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Post by Arguleon Veq on Nov 21, 2008 15:47:19 GMT -5
Ok, the start of another BatRep series, I will be using a variety of lists for this as I have a large Warriors collection, the first will be very magic heavy.
Game 1 - Vs Vampire Counts - 2000 Points
Magical Onslaught Chaos List;
Sorcerer Lord; Barded Steed, Runesword, Blood of Tzeentch, Mark of Slaanesh, Extra Level. Sorcerer; Extra Level, Power Familiar, Book of Secrets. Sorcerer; Mark of Tzeentch, Conjoined Humonculous, Infernal Puppet, Extra Level. Sorcerer; Mark of Nurgle, Rod of Torment, Extra Level.
10 Warriors; Shields, Standard, Banner of Wrath, Mark of Slaanesh. [Joined by Tzeentch Wizard] 22 Marauders; Slaanesh, Full Command, [Joined by other 2 Wizards so 6x4].
6 Hounds; 5 Marauder Horse; Flails, Slaanesh. 5 Knights; Champ, Standard, Slaanesh.
Hellcannon; Spawn; Spawn;
I would be facing a Blood Dragon army;
Lord; Extra Level, Dread Knight, Red Fury, Lord of the Dead, Crown, Dreadlance. Vamp; Avatar of Death [Shield + Hand Wep], Dark Acolyte. Vamp; Avatar of Death [Shield + Hand Wep], Dark Acolyte. Vamp; Avatar of Death [Shield + Hand Wep], Dark Acolyte.
19 Skellies; Full Command. 19 Skellies; Full Command. 19 Skellies; Full Command.
5 Hounds; 6 Hounds;
5 Black Knights; Barding, Full Command. 5 Blood Knights; Full Command.
Pre Game Thoughts -
I have faced this list before and obviously If I cant deal with those Knights they will smash my army. The Lord with the Black Knights is just as potent as those Blood Knights. My Plan was to get the jump on his Black Knights and Lord with my Knights and Sorcerer Lord, hitting them hard enough for combat res to kill him off. Using my hounds to lure out his hounds and then hitting them with my Knights, over-running into his Knights.
My only option for the Blood Knights was to use their Frenzy against them and try to get them into a position were my Infantry could get the jump on them, using my Fast Cav.
The enemy still had 11 Power Dice, 5 of which would usually be at +1 to cast so they would still be raising a lot.
My spells were either useless psychology ones or magic missiles, my Lord only got 2 that could be used this game in the 1 + 6 spells of Slaanesh. My Nurgle one got Abundance and Curse and my Tzeentch one also got 1+6. My Undivided one got Sword of Rhuin, Conglag and Pit of Shades from his book. So really it was just a matter if I could kill more than he could raise with the magic phases.
The Screamer, perverse Sorcerer of Slaanesh laughed at the reports his understudies were bringing him. Each a devotee of a different god, competition was fierce but it ensured him that none of the Pantheon looked down too unfavourably on him.
A coven of Warrior Undead, a force of 'Blood Dragons' had decided that they wished not only for perfection in martial prowess, they wanted power. No doubt fuelled by the success their popmous cousins have had in Slyvinia. But before they could unleash hell on the world, they needed the power of the Arcane to fuel their armies. He laughed again, a cruel cutting laugh.
He was their target?, they would bleed him dry of his and his understudies secrets in order to fuel their own sorcerous gains?. Fools!. He would show them the true might of the Winds of Magic, that it was something not to be trifled with!
Early Game
The enemy set up all its Cav on my left flank, all the Infantry on the right.
The enemy got first turn and advanced on me, rasing 1 Skellie unit up to 25 models, that was about it though.
My Hounds still werent in range of his Hounds in front of his Black Knights so I just moved right in front of them to force their hand with my Knights moving up behind. The Spawns lumbered forwards, one heading at the Blood Knights. My Horsemen moved across my lines to help support my left flank.
My Magic saw a few skellies blasted, taking the 25 back to 20 and 2 Blood Knights die. I stupidly forgot about both my bound items AND the Hellcannons shooting....Dammit.
The enemy Hounds charged my Hounds whilst the second unit moved right behind my Knights, I had forgot that they were fast Cav. Not to worry though as with my Horsemen moving last turn, they had left their flank open to be hit by them.
Magic seen the Blood Knights recover and edge forwards. The enemy Hounds killed 3 of mine and they broke and fled the table. They restrained their pursuit.
Cavalry Engage
My Horsemen smashed into the flank of the enemy Hounds behind my Knights whilst my Knights smashed into the Hounds that had killed my own. My Spawn lumber foward again, one inches in front of the Blood Knights and the other inches in front of an enemy Infantry Block.
My Magic again hurt the Blood Knights, killing 1 or 2. Whilst the rest took large chunks out of the enemy Infantry Blocks. Hellcannon guessed dead on an enemy unit but scattered and misssed everything.
My Horsemen smashed the Hounds and over-ran a little. My Knights also smashed their Hounds and over-ran into the Black Knights, killing all but the Champ and Lord. They strucck back, the Lord failing to kill my unit Champion thanks to him still getting a 3+ Save. The Black Knight Champ crumbled but the Lord passed 2 out of 4 crumble saves and so only lost 1 wound.
The Blood Knights, hit my Spawn, killing it and over running.
One Infantry Block charged my Spawn, the Vamp wounding it but losing a few Skellies.
The Undead Magic seen a few Skellies raised back and the Lord Healed but he lost another wound to Combat Res.
My Horsemen hit the Flank of the Blood Knights, whilst my Warriors moved to hit their flank once more once the Marauders broke and the Blood Knights were forced to give chase.
My Marauder unit charged an enemy Skellie unit. My Magic caused more damage. The Hellcannon guessed dead on but scattered and missed everything, again.
The Horsmen lost but managed to pass their moral check. So my plans for my Warriors flanking the Knights were on hold.
The Spawn wounded the Vamp and didnt get hurt.
The Vamp Lord didnt lose any wounds this turn.
My Marauders hit the Skellie Block, my Nurgle Sorcerer wounding the Vamp but taking a wound, my unit Champ killing the Skellie Champ. I won by a fair few with other kills, reducing enemy numbers with crumbling.
Undead Resurgance
Magic seen a lot of Skellies recovered as I was focussing on stopping the Lord regaining wounds.
The last un-engaged Skellie Block charges my Hellcannon, killing the Dwarfs. Whilst the Cannon wounded the Vamp.
The Spawn was killed.
The Lord finally died as my unit Champ wounded him and Combat Res finished him off.
My Horsmen held again.
In the main combat, the Vamp cut down my unit champ and got some overkill, I killed only 1 Skellie with all my attacks and their return attacks killed 3 Marauders. My unit then failed it's test and ran right off the board....2 Sorcerers and my main combat unit dead.
My Knights come back round ready to charge the rear of the unit that killed my Spawn. The Hellcannon finished the Vamp it was fighting whilst my magic did a little more damage.
Closing Stages
The unit that had beaten my Marauders turned and healed their Vamp and a few of the unit that would be hit by my Knights. That unit also turned to take the charge to the front. My Horsemen broke and the Blood Knights had to give chase, revealing their flank to my Warriors at last. The Hellcannon continued to eat Skellies.
My Knights charged the depleted Skellie unit that had battled the Spawn, wiping them out and over runninginto the rear of the Hellcannon combat, wiping those out too. My Warriors hit the flank of the depleted Blood Knights, actually getting a couple of kills and the rest dying from Combat Res.
The day was won, the only remaining enemy a unit of Skellies and 1 Blood Dragon Thrall leading them. I had only lost my Hounds, Horsemen and Marauders.
Result - Win
Massacre for the forces of Chaos.
Post Game Thoughts -
My plans for dealing with the enemy Cav went nicely. Magic was a bit of a stalemate as my kills were cancelled with summoning, I could have done with better spells, I really wanted Pandemonium with Inferna Puppet. On that note though, I did Miscast a few times at the end of my magic phases but that Item meant I never even took a wound from it. Plus I always saved lots of dice spells for last so I didnt end the phase early. The damage I did do helped turn a few combats though.
My Hellcannon never hit once despite my guesses being dead on. I wanted it as a flank charger but it got charged before it could support my Marauders, it did fine though, doing well in combat on its own.
The Screamer looked on through the eyes of his ritual mask. A drawn screaming face of the thinnest white marble. His rune powered glaive throbbing in his hands. With the horrifying shriek from which he had gained his title, a scream enough to stop the hearts of mortals. He led his knights into a thunderous charge, straight into the heart of the enemy. Cut out its heart and they will fall. His Psychic Scream would not effect the Undead, but it would show their Lord his power. It sneered at him as they closed, believing a mere Sorcerer no match for him in combat, a fool for even trying.
That sneer turned to a snarl of anger as the Screamers Knights smashed his own. The snarl grew into rage born of desperation as the Screamer hammered him with blow after blow, with no room to bring its deadly lance to use it had resorted to its side arm, no match for the Screamers sorcerous glaive. It was over soon after, the beast fell, its head cleaved from his shoulders, its army began to crumble whilst the Screamers students hastened the process with their spells of unbinding. A lone Thrall fought his way clear, his power retaining a bodyguard of Undead to protect it on its retreat. The Screamer pulled his horned mount up, he would let the Undead escape, he would let it tell its kind that the might of undeath was no match for the might of Chaos.
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Post by Arguleon Veq on Nov 21, 2008 15:50:18 GMT -5
Game 2 - Vs High Elves - 2000 Points
Might of Dragons - Dragon Cavalry List
Lord; Runesword, Mark of Tzeentch, Armour of Morrisleb[sp?], Slendour, Dragon, Shield. Sorcerer; 2 Scrolls, Barded Steed. 5 Horsmen; Flails, Slaanesh. 5 Horsmen; Flails, Slaanesh. 5 Horsmen; Flails, Slaanesh. 5 Knights; Full Command. Slaanesh. 5 Knights; Standard, Musician, Slaanesh. 4 Dragon Ogres; Great Weapons. 5 Hounds; 5 Hounds;
The enemy list was as follows;
Prince; Star Dragon, Great Weapon, Armour of Caledor, Vambraces of Defence, Gem of Courage. Noble; Lance, Dragon Armour, Shield, Battle Standard, Banner of the World Dragon. Barded Steed. Noble; Lance, Dragon Armour, Shield, Barded Steed. Loremasters Cloak. 5 Dragon Princes; Full Command. 5 Dragon Princes; Full Command. 6 Dragon Princes; Full Command, Banner of Arcane Protection. Tiranoc Chariot; Tiranoc Chariot; 10 Archers; 10 Archers;
Pre Game Thoughts; Obviously a lot would come down to who won the Dragon combat. The Knight combats would be pretty close too and the Elves had the better charge range, my only real option here was to only give the Elves the charges I wanted them to get. Even though my Chaos Knights have a 50/50 chance of winning even when charged, I didnt want to risk it. I would try to lure him out and only strike when I knew I could win.
Sacharine the Sublime, played his forked tounge over his needle like teeth, anticipating the taste of the enemies blood upon his blade. Elves always tasted sweeter. His handmaiden placed his ornate helmet reverantly on his head and handed him his glaive.
'Salacious!, we are ready to go to war my beauty!' Bellowed the Venerated Champion. His sonerous tones reaching to every corner of his encampment, filling his followers with even more adulation. The two serpentine heads of the terrible Salacious appeared from the confines of a massive silken tent. Sacharine smiled, his Dragon enjoyed the luxuries of life. For all its might though, it was now no more than a pet, he had broken it to his will. Salacious was now more akin to an intelligent pet than the sentient beasts that the Lords of Caledor would be bringing to battle.
He scoffed at the thought of the pompous Elves. The Storm of Chaos had merely abated, it had not been defeated and now many rose to fill Archaons power vacuum. He and others had launched brutal attacks on the reeling Old World to try to unite the disperate Tribes under one banner again before their route was complete. The Elves of Caledor had sworn to the Empire of man that they would bring him down, his pet an affront to the bond they share with the Dragons of their home. He would show them that nothing was his equal, Dragon, Elf or Man.
Early Game - Flight of Dragons;
The Elves got first turn and edged forwards cautiously, shooting wounding a Dragon Ogre and killing 4 Marauder Horse on my left flank.
My Dragon spotted the enemy Lord and charged into him. Him and his Dragon causing 3 Wounds on the enemy Star Dragon for none in return. The Prince held though and both Archer units passed their Terror Checks. My army also moved up cautiously.
The Elves again moved cautiously, waiting to see how the Dragon combat would unfold. They finished the last Marauder on my right flank. The Star Dragon took 3 wounds off my Dragon as I wounded it twice and the Elf once.
My Hounds having got up in the faces of the Dragon Princes had left a small gap for my Dragon Ogres to charge, I only got 1 Dragon Ogre in and he killed 1 Dragon Prince. I lose combat though thanks to the enemy battle standard and fled, the Princes held their pursuit. The Dragon combat seen the Star Dragon cut down but the Prince held.
Dragon Death;
The Elves continued to try to manouvere the charges they wanted, whilst my Lord finished off the Prince.
He then darted behind the Archers, burning 6 from 1 unit and making a unit of Dragon Princes flee off the board in Terror [the unit without a Noble].
The Dragon Princes on my right charged the hounds who I had angled so that they would over run into my Dragon Ogres, I was hoping i would hold and then I could hit their flank with my Knights. On my left, I had moved my Hounds to force a charge from the Princes and left my Knights openfor a charge from both Chariots as I thought my Knights could take that charge. All of those charges went off, my Hounds on both Flanks were killed. The Princes on my right then hit my Dragon Ogres, killing 1 off but losing 2 of their number in return. The Dragon Ogres held.
On the other flank the Knights lost 2 to the Chariots charge and the riders only did 2 wounds back. Thankfuly my horses did a further 3 wounds, the surviving Chariot was broken and caught.
Death Knell;
The Knights that had caught the Chariot smashed into the Archers and my Dragon moved towards the Princes who had beaten my Hounds and were now roaming at the back of my lines. They failed their Terror but didnt reach the board edge.
