This Warhammer blog is completely unofficial and in no way endorsed by Games Workshop Limited.
eBay auctions ending soonest great eBay sales WFB (US) WFB (UK) WFB (Aus) WFB (Can) eBay storesregister on eBay
http://2d6.blogspot.com is an approved affiliate of eBay, all auctions are current and hosted securely by eBay

Showing posts with label * Medium *. Show all posts
Showing posts with label * Medium *. Show all posts

Wednesday, 9 June 2010

The Empire vs Warriors of Chaos 2500pts Fantasy Battle Report

Another excellent Warhammer Battle report from John at http://plasticlegions.blogspot.com/. He has loads more top quality reports on his site. He's also using the Battle Chronicler which is one of the reasons I'm posting this battle because I'm going to recommend the Chronicler on the Battle Reporter blog and I need a great example to demonstrate how cool it is (I've download it and am playing around with it right now !)

"For whatever reason my Helblaster has Aarons number everytime I use it against him. I get 22 shots, 11 hits and 7 Wounds - all wounding, kill the Manticore outright and put two wounds on the Lord who lives but is now on foot."

(did the Warriors of Chaos survive the rain of hot lead ?)

source : http://plasticlegions.blogspot.com/credit : John09-June-2009


Five of us regulars met for our Bi-weekly club night last evening. Rich came by with all our new shiny WAB books he had group ordered for us and the other four of us threw down some Warhammer. The plan was to prep for the Mid West Rampage tournament this weekend. MWR is a 2250 tournament with 5 games however games 2 and 3 are 2500 point games with a 250 point Dogs of War float. This is what we wanted to test out. I have never used my Braganza's Besieger's unit...as it's my only DoW unit that's what I was going to field. Billy and Chris played Dwarfs vs Wood Elves with Pirate Slayers and Volands Venerators as their DoW...I had Braganza with the Empire against Aaron's Warriors of Chaos with a unit of Ogre Ironguts. Below the batrep from the game, my second try with Battlefield Chronicler. Unless we have all painted models on the table, I'll probably start defaulting to this for Bat Reps.. Aarons heavily themed Chaos army is so converted and custom sculpted..it's a shame its will probably only be primed for the weekend...I'll reserve photos of his awesome work until he gets some paint on them..but for sneak peak check out his blog Xenite's miniatures for a look at his awesome work.


Click pics to greatly enlarge in a new window
Deployment

Key

Warriors of Chaos, Cult of Slannesh 2500 (Mark of Slannesh- MoS )

CL - Chaos Lord on Manticore, MoS, Crown of Command, Diabolic Splendor
EH- Exhalted Hero, MoS, Shield , Glaive of Purification, Steed
Sor- Chaos Sorceror- Tzeentch, Lv 2, Disc, Homunculus, Dispel Scroll, Power Familiar

CW1- 15 Chaos Warriors, FC, MoS
CW2- 15 Chaos Warriors FC, MoS
MH - 5 Marauder Horse
CH1- 6 Warhounds
CH2- 6 Warhounds
CK- 5 Chaos Knights FC, MoS
CC1- Chariot, MoS
CC2- Chariot, MoS
MC- 12 Chaos Cultists (Marauders)
OG- Ogre Iron Guts- Dogs of War

WPS 17

Empire- Army of Talabecland 2500

GEN- General of Empire- Helm of Ratslayer, Holy Relic, Pistol, Great Weapon
WP-Warrior Priest- Icon of Magnus, Armor of Meteoric Iron, Great Weapon
Wiz( red)-Wizard, Level 2, Rod of Power
Wiz (white)- Wizard, Level 2, Seal of Destruction.

SWD- 24 Swordsmen, FC
Mil1- 9 Free Company Detachment
Mil 2-9 Free Company Detchament
HG- 10 Handgunners, Marksman, HLR
Xbow- 10 Crossbowmen
FreeC- 10 Free Company , FC
CAN- Great Cannon
KTS- 5 Knights of the Inner Circle, FC, Steel Standard
FAST- 5 Pistoliers, Outrider with Repeater pistol
VG- Helblaster Volley Gun
ST- Steam Tank
BZB- 13 Braganza's Besieger's (crossbows) Dogs of War

WPS 17

Magic
Aarons level 2, uses the Lore of Tzeentch, his spells are Flickering Fire and Pandemonium
I have on Level 2, with the Lore of Fire, he has Fireball and Fiery Blast
My other Level 2 has the Lore of Light, he has Burning Gaze and Phar's Illumination


WoC Turn 1


Aaron wins and chooses to go first, His plan is engage me ASAP to avoid my heavy shooting. He keep his Lord hidden from y artillery but moves everything else up as much as he can. His Magic Phase starts with Pandemonium on "14", I go Seal of Destruction right away hoping to get rid of that nasty spell for the game, no luck. I roll a "1" ..its Dispelled this round but still in play.


Empire Turn 1

Given ample targets for shooting, I move my Flagellants to draw those nasty knights away from my General and his block of Swordsmen, my Knight are poised to go left of support and the Stank moves up to protect my right. In magic Phase I try to burn up some warriors the left with little result, I do get 3 of 6 hounds on the right with a Burning Gaze causing them to flee.I then unload alot of shooting, my Cannon overshooting one Chariot but popping the over, Crossbows shoot up and kill 2 Horsemen on the right and 5 of the 12 Marauders on the left side. 1st blood goes to the Empire!.


WoC Turn 2

Aaron's brings the fight right away, both his Chaos Knights and Ogres charge my Flagellants His Hounds charge my General and Swordsmen and my Detachments counter charge. He positions his other units, moving his Exhalted hero and unit of Warriors up my left flank. with right flank serious softened from my last round of shooting, he starts pulling everything away from my right flank. Aarons Sorcerors miscast takes a wound and the magic phase ends. In Close Combat, Aaron mistaken does the combats in the wrong order, allowing me to crush his dogs overrun and get a detachment into that combat with the flagellants to hopefully to buy the tarpit an extra round and divert some attacks..no such luck...still take 11 kills on the Flagellants and the Detachment runs away taking 4 losses..those Knights and Ogres are locked up for at least one more turn.

Empire Turn 2

I decide not to run my Knights into that Ogre and Chaos Knight Combat and run down those remaining Marauders..they almost escape but thanks to the Steel Standard they dont., My knight are now behind Aarons lines and out of sight of his Lord, a good place to be. My Swordmen, marchblock move 4 inches ahead. Not sure where the warriors are going I bring my Pistoliers out and hope to get some Feigned Flight happening. I then bring the Steam Tank over 1 inch away from the Chaos Knights (who are Frenzied) so once they get out of that Combat with my Flagellants they must charge the front of the Tank. Magic is uneventual. My Cannon misfires and it a malfunction so no shooting until turn 4. I put a ton of shots on that second chariot but can't get the "5's" I need to damage it. Braganza and the guys keep shooting up the Chaos Warriors with the Exhalted Hero headed their way. In Close Combat my Flaggies take 8 kills, which free's up the Knights and a lone crazed madman keeps the Ogres held another round.

