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Showing posts with label Chaos Daemons. Show all posts
Showing posts with label Chaos Daemons. Show all posts

Thursday, 30 December 2010

Tomb Kings vs Daemons 2000pts Battle

A tidy battle report with enough detail, all painted miniatures and some excellent buildings. It comes to quite an abrupt end and is very much a slaughter !

"Bolt of Change - 8 strength 9 hits !!! Ouch !"

A Nice use of in video text boxes to highlight the units being referred to by the Battle Reporter in each photo. It's the first time I've seen this, it's well worth using because it helps the watcher see exactly which unit the narrator is talking about and where it's positioned.

source :pceUaZFTxDMcredit : milodotnet30-Dec-201010:02 mins 

Thursday, 8 April 2010

Vampire Counts vs Daemons of Chaos VIDEO Fantasy Battle

Some easy and some difficult to shift units in this battle report.  Like Grave Guard, BloodLetters and a Daemon Prince, you guess which one is which ! Once they're put to the sword it all seems to end very quickly.


Another friendly battle report from Devstro and Joe - the lonely desert gamers. I can't say that these are the most factual of reports but they are strangely addictive ! I think it's their carefree approach to gaming that does it. Their armies also appear to be fully painted which is nice to see.





source :RFoYykglOds credit : Devstro 08-Apr-2010 07:29 mins 


Monday, 5 April 2010

Daemons of Chaos vs Orcs and Goblins VIDEO Tournament Battle Report

I feel a bit sorry for this Fantasy Battle tournament competitor. He suffered a painful defeat at the hands of an experienced pro with a lightning fast, some might say unfairly powerful, army !


A nice short summary of proceedings and a couple of lessons to be learned.

source :TVpzVyOORmccredit : Reyj541145-Apr-201008:14 mins

Sunday, 8 March 2009

Daemons of Chaos vs Ogre Kingdoms 2000 pt battle report

warhammer fantasy battle report :-

"Eager to let the blood flow, the Bloodletters charge the Tyrants unit!...unfortunately realising they're around 2" short, ending their move with a horde of hungry bulls staring them eye to umm...."

(interesting to see how Ogres cope with the ascendant Daemons)

source : ogrestronghold.com.orgcredit : Tyran08-Mar-2009


Ok, well this week I had a 2000pt game Vs a friend of mine's Daemon army. We pretty much play every week, and so far we're pretty evenly matched; Ive won 4, he's won 3, We've drawn 1. Probobly the best part of our games is the challenges between Skulltaker and my Tyrant that so far have happened in every single game, so far the results are; Tyrant 6 - Skulltaker 2, and he seems determined to catch up, anyway we'll get to that in a little while... I played quite offensively with a tried and tested Vs Daemons army, using big units, and even a squad of leadbelchers, against my better judgement...

Ok, the lists;

Ogre Kingdoms 2000 point army list

Ogres (Angry Fist tribe =D)
Tyrant (Heavy armour, luck Gnoblar, Tenderiser, wyrdstone necklace, Giantbreaker)
Butcher (Halfling cookbook, dispell scroll)
Butcher (dispell scroll x2)
6 x Bulls (Full command, ironfists)
6 x Bulls (Full command, ironfists)
4 x Ironguts
4 x Leadbelchers
24x Gnoblars (champion)
24x Gnoblars (champion)
Gorger
Slavegiant

Total - 1998pts

This is a tried and tested list, and has always worked well Vs Daemons. The tyrant and his bulls able to smash aside the strongest battle line. And I know most people suggest bull units of 3, but I tried it, and it didnt work for me, with the Ogres unit strength, after combat, I often found I outnumbered the daemons, which gave me a clear advantage in combat res.


Chaos Daemons 2000pt army list

Skulltaker
2x Heralds of Slaanesh
1x Greater Daemon of Slaanesh (level 3)
20 Bloodletters of Khorne (Full command)
20 Daemonettes of Slaanesh (Full command)
20 Daemonettes of Slaanesh (Full command)
5 Chaos Furies
3 Fiends of Slaanesh
5 Flesh Hounds of Khorne


After setting up scenery, in a pretty regular way, e.g no huge rocks on either players deployment line, we roll for deployment

I roll a 5, while he rolls a 3. Since I have 3 more units overall than he does, I get him to set up first. He puts his Bloodletters to the far right of the board, which I counter with my first regiment of Bulls directly opposite (No tactics needed in this ^^) In a cunning tactic, he sets his Daemonettes in the middle, which I counter with my Ironguts. He puts his second regiment of Daemonettes next to his first, to the right, ahich I counter with my bulls. As for the rest, he places his Fiends and harpies in his far right hand corner, which I counter with my a regiment of Gnoblars, and later my Slavegaint. I I put my last Gnoblars behind my Ironguts, while he (as always) puts Skulltaker with his Bloodletters, his heralds with his Daemonettes, and his Greater Daemon to the left of his Daemonettes. I put my Tyrant with the bulls opposite the Bloodletters, one butcher with the Ironguts, while the other with the second unit of Bulls.

As always in our store, he was at +1 to his dice roll for first turn, since he finished setting up first. I rolled a 3, while he rolled a 6, so it didnt really matter, and he went first.


Daemons turn 1

All his units moved forward, as expected with demons, his fiends and harpies thundered towards the Slavegiant, his Bloodletters moved only a short distance towards the Tyrants unit of bulls, and the Daemonettes moved only 6" forwards, as does his Keeper of Secrets. Magic; He casts Slicing Shards of Slaanesh on my Ironguts, which I only just manage to dispell, and Phantasmagoria, which he fails to cast.


Ogres turn 1

The Tyrant's unit of ogre bulls hold their ground, obviously they have something planned. While the Ironguts and other unit of bulls edge forward only 1" (I know It seems boring, but again, they have their sneaky reasons). The Slavegiant Charges the fiends, and the Gnoblars, move just in front of the Flesh hounds (maybe they'll choke to death on Gnobbly bits?). Magic; I manage to cast Trollguts on the unit of Ironguts, the Halfling cookbook managing to negate the wound, and Trollguts again on the butchers unit of bulls, on a single dice ^^ rolling a 6, which he fails to dispell. with my final 4 dice, I manage to cast toothcracker twice, killing 6 Daemonettes from the unit closer to the ironguts, and Toothcracker on the leadbelchers, all of which he fails to dispell. (For shame Daemons.....for shame...).

In combat, continuing the lucky streak, the Slavegiant rolls 'Jump up and down', passes his 'fall over' test, and proceeds to kill one fiend, and take a wound off another, recieving only 1 wound in return.


Daemons turn 2

Eager to let the blood flow, the Bloodletters charge the Tyrants unit!...unfortunately realising they're around 2" short, ending their move with a horde of hungry bulls staring them eye to umm....gut =/

The Furies charge into the Flank of the Slavegiant, while the Flesh hounds charge the Gnoblars, who have no time to throw their sharp stuff, but hold nontheless. The Daemonettes realise they're a little too far away, so simply move around 6" forward, although the greater demon has no such problem, and charges the ironguts.

