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Post by Arguleon Veq on Oct 22, 2010 15:47:53 GMT -5
Got to use my Chaos under the new edition the other day, in only my second game under these rules, we just played the scenario that is closest to the old pitched battle, I cant remember its name.
I was to face a rival Chaos warband that looked like this;
17 Chosen; Shields, FC, Rapturous,Favour, Tzeentch. Joined by - Sorc; Lvl2, Tzeentch, Spell Fam.
17 Chaos Warriors; Shields, Khorne, FC. Joined by - Exalted; BSB, 4+ Ward, 2 Hand Weapons.
18 Chaos Warriors; Slaanesh, FC, Shields.
Warshrine; Tzeentch
5 Horse; LA, Throwing Axes, Slaanesh. 5 Horse; LA, Flails, Khorne.
5 Knights; Nurgle, FC, Banner of Rage. Joined by - Exalted; Steed, Flail, Shield.
My list was just a bit of an experiment in trying to keep my list magic heavy as it was in the last edition.
Sorc Lord; Lvl4, Death Magic, Steed, Stubborn Crown, Sword of Might, Spell Fam.
Sorc; Lvl2, Tzeentch, Puppet. Sorc; Lvl2, Fire, Power Fam, Steed.
Exalted; BSB, Steed, Tzeentch, 4+Ward, Shield.
16 Warriors; Tzeentch, Shields, FC. 16 Warriors; Slaanesh, Shields, Halberds, FC. 22 Marauders; Slaanesh, Flails, FC. Hellcannon; 6 Trolls; 5 Dogs;
Game 1 - Vs Chaos - 2200 Points
The Screamer, Sorcerer of Slaanesh, had grown restless. He had put the fruits of his last great campaign to great use. The power he had earned from his patron allowing him to tap into the winds of magic with even great potentcy than before and his final battles in the jungles of lustria thanks to the trickery of Kairos fateweaver had allowed him to plunder sacred plaques from the Lizardmen, one of which had unlocked the knowledge to unleash the fabled purple sun of Xerxes.
The riches he had gained from his conquests and the favour he had earned from Slaanesh had allowed him to carve out a kingdom deep in heart of the realms of chaos. Now local rivals cast covetous glances towards his perversly beautiful realm, the Screamer knew he had to strike down the most ambitious of his rivals and a soul riddled with ambition was always far sweeter to consume.
Early Game:
I go first and stay put where I am, my magic sees me get purple sun off and drag it down his line, I kill 3 axe horsemen, 1 flail horseman and 3 Khorne Warriors.
My Hellcannon then promptly misfires and surges forward 13''.
He advances on me, his 3 blocks squaring off against mine, his Knights cresting a hill on my right flank and heading towards my Trolls. His magic sees Pandemonium go off.
My magic is pretty uneventful, I get rid of Pandemonium but thats about it. My Hellcannon lands another shot dead on the Chosen but I misfire again. The result comes up a 6 though and I blast down 9 of them.
Monster Slayers:
His Knights get a huge roll for his charge and reach my Trolls, he them manages to get flickering fire off on my Hellcannon, killing 2 crew and wounding it twice. He then also gets pandemonium off on me. His throwing axes fail to hurt my Hellcannon though.
The Knights hit and wound with pretty much every attack, and then wound with almost everything too. I only pass a couple of my saves and I end up with 4 dead trolls, I expected to lose 1, haha. I Vom on the Knights but only 1 wounds, melting the unfortunate guy. The Knights over run off the board.
My Cannon charges the Khorne unit as I cant fire anymore and my Dogs charge the 2 strong horse unit with throwing axes. The Cannon manages to only kill a single Warrior despite Thunderstomp and then loses 2 wounds in return.... My dogs kill 1 horse man and he kills a dog and holds.
His Knights return to the table and his Slaanesh and Tzeentch units continue their advance. His Flail Horse charge my Dogs, I kill 2 and my dogs run and are wiped out when I lose 2 in return. His Khorne unit kill off my Hellcannon.
My Tzeentch block with BSB turn to face his Knights whilst my Slaanesh block with Lord move to intercept his Slaanesh block so they cant rear charge my Tzeentch unit whilst I fight his Knights. I cast Gateway on his Slaanesh unit but only kill 3.
