Second time at Beachhead Brawl, it had ended up being the penultimate tournament I'd attended before Covid and felt like a different lifetime ago despite it taking place at the tail end of 8th edition, back when Iron Hands were at the top of the tier list as Marines blew their opponents away from long range whilst sitting in devastator doctrine all game. The more things change, eh?
So, I went into the tournament with the aim to build a list that was as resilient to shooting as possible, I'd been to a RTT with Disciples of Belakor before and both there and in casual games I'd been impressed with them in this respect. The aim of the list was to give as few soft targets away as possible - in particular those with a bad profile v Mortar attacks which is why the list ends up with no Daemonette/Bloodletters, both otherwise excellent units I didn't fancy getting shelled off with artillery (spoiler warning, this did end up being a very important consideration.) This is what I came up with:
So as a quick rundown - I wanted to run Disciples of Belakor army of Renown for 4 reasons - 1, I wanted to use a pretty decent mix of all the gods units anyway so the restrictions weren't too bad, 2, without Daemonette/Bloodletters I needed some Obsec which Nurglings get in DoB, 3 Beasts of Nurgle can get full hit re-rolls in DoB (which combo's really well with their 6's to hit to 2 mortals ability) and finally they get access to 3 strats of note - move through enemy units in movement and/or charge phase, a Janky morale strat that could be used to heal or bring a dead model back on a wound (which works with the Beasts ability to heal up to resurrect one at full health in effect) and 2 CP ability to reduce the damage of a failed save to 0 to completely no sell a hit from say a Hammerhead or Multi-melta making the big/medium demons really obnoxious to shift.
I didn't really want to run any big demons either in the current meta with so many armies having ways to just ignore toughness with 6's to hit auto-wounding on Votaan/Eldar/Guard so the aim was to have as many units that were awkward to shoot rather than fewer big units that were easy targets to gang up on.
For the units themselves - Belakor is an auto-include in the most literal sense in the army and unquestionably the next choice given their heroics in my last RTT (write up also on site) were 2 squads of Beasts. There provided much of the jank in the list and were the unit I made sure to inform my opponents their rules of the start of the game - 6-inch heroic, high mortal potential (10-12 if given full-rerolls from Belakor) strat potential to stop units falling back and healing to full at end of every phase combined with T6 7 wounds 4+/5+ Deamon saves to make them an absolute pain to deal with. Next up was a big squad of fiends and a Tormentbringer on Hellflayer to give them a 5+ FNP. These combined with the Beasts and Belakor gave me 4 units that could go into midfield and hopefully exchange blows in a brawler way as opposed to being a pure trading piece with it hopefully getting either an over committal/under committal given how each unit had its own form of defences to make damage allocation difficult.
Flamers of both the regular and Exalted variety were next - despite the nerf these are still great units and a vital source of infantry for Banners/action points with a trio of Skull Cannons for 2 reasons - popping transports and filling up Khorne slots - with a desire not to take Bloodletters it was really a choice between these and some Flesh Hounds and again, the extra toughness to help v mortars was a strong reason to take the Cannons. Finally, Nurglings gave me some much-needed obsec/forward deploy, a Changecaster for some mortal's potential and a Hellflayer to ensure I had enough Slaanesh units rounded the list out.
Mission 1 - Secure Missing Artefacts v Ross Tully's Craftworlds
My Secondaries: Banners, Reality Rebels, Warp Ritual
Opponents Secondaries: Behind Enemy Lines, Wrath of Khaine, Banners,
Pregame thoughts: Very confident about this pregame, but some potential stumbling blocks. As the mission were the objective moved, I was able to move the Eldar home objective into the open and potentially clear it at long range with Skull Cannon as they didn't really have any unit aside from Avatar that was happy tanking the damage from them repeatedly. In addition, craftworld didn't look like they had the firepower to trouble me - outside of a real high roll from the Fire Dragons which I could null one of failed save if needed. The Avengers/Hawks and Spiders did have the required type of firepower of mass damage 1 to cause me/Belakor in particular trouble (Hail of Doom Shuriken spam does fell like a very bad matchup for DoB) but there didn't seem to be enough of it to worry me. As such it felt like I could keep a distance and with flamers/Cannons keep a ranged duel to a reasonably even level with my superior defences if not firepower and with likely a superior secondary game over Eldar, the Craftworld were probably going to have to commit first with much squishier units especially when they roll of for first turn giving me easier chance to rack up a 12 in final turn. The Avatar, clearly designed to be buffed up with FNP from the Farseer did provide a unit that could cause problems but I was confident Belakor could duel it well enough, especially if I could deny the fortune at any point. The 2 Phoenix lords with their phase caps and obsec were the real potential stumbling block as units I was unlikely to be able to deal with a single turn and steal an objective, but as Eldar builds go this was one, I was happy to face.
