I'm not sure Arks of Omens will go down as a great meta, but Demons and Disciples of Belakor in particular have been a joy to play in this gunline heavy meta as the most aggressive army that's resilient for shooting to try and deal with all the bonkers firepower in the game at the moment.
Whilst I was very happy with the list, I took to Beachhead I did want to change things up - when I 'finish' a list I tend to have less fun playing it and there is a bit of change for sake of change going on. I did want a second Fiends unit so that came in - I was finding when the first unit was taken out, I could be a bit slow in on the second wave, a second unit would helpfully keep the pressure up. What came out was a bit tougher - the easy swap was for Exalted Flamer and Chariot, but this created a big problem with my already very scant options for Banners stretched beyond breaking point (and with character protection the Exalted has some great Despoilers of Reality play.) The initial solution was to change flamers from 5/5 to 4/3/3 for extra action play, but this had the minor side effect of having the list illegal with 7 elite units. Solution was to very reluctantly drop a Nurgling squad and a single flamer - it really reduced my up-field screening and obsec which wasn't ideal. In a different meta this is probably a big mistake, and I was very worried about it in general but in AoO hopefully the extra killing power would make up for it. I was also able to purchase a staff of change for my Changecaster and hoped the retail therapy would lead to an improved performance after it underwhelmed at Beachhead. So this is what I ended up with:
Game 1 - Secure Missing Artefacts v Blair Hall's Imperial Knights
(As list hard to read 3 Big knights, 4 Small is super quick summary)
My Secondaries: Bring it Down, Reality Rebels, Banners
Opponents Secondaries: Assassinate, Grind them Down, Yield no Ground.
Pregame thoughts: Imperial Knights can be a real problem for Daemons, but this list looks much better with 3 big knights compared to lots of little ones. There isn't much in the Knights arsenal that can deal with Belakor - especially when he can ignore a scary melta/chainsword to the face each phase with Blessing of Belakor making it damage 0. Secondaries felt strongly in my favour, and going second Knights were going to have to extend first. If I could keep them away from my top left objective and murder everything in the middle, it was going to be hard for Knights to keep up on an attrition basis unless they could high-roll Belakor.
Final Result - 100 - 46 Win for Demons.
Postgame thoughts: A rare and welcome 100! This was a tough match up for Knights, not helped by probably over-committing in the top of their deployment meaning I could stop 3 Knights moving up with a single unit each turn - having more in the south side of their deployment meant more could break out easier. Belakor was MVP - normally his value is more in fear-factor than damage and technically he only killed a single knight - but that ignores the fact he did around 60 damage to 3 of them. Comfortable win first up - was able to do a solid job into a favourable match up.
Round 2 - Data Scry-salvage v Matt Strong's Tau
My Secondaries: Reality Rebels, Banners, Warp Ritual
Pregame thoughts: Decisive Action (Kauyon), No Prisoners, Banners
Pregame thoughts: Tau always fill me with dread to an extent, but some noticeable advantages on my side here. Similar to problem from Knights, the Hammerheads fall victim to me being able to ignore the damage from their shots (although not the mortals) so unless both go through Belakor 4+techncially-not-an-invul-save which they can't ignore, and I've burnt my CP I can thank them happily all day long. The Crisis suit is a much bigger threat - but 'thankfully' it's so hard to interact with it I don't really have to worry about it and can just ignore it. The Coldstar's teleport is a scary proposition, as is the prospect of low rolling some saves against the Riptides Ion Accelerators, but I have a lot of threats they potentially have to deal with. Similar when facing most gun lines plan is simple - rush them, overwhelm with options and use what survives to smash into their lines.
