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Post by Arguleon Veq on Jun 23, 2009 14:48:06 GMT -5
Game 14 - Vs Tomb Kings - 2000 Points
Warriors game fell through and I ended up facing Tomb Kings instead. I modified my list a little.
Sorc Lord;Lv4 Slaanesh, Barded Steed, Enchanted Shield, Puppet, Runesword. Sorc;Lv2 Tzeentch, Bloodskull Pendant. Sorc;Lv2 Nurgle, Rod. Sorc;Lv2 Book, Power Fam.
11 Warriors; Slaanesh, Halberds, Shields, FC, Rapturous. 22 Marauders; Slaanesh, Flails, FC. 5 Horse; Slaanesh, Flails. 6 Hounds;
5 Knights; Slaanesh, Banner.
Hellcannon; Spawn; Spawn;
My opponents list;
King; Destroyer, Coller of Shepesh. Prince; Flail, LA, Chariot of Fire, Shield. Liche; Cloak of Dunes, Jar. Liche [Heirophant]; Steed, 2 Scrolls.
20 Tomb Guard; FC, Re Form Banner. 25 Skells; Shields, LA, FC, Banner of Undying Legion.
3 Chariots; 3 Chariots; Banner of +1 to Hit.
Scorp; Scorp;
Catapult; Skulls of the Foe Catapult; Skulls of the Foe
Pre Game Thoughts; I was a little worried about those catapults and what to deal with the Princes chariots with. I should dominate the magic phase though and mostly shut down his incantations. I would try to get his Princes chariots with my Knights, SPawn and Hellcannon on his Scorps and my Infantry I trusted to best his two blocks.
Terrain; Long hill left flank, small hill right, ruins centre.
Early Game;
Kings went first. Chariots with Prince down my extreme left flank towards my fast cav whilst the other Chariots moved to protect his infantry flanks. He deployed very deep.
His magic got those Chariots in with my Fast Cav, killing them but his over run kept him on the board. I lost some Marauders to shooting.
My Knights turned towards those Chariots now deep in my lines and my Hounds also moved to pen them in. My magic was mostly out of range, I did kill one of the Chariots that stayed with the enemy battle line though. My Hellcannon scattered off the Kings skelly unit. I did cast the Frenzy spell on my Knights.
Chariots turned but I dispelled the incantation he tried to get out of my Knights charge arc. Shooting hit some more Marauders. Both Scorps arrived, charging a Spawn each, 1 was killed in 1 round! and the Scorp ran into my Hellcannon. The other Scorp did a wound and lost a wound.
My Knights with Lord charge the Chariots, Hounds move off towards the main battle line, Infantry continue their advance. Magic killed the rest of those Chariots and a few Skellies. My Spawn died and the Hellcannon and other Scorp didnt hurt each other. My Knights smashed the Prince and his Chariots, their over run hitting the flying Liche.
The wounded Scorp now charged into my Hellcannon to support the other one. Shooting didnt do much this turn. My Knights killed the Liche and over ran off the board. My Hellcannon lost 3 wounds to poison!, I did 3 back though.
Death of Monsters!;
My Knights return and move towards the Hellcannon combat. My Hounds try to get around to one of the catapults. My magic continued to thin the enemy ranks. The Scorps finished off my Cannon.
Shooting again did little for the Tomb Kings, I shut down his attempts to replenish his ranks. Heirophant left the Skelly unit in case my Marauders charged.
My Sorc Lord finished 1 Scorp with his magic missile. My mounted Sorc charged out of the Marauders, hitting that Heirophant. I got burning Sword off and killed him. My Hounds failed a Fear to charge a Catapult. My Warriors with Sorcwith the Pendant charged the Tomb Guard, I rolled badly a drew though.
Tomb King and Skellies charged my Marauders, I lost by 1 but held. My Warriors started to wear down the Tomb Guard.
Closing Stages;
My Sorc Lord finished the other Scorp with his magic missile, taking its last wound. My Warriors continued to beat the Guard and I drew with the Tomb King and Skellies with my Marauders. Hounds continue to fail Fear tests to charge
My Warriors win the combat again. Marauders draw again.
Im my last turn I cast the Frenzy spell on the Marauders to let me win that combat but I dont finish off the Skellies, My Warriors wipe out the Tomb Guard though.
Leaving - King, 2 Catapults and a few Skellies vs my Warriors, Marauders, all Characters and my Knights and Hounds.
Result - Win
Solid Victory to the Warriors of Chaos.
Post Game Thoughts; All went to plan really besides the Scorps running rough shod over my Spawn and Hellcannon thanks to Poison. Other than that though, my Knights delt with his Princes chariots and thanks to that been deep in my lines because of his incantations it let them then deal with the Scorps too. My Infantry dealt with the enemy blocks thanks to a bit of softening with magic and due to one of my Sorcerers been mounted I managed to kill the Heirophant too.
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Post by Arguleon Veq on Jun 23, 2009 14:49:06 GMT -5
Game 15 - Vs Lizardmen - 2000 Points
I used my Slaanesh, Negative LD list;
Sorcerer Lord; 414 Barded Steed, Runesword, Enchanted Shield, Mark of Slaanesh, Splendour, Spell Fam, Extra Level. Sorcerer; 186 Extra Level, Power Familiar, Book of Secrets, Barded Horse. Sorcerer; 165 Pendant. Extra Level. Exalted; 231 BSB, Shield, Barded Horse, Doom Totem.
10 Warriors; 230 Shields, Halberds, Full Command, Rapturous Standard. Mark of Slaanesh. 21 Marauders; 135 Slaanesh, Full Command.
6 Hounds; 36 5 Marauder Horse; 85 Flails, Slaanesh. 5 Knights; 255 Standard, Warbanner. Slaanesh.
Hellcannon; 205 Spawn; 55 1997 Points Total
My opponents list was as follows;
Slaan; BSB, Extra Power, Knows Full Lore, Power Stone, Dispel Scroll. Priest; Lvl2, Scroll, Talisman of Protection. Engine of the Gods;
20 Temple Guard; FC 18 Sauros; FC, Spears 18 Sauros; FC, Spears
10 Skink Skirmishers; 10 Skink Skirmishers;
2 Razordons;
Pre Game Thoughts; I would try to smash through one of his Sauros blocks with my Knights, trying to panic/Terror his Skinks off with my magic. I would try to blast down his other Sauros unit whilst my BSB Rapturous unit held his Temple Guard, allowing my Knights to come back round for the other unit.
I planned on using my Sorc with Pendant to take out his Skinks with the use of Steed of Shadows from the other Sorc. He also got Flaming Sword so I would also try to assassinate that Priest on the Ancient with him too.
Terrain; Long hill left flank, small hill right flank, temple near the centre.
Spells; Slaan took Metal, Priest got the No Save Thunderbolt. My Lord got all besides Frenzy. I also got Steal Soul, Steed of Shadows and Wind of Death. My last Sorc got Fireball and Flaming Sword.
Early Game;
I went first, my Knights and Infantry moving him. All my magic managed was to draw a scroll...My Hellcannon blasted down some Sauros on my right flank. Despite being at -2LD they passed their Panic.
Skinks and Razordons moved up on my left, Skinks on right. Magic didnt do a great deal, shooting killed a few hounds and did some wounds to my Spawn.
My Hounds charged the Temple Guard just to move out the way of my Knights who charged the leftmost Sauros. My magic panicked the Razors and I drew another Scroll. I also killed some Skinks on my right. My Hounds were obviously butchered. My Knights smashed through the Sauros with impunity, chasing them off the board and leaving the board themselves.