Final result - Demons win 95-57
Postgame thoughts: Comfortable win for Demons, Ross admitted he over-committed too early and I was able to punish Eldar heavily and really set them up on the back foot for pretty much the entire game. The Avatar and Asurman did genuinely threaten to cause problems when they killed Belakor but when the Beasts ate up the Avatar the Craftworld fightback and contest disappeared with only a small-scale scraps going their way after that.
Round 2 - Conversion v Matthew Edginton
My secondaries: Reality Rebels, Warp Ritual, Banners
Opponents Secondaries: Inflexible Command, Banners, Boots on the Ground.
Pregame thoughts: Well absolute acid test of my 'let's try and be resilient v artillery build.' Having played guard a few times in casual times I was reasonably confident pre-game about this, overly so given how things started as I underestimated Expert Bombardiers out the game, thinking my large amount of natural -1 to hit + Warp storm for another -1 to hit would keep me largely safe. Main thoughts pregame were just to focus on Cadian/Kasrkin murder as much as possible to limit guards primary and try and make Boots as awkward to score as possible. Otherwise, plan was to largely rush forwards keeping the Tzeentch characters hidden at the back with a cheeky Skull cannon/Chariot nearby to ensure that Guard couldn't easily clear my home objective via mortars.
Final result - 85 - 59 to Demons
Postgame thoughts - Praise the Beasts! Dear lord did I underestimate; Expert Bombardiers and the sheer quantity of buffs guard put out, combined with the Kasrkin and the "Banner of ignore all the defensive rules" devastated my army out the gate. I typically expect Belakor to take a full shooting phase to kill - with every game I've played v Guard in friendly games Belakor taking 19 damage in the shooting phase (3 times clinging to a wound, dying only once due to taking a wound on a perils that would have otherwise been a fourth timing living on a wound) but a larger amount of concentrated units around the Banner of ignore all the defence in this game destroyed him in record time well before halfway through Guards first shooting phase. Heroic doesn't really cover what the Beasts did this game, 5 of them (later 6 thanks to one coming back to life) pretty much took on about 1500 points head on whilst the remainders of both armies scrapped around on the flanks. Technically the scoreboard was pretty one sided but the game felt anything but with just about everything apart from the Beasts hiding on the edges of the board popping out to destroy any Guard that left their quarter of the table as they did their best to duck, dip, dive and dodge the ceaseless artillery raining on them. Very happy to escape the game with a win.
Game 3 - Abandoned Sanctuaries v John Spence's Iron Hands Successors
My Secondaries: Reality Rebels, Banners, Warp Ritual
Opponents Secondaries: Codex Warfare, Behind Enemy Lines, Retrieve Battlefield Data
Pregame thoughts: Ever since facing Nassim's Iron Hands back at a Kent GT I've had more than a healthy fear for the souped-up Iron Hands Relic Contemptor with its fearsome rate of firepower and mortals' potential had potentially to really rip into most of my squads and whilst Daemons to fare better against melta/Grav spam than most armies they are still very scary to face down. On the bright side, the combination of BEL and RBD as secondaries on the Iron Hands side did potentially allow me to play a more passive game if I could weather the attrition damage and hide, especially as I ended up going second and Iron Hands were very light on combat units, potentially allowing me to boss the 3 midfield objectives well - Banners wasn't a great pick on the mission in general but it played very much into this aim.