Magic; Again he attempts to cast Phantasmagoria, which I dispell with a scroll, as well as Succor of Chaos on his Greater Daemon, which I only just manage to dispel.

In the combat phase The Fiends and Furies combined manage to take 2 wounds off the Slavegiant, while the giant, passing his fall over test yet again, kills the wounded Fiend. The Greater demon manages to cause 4 wounds, 3 of which are saved thanks to the Regeneration given by Trollguts. Thanks to some Slaanesh-y ability (forgot the name) the Ironguts were forced to make a leadership test in order to attack, which they fail >< and so stand around, picking their noses...


Ogres turn 2

Eagerly, the Tyrants unit of Bulls charges Skulltaker and his Bloodletters, while the other Bulls charge the first unit of Daemonettes. The other Gnoblars remain behind the ironguts, while the leadbelchers turn to face the Greater Daemon. The so far quiet Leadbelchers move accross, to the flank of the second unit of Daemonettes.

Magic; Since I've pretty much got off all the beneficial spells I can possibly get, and since - so far - the butchers have all their starting wounds, I spend my entire phase spamming Bonecruncher, of which he only manages to dispell 1, and so I manage to kill another 7 Daemonettes. In Combat, the Tyrant roars his Challenge at a solemn faced Skulltaker, who accepts. Striking first, they tyrant - with Giantbreaker and the Tenderiser - causes 3 hits, which all wound thanks to his now Strength 8 attacks, of which, Skulltaker saves one. Thanks to the Tenderiser, the 2 wounds become, and spill over into overkill (Another win to the Tyrant =D)

In combat, choosing to use their ironfists as shields, the Bulls manage to kill 5 Bloodletters, taking 2 hits back from their unit champion, causing 1 wound. In combat, severely beaten, the Bloodletters are on double one, and roll a 4. If this was any other army, the Tyrants unit could of over-ran, and caused havoc with their opponents battle line, but with deamons, 2 go poof, and the combat ends. Meanwhile, the Fiends and harpies manage to take 2 wounds on the Giant, who then fails his fall over test, but luckily falls directly on top of both his fiend, while also partially covering a Harpie. The harpie dies, but it fails to wound the Fiend at all.

The hounds kill 5 Gnoblars, the unit champion doing none in return. The gnoblars panic and flee, getting run down by the slobbering hounds. The greater demon manages to finish off an irongut, while those remaining again fail their leadership test, and so cannot attack back. They do however pass their panic test, and so remain umm...'fighting' for now (if you could call it that =/ )

At this point we went for a break......we went to Pizza hut and shared a large pepperoni.......it was nice....mmmmmm...
Anyway, back to the game;


Daemons turn 3

The other unit of Daemonettes finds its charge blocked by a rock formation, and so waits its turn behind the first regiment, the fiend turns itself, and ends its move 2" from the unit of bulls flank, and in prime view of the Leadbelchers. The harpies position around 3" to its rear, while the Hounds turn around, and wait behind the harpies....poor bulls.

Fresh from the Pizza fuel, the Greater demon attempts to cast Phantasmagoria, but miscasts, losing a Wizard level, and a wound. In combat, the Daemonettes cause 2 wounds, both of which are saved by the bulls regeneration, the Bulls kill 5 in return, winning combat, and the remaining Daemonettes, thanks to an unfortunate instability test, go poof! All except the Herald, who manages to keep the bulls occupied for just long enough...

The other unit of Bulls manages to kill 4 Bloodletters, taking 2 wounds in return, and losing a bull. The Bloodletters lose combat, and another 2 disappear.


Ogres Turn 3

There was no magic this phase, as both butchers were in combat, and all units already had spells on them, but in close combat...

The Leadbelchers finally fire on the Daemonettes, with surprisingly no misfires, and 20 shots, of which 8 hit, and 4 wound, 2 of which were saved by the Daemonic ward save. While the Gnoblars fire on the Harpies, killing 2.

The Ironguts (FINALLY) pass their Leadership test, but still manage to cause no wounds on the Greater Daemon, after taking 2 in return, they do however hold their ground. While the Bloodletters cause no wounds on the Bulls, who use their Ironfists as shields, but take 5 in return, destroying the unit, and allowing them to begin their long trek to relieve the other, outnumbered, outgunned, but not outclassed unit of Bulls, who, fail to kill the herald, as only 2 can attack, but instead leaving her on 1 wound. The Greater Daemon finishes off the Ironguts and Butcher, while the other Bulls finish off the Herald.

At this point, with the Bulls surrounded, and the weakened Greater Daemon miles from anywhere, we decide to call it.


Ogre losses
1 Butcher
4 Ironguts
24 Gnoblars
Slavegiant
+ 1 bull.

Daemon losses
Skulltaker
1 Herald of Slaanesh
20 Bloodletters
20 Daemonettes
+ 3 furies, 2 other Daemonettes, 2 Fiends.

Overall, without really checking the victory points, we call it a draw (we had too much fun to care). We both agreed that Skulltaker would be back for revenge, and that the Tyrant would give his remaining Ironguts a thorough thrashing, if they ever got back to their tribe...

Hope you enjoyed the report ^^

Lynx - Hey, it works on Plaguebearers!

Friday, 27 February 2009

Skaven vs Daemons of Chaos 2000 points

Battle report by a smart Skaven General :-

"At this point my lines were looking overrun, but by keeping a level head I realised it was a bad idea to try to rush units into the combats and I instead focussed on getting into better positions for next turn."

(so Warhammer 7th edition Daemons can be beaten !)

source : underempire.netcredit : The Buoyancy of Water27-Feb-2009


So I managed to beat a Slaanesh Daemon army yesterday, and seeing how quite a few people seem to be having trouble with them I thought I'd post a report in the aim of giving folk ideas on how to beat them. Granted he didn't have the toughest army list going, but still...


2000 point Skaven Army list

Warlord, Heavy Armour, Enchanted Shield, Weeping Blade, Warpstone Armulet.

Chieftain, BsB, Heavy Armour, Sacred Standard of the Horned Rat.
Engineer, No pistol kit, Storm Daemon.
Engineer, No pistol kit, Dispel Scroll

Core
40 Clanrats, Full Command.
30 Clanrats, Standard, Musician, Ratling Gun.
30 Clanrats, Standard, Musician, Ratling Gun.
21 Slaves, Musician.
21 Slaves, Musician.
2 Globadiers.
2 Globadiers.
2 Globadiers.

Special
20 Plague Monks, Add. Hand Weapons, Full Command.
20 Plague Monks, Add. Hand Weapons, Full Command.
3 Rat Ogre Packs.

Rare
6 Plague Censer Bearers.



2000 points Daemons of Chaos army list

Keeper, Lvl3, Make you charge, Reroll failed rolls to wound, (Maybe something else?)

Slaanesh BsB, -2 to all casting rolls by me.