WoC Turn 3

Free of the Flagellants but again Frenzied, those Chaos Knights must charge my Steam Tank I hope my 1+ armor save can keep me with enough wounds to grind them down on my turn. Both Aarons Lord and Chariot go for the easy kill Charging my Pistoliers..I was going to run and I wasnt really expecting the Lord to charge them, just the Chariot..since I would be running away from the Lord and not the Chariot..I endangered my whole right flank to panic checks if I ran that way so I held and the got wiped out, leaving greasy spot where the Manticore stopped to feed on them as the Chariot just rolled on thru. Aaron Exhalted Hero has a long Charge so he charges out of the unit to take on Braganza's Besiegers solo, He challenges Brazanga..whose got good stats WS 5, BS 5, but has only a 5+ armor save and easily dies to the Chaos Hero. However the unit has a good static res. rank, standard, outnumber, plus I am on a hill..and the Hero loses but makes his break check. My Stank ends up only taking one wound from the Chaos Knights.
It could have been worse.

Empire Turn 3

March Block, Aaron can't get his second unit of Chaos Warriors out of range of a Flank charge from my General and Swordsmen, I try to bring the Detachment along but they within range of the Manticore and have to make a terror check, they fail and run away. My Knights turn around
to run threaten the wounded Chaos Sorceror, and my Fire Wizard gets out of the away of the oncoming Warrior unit headed toward my Cannon and that Exhalted Hero. Again not much luck in Magic..the Fire Wizard tries to get those on coming chaos warriors..either gets 1 or just fails
(don't recall) , The Light Wizard tries to fry the chariot but again I can't wound. I dont have any shooting target this turn and in Close Combat, that last Flagellant dies and my Swordmens crush those warriors with the flank charge, they need snake eyes from the combat res and run, they do get away and I am a 1/4 inch short of hitting Aarons Sorceror. Having some bad runs with the Steam Tank getting greedy for Steam Points I am only bidding "saftey steam" this game..good enough..I kill two of the 5 Knight but they hold against me. The Besiegers no fighting without their namesake, win combat against the Exhalted this time, but he holds.

WoC Turn 4

That second Chariot of Aarons in now in my backfield and being a real pain, it charges my huntsmen, and I cant getway so I hold. His Chaos Warriors minus the Exhalted charge my Cannon, and His Lord on the Manticore charge my fleeing detachment and kill it but its puts Aarons lord under the nose of the Helblaster. Aarons Sorceror goes for a Flickering Fire on my knights with high roll but I stop it with a high roll., Aaron Fleeing second unit of warriors rallies. In combat the chariot crushes my huntsmen and overruns right into the other detachment I have back there...This Chariot is Aarons MVP for sure, His Warriors obliterate my Cannon Crew whose demise causes my Red Wizard to panic and he fails and runs away. Aaron's luck runs out
with the Besiegers thou..he loses combat to them and this time runs..he easily gets away with a high flee and pulls the Dogs of War Crossbow off the hill in pursuit.

Empire Turn 4
My General and Swordsmen Re-engage the rallied Chaos Warriors, my Knights Charge the Sorceror who flees and I redirect into the Ogres., My Fleeing Wizard, rallies and my other wizard moves back to cast at the Chaos Lord. Magic goes nowhere for me this round, and the big shooting event is my Helblaster barring down on Aarons Lord. For whatever reason my Helblaster has Aarons number everytime I use it against him..I get 22 shots , 11 hits and 7 Wounds..all wounding...Kill the Manticore outright and put two wounds on the Lord who lives but is now on foot. My Swordmen break his warriors again who flee almost off the board exposing their flank to the oncoming Besiegers. My tank gets a good grinding roll off and kills the Chaos Knights off and has Seven Wounds remaining..enough to be mobile. My Knights dont fair so well against the Ogres I kill one, but lose two of my own Knights and the Ogres hold.

WoC Turn 5
Aaron's Chariot now free of my second detachment, charges my rallies Wizard caught between Chaos Warriors and Chariot I run and die. Again Aaron Warriors Rally for another round of combat with my General and Swordsmen. The Chaos Lord charges my other Wizard..trying to get out of LoS of my HelBlaster and not run into the line of fire of my other shooters, he succeeds. My Knight stick with the Ogres and again, and there isnt much of a magic phase,
The Exhalted Hero has rallied unwounded, tries to find somewhere to be useful.


Empire Turn 5

Both General and the Besiegers charge the remaining Warriors who run off the board My Knights Kill the Ogres, and survive with 3 of 5 left, my Steam turns around and goes after that damn chariot and in the process the Engineer in the Stank uses his repeater pistol to shoot down the wounded Chaos Sorceror, got to love the versatility of the Steam Tank, My Wizard throws a Burning Gaze at the Chaos Lord who laughs it off. there are Army objectives in this game mirror whats going in the actuall tournament..I could find anything in Battle Chronicler to represent them (although you use a Unit called "objective:) they were not really relevant here so I left them out. anyway my Free Company moved out to capture one.


WoC Turn 6

Aaron's last gasp, His Exhalted Hero rear charges my General and Swordsmen hoping to get lucky, doesnt loses and flees..it doesnt matter as he wont get a chance to rally, but he rolls 3d6 and gets and 11, I roll 2d6 and roll "boxcars" catching him anyway, that's how this game went for Aaron., His Marauder threw some axes at my Free Company killing one and his Warriors stayed put on the hill, Aaron moved that chariot so the Tank could charge it and not the Warriors who are worth alot more points.


Empire Turn 6

We didn't finish my last turn as it was clear I had won and it was getting late. If the game did continue, I could have charged my knights at the Warriors on the hill hoping to get them below half or just held..my Stank was definitely hitting that chariot, Shooter target those surviving horseman where they could to try keep Aaron from contesting that quarter, and that's it. As it ended at the top of 6, I had 3 quarters and a bunch of Banners, despite appearance all my expensive stuff was still on the table, and I only took 630 in loses..so pretty clearly at least a Solid Victory..for the Empire. Aaron played a great game...he's hasnt been playing that long and is steadily improving..we are looking forward to great time this weekend..I'll a few comments on Rampage overall before I leave on Friday.



Aaron sent me this morning, just to remind of what he thinks of my Helblaster.
This is by Wayne Kemp of the Heelanhammer Podcast. Awesome and Hilarious...
We'll have to get Aaron his own Helblaster!

Sunday, 4 October 2009

Wood Elves vs Chaos Warriors 2000 pt fantasy battle

David's Warhammer Battle reports are really punchy, concise and addictive to read making it easy to learn good Fantasy Battle tactics



source :warhammer.org.ukcredit : David L04-Oct-2009


I'm running Warriors of Chaos, my third opponent has Wood Elves, and I believe he runs lots of Dryads. Probably good for me, as Chaos Knights eat Dryads for dinner. But Treemen are another story.

I'm restricted to 2 characters, 250 pts of magic items (including character marks, but I can mark units at will), 3 specials, and 1 rare. After last game, I increased my magic item limit by 100, which helps a lot.

He has 3 characters, 2 specials, and both rares.

I want to be certain he cannot spam-treesinging at me, so I need some magic defense. Buboes will plink at a big tree and Quagmire might insta-kill one, so I take a level 4 Nurgle. Wardancers are the biggest no-big-tree threat, so marks of Nurgle should help there. I also take an immune to killing blow character who should be able to fight alone against anything in the WE army.