Another Marauder unit took their luck with the Elven archers and were wiped out for it.
My Knights charged the flank of the Princes fighting the Ogres. Wiping them out. The Knights who hit the Archers also broke and caught them.
Last Stand;
The Dragon Princes rally. I then charge them with my Dragon whilst my Dragon Ogres move up to kill the last few Archers.
My Lord fails miserably fighting the Noble, only doing 1 wound. Thankfully I passed my break test.
My Lord finally kills the Noble but the Princes Hold.
My Dragon Ogres charge and finish off the Archers.
My Lord again does badly and only just kills the Champion but again I pass my Break Test.
Result Win
Massacre for the Forces of Chaos!
Post Game Thoughts;
It all went pretty well, I forced the hand of the Elven Cav which made my Knights able to chose the combats I wanted. My Lord winning the big fight was obviously the key moment though. If things had been going badly though, I would have used my Dragon Ogres more conservativly and held them back to finish off the Star Dragon to try and re-balance the game. I didnt need to though as my Lord did a great job.
My Terror Tests with Splendour also worked really well. It still almost went wrong at the end though, my Lord must have been tired after fighting the Elven Lord.
Sacharine screamed his battle cry as Salacious plunged down towards the enemy Dragon. The whole battlefield shook with the force of the impact. The mighty Star Dragon took one of Salacious' snake like necks in its mighty jaws and snapped them shut, causing the head to scream in pain, the other head used this distraction to its advantage ripping a gaping wound in the Elven Dragons chest. Seeing his chance, Salacious swayed under the blow of the Elven Lords Great Axe and plunged his weapon into the wound Salacious had caused. His glaive finding the monsters heart. It died instantly, collapsing in a heap unfitting of such a graceful creature. Trapping the Elven Lord beneath its bulk.
Sacharine dismounted Salacious, commanding it to stay its bloodlust and leave the Elven Prince for him. He looked across the battlefield. His Hounds had fearlessly attacked the enemy horses, ripping at the tendons in their legs, tearing at their throats, they had been trampled to death in doing so but the momentum of the Elven charge had faultered, he hissed with pleasure as his elite armoured knights smashed into the faultering Dragon Princes.
He turned back and stood over the fallen Elven Lord. Struggling beneath the bulk of its mounts neck. Tears in his eyes at the loss of his noble steed. Sacharine savoured the moment, the pain that the Elf felt and then in one graceful strike. Took his head from his shoulders.
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Post by Arguleon Veq on Nov 21, 2008 15:51:57 GMT -5
Game 3 - Vs Vampire Counts - 1500 Points
The Monsterous Horde - Throgg Army
I thought I may as well give this list varient a try, thought it would be fun to use and make a nice change.
Only 1500 this time though as I wanted Throgg to be my main character. Here is my list;
Throgg; 3 Trolls; 4 Trolls; 4 Dragon Ogres; Great Weapons; 4 Ogres; Chaos ARmour, Great Weapons, Mark of Khorne. Standard, Champ. 5 Hounds; 5 Hounds; Spawn; Spawn; 23 Marauders; Slaanesh, Full Command, Flails. Sorcerer; 2 Dispell Scrolls.
My opponent used a magic heavy Ghoul Horde;
Thrall; Extra Level, Summon Ghouls. Bloody Hauberk. Thrall; Extra Level, Summon Ghouls. Flayed Hauberk. Thrall; Ghoulkin, Summon Ghouls. Gem of Blood. 14 Ghouls; Ghast. 14 Ghouls; Ghast. 14 Ghouls; Ghast. 15 Ghouls; 15 Ghouls; Cart; Lodestone. Cart; Lodestone. Varghulf;
Pre Game Thoughts;
I would obviously have to go Vampire hunting and very early. They had a lot of defensive items though which was annoying. If I didnt kill them quickly I would be easily overwhelmed with Ghouls. I would try to use my Hounds to take the flanks and provide enough combat res to wipe out units. The Spawn could hold up the Ghoul units without Thralls.
Trogla waited in the shadows, he was not like other Trolls. He was birthed from the same spawning litter as Throgg himself and like all 9 of that birthing, he had within him a dark intelligence. He had not been so quick to kill humans though, he had found that many weak tribes worshipped him as a god, and they were useful. Though mewling and weak, they provided his army numbers, their pale and emaciated forms made Trogla grin, humans servants to Trolls. The Irony. Following his monsterous horde and feeding on the scraps of battle. Whipping themselves up into a frenzy of blood when battle neared. They were led by their shaman who had led them into the worship of Trogla, for Trogla could offer them protection from more powerful tribes and fresh meat was plentiful in his wake
His army needed to eat though and most of it could not live on scraps like the humans. They could smell the dead of this battlefield from miles away. Plenty of meat. Even dragon meat, something which Trogla would be sure to take the lions share of. They were not the only scavengers to scent this feast though. Hunched and debased forms lurked amongst the corpses, feeding hungrily. Much like his human worshippers but these creatures served a different master. He would crush this pack of Vampires and their pitiful minions for straying into his territory. He would add their bodies to the feast!
Early Game - Scavenger Scrap;
I got first turn and everything moved up with my Hounds on the flanks. The Ghouls hung back and added more bodies to their units with Thralls in.
My Dragon Ogres crashed into one of the central Thrall blocks, 2 getting into contact with the Vamp. 1 combat later I had only caused 1 wound on him after he passed 3 out of 4, 5+ Wards and only killed 1 other Ghoul. I also lost a wound. I broke but escaped the Ghouls. A very bad start.
More Ghouls were raised as I focussed on stopping the Vamp from healing. The Varghulf smashed into my Spawn on my left flank whilst a unit on my right turned to try and face the Ghouls getting round their flank. They used Danse Macabre to charge and kill the hounds. 2 centarl units of Ghouls, each with a Thrall charged Throggs unit. The wounded Vampire on the edge of his unit was not in contact with the Trolls, I cut down a fair few Ghouls and only lost a couple of Wounds, I also killed the Unwounded Vamp with a pair of Trolls. Throggs unit lost but held. The Varghulf Wounded the Spawn.
Mass Brawl;
My Dragon Ogres rallied as my Ogres charged the flank of the big central combat, as the wounded Thrall was on the edge of the unit, I managed to kill him off with my Ogre champ. He again though passed 3 out of 4, 5+ wards so it cut down on my combat res. Throgg and his Trolls lost a Troll but did some damage, as did the rest of my Ogres, I won and some Ghouls crumbled.
My hounds got between the Ghouls that had a charge on my Ogre unit flank, I didnt want them also joining that combat and turning against me, so i angled my Hounds to take them away from that fight.
The Varghulf and Spawn wounded each other. My other Spawn couldnt reach the flank of the Ghouls who had killed the Hounds.
In the enemy turn, some Ghouls were restored to t he main combat. The Ghouls on my right flank turned to face the spawn whilst the last unit with a Thrall moved to get in front of my other Troll unit to stop them reaching the main combat. The Ghouls on my left flank charged the Hounds, wiping them out.
The main combat ground on but i was winning by more now. The Ghouls killed off the Hounds in the other combat and the Varghulf killed the Spawn and was now facing the Dragon Ogres.
So my Dragon Ogres moved away to engage the Ghouls on my left flank whilst my Marauders turned to face the Varghulf to lure it away. I trusted them to beat it, I thought the Dragon Ogres would lose. The Spawn charged the Thrall-less unit on my right. Whilst the other Trolls charged the last Thrall, I again got 2 Trolls in, I only caused 1 wound but he rolled a 1 for his Gem of Blood and so he died. I killed a few more Ghouls. The main combat seen more and more Ghouls fall for another Dead Troll and a dead Ogre. I won again though.
Later Stages;
The Ghouls did charge my Dragon Ogres and the Varghulf my Marauders. My Champ issued his challenge and died but I still won with combat res and the beast lost another wound.
My Spawn killed a few Ghouls and wasn't wounded.
The main combat continued but a Corpse cart charged the flank of my Ogres to try to swing things, killing an Ogre. I still won though and most of the Ghouls now crumbled. Leaving just the squad in contact with the Ogres and the Cart. My Dragon Ogres smashed Ghouls to paste and easily won their combat.
My other Trolls let me down though, losing and breaking but getting away from the Ghouls.
I rallied my Trolls, Throgg now free of that main combat with his surviving Troll buddy moved to intercept the Ghouls who had chased off my other Ghoul unit. My Spawn continued to kill a few more Ghouls whilst my Dragon Ogres wiped out the Ghouls they were fighting. My Sorcerer stepped up to fight the Varghulf and thanks to only suffering 1 wound, the monster lost another to combat res.
The last free Ghoul unit charged Throgg and his Troll but they were killed for their trouble. My Spawn finally lost a wound and my Ogres finished the Ghouls and wounded the corpse cart. The Varghulf finished my Sorcerer but died to combat res.
In my last turn the rallied Trolls charged into the Spawn combat but couldn't wipe the Ghouls out. The Dragon Ogres smashed the Corpse Cart with a charge.
In the Ghoul last turn, the Ghoul unit survived and the Corpse Cart charged Throggs Troll Buddy and killed him. Throgg wounded the Cart in return but it survived the game.
Result - Win.
Massacre for the Forces of Chaos!
Post Game Thoughts;
I thought it was lost when my Dragon Ogres failed initially and so many Ghouls were raised in the first two turns. Throggs unit passing plenty of Regen Saves helped sway that main combat though and the Khorne Ogres really helped. It also seen two Thralls die. It still may have been closer but for the other Thrall failing its Gem of Blood save and from then on it was pretty much over.
The army held up really well, all my monster units had at least a 4+ Save or Regen against anything the regular Ghouls could throw at me which was handy. By focussing on taking down the characters though and taking units away that could have swung that main combat is what got me the win.
NOTE - In both of those games, I must have made about 7-8 Eye of the Gods rolls. In the first I got +1 Armour Saves and 2 results of the Gods not looking. In the second with all those regen saves. I got a couple that made my Trolls stupid, so a wasted roll, a couple of +1 Armour Saves for a rubbish 6+ Save. A fair few with the Gods not looking again and 1 for +1Ld. The gods hate me!
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Post by Arguleon Veq on Nov 21, 2008 15:53:11 GMT -5
Game 4 - Vs Orcs and Goblins - 2000 Points
So far I have faced what I consider to be pretty though lists, the Blood Dragons a good mix of power hard hitters and magic. The Ghouls magic heavy and the Elves very elite. So I thought it was time I faced a horde. I thought my Magical Onslaught list would provide a nice clash of styles, could they cope with the numbers? would they have the staying power to deal with 150+ models?. So in this game they faced Orcs and Gobs with over 150 models, a fairly balanced list but somewhat of a friendly one. The fact that it was a horde could give me problems though.
Magical Onslaught Chaos List;
Sorcerer Lord; Barded Steed, Runesword, Blood of Tzeentch, Mark of Slaanesh, Extra Level. Sorcerer; Extra Level, Power Familiar, Book of Secrets. Sorcerer; Mark of Tzeentch, Conjoined Humonculous, Infernal Puppet, Extra Level. Sorcerer; Mark of Nurgle, Rod of Torment, Extra Level.
10 Warriors; Shields, Standard, Banner of Wrath, Mark of Slaanesh. [Joined by Tzeentch Wizard] 22 Marauders; Slaanesh, Full Command, [Joined by other 2 Wizards so 6x4].
6 Hounds; 5 Marauder Horse; Flails, Slaanesh. 5 Knights; Champ, Standard, Slaanesh.
Hellcannon; Spawn; Spawn;
The enemy list was as follows;
Black Orc Warboss; Boss Hat, Shield, Heavy Armour, Kickin Boots. Black Orc Big Boss; Battle Standard, Heavy Armour, Enchanted Shield. Night Gobbo Shaman; Extra Level, Staff of Stealin. Night Gobbo Shaman; 2 Scrolls.
20 Orcs; Shields, Full Command. 20 Orcs; Shields, Full Command. 20 Orcs; Shields, Full Command. 10 Arrer Boys; 10 Arrer Boys; 20 Black Orcs; Shields, Full Command, Banner of Butchery. 31 Gobbos; Spears, Full Command. 2 Fanatics.
Bolt Thrower; Bully. Bolt Thrower; Bully.
8 Wolves; Bows, Musician. 10 Squig Hoppers;
NOTE - He was about 25 points over but I thought my Warriors totalled 12 with the Sorcerer and my Marauders 24 before the 2 Sorcerers so I was about 25 over too.
Pre Game Thoughts; I was fairly confident with this game, I figured my Hellcannon would play a key role. I should easily dominate the magic phase and with the enemy blocks weakened my small army should be able to win the combats. I had run the numbers on the Orc Unit with Warboss against my Chaos Knights with Sorc Lord, even with the Orcs somehow charging, that combat is still very even and I win in subsequent rounds. My Warriors beat an unsupported Orc Unit too, even my Horsemen should win a combat if I get a flank charge.
Magic; Goblins - 1+2. 1. Chaos - 1+3 for Nurgle. 1+6 for Tzeentch. 1+2+3+4 for Slaanesh. The Undivided Wizard had Burning Head, Conflag and Creeping Death.
The Screamer had heard and smelt them from miles away, his heightened senses, the gift of his patron had detected their stench and heard their foul gutteral language without the need for any scouts. They were an affront to his senses and the worshippers of the Dark Gods had still not forgiven the Orcs for their hand in the defeat at Middenheim. His army bayed for their blood and he would not dissapoint them, he would clear their stain from the land and avenge the worshippers of Chaos.
He donned his screaming mask and joined his loyal knights, he would be the key to this battle. The brutal Orcs although mighty warriors, were base creatures and could not hope to fathom the subtleties of Slaanesh. Their Warboss would come for him, for he was the leader to be struck down in single combat. That narrow mindedness would cost them dear.
Early Game;
I deployed my Infantry centrally with a Spawn on either flank of them. The Hellcannon on the left of my Infantry. My Cav all went out on my left flank too, away from the enemy Fanatics on my right flank.
