Space Marines vs Tzeentch Daemons: Start Collecting DEATHMATCH Game 6

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[Music] it's back baby welcome to the stock collecting Death Match where 16 of the main factions in Warhammer 40K Duke out in a knockout tournament using only their stock collecting boxes my name's Guy you're watching midwinter Minis and in this matchup we've got the pride of the emperor The post-human Living Weapons the Vanguard Space Marines facing off against the minions of change the otherworldly Demons of zinch while these games are essentially just for fun you should get a good idea of how these armies play in small competitive games and learn their strengths and weaknesses just from watching we're now in game six and it's been a while since the last episode so let's have a quick recap of the rules and scenario and then we'll check out the armies in this tournament all armies no matter the point value or power level will be limited to three command points at the start of the game the custom built arena is combat Patrol size objective scoring zones and deployment zones are marked out with white lines and the board is symmetrical games last just four turns and the battlefield has three scoring zones one in each deployment Zone and one in the center each worth five victory points if held uncontested in your command phase starting from turn two The Zone mortalis walls are heavy cover they block line of sight and they can be scaled affording climbers a plus one save bonus each player can select one secondary objective basically for tiebreaker purposes but if the scores are still tied at the end of Turn 4 the battle will go on for one more turn and despite the name it's not just a kill Fest there are tactics involved if an army is ahead on point at the end of Turn 4 they can still technically win even if they've been completely destroyed that should give more tactical forces a fair shot of taking the title now I'm totally inexperienced with playing both of these armies so I've got my friends aunt and Phil here to make sure we have a fun competitive game right then let's have a look at the armies take it away ant hi there Stan here back again for one of these battle reports and I'm playing these Space Marines today today I am playing the Vanguard box set and they are going to be playing as Crimson Fists so the Army consists of the lieutenant and he's got iron resolve as a warlord trait that gives him one additional wound and also it gives him a six-up feel no pain so any wound that he loses on a six he doesn't lose it which could come in pretty handy against all of these mortal wounds that zinc are going to be dishing out to me you've got a unit of suppressors with auto cannons they're jumpy so they can move about wherever they want you've got the infiltrators that's a squad of 10. they're pretty sneaky they can actually set up wherever on the board as long as they're nine inches away and then you've got three eliminators with the sniper rifles they've got a choice of three different rounds that they can shoot depending on the target they can line weight they've got these cloaks that gives them an extra one-up save and just overall pretty sneaky really so the great thing about this Army is that they've got a lot of shooting power they can move around the board and zip about and they've got this rapid fire rule which is great now Space Marines would normally get the combat doctrines which would allow you to have a minus one on certain weapons at certain stages of the game unfortunately that isn't really going to come into play here because of all of the invulnerable saves that the zinc Army have so what the Crimson fit allow me to do is shoot any bolt weapons and then on any sixes that hit I add an additional hit on top of that so that is all of my units apart from the suppressors with the auto cannons now although the shooting is good the zinc have got these invulnerable say waves and they've also got these really nasty psychic ability which this box set just cannot really counter that easily I think this is going to be a really really tough match for the Space Marines okay hi I'm Phil um I've been allowed to borrow guys wonderfully painted zench demons today so my Army consists of the Fate skimmer who has been my warlord he has the ball of sorcery warlord trait which gives me plus one to my psychic tests so he has the impossible robe as a relic which is brilliant and at any point of time if he fails a um safe he can just choose to make the attack damage zero he has two psychic powers the Boon of change and the bolt of change they're both called to something of change we have a unit of 10 Horus a very short range shooting unit but they're exceptionally tankiest the entire Army has a three plus invulnerable save against shooting and they have the ability to split off into little Horrors and because guy has painted up the Fate skimmer without the little blue Horrors on them I've got three blue holes to play with today but no Brimstone hers which is a bit of a problem I've got a unit of screamers that are flying death stingrays that want to hurt you as they just fly over