Nurgle and Khorne Chaos Army list

Exalted Sorceror of Nurgle, steed, Puppet, Enchanted Shield, Rod of Tormet
Champion of Khorne, BSB, juggernaut, Armour of Zhrakk, Sword of Might, Favour of the Gods
(immune to psych and killing blow with a 0+ armour save gives him a legit chance against everything)

2x5 horsemen with flails and musician
6x5 warhounds
14 warriors of khorne with shields, FC, Banner of Wrath (5 wide)

7 knights of Nurgle, Banner of Rage, champion
6 knights of Nurgle
6 knights of Nurgle



Wood Elves 2000 point army list

Wardancer Lord, Amber Pendant, Nettlings, Blades of Loec
Alter Kindred with regen
Alter Kindred with ?

4x15 Dryads (nope, I don't understand why above size 8)
2x12 Wardancers, champion, musician (he only has 2 specials, so these big units I understand)
Treeman
6 Waywatchers


Deployment
Terrain gave me a "peasant farmstead" I put in one corner and a pond I foolishly put not in a corner. He got a ruin and 2 forests. Scenario was angled deployment with extra points for the general, but it counted as pitched battle so he got a third forest. His side of the table is YUCKY!

I stick one unit of dogs in the peasant farmstead. A horsemen unit goes nearby facing behind my troops to prevent waywatcher deployment.

No-banner Knights go a bit west and east. Warriors with Sorceror and Rage knights (screened by 3 hounds) in the middle. Rage knights have one guy in the second rank in the hopes that will beat off any dryad flank charge. Horsemen to the west since they can get around the ruin. BSB joins a dog unit a bit to the east.

His dryads go in front all over with wardancers behind them towards the middle. Treeman and both Alters hide in eastern forest, waywatchers scout in western forest.

My Sorceror rolls 1, 2, 5, 6. No quagmire, but no silly spell number 3 either.
On a silly note, my Nurgle Sorceror joined a Khorne unit. He carries a somewhat Slaanesh item (Rod of Torment) while the unit carries a somewhat Tzeentch item (Banner of Wrath). Silly GW.



east side of deployment

west side of deployment


Turn 1
I win the first turn and seriously consider giving it up, but decide to take it. I couldn't afford to let him get into that huge ruin on the west side, the three forests were going to be bad enough.

My army advances. Facing almost no enemy shooting and almost nothing that can flee a charge, I leave just one warhound screen in front of the frenzied knights. The BSB goes on his own, expecting to start killing Dryads.

Opponent rolls one dice against the Rod of Torment and fails to stop it. It kills 3 Waywatchers and they fail panic. Otherwise I kill a couple Dryads.

end of Chaos 1

Waywatchers fail to rally and flee off the table. Guess the overpriced Rod was worth having!

Far eastern Dryads run up the table edge. Second eastern dryads advance towards my frenzied knights. Lord's Wardancers back up. He's playing this very conservative, which is fine with me.

end of Wood Elf 1


Turn 2
Crazed BSB charges Dryads, eastern knights charge dryads. I fear the knights might not make it, but they've got an inch to spare.

Western knights move into forest, because I have to get through somehow. Horsemen are in NW table corner.

In the middle, I send dogs between some forests hoping to get his dryads to charge and pull him to my side of the triple forest line. (in retrospect, there were several flaws with my thinking here).

Magic plinks some more Dryads and his center unit is down to a more reasonable size.

Eastern knights slaughter dryads and pursue off the table. BSB only kills 3 Dryads and they hold.

end of Chaos 2

Center Dryads charge hounds. I have the hounds hold, so I can get him to pursue into my chaos warriors. If I flee, I think he'll fail charge and I think the wheel will prevent my warriors from charging him.

Wardancers come up behind them slightly while the western dryads head west. The Lord's Wardancers go east behind the forest, apparently wanting nothing to do with my Rage Knights. The Treeman emerges and moves SE, but the two Alters stay in the trees. Perhaps they are monkey-kindred?

Hounds die to Dryads. He overruns. Horsemen choose to flee the overrun and the Dryads hit the warriors. Here we discover the first flaw in this section of my 'plan'. The Dryads are not clearly in my front arc. We roll to see where they are and its flank.
BSB kills 3 more Dryads, but they again hold. He was supposed to rip right through those things.

end of Wood Elf 2


Turn 3
My horsemen fail to rally and roll 17 to barely flee off the table! 15 would have lived, 16 might have.

Western knights finish slogging through the forest. Their supporting horsemen, march blocked and in the corner of the table, move as much as possible towards the middle. They should be able to flee the dryads without running off the west table edge.

Hopefully. Eastern knights return but are in that foolishly placed pond.

Knowing there are wardancers on both sides of the forest gap to their front, my Rage knights back up. We'll let the big wizard convince those elves to come out and play!

Now we discover the second flaw in my 'plan'. My casters are in close combat, so both bound spells are unusuable and I don't have LOS to anything to hit with Buboes. Rot, Glorious Rot eats a few wardancers and dryads while I grant Regeneration to the BSB.

The flank doesn't help them, as the Dryads bounce off chaos armour. Frenzied warriors don't bounce off dryads and the forest spirits break. He rolls boxcars for his flee move, which barely dies on my knights. I roll an 11 for my pursuit, which takes me way further than I would like.

My BSB only kills 2 Dryads this time and fails a 0+ armour save when they swing back. Good thing I cast regeneration on him, as he passes that! The juggernaut finally kills a Dryad. This time, when I want them to hold, the Dryads break and die. The BSB produces the only average pursuit roll I get all game with a 10, which is awful. 12 would have gotten past the Treeman, a short roll would leave the Treeman in my front.

end of Chaos 3

Treeman flanks my BSB, Wardancers flank my Warriors with Exalted Sorceror. Western Dryads charge horsemen, who flee. Turns out fleeing off the table is not a concern, but getting caught is! A 7 inch flee barely escapes the Dryads.

Wardancer Lord and his boys come through the east side of the forest, while the two Alter Kindred back out of it. Guess they aren't "monkey-kindred", but perhaps they are "chicken-kindred"!

My Exalted Sorceror has to challenge (flank means my champion is not in contact) and his wardancer champion accepts. He does the killing blow dance. My BSB is immune to killing blow. But this is the Sorceror Lord, not the BSB, so guess what happens? The final and most critical part of why getting dryads in combat with Warriors was a bad bad idea. Wardancer champ rolls a 6 and my opponent earns 800 victory points (400 odd cost for the lord, plus 400 bonus from scenario). Uh oh. The 3 combat res from that is enough to draw the combat.

Charging Treeman gets 2 wounds past my net 3+ armour save, but I make both regen saves. At least the last act of the Sorceror Lord did help. Angered by needing help from another God, Khorne whoops up on the Treeman, inflicting two wounds. I win the combat, but the stubborn tree holds. I turn to face.

forgot the picture


Turn 4
Fleeing horsemen rally in the ruins. They won't be getting anywhere. Western knights charge Dryads.

Eastern knights escape the pond and look to charge the Treeman next turn, assuming my BSB can survive. Rage knights decide they will soon have a plethora of targets and send the hounds away. Hounds go looking for the alter-kindred. "Beef, its whats for dinner?"

Western Knights crush Dryads but pursue some pitiful distance and don't get off the table. This leaves them facing the table edge from a couple inches away, so they won't get anywhere next turn.