Demons win 94-34
Postgame thoughts: This went way better than expected in just about every way. Belakor led the way tanking I think 7/8 saves against the Melta, failing one which then got reduced to damage 0 due to Blessing of Belakor, which mean that I actually ended up outshooting Iron Hands on turn one in terms of damage dealt which was a nice surprise. Probably the most damning statistic from the game was keeping Iron Hands to 0 on Codex warfare, despite their fearsome array of heavy weapons they didn't manage a single unit destroy with them all game as the Fiends realistically won the game for me turn one with their charge/pile in tagging what felt like everything on note with the Beasts playing an excellent supporting role
Game 4 Recover the Relics v James Brown's Votann
My Secondaries: Warp Ritual, Banners, Reality Rebels
Opponents Secondaries: Ancestors Wrath, Bring it Down, Lay Claim
Pregame thoughts: Only my second game v Votann which bring together the worries about what they can do. After some Googling/help from the Hydra Discord overnight felt much more confident. Whilst Judgement tokens getting around toughness -1 to hit's was an issue Votaan didn't have a lot of units that could deal with Belakor with the Hearthguards volkite-esqe guns being the main concern as well as the potential mortals from Beam weapons. Given the relative lack of mobility on Votann side combined with me going second giving me a great chance to deny Lay Claim points at the end, as well as Bring it Down being a relatively low capped secondary in the match up which again provided an aggressive approach meant I could be very passive up in the match up as even as favourable primary game from Votaan could be swung by the secondaries in my favour, with end of game scoring on my side and a fairly forgiving primary on the mission it was going to be hard for Votaan to push outside of the two Berserk units which could cause a problems, especially encased in their Land Fortress which I had no intention to shoot.
Final score - Demons win 97 - 50
Postgame thoughts: Very happy with this, with Votaan worried about me teleporting units into the backfield they were caught early on between pushing and holding back and scoreboard pressure could slowly build in my favour. Broadly as hoped scoreboard pressure did force them to commit first as the attrition at range damage was going very slowly for them with demons roughly keeping pace - when things committed was able to blow them away, albeit with some luck around the Berserks making the process smoother than anticipated. Chatting after the game realised that me and James actually work literally the other side of the road from each other so hopefully get another match in future.
Game 5 - Death and Zeal v Mani Cheema's Dark Angels
My Secondaries - Warp Ritual, Banners, Reality Rebels
Opponents Secondaries - Codex Warfare, Oath of the Moment, Behind Enemy Lines
Pregame thoughts - So this is a tough one. Both of us want to be in mid-board but Mani's list has both more durability thanks to the perma-transhuman and damage output with the Thunder Hammers to take my army on with more fast disposable assets and better ways to get obsec. On the bright side - there is much less shooting here than all previous lists which is nice and there's no doubt the terminators are going to be aggressive and the Beasts do have the potential to do some serious damage to a squad. Belakor's fight last and the mortals from the Changecaster do give me a nice edge to help soften things up and mess with the fight phase. Plan is to draw terminators in, try and take out one, keep the rest tied up in the middle then run away from them and smash the flanks - largely happy to realise I'm not gone to own the middle for long, but putting enough pressure that it allowing the flanks to be clear of terminators. Mental Interrogation might have been better than Ritual here with game plan, but only needing 3 casts for 12 points is nice.
Final result - 94 - 67
Postgame - Aaagh. Felt like a real missed chance. Nurgling picked up lots of primary, Beasts did some damage and Belakor killed plenty of characters but just needed one more big punch turn 2/3 which I couldn't land. Changecaster was a serious disappointment this game - felt like they had a few chances to go big but continually low rolled on casting and did a grand total of 1 mortal wound in the game. Belakor didn't do much better with DA denying both casts that could have made a unit fight last as well and low rolling smites. With the hindsight of this turn 3 I'd have moved Belakor to go kill speeders and move back into the centre turn 4 but I felt at the time I had a real shot and doing a crippling blow to the terminators, something which didn't pan out - a fights last and potential to keep things in combat as well to get extra swings in might have just broken the grip DA had on the centre. As it was, I couldn't crack the castle and DA managed to slowly crack open the flanks as a result. Mentioned Warp Ritual earlier - it worked out in the end but was probably a mistake and I'd have liked not to pick banners here (only score 3 in the end from it) but I'm not sure what I'd have picked instead, Despoilers and going all in on going first for an easy 8 would probably be the pick or looking back Assassinate would have gone well, but it wouldn't have made a material difference here. Tough match up, but not impossible and would love to have a second crack at it.