3x15Daemonettes with full command.
2x5Seekers with full command and banner that makes you hold.
3 Juggernauts of Khorne (slightly out of place...)


Terrain

...was pretty standard, a hill on my left and a forest on my right, same in his deployment zone. I deployed (from left-to-right): Plague monks w/warlock, globadiers, globadiers, slaves (30 clanrats behind), plague monks behind PCB's, slaves (40 clanrats w/general+BsB behind), 30 clanrats w/warlock, globadiers in forest and rat ogres out on my right. He deployed (again, my left-to-right): Seekers, seekers (juggers behind), Keeper, daemonettes w/BsB, daemonettes, daemonettes.

He got first turn, and took it.


Daemon Turn 1:

Everything moved forward and magic was uneventful. Done!!


Skaven Turn 1:

The left warlock moves into a globadier unit. The left monks and other globadiers head forward with my slaves. Center moves forward slightly and right slaves and rat ogres move forward full speed. In magic, one warlock miscasts and I need to use my dispel scroll to stop his spell and the other kills four daemonettes from the central unit and wounds himself.

I figured that the warlocks wouldn't last long. Coupled with the -2 banner I decided to use both my tokens straight away. My overall goal was to remove a rank from each daemonette unit before they reached me to give me more of a SCR advantage.


Daemon Turn 2:

One unit of seekers and the juggers charge the slaves who pass their fear test so have to hold (damn banner...). The rightmost daemonettes (from my point-of-view) charge the other slaves, who flee. Everything else moves up. Magic takes the censers down to one model. In combat the slaves are squished, the juggers overrun into 30 clanrats and the seekers hit the warlock+globadiers...


Skaven Turn 2:

The censer is forced to charge the Keeper and the central monks charge the BsB's daemonettes. The rat ogres try to charge the rightmost daemonettes, but are out of range, so it's on to plan B on that front... Magic and shooting combine to take the rightmost daemonettes to 5, kill a seeker in combat with the warlock, kill his globadier friends and wound him... It was fun The clanrats hold the juggers in combat and the seekers kill the warlock, overrunning into the ratling gun. The plague monks put a wound on the herald and killed a couple of daemonettes meaning they won and a few more daemonettes dissappeared. The Keeper overran into the monks, but combat there was finished.

Magic and shooting continued my original plan. I decided to attack the BsB with as much as possible, knowing he was squishy... It worked!!


Daemon Turn 3:

The two daemonette units not in combat charged my other unit of 30 clanrats while everything not in combat moved about a little. Magic didn't do much. In combat the ratling was killed. The Keeper, daemonettes and BsB killed a bunch of plague monks, but my deacon could attack back against his BsB, promptly killing him. They ran and the daemonettes reached the big clanrat unit. The two units against my clanrats didn't do well, so lost to my SCR. A few dissappeared from each unit.


Skaven Turn 3:

No charges, everything just moved into a better position. Magic and shooting did nothing much, so on to combat. All three clanrat units either won combat or held easily. My rightmost unit popped the smaller unit and took the others down to no ranks. The general's unit took the daemonettes down from around 12 to 7 and the left unit held against the juggers again.

At this point my lines were looking overrun, but by keeping a level head I realised it was a bad idea to try to rush units into the combats and I instead focussed on getting into better positions for next turn. It is important to remember that daemonettes die very easily, even to clanrats.


Daemon Turn 4:

One unit of seekers tried to charge some globadiers, but I failed my fear test and so I was allowed to flee. This left their flank open to my second monk unit... His other seekers hit the flank of the clanrats facing the juggers. Luckily, the juggers were stopping his Keeper charging the flank of my big unit. Magic was again uneventful. In combat the seekers and juggers easily killed the clanrats, but again he had positioned the seekers so that they couldn't overrun into my big units flank. The big unit didn't manage to finish the daemonettes (stupid general) and the other clanrats continued to win, but not by enough.


Skaven Turn 4:

The monks hit the seekers flank. Although the rat ogres could charge in to help the right clanrats they decided not to as this would have left their flank open to a charge from the Keeper. Magic was gone. In combat the main unit finishes their opponents while the others remain locked in battle. The plague monks killed four seekers before the last one rolled snake eyes for instability

The rat ogres not charging was key. I could see that the Keeper would charge my main units flank next turn and if they ran the rat ogres would be flanked. So instead they moved so that they could charge into either combat next turn.


Daemon Turn 5:

The Keeper charges my main unit in the flank. The seekers move to deflect the plague monks when they win. The juggers turn round. In combat the plague monks finish the seekers and can now see the other unit. The right clanrats win, leaving 2 daemonettes. The main unit looses by 1, so naturally runs away, even with the BsB reroll. They get caught and the Keeper hits the flank of the final clanrat unit.


Skaven Turn 5:

The plague monks charge the other seekers and the rat ogres charge the remaining two daemonettes. The rallied slaves (who I forgot about until now…) make their way towards an unoccupied table edge. In combat the plague monks wipe out the seekers and overrun to contest the quarter with the juggers. The Keeper messes up his attacks and only kills two clanrats. The rat ogres then attack and finish the daemonettes off before the two clanrats that can attack the Keeper (there were four in combat at the start of the turn) attack. 5+ to hit, one hit! 6+ to wound, one wound!! 5+ ward, failed!!! Now that is a plucky little rodent!! The assistance of the rat ogres mean I win combat by a fair bit and the Keeper pops

The rat ogres did nothing all game until this turn. Charging the rear of a unit at just the right moment saved the day. I also started thinking about table quarters sooner then my opponent, so I managed to stop him getting any while I got one for myself.


Daemon Turn 6:

His one remaining unit, the juggers, charge the clanrats in the flank. I of course flee…


Skaven Turn 6:

The clanrats rally, and that’s game!!


End of Battle - counting the points

In the end, all he had left were the 3 juggernauts, one of whom was wounded. I still had 30 clanrats (well, they were above half strength…), 21 slaves, 20 plague monks and 3 rat ogres. Combined with me having more banners and table quarters got me the win!!

Well, hope you’ve enjoyed the read.

Wednesday, 25 February 2009

Daemons of Chaos vs Dwarfs 2250 pts

warhammer fantasy battle tournament report :-

"Angered by the loss of his 'little doggies', the Khorne general and his Bloodletters charge my Dwarf Lord..."

