themanbelow:
You may be right about the daemonsmith. But as they're blunderbusses you'll want them in 11x2 ranks which means at least on the first turn you lose a bit of combat resolution and with no BSB or stubborn you could lose and flee on the charge before your Iron Daemon has countercharged. There's plenty of units that could mess you up in combat and do that.
With the 22 shots a whole game: You only have 12" range so any unit can potentially charge you without being shot once(especially cavalry). They will then get stand and shoot from you but with your D3 multi shots you'll only get 22 if you roll a one.
I would say you don;t need much on a daemonsmith at this level. especially if he's next to a warmachine. Give him charmed shield should be enough.
Strange lists like this are how we find out new tactics though which is always good!
And yeah let me know how your battles turn out.
MLP
I think I will now refer to you as mystic MLP...
Got tabled by High Elves with this list. In summary:
HE 1st turn: His bolt thrower dealt 3 wounds on Iron Daemon. Pushed all his troops up.
CD 1st turn: Stupidly moved my IG up a little. Positioned ID to get ready for counter charge. Killed 2 Phoenix Guard and my magma cannon killed 2 spear-men (only unit in range).
HE 2nd turn: In charge range of IG, with his chariot & spear-men. He gets in with both (double 6 for the Spear-men) and I declare a stand and shoot on the chariot. Guess what? As you predicted, I only get 1 on the D3 and manage only 3 wounds in total , letting it get the charge with only 1 wound remaining and at that point I knew it was game over. 2 charges, a banner, and no stubborn spelt disaster.
He also gets 2 more wounds on the train with the bolt thrower (That thing is seriously annoying).
So back to the combat, I get pummeled, losing 5 IG iirc. I obviously kill the chariot on one wound, and he wins combat by 4 I think. I fail leadership and throw a 3 for my flee.....= 1 dead unit (I wish I had taken your advice now!!!)
CD turn 2: I mess up my magma cannon by rolling another 2 and only getting one model in, so decide to re-roll and guess what? I misfire and pop goes the magma cannon. The ID kills another 2 Phoenix Guard.
So to cut a long story short, its all going terribly now and everything you said is coming true.
With no supporting attacks, eventually the ID gets into combat and dies with 5 wounds on it already and being charged by lots of his troops, means it was never going to end any other way. The sorcerer dies after a couple of rounds of combat, and the game ends on turn 4 or 5 I think, with a tabling of the CD.
I don't know why but so far Ive really struggled with the magma cannon and seem to do much better with 2 deathshriekers. I certainly miss the long range and I think that may have helped remove the bolt thrower. I also think I miss a khan or two to get rid of those types of annoying things.
I want to persist with the blunderbusses as they served me well before, but as you suggested I think I will put a Castellan in there next time.
I will probably try a list something like this (unless you have any new suggestions)...
1 Deathshrieker
1 Deathshrieker
1 Castellan with enchanted shield
22 x IG with blunderbusses (full command)
1 Khan with giant wolf and a spear
1 Khan with giant wolf and a spear
3X bull centaurs with standard
I make that 998 points in total.