Deredeo, Daemons, Disco - Test Game I

I played my new 2000 points list with Deredeo, Disco Lords and Daemons for the first time yesterday. It performed close to how I wanted it to during theory-crafting.

The game was Seize Ground with Front-line Assault I played against T'au with..

T'au Battalion (T'au Sept)
Shadowsun
Fireblade
3 x 5 Fire Warriors
3 x Riptide (Advanced targeting system, Target lock, Heavy burst cannon, Smart missiles)
2 x 11 Shield Drones

T'au Battalion (T'au Sept)
XV8 Commander (4xCyclic Ion lbasters)
Darkstrider
3 x 5 Fire Warriors
3 x Stealth Suits
Dayhak Grekh

T'au Vanguard (Sa'cea Sept)
Coldstar Commander (4xFusion Blasters)
Ethereal
3 x Firesight Marksman

I picked Headhunter (4), Butcher's Bill (4), Ground Control (4). My T'au opponent picked Old School (3), Big Game Hunter (4), Kingslayer (3)

Round 1
I lost the roll to go first but managed to seize, so the game-plan here was to use the Disco Lords as distractions, using one to hunt some Fire Warriors and one to stop the Riptides from using Kauyon by getting into combat with at least one. So I ran a Disco Lord straight at two of the Riptides, while the other Disco Lord ran in the opposite direction towards a objective and some Fire Warriors and Firesight Marksmen. The rest of the army moved forward with the Deredeos staying stationary.

The Havocs and the Butchers on the Deredeos managed to kill 10 Shield Drones and put a few wounds on a Riptide and the HBolters killed two Stealth Suits.

The psychic phase went well, I managed to Warptime the Disco Lord that was heading towards the Riptides and got it within 1,1". My other psykers killed a that The Greater Good only triggered for another Riptide and a Fusion Commander, because of this I only took six wounds in overwatch and I proceeded to pile-in into another Riptide and a Fireblade. Drones ate most of the damage from the attacks but after the combat phase the Riptide had taken six wounds and two more Shield Drones from the other unit were dead. All and all I successful first round and he would not be declaring Kauyon with two Riptides having to move.

His round he falls back, kills the Disco Lord in his backfield and only manages to do 12 wounds to a Deredeo and killing two Plaguebearers and the Brimstones. He grabs Kill More I grab Hold More.

Round 2
I deep-strike my second unit of Plaguebeaers into my back-line while my first unit continues to move up the board with my psykers.

This round I kill the Last Stealth Suit and the rest of the Shield Drones with my Deredeos. My second Disco Lord flames and charges a unit of Fire Warriors and secures a 5th objective. In the Psychic phase my psykers kill another unit of Fire Warriors putting me at 4 Kills for the round.

He moves his two Commanders up the board smack behind my Deredeos and together with the Riptides declaring Kauyon they kill all three and three more Plaguebearers.

I get Kill More and Hold More and the Bonus for controlling 5 objectives so even if I lose most of my back-line firepower I'm feeling good about the round.

Round 3
Having lost my Deredeos last round (I expected this to be the board state before) I switch gears and set up defensive positions controlling 75% of the board and 5 objectives.

I use my last Disco Lord to kill one of his Farsight Marksmen and my psykers kill a Riptide and a unit of Fire Warriors.

He shoots the las Disco Lord of the board and manages to kill my second unit of Plaguebearers down to 18 models, I get lucky and roll a 1 and get three back, putting them on and above that very important 20 model count.

I managed to secure Kill More, Hold More and Bonus. And from now on it was a race to survive until the end of the game while holding the board.

Round 4
I stopped pushing forward and only made smaller adjustments to be able to get my psychic powers off where I needed them. I killed the last unit of Fire Warriors and a character, put some wounds on a Riptide and left it at that.

In his round I used Warp Surge for the first time in the game and he had to choose between shooting -2 to hit or -1 to hit 4++ Plaguebearers. He shoot at the 4++ unit with his two Commanders and Riptides getting them down to 4. Killing his Cyclic Commander while overcharging. I saved them from dying to morale and scored Kill More, Hold More and Bonus.

Round 5
More of the same, psykers kills some characters and does some wounds to a Riptide. He kills my
small unit of Plaguebearers and some models in my other unit, we both know from a few turns back that the game is over.

I get Kill More, Hold More and Bonus.

Round 6
I get a Infernal Gateway of with 11+ cast killing the one Riptide I've been working on and Shadowsun as a bonus.

Game ends 39-19 in my favor.

Final Words
I really like this list, it's active in all phases and quite deadly in most.

  • Great board presence 
  • Great shooting with indirect fire (love Greater Havoc Launchers)
  • Great close combat in the Disco Lords
  • Great psykers with the Thousand Sons
It's also a fun list to play, that don't really fall apart after losing any particular unit, and I feel that it will consistently score high even when behind or losing.

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