His Knights charge my Tzeentch block, his Slaanesh unit charge my Slaanesh unit and his Horse combo charge my Marauders, trying to get as many guys in on my Wizards as possible.
Our Exalted duel it out in the Knight combat, doing a wound each. His Knights kill 5 of my Warriors for only 1 lost in return but i hold thanks to Steadfast. His horsemen are killed by my Wizards before they can attack. In the main combat my Slaanesh Warriors with Halberds get 1 kill! whilst my Sorc Lord kills his champ, he then kills 5 of my Warriors in return!, thankfully I have the Stubborn crown so I hold.
I know I need something to turn these combats so i cast the Death Hex spell on the Slaanesh Warriors whilst my Marauders move up to protect my Slaanesh units flank if their combat drags on. In combat the Hex spell comes good and I crush the enemy Warriors, break them and run them down. In the Knight combat I only take a couple of casualties whilst I kill 3 Knights in return, wiping them out. Our Exalteds fight to a standstill but his breaks and flees off the table.
Closing Stages: My Marauders fight against his Khorne unit and Chosen for a couple of turns whilst my Slaanesh unit try and get to his Warshrine. I dont manage to catch it though and my Marauders are killed but they do take down his Wizard first. I have all my Characters, 12 Slaanesh and 12 Tzeentch Warriors left against his Shrine, 5 Chosen and 12 Khorne Warriors and BSB.
I win by about 500 Points
Result - Win
Post Game Thoughts:
The game ended up going pretty well despite some pretty poor luck but I wasnt impressed with my list, all those points in magic was wasted really, that hex spell did turn the game for me but thats about all it managed for me. The Trolls were also pretty underwhelming, so I think the list needs some work.
The Screamer, looked out at the remnants of his defeated enemy through his gleaming white face mask. His serpent like tounge slipping through the screaming mouth of the mask to taste the blood marring its perfect white surface. With a casual flick of his head. he ordered the execution of the enemy survivors. He turned back to the figure kneeling before his sleek, horned steed. The figure was that of the enemy lord, having fled the battlefield his dogs had tracked him down and brought him to ground. Now he knelt in chains, a look of defiance in his eyes.
The Screamer let out a sonorous laugh, causing his steed to roll its head in delight.
'Your defiance pleases me Khem, it will only sweeten the taste of your soul as I consume it'
A flicker of doubt passed over the defeated lords face.
'You thought that was simply a myth about me?' The Screamer laughed again. 'Perhaps my reputation is failing me, I have been inactive for too long. I shall feed on the souls of all the pettey warlords who think I have grown weak. Im sure your ambition and pride will awaken my appetite for more' .
With that the Screamer leant down and picked the rival warlord up by his neck, his prodigious strength masked by his slender frame. Pulling the enemy warriors face close to his white screaming face mask, The Screamer unleashed his terrible scream, the body in his hands spasming and wracking with convulsions as his very essense was drained from him.
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Post by Arguleon Veq on Oct 22, 2010 15:48:41 GMT -5
Here is the list I am thinking of starting to use:
2000 Points:
17 Warriors; Nurgle, Shields, Halberds, Nurgle, FC, Banner of Rage. Festus;
16 Warriors; Tzeentch, Shields, FC, Rapturous. Exalted; BSB, Tzeentch, 5+ Ward Item, Shield, Barded Steed.
38 Marauders; Khorne, Flails, FC. Exalted; Flail, Barded Steed, Khorne, Re Roll Wards Item.
5 Horse; Flails, Slaanesh.
5 Knights; Slaanesh, Standard, Flaming Banner.
Hellcannon:
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Post by Arguleon Veq on Oct 22, 2010 15:49:40 GMT -5
Game 2 - Vs Daemoms - 2000 Points
I used the list that I posted above.
My opponents list was as follows;
Keeper; Robes, Siren Song, Lvl1. Herald; Siren Song, BSB, Steed, Banner of -2Ld. Herald; Siren Song. Masque;
20 Daemonettes; FC 20 Daemonettes; FC
2 Fiends; 2 Fiends;
8 Seekers; FC, Banner of can only hold as charge reaction.
Pre Game Thoughts; I was very worried about those Siren Songs, I dont really have anything in my list that can block it by obstructing my own charges and I have nothing that can deal with that Keeper reliably.