The Orcs went first and only an Arrer Boy unit stalled whilst the other went forwards due to animosity. The Wolves also moved forwards due to it. The Bolt Throwers had a bad first turn and failed to cause any damage.
The Chaos army stayed put and opened up with a magical barrage. 2 Miscasts later and only surviving thanks to the Infernal Puppet, my magic phase had failed. Only killing 2 Squig Hoppers. My Hellcannon landed on the Black Orcs though and killed 2. Making them flee in panic, making up for my aweful magic phase.
Black Orcs rallied. The Orcs continued their advance, a Bolt Throwers not doing very much. The Arrer Boys also didnt do anything to the Hounds. Animosity hit 1 unit of Arrer Boys again whilst the Wolves squabbled. A unit of Orcs on my right flank also stalled thanks to it. The Fanatics were released by my Spawn on the right, wounding it twice.
I manouvered my Knights up my left flank gunning for the flank of the Warbosses unit. My Horsemen charged the Squig Hoppers. My wounded Spawn on my right couldnt quite reach the Night Gobbos. My Magic Phase again failed to deliver, more miscasts later seen the Level 1 Gobbo get his spell off and finish off the Spawn closing in on his unit. I did kill a couple of Orcs and 2 Goblins but that was about it. Another terrible magic phase. My Cannon rampaged on a Misfire and also hit the Squig Hopper combat thanks to Raaargh!. They easily wiped out the Squigs, the Horsmen over ran into the flank of the Orc unit with Battle Standard whilst my Hellcannon couldnt reach. I did kill 3 Orcs but the Battle Standard cut 3 Horsmen down single handedly, I broke and fled into another Orc unit and so was destroyed.
Waaaagh;
The Orcs called on their Waagh, the Warbosses unit got a huge roll and were now in charge range of my Knights with Sorcerer Lord. The unit that had broken my Horsmen also waaghed into my Hellcannon, but moved over a Fanatic and lost a few of their number. The Gobbos charged my Marauders over a Fanatic, losing a few but reaching thecombat. The Warboss and lads got my Knights and the Wolves charged my Hounds. The Black Orcs moved back up.
The Bolt Thrower shot the Spawn on my left flank. Killing it.
The Gobbos didn't fare well against the Marauders, broke and were ran down. The Orcs against the Hellcannon didnt hurt it but survived thanks to the Battle Standard passing two 5+ saves. The Wolves killed 3 hounds but also lost 2 of their Number and my Hounds held. The Warboss wounded the Sorcerer twice who did 1 wound back, the Orc Champ killed my Knight Champ....I then only got 2 kills with my Knights. My horses did do a further two though but after tallying it up I lost by 2. I fled right off the board. The Orcs restrained. A HUGE blow to my force.
Chaos retain....Order?;
My Marauders, still bouyed from wiping out a unit charged the Orc unit now in front of them. My magic, now with the Sorcerer dead actually started to cause some damage, dealing some wounds to the Warbosses unit and killing some Arrer Boys. My Warriors moved to eventually face the Warboss and his Boys.
My Marauders easily beat the Orcs and ran them down. My Hellcannon killed the Battlestandard and ran the last of his unit down. Leaving it in front of the Black Orcs who passed their Terror. My Hounds finally died to the Wolves.
The Orcs with Warboss turned back to face the main battle and headed at my Warriors as the Wolves tried to flank them. The Black Orcs charged the Hellcannon, killing the crew but losing some of their number. The Bolt Thrower that had killed my Spawn in 1 shot, shot down the flank of the Marauders who were over running towards its fellow Bolt Thrower. I failed the lookout sir for my Nurgle Sorcerer and he died....it then also killed 3 other guys from that rank...
My Marauders charged the Bolt Thrower and killed it whilst my Hellcannon continued to chomp on Black Orcs. Magic did more damage to the Warbosses unit thanks to Gate.
The Horde Wavers;
In the last few turns my Hellcannon continued to eat Black Orcs, the last Fanatic kept smashing through that combat, hurting us both. On the last turn my Cannon broke and caught the Black Orcs and it only had 1 wound left.
The Warboss again rolled huge on his Waaagh to reach my Chaos Warriors in his last turn. I had moved my Tzeentch Sorcerer out just in case. Thankfully he also charged the rear of my unit with his Wolves, which give me +6 Res when I killed them all. Which meant I drew the combat and held. In my last turn, now striking first, I chopped down most of the Orcs and broke them, sealing my victory in style. My Sorcerers carried on bombarding the Arrer Boys for the last couple of turns, wiping out 1 unit and reducing another below half strength.
At the end of the game all that remained for the Orcs was a Bolt Thrower and a few Arrer Boys. I had an above half strength Warrior Squad, 2 Sorcerers, most of my Marauders and a wounded Hellcannon.
Result - Win
Massacre for the Forces of Chaos!
Post Game Thoughts;
A fun and interesting up and down kind of game. My first few magic phases and that Warboss always pulling out that 6 for his Waaagh move to let him get the charge off time after time made things look pretty bad. Especially early when he ran my most expensive unit and Lord off the table. My Marauders tore down the other flank though thanks to lack of Character support on that flank for the Orcs. My Hellcannon also did great. The last turn changed the win from something minor to a big one though. If he hadnt have charged the Wolves into the rear of the Warrior combat it wouldnt have been so bad. The same if he hadnt engaged the Hellcannon in his turn and held off. Both would have seen his Blorcs and Warboss survive and give me a smaller victory.
His Bolt Thrower did a great job, sniping a character out of a unit and killing my Spawn. I do think, however ill fated, my attack on my left flank stalled the Orcs enough for my to dominate my right flank and then bombard the enemy as they come back across for me. Which probably won me the game.
Next game will probs be my numbers heavy list against those Chracians I mentioned.
The Screamer, great Sorcerer of Slaanesh watched with cruel amusement as his mime led his Knights in front of the Orcs massive and powerful leader. His Knights drawing their mighty mounts up before the rag tag regiment of Orcs, hissing curses from Slaanesh, goading the greenskin brutes. The Orcs gave in to their rage and charged. He watched as his mime, a gifted acolyte granted the honour of playing the role of the Screamer himself on this grand stage, was wounded brutally by the enemy Warlord. The mime struck back, mimicking the Screamers fighting style perfectly, cutting deep into the heavily muscled beast before him. His role complete the mime ordered his Knights to fall back, they knew their task well and fell back orderly, drawing the Orc leader further from the battle as it futily gave chase.
With the beast on a lead, his forces were triumphing, the mighty Hellcannon of the Chaos Dwarfs was rampaging amongst the enemy, tossing Orc bodies high into the air as it thrashed in their midst. His Flail Troops, their naked, hairless heads and bodies, slick with blood, continued to butcher Goblins and Orcs, their wickedly hooked flails and nets taking a gruesome tally. An Orc Bolt smashed into one of his trusted generals, the Nurgle Sorcerer fell, a spear sized bolt through his stomach but the Screamer had no doubt the bloated sorcerer of the plague lord would recover, his constitution a blessing from his foul god.
His forces had carved apart the Orcs and only now was the Orc Warboss returning to the main fight. His exhausted regiment having to face an organised enemy, and weather the hail of sorcerous flames that devestated all around him. The mighty beast still struck his elite warriors hard, crushing 3 with a swing of its oversized axe, but with its warriors dying around it, and its energy spent, it had no option but to flee. The Warriors let it run. A lesson to the Orcs that their Gods could never rival those of the Great Pantheon.
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Post by Arguleon Veq on Nov 23, 2008 15:59:35 GMT -5
Game 5 - Vs High Elves - 2000 Points
I used;
Magical Onslaught Chaos List;
Sorcerer Lord; Barded Steed, Runesword, Enchanted Shield, Mark of Slaanesh, Extra Level. Sorcerer; Extra Level, Power Familiar, Book of Secrets, Barded Horse. Sorcerer; Mark of Tzeentch, Conjoined Humonculous, Infernal Puppet, Extra Level. Sorcerer; Mark of Nurgle, Rod of Torment, Extra Level.
11 Warriors; Shields, Halberds, Standard, Banner of Wrath, Mark of Slaanesh. [Joined by Tzeentch Wizard] 21 Marauders; Slaanesh, Full Command, [Joined by other 2 Wizards so 6x4].
6 Hounds; 5 Marauder Horse; Flails, Slaanesh. 5 Knights; Standard, Slaanesh.
Hellcannon; Spawn; Spawn;
The Elves were as follows;
Archmage; Ring of Fury, Annulian Crystal, Extra Level. Mage; +1 Power Dice, Extra Level. Noble; Great Weapon, Heavy Armour, Talisman of Loec.
19 Spears; Full Command. 14 White Lions; Full Command. 14 White Lions; Full Command, Banner of Sorcery. 10 Archers; Lion Chariot; Lion Chariot; Bolt Thrower; Bolt Thrower; Eagle; Eagle;
Pre Game Thoughts;
I was fairly confident for this game, I believed I had the magical superiority. My shooting was just as good plus I had a harder punch in combat. It would just be a matter of choosing the right fights. I predicted the Elves would stay back and so I would have to take the fight to them.
Ithlan, White Lion Captain had been set a task that could turn the tide of the Long War back home. His forces had fought hard during the Storm of Chaos. Giving their all in the defence of the humans, who, after all were a bulwark against the tide of evil from the north. If the humans fell, then so did Ulthuan, it may not come quickly, but it would come if the humans could not endure. His task complete, his army victorious, he had looked forward to returning to the mountainous forests of Chrace, to taste the air of his homeland once again.
That was not to be, it was known to the High Elves that their dark kin had a huge part to play in the war that had raged across the Old World, and one of Ulthuans greatest enemies was still at large in the realms of man. One of the Traitor Lords most trusted generals, somebody so close to Melekith that other petty bickering Druchii nobles often referred to him as The Mouth of Melekith. A title that he relished. As the herald of the Dark Lord of Naggaroth he commanded one of the Druchiis most fearsome armies, including a regiment of the feared Black Guard. A gift for The Mouths complete loyalty. He would not be brought to battle though and Ithlan was becoming frustrated. His men were tired of the chase and wanted only to return home. Hopes were raised when the Eagles brought him news of an enemy army waiting for them, but it was not the army they were after. One of the Lords of Chaos, vying for Archaons seat at the head of the horde was in their path and Ithlan would not be slowed.
****
The Screamer had struck an alliance with the insidious Mouth of Melekith. The Dark Elves had given him detailed information on his new foe, and now all he had to do was kill them. His prize would be the two powerful Elven Mages leading the High Elf force, he would drain them of their souls, enhancing his power tenfold. He had tasted the souls of Elves before, it was a rare delicacy. The only thing between him and the delicious mages were their loyal bodyguard of White Lions. The Screamer smiled behind his white screaming face mask, his army needed some pleasure too.
Magic;
Nurgle; 1+6. Tzeentch; 1+3. Slaanesh; 1+2+3+6. Death; 1+5+6.
Elves - Archmage had Fire; 1+2+5+6. Mage with Heavens; 3+5.
Early Game;
The Elves deployed quite conservatively whilst I deployed with a mind to take the fight to them. The Elves got first turn and opened fire, not causing any real damage, 2 hound died. Their magic phase did kill 4 Marauders.
My army advanced and tried to unleashed a magical maelstrom. I wounded the Elven Noble with my Nurgle Sorcerers first spell. I also killed 4 White Lions. A miscast cut my phase short, the puppet coming to my aid once again.
My Hellcannon opened up...and got a misfire. Resulting in all 6 Wizards on the battlefield miscasting!. All my Wizards come out pretty well thanks to the puppet, the Tzeentch Wizard took a wound though. The weaker Elven Mage lost a magic Level but wasn't wounded and the Archmage miscast giving me a free spell. Ecstatic Seizures on the Spearmen killed half of the unit!. So that misfire made up for my magic phase, again thanks to the puppet.
The Elven Bolt Throwers shredded my Horsemen whilst the Archers couldn't hurt the Hounds. I stunted the enemy magic phase.
My Knights crashed into the Elven Spears, my Hounds into an Eagle. My Hellcannon advanced, my Troops now too close to the Elves to risk another shot. My magic again caused more damage, mainly on the already damaged White Lions on my left flank. Reducing their numbers greatly. The Knights butchered the Spears, although the Noble took 2 wounds off my Sorcerer Lord thanks to his Talisman, using it killed him though. The spears killed 1 Knight. The Spears broke and were ran down. My hounds wounded the Eagle but lost 2 hounds in return. Drawing combat. My Knights though were now in a precarious position in front of 2 Lion Chariots that had been held behind his lines.
Charge of the Lions;
The Elven Chariots thundered into my Knights. Whilst shooting wounded both Spawn. Magic killed a Chaos Warrior and another Marauder.
The unhurt White Lion unit expanded their frontage whilst an Eagle swooped behind my lines.
The Chariot charge went dismally, killing 0 Knights. I chopped down a chariot in return and ran the other off the board. Following them off the Battlefield.
I lost another Hound but the last one held.
My Spawn managed to reach the edge of the White Lions on my left flank. Only managing to engage 1 model. My Spawn on my other flank reached the Elven Archers but was shot down with a Stand and Shoot. My Hellcannon charged the Eagle behind my lines, running it off the board.
My Magic, did a lot of damage with the 6th Death spell now that the Death Sorcerer was close to the enemy lines. My Sorcerer Lord who had returned to the table with his Knights turned to face the Bolt Throwers but Ecstatic Seizures wracked the unwounded White Lion unit, killing half of them. I think I also got Rot off here. The Spawn that reached the other White Lions didn't get hurt and dragged 2 down. The Eagle killed the last hound.
Last Stand and Volley;
The Bolt Throwers Shot my Knights, killing 2 whilst the Archers shot the Warriors and failed to hurt them. Magic also failed to hurt me. The Eagle moved behind my lines. The Spawn again remained unscathed and Killed another White Lion.
My Knights charged the Bolt Throwers, my Warriors the White Lions with expanded front, my Marauders the White Lions who were fighting the Spawn and my Hellcannon the eagle. I wiped out the Bolt Thrower, over ran into the other and killed that. I wiped out the Eagle.
