72" range, put a couple squads of suits behind the buildings (out of my LOS and range), and put his special Coldstar-Commander-who-flew-like-a-flying-MC-but-wasn't-an-MC to the right side of his deployment zone.  He failed to steal the initiative, and the game went ahead.

GAME TURN 1


Turn 1 - Me

I got #64 for my first Objective, Assassinate, which seem incredibly unlikely, as I had no Skyfire and his only character acted like a Flying MC.  I moved my army up, keeping the Destroyers and Heavy Destroyers by Objectives 4 and 5.

Turn 1 - Tyler

Tyler got #35, Secure Objective 5, for his first Objective.  He had his Crisis suits pop out to take shots at my guys.  The Riptides sat still so they could, in Shooting, use their Riptide Hailfire ability to fire twice in Shooting.  The Riptides, in all, shooting their weapons 4 times each, killed a grand total of 4 Immortals, 1 Lychgaurd, 1 Destroyer and 1 Heavy Destroyer.  It was a harbinger of what would come in future turns.  The Riptides fired at the Ghost Ark too, but it successfully jinked the shots.  The Crisis suits killed 2 Praetorians, and then jet-pack-moved back into cover.

GAME TURN 2


Turn 2 - Me

I still had #64, and rolled #34 (secure Objective 4).  One squad of Destroyers arrived from reserves.  I plopped them down near Objective 3.  Byrahn used the Veil of Darkness, and boldly deep-struck into the heart of the Tau army.  The newly arrived Destroyers killed 1 Crisis suit and wounded another.  That was it for shooting, except for my Heavy Destroyers (gone to ground because of the Riptides) taking a few idle shots at the Coldstar Commander.  With two snap-shots, they got a six to hit, and then wounded him.  He failed his invuln save, and the S9 AP2 heavy gauss cannon instakilled him.

I felt proud of my Heavy Destroyers and guilty that I'd killed Tyler's warlord with a, and I directly quote, "random-ass lucky potshot".  He deserved a better death than that.

I achieved #34, as I was camping on Objective 4 with my Destroyers, and got Assassinate from the insane snap-shot warlord kill.

Turn 2 - Tyler

Tyler had #35, and rolled the Tau "Patient Hunter" objective (kill enemy unit in his deployment zone).  He got two three-suit squads in, one with burst cannons, one with plasma.  The burst-cannon suits went down by the Lychguard, the plasma suits by the Destroyers near Objective 3.  The suits shuffled around a bit and opened fire.  The Riptides overcharged and fired at the Ark, and Tyler's dice continued to rebel: one Riptide got too hot and took a wound, the second whiffed on the scatter roll, and the third hit but whiffed on armor penetration.  Basically ALL the Crisis suits fired at the Lychguard, and a total of 3 missile suits, 4 plasma suits, and 7 burst-cannon suits (56 shots from them alone) killed 4 Lychguard.  The plasma suits by Objective 3 killed 1 Destroyer.  Tyler's dice cut him a raw deal, he was 1 Lychguard short of achieving Patient Hunter.

GAME TURN 3


Turn 3 - Me

I rolled #33, #35, #31 (secure Objectives 1, 3, and 5).  The rest of my reserves arrived.  I deep-struck the Destroyer Lord down by Byrahn and his one Lychguard, I deep-struck the last Destroyers down by the bastion and Ark, and the Tomb Blades with their hot new trendy color scheme!!! cruised on waaaaay on the other side of the board, able to do absolutely nothing.  The Ark unloaded the Warriors, who scrambled into the big ruins to claim Objective 1, and the Praetorians leaped out of the same ruins to head for Objective 3.  Combined shooting killed 3 Crisis suits, and the Destroyer Lord hit the nearest Riptide and Blinded it with the Solar Staff.  In assault, Byrahn charged the Riptide, and the Praetorians charged the plasma suits (the latter whiffing their charge and losing a model to overwatch).  Combined overwatch killed the last Lychguard and one Praetorian.  Byrahn took 1 wound from the Riptide, it flailed around and did nothing to him.  I scored Objectives 1 and 5.

Turn 3 - Tyler

Tyler's dice continued their insurrection, his last squad of suits refused to arrive from reserve.  His suits mostly stood their ground and fired, with one Riptide moving towards the Riptide-Byrahn combat.  Massed fire killed the Destroyer Lord, and wounded the Destroyers near Objective 3 (the last one failed his morale test and ran).  He jet-pack-moved his suits towards his left corner of the board, and the Riptide joined the fight with Byrahn.  Byrahn turned his attention to it, wounded it once, and the Riptide failed its morale check and ran off the table.  It was a painful sight made more painful by the retroactive realization that Byrahn had not made the necessary Fear checks, fighting MCs as he was.  I failed to record what objectives Tyler got, I know he scored 3VP from them (at least 1 of those VP from Patient Hunter, I think.)