The Screamers arrogance had grown after crushing his rival warlords and with his power at its peak the screamer perhaps felt that he no longer needed to show his dedication to Slaanesh as fervantly as he once did. His offerings grew infrequent, none of the souls of defeated rivals being offered up to Slaanesh but instead use to slaked the Screamers own thirst. Daemonic envoys from his dark overlord were mocked and thrown from the Screamers court, their demands that the Screamer carry out the commands of the Prince of Darkness falling on deaf ears.
With that the Daemonic legions came. Belazar the Beautiful leading his host to smash The Screamers palace to dust. Only The Screamers loyal battle standard bearer remained of his gifted kabal. Now they made their final defiant stand thanks to the folly of their arrogant master.
Early Game:
The Daemons go first, and move up the Steeds right on top of me thanks to their pre game move. Slicing Shards kills a single Tzeentch Warrior.
In my turn, he Siren Songs my Knights into his Keeper and because of the new random charge ranges, Siren Songs my Hellcannon from 18'' away with his Seeker Herald so that I have to declare a charge which I obviously fail. So it now cant shoot. To try to mitigate the damage I move my big Nurgle Block up to catch the Keeper once it kills the Knights but to try and take some wounds off it I cast Curse of the Leper on it to try and give my Knights a chance.
The Keeper actually only kills 1 Knight with its normal attacks thanks to it being cursed by Festus but thanks to ASF its Thunderstomp goes before my Knights can attack it, that coupled with armour piercing and a roll of a 6 sees on its number of hits see 3 more Knights fall, leaving only 1 to attack Knight to attack it and he fails to do any damage despite the reduced toughness. The Knight break and the Keeper catches him and crashes into my frenzied Nurgle unit with Festus.
His Masque and Seekers move around my lines and in total drop my Nurgle units LD by 4. He makes my Tzeentch block stupid.
Thanks to the silly Chaos challenge rule, I cant refuse his challenge which means I have to chance to do the wounds that my unit would easily be able to put on the Keeper, he kills my Champion with his normal attacks but only gets 2 wounds thanks to my 5+ regen but then he totally swings the combat again with another 6 on his thunderstomp rule which gets him his maximum overkill, so he beats my unit and thanks to them being LD4 because of his Ld Mods on me, I break and he just clips my Hellcannon as he is running me down.
Bring it Down!:
My Marauder block start to move out towards his Daemonettes who are staying well out of the battle.
My Tzeentch unit turn to support the Hellcannon. My Hellcannon loses 3 wounds against the Keeper but does 3 in return. He wins but I hold thanks to unbreakable.
He moves his Seekers to the back of my Tzeentch unit, then Im pretty pleased when he charges 2 fiends into the rear of my Marauders block. I figure I should wipe them out thanks to my Khorne Exalted with Flail and item that makes you re roll ward saves, this will give me a free reform with which to flank charge the Seekers, getting his BSB too and hopefully popping them and over running into the Masque.
The Keeper kills my Hellcannon before I can attack back and he lowers my Tzeentch units LD by 4 and Slicing Shards them, luckily i only lose a few as a pass the Ld test.
My Exalted moves in my unit to engage those Fiends, he then only does 2 wounds and he passes both saves despite having to re roll them, he gets 6 kills from his 8 attacks and so easily wins the combat!.
I am clutching at staws now and just desperatly trying to kill that annoying Keeper so I charge my Tzeentch unit into its flank hoping to take its last 2 wounds from combat res and hopefully my bsb will survive the fight with his 1+ Save and 4+ Ward. I have to issue my challenge and then survive his attacks but a massive stomp role gets me again and my BSB is killed, losing 3 wounds, I win combat but he passes his Ld test so takes no wounds.
My Marauder block do kill the Fiends this turn but I no longer have Frenzy now.
He miscasts with his infantry Herald and blows up 9 Daemonettes. I finally get to attack his Keeper with some Warriors, he gets a lot of kills before I do though but I only have to do 2 wounds to bring him down, I only manage 1 and thanks to losing the combat and having -4 Ld from his BSB and Masque i easily break and am ran down.