Chaos Demons win 96-47
Postgame thoughts: Comfortable win in the end, when the Fiends bounced off the Crisis suits I got briefly worried a comeback might be on the cards as I was starting to get stretched but in reality was a long way ahead even if Tau had managed to turn on the damage to such an extent that they could clear there lines. Data scry can be a funny mission for the match up - its open enough that gunlines can really thrive, but it worked in my favour here well enough that Tau had to commit multiple units over several objectives to slow my scoring and ran out of chaff quickly as a result. Was an interesting moment when my Beasts unit tagged the Riptide were if they could have kept it in combat would have probably ended the game there and then, in the end it didn't matter but it's one of the reasons I'm so in love with the Beasts for their ability to change games in a way other Demon units can't. Wonder if a moment like that will come up again?
Round 3 v Conversion v David Irving's Iron Hands
My Secondaries: Reality Rebels, Banners, Warp Ritual
Opponents Objectives: Behind Enemy Lines, Codex Warfare.
Pregame thoughts: Ever since playing Nassim's Relic Contemptor Dread I've had an unhealthy fear of the undiluted mass firepower that monstrosity can put out. And here it's not even the scariest gun by a comfortable distance. Finding out what the Astraeus could do (Void shields, 18+2d6 damage 3 shots, some small arms firepower, hitting on 2+ re-rolling 1's with 1+ armour save -1 damage on top of Iron Hands FNP when buffs were applied) was unsurprisingly a daunting experience especially when combined with a healthy contribution of Scouts/Phobos for scoring and yet more guns. Secondaries meant Iron Hands couldn't really play a passive game in theory, but in reality would near on max (to quote David - if I table you I get max points right?) and whilst my secondary game wasn't bad I was going to have to disrupt primary a few times - this wasn't a mission I was happy with banners but didn't fancy any of the other options. Plan was to ignore Astraeus unless it got close to Belakor and focus on everything else.
Final Result: 93-68 win to Demons
Postgame: Absolutely buzzing after this, without question one of my favourite wins in 40k ever - was reliving it blow by blow with a silly grin on my face entire journey home at end of the day. After turn 1 I was worried this was going to be a brutally short game and margin of victory in the end was hugely flattering - David ended up splitting firepower ambitiously in the last turn to potentially get within 3-5 points and ended up low rolling a little to leave my few battered models alive. Beasts keeping the Devastator squad in combat with Belakor and rolling badly enough to just keep them in was huge, really happy I spotted the opportunity to do it (unquestionably would have lost without it) but a large slice of luck as well. Very, very happy with this and would be almost as happy to never fight the Astraeus again.
Round 4 - Tide of Conviction v Nicholas Willingale's GSC
My Secondaries: Reality Rebels, Nourished by Terror, Despoilers of Reality
Opponents Secondaries: Ambush, Broodswarm, RBD
Pregame thoughts: So, my basic plan for GSC over 9th has been very simple - don't overthink things and be aggressive, which is easier said than done and my last game v GSC has resulted in me conceding going into GSC T3 with Belakor and 3 skull cannons v most of GSC army. GSC feel like a very bad match up for me with lots of obsec bodies - mass volume of easily buffed firepower that isn't that worried about Daemon Saves, ability to get first blow in reliably via DS and ignoring all my lovely hit modifies combined with an incredible secondary game meant I was very concerned going into the game. This played into my choice of secondaries - Reality Rebels was a lock in, Nourished by Terror (points for fleeing models) felt like I was going to need morale work here and even more importantly, was more stylish than No Prisoners (also I felt that if I was chipping away at squads and they were regrowing models I could score a few points rather than having to kill at 20 in a single go.) Despoilers felt easier than Banners as well - I wasn't confident I could keep them up and being able to hopefully bank a safe 8 if going first felt like a better bet.
I very deliberately didn't play too much around first turn charges - I'd give up so much board control to do so and after some deliberation decided I'd rather have my Nurglings provide obsec on my objective than kind of-screen-out some bikes (different gameplan if I had 2 units still) instead choosing to rely on natural demon toughness to hopefully do some work rather than box myself into a corner - I wanted to have the chance to break out in the open if I went first.