your heads I've got a unit of flamers who are absolutely amazing they get up close and they set you on fire and I have an exalted flamer he's basically just a bigger nastier flamer that makes my Flames even better the secondary objective I've chosen today is slay the warlord because ant warlord is only six wounds and I think I've got a very good chance of killing him for my secondary objective I have chosen domination which means that if I control two objectives I get an extra three victory points on top of the victory points that I'd get for controlling those objectives anyway also both of the armies are battle forged Patrol detachments so we'll start with three command points and generate one in each command phase so in terms of my deployment here the main goal is to try and take as many objectives as quickly as possible so that I can gain that secondary objective now my lieutenant I know is going to be the target of a lot of attacks here so that Phil can score that Slade a warlord so I've put him right at the back still on an objective and I've put my suppressors around him because they have got a huge range so they can basically just sit there shooting stuff as long as they can see it result my snipey boys I've put on the wall so they're gonna get plus one to the saving Pro they've got enough range so they can just be dishing out the shots then what I've done is rather than combat Squad my infiltrators I've started them into a Great Big Blob of 10 and stuck them in the middle on that objective thanks very much to their concealed positions rule which means that they can basically set up anywhere on the battlefield as long as more than nine inches away from the enemy without deploying infiltrators in the middle of board I have decided to be super aggressive I've deployed my Horrors and my flamers right up in the middle and they're just gonna run straight at him so I can try and take that middle objective so the screamers and the Fate schema both have flies I've hidden them behind the wall there and they're going to be able to fly straight over and try to get that Lieutenant other than that my plan is to just be hyper aggressive I've got its first term which is great for me that's exactly what the Space Marines need okay so first term for the Space Marines going into my command phase I'm gonna gain one command Point bringing me up to four and then I'm gonna play orbital bombardment stratagem so it's free Command points it's pretty pricey but it means I can put a marker down on the battlefield and then anyone that's within six inches of that marker the next command phase then they're going to be scoring D3 mortal wounds within three inches I'm sorry that's going to be D6 mortal wounds take that zinch I'm pretty comfortable with where my Army are actually sat at the moment so I'm not going to move any models this term now on to my shooting phase this is where I've really got to try and do some damage here those flamers are really nasty I do not want them coming up into my face so I'm going to Target the flamers with my infiltrators my eliminators are also going to go into the flamers and then the auto cannons on the suppressors guess what they're also going into the flamers I want them wiped out what did they do to you they're disgusting okay so infiltrators they're going to be shooting first they haven't moved so they get rapid fire even though they're outside of that half distance it wouldn't normally count so that means they're going to be having 20 shots coming in against those flamers hitting on threes remember due to Crimson fists because I scored two sixes that means two additional attacks are gonna go on top not bad flame is a toughness four that means I'm going to be wounding these on fours but re-rolling ones because of the warlord trait these infiltrators have got the infiltrator comms array which means they still benefit even though they're outside of that six inch range that would normally apply that's seven that actually go through and wound all of my Army has a free plus and vulnerable save against shooting attacks and that save cannot be modified in any way so I failed three wounds there so that's one dead flamer next up to shoot these snipey boys those eliminators are going to be using a hyper frag round which means that it's a heavy D3 let's see how many shots we get so that's a two I'm happy to take that no command Point re-roll here so that's a total of six shots going through to those flamers hitting on twos that's one six that's one additional attack and one miss so effectively we still got six hits everything's good string five of the weapon toughness four freeze two wound it's three wounds actually going through to the flamers we could have another dead flamer on the go here I can't afford at this point of time to lose another flamer so I'm gonna command reroll one of those Dice and one survives with one wound what are those dice are they dice for ants okay so continuing with the shooting now it's the suppressors turn these have got some heavy cannons coming through three shots each heavy three oh strength seven though let's see how the flamers handle this little slice