Closing Stages:
He Sirens my horse with his infantry Herald, who have been chased by 2 Fiends all game. They charge and are killed. My Marauders with Exalted charge the flank of the Keeper, im hoping i he doesnt get too much overkill on my Exalted and he loses his last wound through static res with a failed Ld test but he easily does enough wounds to win combat, i hold thanks to steadfast as he hasnt dropped the Ld on this unit yet. He fights my champ in his turn so i still cant get any attacks off to try and take that last wound and now with -5 ld I am broke and ran down. Wiping out my army.
Result - Loss
Post Game Thoughts:
Well that was just terrible, lol. Siren Songs gave me a horrible start, I should have pulled out some wounds on the Keeper and probably held thanks to my BSB first turn thanks to Curse of the Leper but for that 6 on the Thunderstomp. Then Warriors of Chaos rule about having to take challenges just doomed all of my units against that Keeper, ordinarily I could refuse and let the unit at least do some damage but I cant, do I just lose every combat, which wouldnt be too bad thanks to steadfast but that doesnt help withn you are at -4 or 5 Ld so you just break anyway.
The only other chance I had to get back in the game was him making that mistakes with the Fiends but the dice let my Exalted down and he just couldnt miss with those Fiends. So I couldnt take down his expensive seekers and herald. Them my Tzeentch unit with BSB let me down with their flank charge, taking way more wounds than they should, meaning they couldnt finish the Keeper off.
So thanks to not getting either of those coming off for me, I lost a possible 1200 points and lost another 2 whole units that the rest of his army wouldnt have been able to deal with.
As it was though thanks to Siren Song, me having to challenge his Keeper and his 5's and 6's for every Thunderstomp, I suffered the biggest loss Ive ever had. The Keeper, on its own killed EVERYTHING in my army besides the Horsemen and a few Marauders. Haha. Oh well, I think the list is decent, I just dont know if i should take the champions out of my units, it will help me against monsterous creatures but i miss out on underdog challenge.
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Post by Arguleon Veq on Apr 28, 2011 15:24:01 GMT -5
Game 3 - Vs Vampire Counts - 2000 Points
Not played Fantasy again in a little while but I am slowly getting back into it. I have changed my Chaos list to this:
Sorcerer Lord: Lvl4, Shadow, Enchanted Shield. BSB: Tzeentch, Shield, 4+ Ward.
Both with;
15 Warriors: Tzeentch, Shields, FC, Rapturous.
Festus:
with;
16 Warriors: Halberds, Khorne, Shields, FC.
39 Marauders: Flails, Khorne, FC.
5 Knights: Khorne, Banner.
Hellcannon:
My opponents list is as follows;
Lord: Lvl3, Red Fury, Hatred, +2 Strength Magic Wep, 2+ Save, 4+ Ward Stupidity Crown. +1 to Raise Skellies.
Wight BSB: Gem of Blood, Sword of Kings.
Vamp: Dread Knight, Hatred.
Vamp: 2+ Save from the rule book with one re roll once per game. +2 Power Dice.
20 Skellies: FC 20 Skellies: FC 20 Skellies: FC
5 Black Knights: Flaming Banner 5 Blood Knights: Hatred Banner
Terrain/Deployment:
I will just list the terrain that ended up coming into play which was a small hill around the middle of the board. We just avoided the rest.
I had my Marauders on my left flank, with my Tzeentch Warriors to the right of those. Followed by my Hellcannon, Khorne Warriors and then Knights.
My opponent trying to take my Marauders out of the game set up heavily against my right flank leaving just one unit of Skellies with no characters which made me put my Marauders where I did.
Early Game:
I go first and decide not to do anything in my magic phase. I then drop the Hellcannon on the Blood Knights killing 2.
He advances with his force straight at me, besides the Skellies on my left who cut across to join the rest of his force. He then raises both of those dead Blood Knights.
I move up both my Warrior blocks a little to bring them to within 18 of the Blood Knights. I also begin to swing that unweildy Marauder block towards the enemy. The Knights shuffle across to my right to try and draw away his Black Knights who I think my Knights can beat even if I am charged, thanks to my higher initiative.
I roll well on my Winds of Magic roll and get 11 Dice. This now allows me to do what I was planning when I put my units within 18'' of those Blood Knights. I open up with Withering on them which my opponent lets through. I then get what I need with a roll of a 5, reducing their toughness down to 1.
Then Festus opens up with Curse of the Leper. He just fails to dispel and the Blood Knights are totally wiped out as their Toughness is reduced to 0.