GAME TURN 4


Turn 4 - Me

I had #33, and rolled #23, #22, and #61 (Secure Objectives 3 and 2 and Kingslayer).  Kingslayer was the important one, it gives d3 VP (I got 2VP) for having killed his warlord (it applies even if the enemy's warlord has been killed in a past turn).  I belatedly moved my Immortals towards Objective 2, and got the Tomb Blades in range of some Crisis suits.  Combined fire wounded a few suits and killed 2 for certain.  The Praetorians re-assaulted, got in, and killed the last plasma suit, and consolidated towards Objective 3.  The Riptide and Byrahn combat remained inconclusive.  I achieved Kingslayer as stated above, but not the other two.

Turn 4 - Tyler

Tyler had #35, and got #66, #51, and #15 (Big Game Hunter, Overwhelming Firepower, and the Tau Feigned Withdrawal: kill 1 enemy unit that started within 9" of a friendly unit).  The last squad of suits was forced to arrive by the rules, and came down by Objective 5.  Still Tyler's dice would not cut him a break, and scattered them away from the objective.  In shooting, Tyler wounded many of my models, but only killed for good my single retreating Destroyer.  We finally remembered that Byrahn was supposed to be making Fear checks, rolled for it, and he not only failed the Fear check, but lost 2 of his 3 wounds, and the assault.  We were both I2, we had an equal chance for a sweeping advance or not...Tyler rolled a 5, I got a 6.  The dice be fickle.  At least that one Riptide pilot can tell the tale of forcing a Necron Overlord to run like a wuss.

We called the game at the end of Turn 4.  Tyler had 3VP from Tactical Objectives scored, 1VP from Line Breaker, and we agreed he got 1VP from Slay the Warlord (because Byrahn was falling back at the time the game ended), for a total of 5VP for Tyler.  I had 6VP from Tactical Objectives scored, and 3VP from First Blood, Slay the Warlord, and Line Breaker, for a total of 9VP.  Lahker victory!

Summary: the dice screwed Ty, the 'crons refused to die.  I'm glad I won; I'm not glad I won not so much by my own skill as by Tyler's dice actively rebelling against him over the whole game.  Hopefully a rematch can be arranged in the future, for a fully honorable duel when the dice aren't being so ornery.

Extra Pics:


Going to ground from Riptide fire.


Unrelated Wraithknight on the next table.



Byrahn realizes fighting two MCs just might be a bad idea.
New Tomb Blade color scheme!...not that they did much this game...

Tuesday, January 19, 2016

Battle Report #19: Casual Lahkers vs Chaos Space Marines/Orks


Played a casual match with Ike recently.  I got to test a Maelstrom list for Byrahn to lead, a list that wouldn't fall apart on Turn 2, and see Ike's newly-painted Iron Warriors.

Command Center ate my list, so here it is in regular old type form.  We played 1750 point lists.

Lahkers CAD
Necron Overlord (Byrahn) w/warscythe, phase shifter, Veil of Darkness
10x Warriors in Ghost Ark
10x Immortals w/gauss
3x Tomb Blades w/particle beamer, shield vanes, nebuloscope
7x Lychguard w/hyperphase sword and dispersion shield (with Byrahn)
8x Triarch Praetorians w/voidblade and particle caster
Destroyer Cult:
Destroyer Lord w/Solar Staff, phase shifter
3x Destroyers
3x Destroyers
3x Destroyers
3x Heavy Destroyers

Ike's Iron Warriors & Orky pals
Iron Warriors
Chaos Lord w/power sword, plasma pistol, Mark of Khorne, sigil of corruption
10x Cultists w/flamer, autopistol-and-CCW
10x Cultists w/heavy stubber, autoguns
20x Chaos Space Marines w/Icon of Vengeance
4x Chaos Space Marines w/bolt pistol-and-CCW, Aspiring Champion has 2x lightning claws and gift of mutation, all in Chaos Rhino (dirge caster, extra armour, dozer blade, smoke launchers)
3x Chaos Spawn, each on their own
Mayhem Pack:
3x Helbrutes w/multi-melta, power fist
Orks
Painboy w/urty syringe, dok's tools
10x Boyz in trukk
5x Deffkoptas w/choppa, twin-linked rokkit launcha
10x Lootas w/deffgun and stikkbombs

We rolled Big Guns Never Tire on Dawn of War deployment.  Objectives were placed nearly straight across the center of the table, one each in the big ruins, one in the very center by the giant Chaos meat patty, one in the round cacti field.
Warlord traits: I got Eternal Warrior for Byrahn, Ike got the one on the CSM table that lets him infiltrate D3 units.