(game 5 in another great tournament series of battles by David L)

source : bugmansbrewery.comcredit : David L25-Feb-2009


Dwarf Army List

Dwarf Lord, shieldbearers, great weapon
MRoSteel, Resistance, Stone, MRoChallenge, Furnace (286 points)
Thain BSB Strollaz, Guarding (175 points)
Runesmith, shield, great weapon, spellbreaker, spellbreaker, Stone, Furnace (136 points)
Thain, shield, great weapon, Stone (76 points)

10 Thunderers, shields (150 points)
15 warriors, shields, banner, musician (150 points)
24 Longbeards, full command, Battle, Stoicism (363 points)
17 Hammerers, shields, full command, Stoicism (276 points)
13 Hammerers, shields, banner, champion, Battle (218 points)

bolt thrower, engineer, Penetrating (86 points)
bolt thrower engineer, Burning (65 points)
Stone Thrower, engineer, Accuracy, Penetrating, Burning (155 points)
Organ Gun (120 points)

2250 exactly


I put the MRoSteel on my Lord in an effort to combat fighty Vampires and Daemons, plus any dragons that appear. Of course, that only works if the Daemon/Vampire player is dumb enough to engage the Dwarf Lord. All games I've played say I should not beat VC with 10+ power dice and the regen banner is totally unkillable (even with the flaming stone thrower and bolt thrower). I think the Anvil is absolutely necessary against VC, but I didn't feel like retooling, so I took this list. Maybe I won't meet any VC.


General tournament note:

And now for a temporary diversion to the whining phase...

To my disappointment, lists at Bayou got much harder this year. All driven by Daemons and VC, because they've raised the bar so high everyone else feels compelled to move up. The two most rude lists I saw were both Daemons (and sadly one got 1st overall and the other best general). I really think both those were min-maxed well over the top. You could easily argue for several of the VC lists as well. Pretty certain 7 out of 8 VC armies contained the regen banner. The one that didn't take it earned the "arm chair general" award for being a good guy with a friendly list and losing a lot. The prize for that was a 40K rulebook. The worst of the other 7 VC was 25th in battle (beating 63% of the field).

There was also a Star Dragon, another Dragon, Teclis, 11 more special characters, all 5 Empire armies had Popemobiles, etc, etc. The current trend of army books and common builds is bad enough to seriously dampen my interest in Warhammer. Call it whining if you want, but I enjoy games less when they are dominated by a super character and a super unit.

Friday night random games with Mike Grajeda's demons and Jesse Garrett's VC. Slaughtered hopelessly both times, although against Mike I brought it upon myself. In retrospect, not the best choices for pickup games since I played both of them during the tournament!! So more on them below.





Demons of Chaos Army List

Mike had 3 wins until he ran into David Bowman's Daemonic Legion of super death in round 4. Bowman, who is plenty good enough to beat everyone using any list, brought a min-maxed list of flesh hounds and flamers. The people I talked to figured Mike had no chance and the expected result occurred. Bowman's dice never cursed him for bringing the pain and he won best overall.

Herald of Khorne on Jugger, 0+ armour, S7, flaming
leading ~18 Bloodletters
Herald of Slaanesh, Siren Song, level 1 wizard
leading 19 Daemonettes
Herald of Tzeentch on disk, BSB, any lore (Metal), -2 leadership banner

12 Horrors
12 Horrors
6 Furies
6 Flesh Hounds
5 Seekers
3 Fiends
3 Fiends

No lord, only 3 heroes. Not mass magic, limited flesh hounds, few flamers, infantry units above min size that aren't Nurgle or super-Tzeentch casters. It's the friendliest Daemonic list in the tournament! Of course its still demons, and its FAST, so this isn't going to be easy. And Mike Grajeda is a really good player.

I learned something from playing him Friday night, and the other Daemons Saturday night - CASTLE. It sucks, but any other option is suicide. So we'll be using a 2 ft table.

I decide a little bit of hill is better than nothing, so put Thunderers and a bolt thrower up there. In order to give them some protection, I put the small Hammerers with Dwarf Lord in torpedo formation in between. They strollaz forward first turn, and I fully intend to expand frontage to block the front of the hill on my first turn. However, I estimated the size of the hill terribly and a 6 inch move didn't get me off the end. Other Hammerers with Runesmith west of the hill, bolt thrower on the table edge. Longbeards with BSB east, then Organ Gun, warriors, Stone Thrower, all angling back towards the table edge.

Mike has Seekers and Furies on extreme west. Difficult terrain makes a slight gap, then he stacks Fiends, Flesh Hounds and Horrors. East of that are the two infantry blocks. Going way east is the BSB, other Horrors and Fiends. The eastern Horrors will take a while to get in combat, but they'll be in magic missile range by turn 3. The eastern Fiends are so bleeping fast they don't care about needing to cross the entire table.


Turn 1

I lose the roll for first turn and he advances. Western Fiends 18 inches straight at me, actually going past the LOS of my Dwarf Lord. West edge Seekers and Furies are more conservative. The BSB stays hiding behind a hill so I cannot shoot him. Since he flies, he can catch up quick when combat starts.

I roll double 1s to stop a horror missile at my Hammerers and it rolls well enough to kill 3.

End of Daemon turn 1


Per plan, my Hammerer units move forward slightly and expand frontage. The nearby Fiends cannot charge anything but the Lord, the Seekers cannot hit anything but Hammerers. The Furies cannot get to the hill bolt thrower.

Stone Thrower guesses badly at Bloodletters and produce a hit that re-rolls to another hit. What a waste of good rolls! Western bolt thrower hits Seekers and produces a '1' to wound.

Hill bolt thrower can only see extremely east, but that is enough to see the Fiends. With the Thunderers and Organ Gun, I wipe out the unit!!

End of Dwarf turn 1


Turn 2

Mike now reveals the slight weakness in my Hammerer deployment. Because they moved up, the western Hammerers are now in front of the bolt thrower. So the furies charge and are past my Hammerer front, so don't have to engage. It's only 2 furies against 3 crew, but he's unit strength 6 so autobreak is certain. On the other hand, Mike would later tell me, despite his playing Dwarfs, he forgot my Hammerers with Lord with stubborn and immune to fear. So he flanked them with the Seekers and hit the front with Flesh Hounds.

His other stuff continues its advance and the flying BSB moves up to cower behind the building.

Furies kill one crew, ward saves the wound I inflict, destroys bolt thrower, and pursuit leaves them still on the table.

Seekers cannot handle Toughness 4. 5 Flesh Hounds (one had to hit my Lord) kill one Dwarf. In retrospect, doing the math, expected kills from the hounds is just over 2. The unit champion smashes a Seeker, the Lord and Hammerers smash a couple Flesh Hounds. Instability knocks both units down to 2 each.

End of Daemon turn 2. Note the second unit of Fiends barely visible at the right edge.

I now make a big mistake. Seeing the Seeker flank sitting there, my other Hammerers charge in. Sounds nice, but that is only adding 2 static CR and maybe a Seeker kill, and I won the first round without that. Plus the enemy units have only 2 and 3 wounds left. The main problem with this charge is I have to maximize contact. That means my eastern most charging Hammerer must go corner-to-corner, which puts me behind the other Hammerer unit. So my front Hammerer unit will block the back one from further movement. In ASCII form:
__SS1111111
__SS1111
22222
The highlighted in red model being the problem.

My stone thrower shoots at the Bloodletters, guesses perfectly, but now insists upon scattering to nowhere. Bolt thrower shoots fiends and rolls a '1'. Thunderers shoot Bloodletters and get 3. Organ Gun decides fully ranked enemies are dangerous, so shoots the Daemonettes. Just 1 dies, but that is the 4th rank.