My Hellcannon then shoots down 2 Black Knights.
My opponent moves his Black Knights to within 8'' of my Knights then manages to get his Lvl1 Vamp with Danse to within 8'' of his Knights so that his Black Knights will be able to magically charge me. The rest of the undead advance.
I dispell the first two attempts on Danse and then he fails on his 3rd casting attempt, leaving his Knights about to be charged by mine.
Cavalry Clash:
My Knights oblige and crash into his Black Knights with Vamp. My Warrior blocks move up whilst my Marauders carry on towards the Skellies that had been moving back towards its own force.
I get off Mind Razor onmy Knights who shrug off the Vamps attacks and smash the entire unit. I have to overrun though thanks to my mark of Khorne and this does leave me in front of his Lords Skellie unit.
My Hellcannon blasts about 13 Warriors from the other advanced Skellie block which holds his BSB and other Vamp.
His Lord and Skellies charge my Knights whilst the remnants of his other block and two characters move to intercept my Tzeentch Warriors.
He raises quite afew Skellies back to the BSB block and then his Lord smashes 3 of my Knights in combat on his own. I kill afew Skellies in return but I break. My opponent doesn't bother tp pursue as he doesnt want to leave his flank to my Khorne block.
My Khorne block charges his Lords unit whilst my BSB block charges his BSB block.
I get Regen off on my Khorne block just to up their regen a little against that Lord.
I roll pretty aweful with my Tzeentch block, I lose a wound on my Sorc Lord from his Vamp and instead of easily wiping out the unit and characters he is left with his BSB on 2 wounds and Vamp on 1 but all the Skellies dead.
His Lord hacks down about 5 Warriors as I fail every Regen save. My Warriors then roll terribly and only kill about 4 Skellies. I lose the combat but hold.
Lord of Fury:
In his turn his rear Skellie block are still running away from my Marauders. He also raises a lot of Skellies to his Lords unit.
I wipe out both his Characters in the other combat. My BSB killing his in achallenge thanks to him rolling a 1 for his Gem of Blood and only having 2 wounds left.
In the closing stages of the game, I wipe out that Lords Skellie block but he kills Festus. Then with the Lord on his own, I cant pick up decent combat res against him and he ends up breaking my unit who fail twice to rally and run from the table.
To try and stall his Lord I charge him with my BSB, trusting my 3+ Ward. In the first round of combat he does 2 wounds to me, I fail both of my saves and he dies...
As his remaining Skellies flee the attention of my Marauders they leave their flank open to a chargefrom the Hellcannon and rallied Knights who do charge and smash the entire unit to dust in a single turn.
In the last turn of the game his Lord charges my Hellcannon, doing 4 wounds and taking 1 in return.
He is left with his wounded Lord facing off against my wounded Hellcannon, Tzeentch block, Sorc Lord, Marauder unit and depleted Knight unit.
Result: Victory for Chaos!
Post Game Thoughts:
That all went pretty much perfectly besides the Lord being a killing machine of doom and my rolling terribly for everything my Warriors did.
I dealt with his Knights very quickly, thanks to magic and my own Knights and this left me with straight match ups against Skellie blocks which is always going to go in favour of the Chaos side.
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Post by Arguleon Veq on May 20, 2011 9:09:46 GMT -5
Game 4 - Vs Warriors - 2400 Points
My Warriors playing mate has another tournament this weekend and wants to get top Chaos player after getting second in his last two tournaments. So he wanted a game against my Chaos today to get practice against other Warrior armies. As its 2400 Points, here is my revised list;
Sorc Lord; Enchanted Shield, Shadow. Festus; BSB; 3+ Ward [Tzeentch], Shield. Exalted; Khorne, Jugger, Halberd.
15 Warriors; Tzeentch, Shields, Rapturous, FC. 36 Marauders; Khorne, Flails, FC. 15 Chosen; Khorne, FC, Favour, Halberds, Shields. 10 Warriors; Halberds. 5 Knights; Banner, Khorne.
Hellcannon;
You will notice some naff choices such as the 10 man warrior unit and the exalted on jugger. They were taken as I had them to hand. My Chosen got +1 Strength.
