Post by Arguleon Veq on Nov 29, 2008 19:34:32 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.
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.