Without the killing blow dance and 3 wound lord to drop, the wardancers cannot generate much combat resolution. Warrior attacks back get 2 past the ward save save dance and the wardancers break. But after pursuing an annoying 11 to get in this position, now the warriors pursue 3 to not catch the elves.

My BSB is unable to hurt the Treeman, then fails a save to take a wound. Thankfully the other virtue of the Armour of Zhrakk is being Immune to Psych, so I don't autobreak despite losing Frenzy.

end of Chaos 4

Fleeing Wardancers fail to rally! But stay on the table. Wardancer Lord and his buddies flank charge my BSB.

The Alter Kindreds don't want to be dinner for the warhounds and move further away. Definitely looks like "chicken kindred". (Seriously, if an Alter charges the dogs, the Rage Knights kill the Alter)

To my surprise, his Wardancer Lord accepts my challenge. Despite his hitting on 4s and my net 2+ save, my BSB goes down. I think I failed more than half of his 0+ armour saves this game, but he was 3 for 3 on the temporary regen. Wardancers cannot overrun because of the Treeman.

end Wood Elf 4


Turn 5
I may have him where I want him now. The Rage Knights charge the Wardancers while the eastern knights rear charge the Treeman. Hounds try to charge the Alter, but he's out of range.

Western Knights turn east to engage the currently fleeing Wardancers after they rally.

8 attacks from knights put an impressive 3 wounds on the Treeman and he knocks down a knight in return. With only one wound remaining, the Treeman stubbornly holds.

Challenge from my Rage Champion is accepted by his Lord (nettlings). Despite getting charged, he does the Killing Blow dance. But the Wardancer Lord exhausted his good rolls against my BSB and cannot kill the knight champion. The other Wardancers don't get to attack much as the knights kill 5 of them first (which is terrible chaos performance since I had 25 attacks). The Wardancers are overwhelmed, but the knights pursue just 6 inches to give them another chance.

end of Chaos 5

In the middle, the fleeing Wardancers AGAIN fail to rally and run off the table. The Wardancer Lord does rally.

The two Alter Kindreds, insulted by the warhounds "chasing" them, charge the hounds. Hounds flee and are caught.

Needing just one wound to finish the Treeman, my knights cannot produce. 2 knights go down in return for a draw.


Turn 6
Rage Knights charge the Wardancer Lord and friends again.
Other warhounds have heard the rumors of beef and charge an Alter Kindred.

Turns out to be the regenerating Alter, which saves the one wound I inflict. Still, the dogs hold for a round and have to be killed by the second Alter in the bottom of 6.

Knights again fail to get the last wound from the Treeman, but he also fails to get a knight and finally gives in to the inevitable. This time my pitiful pursuit distance is enough to take out the tree.

Finally, the Rage Knights hit the Wardancer Lord and his retinue again. This time the elves do the ward save dance, but this time my 25 attacks don't roll terribly. The elves are slaughtered and the Wardancer Lord crushed underfoot.


How to beat Wood Elves with Chaos Warriors !


Conclusions

* I need to figure out how to better keep Chaos wizards out of close combat.

* Playing Dwarfs normally, my characters always go on the corners of units. I need to remember that wizards should not go on the corner.

* If his Dryads had been in 7 units instead of 4, they would have done better. The size of a Dryad unit never mattered. It might not have made a difference, but my knights would have needed more rounds of combat to kill all the dryads, which would mean they weren't doing something else.

* My pursuit rolls were consistently awful, but he failed 3 rally tests.

Thursday, 1 October 2009

2000 points Skaven vs Lizardmen tournament battle (photos)

"These skinks just won’t die!" (Two warhammer lessons; 1] mounts always cause the most damage, esp. warhorses and 2] skinks die hard ! Grrr...)

(another good fantasy tournament battle report from Silas7)

source :warhammer.org.ukcredit : Silas722-Sep-2009


Skaven tournament Army list

Grey Seer Z’ym: (dispel scroll, warpstone charm,
twisted crown of horned rat, riding a screaming bell).
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)

Lizardmen 2000pt Army list

2nd gen slann (2+ ward, +1 spell, diadem of power, haunchi’s totem) leading 16 temple guard
3x12 skinks (cohort, immune psych)
2x3 kroxigor
4 kroxigor
2 scar veterans. (There may be some other magic items, but I forget what they were).

Yes, you read that right. Two 2nd gen slann lists in a row. Time to fight in the shade again! David deploys evenly across the board, while I load most of my troops to the center and right.



Davis unit advance in a neat line. Going with mostly fire spells, the slann kills nine clanrats with firey doom. His scouts poke their heads out of the woods and pepper my night runners with javelins, killing three. Nobody runs. My rats move forward to close the distance with him. Hopefully I can make his immune to psychology work against him. Z’ym makes the singed clanrat unit frenzied, and zaps two skinks with warp lightning. I take some pot shots at the slann. A ratling gun blows away ten of his scouts, and night runners finish off the last one.



His army begins to consolidate towards the center of the board, while skinks and kroxigor work their way towards my weak right flank. The slann burns ten slaves to death, and then casts wall of fire on my frenzied clanrats (who are in charge range of his skinks). Blow darts kill two more slaves and four night runners, who panic away.



Howling in pain and frothing in fury, the frenzied rats charge through the wall of fire into the skinks. Seven of them burn, but the rest make it in to kill two skinks. The skinks kill one in return, and hold. The rest of my army edges forward.

The presence of the Old Ones makes itself felt. My censer bearers somehow avoid getting burned by fireballs, but two globadiers and five night runners get the life drained right out of them, falling to the ground as shriveled husks. An irresistible wall of fire springs up in front of Z’ym’s clanrats, to this frustration. Three clanrats die, and Grr takes a wound (he was in the front, to better influence combats). His skinks shoot five more slaves and the last globadiers from the drained unit. My frenzied clanrats kill 2 skinks, but they hold.



A unit of plague monks and the green censer bearers charge a wall of skinks in the center that are screening his kroxigor. My blue censer bearers charge the skinks coming round my right flank. Z’ym drives the blue censers into a death frenzy. One succumbs to the fumes, but the other two kill eight skinks and break the unit, running them down and pursuing into the kroxigor, where they promptly expire from the death frenzy. The other pestilent troops make short work of his skink screen and blast on through. Each one over runs into a different kroxigor unit, as my army presses forward. My clanrats kill two skinks, he kills none, and they hold.

The slann continues his rain of fire. Three globadiers go up in smoke, another irresistible wall of fire falls on my plague monks: three die, the priest takes a wound. My clanrats kill two skinks, he kills none, and they hold. These skinks just won’t die! My green censers wound a kroxigor twice, and then get chopped in half. The plague monks fare better, breaking and running down the lumbering lizards. The plague monks stand stock still before the wall of fire. Z’ym sees that the kroxigor are ready to charge the plague monks and will break them next round, rolling into his own unit! Warp lightning rends the air and two kroxigor explode in a shower of blood and bone. Zy’m then frenzies the clanrats to his left, preparing them for combat with the kroxigor. One ratling gun jams, the other one kills a third kroxigor, and a jezzail puts one more wound on the surviving one. The threat to the plague monks is contained. Clanrats kill one skink, they hold. Again!