His list is as follows;
Sorc Lord - Puppet, Heavens, Enchanted Shield. Exalted - Disk, Eye, Charm Shield, Flail, Tzeentch. BSB - 3+ Ward [Tzeentch], Biting Blade.
17 Warriors - Khorne, Additional Hand Weapons, Burning Banner, FC. 17 Warriors - Tzeentch, Shields, FC, +1LD Banner. 17 Warriors - Nurgle, Halberds, Shields, Banner of Rage, FC. 17 Chosen - Khorne, Halberds, Shields, FC, Blasted Standard.
Hellcannon 5 Dogs
He has +1LD on his Chosen.
Terrain + Deployment
On my home table so a hill in my left corner facing one in the opposite corner. Large ruined archway dead centre of the table. Pool on the left flank, big hill on the right.
I deployed my Knights on my right flank, inside those I have my 10 strong unit, then my Tzeentch unit. On my left flank, the other side of the central archway I have my Marauders and Chosen. The Hellcannon deploys just right of the arch.
Facing my right flank are his Tzeentch block and his extra hand weapon block, along with his Dogs, Cannon and Disk. On my left he faces off against my Marauders and Chosen with his own Chosen and his Nurgle unit that contains his BSB.
Early Game
[1] I get first turn. I advance almost fully with my Infantry knowing it will be hard for him to charge me in his turn, my Knights keep pace with my footsloggers.
Magic sees me Regen my Marauders.
The Hellcannons opening shot scatters 2'' but still manages to kill 6 Khorne Warriors.
He edges forwards, wanting to stay out of my charges ranges, his Disk rider plays a risky game though, floating onto the hill within 16'' of my Knights.
His magic sees Comet cast on my right flank.
His Cannon fires ay my Chosen, it also scatters 2'' and hits 6 of them but I pass all my saves + regens thanks to Festus.
[2] I move my Chosen up to bait his Chosen whilst my Marauders edge forwards, wanting the charge on those Nurgle Warriors.
My Knights declare a charge on the Disk rider, my first dice is a 6 so I just need a 3 on either of those other dice to charge him, I get a double 2 and leave them stranded in the open.
His comet comes down, kills a Knight and a couple of Warriors on my right flank.
I cast the Shadow sig spell at the Nurgle Warriors on the higher power and get it off, I do this to deter him from charging with them this turn on my Marauders.
I also lower the Disk riders toughness to 1 in order to help those Knights.
My Hellcannon shoots his Tzeentch block and kills a few.
He charges my Knights with his Disk Rider and my Chosen with his. He then tries to charge his additional hand wep Warriors into my 10 strong unit but fails, in order to stop my Halberd Warriors charging him in my turn he blocks them with his Dogs.
His magic sees him cast a hex on my Chosen that makes me re-roll my 6's. A pain when they have poisoned attacks.
His Cannon scatters big off my Tzeentch block and he kills 2 of his own Khorne Warriors.
In combat the Disk rider kills 2 Knights I then miss all my attacks back so i dont get to make the most of his toughness 1. I hold though.
In the Chosen on Chosen fight, I roll about 12 sixes to hit but have to re roll them all, I get 7 kills to his 6 though so combat is a draw.
Warrior War
[3]
My Marauders charge his Nurgle unit whilst my Tzeentch block can squeeze past those dogs to charge his depleted Khorne unit. My Halberd unit cuts across to protect their flank.
I have a pretty uneventful magic phase and the Hellcannon misses the Tzeentch block.
The Disk Rider kills another Knight as I fail the save on the 1 wound he causes. My return attacks cause a single wound.
My Tzeentch unit with BSB and Sorc Lord easily beat the Khorne unit for few losses and run them down but this does leave my flank open to the Hellcannon. The dogs flee in panic at this and run right off the table.
I roll terribly for my Marauders and only kill a few Nurgle Warriors and lose a lot of Marauders in return but I hold thanks to steadfast.
My Chosen outdo his and I win combat but he holds.
His Hellcannon smashes into the flank of my Tzeentch block whilst his Tzeentch block charges my little 10 strong unit.
His magic phase doesnt do anything.
His Disk rider kills my last Knight, his Tzeentch block beat my Warriors who kill a few in return and wound the Sorc Lord with them. I hold.
My Tzeentch unit loses afew models to the Hellcannon but my BSB wounds it, I lose but hold.