Combat wipes out the Seekers and Flesh Hounds.

I was so excited to have killed 3 total units I forgot to take a picture!


Turn 3

Angered by the loss of his "little doggies", the Khorne general and his Bloodletters charge my Dwarf Lord. This is gonna hurt. Furies charge hill bolt thrower. Eastern fiends, having crossed most of the table, charge the Stone Thrower.

Trailing Horrors wheel further west, around the Bloodletters. Daemonettes continue to hang out at extreme charge range. After much debate and examination of positions, the BSB decides to get into it. He flies over to land behind the Bloodletters. Mike is very concerned about my ability to see the BSB and my Dwarf Lord's Hammerers are blocking Thunderer LOS.

Transmutation of Lead on my Dwarf Lord is scrolled.

Fiends kill Stone Thrower and overrun off the table. Furies kill bolt thrower and overrun into western Hammerers. Mike was thinking they'd hit my Lord's unit, but the eastern guy that is making my unit stuck behind the Lord's unit is, well, behind the Lord's unit. So the furies hit him and have to maximize over there.

In the real fight, my Lord challenges and the champion accepts. It hits and wounds with both attacks. I then roll 1, 2 and 1, 2 for armour saves. My lord, as resistant to damage as I can seriously make him, just nearly died to frickening unit champion!!!! At least I kill the champion.

The general, jugger, and other bloodletters chop up numerous Hammerers. It isn't pleasant and only 3 survive. I hold

End of Daemon turn 3

I really want to go help the Dwarf Lord, but Siren Song on the Slaanesh Herald means my Longbeards cannot do that. I consider racing forward to pound down the Daemonettes before the Bloodletters can get through the Hammerers and come help, but the BSB should ensure the demons won't go away quickly enough to matter. Assuming I can keep beating them to begin with. However, the deaths of many Hammerers in close combat has opened LOS from Thunderers to his BSB. The loss of the 4th Bloodletter rank means the Organ Gun can see too, if the Longbeards stay back. I decide I need to get rid of the BSB in order to ever kill daemons so the troops stay put and load weapons.

Organ Gun produces a '2' which re-rolls to another '2'. Mike makes the ward save. Thunderers get 8 hits and 5 wounds. Mike makes 3 ward saves. Dead 285 point BSB and the banner of "I swear too much"!!!

Furies kill one Hammerer and combat res reduces them to a single model. My Lord challenges and the Herald (and his jugger) must accept. It's dicey, but re-rolls keep the Lord alive. 0+ armour and 5+ ward keep the Herald alive. That leaves just 3 Bloodletters trying to kill the last 3 Hammerers. He gets 1, but so do I. Hold.
On the positive side, there are so few bodyguard Hammerers left, the western unit can now get past them.

End of Dwarf turn 3


Turn 4

Horrors charge into western Hammerers, where the last fury is fighting.
Fiends return to the table and walk west behind my warriors. The eastern Horrors arrive nearby.

With his 4 usable power dice (and my 5 dispel), magic makes my Organ Gun stupid. It will pass all its tests, so this won't matter.

Western Hammerers take a casualty, but pop the last Fury and 4 Horrors. Still stuck fighting 6 Horrors, so no help coming to the Lord.

Bloodletters get another Hammerer, my unit champion makes an armour save and lives. He is all that remains of the bodyguard. I hold.

End of Daemon turn 4

The Bloodletters have only one rank at this point, so if my Lord can keep making his armour saves, I don't really need Stubborn, I just need unit strength to avoid autobreak. The Bloodletters at this point are only unit strength 10. The Thunderers are unit strength 10, and have a rank. Because of the challenge and the positioning, the Thunderers would only touch the Herald, not any Bloodletters, so they couldn't be killed. So CHARGE!!!

Or not. Thunderers fail fear.

With the Fiends behind me, something has to turn around. The Horrors are also close to charging the Warriors. By turning around and walking to point blank on the Fiends, I'm pretty sure the Warriors get out of Horror charge range. With 2 ranks, banner and numbers, I should hold or even beat the Fiends. It's time to go Daemonette hunting, so the Longbeards (with BSB and cheap Thain) advance fully.

Organ Gun puts 10 hits on the Fiends, but only 2 wound and Mike saves 1.

One Hammerer and 6 Horrors die in the sideshow.

In the fight for life, my unit champion makes TWO armour saves to live again. Hold.

End of Dwarf turn 4


Turn 5

Fiends charge warriors.

Daemonettes back up as the Horrors advance into flanking position.

Magic pulls my last scroll.

Charging Fiends kill 2 Warriors, which is average. Instability inflicts 3 wounds, wiping out an entire Fiend.

Western Hammerers finish off the Horrors. They are finally free to help my Lord ... assuming he lives.

Unit champion makes another armour save so protect the Dwarf Lord again. That's 4 saves of 5+!

End of Daemon turn 5

Time to help the Dwarf Lord! Hammerers charge into combat. We end up having to dice off to see if its front or flank and front wins. I also send in the Thunderers because they have a rank that the Hammerers lack.

Longbeards almost move up into the face of the Daemonettes, but then realize the Horrors might be able to wheel and rear charge the warriors. So instead I must slide 1.5 inches east, which should block that.

Organ Gun decides that trying to remove a Daemonette rank is pointless when I won't have Longbeard ranks, so blasts the rank-breaking Horrors. 6 splatter. Good shooting!

Two remaining Fiends get just one Warrior and roll an 11 for instability, wiping themselves out.

My pile-in troops do no damage, but the Dwarf Lord finally gets a wound past the Daemonic armour and ward saves. Mike passes the resulting instability test though.

End of Dwarf turn 5


Turn 6

Double charge at the Longbeards. Cheap Thain will use his great weapon.

Slaanesh Herald barely kills the Longbeard champion. Horrors and Daemonettes do nothing. Longbeards kill one Horror, Thain another one. Someone drops a Daemonette. He has two ranks, but I have BSB, war banner, numbers and two extra wounds. Daemonettes stubbornly hold, but the Horrors poof. I have ranks again and that Stubborn only works once.

However, my tank Dwarf Lord finally exhausts his tank. Seeing his lord fall, my last bodyguard dies in shame. But he made 4 armour saves at 5+ beforehand and will be honoured fondly forever.

End of Daemon turn 6

The Slaanesh Herald, looking for some success, issues a challenge that my cheap Thain accepts. That strength downgrade on Slaanesh is harsh and T5 protects. Two strong cuts from the Thain chop the Herald in half. I win combat but not enough daemons pop to matter.

The Khorne general is so exhausted from pounding ineffectually on my Dwarf Lord that he hits only 1 Thunderer and his jugger cannot even do that. Combat resolution does nothing there.

I have 3 healthy infantry blocks, Thunderers and an Organ Gun, plus 3 characters. He has one healthy infantry block, half a block, and half a character.

Victory for the Dwarfs!!