Razordons rallied. Shooting and magic continued to whittle down my Warriors who were advancing steadily in the wake of my Knights. My Spawn was killed.
Cav Collapse;
My Knights returned. My Horse charged some Skinks on the left. My Warriors continued their slow march. My Marauders turned to face the Skinks and Ancient on the right. I used Steed of Shadows to launch my Pendant Sorc at the Skinks. Magic killed a few Temple Guard. My Sorc beat the Skinks but they held. My Horse lost 2 to stand and shoot, I then didnt hit with a single attack and all 3 riders were killed by Skinks....
Steg moved near the Skink Sorc combat to use Burning Alignment. Razordons and SKinks moved round my Warriors flank. Temple Guard turn to face my Knights. Slaan burns down 3 Knights, magic and shooting whittles my Warriors further. Alignment doesnt wound my Sorc though. Slaan did Miscast and gave me Seizures for free, killing afew Temple Guard. My Sorc finishes the Skinks.
My Knights, now thanks to those Casualties can squeek past the Temple guard thanks to their smaller frontage and hit the rear of the Sauros. My Warriors turn to head at the rear of the Temple Guard. My Sorc charges the Ancient Steg.
Magic doesnt do much but I do get off Flaming Sword. Which sees the Sorc kill the Priest but lose a wound to the Steg. My Knights smash the rear of the Sauros and run them down.
In one horrendous turn, the Lizards, with only 6 power vs my 6 Dispel, take down ALL my Knights and my Sorc Lord with magic and blast down all my Warriors with the help of the Razors!. Thanks to some double 1's on Dispels, my army was now in tatters. To finish things off, the Ancient kills my Sorc.
My BSB moves against the Razors. My magic kills a few Skinks. Hellcannon blasts some Temple Guard.
Closing Stages;
My Marauders take some damage from magic and shooting. Ancient moves at them.
My Hellcannon charges the Ancient, magic blasts some more Temple Guard. BSB charges the Razors but he is within half charge range so no stand and shoot, he takes a wound but breaks them and runs them down. Steg Holds against my Hellcannon.
In the Lizards last turn, my BSB is burnt down my the Slaan and the Steg Holds again.
Leaving;
Slaan, 6 Temple Guard, 3 Skinks, Ancient Steg
Vs
Mounted Sorc, Hellcannon, 16 Marauders.
Result - Draw
Post Game Thoughts;
All was going to plan, the only thing that hadntwas my Warriors stalling a little. My Knights though had smashed down both Sauros unit and I had damaged the enemy on my right flank killing that Priest and the Skinks with my Pendant Sorc.
Then that 1 turn seen my Lord, another Sorc and my 2 hardest units wiped out. I just kept rolling 1's for dispells and couldnt make 3+ or 4+ Saves on my Warriors from Blowpipes.
That totally swung the game on its head. From then on I was fighting not to lose after been in a good position to get a Massacre. I just managed to hold out, stalling the Steg from killing my Marauders thanks to the Hellcannon charge.
The new Lizards are very tough, it is hard to deal with the Slaan when he can choose the most useful lore for the game and knows all spells. The Lore of Metal ruined me. The Skinks were a bit of a nightmare too, poison takinga huge toll on my army, killing a Spawn, loads of Warriors, some Marauders and my Horsemen.
This Psychology list wasnt really suited against Lizards with the Temple Guard ITP, and the Sauros testing on a 9 on 3 dice. I was pleased with the list though, it did what I wanted it to do besides that one magic phase from the Lizards.
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Post by Arguleon Veq on Jul 22, 2009 13:03:23 GMT -5
Game 16 - Vs Daemons - 750 PointsLong time out for my Warriors but I have finally got some painting done with them this week as I am thinking about taking them to a nearby tourny later in the year at 2250 points .
My girl has also started to get into Fantasy, we have run a few practice games, me with Empire her with Daemons and she wanted a proper game. So I thought I would crack out the Warriors so I could get used to them again.
Only 750 Points as it is her first competative game against me. We were playing on a small board due to the points size. 30'' x 50''. 6'' Depo Zones. Hill in each corner.
The Daemoms;
Herald of Tzeentch; Vortex 10 Horrors; 10 Bloodletters; 6 Seekers; 15 Plague Bearers; FC.
My Force; Note - Just noticed I took 2 rares, oops, didnt effect the game though.
Sorc; Lvl2, Tzeentch, Book, Power Fam. Spawn; Hellcannon; 10 Warriors; Slaanesh, Halberds, FC. 5 Horse; Flails, Slaanesh.
She got spells 1+4. I got 1+2 plus Fireball.
Early Game;
I won first turn, my shooting and magic did nothing at all.
She advanced and had similar luck with her magic, she was focussing that first Tzeentch spell on my Hellcannon, not trusting anything else in her army to be able to take it out besides maybe the Letters. Seekers got down my left flank.
My horse darted up my right flank to march block the Letters. Hellcannon killed 3 Bearers, Magic killed 1. Spawn didnt reach the Horrors.
Seekers charge the flank of my Spawn and kill it, fail their restraint and end up with their flank onto my Cannon. Magic though, blasts off 4 wounds from my Cannon and ALL the crew! Letters turn so the Horse arent on their flank. Bearers continue on towards the Warriors.
Initial Clash;
Warriors charge the Bearers, causing a lot of damage but losing a man. Bearers hold. Horse continue to harass the Letters. Cannon charges the flank of the Seekers but only kills 1 and they hold.
Horrors and Herald move up to use Gift, killing 2 Warriors. Letters again turn as they dont want those Horse hitting any flanks. Warriors cut the Bearers to just the champ. Cannon kills 2 more Seekers.
Seekers kill my Cannon in my turn! taking its last wound. Warriors finish off the Bearers.
Seekers move to the rear of my Warriors. Magic does little for her.
Warriors charge the Horrors but a mass of saves see only a couple of Horrors fall. The Seekers then charge in to my rear in her turn, thankfully my Warriors only lose 1 Warrior and hack them down and also hack down a few Horrors. After fading only the Herald remains in combat with me.
Closing Stages;
Warriors finish off the Herald. Letters move on me. They choose to face the Warriors and take the Horse in the rear rather than having the Warriors in the rear, my magic kills 2. My Horsemen with Flails fail miserably, thankfully the Horses themselves kill 2 Letters, the last able to attack them back kills a Horseman. My Warriors cause carnage in the front but lose a Warrior in return. After combat, the last of the Letters fades.
Leaving me with 3 Warriors, my Wizard and 4 Horsemen to claim the field.
Result - Win
Post Game Thoughts;
She had me worried at a few points in that game, when those Seekers stuffed my Spawn who i was using to try to hunt the Herald and then magic took my Cannon to 1 wound in a single turn. I though the Cannon flank charging the Seekers would pull it back but they just turned around and killed it. Thankfully my Warriors just hacked apart all that they faced, some high rolling when those Seekers hit my rear really coming to the rescue, whilst my Horse march blocked and stalled the Letters.
She was pleased with how her first proper game went, she put up a good fight and had me in trouble and killed my 'Big Cool things' in the Spawn and Hellcannon.
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Post by Arguleon Veq on Jul 30, 2009 15:55:41 GMT -5
Game 17 - Vs Warriors of Chaos - 2000 Points
Sorc Lord; Slaanesh, Lvl4, Barded Steed, Runesword, Enchanted Shield, Spell Familiar. 379
Sorc; Tzeentch, Lvl2, Puppet. 175 Sorc; Barded Steed, Lvl2, Book, Power Fam. 186 Sorc; Nurgle, Bloodskull Pendant. 185
11 Warriors; Slaanesh, Shields, Halberds, FC. Banner of Wrath. 272 21 Marauders; Slaanesh, Flails, FC. 135 5 Horse; Flails, Slaanesh. 85 5 Knights; Slaanesh, Standard. 230 Spawn; 55 Spawn; 55 Hellcannon; 205 6 Hounds; 36
1998
My opponents list was as follows;
Sorc Lord; Tzeentch, Lvl4, Disk, Puppet, Golden Eye. Sorc; Lvl2, Scroll, Spell Fam. Exalted; BSB, Tzeentch, Coller of Khorne, Great Wep.