One of his scar veterans charges out of the temple guard at my slaves, his kroxigor swing around the flank at the slaves as well. Understandably they flee. This exposes the flan of his kroxigor to my clanrats, and offers a charge to Z’ym’s unit. The slann lives up to its status as a 2nd generation by casting ANOTHER irresistible spell, this time drain life. Several rats die, but nothing that will cause a panic test. Another wall of fire lands on my frenzied clanrats killing two of them. (Truly a blessing and a curse, that frenzy.) The eternal clanrat / skink fight continues, neither side being able to wound this round. Thirteen clanrats die charging through the wall of fire at the kroxigor, losing several precious ranks. Neither side hits nor wounds, but we hold. The bell charges forward at the scar veteran, which flees. Only now, do I realize that the scar veteran may have HAD to have the mark of immune to psychology on it (as the entire army was a cohort) and therefore couldn’t have fled. Oops. Z’ym twitches and gnashes his teeth in agitation. A vermintide munches a temple guard, and warp lightning kills four others. Both jezzail teams decide to shoot themselves in the face and panic off the table. (Two failed reliable rolls?) Z’ym orders the bell struck, and his clanrats become stubborn. The clanrats finally managed to kill the last skink. My plague monks move behind his main unit

After many turns of silent contemplation and furious spell casting, the temple guard moves forward around my frothing clanrats. His scar veteran rallies. He uses the hanchi totem, and the temple guard move 6” forward, exactly what he needed to hit my seer’s rats.



He kills a lot of rats, but my stubborn rats stay. My clan rats failed to hurt his kroxigor, and he chops some of them down. The plague monks and clanrats charge his hero, who managed to chop down my plague priest before we drown him in a sea of furry bodies. I move some night runners, globadiers, and a ratling gun in range of the kroxigor fight, but decide not to shoot into the combat. His kroxigor had two wounds, andif I killed one, I would have to do three wounds in combat to avoid being attacked, instead of one. Also, if I took any wounds, I would be lower US than him and primed to flee if I lost combat.

Z’ym desperately casts death frenzy on his clanrats, dismissing the fate of the other frenzied units. There was no time for the bloated frog to cast wall of fire again! The bell is struck again, but no sounds emits from it !!! My clanrats fail a third time to hurt the kroxigor, and lose enough in combat to be outnumbered and broken through fear. The ratling gun, globadiers, and night runners all panic and flee (not a very smart move on my part, putting them so close to a combat I was likely to lose). The clanrats and temple guard fight again, and more clanrats die. I lose the combat, and fail my break test. Z’ym screams for Grr to wave his flag. Grr holds up a little snowflake doily he made from the army standard. Z’ym flips out and chases after Grr, threatening to tear him limb from limb! Grr runs away waving his snowflake, and the rest of the clanrats dutifully follow, running from the bewildered temple guard. (This colorful description of failing a break test and re-roll is funnier if you've seen Invader Zim).

Any chance of a win vanished with Z'ym.

Facing two 2nd gen slann is definitely a job of work. Both of the armies were much lower in comp than I was, but we were in the stage where matching were based on battle points. The last game was an entire fluke either, so there’s nothing to complain about. David dice were absolutely on fire, and he weathered everything I could throw at him, which wasn’t terribly much. I confess that right about when both jezzails blew themselves up, I gave up inside. I played the game out, but my heart was definitely not in it, and it showed on my face. Fortunately, my sullen behavior only cost me a point, and by that time I was so far behind it didn’t matter. Kudos to David for bringing a tough list, but not going over the top with it, and for getting a higher battle score than his friend’s comp score.

The ride home was pretty bleak. This year's GT season hasn't treated me kindly. After sitting down and recording my tales of woe, I did find that there was some triumph to be found as well. Derek showed me that High Elves are still a good army in the hands of a good general, without needing to go all cav, and before the new upgrades. Mychael and I had a great game with lots of carnage. I managed a win in game three despite losing my Seer. Brian is so much fun to play you don't mind his army and the rules for the scenario gave me a better than average chance of winning. My last game I can't shake the feeling that my poor dice and Dave's hot dice were a major factor in how things turn out. But isn't that how it goes sometimes? When you are on, you're on.

Tuesday, 22 September 2009

Warriors of Chaos Khorne & Slaneesh vs Tzeentch & Nurgle 2000 pts battle report

A rare Warriors of Chaos vs Warriors of Chaos fantasy battle report

(an interesting mix of Chaos units; the Khorne / Slaneesh army favours mainly horsemen, marauders and knights while the Nurgle / Tzeentch force favours Warriors)

source :warhammer.org.ukcredit : David L22-Sep-2009


I'm running Warriors of Chaos and so does this opponent. I have no idea in advance what he runs in the league, but since I've been posting detailed battle reports, he should know I run two or three units of knights. I don't think he's a Khorne guy, so I'm expecting the standard "strategy" of Gateway for the Win! I sort of expect a unit of Chosen, but I resist taking marks of Nurgle just to fight one unit that he might not field.

Khorne / Slaneesh Army List 2000 points

Lord of Khorne on Juggernaut, shield, Aethersword, Armour of Damnation
Exalted BSB of Tzeentch on steed, shield, Axe of Khorne

scroll caddy on steed

5x6 warhounds
always love the dogs!

6 horsemen, flails, musician
6 horsemen, flails, musician
if the enemy fields 5, having 6 is an advantage

27 marauders, light armour, shields, full command, Slaanesh
in case I need rank bonus to support something

4 Dragon Ogres, great weapons
kill enemy knights

7 knights
kill other stuff

7 knights, champion, Banner of Rage
kill everything


Tzeentch and Nurgle 2000 pt Army List

Sorceror Lord of Tzeentch, got Gateway
Sorceror of Nurgle, Buboes and Quagmire
Exalted of Nurgle on steed

15 Warriors of Nurgle, full command
15 Warriors of Nurgle, full command
15 Warriors of Nurgle, full command
15 marauders, flails

5 knights, banner
5 knights, banner
All the knights might have been Nurgle, not certain
Warshrine of Tzeentch


Deployment
Setting up terrain we both throw it around the edges and leave the middle extremely open. We are chaos, we just want to get into it. But then we roll a scenario with angled deployment, so our nice open lanes don't work as well. Particularly, the ruin I put on my right now occupies a chunk of my frontage and my stuff is very squeezed.

I do the usual deployment, with 8 drops of no value to start. So I get to react to his deployment, not that it matters much. Dragon Ogres go on the left, Rage Knights with Lord in the middle, other knights with BSB on the right. Scroll caddy and rank bonus go behind.

His lord goes in the middle warriors, the level 2 in the western ones. Exalted joins western knights.


Turn 1
I go first.
Some dogs try to bait charges, other stuff advances cautiously. I keep my knights and Lord out of sight from Buboes while the Exalted tries to be out of range to the east.

end of my 1

He knows what the dogs are doing and doesn't take the bait. Slight advance. Warshrine grants +1 armour save to Marauders. I dispel Buboes at my BSB and Gateway fails to cast.