Definitely my tightest and most fun game of the weekend. If you read this Mike, thanks a ton for the game. And thanks for bringing a Daemon list that doesn't make people cringe yet is still quite powerful.

With bonus points available for table quarters (yeah right), 3 enemy core units (nope), and keeping your most expensive model alive (poor Dwarf Lord), my victory produces only a 17.

Wednesday, 18 February 2009

The Empire vs Daemons of Chaos (and Vampires) 4000 points

Large warhammer fantasy battle report (all painted miniatures) :-

"Upon the Empire right all regiments were ordered to hold fast – the baron intended to make as much use of his complete missile superiority as he could." (a brilliant battle report !)

source : warhammer-empire.comcredit : Padre18-Feb-2009

[ Ed. note: for the purposes of the battle log, this game is chalked up as Daemons vs Empire - because the Daemon / Vampire forces was lead by a Lord of Change]





Some background:

Upon the borders of the distant realm of Araby a threat was looming. A Lord of Change had ensared the minds of two vampires - no mean feat, considering that particular magical feat is something vampires are meant to be the masters of. In doing so the monstrous demon had doubled the size of the army he commanded, and began his advance upon the Arabyan city of Amon. He intended to make it his before the next full moon.

Atop the highest tower of the double walled city, the Sultan of Amon took no comfort from the sight of the surrounding fortifications. He had not the men to hold even a portion of it, for (lulled into a sense of security by the words of his soothsayers and wise-men) he had sent the bulk of his army upon a fool’s errand to the south. Yet he had one last hope, his alliance with the men of the north. They had benefited massively from his favourable trading with them, in gems, gold, silk and spices. Would they show their gratitude and send him the aid he had requested?

Baron Von Aldwort was leading a force the like of which he personally had never seen take to the field before. All around him, from horizon to horizon, stretched the sand. It was like the great mudflats near Marienburg he had seen as a child, though without the wetness, without the sea, without one tiny drop of water. His army was mostly that which he brought with him to this realm of sand, bolstered by a regiment of arabyan swordsmen and its two detachments of crossbowmen. It was clear that the captains sent to advise the Sultan had trained these men well, for the black clad arabyans marched as well as the Baron’s own blue and white garbed swordsmen, and drilled in exactly the same manner.



The field of battle:

The wide expanse of sand was finally broken up by some ruins and rocks, as well as a couple of dunes. At some point more recently this land must have seemed welcoming to some desert folk, for there was a tiny, abandoned hamlet too. The lack of a well or oasis was a clue as to why the place was now deserted, though the proximity of the walking dead and their demon masters might also have had some influence of the decision to leave.



The two armies arrayed themselves in their battle lines very early in the day, after a night of terrifying nightmares and disturbed sleep for the Baron’s men. The host of hell mustered into a very neat line: from their right to their left they had two regiments of Bloodletters, a regiment of Daemonettes (all three led by heroes), then a regiment of Grave Guard, a growing body of skeletons, a shambling mass of zombies and finally a horde of ghouls. Two vampires led the skeletons and Grave Guard personally, while behind the undead lurked a company of Cairn Wraiths (with a Banshee). Standing impetuously to the fore was a ferocious Varghulf, and off to the very left of the line (rather appropriately), was the overwhelmingly sinister presence of the Lord of Change.



The Baron had sent some huntsmen ahead, brave fellows, who had got themselves to the right of the enemy force, hidden by a dune. Their orders were to slow the enemy wing down by whatever means they could. From left to right the Baron’s army consisted of: Pistoliers and a Free Company Regt (this last acting as a form of artillery guard); the artillery – two cannons and a helblaster; four ogre bulls, with detachments of handgunners and swordsmen fore and aft of them, these belonging to a regiment of halberds next in line led by the army standard bearer; Ricco’s pikemen, a huge body of men; the arabyan swordsmen, with their two crossbow detachments out in front of both them and Ricco’s; three leadbelchers, with the Baron and his bodyguard of (inner circle) nobles behind them; a swordsmen regiment with the Wizard Lord attached; a detachment of handgunners; three low level wizards fumbling with as many scrolls as they could carry; and finally, two more bodies of knights, one inner circle, both with magical standards.



The battle begins (with cheers aplenty from the brave men of the empire!):

The evil alliance advanced, cautiously (i.e. not as far as they could have done, which the baron thought very odd considering the number of artillery pieces and lesser missile weapons his force wielded). Then came their magic, that which the Baron had feared most. But it fizzled and popped weakly hither and thither, and the four mortal wizards checked what little strength it could manifest. A strangely quiet start to the battle.



Upon the Empire right all regiments were ordered to hold fast – the baron intended to make as much use of his complete missile superiority as he could. But the wizards, surprised by the fact that they could wield their magic offensively (all had opted to prepare Lore of Fire spells), sent 4 fireballs and a fiery blast hurtling at the huge Lord of Change (just in range of all of them). Even more to the wizards’ surprise, the great demon seemed like a magnet to the full fury of their assault. And (many 6’s to wound later) he succumbed and died. The battle had barely begin and they enemy was without it’s demon Lord.





In the centre and out the left, the artillery and crossbows let loose. While most concentrated on the advancing demon regiments - who the men knew could not resurrect themselves like the hateful undead - killing one or two, one cannon fired boldly at the Varghulf. Yet again, the men of the Empire were dumbfounded by their own success. The Varghulf suffered a direct his and was torn apart.



The baron watched him utter astonishment these opening stages of the battle. Could it be true? It seemed as if the battle was won before even one weapon had to be reloaded!

But the enemy were still advancing. The foe, each and every one of them, cared not a jot for who lived and died. Half of them were already dead and harboured hardly a thought in their rotting heads. The other half weren’t even from this world so why would they worry about what happened in it. All were free of such concerns. All they wanted to do was kill the enemy.

The undead regiments picked up their pace now, and came on.



The Cairn Wraiths moved up behind them, while the necromantic vampires prepared themselves to summon and re-summon their warriors, knowing that many would fall to the enemy’s missiles.



So far this all looks too good for the Empire to be true, I know. At this stage in the game I was starting to think I wouldn’t write up the report ‘cos it was all so ‘easy’ and you would all think it was fake!. Believe me, it won’t feel easy by the end. Quite the opposite. Complacency is never the way to go fighting undead and demons (and two expert players). Those of you who have fought the new undead and the newer demons probably know this by now.

* The undead and demon figures are not mine, but belong to two friends (D and J). They are very good WFB players indeed, and even after the casualties in turn one giving me 1000 VP there and then, neither looked particularly worried. They know their armies well, and they knew I had never faced demons and so was in for a surprise.


The enemy’s magic continued to fail to impress, with the Vampire Lord miscasting and losing his ability to Wind of Undeath. All the rest of the force could do was advance, while the Baron’s right wing wondered why they had formed up in an attempt to trap the Varghulf and Lord of Chaos who now lay dead.