Game 6 - Tide of Conviction v Martyn Cooper's Astra Militarum
My Secondaries - Warp Ritual, Banners, Reality Rebels. Could probably have predicted that.
Opponents Secondaries - Inflexible Command, Boots, RND
Pregame thoughts - Lots to like on my side here, mission forces guard to be aggressive and close so hopefully I can cause some real pain. The extra Leman Russ > Artillery also isn't a bad thing with lots of the AP wasted v the Demons. Like Before the Relic Banner and Kasrkin both are real threats and the Rough Riders to provide a very credible counter-charge option compared to previous game v Guard. Reasonably confident about this going into it still, felt like a good match up/mission. I went second which I wasn't thrilled about (I'd have love to get into position early in the mid table to threaten out) but did mean that I had inevitability on end game scoring and could take things slower as a result.
Demons win - 79-65.
Postgame thoughts - This was close and much closer than final scoreline does credit for - certainly one, possibly 2 combats were 1 less mortal proc for the beasts and guard win. For most of the battle guard were scoring much better than I expected and when they got a 12 on turn 4 with Obsec things were getting very tight. Thankfully the Beasts Spiked on mortals at a couple of critical times to free themselves up otherwise I think guard would have taken the win. Think I arguably played a bit too passive with end game scoring in mind and almost didn't make it - especially as I probably threw away a flamer unit keeping a Leman Russ locked in combat when it didn't really mind + I could have used the Beasts strat to keep it trapped potentially anyway. Beasts were again finishing the game with 4 of them, potentially should have had more. Last turn the Gatekeeper cannon spiked and did 7 or 8 auto wounds v the squad on the top left and my tired brain for some reason thought they needed exactly a 5 on the dice to pass, rather than a 4+ invul. About 5 minutes later I realised I'd rolled at least one 4 and 6 and counted them as failed in my head costing me at least one Beast. No idea why this was the case, and thankfully didn't matter in the end, but probably a good indication that I wasn't at my best (although Martyn was probably in a similar boat with a hangover and voice going.) Couple of mistakes here - firstly not making sure to kill the Chimera, little bit of a low roll on the dice but on a potentially critical moment should have make sure to overkill it rather than let it live and probably should have sent Flamers back turn one rather than raise a banner so I could push the Beasts forward earlier and cause more of a pain to the Guard. They were more aggressive than I anticipated as well which didn't help, really capping my primary and I badly needed the last turn swing that the Beasts were able to deliver - they started slow but more than made up by the end of the game with 2 critical moments of obsec Leman Russ murder as I limped over the line at the end with a scoreline that really should have showed a tighter game. Martyn ended up finishing as top Imperial Player (separated out from Marines.)
So, 5-1 overall with a loss to Mani who won the overall event winner made up a more than respectable outing for the Disciples as I finished toward the bottom end of the 5-1 bracket finishing 11th out of 124 players - my 2 games v Guard pushing my score down compared to the others in the same range. Was noticeable there were a lot of very high scores above me, anecdotally it looked like a lot of games were real blow outs when one shooting side went first v another leading to games with plenty of 100's scores. I have to say I'm really not a fan of the meta at the moment at the moment, whilst the players than had 5-1 or better had a nice mix of lists it really felt like overall oppressive shooting heavy meta (even with decent amount of LoS blocking terrain at the event) exacerbated by how hard it is to interact with some of the lists and the passive scoring of Guard/Marines. It was weird that Vottan of all things felt like the most 'fair' shooting given they actually had slow speed/poor secondaries to balance out their firepower and occasionally some of my defensive rules mattered v them. Felt like bringing an infantry based CSM list like I was running in Nephilim would have probably been a real nightmare given the match ups I ended up playing.