My Chosen wipe out his Chosen but I only have the command and Festus left alive. My Marauders do poorly again but hold still thanks to Steadfast.
[4]
My Hellcannon fails its Raargh test and surges towards the Disk, not reaching him. My magic lowers the Nurgle units strength to try to save my Marauders whilst my Chosen move around trying to get LOS on the Nurgle flank.
I hold again against the Hellcannon after a few losses but I dont wound it this turn.
My Warriors hold against his Tzeentch block again, doing another wound to his Wizard.
My Marauder unit still loses badly and I am broken and ran down.
His Disk Rider charge the flank of my Warriors whilst his Nurgle unit move back towards my Chosen.
My Warriors are broken and the Tzeentch unit opts to hold and turn towards the rear of my Tzeentch unit fighting the Hellcannon whilst the Disk chases me, he catches the Warriors but is now right in front of the Hellcannon.
I put another wound on his Hellcannon with my BSB, I win combat this turn but its unbreakable.
Last Men Standing
[5]
My Cannon charges the Disk Exalted. My Chosen turn to face his Nurgle unit.
My Wizard gets Mind Razor off on his own Tzeentch block and I smash down his Hellcannon with ease. My own Hellcannon takes the last wound from his Exalted.
In his turn his Nurgle unit charge my Chosen, I cut down every Nurgle Warrior leaving him just his BSB. I have just my Champion left as Festus gets cut down. I win but the BSB holds.
His Tzeentch block charges mine. I cut the last wound off his Sorc with mine thanks to Mind Razor and I win combat easily but he holds.
[6]
My Chosen Champ wounds his BSB in their 1 on 1 fight and survives, drawing the combat.
My Hellcannon smashes into the flank of his Tzeentch block, he wipes out the last of my Tzeentch Warriors leaving just my BSB and Sorc Lord but my Cannon wipes out the last of his.
In his last turn his BSB finishes off my Chosen champ. Leaving on the board;
His BSB on 1 wound. My BSB, Sorc Lord and Hellcannon. For a total of 4 models.
Result; Victory to MY Warriors!
Post Game Thoughts;
That was a seriously up and down game that could have gone either way, narrowly failed charges, razor close combat results. His hex spell that makes me re roll 6's worked very well for him but I think Mind Razor won me the game as at one point my Warriors with BSB and Lord looked doomed to be stuck in combat with the Hellcannon and not even hurting it and be rear charged by his Tzeentch block.
Mind Razor let me dispatch both of those units and turn the game. Depleted Chosen also pulled me out of a hole late on by killing every Nurgle Warrior to bag the points for that unit they had to hit and wound with all but one of their attacks to manage it and they did.
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Post by Arguleon Veq on May 20, 2011 9:10:37 GMT -5
Game 5 - Vs High Elves - 2000 Points
Back to 2000 so here was my list for this game;
Lvl4 - Enchanted Shield [Shadow] Festus - BSB - Tzeentch, Shield, 4+ Ward
15 Warriors - Tzeentch, Shields, FC, Rapturous 16 Warriors - Khorne, Shields, Halberds, FC 38 Marauders - Khorne, Flails, FC 5 Knights - Khorne, Banner
Hellcannon -
My opponents list was as follows;
Lvl2 - +1 Spell [Shadow] Lvl2 - Knows all Lore [High]
39 Spears - FC, Move through terrain banner 39 Spears - FC, Flaming Banner 14 Lions - 14 Lions - 30 Lions - FC, Banner of Sorcery
I have to admit that I didnt hold out much hope for this game, his units are simply better than mine in straight match ups and he has more mainline units. As he also has a better magic phase it was pretty much up to my Hellcannon to try to win the day by weakening his units enough for me to win the combats.
Terrain/Deployment
A large impassible ruined archway dominates the centre of my table, that is all that really comes into play as the hill on the right didnt do anything, the pool on my left was ignored thanks to his unit with the ignore terrain banner and the hills in both corners has nobody touch them.
I deployed my Marauders and Cannon on my left flank, 2 Warrior units central and my Knights on the right trying to swing around his flank and make units turn to face them in order to slow his advance.
He had a Spear and small Lion unit on each flank with his big Lion unit central.