The artillery opened fire again, with the Helblaster Volley Gun now in range of the deamonettes. It killed 4 but blew itself up in doing so! Crossbow bolts and handgun shots felled another 6. Meanwhile the Huntsmen had moved over the hill to slow down the advance of the rightmost Bloodletters, while the pistoliers galloped up to flank them. Between them they felled 6 of the demons.



On the Empire right wing several units moved forward to attempt to engage the enemy, leadbelchers and knights wanting to deliver their powerful blows against the foe. The wizards began to move so that they might manage soon to pour fireballs down onto the Cairn Wraiths, before those particularly fearful undead could tear into a mortal unit.



On the enemy’s left, the Vampires managed to summon some extra ghouls, but the Empire wizards dispel scrolls frustrated their other attempts at magic. (I think we subsequently forgot to reduce the Vampire Lord’s magic dice by one!) But then came the Empire Knights’ chance, and they charged simultaneously into the ghouls and the zombies - naively unaware that the enemy could not ask for better, for their own units were capable off holding the knights like glue, allowing the other more deadly undead to manoeuvre.



The wizards let loose with their magic and took down 4 of the Cairn Wraiths. They took satisfaction in this, for the failed to understand fully how the enemy could simply summon the fiends back onto the field. The Pisoliers and Huntsmen took down another 6 Khornate demons, while the handguns and crossbows did what they could to the other main regiments, especially the Grave Guard.

The Baron was heard to laugh at this point, because here he was deep into the battle and not one of his men had fallen to the enemy. The only casualties were the dead crew of the Helblaster.

But things were about to go horribly wrong for the Empire’s soldiers. For a start, two of the lesser wizards had attached themselves to a crossbow detachment, instinctively seeking protection from non-existent enemy missiles while they targetted the wraiths. Their action turned the detachment into a unit that could cause panic – something which would have the direst of consequences.



Only one Daemonette survived to get within charge range of the Empire line, and charge it did – not at the handgunners afore it, but at the Crossbowmen with the wizards in the unit. (I forgot in my panic to counterfire – oops!)



Meanwhile the Wraiths hurled themselves at the Leadbelchers, who could (of course) do nothing back to the ethereal creatures.



The Bloodletters charged down the Huntsmen (who bravely knew they were sacrificing themselves in order to misdirect the enemy.) The second Bloodletters regiment failed it’s charge towards the Empire’s main line, and ground to a halt before the cannons. This was to allow the Free Company, Pistoliers and Ogre Bulls to begin to close in on the demons from all three sides, unhindered by the presence of any other enemies.

The last Ogre Leadbelcher somehow held against the Wraiths and the Banshee, while the main regiment of knights soon defeated and destroyed the ghouls.

It was now that the Empire’s luck failed them. The Daemonette defeated the Crossbow unit and broke them (even with the Army banner behind them). What the Empire soldiers could not have known was that the Herald of Slaanesh who had earlier crept away from the unit to avoid being shot, was carrying an Icon of Despair. All the Empire soldiers in the centre of the battle line felt the malignant will-power sapping influence of this powerful magical artefact. And the effect was truly awful. The Crossbowmen fled, taking the two petty wizards with them. They were not only broken but destroyed in the flight. The panic caused by this deed meant that the Handgunner detachment and the other crossbow detachment fled too, as well as Ricco’s Pike regiment (29 strong), and right off the field. (Thus one deamonette, aided by cunning magic and Empire ignorance, gained nigh upon 1000 VP in one fell swoop!)

Off upon the far side of the field, the Bloodletters inevitably defeated the Huntsmen and ran them down.

As the last Leadbelcher died at the hands of the wraiths, the Wizard Lord managed to cast Wall of Fire on the Grave Guard. They cared not, and next turn would charge right through it receiving hits galore, yet still fighting effectively. The lone deamonette, who had run into the full regiment of Halberdiers, managed somehow to hold them without crumbling.

Upon the hill, the Wraiths now knew what they must do, and prepared to charge down onto the side of the knights locked in combat with a shambling mess of zombies, before the advancing swordsmen regiment could reach them.



When they did do so, the knights’ armour proved too much for them, and the knights were able to turn to face them in the second round of combat.



At the same time, the regiment of knights which now contained both the Baron and the mounted Captain managed to charge past their comrades and in to the regiment of skeletons behind – which now contained two Vampires with the Herald of Slaanesh drawn into the combat (being right at the skeletons’ side).



Even the cream of the Empire’s nobility could not quite take on such foes, so when they were defeated in combat by the outnumbering foe, they fled, and even though mounted on horses, were ran down. The skeletons then found themselves fighting the knights behind (who had finally defeated the Banshee and Wraiths). Those knights would soon be joined by the third and last regiment of knights, so that the combat would not be reolved by the end of the battle.

Off towards the centre, the halberdiers fled from the lone daemonette (!) but did manage to rally themselves before they left the field.

This left only one other major action being fought – the simultaneous charge of Pistoliers, Orges and Free Company into the Bloodletters far on the left of the Empire's line.



This went well, for one round. The Bloodletters lost, and lost more to instability. But then they chose to focus their attacks, and in so doing won the combat resolution, broke the Empire men and sent all running in three directions. They decided to run down and destroy the ogres; while a lone Pistolier failed to rally (his unit had been too badly mauled) and the free company ran off terrified.

The battle thus ground to a halt. And both armies, severely mauled, retired from the field.

Result = 2776 to 2654, a draw (favouring the Demons and undead).

I thus yield to the awesomeness of demons. But the next time I will jot be so ignorant of their abilities. I feel a gun line coming on!

[Ed. what an excellent battle report ! Well done Padre]

Monday, 16 February 2009

Daemons of Chaos vs Tomb Kings 2250 points

warhammer fantasy battle report :-

"His Herald on Disc flew behind my lines and put my Heiro in his sights..."
(slightly unbalanced battle, Daemons had 100pts less. Some game questions posed.)

source : z4.invisionfree.com/Khemricredit : Sepulcher16-Feb-2009


2250 pts Tomb Kings Army list

King with the Flail of Skulls, Cloak, Collar
Priest mounted on a steed with 2 scrolls
Priest mounted on a steed with SoR
Heiro on foot with Jar
2 x 25 Archers with command, 1 with BotUL [Ed. Banner of the Undead Legion]
2 x 3 Chariots, banners, 1 with War Banner
6 Light Horsemen
21 Tomb Guard with command, IotSE
2 Scorpions
5 Carrion


2150 pts Daemons of Chaos Army list (Hordes edition 6)

"Woah, no Thirster"
Herald of Khorne on mount with Str 7 flaming attacks (not sure what else)
Herald of Tzeentch on Disc with gift of "I know all spells" and Spell Breaker (Tzeentch lore)
Herald of Tzeentch BSB with flying gift and "I know all spells" (Tzeentch lore)
Herald of Tzeentch with flying gift and "I know all spells" (Beasts lore)

3 x 5 Hounds
Beast of Nurgle
3 Nurgling Bases
7-8 Furies
3 Bloodcrushers
3 x 10 Bloodletters

Terrain was just 2 hills and 2 forests, nice and simple. I set up, from left to right, my Scorpion (red), War Banner Chariots (red), Tomb Guard with King (blue), 25 Archers with Priest(red), Carrion behind (charcoal), BotUL Archers (yellow) with the Heiro behind (white), another Scorpion (yellow), more Chariots (purple), and lastly my Light Horsemen with Priest (purple).