of cake threes two hits shame I don't get the exploding sixes on these because they're not bolt weapons but let's just go with it strength seven on the suppressors versus the toughness four of the flamers freeze the wound re-rolling ones due to the lieutenant being very close still a miss well that's very unlucky I think my dice might be cursed so that's two damage each those flamers are gone I am so relieved so I'm pretty comfortable with that first turn I'm out of range of anything I'm not going to do any more charging I am just going to sit where I am let's have a look at my secondary objective though domination at the end of my turn if I'm controlling more than half of the objectives I get three victory points I'm controlling more than half so let's score those three victory points right now now let's see what zinc can get up to I'm sure it's going to be a bit tricky I'm a little bit shocked that my flamers are dead didn't expect that straight away but let's see what I can do now in my command phase I get one more command point at the start of every turn for a demon's player now they now get to roll on the warp storm table they get to roll eight Dice and every four plus they give them a warp storm point that they can spend on cool funky demon powers I rolled my Dice and I managed to get three out of eight not great but better than nothing okay so I'm leaving the horrors in the backfield because they should be in range to shoot at the infiltrators but they're also able to claim that back objective I've moved everything up the exalted flame and needs to get close so he can use his flame attack weapon and the screamers and the fight skimmer need to be up close to be able to do anything at all so now it's clearly the best phase in the game psychic my fate schemer has three psychic powers has smites like everyone does boon of change and bolt of change I'm going to cast Smite against the infiltrators because they're the only possible Target and I'm going to cast bolt of change against the sniper boys as they're now known that's unlucky I really need that psychic power to go off so I'm going to use a command point to re-roll both of those dice that's much better so when bolt to change is cast you roll nine Dice and for every five plus you do a mortal wound if a model is killed another mortal wound is inflicted on the unit I managed to inflict two mortal wounds so that's a dead snipey boy and another one that's been wounded now going to cast Smite on the infiltrators oh that's a shame I really needed that to go off but I've already used my command point in this phase so nothing I can do there I am loving these white dice rolls that psychic phase could have been scary as hell but actually I got lucky with them roles let's see if my shooting face is going to be any better I'm going to shoot the horrors at the infiltrators directly in front of them the exalted flamer is going to try and get Vengeance for the death of his little buddies and also shoot the infiltrator and the Fate skimmer now has a shooting attack and they're going to shoot the snipey boys so we'll start with the Fate skimmer he needs three pluses to hit with his staff of change that's three hits I'm happy with that strength seven so I need freeze to wound well that's disappointing as well so I'm going to need a six to save this snipey boy so close unfortunately that is one more snipey boy down so I'm gonna fire the exalted flamer next I'm going to use the pink fire so that's two D6 shots okay I'm happy with that that's 10 hits so the pink fire need fours to wound okay again really not about to roll bear eight wounds AT AP minus two with one damage each so five plus is needing on this it's not impossible free saves made free wounds go through one damage each which means one Dead Space Marine and one on just one wound okay that was a little bit disappointing I expected to do a little bit more damage there let's see if the pink Horrors can do any better Two Shots each at range 18 and these are three plus to hit okay so that's seven misses I'm really happy with that okay so I'm going to choose to use the stratagem minions of magic which allows my Horrors if they get a six to wound to have an AP value of -3 now the Horizon strength four so I'm going to need fours to wound only one sixth there so that's only one hit at minus three but there are a lot of hits so I'm happy with that and all the other attacks are at minus one AP so that's still really good first up saving the AP minus three needing a six that's a two oof so that's one Dead Space Marine so far okay fours I'm needing on the save oh my God only two saved oh that's three dead Marines that's Vengeance for my flamers so that's the end of my shooting face I'm quite happy with that I think the exalted flamer could have done a little bit better but I think the horrors pulled it out for him now on to my charge face I'm gonna charge the screamers and the Fate skimmer straight into that unit of infiltrators yeah you know what and the flamer as well so I could OverWatch but I've only got one command point and I'd rather save that for later during the fight phase so yeah they can just