Turn 2
He isn't cooperating, so the dogs turn up the pressure. Three units shove themselves into his face while the big hitters wait behind. My Lord decides he wants some right frickening now and goes off on his own. Frenzy won't matter since he will have a wide variety of targets. Western horsemen shift way out to the side.

end of my 2

His eastern knights charge dogs, who flee. Dogs barely hit the trailing knights to jump over and enemy knights barely misses the trailing knights. I was worried I had gotten too close before he declared the charge, but it was about 14.5 inches. Not what I intended, I prefer some wiggle room, but good enough.

Marauders charge dogs, who hold. If I fled the charge, my dogs would go east. That could get in front of my eastern knights who, per above, have just arranged a charge on the enemy knights.

His eastern warriors charge the horsemen, who flee. Horses flee short, staying in difficult terrain. They then fail to rally and roll big to leave the table. Bad horsemen!

His Exalted shifts from the knights to the neighboring warriors, with Nurgle wizard.

He casts Quagmire on my Rage knights. With initiative 5, I should lose one knight and I am more afraid of Buboes. I took 7 knights for a reason - hitpoints. I let it go. I roll 3 6s and lose 3 knights. Oops. Gateway miscasts to no affect.

Marauders kill one dog and break them. Dogs escape, jumping Rage knights. Marauders nearly pursue into Rage's dog screen, but are just short.

end of enemy 2


Turn 3
Charge!!! Khorne Lord charges center infantry, containing enemy lord. Eastern knights (with my BSB) charge enemy knights.
Fleeing dogs to the east rally, but the ones to west keep on going despite the general.

Horsemen move nicely into the flank of the western enemy knights. Those knights can 1) take a flank from 4 flails or 2) charge dogs and get charged by Dragon Ogres.
Rage Knights are blocked by their own screen, which gets out of the way. Rank bonus moves up.

My BSB and knights kill 4 enemy knights and break the last one, running him down. Most importantly, we see the secondary virtue of 7 wide knights. My western-most knight model will hit the enemy infantry with a straight line pursuit. The infantry unit that my lord just charged, and hasn't fought yet. Which means we wheel to maximize and I get 3 knights in close combat for a double combat. My BSB won't get to fight again, being on the eastern end, but 3 knights should tip the combat in favor of my lord.

Khorne Lord challenge is accepted by the unit chump, of course. Who dies 3 times. On average, my 3 non-frenzied knights should kill about 1 chaos warrior. But my opponents armour saves are bad and they kill 3. Not that it matters, the knights provide numbers and the BSB banner. Enemy has 2 ranks and a banner, so the 3 CR from the Khorne Lord is enough to autobreak. The Lord of Khorne runs down the Sorceror Lord of Tzeentch! I was so excited to break the wizard that I didn't pay attention. The knights made a second pursuit move they were not allowed by the rules. Didn't matter, Khorne Lord went further.

I forgot to take a picture. See below.

His Marauders charge the dogs screening the remaining Rage knights. Dogs flee, Marauder EitW into the knights. Better to charge with flails than to be charged.
Western warriors charge dogs, who flee and never rally.

Western knights charge dogs. I was supposed to flee here, ensuring the knights get into charge range of my dragon ogres. For no apparent reason, I declared hold.

Eastern Warriors turn around to face the BSB knights that just blew through.

With Gateway gone, I scroll Quagmire and his magic will not contribute further this game.

Western knights wipe out dogs, then choose not to overrun. Dumb of me to forget to flee, the Dragon Ogres are still out of charge range.

After the Warshrine grants the Marauders Terror, the Rage Knights punish the Marauders, killing 9 of them outright and running them down.

end of enemy 3. Arrows show combat progress of both parts of the turn.


Turn 4
Marauder horsemen have lined up their nice flank charge on the chaos knights, so in they go. Except I should have bought the mark of Slaanesh instead of the 6th horsemen, and they cower instead.

Dog tactical stupidity means I don't think the DOs can reach his remaining knights, but the warriors look to have moved up too far. Dragon Ogres charge them successfully.
Rage Knights turn around to rear charge those warriors if they survive the Dragon Ogres and the Khorne Lord heads that way as well.

BSB and his knights turn east to face the last warriors. Rank bonus moves forward towards Warshrine, but the scroll caddy "re-assigns himself" to the rallied dogs, who are now headed for the southeast corner in a controlled fashion.

Mark of Nurgle makes his Exalted harder to hit (now WS 3), but I roll 2 5s. Then he rolls 2 6s for armour saves. Then I only get one wound on the Nurgle wizard. I kill the champion and 3 other warriors, but the Exalted puts 3 wounds on the Dragon Ogres. Dragon Ogres bravely hold, for the moment.

end of my 4

Given that my horsemen were cowards, the Dragon Ogres won't be holding for long. Knights in their flank.

Warshrine needs a miracle, so charges the rank bonus.

Dragon Ogres get butchered and the one that gets to attack whiffs. He's run down. Warshrine cannot beat static 5 and breaks, but escapes.

end of enemy 4


Turn 5
Rank bonus charges fleeing Warshrine while BSB knights charge eastern warriors. Warshrine escapes, just barely on the table.

Khorne Lord rear charges knights, who flee. Rage Knights rear charge warriors, who flee. COWARDS!!

Cowardly horsemen head south to line up another chance at the chaos knights.

Knights kill 4 warriors, which should autobreak them. But I keep assuming Warriors are Slaanesh (if not Khorne), so they pass a normal break test.

end of my 5

His stuff rallies. BSB knights crush warriors, as his armour saves cease to roll at all, this time breaking and running them down.


Turn 6
Marauder Horsemen get another shot at the enemy knights. And again are cowards.
Khorne Lord and Rage knights go into the warriors. The table edge is nearby and he's lost the game currently, so they hold.

Khorne Lord slaughters the Nurgle wizard. That earns the first Eye of the Gods roll I've ever earned. But its turn 6, so I forgot. Knights kill some warriors, but Exalted gets one Rage knight in return. Doesn't matter, enemy breaks and is run down.

How to beat Chaos Warriors with Chaos !

Conclusions
* Not getting Irresistible Gateway on either of the first turns was probably the game. Failing to make me use a scroll in those turns made it even worse, but his sorceror lord was doomed once my khorne lord charged, baring really bad dice on my part.

* Clear difference was that half an inch on his knight charge. If he reaches my knights, I think I can still win because of my Exalted and I had more knights, but its much dicier.

* Writing this up 4 days later, it looks like I stopped paying attention after his big wizard died. Not consciously, but I started making all sorts of mistakes (pursuit, dogs not fleeing, fear). I think the wizard decided the game, but it bothers me to have gotten careless like that.

* The more I play Warriors of Chaos, the less I like it. No reason to run anything but Knights with dogs and big magic. I can see a reason to have the Dragon Ogres, but just barely. Nothing else even comes close.

Saturday, 19 September 2009

Skaven vs Lizardmen 2000 pts fantasy battle (photos)

"He holds my magic at bay, while my ratling gun and globadiers kill five skinks on the left flank. The bell tolls another 13, an army wide panic test. Brian snickers and passes all his tests."

(another friendly, engaging tournament battle report from Silas7)

source : warhammer.org.ukcredit : Silas719-Sep-2009

Skaven Army List

Grey Seer Z’ym: dispel scroll, warpstone charm, twisted crown of horned rat, riding a screaming bell.
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)


Lizardmen Army list

2nd gen Slann
(+1 spell, diadem of power, 2+ ward, fear banner) with
16 temple guard full command, war banner?
2x3 kroxigor
3x10 skinks
5 terradons w/brave
skink priest
nike saurus.