19 Warriors; Shields, FC, Slaanesh. 19 Chosen; Shields, FC, Slaanesh. Favour.
5 Horse; Light Armour, Throwing Spears, Mus, Slaanesh. 5 Horse; Light Armour, Throwing Axes, Mus, Slaanesh. 5 Dogs; 5 Dogs;
Warshrine;
3 Trolls;
Pre Game Thoughts; Honestly not expecting too rough a game, my opponent has done very well at recent tournies with tame Warrior lists like this one but I expect to have too much magic/power for him and then to finish him off in combat. If I was to have trouble whittling those units down, I would just tie the most dangerous down with my Hellcannon to be flanked by my Knights. I did not trust my Marauders to win any proper combat here so they would take a back seat.
Deployment/Terrain; Hill in each corner, rocky outcrop centre left, large hill with rocky edges centre left. He deployed his blocks centrally with Warshrine behind. Trolls out on my left flank a little. A unit of Dogs and Horse on each flank. Horse screened by Dogs. I deployed my infantry blocks centrally with my Cannon between them. Spawn on each flank, Knights on my right, Horse on my left, Hounds on my right.
Chosen get Magic Res 3.
The Game;
Turn 1 - He goes first and advances, magic is pretty much shut out. I mainly hold my line Spawns move out towards his flanking Hounds and Horse. My magic is totally shut down somehow. Cannon scatters wide.
Turn 2 - His Disk Sorc moves out to my right flank. His Jav Horse move towards my Horse. Magic and Javs take my Horse down to 1 Rider. Flickering Fire blasts my Spawn on my right flank with the help of some Thrown Axes.
My Hounds charge his Horse on my flank as they dont have much to lose as they dont have any proper targets this game. My lone Horse charges the flank of the enemy Hounds on my left flank. My Spawn manages to reach his Horse on that flank too. My Magic sees off the Hounds on my right. The only other my magic does is take a wound with Buboes from his BSB.
My Cannon gets a decent shot on the Chosen, killing 7.
The Lone Horseman kills a hound to draw combat, my Spawn beats the Horse and sees them off the board. My unit of Hounds also manages to beat the enemy Horsemen on my right flank and run them down.
Turn 3 - Trolls fail Stupidity, Sorcerer on Disk moves out of LoS and around my right flank. Infantry continue their advance, magic kills some of my Marauders. My Lone Horseman kills another Hound, drawing combat again.
My Hounds turn back towards the battle, my Marauders with the Tzeentch and Undivided Sorc turn to get LOS on the Disk Sorc. My Spawn ambles towards the Trolls. Hoping for one more big magic phase before he gets too close next turn I end up doing not much at all, faling to kill the BSB with Steal Soul and Buboes, my Banner of Wrath does 2 wounds to a Troll. My Hellcannon scatters wide again. My Horseman finally breaks those Hounds and runs them down.
Turn 4 - His lines again advance, Trolls aiming at my Spawn and Horseman. The lines really draw close now whilst the Disk Sorc continues to be a pain with little spells chipping away at my Marauders.
He thinks his regular Warriors out of charge range, they are from my Marauders and Warriors but not the Hellcannon who slams into them, gunning for that wounded BSB. My Warriors joined by the Pendant Sorc charge the weakened Chosen. Spawn and Horseman charge the Trolls. My Knights move to the flank of the Warrior/Hellcannon combat.
My Warriors beat his Chosen thanks to the Bloodskull Pendant. My Cannon fails to wound that BSB and loses 2 wounds in return.
Spawn and Horse finish off the wounded Troll but my Horseman is killed.
Turn 5 - Disk Sorc uses a lot of power to Gate my Knights but causes no damage. In combat my Spawn is wounded twice but survives. My Warriors and the Chosen draw combat. My Hellcannon loses 2 wounds again, this time thanks to the Shrine having give the Warriors +1S, but it then kills the BSB before he can finish me off.
My Knights hit the flank of the Warriors. My 2 unengaged Sorcerers get a bead on his Disk Sorc for a magical duel. My magic strips 2 wounds from his Disk Sorc Lord. My Knights do NO DAMAGE, thankfully my Horses then kill 3 Warriors! Good old steeds. My Hellcannon is killed, he loses but holds. My Spawn is cut down.
My Warriors continue fighting the Chosen to a standstill, killing the Sorc in their unit.
Turn 6 - His Shrine charges to support his Chosen against my Warriors. Disk Sorc magic is shut down. My Warriors finish off his Chosen but I am now down to just my Sorc and the Standard Bearer against the Shrine. My knights kill 2 Warriors on the flank but then the 2 left to fight back kill 2 knights!!. Thankfully my Horses come up with some kills again and I win but he continues to hold.
I try to blast that last wound off his Disk Rider, I miscast, give him a spell which he then uses to blast my Mounted Sorc with Gate...
My Sorc and Standard Bearer and then beaten and ran down by the Shrine...
So with everything previously in the bag, I now need to break those Warriors to be sure of the win. Thankfully my Knights finally find some form and hack enough Warriors down to break them, leaving;
Me with - 3 Knights, Sorc Lord, Tzeentch Sorc, Marauder unit, 6 Hounds. Him with - 2 Trolls, Warshrine, Sorc Lord on 1 wound.
Result - Solid Victory
Post Game Thoughts; Well it was tougher than I expected to be honest, magic just didnt work for either of us [we used the Puppets in that we both rolled and whoever rolled highest could modify by whatever then won by]. My last turn was horrendous, I lost 2 Sorcerers and my last Warriors. I should have sealed the deal much earlier, had my Knights smashed that flank as expected, if they had, they would have been in the Chosen/Shrine flank the next turn. Still, the Steeds bailed my Knights out and seen that they at least broke the Warriors.
My Hellcannon did ok, taking out a BSB and 7 Chosen.
The battles on the flank were quite fun, Spawn, Dogs and Horse. By managing to nullify all his flankers I could easily focus on his slow centre.
Fun game and nice that it wasnt as easy as I expected.
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Post by Deraj on Jul 30, 2009 22:04:35 GMT -5
I have to say I loved that list, and that game seemed pretty epic. I do miss your stories though man I've been trying to avoid posting in this so as not to break flow of it (IIRC you used to do 2 sets of these too...) But that list was just awesome, and it was a great battle to read.
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Post by Arguleon Veq on Jul 31, 2009 6:17:20 GMT -5
I know, I always just stop with the fluff after the first 10 games. I may go back and add the rest though.
Which list did you like, mine or my opponents?
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Post by Deraj on Jul 31, 2009 9:28:13 GMT -5
Yours, it did everything I love in a list; redundancy, variety, and planning.
The spawn and the hellcannon for a good block, the hounds and marauders for movement, the warriors as a base, and then the characters; warriors of chaos have expensive characters, and yet somehow you managed 4 for a relatively cheap price.
Your opponents list did have the amount of hounds I like, but it's too small and compact without enough variety.