I took both Lion units down to about 3 models in each.
I finished off all the White Lions in his turn whilst his Archers shot another Warrior.
I then blasted the Archers off the table with Magic. Wiping the enemy out in my last turn.
Result - Win
Massacre for the Forces of Chaos!
Post Game Thoughts;
All went pretty much to plan and it was a crushing win. I only lost 1 Spawn, the Hounds and my Horsmen. Ecstatic Seizures wrecked the elite enemy units, especially with that miscast that let me cast it again. The Puppet was as always invaluable. The Chariots not hurting my Knights was a bonus but I had ran the numbers and should have won that combat anyway, the only annoying thing in the game was that Noble taking 2 wounds of my Sorcerer. I only needed to pass 3+ saves, I just cant do it. I can pass 4+ fine but not 3+, haha.
The Screamer held the Elven Mages throat in a vice like grip. Lifting him off the ground as seizures wracked his body violently. The Mage was dying, his life force being sucked out of him by Slaaneshes favoured son. The Mages last act, a hacking cough, blood spraying across the gleaming white mask of The Screamer, a forked serpentine tongue slithered through the screaming mouth of the mask, lapping up the blood. The Screamer shuddered with pleasure.
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Post by Arguleon Veq on Nov 23, 2008 16:00:08 GMT -5
Game 6 - Vs Dark Elves - 2000 Points
I used my Magical Onslaught list again.
The Dark Elf list was as follows;
Master; Pendant, Great Weapon, Heavy Armour. Sorceress; Extra Level, +1 Power Dice. Sorceress; Extra Level, Dagger, Scroll.
19 Spears; Shields, Full Command. 10 Crossbows; 10 Corsairs; Hand Bows, Champ - 2 Hand Bows. 17 Black Guard; Full Command, Banner of ASF.
Hydra; Hydra;
Chariot; Chariot;
5 Knights; Full Command, Standard of +3 Res.
Pre Game Thoughts;
I would dominate the magic and shooting phases but I was very worried about those pair of Hydras. There was just nothing I could really do to take them down. I figured my Knights could take 1 on their own and my Hellcannon could fight the other to a standstill but I knew he would deploy the together. The same with his Chariots although I should be able to deal with them through magic. The game would really depend on how I dealt with the Hydras.
The Mouth of Melekith smirked. That title, a gift from the petty squabbling nobles of Naggaroth, an insult?. He smirked again, it was a title of greatness. None could depose the Dark Lord, any who considered it was foolish, he had set himself on becoming Melekiths right hand man. That he had succeeded in, as there was no ulterior motive to his loyalty. Melekith was no fool, and recognised that. He had proved his greatness once again, destroying an entire Elven force without losing a man. The forces of Slaanesh had tore the Elves of Ulthuan to pieces. He had fell back on old pacts between Slaanesh and his people to convert the Sorcerer of Chaos to his cause. It was all lies. Now, the job done, he would destroy the chaos force, ensuring that nobody learned from them of his continued presence in the Old World. They would be spent and weak after fighting the High Elves. Easy prey for his magnificent War Hydras. He turned to his beastmasters..
'Unleash the beasts!'
****
The Screamer was snapped out of the ecstasy of draining the lives of the Elven captives by a horrific roar. Turning quickly he could see gouts of flame tearing through the rear of his exhausted force. Cursing the Dark Elves for their treachery he dove onto his horned steed, calling his knights to him. Those Hydras had to be stopped or his force would be lost. Ordering his generals to restore order in his army, he and his knights took off towards to gigantic beasts. The Elves would pay for their treachery, their mighty war beasts would die by his own hand.
Magic;
Nurgle; 1+2. Tzeentch; 1+3. Slaanesh; 1+2+3+6. Death; 2+3+6.
Dark Elves; Dark Magic; 2+6. Fire Magic; 1+2.
Early Game;
The Elves won first turn and their Hydras bombed down my left flank. The rest of the army advanced with Fireball killing 2 hounds.
My Hounds moved up to intercept the Hydras. Generally making a pain of themselves, getting in the Hydras way to either force a charge and redirect them so my Knights can flank charge one, or make them spend a long time going around them. With them being on an extreme flank it was easy to pin them in like that.
My magic opened up, Ecstatic Seizures continued to be a serious Elf Killer and tore through 8 Black Guard. My Hellcannon smacked right on the Spearmen, killing about another 8 and panicking them.
The Hydras moved around my Hounds, not falling for the bait. The Chariots positioned to try and get a charge on my Knights flank if I charged his Hydras with them. His magic was stifled besides Doombolt wounding my Spawn twice and a miscast [along with the Puppet] seen me get Seizures off again, killing more Black Guard. Everything else moved up.
Cavalry Charges;
My Knights thundered into the Hydras. I decided that with me getting a 3+ save I could win through, plus I would try to make sure I got Hysterical Frenzy off on them for those extra attacks.
My Hounds moved to mess up any plans of a Chariot flank charge on my now engaged Knights. 1 Spawn moved right in front of the Cold One Knights to force a charge for them.
My magic took more of a toll on the Elves, wounding a chariot twice. Killing the Cold One Knight Champ. I also killed some more of the Corsairs shielding the Black Guard. I also managed to get the all important hysterical Frenzy off on my Knights.
My Hellcannon hit dead on but misfired, but I rolled a 6 so it was resolved at S10 but couldn’t fire again. It took the Black Guard down to 2 models and killed a fair few Corsairs too.
The Knights didn't fair well against the Hydras. Only causing 1 wound. Thankfully my Mounts evened things up a bit [thanks to Frenzy] causing 2 and then my Sorcerer Lord caused another 2. Killing a Hydra off. Thinking the combat in the bag. The remaining Hydra rolled its attacks. 7 Hits, 5 Wounds, 4 failed 3+ saves!. Then to add insult to injury the Beastmasters killed my last Knight!. Thankfully my Sorcerer held.
The Cold Ones charged my Spawn, killed it and over-ran. The Crossbows finished my Hounds whilst the Chariots and infantry edged forwards [the Spears had rallied and started back down the battlefield].
The Cold Ones killed my Spawn and over ran. Exposing their flank to my other Spawn if I could roll well enough. My Sorcerer Lord killed the Beastmasters of the dead Hydra and wounded the other Beast. Suffering 1 wound in return.
My Spawn managed to hit the flank of the Knights whilst my Horsemen charged the un damaged Chariot. My magic destroyed the other Chariot.
The Spawn killed a Knight for no wounds in return. My Horsemen wounded the Chariot but lost 2 men. My Sorcerer lost a wound to Hysterical Frenzy and failed to hurt the Hydra. He broke and escaped but the Hydra chased and with its bigger base size hit the Horsemen-Chariot combat.
Rampaging Hydra;
The Assassin left the Spearmen and tried to charge my Spawn but failed. Shooting and magic didn't do much and my Horsemen were killed whilst my Spawn survived in combat.
My Sorcerer Lord failed to rally!. Whilst my magic killed more Elven infantry.
The Hydra charged my Lord and he was forced to flee off the table! The Assassin charged my Spawn but only did 1 wound.
My Hellcannon charged the Hydra, trying to get some revenge for the Lord whilst my Infantry all moved up. My spells finished off the Corsairs, Black Guard [only 2-3 models left in each unit], it also killed the Assassin and the last 2 Crossbowmen with Sorceress plus 2 Knights thanks to the 6th Death Spell. The Hydra and Hellcannon wounded each other and my Spawn finished the last Knight it was fighting.
Final Charges;
The Chariot and last of the Spears who had earlier been joined by the Master [jumping boat from the sinking ship that was the Black Guard unit]. The Chariot killed 9 Marauders on its own!!!. The Master also chopped down my Nurgle Sorcerer. My Undivided Sorcerer did kill the enemy Sorceress whilst my champion killed the Elf Champion. I lost but thanks to those challenges held. The Hydra and Hellcannon wounded each other again.
In my last turn my Warriors charged the flank of the Spears. Only killing 1. The Chariot killed 3 more Marauders whilst the Master chopped down my unit champion. I had won but the Elves held, costing ne a lot of VP's.
My Cannon also failed to take the last wound off the Hydra.
We tallied the victory points and despite me having my two infantry units, 2 characters, the hellcannon and spawn. Facing off against a Hydra on 1 wound a Master and 5 Spearmen and a wounded chariot. The result was a draw. I was 3 points away from a Minor Victory.
Result - Draw
Post Game Thoughts;
Well that was surprising, after a very promising first few turns the Elves looked in serious trouble. That Hydra killing 5 Knights in 1 turn did it though. Plus that Chariot killing 12 models in 2 turns!. Everything went well really besides that, my magic worked, my Hellcannon worked, my units fought quite well, I got the charges I wanted. Just those 2 enemy models cost me dear [Hydra and Chariot], plus my Sorcerer failing that rally test too. Even at the end of the game I thought I would have still won quite comfortably but the fact I hadnt killed the enemy general and only got 1 banner cost me. An end to my winning streak but at least it wasn't a loss and I was only 3 points away from a win, oh well.
The Screamer released his horrific warp spawned scream, dropping 2 beast handlers dead. He lowered his head as a gout of flame erupted over him, blasting a knight from his saddle. Vicious head lashed out, killing his Knights all around him but he rode on, glaive outstretched. His horned mount also lowered his head as the charge hit home. Only the Screamer survived but it was all he needed. The horns of his mount and his glaive puncturing 3 gaping wounds into one of the War Hydras, too much for even its amazing powers of regeneration.
Knowing he could not beat the second beast alone, he fell back, the Hydra hot on his heels. He approached his mighty Hellcannon at break neck speed and with a mighty leap his mount cleared it. He turned and hacked through the chains holding the dangerous War machine down. As soon as the chains fell, the machine lurched forwards, crashing into the closing War Hydra. His forces had fought the ambushing Elves to a standstill and with the Hydra now tied down in a battle of epic proportions, they could make their escape. It was a shame he could not watch the battle of the titans but his force was exhausted and they needed to regroup. He had no doubt who the victor of the clash would be. He would send the Dwarfs to collect his mighty cannon once the Elves had left to lick their wounds. The Hydras skin would also make novel new barding for his trusty mount.
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Post by Arguleon Veq on Nov 29, 2008 19:33:35 GMT -5
Game 7 - Vs Daemons - 2000 Points
I used my Magical Onslaught list again.
The opponents list was as follows;
Kairos; Herald of Tzeentch; Vortex Herald of Tzeentch; Vortex Herald of Nurgle; Level 1 19 Horrors; Standard 19 Horrors; Standard 19 Plaguebearers; Full Command Beast of Nurgle; Beast of Nurgle;
Pre Game Thoughts;
Well, I would be facing 17 Power Dice, 6 of which could be at +2 to cast. My 14 Dice would also be facing down 9 Dispel Dice. His units were also all very durable and he out numbered me so I was in for a very though game. I would have to act as though I was playing against Vamps and assassinate those Heralds to weaken both their magic phase and supporting infantry blocks enough for me to rack up the wounds.
The Screamer, great Sorcerer of Slaanesh waited on the open field. Flanked by his loyal Knights, bedecked in their armour of deep purple, their gaudy banner hanging lifeless in the still air.
The Herald advanced towards them. Its shape changing in the blink of an eye, from muscled snarling beast to cat to tentacled 3 legged fish. Throwing up an eclectic image painful to the eye. The Screamer was a sorcerer of great power though and could see past this charade of the minion of Tzeentch, it's true form, nothing more than a large toad, nervous of being so close to such powerful warriors. As it reached them it settled its form on that of the muscled beast, his knights sneered at its attempt to show strength.
'Great Sorcerer!' it squeeked in its high pitched tone, making a mockery of its bestial form. 'My Lord and Master, the All Mighty Kairos Fateweaver bids you leave the field. He has seen what no other can and your time has not yet come, your presence here inteferes with the great plan of Our Lord Tzeentch, the great changer of ways. We will allow you passage, we have no wish to stifle a budding champion of the Gods but should you choose to disobey, you will be struck down as though by the hand of mighty Tzeentch himself!'
The Screamer, laughed.
'You snivelling wretch, you will ALLOW me passage!?, if i choose to disobey!?, my time has not yet come!?. I parly for passage with no being, immortal or no!. I obey no power save that of the Dark Prince himself! My time is here!, now!, the legions of Chaos will fall behind me and the weaklings of the South will fall as they should have months ago. Tell the 'Great' Kairos to try and strike me down, Tzeentchs hand will sorely regret the bite that it recieves!'.
With that the Screamer turned his mount and made back towards his force. Slaanesh would surely look favourably on any follwer who could best the legendary Kairos, right hand of Tzeentch. And best him he would.
Magic;
I got; Tzeentch - 1+3. Nurgle - 1+2. Slaanesh - 1+3+4+5. Fire - 4+5+6.
I was annoyed that half of my Slaanesh spells would be totally useless.
They had too many spells to remember, one Tzeentch Herald got 1+2. The other 1+6. The Nurgle guy had the first spell.
Early Game;
The Daemons got first turn and moved up so that more of their spells would be in range. I lost some Hounds and some wounds off my Spawn along with some Marauders.
I also advanced, my magic wounding a Beast,wounding a Tzeentch Herald and my Hellcannon landed dead on Kairos and clipped some Horros, Kairos passed his save and I killed 2 Horrors.
The Beasts charged my Horsmen who fled as a reaction. Kairos moved around my line. Their magic caused quite a bit of damage thanks to Kairos and his level 6 lore of Light spell. He killed off my Spawn and my Horsemen, he also killed some Warriors and Marauders.
My Hounds charge a Horror unit, getting 2 into base to base with the wounded Herald, my Warriors charge a Beast of Nurgle. My magic killed a few horrors but that was about it really. My Hounds failed to wound the wounded Herald and fled, escaping the enemy. My Warriors failed against the Beast and it didnt take any wounds from combat res. The Hellcannon shot down a few Horrors.
Armies Close;
The Plaguebearers move in front of my Knights to stop them getting a charge on the Horrors. Kairos flys around getting further around the back of my lines to better use his short ranged area effect spells. His magic takes a fearsome toll on my Marauders and kills a Knight. In combat I kill the Beast.