Early Game
I go first and immediatly fail my Raargh test with my Cannon who surges forward about 12'', stranding him in front of the Elves on my left. So much for it being my main hope. I miss out my magic phase as nothing is really in range. I do cut my Khorne Warriors across behind the arch though, stranding the Elves on my right flank a little whilst my Knights move forward in anattempt to get around their flank.
He moves up en masse, his small Lion unit on my right turning to keep the Knights out of their flank whilst his Spear unit tries cutting back across to match my Warriors but struggling due to that wide frontage. He gets Mind Razor off on his Spears on my left.
My units edge forwards a little whilst my Knights continue around the right flank. My Hellcannon shoots at those Razor Spears and kills 7 but they pass their panic.
His small Lion unit on my left charges my Cannon whilst his linecautiously moves up, his Spears that were on my right now behind his big Lion unit as it gets congested on the left side of that archway. His small Lion unit on my right again turns to keep my Knights in sight.
Razor goes off again on the same Spears to stop me charging them in my turn.
The Lions fail a Fear test and despite needing 6's to hit, do 3 wounds but the Cannon smashes about 7 Lions in return. I win but they hold.
Axes Fall
I decide to go for it and smash my Khorne Warriors into his 30 White Lions hoping that some Hexes will swing the combat my way. My Tzeentch block moves up to protect their flank from the Mind Razor Spears whilst the Marauders walk in front of those Spears to try and lure a charge. My Knight cut right back towards my line, hoping to have stranded that small Lion unit on my right.
I get the first Shadow Hex on his Lions reducing their I and WS, I then cast Regen on my Hellcannon.
Despite that and the Lions only doing 2 wounds to it, I fail both Regen saves and it dies...
My Khorne unit do great against the Lions though, hardly taking any damage and smashing down a swathe of Elves.
He goes for a long charge with his Spears on my Marauders and gets it whilst his small Lion unit on my right starts to slog back towards the battle. His unit that had just killed my Cannon start to move back towards the action too.
He uses the same Hex on my Warriors that are on his White Lions but only reduces my WS. He then gets Razor off AGAIN on those Spears, dooming the Marauders.
In the main combat my Khorne Warriors just lose but hold and both units are now seriously depleted.
His Spears smash my Marauders but take quite a few losses, they chase me off the table.
In my turn my Knights are now right behind my lines and get ready for those returning Spears should Mind Razor not go off on them for once. More hexes go off in that Lion/Khorne combat swaying it back in my Favour, at the end of my turn that combat has 4 Lions left against Festus and 3 Warriors.
His Spears return whilst his 7 strong Lion unit move up to support their flank, Mind Razor goes off on them again to deter my Knights.
In the combat I lose another Warrior but I finish off his unit.
Closing Stages
My Tzeentch block surge past my crippled Khorne unit and into his fully intact Spear unit before they can get Mind Razor off. My Knights charge the depleted Lion unit as they dont want to charge those Mind Razor Spears. I get Regen off on my Knights. My Khorne unit splits from Festus and they both hide around the central arch.
My Knights somehow lose 3 Knights as I again fail to pass a single Regen save. But I kill 5 Lions and run the last 2 down.
My Tzeentch block dont take a single wound from those Spears, hack down just enough to break t heir steadfast and break them but annoyingly I dont catch them.
In his turn his Spears start moving towards the rear of my Tzeentch unit whilst his other Spears rally. The rallied Spears' Wizard casts Mind Razor on his own unit but miscasts, killing himself and about 14 Spearmen, but importantly Mind Razor goes off.
I re charge those Spears whilst my Khorne unit, Festus and my Knights get out of his charge ranges. Thanks to Mind Razor I lose 5 Warriors but cut down enough Spears to break them and run them off the table.
He tries to claw some points back with Flames of the Pheonix on my Tzeentch block to try and panic me but cant.
Leaving me with 10 Tzeentch Warriors, all my Characters, 2 Knights and 3 Khorne Warriors against 17 Spears and 14 Lions plus his High Wizard. Giving me a victory of about 1000 Points.
Result - Victory for Chaos!
Post Game Thoughts
Got to say I am shocked by how big a win that was, although it was closer than the final score as all through the game it could have swung either way.
I think my Knights slowing his advance and then having the speed to get back into the fight themselves was pretty important as was my use of Hex spells to turn very important combats.
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