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Post by Arguleon Veq on Aug 6, 2009 19:35:10 GMT -5
Game 18 - Vs Brettonians - 2000 Points
I used my Magical Onslaught List. My Opponents was as follows -
Lord; Heroism, Lance, Barded Steed, Shield, Regen Armour. Paladin; BSB, Barded Steed, Gromril Helm, Sword of Might. Damsel; Scroll, Steed, Potion of Sacre. Damsel; Scroll, Steed, Chalice.
8 Errant; FC 8 Realm; FC 8 Quest; FC 8 Grail; FC
10 Bowmen; SKirmish, Fire. 10 Bowmen; Stakes, Fire.
4 Peg; FC
Terrain/Deployment; Hill in my right corner, facing one in his left corner. Small rocky hill centre right, large one centre left. He had facing my right flank a unit of Bows, the Pegs and the Errant with no characters. His Knights of the Realm with BSB centre left. The Questers and Grail right up the middle, Damsel with each and Lord with the Questers.
I had on my right my Hellcannon and my Warriors [ right back to my board edge], with my Dogs and a Spawn out ahead of them a little further right.
My Knights deployed centrally again with backs to the board edge. My Marauders left of my Knights and my Horse and other Spawn on my left flank.
Pre Game Thoughts; Brets are not an army I get to face often, this guy just got beat by my Dwarfs and wanted another game against me, he changed his list slightly, upgrading the Pegs and adding 1. I was planning on doing some baiting and getting my Spawns in the flanks if I could, especially on the Errant with their special rule, the Dogs should lure them where I want them. My Knights deployed central and deep would almost be like an area denail unit to the enemy, keeping them wary around my infantry blocks, which could slow him up a turn, plus my Sorc Lord could still work from this position. The Hellcannon went on my right just to avoid that Lord to be honest, I didnt want him Killing Blowing it with his Virtue of Heroism.
Early Game; He prays I go first. Magic is all pretty much out of range. Hellcannon aims at his Grails, hits the Damsel right on the head, get them all, and then roll 6 1's on 9 dice....still he failed the 3 Wards so 3 Died. My Hounds moved up just past the little rocky hill on my right to bait those Errants, the Spawn moved into a position where he could flank the Knights if they charged the HOunds. On my Other flank, my Horse and Spawn got to the safety of the rocky outcrop on the edge of the large hill which blocks LOS, I didnt want my fast cav going down to Bowmen.
His Errants move towards the Dogs and pass their test so they dont need to charge. The Pegs move to line up the Spawn on that flank. The Bowmen on the other move to get a bead on my Spawn behind those Rocks, the rest of the Knights advance. The Realm carefully though, they dont pass the rocks on that hill because it will leave their flank to my Spawn and Horse. His other Bows kill a Dog he had hoped to get them out of the way of his Errants.
My magic does some blasting on the Grail and Questers. My Horse move between the Questers and the Realm Knights, facing the Questers flank. The Hellcannon aims at the Knights Errant and scatters big, missing.
Initial Clash; The Pegs charge my Spawn, the Errant my Dogs. I lose both units. His Skirmish Bows on my left now move back across to get a bead on my Horse between his 2 units. They shoot 4 down. His central units advance slowly now march blocked.
My Spawn wonders back and to behind that big hill waiting for those Knights to show their flank. My Magic takes his Grails down to 1 man, My Hellcannon kills a Knight of the Realm, just 1 though as I overguessed a tad.
His Knights of the Realm decide its best to just take that Spawn, in the flank rather than the front as if he turned to face it, he would then be facing the wrong way and it would take longer for him to get back into the battle, he couldnt just risk standing around nowthe Hellcannon had a bead on them. The Questing Knights charge my Marauders [My Wizards had left last turn as I seen this coming, the mounted guy joined my Knights, the Tzeentch guy going it alone]. The Pegs and the lone Grail Knights hit my Warriors. Bows take some potshots at my lone Tzeentch Sorc but do no damage.
The Lord and Questers smash my Marauders and I run off the board. The Grail Knight and Pegs cant get passed my Warriors armour as I chose to use my Hand Weapons, I then kill 3 Peg Knights, breaking both units who flee and never rally.
My Knights, their path now clear, move towards the other flank of the Knights of the Realm, waiting for the Spawn to stall them. The Spawn hits that flank, kills a Knight but loses a wound to the BSB thanks to his Sword of Might.
My Hellcannon gets a bead on the still strong Knights Errant unit, it hits dead on, smashing 5.
My magic blasts the last few Errant and some Questers too.
Closing Stages; Questers turn to move back towards the thick of the action. His Bowmen wound my lone Tzeentch Sorc and kill my last Horseman. His BSB kills off my Spawn.
My Knights smash into the flank of his Knights of the Realm, I win easily but he holds thanks to that BSB. My magic kills off the last of the Questers leaving just the Lord who was also wounded. My Hellcannon hits the regular unit of Bowmen, killing 3 and panicking the rest off the board.
The Lord moves across my lines towards my Hellcannon, past my Warriors who had turned to face him to use magic on him, so now he has a clear shot at the machine. My Knights beat his Knights again, this time breaking them and running them down. His Bowmen kill my Tzeentch Sorc.
My Cannon finally fails its Rampage and has to charge his Lord. d**n. He doesnt get a Killing blow though and I wound him but he holds.
In his last turn his Skirmishing Bows somehow kill 2 Knights. His Lord again cant killing blow the Cannon, I dont wound him but I break him.
Leaving him with - 10 Skirmishing Bowmen. Leaving me with - 3 Knights, Sorc Lord, 2 Sorc, Warriors, Hellcannon.
Result - Win
Massacre!
Post Game Thoughts; Well, that went pretty much perfectly to plan, I couldnt believe all those 1's on that first Hellcannon shot, I made up for it for the armour saves on the Warriors when charged by the Grail Knight and the Pegs though. I think holding my Knights back as I did worked well, it let me get off more magic and made him cautious with his Lances. Sham my baiting on my right didnt work though and those Bowmen were lethal!.
The Hellcannon was my game winner though bagging itself;
3 Grail Knights, 1 Knight of the Realm, 5 Knights Errant, 1 Bret Lord.
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Post by Arguleon Veq on Aug 6, 2009 19:36:27 GMT -5
Game 19 - Vs Lizards - 2000 Points
I used my Magical Onslaught List. His was as follows;
Slaan; BSB, Extra Dice, Knows Full Lore, Power Stone, Scroll. Priest; Engine, Scroll, Talisman of Protection.
18 Sauros; Spear, FC 18 Sauros; Spear, FC 20 Temple; FC
10 Skink Skirmishers; Blowpipes 10 Skink Skirmishers; Blowpipes.
2 Razordons;
Terrain/Deployment; Large rock outcrop centre left, small one centre right. He had his Temple and Slaan in his centre, flanked on either side by the Spears, the Skinks outside of those. Then he stacked my left flank with the Razors and Engine.
I went for a tight line, Infantry central with Hellcannon between, Knights, Dogs and a Spawn on my left, Horse and a Spawn on my right.
Pre Game Thoughts; I had faced this guy 3 times, I beat his Lizards with my list here with the old army book, but since the new he had drawn with my Warriors Slaanesh LD army and with my Dwarfs. I figured I could win a shoot out but I didnt want a Minor Win or a Draw, I was worried about that Engine as I had nothing to really deal with it, his magic had also ruined me last time I used Warriors against him. Thankfully I got Pandemonium this time to hopefully shut him down.
Early Game; I went first, advanced and cast some magic, managed a few Sauros kills and Doom and Darkness on the Sauros on my right. This set them up for a Hellcannon shot, it scatted a little, killing 2 Temple Guard but it also killed 2 Doomed Sauros so they had a panic test on -4LD, they fail but stay on the board by 1 inch!. Pandi also went off.