My Hounds rally. My Knights charge the Plaguebearers in the front whilst my Marauders also manage to get into their flank. My Warriors charge the weakened Horror unit. My magic does a little now that I am engaged. NOTE - I cast Pandemonium every turn just to take some of his power dice away when he dispels it in his turn as he let it go in my turn to be able to dispel it at a lower value in his turn.
My Hellcannon hits Kairos dead on again, but he passes his save again.
My Sorcerer Lord steps up and kills the Herald of Nurgle!, I do a few more wounds and thanks to the flank charge win by a lot and see a whole swathe of Plaguebearers fall. My Warriors beat the Horros but they dont lose many as my Champion fails to kill the Herald.
The unengaged Horrors charge into the big combat with the Plaguebearers trying to tip the balance. Loads of Gifts go off [all casted with 2 dice each!]along with the Levl 6 Light Spell, killing everyone out of the Marauders besides my Heros, killing some Warriors and a Knight. I continue to win both combats though, I finish off one of the Heralds too.
Unleash the Hounds!;
My opponent had forgot my 4 Hounds had rallied and left his rear open to them. Or perhaps he just didn't see them as a threat. The charged the rear of Kairos. My magic didn't do a whole lot besides me getting the Frenzy spell on my Warriors.
The Hellcannon, no longer ableto get a safe shot, turned to face the Kairos combat, ready to jump in.
In the big combat with the Plaguebearers no longer with Regenerate they are now wiped out and I kill some Horros too. My Nurgle Sorcerer killing the Herald. My now Frenzied Warriors start hacking through the other Horros, leaving only a few left.
My Hounds dont do any damage but survive and win the combat by 3. Kairos loses a wound.
Now much lower on magic dice the enemies spells arent as effective. It does kill 2 Hounds though, so I no longer get the rear bonus which sees them doing no damage and breaking now they are also a lower unit strength.
Final stages;
The Hellcannon crashed into Kairos, wounding him twice and finishing him with combat res. My Knights and Sorcerers finish the Horrors whilst my Warriors finish the other Horrors.
The last Beast of Nurgle charged my Warriors and take them below half strength.
In my last turn I kill it.
Result - Win
Massacre for the Forces of Chaos!
Post Game Thoughts;
The enemy magic phase was pretty devestating but that flank charge on the Plaguebearers and killing off that Herald swung that large combat. My magic and shooting was pretty innefective though. My Hounds getting the jump on Kairos and his measly 1 attack then won me the game as they held long enough to allow my Hellcannon to eat him.
The Screamer led his Knights in a thunderous charge, a bloated creature stepped up and the Screamer hacked him down with impunity. With the loss of their leader the Plaguebearers were easily crushed beneth the hooves of his mighty Knights.
His force did not fear the nature of their foe, instead they relished facing an enemy who would stand and fight them. A shadow passed over him as great Kairos himself flew overhead. He heard it land behind him and with a phsychic signal, ordered his lurking Hounds to attack. They burst forwards towards the winged greater daemon, blood on their minds they feared not the mighty creature in front of them. Kairos, blind to the present did not see them coming. They attacked with wreckless fury, tearing at his legs and hanging from his wings. Kairos tried to take flight but they held on, their jaws locked, preventing the take off.
It was all that was needed, seeing Kairos stalled, the Chaos Dwarfs unleashed the Hellcannon. It barrelled forwards, its barrel widening into a horrific maw. In one mighty bite, the great Kairos was left a broken wreck, hanging half out of the now mundane looking cannon barrel. With a gust, the corpse was sucked into the titanic machine. Kairos banished back to his daemonic realm.
The Screamer grinned a disturbing grin, his smile impossibly wide, splitting his face almost in two. His star had truely risen and now surely Daemonhood beckoned him.
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Post by Arguleon Veq on Nov 29, 2008 19:34:51 GMT -5
Game 8 - Vs Dwarfs - 2000 Points
I used my Magical Onslaught list again.
My opponents army was as follows;
Lord; Shield Bearers, 4+ Ward, 1+ Re Rollable Save, Magic Res 1, Great Weapon. Thane; Rune of Might + Burning. 2+ Save. Magic Res 1. Runesmith; Great Weapon, Rune of Balance, Magic Res 1. Slayer; 19 Warriors; Full Command. 19 Warriors; Full Command. 16 Hammerers; Full Command. Magic Res 1. 10 Thunderers; 10 Thunderers; Bolt Thrower; S8, Burning. Bolt Thrower; S7, Burning. Bolt Thrower; Burning. Grudge Thrower; Organ Gun;
Pre Game Thoughts;
I was very worried with all that shooting and how small my army is. At least against magic I have Dispel Dice. They would also be hard to budge in combar with how tough they are and with my no doubt reduced numbers when I hit home. So a lot would rely on my magic.
The Dwarfs had come to the aid of man once more, the Empire was beset by his long time rival to be Slaaneshes favoured Champion, Lord Suthak and his Dragon Salacious and could not afford to spare men to combat the Screamers threat. Especially with news of a monsterous horde of Trolls descending on despoiled and weakened Kislev.
They had chosen their battlefield well, The Screamer had to make his way through the pass and the Dwarfs were dug in. A rune covered boulder smashed into the ground nearby, showering his Knights in shards of stone. Their armour held but it was a sign that the battle had commenced. He ordered his force forwards at double pace, if they could not close quickly they were doomed.
Magic;
Slaanesh; 1+3+4+6. Death 3+6. Tzeentch 1+5. Nurgle 1+2. Shadow 1.
I rolled my Tzeentch Wizard before my Undivided and with him getting call to glory, I took my Book spell on Shadow for Steed, to catapult any Call to Glory Heros into combat with Warmachine crews.
Early Game;
I went first and advanced. My Hounds and Horsmen not moving far enough to get within short range of the Thunderers. As the Dwarfs had deployed with 3 Bolt Throwers on a hill, with its 3 Infantry units around the base. The Thunderers had deployed forwards on both flanks with the Slayer supporting the flank on my left. Along with the Organ Gun.
My magic killed 3 Thunderers and wounded the Slayer thanks to my bound items. Then 3 miscasts later my magic phase was over with no spells getting off.
Thankfully my Hellcannon was spot on, killing 7 Warriors from the Runesmith regiment and panicking them. Unfortunatly their stumpy legs did not carry them off the table.
The Warriors rallied. The Thunderers killed some Hounds and Horsmen. The Thrower landed on my Marauders and killed 5. The Organ Gun killed another few. The Bolt Throwers focussed on my Hellcannon, only killing 1 crew. 1 shot at a spawn and killed it though.
My Hounds charged the Slayer but couldn't finish him off. It did block a lot of LOS of the Thunderers on that flank though. My Horsemen charged the other Thunderers. My line moved up and my Knights were now open to the Organ gun so it had to be delt with. I tried casting Titilating Delusions on it, but I miscast. My magic missiles failed against it. I failed to cast regen on them. I tried to cast Call to Glory to Steed of Shadow the new hero into it but Call to Glory failed. With that my magic phase was over.
My Hellcannon tried to hit the Hammerers, the Organ Gun too close to my Knights to risk that shot. It comes to my rescue again though, scattering off the Hammerers, onto the Organ gun, and killing it and its crew!.
My Horsmen all died to stand and shoot.
The Dwarfs opened fire again. The Thrower smashing more Marauders. Thunderers killing Warriors and the 4 that could see my Knights past the Hound combat, killed 2!. The Bolt Throwers killed another Hellcannon crew. The Hounds held against the Slayer.
Cavalry Charge!;
My Knights charged the Warriors with Runesmith who were weakened and had since moved back up. The rest of my force advanced. My magic finally did some damage, finishing the Slayer with the 6th Death Spell. I again failed on my Call to Glory, Steed of Shadow combo. I did kill some Hammerers and Warriors though and got Frenzy off on my Knights.
The Knights killed a few Warriors but they held against me.
Shooting now killed my other Spawn and my Hounds thanks to the Thunderers. The Bolt Throwers didn't do much and the Thrower killed a few Marauders. The Dwarfs had also advanced right at me this turn though, to force my charges.
My Knights killed more Warriors and ran them off the board, following them off. I did lose 2 Knights though.
My Knights returned and faced the Bolt Thrower battery. I opted not to charge as the combats were still too heavily in favour of the Dwarfs with static res, I instead chose to give them the charge so I could whittle them down more with magic. It paid off and my magic caused plenty of damage. Evening the numbers somewhat. My Hellcannon landed on Bolt Thrower hill and killed some crew.
Dwarven Charge!....?;
The Hammerers charged my Marauders and the Warriors with Thane my Warriors. The Bolt Throwers fired on my Knights, killing all but the Sorcerer.
In the combats I lost both but only just and so both units held. The Lord did kill my mounted undivided Sorcerer.
My Sorcerer Lord charged a Bolt Thrower, killed the crew and over ran into the next. Killing those too. I finally got Call to Glory off and my 6th Death Spell caused some damage. Finishing off a Thunderer unit.
In the combats, my Marauders lost, the Sorcerer chopped down by the Lord whilst my Call to Glory Hero killed the Hammerer Champ. I broke though and was ran down. My Warriors, now striking first took a fearsome tally on the Dwarfs and broke the stout warriors, running them down.
Closing Stages;
The last Bolt Thrower shot at my Lord but missed him. The Grudge Thrower shot my Hellcannon but scattered off.
My Warriors turned and used their banner and the Tzeentch Wizard to wipe out the other Thunderers. My Sorcerer Lord charged the last Bolt Thrower and wiped out the crew. My Hellcannon tried to hit the last 4 Hammerers with the Lord but scattered well wide.
The Grudge Thrower shot at my Lord in the final turn of the game, but missed.
Result - Win
Minor Victory for the Forces of Chaos.
Post Game Thoughts;
That was quite a tight game, there wasn't any real game changing moments. The stupid Chaos Challenge rule cost me against that Lord though. My Sorcerer Lord did great and wiped out most of the enemy war machines. The Hellcannon also did a fantastic job. The enemy shooting seriously reduced my numbers though, more than I expected. I think If i would have charged in the turn I could have with my Infantry the game would have been lost, holding back and using my magic for one more turn and giving the Dwarfs a rare charge allowed me to reduce the Hammerers below half strength and beat the Warriors. Giving me enough victory points for the win.
The Screamer swayed in his saddle with supernatural speed, dodging yet another Dwarven bolt. Another took his Standard Bearer from his saddle though and he was now alone. Digging in his spurs, he charged the hill. He was on them before they could fire another volley. His glaive rising and falling.
The Screamer stopped, gasping for breath. He looked around him, the hill was littered with dwarven corpses, hacked to peices. In his Frenzy he must have continued to attack the dead bodies, a little too Khornate for Slaaneshes taste no doubt, he shrugged. The job was done.
Unfortunatley, the same could be said for the Dwarfs. Their Lord and his bodyguard had fought their way clear but they had weakened his force. The day was won but the cost was high. He looked out over the hill at his fallen knights, dotted along the path of his daring charge. They would have to be replaced, his Warriors had fought well though, no doubt some were ready to become dreaded Knights of Chaos.
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Post by Arguleon Veq on Dec 4, 2008 18:05:47 GMT -5
Game 9 - Vs Lizardmen - 2000 Points
I used my Magical Onslaught list.
The enemy was as follows;
Slaan; 4th Gen, +1 Power, +1 Dispel Dice. +1 Spell. Battle Standard; Standard of causing Fear. Diadem.
18 Temple Guard; Full Command. Shields. 17 Sauros; Spears, Full Command. 17 Sauros; Full Command.
10 Skinks; Brave 10 Skinks; Brave
4 Terradons; Brave
Priest; Lvl2, Cube, Mark of the Old Ones. Priest; Lvl2, 2 Scrolls.
Pre Game Thoughts; My opponent was worried about my Fear causing Knights auto-breaking his Guard and Slaan once I racked up a few kills and so he made the unit Fear Causing with that Battle Standard to counter that. This took his magic down somewhat though. I was also suprised at those Spears, so my Marauders would avoid that unit. A Priest joined each Sauros block. I have played Lizardmen a few times [although it is one of the armies I face the least] but this is the first time I have actually faced a Slaan. They usually face me with Carnasaur Lords or Jaguar Warrior Lords.
Magic; Slaanesh; 2+4+5+6. Tzeentch; 1+6. Nurgle; 1+3. Death; 6+1. Shadow; 1. Slaan; Death; 1+2, Fire; 3+5, Metal 1. Priest with Cube; 1+2. Other Priest; 1+3 on Heavens.
The Screamer looked out over the enemy, regal banners fluttered in the cool breeze, trumpets blared and drums were beat. He looked to his own force, stood silent and still, wrapped in their own thoughts of the battle to come. The Empire had finally found the courage to face him, and now they would die. They would flee before him and tell the rest of their realm of the power he held. Their fear would consume them and the lands of the soft southern gods would be ripe for the taking.
He shrieked his hellish scream, the trumpet boy at the head of the enemy force, no more than 12 years old dropped dead from the phsychic attack, even at this range, the power was enough to kill one so young and fragile. The Screamer shuddered in satisfaction.
His force responded to the Scream and began the charge, his Flail warriors whipping themselves with their wicked hook-chains. Working themselves into an ecstatic frenzy, flaying their own skins.
It seemed to the Screamer as though time slowed as he closed with the enemy, the air become distorted and vivid colours flickered across his vision. The anticipation of the ecstacy to come effecting his mind no doubt.
With a terrible tearing noise, the world went black for a heartbeat and when light returned he felt his steed slow and stall. Underfoot was a marshy mangrove swamp, the bright glare of a tropical sun beating on him and his force as they milled about in confusion. Terrible reptillian roars sliced through the confused chatter of his army, as rank upon rank of deadly Sauros warriors marched into the clearing of the swamp. At their head a bloated toad that could be none other than a mighty Slaan.