Final result - 91 -55 to Demons
Postgame: Funny game, brutal for 3 turns were both of us were trading blow for blow with only a single 4 point primary between us (excluding mission bonus) over first 3 turns - thankfully whilst RND/Broodswarm were racking up points I was keeping track with Reality and Nourished by Terror which rather impressively had been maxed by turn 2 and combined with a surprisingly low scoring ambush meant I was keeping up with secondaries, even if I had to delay Despoilers right to end before scoring points on it (and was relying on scant infantry models to do so, very concerned I wouldn't be able to at one stage.) GSC just ran out of bodies before I ran out of Demons and whilst not as extreme as last game, I was very worried on several occasions. As usual in a tight game - the Beasts were excellent and using Draught of Terror to regenerate them several times was back breaking for GSC as they ran out of damage - they would have been MVP's but I think the morale phase probably takes it - with all the combined debuffs from Demons and fragility of their models to the Demons in combat, if GSC didn't roll a 1 for morale around a third of the squad at least was running on a regular basis.
Round 5 v Tear down Their Icons v David Gaylard's Imperial Guard
Secondaries: Reality Rebels, Banners, Warp Ritual
Opponents Secondaries: Inflexible Command, Boots on the Ground, Banners
Pregame thoughts: So, plenty of pros and cons to this match. Biggest issue by far the Kasrkin and there 'it's totally the intent to do 18 mortal wounds combo' still intact, with the Finial banner a pretty close behind given how hard it shuts down Belakor. Heavier on Sentinels provides another issue that it's hard for anything really to reliably take them out outside of Belakor as units like Fiends/Beasts struggle with the combination of high toughness and volume of wounds. On the better side, my list didn't have any great targets for the Mortars and -1 to hit from Warp Storm could dent much of the output from the Russ's, even if Finial likely kept most of the rest of the army pumping out damage faster than I'd like.
Secondaries should be reasonably even - even if I was likely going to have to sacrifice more to achieve mine but real issue came with the mission - Planting Bombs in this mission is horrible for Demons and much easier for Guard, especially when outflanking. Going second, I could potentially play safer and try and run Guard out of units to score Boots with and take a late lead on secondaries with last turn scoring, as it was, I was going first which meant I went to much more aggressive rush them down plan - wasn't necessarily a bad thing but did dictate how I played.
Final Result - Guard win 98 - 73
Postgame: Fun fact, did some maths after game and realised that 27% of my tournament defeats in 9th edition are now at hands of David (Played 78, won 66, lost 11 and a draw combined total with 86% win/draw rate for those interested) and the score sadly sits 0-3 in his favour. First time the Demons have lost to guard, so interesting looking bad thinking what went wrong compared to others. Things which didn't help include rolling only 1 then 2 for Warp Storm points in first two turns which meant I couldn't get the -1 to hit up and the Russ's really did take advantage which didn't help but it wasn't decisive by itself. three main points stood out after the game:
1 - Overprotective of Belakor which I could have addressed
2 - As result of having to use Herald Chariot to Warp Ritual rather than cast FNP on Fiends up top, meaning they died cheaply.
3 - David using more units to secure home objectives I could contest.
3 Obviously I can't do much about, how dare people play well! Keeping level with the guard wasn't going to win me the game, so I was happy with the overall 'rush them' game plan. What's annoying is that fear/overly respecting Finial led to Belakor being delayed and not contributing to Ritual casting. Having lost Belakor cheaply to Finial-related firepower before and I was overly careful him when I needed him just to soak damage for Fiends instead. Even doing that I could have teleported him 9 inches in front of guard/within 6 of centre and force them to deal with him turn 1 and get ritual off. Hard to say what happens from there - possibly a world where I feel sad that Belakor died too cheaply but I think I need to force a situation like that on this mission to win and Fiends causing Havoc in backlines easier than Belakor sounds great. David went on to win the event
So ended up 10th overall with 4-1 record, reasonably happy with it - would have loved to finally get the win over David as felt the match up was reasonable but given the armies overall hard to argue with 4-1 feeling reflective with the win over GSC being very tight and the Iron Hands win feeling incredible as certain highlights. Was great catching up with rest of Fire and Dice team some old foes and chatting demons with a few of the other players there.