I really liked the list overall as a response to the current meta. Comparing to the other demon lists that were there that tended to have another big guy (often Skarbrand to deny fall back) and more Daemonettes/Bloodletters I much preferred my variant with Beasts/Skull Cannons as alternatives. Skarbrand feels like too much of a risk personally - worried they will get shot of if I start them on the table, or screened out of action if he's in deep strike (even with Belakor's Warp Locus which I feel would only force me to play more defensive which him to ensure I can deliver Skarbrand, when I often want Belakor acting as a damage sponge.) It was noticeable that without question the unit every single opponent waxed lyrical/complained about of mine was the Beasts and they were unquestionably the star of the list. Given their lack of speed I wouldn't want a third unit and they really need Belakor's re-rolls for damage and they can be swingy, but when they are good, they change games in a way few other units can match - at the same time they can secure objectives via heroic, tie up large amount of units, tank and be a damage sponge and with extra jank when needed.
In the really good units - Flamers/Exalted Flamer and Skull Cannons. Flamers took a pretty hefty nerf which reduced them from - seriously murder everything, to serious murder infantry and chip away at anything else. They also fulfil a really crucial role of being able to plant banners and often act as a clean-up squad for things trying to break out when I'd pinned them in - consistently awesome, especially in the current shooting heavy meta. Skull Cannons didn't change a game as much as anything else but just contributed time and again in lots of ways, securing my backline, screening out things and often tag teaming with Changecaster to make my home objective super resilient to mortar fire
Belakor is a hard unit to rate. The army doesn't exist without him, and the only match he really got close to getting his points back was the one I lost v Mani. Was horrendous into Guard, bit disappointing v Craftworlds and very good into Iron Hands/Vottan without killing much. Very handy for Warp Ritual, incredible buffs on Beasts and his unique spells didn't come up successfully once but powerful options. If I could steal a Chapter Master from Marines and have them follow the Beasts around and spend the rest of the points on something else (Soul Grinders always look appealing to me or more Fiends) I would, but it's not an option.
Nurglings, Hellflayer and Tormentbringer on Hellflayer all get a - hey you did an ugly job well. None of them got there points back once, but wasn't there aim. Nurglings helped with screening and objective control and did well, Hellflayer tended to act as a distraction 'hey shoot this' and Tormentbringer's buff/spells were useful - not sure I need the relic, it's been disappointing in literally every single game I've used it, but the potential of 8 Damage 3 attacks feels like it must be good at some point! If I had better strats I'd drop the relic, but I'll probably keep it.
Only really disappointing unit is a unit I know is good - the Changecaster. Fun fact, every single time they tried to cast Bolt of Change they failed and across 6 games I think they only managed one Smite as well. Part of this was semi-deliberate, with banners so often they stayed at the back and had the option to teleport around to catch up and did force some screening from players. In match ups were Nurglings had to forward deploy, they were probably the best unit along with the Exalted Flamer to keep back, put a banner up and could swing up field later if needed. A very poor tournament for a good unit.
Changes for the list is hard, because of the nature of the Army of Renown. I'd be happy to drop the Hellflayer, but nothing jumps out as a good replacement as it would have to be Slaanesh, and I'd have to drop another unit to get my next choice (more Fiends) and keeping the balance of God/points is really tough then. Exalted Flamer and Hellflayer getting dropped for Fiends works as a nice upgrade in power, but really leaves me lacking on Banners then, especially if Flamers are taken out the fight early. In a previous (much less optimised) edition of the build I had Korvax Knights in as allies. These were very good and provided some vital obsec, but they did provide an easier target to shoot a lot of the time and lead to some cases were Reality rebels felt very stretched which wasn't ideal. Not sure there's an easy way to tweak the list, as much as make a new list entirely with its own pro's/cons as there plenty of other good Daemon units (Flesh Hounds/Screamers in particular I'd like to have depended on how meta evolves.)
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