His Skinks on my right wound my Spawn, his Razors and Engine move towards the rocks my Spawn on my left is hiding behind. He miscasts and I manage to end the magic phase.
I continue my advance, my Dogs cutting around the rocks to block off that Engine. My Spawn going for those SKinks, my Spawn on my right also went for Skinks but he was shot down with Stand and Shoot. My Knights cut back into the centre. My Horse sweep wide right.
My magic does pretty good, blasting a few Sauros and Temple Guard down. Hellcannon blasts down a few Temple Guard.
He tries to move away from my Dogs with that Engine but cant get far, his Razors move around my left flank. His magic kills 3 of my Knights and shooting kills my Spawn and a Warrior.
My Sorc Lord leaves the Knights to join the Warriors, my advance is slower now, just moving into range for that No.6 Death Spell. My magic does a lot of damage on his army, I do Siezures on his Sauros on my left, he used his scrolls in the first 2 turns stopping this, with none left I manage to kill 10 of his Sauros from that unit, the rest of my magic whittles down his other unit that is now down to about 6-8 models too. I kill the Skinks on my right with magic too, the last few running off the board. My Spawn moves across to try to redirect the Engine now.
Magical Firefight; His Engine tries to get around my Spawn. Burning Alignment wounds it. He is hoping for a big magic phase but miscasts again, his Slaan doing a S6 hit on everyone in base to base with him thanks to my Puppet, he smashes 7 of his own Guards!. His Slaan does kill one of my last 2 Knights though. Shooting from his Razors who have now really skirted around my flank do some damage on my Warriors and the Skinks kill my Spawn.
My Horse charge the flank of his Sauros on my right, having now swept right the way round. My Marauders move to set up a charge on his last few Temple Guard next turn, my Warriors turn to face that Engine although it isnt in charge range yet. My magic again continues to cause havoc, leaving 4 Sauros on the left unit, Temple Guard and it then kills off the other Skink unit. My Horse take his righthand Sauros down to 1 model but it holds.
His Engine out of charge range just marches up to use burning alignment. He REALLY needs a big magic phase now but he casts a spell before using the Engine, miscasts again and I modify it with the puppet to end the magic phase. His Razors move around further but he has now inched to within charge range of my Hellcannon. They do shoot down some Warriors though.
In my turn, my Marauders charge his Slaan and 4 Temple Guard, My Warriors with Lord and Bloodskull Sorc charge his Engine, my Horse are still in the flank of his other Sauros and my Hellcannon charges his Razors.
With that he conceeds.
Result - Win
Massacre!
Post Game Thoughts; His army just couldnt really stand up to my offensive magic and the Hellcannon, although I still suffered in that battle of close ranged firefight attrition. My Puppet and Pandimonium totally ruined his magic phases and that really cost him. I was a little worried when my Knights got blasted and those Razors starting cutting down my Warriors but by the time my Warriors were reduced by a fair amount it was all over for him, especially with his mistake of moving the Razors too close to the Hellcannon. He was facing 4 combats, all of which he would lose which would just leave 4 Sauros left.
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Post by Deraj on Aug 7, 2009 9:45:02 GMT -5
Well.... I have to put this out; your Brettonian opponent's list was a terrible list, and trust me, I know something about terrible brettonian lists That being said, I have to say your list and playstyle continues to remind me more and more of my favorite old opponent, that d**ned magic onslaught with the puppet and the cannon... All told they can bring about a bad day. Your lizard battle was fun to read, but I do still miss your stories.
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Post by Arguleon Veq on Aug 20, 2009 19:53:59 GMT -5
Game 20 - Vs Vampire Counts - 2000 Points
A game against one of my common opponents and his Blood Dragons again, he has made a few modifications to his list;
Lord - Extra Lvl, Dreadlance, Crown, Nightmare, Fury, Forbidden Lore, Lord of the Dead - 470 Vamp - Dark Acolyte, Lord of the Dead, Flayed Hauberk, Tomb Blade - 195 Vamp - Dark Acolyte, Avatar of Death, Book of Arkhan - 185 Wight King - BSB, Barded Steed, Shield, Heavy Armour, Sword of Kings, Gem of Blood - 165
14 Skellies; FC, Standard of Everlasting Death - 147 14 Skellies; FC - 132 13 Skellies; FC - 124
6 Wolves - 48 5 Wolves - 40
5 Black Knights; Standard, Barding - 156 5 Blood Knights; FC, Banner of Hellfire - 335
1997
I used my Magical Onslaught list.
I actually have some pics of this game, I forgot to carry on taking them halfway through though. I will add them in when I upload them, the quality isn't good, I suck with cams. I will give a link to the pics of some of my models so you know what they look like.
Spells; He took Lore of Vamps on his Lord and his Vamps got 1+4, 1+5. I got Pandi and Flick Fire on Tzeentch guy, Flaming Sword, Fireball and Wall of Fire on my Undivided. Everything besides Frenzy for Slaanesh. Nurgle got Rot and Buboes.
Deployment + Terrain; Pic to be added.
Early Game; Vamps go first, Black Knights with Wolves and Lord down my right, Blood Knights with Wolves down my left. Infantry up the centre. The Lord and Black Knights do cut back slightly towards the centre to cut inside the large lefthand hill whilst his Wolves arc right out to flank me later.
My Horse charge his Wolves screening his Blood Knights, I figure I beat them and over run into his Blood Knights, they then should beat me, so I angle my Hounds to take their over run out towards a flank that should leave their flank open to my Spawn. My magic takes out 3 of his Black Knights and I take a wound of the Book Vamp with Buboes. My Hellcannon then smashes the last two with a Dead on Hit but the Lord comes out alone but unscathed.
Lord moves across to join the Tomb Blade Vamp. Wolves continue down my right flank. Infantry continues up my centre towards my Cannon, Warriors and Marauders. Skellies are added to most of the units. Wounded Vamp is healed. Blood Knights beat my Horsemen as expected, I do no damage and am wiped out. They over run into my Dogs, leaving their flank to my Spawn.
My Spawn hits the Blood Knight flank. My magic focusses on reducing his Skellies. My other Spawn moves out from lurking behind the big hill to intercept his Wight Kings unit. I do a fair bit of damage on the Everlasting Death unit with Book Vamp and on the Wight Kings unit. I miscast with my Nurgle Sorc casting Rot. I managed to modify it to a 12 with my puppet so it goes off but I forget it, it kills 2 Skellies and 2 Blood Knights.
My Spawn does 2 wounds but he passes 2 saves, my Hounds are beat and broken, the Blood Knights stay locked with the Spawn who suffers 1 wound from the Knight on the flank.
Infantry Close In; Wight King and his Skeletons charge my other Spawn. Book with Everlasting Skellies charge the flank of my Spawn fighting the Blood Knights. His Wolves start making a nuisance of themselves in front of my Knights on my right flank. Magic again focus on raising, I stop Dance a few times. His Skellies and Blood Knights kill my Spawn, his Wight King wounds my other Spawn who does no damage in return. His unit with Tomb Vamp and Lord moved further towards me.
With a gap now for that Lord to charge through to my Hellcannon, I moved my Warrios in front of it to block him off whilst still keeping LOS on those Blood Knights. Buboes takes 1 out whilst the rest of my magic does very little besides kill 2 of those Wolves. My Hellcannon scatters off his 2 Blood Knights. Spawn is killed by Wight King, 1 wound from the Gem of Blood, the Spawn did do a wound back though.
His 2 Blood Knights and depleted Everlasting Skellies turn back towards my centre. Lord and Tomb Vamp unit close further, ready to flank my Warriors should I charge the Everlasting Skellies and Book Vamp. He miscasts early so I shut down his magic phase thanks to the puppet.