List felt good overall, in the current meta I'm happy with how it ended up - over the 3 events I've run it/variants of the list its only lost to Mani Cheema/David Gaylard who've both gone on to win the event. Belakor still feels a bit of a tax IMO (really feels his sweep should be damage 2) but does provide a lot of utility and without him the Knights game would have been very different. Also, without him the army is illegal, which has to be a point in his favour, and he does drastically change the maths on the Beasts.
The Beasts still the MVP of the list, every time the game has gotten close, they have won the game. It was interesting that in the first 2 games where I was on top throughout, they did little but when it was needed, they stepped up and even in the loss v Guard put in a shift. I wouldn't want a third unit given their speed and if the meta called for the extra Nurgling unit I'd probably drop 1 to have a 3/2 split and still have most of the effect, but I love them to bits - erratic damage output and all (if they whiff on mortals they tend to kill 1/2 of anything tops.) They were so crucial after Fiends went in to stopping people retake ground and I could gush on about them for paragraphs. Would be even better if I remembered they could explode on enemy's when they die more than once a tournament as well.
Fiends/Flamers and Skull Cannons all were great, hard to separate them out. Skull Cannons didn't have as good a tournament as Beachhead, but they add such a unique role to the list and their ability to add another dimension is invaluable to the otherwise exceptionally close-range demons and I think if I took them out the chance for opponents to rack up some primary points very softly would noticeably go up. Flamers are great, nice option for banners, hard to shift at range and murder light infantry so well - 9 feels like a real bare minimum for them. Fiends equally great, MVP v Tau and excellent at rescuing tempo v GSC. I probably should consider using one in reserve more and utilising Belakor's Warp Locus to reduce my footprint on the board, but then I get worried about Belakor dyeing and play more defensively which feels wrong.
Nurglings sure were there, hurrah? One feels like it's too few to screen effectively but they did their job well and did contribute heavily on primary v Iron Hands putting in a low-key masterclass of primary.
Exalted Flamer was a bit of a let-down, but provided useful action monkey options and against GSC did have a few really key moments to help push back the onslaught. The real disappointment was the other HQ's. Tormentbringer on Hellflayer did kill Leontus and provide 5+ FNP/Warp Ritual points but downgrading to one on foot and saving some points does feel a real option - you get a lot for the points you spend on the Flayer (13 extra attacks of various quality, wounds/toughness/save improvements) but in 15+ games it still hasn't really had a defining game. One to consider if I tweak the list. Getting the 'needs improvement' award again is the Changecaster. Sadly, the new staff/different model used didn't improve its fortunes, it managed a single Bolt of Change cast over the tournament doing a single mortal and I think only managed one mortal from a smite as well with its largest contribution shooting 2 Neophytes with its staff in terms of kills. To be fair, its ability to teleport around and place banners has contribution at score, and something does need to stay at back and put a banner down - I just miss having a cheap 50-point cultist-esq unit to do it.
On a sadder note this might be the last blog post I do on this site - storage limits getting reached means cost jumps to an eye watering amount per month if I want to continue here so if anyone has any recommendation for a free site to host something like this please let me know. Otherwise will think how to do these in a different format or you'll see a suspiciously similar named site pop here up soon.
Hope you enjoyed reading this - going to be diving into World Eaters soon and seeing if my fear that they are a great Nephilim army trapped in a AoO meta prediction is true or if they are better than I gave credit for as they look like a lot of fun to play and I have a A4 Really Useful Box full of old Berserkers itching to KILL! MAIM! and probably not BURN given there's almost no flamer options in the book. If you enjoyed this recently started a podcast chatting about the competitive scene and our local league, were we talk various match ups with a couple of friends, you can find at https://open.spotify.com/show/6g3TJdkmgG7sC2XNHLUFWm or on iTunes if you search for Warhound League.
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