The Screamers confusion was ended when the fading vision of a two headed lord of change drifted away with the passing of the disorienting colours. He cursed, this was Kairos' revenge?. The pawn of Tzeentch believing the mighty Slaan could halt his sorcerous talents, whilst snatching his army away at the moment of their glory. Thinking fast on how to turn the situation to his advantage
He roared to his followers
'See the greatness of my power! I can transport you across the oceans in the blink of an eye, to murder these Lizardmen and learn the secrets of their Old Ones. How confused those puny Empire dogs will be!, how terrified of my mighty sorcery! Forward Sons of Slaanesh!, To Victory!'
Early Game;
The Lizards go first and remain stationary, they open up their magic phase with the Slaan Conflagging all of my Horsmen to death. He also kills 2 Hounds and wounds a Spawn. He gets some 4+ Ward Spell and Re-Rolls spells off.
I advance, my Hounds making sure they are out of charge range of the Skinks. My magic retaliates well, getting Seizures on the Temple Guard he doesn't scroll it as he had already used 1 for gate. He trusts his T4 and loses 10 Temple Guard! My Hellcannon guesses dead on the Sauros on my right flank facing down my Marauders but I scatter 10''.
The Skinks move up in order to pepper my hounds with Javelins [all Skinks had these btw]. They kill another and my Hounds panic. Magic is not quite so good this turn but some Warriors and Marauders die.
Stubborn Skinks!;
My Hounds rally. My Knights declare a charge on the Skinks,I fully expect them to flee, because if they don't I will kill them and over-run into the Templeguard who are now seriously depleted. Even if they do, it still wont let me be charged by the Temple Guard. They choose to stand though, valiant but foolhardy. They are slaughtered and my Knights smash through them and into the Slaan. I think I miscast with every wizard this turn though to make up for it. My Undivided Wizard killing 4 Marauders with his miscast. My Hellcannon also misfires despite rolling a dead on hit, and eats ALL of its crew [rolled 6 on the D3].
Thankfully my Knights perform and kill a fair few Temple Guard for no losses but the enemy holds and doesn't auto break due to causing fear.
The Terradons move behind my Marauders. The other Skinks move out to pepper my Warriors and kill 2. Conflag rips through the Warriors and kills 6 more. Magic missiles also kill some Marauders. I continue to chop up Temple Guard for no losses but they still hold.
My Hellcannon rampages forwards whilst my Dogs charge the Terradons. My Spawn on my right flank moves to intercept the Sauros now that my Marauders are in no condition to fight them head on. The other spawn does the same for my Warriors on my left flank. My magic is stopped right away with the Cube, ending the phase. My Hounds are killed by the Terradons. I kill the last of the Temple Guard but the Slaan holds out.
Resistance of the Old Ones;
The Terradons switch across to my left flank. The Sauros on my right charge the Spawn. Conflag rips 7 Marauders down in flames. Another Warrior dies to Javelins. The Slaan loses a wound but hold in combat. My Spawn kills a few Sauros but loses a wound.
My Hellcannon charges the remaining Skinks on my left flank, fleeing but reaching the Sauros behind anyway as my Spawn also charged into the fray with them. My Warriors with Tzeentch Wizard turn and blast some Terradons whilst Hellshriek then panics them off the board. My Spawn and Hellcannon kill some Sauros but the Sauros wound my Spawn and win. On the other flank my Spawn gets a kill but is also killed. The Slaan loses 2 more wounds and finally breaks and is ran down.
The Sauros who killed the Spawn move up to my Marauders. Their Priest disengages. Magic now does nothing and I kill more Sauros with my other Spawn and my Hellcannon. The Spawn is wounded twice though.
My Marauders with 2 Sorcerers opt not to charge the Sauros, opting to instead now use their magical superiority. My remaining 3 Warriors with Banner of Wrath and Tzeentch Wizard also turn to add to this magical Mealstrom on the un engaged Sauros. As does my Knights with Sorcerer Lord. I finally get a good magic phase and the Sauros are reduced to their front rank but their Champion was also killed by my Nurgle first spell.
In combat on the other flank I lose the Spawn but my Cannon continues to grind them down. My Spawn did kill the Skink Priest before it died.
Closing Stages;
The Sauros go for a last desperate charge on my Marauders and actually win by 1!, but I hold. On the other Flank my Hellcannon finally breaks and catches the Sauros.
My magic from the Tzeentch Sorcerer kills the last Priest whilst my Knights charge into the back of the Sauros and wipe them out.
Result - Win
Massacre for the Forces of Chaos!
Post Game Thoughts;
I think the game changing moment here was him holding with those Skinks when my Knights charged. I don't know if he thought his Temple Guard could beat my Knights or just made a mistake and forgot about over-run. I think he really over estimated what his stand and shoot would do. My magic killing 10 Temple Guard in 1 spell also meant that my Knights had it in the bag after that over run into them. Although that Slaan would just not break.
My magic was really up and down, I think for 3 turns I killed hardly a thing and in 2 turns I killed most of 2 units.
My Hellcannon sucked at shooting but it did its job in combat just fine.
Holding off on my charges again paid off, with the enemy magic defense weakened, I blasted away the Sauros unit that would have easily beaten my Marauders. Instead I hurt them enough to see my Marauders only lose by 1 and so hold.
Overall I think he just didn't use his Skinks too well, he played well in all other regards and his magic did some serious damage to my army, but his Skinks gave me the speed boost I needed to engage early. He learned his lesson on the second Skink unit but when he fled with them, my Hellcannon could reach the Sauros directly behind anyway.
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Post by Arguleon Veq on Dec 14, 2008 18:04:09 GMT -5
Well I couldn't resist taking another crack at the only enemy to blemish my Chaos Warriors record so far this edition, so it was the Dark Elves again for my final game of this blog;
Game 10 - Vs Dark Elves - 2000 Points
I used my Magical Onslaught List.
The enemy was as follows;
Master; Heavy Armour, Great Weapon, Pendant, Sea Dragon Cloak.
Sorceress; Lvl2; Dagger, Scroll. Sorceress; Lvl2; +1 Power, Cold One.
Assassin; Manbane, Throwing Stars.
18 Spears; Full Command, Shields. 10 Spears; Shields. 10 Corsairs; Handbows. 17 Black Guard; ASF Standard, Full Command.
5 Cold One Knights; Full Command. Standard +D3 RES.
Cold One Chariot; Cold One Chariot;
Hydra; Hydra;
Magic; Dark Magic - 2+5. Dark Magic - 2+4. Nurgle - 1+5. Tzeentch - 1+6. Slaanesh - 1+3+5+6. Fire - 1+3+6.
Pre Game Thoughts; Only managed a draw against this army last time but he has since swapped his assassin into a more effective load out. Curse of the Leper and Seizures is a very nice magic combo against Elves though, I can kill almost a whole unit if i can get that combo off. I am fairly confident that I can take this list but again those Hydras pose huge problems that just be easily dealt with.
Defeating the Slaan had certainly brought him great power, but The Screamer was still in an awkward situation thanks to crossing Kairos Fateweaver. He was stranded in Lustria with no way to build a fleet to carry his force back to the Old World. That left him one option. The long march north, through the New World, Naggaroth and back to the Wastes.
The treck was long and hard but his mighty sorcery had kept the force safe from disease and his warriors had gorged themselves on exotic fruits and the meat of defeated Lizardmen tribes. They had crossed the bleak New World and were deep in the heart of Naggaroth when they spied banners in the distance. The Dark Elves, thinking his army a raiding force had mustered for battle. The Screamer would have to fight one more time before he could return home and plot the downfall of man anew.
Early Game;
The Elves went first and advanced, their magic was out of range.
I moved forwards with most of my battle line to ensure my spells were now in range. I killed a cold one knight, some Black Guard and a few Spears. My Hellcannon hit dead on the Black Guard and then misfired, but I got a 6, resolving the shot at S10 I killed about 7 more Black Guard. The Cannon could no longer fire though.
The Elves continued their advance. They Elven magic phase thanks to some high rolls and nice use of the dagger and power of darkness killed both Spawn and 2 Warriors!.
My Horsemen charged the Knights. My Hounds got in front of one Hydra in order to make a nuisance of themselves and make him over run off the board or spend lots of time avoiding them. My Magic wounded the other Hydra, I got my Leper/Seziures combo off and killed loads of Spears, I also got Wall of Fire on the Black Guard and wounded the Master. The Horsemen failed completely and were totally wiped out in return, the Knights overran past my line. My Cannon also moved up ready to fight a Hydra.
The Knights turned to face the rear of my Warriors. One Hydra charged my Hounds, killed them and over ran off the table. The other charged my Hellcannon. It caused 2 wounds on my machine but lost a wound in return. The Assassin was revealed in the remaining Spears and killed 2 Warriors with shooting. The Corsairs killed some Marauders with Handbows.
Cavalry Charges;
My Knights moved to get a good angle on the Hydra for when it returned. My 2 Sorcerers left my Marauders, not wanting to be around when those 2 chariots hit home. The nurgle one headed to get LOS on the Knights behind my lines. With his Rod and first spell he killed 2 Knights, leaving only 2 so they would not get a rear charge bonus on my Warriors. My Tzeentch Wizard destroyed a chariot with Gate. The Hydra did another wound, my Cannon did 1 too.
The Knights hit the back of my Warrior, winning but I held. The Chariot hit my Marauders and single handedly killed 8!, thankfully my Champion caused some wounds back and so I held. The Hydra and Cannon wounded each other again. The Hydra returned and moved back towards the Black Guard to strengthen his line.
My Knights, knowing the Cannon was doomed charged the flank of the Hydra. defeating the beast and running it down, it did kill my Hellcannon though, leaving me with 2 Chaos Dwarfs. The over run had me hit the Corsairs who the Knights also wiped out. In the Warriors combat, those 2 Knights, now without charge bonus' killed 2 Warriors, I only killed the Champion, so the Standard Bearer broke me and ran me down!. I beat the Chariot but it held. My magic got Frenzy off on my Knights but that was about it.
Closing Stages;
The Black Guard and Hydra charged my Knights but the Black Guard just gave away combat res as I cut all but 1 and the Master down. That broke the Hydra. The Assassin shot my lone Nurgle Wizard and killed him. I broke the Chariot but couldn't catch it.
My Marauders re-charged the Chariot. My magic killed some more Spears and that last Knight.
The Chariot rallied in his last turn whilst the Hydra continued to flee. I finished off his Master and Black Guard [My Sorcerer Lords mount actually killed the Master]. His Assassin and magic failed to kill my lone mounted Sorcerer.
I turned and unleashed my magic on his remaining Spears with Assassin, wiping them out. I didnt charge his Chariot with my Marauders as I could see them losing [only 1 rank left] and giving up a banner if they broke. So the Elves were left with 1 Chariot, 4 Spears and a Sorceress. I had some Marauders, my Knights with Sorcerer Lord, 2 Chaos Dwarfs and a Mounted Sorcerer.
Result - Minor Victory.
Post Game Thoughts;
Well it all went pretty much to plan besides my Hellcannon losing a fight to a wounded Hydra and 2 Cold One Knights breaking my Warriors in the second round of combat on their own with no hatred and no lances. I weakened the enemy enough to hold against their hard hitting hatred fuelled charged and then fought them off. Him charging the Black Guard into my Knights cost him, it just gave me easy combat res which made his Hydra flee. Without that mistake it may have been a draw. I was only about 10 points off a solid victory though.
Thats my last game of this Blog for my Warriors of Chaos. I was very pleased with how well they performed against some pretty tough lists. I still don't think Warriors are a power army but when we maximise our strengths and use them well they can certainly work and can compete very well.
Not sure whats up next now my Orcs and Gobs and Chaos are out of the way, I may finish off my Daemons as I am already 2 games into their blog. Probably those or my Dogs of War.
The Screamer licked the Elf blood from the Horns of his Daemonic Mount. Breathing deeply the rich scent of battle. His force had been victorious, the Elves were beaten and now his path was clear. The Elves had fought well and his mighty cannon was beyond repair thanks to one of the Elven War Beasts, his charge unable to save the expensive machine in time, the Dwarfs survived though and could build him another.
His army was no nowhere near its original size, the battles and the long marches had taken their toll but he would return home with the veterans of a brutal and successful campaign, mighty warriors every last one of them. The perfect force to build a new army around. He would return home a hero, his power many times that what it was. Tribes would flock to his banner and the soft southern realms of man would finally feel his true wrath.
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Post by Arguleon Veq on Dec 17, 2008 20:25:00 GMT -5
Warriors of Chaos Final Tally;
9 Wins 1 Draw
Magical Onslaught List; 6 Win 1 Draw 0 Loss
Vampire Counts - Massacre Orcs and Goblins - Massacre High Elves - Massacre Dark Elves - Minor Victory Dark Elves - Draw Daemons - Massacre Dwarfs - Minor Victory Lizardmen - Massacre
Dragon List; 1 Win 0 Draw 0 Loss
High Elves - Massacre
Throgg List; 1 Win 0 Draw 0 Loss
Vampire Counts - Massacre
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Post by Arguleon Veq on Jun 23, 2009 14:45:47 GMT -5
Game 11 - Vs Vampire Counts - 2000 Points
I used my Magical Onslaught list.
My opponents list was as follows;
Lord; Extra Level, Lord of Dead, Red Fury, Dread Knight, Dreadlance, Crown. Thrall; Lvl2, Shield, Heavy Armour. Thrall; Lvl2, Shield, Heavy Armour. Thrall; Lvl2, Shield, Heavy Armour.
19 Skells; FC 19 Skells; FC 19 Skells; FC
5 Blood Knights; FC 5 Black Knights; FC
6 Hounds; 5 Hounds;
Early Game;
The Undead went first and advanced en masse, getting Danse off on a central Skellie unit. The Blood Knights hiding behind the main blocks of infantry, the Hounds on either flank and the Black Knights with Lord on my right flank.
My magic wounded 2 Vamps and blasted down about 15 Skellies, my Hellcannon scattered wide of the Blood Knights though. My Spawn advanced up either flank, one skirting a forest on my left flank and my Fast Cav positioned themselves on my right flank behind some rocky terrain ready to get flank charges.