In my turn the Warriors charge the Everlasting Skellies whilst my Hellcannon thanks to being a large target and being able to see over the Warriors charge the Lord + Tomb Vamps unit to stop them charging my Warriors flank. Knights stay off charging those Wolves as I want them to flank the Wight Kings unit when they engage my Marauders. My magic totally fails to do any damage at all, my Wizards with Marauders having left the unit not wanting to face that Wight King and his Sword of Kings. A miscast does get me the 6th Slaanesh spell off again really reducing those Wight King Skellies. I lose the spell though.
My Hellcannon fails to wound the Tomb Blade Vamp thanks to 5 misses and loses a wound whilst the crew are killed by the Vamp Lord.
I am hoping my Warriors will wipe out the Everlasting Vamps. My Sorc has to challenge and its taken by the Vamp, I do a wound to him and Kill another Skelly thanks to the Bloodskull but I am killed by the Vamp in return. My unit Champ kills the Skelly Vamp. My Warriors underperform and it leaves the Standard Bearer and the wounded Vamp alive and my Flank open to the Bloodknights...
Clashes of Battle;His Wight King and Skellies charge my Marauders. His 2 Blood Knights hit my Warrior Flank. I manage to shut down most of his raising here, he gets some Skellies back for his Wight King though. The Blood Knights only manage 2 kills, my Warrior Champ kills the wounded Book Vamp in a challenge and my Warriors cut down the last Skelly, I win by 1, leaving just 1 Blood Knight.
My Hellcannon loses a wound again and again fails to hurt the Tomb Blade Vamp thanks to his 2+ Save.
The Wight King fails to do any damage and I do a few wounds back to his unit, leaving just him and his Standard Bearer at combats end.
In the last few turns of the game, my Knights and Sorc Lord have enough of not being able to kill those Wolves with magic and just charge them and kill them. My Hellcannon manages to kill the Tomb Blade Vamp AND take 2 wounds from the Lord before the Lord kills it. My Warriors finish the Blood Knight off. My Marauders continue to beat the Wight King and Skellies and I take him down to just his wounded Wight King but he starts getting some kills and thanks to the BSB and the effect of him taking 1 less wound thanks to it I just dont hurt him and the combat is stalled.
Leaving him with - Wounded Lord, Wight King BSB, 1 Skelly unit. Leaving me with - Sorc Lord, Knights, Warriors, Marauders, Tzeentch Sorc, Undivided Sorc.
Result - Win
Massacre!
Post Game Thoughts; That was actually a much closer game than the closing score suggests, I was worried when my force was boxed in and surrounded and also when his Blood Dragons hit the flank of my Warriors. I managed to pull it out though, it was one of those games that was going to swing big either way. It took Hounds, Horse and a Spawn to contain those Blood Knights for a while but I think it was worth the Sacrifice, it allowed me to take some down with magic and reduced them enough to stunt that flank charge by a fair bit. My magic didnt do to great, it did reduce a lot of skellies though which helped in the later combats and managed to help me keep on top of his numbers.
Hellcannon tally for the game; 2 Black Knights [finishing off the unit], Tomb Blade Vamp [in combat], 2 Wounds from the Lord [in combat, getting me half his points]. So it netted me about - 600 Points before it died.
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Post by Arguleon Veq on Aug 27, 2009 17:48:08 GMT -5
Game 21 - Vs High Elves - 2000 Points
Pre Game Thoughts; Well I managed to arrange a game against some Dragons as I feel my list is lacking in experience in dealing with Flyers and isnt really suited to their manouverability or hitting power.
My opponents list -
Archmage; Lvl4, Picks Spells, 4+ Ward. MOON DRAGON. Firemage;Lvl2, +1 Spell, 5+ Ward. SUN DRAGON.
10 Archers; 10 Archers; Bolt Thrower; Bolt Thrower; 7 Dragon Princes; Banner 7 Dragon Princes; Banner or Sorcery.
I used my Magical Onslaught list.
Deployment; The terrain really didnt effect the game, some woods/ruins around the edges. He had a unit of Princes on my far left with the Sorc Banner. He stacked my right with two Dragons and the other Princes and the centre with his missile units.
I had my Warriors centre left to take those isolated Princes. Hellcannon quite central, Marauders, Knights on my right. Horse and a Spawn far left. Dogs and a Spawn far right.
I didnt get my big Slaanesh Spell annoyingly despite my Spell Fam. He takes Metal on his Lord.
Early Game; He goes first, magic downs 3 Horse and takes a wound off my Sorc Lord. I manage to stop the big metal spell on my Knights though. The Dragons moved back towards the centre. Shooting takes down one of my Hellcannon crew thanks to the Bolt Throwers.
My magic does slight damage to the Dragons/mages and kills some Princes on my right whilst my Hounds move out to intercept them. My 2 Horse move to redirect the Princes on my left. My Hellcannon then Misfires, rolls a 3 so everybody miscasts. The only damage I take is a S6 Hit on my Tzeentch Sorc, he loses a wound and kills a Marauder. The Dragon Mage loses a level and wounds himself and his Dragon, the Archmage gives me a spell, which I use to get Titilating Delusions on him to bring him towards my Warriors and expose his flank to them.
His Archmage is forced to move towards the Delusion. His Dragon Mage moves out to my left. His Princes smash my Dogs and over run. His other Princes smash my Horses and over run. The Archmage blasts down some of my Warriors. The Dragon Mage miscasts, thanks to the puppet is sucked into the Warp and wounds his Dragon. Unfortunatly the Dragon fails its Ld test but then gets Hatred and Frenzy for it.
My Warriors charge the flank of that Archmage on Moon Dragon. He chooses to flee. My Spawn then uses his movment to try to make him flee further but I move 2 inches when he is 3 away. My Marauders and Knights turn to face the Princes on my right. My magic blasts those righthand Princes down to 1 Knight. My Hellcannon lands on that fleeing Archmage, doing 2 wounds to that Moon Dragon.
Dragon Wars; His Moon Dragon Archmage rallies. The crazy Sun Dragon has to charge my Warriors. The Princes on my left continue to move around my flank. I wound his Sun Dragon thanks to my Bloodskull, he only gets a kill and is broken but I cant catch him. His Bolt Throwers kill my 2 remaining Dwarf crew with solid bolts [Obviously grudges die hard!].
My Knights charge that last Prince on my right. Marauders turn back to head towards the Princes on my left. My Spawn wobbles into that rallied Archmage. Magic blasts down 3 Princes on my left thanks to Buboes and the Banner of Wrath from my Warriors. The Knights kill that Prince and over run off the table. My Spawn kills the wounded Archmage and actually survives the Dragons attacks. My Hellcannon is forced to move towards that Moon Dragon now thanks to having no crew.
His Bolt Throwers drop my Cannon down to 1 wound whilst his Princes close on my Warriors, his Sun Dragon rallies and his Moon Dragon kills my Spawn. Archers shoot down my other Spawn that had been heading at them.
My Cannon gets a massive rampage move and is forced to charge that wounded Moon Dragon. My Knights return and head at the Archers, the Slaanesh magic missile panicking 1 unit, I also get the Frenzy spell off on the other Archers [it does damage too]. My magic finishes off those Princes on my left. It also takes that rallied Sun Dragon down to 1 wound. Moon Dragon smashes my 1 wound Hellcannon for no damage.
Sun Dragon is forced to charge back into my Warriors. Archers rally. Bolts hit some Marauders. Sun Dragon avoids my Nurgle Bloodskull but only gets 1 kill again and my Warriors take its last wound and kill it.