From left to right, I deployed the Praetorians, Lychguard with Byrahn, Immortals, Destroyer Lord, and Ghost Ark as my front line.  On my second line, left to right, I had Destroyers, more Destroyers, and then the Heavy Destroyers.  The last squad of Destroyers and Tomb Blades I kept in reserve.



Ike put the Chaos Lord, his Rhino, and the Boyz and Painboy in their Trukk went in the center.  On my right he put the Deffkoptas, and on the very table edge, in the ruins, the Lootas.  Three Chaos Spawn, each alone, were spaced roughly equadistant across his front line.  He had the two Cultists squads and the 20-man CSM blob infiltrate at 18" away, the CSM going in the center, the Cultists in line with the two large ruins.  He held his Ferrus Infernum Dreadnought and Helbrute Mayhem Pack in reserve.

GAME TURN 1


Turn 1 - Me

I moved the Praetorians, Lychguard, and Destroyer Lord up, intending to use them to stall Ike's advancing units.  Both regular Destroyer squads moved up too, one behind the Praetorians, one into cover in the central ruins.  In the Shooting phase, I picked off a few models here and there, but didn't do anything spectacular (though I may have killed one of the Spawn).

Turn 1 - Ike

Ike uniformly moved his army forwards, sending the Cultists into the ruins on my left, his Trukk and CSM blob into the center, and scooting his Deffkoptas up to threaten my Ghost Ark.  The Chaos Spawn rocketed across the field, one targeting my Praetorians, one targeting the Destroyers in the ruins, and where the third one was either dead already or died in a boring and unmemorable manner.  Speaking of dying.  The Deffkoptas opened up on the Ark, and it Jinked both them and the Lootas' shooting.  Ike's shooting was about as (in)effective as mine, killing maybe one Praetorian and Lychguard, and a Destroyer in the ruins.  The Spawn all got into combat, one dying to my Praetorians, the other having more success against my Destroyers.

GAME TURN 2


Turn 2 - Me

I rolled reserves, and got both the Tomb Blades and Destroyers.  I deep-struck the Destroyers in Ike's back line, and brought the Tomb Blades in on my right flank to deal with the Lootas.  Turn 2 moving was very similar to my Turn 1 moving, with the exception of the Immortals and Heavy Destroyers shuffling forward further for better targets.  I made a tactical blunder on my left, bringing my Destroyers too close to the Chaos Rhino, and not screening the Rhino with my Praetorians.  I wrecked the Rhino, but the Chaos Lord and his squad slipped out towards my Destroyers which had not been properly screened by the Praetorians.  Yes, I am still kicking myself for this.  The Immortals and Heavy Destroyers dealt a few wounds to the Deffkoptas, and the Tomb Blades killed a few Lootas, and would have killed a lot more had I remembered they had the Nebuloscope (AP4 blasts with Ignores Cover = a lot of dead Orks).  The Lychguard and Destroyer Lord charged the CSM blob and began hacking them down to size.  I lost a Destroyer to that annoying Chaos Spawn in the ruins.

Turn 2 - Ike

Ike rolled for reserves, got his Infernum Dread in, but thankfully did not get the Helbrutes.  The angry Chaos Dreadnought used Outflank and waddled threateningly onto my left flank.  The Chaos Lord lunged at my exposed Destroyers on the left flank, the Trukk dropped its Boyz in the center field and then backed up towards my deep-striking Destroyers, and dropped off the Painboy.  The Deffkoptas chased my Ark around.  The Lootas and both Cultist squads sat tight in their cover.  The Deffkoptas once again failed to hurt the Ark.  Not much else happened in Shooting, I may have lost a Praetorian to the Cultists.  Then the Chaos Lord got stuck in with my Destroyers, the Spawn ate my last Destroyer in the ruins, and the Boyz joined in the Lychguard-CSM mosh pit in the center.  The Painboy got into combat with my Destroyers.