The Skellies advanced again again, Danse went off on the same unit again, propelling them into combat with my Marauders. Magic healed almost all the damage done besides the wound on the Vamp who was now in combat and a few Skellies from the same unit also stayed dead. I won that combat quite comfortably, my Sorc on Steed fighting the Vamp to a standstill. A few Skellies remained though after combat res.
In my turn my Warriors hit the flank of that combat but caused no wounds, at all!. My Sorc did kill the Vamp though, thanks to his steed! but 3 Skellies remained after combat res. My Hellcannon scattered way off the Blood Knights again but my magic took 2 down. My Spawn on my left charged the flank of a Skellie block whilst the one on my right charged into the Black Knights. I killed a few Skellies and lost one wound off my Spawn who was fighting the Knights.
The Undead now stalled by my Spawns had their advance slowed, the Blood Knights got a Knight back though and most of the dead skellies were re-raised besides the last few in combat against my battle line. Who then died in the combat phase, wiping them out. My Spawns survived a second round of combat despite the Vamps moving into contact with them.
In my turn my Hellcannon scattered well wide again. My magic did blast some Blood Knights though. Both my Spawn died. I also moved my Hounds to bait and re-direct those Blood Knights.
Lord of the Dead!;
The Lord now free with his Black Knights advanced quickly towards my Chaos Knights with Sorc Lord. The Blood Knights had to c harge the Hounds but a Skellie unit also charged their flank. The Hounds were wiped out and both units over ran. After some raising my opponent put 3 dice into Dansing his Black Knights with Lord, he got a 12. I got an 11 on 5 dice and so Danse went off, propellling them into my Knights!. I had faith in my saves though....
My Sorc Lord was forced to challenge, I knew that even rolling well the Vamp should only cause 2 wounds on average thanks to my 0+ Save, a load of failed saves later, my Sorc Lord was dead. I should only lose 1 Knight I thought, a load of failed saves later, I had lost 3.... and so a combat I should have at least pulled out a draw in I get stuffed in, autobreaking my most expensive unit off the board! The Black Knights over running off the board.
My magic all went into killing those last Blood Knights, which I managed. My Hellcannon moved to protect the flank of my Infantry for when those Black Knights returned as he could get Danse off and run down the flank of my whole army with it. My Marauders now with no flank charge on thanks to my Knights breaking, charged some Hounds instead, wiping them out.
The Black Knights return, again 3 dice Danse beat my 5 dice dispel and the Black Knights with Lord hit my Hellcannon, it was 50/50 if my Cannon would die or not, but with the way that Lord was rolling, he smashed it to pieces all on his own. Over running behind my lines.
Closing Stages;
With things looking very bad thanks to that Lord and his Black Knights, I had to get some points by killing them. Both my Infantry blocks turned to face their rear to cast magic on them whilst my Fast Cav moved up to the remaining Undead infantry to stop them marching and then getting a danse in my rear, this way at least i limited them to 12 movement rather than 16, and 12 wouldnt see them reach combat with the rear of my units in his last turn.
All my magic achieved though as killing the Black Knight Champ.
In the Undead last turn, the Knights turned to face my Warriors, unable to get out of my charge ranges, the Champ was raised back. I finally stopped Danse for once though, preventing those Black Knights charging me instead.
I knew I had to go for it in my last turn so my Warriors charged the front of the unit whilst my Marauders got the rear. I rolled very poorly and killed only 1 Knight! despite 16 S4 and 3 S5 all hitting on 3's. I went for the Shields on my Warriors as I didnt want the Lord getting a lot of overkill combat res against my unit champ. Because of that I still got enough combat res to crumble all the Black Knights, which gained me;
Result - Draw
Post Game Thoughts; Well, a very close fought game with us finishing on almost exactly the same points. It was the first time my Hellcannon had a bad game, It did save my Infantry by sacrificing itself though, and that Lord is one of the few things in the game capable of killing it in a single turn.
The Danse was a complete game turner, I could just not stop it no matter how many dice a I was throwing at it, that seen those Black Knights and Lord get the jump on my Knights and my Hellcannon, my Knights should have easily held though but thanks to that rampaging Lord, they just got slaughtered.
My Infantry performed great, doing pretty much all of my damage. Wiping out 2 units with the loss of one Warrior Champ and 2 Marauders. My Spawn also worked very well, holding up the enemy line nicely, a role that my Horsemen continued later in the game. I had massacred this specific army before with my Magical Onslaught list but that Vamp Lord having a good game and my dispel attempts on Danse constantly failing meant I struggled to even get a draw here.
Was a fun and tense game though, swinging one way and the other and its always nice to pull out a result on the last turn of the game.
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Post by Arguleon Veq on Jun 23, 2009 14:46:19 GMT -5
With all the debates about what list was more competative, more fun etc etc lately out of Mortal Hordes and Warriors. I thought I may was well post up the first game I had with my Chaos in this edition of the Fantasy Game [As I already had it written out just never posted]. This was my Mortal Hordes army that I was using at the time against the old VC. Both lists have some similarities with the lists used in Game 11 with the new rules, so its also a comparison of the Old and New VC too.
Game 0.5 - Vs Vamp Counts - 1500 Points [Old VC + Warriors Army Books]
I had another battle yesterday, against the same army that beat my Dogs of War a few days earlier. This time I brought along my Slaanesh army. Fear, wouldn't be the deciding factor this time.
My opponents army;
Blood Dragon Thrall; 2 CC Weapons, +1 Attack, +1 Strength, Killing Blow [Blood Line Powers].
Necromancer; Extra Level, Book of Arkhan, Spell Familiar.
Wight Lord; Barded Nightmare, Lance.
20 Skeletons; Full Command. [Joined by Thrall and Necromancer].
20 Zombies;
20 Grave Guard; Full Command.
7 Black Knights; Full Command, Banner of Barrows, [Joined by Wight].
Black Coach.
6 Dire Wolves.
My army consisted of;
Exalted Champion of Slaanesh; 150 Points Whip of Pleasure, Mark of Slaanesh.
Sorcerer of Slaanesh; 140 Points Extra Level, Mark of Slaanesh.
Hero Total - 290 Points
15 Warriors; 305 Points Halberds, Shields, Mark of Slaanesh., Full Command.
20 Warriors; 350 Points Shields, Mark of Slaanesh., Full Command.
10 Marauders; 90 Points Flails, Champion.
10 Marauders; 90 Points Flails, Champion.
Chariot; 130 Points Mark of Slaanesh.
Core Total - 965 Points
3 Dragon Ogres; 237 Points Great Weapons, Light Armour.
Rare Total - 237 Points
Total - 1492 Points
57 Infantry, 3 Ogres, 1 Chariot. ___________________________________________________________________________
Saccharine, Exalted Champion of Chaos had been hearing stories of a mighty blood drinker, smashing it's way through Middenland, crushing all before it. The weaklings of the Empire had sent a Mercenary army to defeat it. Which were crushed, utterly. Prompting the Vampire to declare itself the greatest swordsman this side of the Middle Mountains after it had defeated 3 of the finest Warriors Tilea had to offer in a single day of bloodshed.
That the Vampire was cutting a swathe through Middenland did not bother Saccharine. It wasn't that the Middenlanders had forgot the very serious threat that he himself posed with his forces and stronghold in the Middle Mountains. Although, he would admit, that did grate on him a little. It was the arrogant claim by this Vampire that it was the best. That none in Middenland could defeat him in single combat. Pride, as Saccharine knew all to well, was his sin. A sin, which he had embraced, and followed willingly in to the arms of his patron deity, Slaanesh. He craved to be the best, an undefeatbale warrior, the perfect warrior. Slaanesh had set him on that road. He had been gifted an extra arm and a deadly daemon forged whip.
His vanity, his pride, would not let this bold claim go unchallenged. He would put this upstart Vampire down. Crush him in single combat. It irked him that he would be helping the weakling men of the Empire that he so despised. But he was a son of Slaanesh, a chosen son and matters of pride and vanity, are matters that pleased his master most. ___________________________________________________________________________
Terrain & Deployment; We played on a 6x4 table. On the right flank, close to the middle of the board lay a large hill with rocks along one side. deployment zone. My Halberdiers joined by my Sorcerer, Dragon Ogres and Chariots set up on this flank, hoping to get to the hill first and utilise it. Facing across the other side of the hill from them lay a unit of Grave Guard, Zombies and the Black coach.
Slightly left of the centre of the board lay a ruined temple and to the left of that a smaller hill, with space between the two for a lone unit to pass through un-hindered. Heading directly for this was the enemy Skeleton unit, including the Vampire and Necromancer. Facing off against them was my large Warrior squad with my Champion, flanked on either side by a unit of Marauders. On my far left lay the Black Knights and Dire Wolves, hoping to flank me.
Magic; My Sorcerer got the first spell in the Lore of Slaanesh and Delectable Torture [makes the character attack his own unit], the Necromancer had Vanhals Danse Macabre, Hand of Dust and the Raise Dead spells. This was annoying as all the enemy characters were deployed on the opposite side of the battlefield to my sorcerer, so my more powerful spell would be pretty useless for most of the game. ___________________________________________________________________________
Turn 1 - Chaos; Very little happened, my units on my right flank headed towards the main hill. The Dragon Ogres and Halberdiers reach it, and my Sorcerer blasts one Grave Guard.
Turn 1 - VC; The Undead advanced and rose a few more Skeletons.
Turn 2 - Chaos; My Marauders on the left of my Warrior squad advanced straight up and next to the Black Knights to get out of their charge ark so that they would not kill them and run into my Warriors flank next turn if I had left them where they where. My Warriors and other unit of Marauders turn slightly so as to not get charged in the flank by clever enemy positioning.
My Sorcerer blasts down 4 more Grave Guard with bolts of bright pink energy, melting the armour of the undead warriors and breaking whatever magic held them together.
My Chariot repositions itself to try and get a flank charge on the Zombies in a few turns if they head at my Halberdiers.
Turn 2 - VC; The Wolves continue down my left flank. The Black Knights turn to face the Marauders and use Vanhals Danse Macabre to crash into them whilst the Skeletons continue to advance. On my right, the Zombies and Grave Guard line themselves up at the hill with the Black Coach in between them but slightly behind to stop my Dragon Ogres charging it.
The Black Knights slay 3 of the Chaos Tribesmen, sending them fleeing but the Black Knights, no longer suffering from emotion or elation at the victory, are easily able to hold themselves from running down their beaten foe. Which would have left them open to a flank charge by my Warriors.
Turn 3 - Chaos; The Dragon Ogres begin to bellow and roar, raising their great weapons above their heads, they thunder down the hill and crash into the Grave Guard. The smash down many of the Undead Warriors, killing more as the magic holding them together begins to falter even more.
On my left I just reposition again.
Turn 3 - VC; The Black Knights turn and advance on my Warriors along with the Skeletons. The Dire Wolves continue to head down my flank. The Black Coach crashes into my Halberdiers on my right but they take the charge with only a few losses. The Zombies attempt to charge the Dragon Ogres but fail.
The Undead hope to charge either the Skeletons or Black Knights into my Warriors with Danse Macabre, but the Necromancer miscasts, causing a wound on himself.
Turn 4 - Chaos; With the Black Knights now stranded in front of my Warriors, Saccharine leads his Chaos followers into a charge against the undead knights. The Marauders on his right in close support, to hold up the Skeletons and Vampire [plus I was hoping to pick out the Necromancer and kill him if they charged my Marauders].
The rallied Marauders charge into the Zombies flank. Smashing some of the rotting monsters down with brutal flails. The Dragon Ogres crush more Grave Guard but one of the beats fall, 3 rusting swords rammed through it's enormous chest. The Halberdiers begin to hack apart the Black Coach whilst dodging the scythe wielding terror riding it.
Saccharine and his Warriors hack down 3 Black Knights, killing 2 more with the weight of their numbers.
Turn 4 - VC; The Skeletons charge the Marauders, the Necromancer attempts another spell but miscasts again, killing himself . The Thrall, hacks apart many Marauders. I need a double 1 for them to hold and protect the flank of my Warriors. They hold!.
The Dire Wolves hit the left flank of my Warriors, 1 is cut down along with 2 more Black Knights. Another 2 Dire Wolves are killed with Combat Resolution.
The Dragon Ogres kill most of the Grave Guard, leaving only the Champion whilst the Marauders kill more Zombies. The Black Coach kills another Warrior but loses more wounds to combat resolution.
Turn 5 - Chaos; My Chariot hits the flank of the Skeletons but only kills 2 whilst the Thrall hacks down more of the Chaos Marauders. My Marauders and Chariot both run.
1 more Dire Wolf is killed and the Black Knights are reduced to only the Wight. The Grave Guard Champion is killed and the Black Coach finally falls apart.
Turn 5 - VC; The Skeletons turn for a last turn charge on my Warriors flank. The Dire Wolves collapse with no Necromancer to keep them animated, as do some Skeletons and Zombies, whilst even more Zombies are dragged down in combat. The Wight is wounded.
Turn 6 - Chaos; Saccharine finishes off the Wight. The Warriors on the hill charge down into the Zombies and finish them off, cutting them in two with their mighty Halberds. The Chariot rallies.
Turn 6 - VC; The Thrall and his Skeletons charge into the Warriors flank. The Blood Dragon issues a challenge which Saccharine promptly accepts. Cutting down the Vampire with his Whip of Pleasure before he can even strike. The Warriors win the combat by 1.
Leaving a reasonably intact Skeleton unit as the only thing left standing for the Undead, with the only Chaos casualties being 1 Marauder unit and a few Chaos Warriors/Halberdiers. ___________________________________________________________________________
The battle was going perfectly, helped by the Necromancer frying his own mind with his dark arts. Saccharine laughed. His right flank had crushed everything sent against them. He himself had killed many of the enemies elite cavalry and crushed their re-animated champion. His only serious losses so far had been the Slirack Tribesmen, easily replaced. The enemy had not fell for his using them as a lure.