Closing Stages;
My Knights kill more Archers with the Slaanesh magic missile, eventually that Frenzy spell makes his Archers charge my Knights, which then gives me the jump I need with Over Run to get those other Archers, I never reach his Bolt Throwers though.
His Moon Dragon charges my Marauders and gets tied down in a big combat with them. We both hold untill the end of the game.
Leaving him with - Wounded Moon Dragon, 2 Bolt Throwers. Leaving me with - Knights, All Characters, 4 Warriors, Marauders.
Result - Win
Massacre!
Post Game Thoughts; Well the Puppet really did him to be honest, it allowed me to kill his Dragon Mage and lure his Archmage where I wanted him thanks to my Hellcannon Misfire. Those Dragons also lack the hitting power of many big flyers in the game. Still, it was a nice learning experience for my Warriors, I spent a lot of the game with their backs to the board edge to not be outflanked. My throw away units also did a great job of taking out his Princes for long enough for me to nullify the Dragons and to them bring my magic to bear on the Princes themselves.
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Post by Arguleon Veq on Sept 8, 2009 16:59:56 GMT -5
Game 22 - Vs Vampire Counts - 2000 Points
I used my Magical Onslaught List.
My opponents list was as follows;
Vamp Lord; Extra Lvl, +2 Power Dice, Knows A Full Lore, 2+ Save, Crown [4+ Ward], Sword of Might, Raise Ghouls. Thrall; +2 Power Dice. Helm, Periapt [sp?]. Thrall; Extra Level, Raise Ghouls. Book.
10 Ghouls; 10 Ghouls; 10 Ghouls; 10 Ghouls; 14 Grave Guard; FC, Great Weps, Banner of +1 to Hit. Varghulf; 5 Wraiths; Cart; Lodestone Cart; Balefire.
Deployment; He deployed very tight. He had a bunker of Ghouls with both his Thralls in, directly behind his Grave Guard. His Corpse Carts protecting the flanks of the Bunker, the Wraiths between them and the Grave Guard so that they could charge out to either flank. On my right of the Grave Guard was another Ghoul unit and on the left of it some Ghouls with the Lord. A Ghoul unit out on my far right flank and the Varghulf on my far left.
I had my Infantry either side of my Hellcannon in the centre, the Knights quite central. Spawn on my right and a Spawn and the Horse on my left.
Pre Game Thoughts; That Lord had taken Lore of Metal which would be a pain. He had also deployed very well besides the Ghouls on t he flank who now couldnt March and were pretty much out of the game, a mistake on his part. His mage bunker would be next to impossible to get at. I wasnt really sure what to do. I was worried about that Varghulf though and it was my pain priority.
Early Game; Vamps got first turn and advanced. Raising up the Lords units pretty big. He also raised some Zombies in front of those Grave Guard.
I didnt really do much besides moving the Spawn up on both flanks. I also moved the Hounds out slightly to block LOS on that Lord to my Knights but would still allow my Lord LOS on some of his units. A combination of the Banner of Wrath, Conflag, Firey Blast and Flickering Fire managed to take down that Varghulf.
His Lord moved across which slowed his advance, so he remained fairly still this turn. This did allow his Lord LOS on my Knights though. I saved 6 dice against his 4 for the big Metal spell, it still goes off and kills 3 Knights.
My Horse begin to move out to my other flank as his Wraiths had moved out to my left a little. My Spawns continue on. My Hounds this time make sure to block off his Lord, getting right in front of him by passing their Terror check caused by those Wraiths. My magic manages to blast down some Grave Guard. The Hellcannon hits this turn having missed the last. It lands dead on the Vamps in the Bunker behind his Graveguard, it kills 3 Grave Guard, 8 Ghouls from the Bunker and one of the Vamps fails its look out sir. I then roll a 1 to wound!.
His characterless Ghouls charge my Spawn on my right. His Lords Ghouls and Grave Guard charge my Hounds, his Wraiths move across to protect his flanks on my left. He does a lot more raising, replenishing all his units. My Spawn survives against his Ghouls. My Hounds are wiped out.
Striking Distance; I focus a lot of magic on those Grave Guard whilst my Horse continue round to the other flank. I take the Grave Guard down to 3models but a miscast prevents me wiping them out.
He brings back all the Grave Guard and adds more Ghouls to those fighting the Spawn. I then make a big mistake, with only his 2 Carts Bound Spells and the Book left. I have 5 dice to stop them, for some stupid reason I use 2 dice each on the Carts that I dont even really need to stop and 1 on the book which I need to stop those Grave Guard charging my Warriors. I then obviously roll a 2 to stop the Book and my Warriors get charged by some Helmed +1 to hit Great Wep weilding Grave Guard. My Spawn dies and my Warriors lose twice as many men as they should and are beaten, thankfully I get away.
My Hellcannon can see the flank of those Grave Guard now though and slams into them. Spawn moves in front of his Vamp Lords unit, Warriors Rally. Knights move out to my right flank ready to flank charge the Ghouls that beat my Spawn when they end up fighting my Marauders with my Pendant Nurgle Sorc [the other 2 Sorc being with my Warriors]. My magic only manages to take 3 wounds off the Wraiths. My Hellcannon kills 3 Grave Guard though.
He now moves his now pretty big Zombie unit in front of my Knights and the big Ghoul unit without a character in front of my Marauders. He brings back all the Grave Guard and bringS back the Wraiths. My Cannon continues to beat them though.
My Marauders charge those Ghouls, my Knights opt not to charge those Zombies [as I want to magic missile those Wraiths]. My Horse dont quite have LOS on the Ghouls flank who are fighting my Marauders as I was trying to keep away from the Ghouls on the far right flank. So I just moved to support that combat next turn. My Warriors slam into the Grave Guard, vengence on their minds. I wipe out the Grave Guard and I beat the Ghouls but a few are still left. My magic did little besides casting Frenzy on the Warriors which helped them kill the Grave Guard and Regen on my Marauders to help survive return attacks from the Ghouls next turn.
He charges my Knights with his Zombies. Wraiths charge my Warriors. Lords unit charges my Spawn. He brings back some Ghouls fighting the Marauders. My Marauders beat the Ghouls thanks to Regen. My Warriors dont take much damage from the Wraiths and win by 1. My Spawn is killed by his Lord. My Knights kill most of his Zombies.
Closing Stages; My Horse charge the flank of those Ghouls, my Hellcannon the flank of those Wraiths. The Knights finish the Zombies and I wipe out those Ghouls. I get an extra wound on the Wraiths through combat res but he takes the Warriors below half strength.
His Ghoul Bunker turns to face my Horse. He raises more Zombies to stop the last of my Knights hitting the Bunkers flank and he gets a Cart off on the Bunker to give them ASF to deter my Horse from trying to take out his vulnerable casters.
My Knights charge the new Zombies and wipe them out, I wanted the extra 50 points. I cast Frenzy on my Warriors to give my mounted Sorc an extra attack, he then casts Flaming Sword so he can actually hurt the Wraiths and chops 2 down. Leaving 1 after combat res.
This leaves him with - 2 Ghoul Units, All Characters, 1 Wraith, 2 Carts. This leaves me with - Warriors, Horse, Marauders, 2 Knights, All Characters.
Result - Win
Minor Victory.
Post Game Thoughts; I think I have gotten a bit confused with the turns writing that but I hope you get the gist of it. It was a very tight game that could have gone either way. My magic was a big let down and I made a big mistake in his magic phase by letting his Grave Guard get my Warriors, thankfully it didnt cost me and I managed to take them out with the help of the Hellcannon. He nuetralised my Knights pretty well with Zombies but that did get me an extra 100 points. I think his only mistake was placing one of his Ghoul units way too wide. His Wraiths should have done a little better nearer the end too and could have broken my Warriors and gotten him the Draw, he should have perhaps been trying to cast Danse on them for the re-rolls.