This was another objective based scenario. There were three markers along the center of the table. The player who had the highest collective unit strength within 6” of the objective won it. You needed a majority of the objectives to win the game; victory points only mattered for bonus points. I was sweating because Brian had a 2nd gen Slann, and Brian was sweating because I had him outnumbered about four to one.


Brian deploys his temple guard, salamanders and some skinks near the center objective, and his kroxigor and more skinks near the left one. I split my army evenly between all three objectives. He moves forward cautiously, sending his terradons to about the midfield. I weather his first batch of spells with little damage. I move forward boldly on the right, and with more caution on the center and left. A miscast on my part works in my favor, as I drain away the stored dice he was holding in his diadem!


The rain of spells begins, as the slann kills two jezzails and two censer bearers with his magic missiles. His skinks shoot a few slaves and a clanrat. His terradons hurl javelins and pin the ratling gun to the ground. The salamanders work up a tremendous volume of spit and melt fourteen plague monks into a puddle of goo! My slaves charge his skinks near the central objective. The night runners leave the safety of the woods and charge his terradons. Here's a shot of the left flank, showing the depleted plague monks.


He holds my magic at bay, while my ratling gun and globadiers kill five skinks on the left flank. The bell tolls another 13, an army wide panic test. Brian snickers and passes all his tests. His skinks hold up my slaves, being so close to the slann’s army standard. My night runners fail to wound at all, and his terradons “terr” them to messes, panicing the nearby globadiers. Why oh why didn’t I just stay in the woods? It’s not like he could have charged me! Stupid rats.

The scar veteran decides to take a chance and charges at the screaming bell, brandishing his great weapon. The salamander pack tears along with him. The rain of spells and darts continues to fall. It takes three magic missiles, but the slann finally finished off a unit of censer bearers. His left most skinks shoot the ratling gun that was causing them so much pain, while another plague monk falls from a dart in his neck.

His terradons swoop behind my second plague monk unit and skewer another four plague monks. The slave / skink combat continues, the slaves win but the skinks hold. The scar vet takes many swings at the bell, but only hits once. Once is enough, as I fail my ward save and the bell explodes! Some clanrats die, but my seer survives the mess with only one wound lost. Despite that loss, we still win the combat.


The depleted plague monks and surviving censer bearers charge into the salamander combat, while Z’ym skitterleaps out of the unit and into the clanrats on the right, far away from any hostile enemy. My night runners and globadiers sandwich the skinks between them (to deny them the chance of standing and shooting). The larger plague monk unit charges into the flank of the slave / skink combat, hoping to settle things at last. The last jezzail in the damaged squad takes his own life rather than risk getting fireballed again (reliable… HAH!) This round swings firmly my way. The night runners butcher his skinks, the plague monks slay the last of the skinks. The bell combat is epic: the plague monks kill a salamander, his scar vet challenges and kills my plague priest, and I kill enough handlers to make it nigh impossible for him to hold. My censers and monks run down the fleeing lizards, but my clanrats hold, not wanting to end up in charge range of his temple guard.

The temple guard surges forward into the slaves, who wisely flee. He just manages to “enemy in the way” into my clanrats, who (un)wisely decide to flee as well. Grr laughs manically. Brian sends the terradons into the rear of my plague monks to pin them down. (3d6 for Ld tests plus a BSB makes almost any unit a tar pit). The slann doesn’t blink as his spells kill five clanrats and 4 slaves from the fleeing units. His last unit of skinks shoots two censer bearers. The plague monks weather his charge and hold.

The censer bearers charge the skinks who fired on them, while the few plague monks charge a kroxigor unit in the flank. The slaves flee off the board. Grr yells out “Last one home has to clean the rat ogre cages! WEEEEEE!” and the clanrats leg it after the slaves, also leaving the board. I just lost almost fifty US worth of troops, leaving the center firmly in Brian’s hands. Z’ym curses his idiotic standard bearer, then hurls a plague into the temple guard. Four of them catch cold, and die. Z’ym’s hysterical cackle fills the air. The plague priest moves to the rear of the monks and swats some terradons, but they continue to hold cold-bloodedly. The censer bearers make short work of the skinks (short, get it?), but the plague monks and kroxigor fail to wound each other, and he holds.

Brian looks around the board. Currently I am winning the objective battle: my slaves and Z’ym’s clanrats hold the right objective, my plague monks are contending the center objective, and my clanrats and various skirmishers stand poised to swoop in and take the third, outnumbering his two kroxigor units greatly.


At his telepathic command, the temple guard charge into the plague monk unit. The slann sends more magic missiles to thin out the slave units, killing eight of them near the left objective. The temple guards make a wonderful mess of things and break the plague monks. The temple guardss wisely hold, while the last terradon (the brave, of course) runs down the monks and takes their banner. My other monks fail to wound again, and his kroxigor cuts two of them in half, breaking the rest of them and picking up their standard (this is very important!).

The censer bearers dither between charging the kroxigor on their left and the temple guad on their right. They end up careening into the temple guard, hoping to reduce their unit strength a little. Z’ym orders the clanrats forward towards the center, while the slaves sit on the right objective. Z’ym chuckles and wrings his hands. “Foolish flying jungle lizard! Keep our precious standard. It makes a wonderful conductor… for ELECTRICITY!” The brave is sheathed in a corona of warp lighting, and burns to ash along with his mount and the banner. On the left the night runners and globadiers run behind the kroxigor and pelt them with pointy and stinky things, wounding them slightly. The censers kill two temple guards before being slaughtered.
Here's the hotly contested left flank on the last turn.


Everything hangs in the balance on the last turn. The slann directs all of his remaining spells at the left clanrat block, killing about eight of them with spells. They panic and flee off the table. Suddenly the entire left flank is in doubt! My slaves, globadiers, and night runners all run like mad towards the objective. Z’ym urges his rats forward, but they won’t make it to the center in time. In spite, he kills a few more temple guard, reducing them down to three remaining. Shooting fails to kill any kroxigor, and the battle comes to an end.

Brian holds the center objective, and I hold the right. We add up the unit strength on the left flank. I have a total of twenty four (slaves, globadiers, and night runners) and he has eighteen for the two kroxigor units… and TEN for the captured standard. He has twenty eight, giving him the objective and the game!

At the time I was pretty broken hearted about losing that clanrat unit in the last turn, but as I review the report, this was a kick-bottom game of Warhammer. Brian is the kind of opponent who can make you laugh even when he's kicking your butt. Fortune swung back and forth, and while Brian was winning on points I was making him work hard to get the objectives. The last round was crucial. One thing I could have done better was to move Z’ym’s clanrats a round sooner, so they could have held the center. Who knows how things would have gone though? I do think my dice let me down in a number of key places, and I don’t know if I could have accounted for that. What do you think?

Thursday, 17 September 2009

2000 pts Ogre Kingdoms vs High Elves Battle Report (pictures)

"His hunter charges the lion chariot. The scraplauncher... moves over to target the phoenix guard. His Ironguts move forward to threaten my dragon princes. The trappers... wound the march blocking eagle, while the gnoblars and tyrant shoot down the baiting eagle." (sounds like a good start for the Ogres !)