GAME TURN 3


Turn 3 - Me

The Immortals, Heavy Destroyers, and Tomb Blades scooted further into my right flank.  The Praetorians realized their terrible mistake and doubled back to bail the Destroyers out, or at least avenge their deaths.  This time, I remembered the Nebuloscope, and wiped the Loots out in one volley.  I think I disembarked the Warriors from the Ark, seeing that it would be Jinking for some turns to come.  The rest of my turn was passed in assault, where the Lychguard, Orks, and CSM all whaled on each other in good old bloody hand-to-hand combat.  Byrahn and the Destroyer Lord were having a blast.  All three squads were losing models, but I was coming out on top thanks to my the Lychguards' 3++ and AP3, and the fact that all my models were T5 or T6.  The Praetorians got into the CSM-Destroyer combat and began slapping down Chaos Marines.  Not much happened with the Painboy-Destroyer combat.

Turn 3 - Ike

Ike finally got his Helbrutes in, and had them deep-strike roughly in my center back line.  The Helbrutes weren't terribly effective in their shooting, but did pen the Ghost Ark and bring down its Quantum Shields.  He had his Painboy head towards my Destroyers in his lines.  Again, most of the turn was in assault.  The Chaos Lord and his CSM killed my Destroyers, however my Praetorians killed off all his bodyguards.  The Infernum Dread waddled into combat, assuring my Praetorians' eventual destruction.  I think the last Spawn had run over to join this combat at this point.  My Destroyers put a wound on the Painboy.

GAME TURN 4


Turn 4 - Me

The Warriors scrambled into the spiky plants to hold the objective there, and the Heavy Destroyers got as far away from the Helbrutes as they could.  Seeing how low my model count was getting in the Lychguard-CSM combat (I'd killed the Orks off at this point), I send the Immortals over to make sure I won the fight.  I had the Tomb Blades cruise towards the Cultist squads as well.  The Heavy Destroyers immobilized one Helbrute and reduced it to 1HP.  The Praetorians killed the Chaos Lord and Spawn, and then were squashed flat by the Infernum Dread.  Worth it.  The Immortals joined the Lychguard-CSM combat, and helped Byrahn and the Destroyer Lord deal the final blows.  Byrahn and his one remaining Lychguard consolidated towards the objective and the Proxy-Helbrute, and the Destroyer Lord headed for the large ruins with the Cultists.  My Destroyers killed the Painboy and consolidated towards the same Cultists.

Turn 4 - Ike

Ike had the Infernum Dread head towards center field, and had the Helbrutes fire on whatever they could.  I think I lost a Tomb Blade to them.  The Deffkoptas, what few remained, tried to chase down my Destroyers behind Ike's lines.  Then the Infernum Dread headed for my Tomb Blades, and I think the Proxy-Helbrute charged Byrahn and the Lychguard.  The other Helbrute charged and annihilated my Heavy Destroyers.  My models held fast and I believe Byrahn wrecked the Proxy-Helbrute in a single round.  The Destroyers got stuck in with the Cultists, and lost one Destroyer to a dangerous terrain roll on the charge.  Meh.  One Cultist made his t-shirt 6+ save (Destroyers have no AP), proving that products from a Noise Marine concert can come in handy.

GAME TURN 5


Turn 5 - Me

I had the Destroyers move into the large ruins to contest the Cultist-held objective, with the Destroyer Lord following close behind.  Byrahn and the Lychguard headed for the remaining mobile Helbrute.  The Immortals killed the remaining Deffkoptas, and the Ghost Ark (still alive, to my surprise) turned towards the Helbrutes.  The Destroyers-Cultist combat went nowhere, the Destroyer Lord whiffed on his charge, and Byrahn charged and killed his second Helbrute.  (Props to the Lychguard for being an excellent meat shield.)

Turn 5 - Ike

Ike's remaining Helbrute shot at Byrahn, I believe, and was once more frustrated by the Lychguard's 3++.  The Infernum Dread marched into combat with my Immortals and killed four of them.

I get the feeling we actually went for 6 turns, but I don't know for sure.  I didn't take notes for this game.  I do know it didn't get to Turn 7.

Regardless, at the end of the game, I had 2 objectives (6VP), and Slay the Warlord and First Blood and a Heavy Support kill (3VP total), for a final total of 9VP.  Ike had 2 objectives (2VP), Line Breaker, and one Heavy Support kill (2VP total) for a final total of 8VP.  Lahker victory!

Ike said afterwards a Khorne Daemonkin list might have been better.  I personally think it was a worthy list, the only problem being his Mayhem Pack didn't make it in till turn 3.  Not having 9 total HP of angry Chaos walkers to deal with until things were half over was 40-50% the reason I won, I would say.  I liked how this list panned out.  I want to get in the practice of winning games again without resorting to the Decurion.

Extra Pics:


Do not apply Chaos Spawn to face, hands, body, belongings, friends, or anything, really.


How not to screen enemy units off.
Best fisticuffs I've seen in a long time.