Now only the Vampire itself and a handful of Skeletons remained. He could see Undead Warrior, charging out in front of his unit, roaring his challenge. Saccharine stepped forward, more than willing to meet it. This is what he had came for. This is what the battle was really about for him. It was lightning fast, but Slaanesh had gifted him with unnatural speed of his own. He struck with his Daemon whip at the creatures face, the whip itself with a life of its own, wrapping around the Vampires neck. It’s lethal barbs digging deep into it’s pale flesh. It grimaced with pain but continued with its sprint. As it reached Saccharine it rose its sword above its head, ready to bring a crushing blow down upon his skull. Saccharines arm darted out, stopping the Vampires downward strike with a sword of his own. They looked into each others eyes, both believing they were unbeatable. The better warrior. They shook with strain as the vampire tried to force his sword down with his right arm, whilst his left tried to rip the whip from around his neck. Saccharines sword was being forced down and he was losing grip of his whip as the vampire tried to loosen it from around is neck. The Vampire snarled, flashing his fangs. ‘You arrogant fool’ it hissed, ‘you thought you could defeat an immortal, I know no equal!’. Saccharine just smiled, a cruel smile, a knowing smile. He could see the confusion on the Vampires face, and then he struck. His third arm, hidden behind his garish cloak, driving a short sword deep into the Vampires gut, Saccharine twisted and turned the blade, cutting up towards the Vampires chest. He kicked it off his sword, it fell to it’s knees and the whip unfurled from around its neck.
He knew the wound would not kill it, yet he did not strike the finishing blow. He looked down on the vampire, his words dripping with scorn ‘I have heard that your kind gain power with age. That your order in particular, spare those that impress them in combat. My gods have no place for your kind in their armies, but I will spare you, vampire. Perhaps, in time, you will be a worthy opponent, up to the challenge of facing me. I will look forward to challenging you again when that time comes blood drinker. The sons of Slaanesh strive for perfection, we crave opportunity to display it. In time, you may give me the opportunity to show mine’
He began to laugh as he left the Vampire on it’s knees, his army crumbling around him. He knew that mocking a creature as proud as that, embarrassing it, leaving it crawling through the mud, would be a fate worse than death for it. It would eat away at it, and he truly did look forward to facing the vampire again. A challenge was hard to come across so far from the Chaos Wastes, and perhaps the Vampire would even vent a little of it’s anger and humiliation on the Empire. Seeing the Empire suffer, was something he would never grow tired of. ___________________________________________________________________________
It was an interesting game, with a lot of manouvereing. It resulted in a Massacre in favour of my army. Making up for the Massacre I recieved from it a few days earlier. The Necromancer miscasting and failing to cast Danse Macabre really helped, that spell is a game winner. It allowed me to use my manouvering to get off the charges rather than being charged and my opponents confidence in that spell allowing him to get the charge, made my life even easier when it didn't work for him. My Chariot was a bit of a let down. But other than that my army performed well, even the Marauders played their part, although mostly as a lure and a speed bump _________________________________________________________________
New Edit; As a Mortal player with the old list, I actually find the Warriors list now much more varied and fun, as I was limited in what I used to take anyway if I wanted a proper mortal army with no Beasts or Daemons. I used to use LOTS of Warriors anyway, so with their stat increases I know much prefer them to the old lists, Marauders have also gotten more interesting and fun. Danse is still as important as ever for Vamps, the fact that I couldnt stop the new list using it thanks to the Necromancy rules shows one of the major strengths in the more recent Vamps book.
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Post by Arguleon Veq on Jun 23, 2009 14:46:50 GMT -5
Game 12 - Vs Dark Elves - 2000 Points
Well using my Chaos again the other day made me want to try out my Kholek List, so here it is;
Kholek; 25 Marauders; Shields, LA, FC, Slaanesh. 24 Marauders; Shields, LA, FC, Slaanesh. 24 Marauders; Shields, LA, FC, Slaanesh. 5 Horse; Flails, Slaanesh. 5 Horse; Throwing Axes, Slaanesh. 5 Horse; Throwing Axes, Slaanesh. Hellcannon; Hellcannon; Sorc; Scroll x2 Sorc; Scroll x2
I faced against a list that recently Massacred my Empire;
Dreadlord; Manticore, Killing Blow Lance, 2 + Save, Regen, Hotek Ring. Sorc; 2 Scrolls. Assassin; Manbane, 2 Hand Weps, Rending Stars. 18 Black Guard; FC, ASF. 10 Spears; 7 Shades; 5 Riders; Crossbows. 5 Riders; Crossbows. Hydra; Hydra; Chariot; Chariot;
Terrain; Small hill central with LOS blocking rocks on one edge, large hill left with LOS blocking rocks on both ends. Two tiered hill right, upper tier blocking LOS.
Early Game;
The Dark Elves went first, shooting downing a few of my Horse and wounding a Hellcannon.
In my turn my shooting seen a Hellcannon misfire and eat a crewman, the other misfired and got a 6, killing a chariot but stopping it shooting for the rest of the game. Kholeks shooting for a 1, and so hit himself making him frenzied, My Throwing Axes though did kill some Riders, panicking them off the board. My Flail riders moved back slightly just out of charge range of that Manticore.
The Dark Elf player thought it was still in, so tried to charge those Flail Horsemen with his Mnaticore, he was an inch out and failed, leaving it stranded.
In my turn Kholek charged the Manticore and Lord. My Hellcannon that could fire misfired but got a 6, it then only killed 5 black guard though despite a dead on hit and now could no longer fire.... Kholek put 6 attacks on that Manticore so I would autobreak the lord, I needed 3's....0 Hits!. I attacked the Lord with 2 Attacks...0 Wounds!. Thankfully though he did 0 back and thanks to my Flank charge and higher unit strength I managed to break him normally, it ran off the board.
The Assassin and Shades shot at my Hellcannon who was protecting the flank of my right most unit, and killed it!...A Hydra burnt down a Horse unit.
Mid Game;
Kholek returned, blasting his lightning at the Shades, rolling a 1 and hitting himself again!. My unit now exposed on my right turned to face the Hydra on that flank. My Hellcannon started to move across my line.
A Hydra charged my rightmost unit with the Dark Riders hitting their flank. I was broke and ran off the board. Black Guard charged my Central unit, I won thanks to 2 Sorcerers doing some wounds but they held.
Kholek charged a Hydra, thanks to a load more misses I only got 1 wound through, but Starcrusher made it 2, It held though. My Marauders held in their combat.
The Hydra charged my other Hellcannon, both doing wounds to each other. Kholek kills the other Hydra and breaks its Masters, catching them.My marauders still hold.
Closing Stages;
Kholek charged the Chariot smashes it, then over runs into Shades with Assassin who he then also kills slaughters and runs down. Meanwhile my Marauders are broke and caught and my Hellcannon loses 3 wounds in the very last turn and dies! he did take the Riders who gave a supporting charge down to half strength though. Kholek with his LIghtning and a lone Axe Horsemen also managed to take the Black Guard below half strength in my lats turn. This left;
Kholek, 5 Flail Horse, 1 Axe Horse, 1 Full unit of Marauders. Facing; Wounded Hydra, A few Black Guard, 2 Riders, Scroll Caddy.
Despite this, the result was still a draw thanks to the banners my opponent had captured.
Result - Draw
Post Game Thoughts;
Despite being in such a strong position at the end, the game was still a draw. My Hellcannon failing to do one more wound to that Hydra and losing all 3 somehow in the last turn cost me the minor win. All my shooting went horribly wrong, both Hellcannons misfiring early and Kholek constantly rolling 1's, I also couldnt believe how bad he rolled against the Manticore, thankfully the Lord broke anyway.
I didnt get to use any of my 3 big rank breakers to break ranks [Hellcannons and Kholek] despite my Central unit holding, as my Hellcannons were taken out of the game quite easily, one thanks to that ever annoying Assassin. Kholek getting frenzied also made sure I couldnt hold him back to do it either.
I was impressed with Kholek though, despite his shooting failures, he killed a Lord, Manticore, Hydra, Chariot, Assassin and Shades without losing a single wound. Very impressive.
My army didnt work as I wanted, a powerful shooting phase, with solid anvils and reliable rank breakers. It still held together despite some bad shooting and against a powerful list though thanks to tough Marauder anvils and the power of Kholek.
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Post by Arguleon Veq on Jun 23, 2009 14:47:17 GMT -5
Game 13 - Vs Warriors of Chaos - 2000 Points
I used my Kholek list from the last game.
My opponents army was as follows;
Sorc Lord; Book, Lvl4. Sorc; Nurgle, Puppet. Exalted; Disk, Enchanted Shield, Tzeentch, Golden Eye, Flail, Roar.
17 Warriors; Nurgle, Great Weps, FC. Banner of Wrath. 12 Warriors; Khorne, Shields, FC. 17 Warriors; Slaanesh, Shields, FC, Warbanner.
5 Horse; LA, Musician, Slaanesh, Throwing Axes. 5 Hounds;
Shaggoth; Great Weapon.
Pre Game Thoughts; I wasnt too worried about my opponents list as it was limited by the fact he is playing in a tourney soon that is limited to 9 power dice, only 2 of each Special and no duplicate rares. Despite his list limitations though I had just watched this army Massacre the Dark Elf list who I had played last game, a list which had drawn with my Warriors and Massacre my Empire recently too. I would ride out to march block those slow movers, taking out his fast elements with mine, then I could bombard his army, holding weakened units with my Marauders to be charged in the flanks iwth my Cannons and Kholek.
Terrain;Small hill central with LOS blocking rocks on one edge, large hill left with LOS blocking rocks on both ends. Two tiered hill right, upper tier blocking LOS.
Early Game;
The enemy went first, the Disk Rider gunning down and over the hill on my left flank, their Horsemen getting behind the two tiered hill on my right.
In my turn one Cannon misfired, got a 6 and killed 6 Nurgle Warriors but again, couldnt fire for the rest of the game. The Nurgle unit passed its panic thanks to the Chaos Re Roll we get for Panic. Kholek did no wounds with his Lightning, again. My Horse on my left darted past the Disk Rider out of his LOS and chopped down 2 Hounds with throwing axes. On the other flank my lats Horse unit got around the two tiered hill to fell 3 of the enemy Horse with my thrown axes. My other Cannon scattered wide.
Now heavily march blocked the enemy advance started to slow. The Disk Rider moving out to my far left flank though ready to engage the Hellcannon that could no longer shooting. The Shaggoth headed right to my Hellcannon, ending its move just in front of it.
Kholek turned to blast the Shaggoth bearing down on my Hellcannon, I did a whole 1 wound with my Lightning. The Hellcannon simply ignored it, too close to risk shooting and instead blasted down 4 Khorne Warriors.
Charging Titans;
The Shaggoth charged my Cannon, whilst the Rider charged the other on my left flank. The Warriors continued on. I was shutting down the enemy magic phase pretty well. The Shaggoth did my Cannon 2 wounds for 1 in return. The Disk Rider did 3 wounds for 0 in return.
In my turn Kholek moved to support my faltering right flank against that Shaggoth. My thrown Axes felling some undivided Warriors and my Lightning killing some more Khorne Warriors. The Shaggoth finished the Hellcannon, breaking the Dwarf crew and chasing them of fthe board. The Exalted Disk Rider failed to do any damage now his Flail was no longer in effect, he broke but I couldnt catch him. My Marauders on my right turned to face where the returning Shaggoth would come back on the boardas I reckoned he would kill it this turn.
The enemy continued their advance. Exalted rallied. Shaggoth returned and faced my Marauders. Magic blasted some central Marauders.
Marauder unit in the centre charged the Undivided unit with the help of some Axe Horse in the rear as there were only 2 left in the rear rank I was confident I would not lose 3 Horses. My Marauders on my right charged the Shaggoth. Kholek charged the Khorne unit. My Cannon got out of the charge arc of the Disk Rider. My Axes downed the last few Hounds and enemy fast Cav. Kholek smashed the last few Khorne Warriors and ran them down. My Marauders lost 3 men but still won against the Shaggoth, it held though. My Horse in the back of the central unit lost 3 to 4 attacks! My Marauders to the front also fared badly, the Horse broke but my Marauders held.
The Disk Rider now charged my Flail Horse, I fled out of his way and escaped his clutches. My other Horse failed to rally. My Central unit lost its combat, were broke and ran down. My Marauders on the right still failed to break that Shaggoth.
Kholek turned back towards the battle. My 2 man Axe unit rallies, my other unit move across and along with Kholek blast down about 4 Nurgle Warriors. Shaggoth still holds despite constantly losing by 2-3.
Closing Stages;
The Undivided unit turn to face the Marauder/Shaggoth combat in case my Marauders break the beast. The Nurgle unit charge my leftmost Marauders, thanks to their weakened state my Marauders hold despite a fair few losses thanks to static res. My Marauders finally break that Shaggoth but I chose to let it flee as It cant rally as it is the enemies last turn and I dont want to hit that Undivided unit. The Disk Rider charged my Flail Horse again, sending them off the board.
In my last turn, my Hellcannon smashes into the flank of the Nurgle unit fighting my leftmost Marauders. Kholek and the Axe Horsemen focus on the Undivided unit and bring them below half strength. With the help of the Cannon in the flank, my Marauders now easily win that combat and break and run down the Nurgle unit, leaving;
Me with Hellcannon, 2 Marauder units, 6 Axe Horsemen and Kholek. Against; 6 Warriors, Sorc Lord and Exalted on Disk.
Result - Win
Solid Victory to [My] Warriors of Chaos.
Post Game Thoughts;
Well, again my opponents tried to thwart my flanking with my Hellcannons, he only managed to stop one though thanks to his Shaggoth, which left the other to finally do its job, which saved a Marauder unit and caused the death of the enemy Nurgle unit. Kholek wasnt quite as powerful this game but still killed a Khorne unit of Warriors. My shooting was a little better this time, netting me about 10-15 Warriors and some Hounds and Horsemen overall and I managed to shut down the enemy magic fairly well as he miscast a few times.
My Hellcannons arent doing as well in the last 3 games as they had in my first 10 but they did ok this game and Kholek is certainly a game winner. I quite like this list, but the Hellcannon models dont really work with it so I may convert some Biovores to rep them.
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