come into me so I needed between five and six inches for every single unit and every single unit charged in obviously they're still very very angry about those flamers that died before they got to do anything at all okay so I'm going to start with the Fate skimmer they have screamer bites with the two screamers that are putting them to that six attacks hitting on fours and wounding on freeze only one wounds so okay uh I need a six to save this otherwise it's another dead Marine oh that's completely the opposite of what I needed so that's another dead Marine so even though ant took that Marine away because they charged this turn the screamers can still Pile in and get stuck in and try and eat their faces so the screamers need to hit on the four plus that's not great but I'll have to stick with it so the scream is the strength six so they're going to need three plus to wound now I will command point that too because I want to get as many of these wounds through because they are minus free AP that's much better okay so I need four sixes these are doing two damage each so everyone I found was another Dead Space Marine oh my God that's for Dead Space Marines Marines that's Vengeance for my flamers my sweet innocent famous so I can now consolidate my screamers I think they're going to turn around and go straight back to that one surviving snipey boy the snipey boy let's see if we need a leadership test so he's got a leadership of eight he lost two so if I was to roll a D6 I'd get eight anyway so there's no way he can fail it so he's staying put on his little wall so that's the end of my turn one it's a little bit worried at the beginning there because my entire plan hinged on those flamers coming up and burning those Space Marines alive and they died before they got a chance it's a little bit disappointed with the psychic face normally they can do a little bit more but that combat phase completely turned it around for me I'm starting turn two with much fewer bodies on the board than I had in term one command phase on turn two let's just give myself an extra command point also I'm scoring five victory points for holding that object active at the back it ain't much but it's honest work my orbital bombardment marker is still on the board and within six inches is the Chariot and the exalted flamer so each one of those are going to be suffering D3 mortal wounds so Cherry at first uh it's a one okay one is better than nothing right and the flamer takes two now on to my movement phase I really want to try and deny that objective in the middle so I'm going to use my suppressors to do that by moving them forward closer to the action now with the snipey boy hmm I'm going to move him down so that he can charge those screamers that are gonna come into him anyway so might as well try and tie them up a little bit shooting phase so those suppressors are going to be shooting at the flamer because they've got a funky little rule that actually prevents OverWatch being fired when they score a hit the sniper boy is going to take a shot at those screamers and then the lieutenant is also going to take a pop at those screamers so selecting the snipey boy to shoot at the screamers first let's choose the hyper frag round how many shots are we getting oh dear D3 and that's only one shot because it moved heavy weapon rather than two it's gonna be hitting on threes lucky six remember it's a bolt weapon so due to Crimson first first in get an extra attack on that one strength five versus toughness four of the screamers threes to wound two hits two wounds all of my demons have a free plus and vulnerable safe that's a three and a five my screamers are absolutely fine now on to my left tenant he's gonna be shooting into the screamers because of Bulge discipline he gets to shoot twice rather than just once thanks to Rapid Fire Two Shots needing threes to hit two score string four toughness four of the screamers we need balls oh we got two wounds going on right here I still only need the three plus because of my crazy zench demon stuff those screamers just don't care let's see if the suppressors can actually save any face here so it's three shots each they are going to be hitting on minus one so forced to hit whilst that could be seen as disappointing shooting I did score three hits which means that the Special Rule on the suppressor's gun causes the flamer not to be able to OverWatch pretty good because um they're going to be charging him next threes needed to wound two wound better than the Pokemon I have a stick three plus to save again oh I actually failed one that time that's two damage onto the exalted flame on to my charge phase I'm going to use a stratagem here called Hammer of Wrath this allows the suppressors to charge in and for every model in that unit I rolled a D6 if I beat the target toughness which is a five in this case it means that it does an additional mortal wound three coming in unfortunately no that's no wounds got close with a five but close is not good enough in my charge phase I've got the suppressors gonna be charging the flamer and I've got my snipey boy he's going to be charging into the screamers the