(this Warhammer game is all about good tournament armies designed for seizing scenario objectives)

source :warhammer.org.ukcredit : Silas717-Sep-2009

High Elves 2000 points army list

Elendriel – Archmage, lvl 4, annulian crystal, dispel scroll, ring of fury
Farendil – Mage, lvl 2, jewel of the dusk
Mithrandel – Noble, army standard bearer, dragon armor, shield, barded steed, helm of fortune, sword of might

10 archers
20 spearmen: full command, lion standard
15 phoenix guard: full command, war banner
14 white lions: full command, standard of balance
6 dragon princes: champion, musician, amulet of light
Lion chariot
2 phoenix claw bolt throwers
2 eagles


Ogre Kingdoms 2000 points army list

Tyrant: great weapon, pistols, light armor, 3 thiefstones;
Hunter: sword of battle, long strider, sabertusks
10 bulls, full command, extra hand weapon
5 bulls
5 iron guts: champion, standard, runemaw banner
5 iron guts: champ, standard
20 gnoblars
scraplauncher
2x2 leadbelchers
8 gnoblar trappers
gorger

In this scenario, you place three of your objective markers on enemy units. You must break that unit and re-capture your objective marker. If you flee a charge, you drop the objective marker. The person with the most of their own markers is the winner. You get four bonus points if you defeat your opponent by 300 pts.

I put my objective markers on his gnoblars (easy to kill), his big “train” of bulls, and an iron gut unit (he would have to attack with these, so I had a chance of getting them.) Alex put his objective markers on my archers (easy to kill), phoenix guard, and dragon princes (I’d have to attack with them).

There was a pond dividing the center of the field, and hills and forests on either side.



another choke point!

High Elves turn 1 – The white lions move towards the woods, to flush out the trappers and support the phoenix guard and spears. Eagles on the flanks again, missile troops in the center and lion chariot and dragon princes on the right. Elendriel used the lore of fire this game, and threw fiery blasts at the gnoblars. Alex used his two dice to dispel my ring each round, and let all the other magic through. Five gnoblars burn to death and they panic, dropping their objective marker. The archers and bolt throwers start trying to winnow down the ogre train, and do two wounds to a bull.

The ogres in the center shuffle forward slightly, while on either flank the bulls and hunter march swiftly towards the elven lines. The gnoblars rally, while the scraplauncher shuffles over and picks up the objective before firing a volley of garbage that kills five spears. The tyrant shoots and wound an eagle. His gnoblars stay just out of sight of my white lions.

Objectives: Ogres – 0, High Elves – 0


trying to set a trap

Turn 2: The dragon princes and lion chariot move just out of range of his iron guts, one eagle flies to try to tempt the scraplauncher into a charge that would strand it in the lake, and the other flies to march block his belchers and the big bull unit trying to flank me. All available magical and mundane missiles pepper the scraplauncher, but we only manage two wounds on it. I concentrate my spells and shooting on the scraplauncher, but again only do two wounds to it. It was a very underwhelming performance.


look closely at the upper right corner

His hunter charges the lion chariot, and is just in range thanks to his longstrider name. The scraplauncher doesn’t go berserk, but moves over to target the phoenix guard. His iron guts move forward to threaten my dragon princes. The trappers poke their heads out of the woods and wound the march blocking eagle, while the gnoblars and tyrant shoot down the baiting eagle. I underestimated how many attacks the hunter and his cats can dish out. I failed to wound any cats on the charge, and after five strength five and six strength four attacks, my chariot is cut to pieces. The overrun from the hunter just clips my dragon princes by a few millimeters, and into the flank comes the hunter. Big problem!

Objectives: Ogres – 0, High Elves – 0

HE 3 – The elven line holds steady. Elendriel blasts the iron guts, but her spell rebounds onto the gnoblars, revealing where the runemaw banner is. A fireball from her kills an iron gut that’s threatening my princes. Missile fire accounts for the scraplauncher, an iron gut, and a bull from the “train.” The hunter kills two dragon princes, but not before they wound a sabertusk. The princes valiantly hold.

The “train” charges my phoenix guard, the leadbelchers also charging the flank. If it were just the bus, I would risk fighting them. Losing my rank bonuses was too dangerous, so the phoenix guard fled, dropping their marker and l leaving the white lions to absorb the charge from the “train”. The iron guts pile into the dragon prince combat, killing three more princes. The champion flees, and the ogres run him down and reclaim a marker. The white lions kill a bull and sorely wound a champion, so now the “train” has no ranks. The bulls and tyrant win the combat, and I roll my stubborn test. Nine. The “train” runs over the white lions, and I am in a world of trouble. (I can’t believe I don’t have a picture of this!)

Objectives: Ogres -1, High Elves – 0

Turn 4: Mathrandel rallies the phoenix guard, looking with dismay at the bloodied ogres. Eledriel hurls fireballs and blasts and wipes out the depleted iron guts. Shooting this round kills a sabertusk, but is otherwise ineffective.

The ogres draw their trap shut around the elves. The five bulls on the left round the forest, the “train” turns to face the phoenix guard and picks up the second objective marker. The hunter charges the archers in the flank, while his right leadbelchers charge a bolt thrower. The other leadbelchers move closer and fire on the spears, killing one. The gorger finally crawls out of a hole in the ground, and shambles in front of the phoenix guard, blocking my charge on his “train”. The bolt thrower crew dies, and the archers break from combat. The hunter, minus a sabertusk, plows into the last bolt thrower.


closing the net…

Objectives: Ogres – 2, High Elves – 0

Turn 5: The phoenix guard step up and attack the gorger, but can’t kill it. My archers rally. The spears turn to face the leadbelchers who are behind them. Elendrial and Farendil move out on their own, but magic again is ineffective this round. Eager for more scalps, the hunter wipes out the bolt thrower crew and overruns into the phoenix guard.

The bulls charge and annihilate my archers. The tryant sits back with his “train”, picking bits of elf from between their teeth. The leadbelcher who fired last round charge the rear of the spears, while the other belchers claim the archer’s marker. The gorger lunges forward and bites Mithrandel’s head off! The phoenix guard kills a sabertusk, and stay in the fight. The bulls pile into the other flank of the phoenix guard, beset on three sides now. The spears lose combat, but hold against the ogres.


the last stand!

Objectives: Ogres – 3 High Elves - 0

Turn 6: Elendriel blasts and kills the leadbelchers, who drop their objective. The phoenix guard fight bravely, but are overcome in the end, and die. The ogres have their revenge.

Objectives: Ogres – 2, High Elves – 0

1 pt loss for the High Elves.

While I had some lackluster turns of magic and shooting, I lost this game due to some bad decisions. Had I positioned the chariot a little further away, my dragon princes would have been free to slam his iron guts, and start cleaning up his back field (and seizing objective markers). The white lion’s breaking was unlucky, but they should have been further forward to force the charge from the “train” and take advantage of the army standard re-roll. That would have made all the difference in the world. I could have had a little better target priority initially, but that’s a small mistake.

I never felt like I was out of the game, because only the objectives were important for winning.

Warhammer armies for sale - click "view all items" to hunt for a bargain
2d6.blogspot.com is an approved eBay affiliate, auctions are current and are hosted securely by eBay