Overall a fun and close game, which I always find the most enjoyable.
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Post by Arguleon Veq on Jan 9, 2010 9:14:51 GMT -5
Game 23 - Vs Warriors - 2250 Points
Just as in my Wood Elf blog, my friend is taking his Warriors to another tournament. My Elves managed a Victory but he now wanted to try out my Chaos. So I had to make my list upto 2250.
So here is my total list;
Sorc Lord; Slaanesh, Lvl4, Barded Steed, Runesword, Enchanted Shield, Spell Familiar. Favour.
Sorc; Tzeentch, Lvl2, Puppet. Sorc; Barded Steed, Lvl2, Book, Power Fam. Sorc; Nurgle, Bloodskull Pendant.
12 Warriors; Slaanesh, Shields, Halberds, FC. Rapturous. 21 Marauders; Slaanesh, Flails, FC. 24 Marauders; Slaanesh, Shields, LA, FC. 5 Horse; Flails, Slaanesh. 5 Knights; Slaanesh, Standard. Banner of Wrath. Spawn; Spawn; Hellcannon; 6 Hounds; 6 Hounds;
So to make it 2250 I;
+ 1 Warrior. Give Banner of Wrath to the Knights. Give the Warriors the Rapturous Banner. + 6 Strong Hound Unit. + 24 Marauders; Slaanesh, Shields, Light Armour, FC. + Favour on Sorc Lord.
My opponents list was as follows [He is using his limited Tourney list which follows certain restrictions].
Sorc Lord; Lvl4, Festering Shroud, Power Fam, Barded Steed, Scroll. Nurgle. Sorc; Lvl2, Fury of the Blood God. Nurgle. Exalted; BSB, Daemon Steed, Enchanted Shield, Coller, Biting Blade, Tzeentch.
17 Warriors; Shields, Slaanesh, FC, Rapturous. 14 Chosen; Shields, Slaanesh, FC, Warbanner. 23 Marauders; Shields, LA, FC, Slaanesh. 5 Horse; LA, SLannesh, Mus, Throwing Spears. 5 Horse; LA, Slaanesh, Mus, Throwing Axes. 5 Dogs; 5 Dogs; 5 Knights; Slaanesh, Mus. Warshrine; Slaanesh.
Pre Game Thoughts; I was pretty confident, everything his list did, mine did better. I should be able to stall him with my first Slaanesh spell, march block him and hold him up with my Spawn. Whilst my Hellcannon smashed his Chosen and my magic blasted his Marauders down enough for me to charge in with my Knights and kill them, taking their banner and the sorc lord.
I didnt get the 6th Slaanesh spell despite having 5 spells.
Early Game; I win the roll to go first but I give it to him. I forget this late in the game which proves rather costly.
He moves up and kills a Warrior with Quagmire. He gets Buboes off on my Tzeentch Sorc but i pass my Ward he also gets Regen on his Warriors.
My first magic phase blasts down a lot of Marauders and stops them from marching in his turn. My Hounds/Spawn/Horse move up their flanks. I fire my Hellcannon on the Chosen who started the game with +1 Armour and now caused Fear thanks to the Shrine in his turn. A dead on guess hits the dead centre of the unit, I roll a hit......but also a misfire!.....I then roll a 1. My Cannon explodes and kills a swathe of my Marauders with it!.
d**n.
His Horse on my left move up to my Spawn with their Throwing Axes and do a wound to the Gribbly Beast. His Spear Throwing Horse kill 2 of my Hounds on my right who panic and flee. He gets the 12 result on his Chosen from his Shrine...
My Spawn charges those Axe Horse. It takes another wound from Stand and Shoot...
My Hounds on my right manage to flank his Hounds. Whilst my Horse try to get around the rear of his army.
My magic phase cuts down some more Marauders but that is it.
My Hounds only manage to draw with his despite flanking them. My Spawn manages to get 0 kills and then dies to the Horsemens S3 attacks...
In his turn his Spear Horse move to the flank of my Horse and his line continues to advance the Knights move to a more central position. His Sorc Lord leaves his Marauders to join the Chosen and the now 5 strong Marauder unit move back to conserve points. He wounds my Tzeentch Wizard with Buboes. Kills 2 of my Horse with his Spears. I lose a Knight to Quagmire. My Hounds do beat his HOunds and run them down though.
My 3 Horse charge his 5 Marauders, gunning for that banner. My Spawn cant reach his Spear Horse and takes a wound from Stand and Shoot depsite its failed charge.
I blast down 4 of his Axe Horse on my left and I delusion the Warriors. I also move around a little, I am trying to set him up on my left to charge his Knights with a joint charge from my Warriors and Knights and have his Warriors in place behind to be flanked thanks to Delusions too. Whilst my Dogs get his Knights into place. My 3 Horse lose to his 5 Marauders. They run.
Mid Game Manouvering; The next couple of turns sees his Chosen edge closer to my Marauder blocks with my other Hounds continually failing Fear tests to charge them and try to lure them off. I did charge his Spear Horse with my Spawn with the 5 Marauderslined up behind, but it manages to get killed without doing any damage just like the other Spawn....
I do manage to reliably get delusions off though and set him up just how I wanted on my left. Every other spell his pretty much always dispelled though and I keep failing to dispel any of his spells, missing it by 1 each time.
Decisive Combat; So my Knights and Warriors slam into his Knights. My Knights are Frenzied and joined by a Sorc Lord. His Knights have Regen. I am confident of winning though, I have +3 static res on him. We manage 3 kills each, 2 of his on my Warriors. He takes a break test on LD5, If he fails both my units will hit the flank of his Warriors with Nurgle Sorc....He passes and now his Warriors can charge mine.
I assume that was my last turn so dont bother to set up a flank charge on his Chosen with my Shield Marauder block with Bloodskull Sorc, asthey are about to charge and beat my Flail Marauders [ my Characters having already left that doomed unit].
He smashed my Flail Marauders, his Warriors charge my Warriors in that big combat. I still have a chance with a nearly complete Knight unit with Frenzy though, untill we remember the damage my Frenzy spell does to me. D6 S3 on T4 Knights with a 1+ Save, how bad could it be?.....2 Knights drop dead from it!. That leaves my units to lose by 2 alltogether thanks to Curse of the Leper going off on my Warriors too [Beat my dispel attempt by 1 again!]. Warriors hold thanks to the Rapturous but my Knights and Sorc Lord flee off the board.
In my last turn, my 3 Sorcerors try to blast down the Chosen with Gateway and Rot but cant quite get them under half strength whilst my Warriors are finished off.
Result - Loss
I am Massacred!
Post Game Thoughts; Well.....d**n!. My first loss with my Warriors and it was getting Massacred by a list that wasnt very powerful. I think I played the right game but I hinged too much on 1 big important combat which is always a risk with a game with random elements like dice, no matter how stacked in my favour. Perhaps I should have just picked points off here and there but I was worried I wouldnt get enough like that with so many points in that Chosen unit. Especially after my Spawns doing so badly. They both should have beat those Horse units which also would have seen one in combat with 5 Marauders holding a banner.
My magic failing me and my Hellcannon blowing up first turn was a bit of a blow too lol.
Ah well, these things happen.
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Post by Deraj on Jan 11, 2010 19:33:11 GMT -5
It's good to see your warriors come back, even if you did so poorly with them. And... like you said, it happens. There really isn't more to it other than this saying: 'If it wasn't for luck, I would win all the time.' It' about poker, but you get the general idea.
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