suppressors are in because they charge because of shock assault they get one additional attack each so that's 10 attacks coming through into the flamer needing threes to hit so that's six hits that have gone through so far nice just drink four on those suppressors hitting toughness five on that flamer and even fives to wound not so good yeah but there's two wounds going through you know let's see if it's enough to kill it I only get a six plus save in combat so let's see if he can survive this there's no chance he's dead so with the flame are gone I could consolidate my suppressors into that Chariot but I'm not going to don't worry about it it's cool no you can just stay there and not be in combat range with me thank you say don't want you are you sure Auntie sure you don't want to come into combat nope now onto snipey Sergeant boy would normally get three attacks but because of the shock assault he's pushed in and charged that means he gets an additional attack needing threes to hit huzzah three hits I'll take that it's gonna be forced to wound so uh that's two wounds interestingly for a unit that wants to be in combat the screamers only have a six plus safe oh I saved one so one wound on the screamer well my scream has survived so now it's time for me to bite his face off so the scream was hit on a four plus let's see how they do yeah that's good so they have a strength of six and they're wounding on a three plus with an AP of minus three that's pretty bad but if I score a yahtzee here that's going to be fantastic right yeah as expected he's toast I'll consolidate the screams towards the jumpy boys I want to make sure they get eaten next that's the fight phase done pretty painful but no leadership test to take so uh we're all good here so end of my turn I've got my secondary objective domination all my Vanguard units have objective secured which means that right now I'm actually scoring both those objectives which means I score three victory points so at the start of my turn I get one more command Point his Horrors are sitting on that back objective so he scores five victory points too and now I get to roll on the warp storm table to see if I get any cool funky effects five out of eight some cool stuff I can do with that okay so in my movement phase those Horrors are gonna stay exactly where they are because those suppressors came straight towards him which is what they want my screamers are going to fly over the top of those suppressors because they've got a cool slashing attack for when they move over in enemy unit and my fate schema is going to go straight towards his Lieutenant who I have now named Alan the scream is a really cool rule called slashing dive when they move over an enemy unit you can roll a D6 for each model and on the four plus the enemy unit suffers a mortal wound so that's one mortal wound okay so now on to the best phase of the game psychic face so my fake skin has gone straight for Alan and is going to cast both Smite and bold to change to try and take him out if I take him out that's my secondary objective completed so because Alan has been targeted uh for a psychic attack he actually has this warlord trait that is the brella query of gothamar which means that basically it's minus one on a sidekick for the test my fate skimmer has the Boon of sorcery as his command traits which gives him plus one to his psychic tests it's a kind of equaling out the odds seven plus to cast bolt of change that's a nine every five plus is a mortar wound so let's see how much damage Alan's gonna take from this five mortal wounds for Alan all right all right all right okay this is this is pretty frightening psychic phase he only normally gets Five Wounds so that would be him dead right aha but because his warlord trait is iron resolve it means he gets one additional wound bring them up to six wounds and then on a six for every wound he takes he doesn't feel it just shrugs it off like the boss that he is all right okay it's one six but that means there's only four mortal wounds so Alan's got two wounds left still in the game but let's see what happens against Smite okay I'll take that that's D6 mortal wounds on Alan okay that's a one I'm gonna use a command reroll for that because I need it not to be a one this is a bit better so three wounds three six up feel no pains let's see if we can do this oh boy all right that's two sixes uh which means only one mortal wound goes through Alan has got one more wound he is still in here fighting like a trooper okay on to the shooting phase I'm gonna get the horrors to shoot at the suppressors try and take them off that middle objective and the Fate skimmer is going to try and take that last wound off Valen so suppressors have been declared as a target of a shooting attack now I can play this stratagem smoke screen because they have the smoke screen keyword which means that in order to shoot them they are minus one to hit throwing down that smoke screen oh you can't see me it's like John Cena right okay that's a really nice trick but I'm going to use deluger fire from the warp storm effect table at the start of my turn that costs four warp storm points but that gives all of my units plus one to hit to ballistic skill okay so I'm firing those Horrors at those suppressors I need a three plus to hit okay that's really good suppress this is toughness for Horizon strength four so I need fours to wound okay so that's five wounds AP minus one so that's four plus saves only one damage each time okay that's not bad three saves go through to those suppressors so one day suppressor and uh another one on one wound okay so the fake skimmer's gonna shoot at Allen now normally he needs three pluses to hit but because of that warp table effect he's only gonna need twos okay that's two hits It's a strength seven so that's gonna be three plus to wound okay that is only one wound but there is an AP minus four is down to this six up feel no pain can Alan survive this oh my God Alan you are the luckiest person alive right now I feel like Alan may actually be a zinch cultists in Disguise so onto the charge phase so that's the six for the screamers to charge into the suppressors and six for the fake skin with the charge into Alan so we're gonna start with the screamers they've got three attacks each Force to hit but with a strength of six it's gonna be freeze to wound so that's only free to hit okay that's only two successes I might use that last command point and that one just to see if I can get another wound through that's better that's three wounds through on the suppressors now and with an AP of minus three only got a six plus safe okay so I saved one about two hits have gone through with two damage each that is the suppressor unit wiped out suppresses suppressed so the Fate scream is going to charge into Allen now needing Force to hit that's three hits again distinctly average with strength six and Allen's only got a toughness of four so that's two wounds on Allen again minus three AP okay six up saving throw for Alan all right okay so that's two that have gone through but he does have this six up feel no pain when he receives a wound oh it's one saved one goes through Alan I'm sorry bud but you're toast so that is my entire Army wiped out so with the lieutenant Dead He's My warlord Phil's gonna score that secondary objective that's going to be six victory points so we're just matching with victory points but on Phil's next command phase oh boy he's gonna get another 15 victory points so there's no way that I can win this well done Phil good going these Inc guys they mean business good luck to whoever's facing them in the next matchup but you know Alan gave it a good go well done Alan let's be more like Alan well I'm really happy with how that went the free plus environable safety shooting is just insane the only weakness is in combat with only six plus save on most units so I think against something like Orcs that want to get into combat with you they're going to have a really tough time but against shooting armies Space Marines Tau Elder even I think they've got a really good strong chance against any of those well that was pretty intense lots of twists and turns and loads of fun but we ended in a pretty predictable result I think especially considering it's one of the newest codices versus literally the oldest 9th Edition codex that means the Demons of zinc go through to the next round and once their turn comes around again they'll be facing off against the Thousand Suns that should be an intensely Killy game Mortal wounds coming at you from all directions the next fixture though is the Astra militarum versus the slaneshi demons and don't worry I won't make you wait a whole year for it I promise if you want to see how I painted the Demons of zinch or made the backdrop of the Arena there'll be Links at the end of this video to follow and before I go I'd just like to give a huge loving shout out to the newest members of the midwinter minis patreon family who without exaggerating here help us keep the lights on camera's running and the coffee brewed to keep making videos like this for everyone to enjoy huge thanks to Kyle McCallum buck Hodges duck what Chris Jackson Harry the Harlequin Tim Moyet L Sid Carl Allen Robert Barbosa khalidius one Alan Purdy Alan Baker Marcus Cornett Clarissa T.S coote01 Kevin daisho mola mola broken heroics Jordan Miller Scott Bradley Benjamin Penman Gareth Davies James rushworth Tommy Davis Ricky ziahut Gareth peek Stuart Pollard midnight Mist Nicholas Crosby Matthew 6252 corn Honey Nut crunch Landon Fulton Dylan wood Apex Elliot made a punk Jonathan Cuda Mickey Dean get stick bugged Tommy Atari grub and Doug lawyer thank you so much for watching please like the video to help other people find it subscribe if you want to see more and I'll catch you next time bye for now [Music] foreign [Music] [Applause] [Music]
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Channel: Midwinter Minis
Views: 123,841
Rating: undefined out of 5
Keywords: start collecting, warhammer battle report, 40k bat rep, warhammer deathmatch, deathmatch, space marines batrep, tzeentch daemons 40k
Id: 6lUF8ZRycFg
Channel Id: undefined
Length: 29min 48sec (1788 seconds)
Published: Tue Oct 25 2022
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