Across from me, left to right, the Demons deployed 5 Hounds (green) 3 Crushers (orange) with Herald on mount (black), 10 Letters (blue), 7 Furies (yellow), 10 Letters (blue), Beasts lore Herald behind (pink) 5 more Hounds (green), Tzeentch Herald BSB behind (white), 5 Hounds (green), 10 Letters behind (blue) and Herald on Disc behind (red), 3 Nurgling swarms (neon green) and the Beast of Nurgle (pink).



Turn 1 went to me and I opted to go first, deciding I'd need as many shots I can get. Not wanting to be charged by the Hounds and Bloodcrushers on my left, I only moved that flank up a few inches. However, my King flew out of his unit and near the forest, ready to charge either his Crushers or Hounds next turn. Both Archer units moved up for range, with the Carrion moving in front, as well as my Scorpion. The right flank moved up, wary of the Beast of Nurgle. Magic saw me charge my Carrion into his Furies, move my right Chariots behind the nearby hill, as well as some Smiting bow shots, but he made all his wards. Shooting, the same thing happened, some more wounds to his Hounds but he made the wards.

Combat went horribly and I didn't even wound, but neither did he. I take a wound to Outnumber.

Top of turn 1:



For his half of the turn, his Letters charged my Carrion in the flank, everything else moved forward, my Carrion march-blocked half his units, so at least they did SOMETHING. His Crushers were marchblocked but his Herald who joined the unit was not in range, we weren't sure if he could leave the unit using his 14" or if he was march-blocked with his unit. We just played it as if he could leave the unit so he zoomed forward with the Hounds. The BSB Tzeentch Herald flew in behind the Crushers and he asked me if it had LOS to my King. I said yes. For making all those ward saves, his magic phase is very uneventful, failing to cast his basic spells, including a Beasts Cowers on my chariots (thankfully). However for his last spell, that Herald who he asked LOS about got an irresistible Bolt of Change on my King. NOOO!! He rolled 9 Str 5 Hits and down went my King, sigh. He did just the amount of wounds needed and then easily passed his Curse Ld test. The Bloodletters dropped a couple Carrion and CR crumbled the rest of my birds. Bad start for me.

Bottom of turn 1:



Turn 2

My left flank was getting nasty, he had 2 hammer units and a nasty hero zooming down the flank. I opted to do a sort of "break out" move with my War Chariots and Scorpion, so I sent them into the Crushers, being that they aren't as Tough as they used to be. Hoping to beat them, overrun, and marchblock for a turn. Also my other Scorpion charged the Hounds in front of it, although I wasn't expecting much. My other Chariot unit opted to not charge his Beast.. with Regen, Ward, and T5 I wasn't going to be doing much - so I moved them up on the hill ready to magic charge his Nurglings. My Light Horsemen moved near the board edge out of the Beasts 12" range and my Archers reformed into a block. Everything else stayed put.

His magic defense was pretty good and all I did was Smite the red Archer unit. But they did absolutely nothing. The magic charge into his Nurglings was stopped. Without my King to throw his spells around he could save his dice for my good stuff. My SoR put a wound on his Beast. In the shooting phase my red Archers tried again at the incoming Hounds and did an impressive 6 wounds. Potshots from the reformed block put another wound on a Hound. Everything else with a bow missed or failed to wound.

In combat, I DID NOT DO A SINGLE WOUND, with impact hits, crew, or a Scorpion. In return he smashed 2 chariots, and crumbled the last, leaving my Scorpion with a wound on it. In the Scorpion vs Hounds I did a wound which was saved and he did a couple, leaving it with 1 wound after CR. My luck went from bad to worse. At this point I knew I was in it for a tie, so I went for points.

Top of 2:



In his half of the turn things setup for charges next turn. His Herald on Disc flew behind my lines and put my Heiro in his sights, doh! His Nurglings charged my Chariots and his Beast pivoted to hit them next turn. In the middle was a general advance, with his Furies flying in behind his Letters and out of LOS to my shooting. His General (Khorne Herald) continued down the flanks and now threatened my Guard, also his BSB flew behind my lines for more annoying magic-ness.

His magic phase was again lack luster, karma for me rolling so poorly before, perhaps? He asked me if his Beast of Nurgle counted as a monster for Beast lore and I said why not. He mentioned the Demon book said nothing and that it was possibly just a large infantry model. We settled on that since it had 4 wounds he could call it a monster. Either way, GW better get a FAQ out (another question we had was if Crushers and hounds could be killing blowed, since they're US 2 but on bigger bases). He failed to cast the spell that would move his Beast into my chariots and lucky for me he didn't get an Irresistble Force on the magic missle targeting my Heiro and I scrolled it. That would've been devastating.

In combat his Nurglings did a single Poison but I managed to save it. I did 3 or 4 wounds in return and when he rolled for Instability the rest of his bases popped, fortunately for me. His Crushers and Hounds easily dispatched both my scorpions. I was losing hammer units fast!

Bottom of 2:



Turn 3

Seeing an opportunity for some points my now freed Chariots charged his Furies and JUST made it. My Light Horsemen moved towards his Disc Herald to harry it with some bow shots. My Guard moved a couple inches back.

In the magic phase I got Smiting off on the red Archer unit. Not sure if this is legal, but I split my shots, 5 at the 2 Hounds in the middle and the rest shot at the Hounds parked in front of the BotUL skeletons. I knocked a Hound off both units. I also Smited the Light Horsemen and did a wound to the Herald on Disc.. suprisingly they're only T3!

In the shooting phase I did another wound to the bigger Hound unit and finished off the last Hound in the middle.

Combat saw me kill every Fury and overrun into the rear of his Letters.

Top of 3:



In his half, he charged my BotUL block with his Hounds. Everything else just advanced. His Letters behind my chariots were a bit too far to get a charge in. His Beast and Beast Herald turned to face my Light Horsemen. His other two Heralds continued to fly behind my lines, meanwhile, his Khorne Herald just sat tight.

Magic was again nullified between my dice and another Scroll.

In the combat between my Archers and his Hounds we drew, but my musician tipped it for me, he lost a Hound to Instability. My impact hits and crew managed to drop 3 Letters and win by enough to see his unit sucked back into the warp, I opted not to overrun.

Bottom of 3:



Turn 4

Not much I could do this turn, just positioning. My Chariots could turn to either charge his Letter block or his Herald, I opted for the Herald (points) and turned my Chariots around to face him. My Light Horsemen moved away from the threatening Beast of Nurgle and reformed. I now tasked the unit to chase his Disc Herald. My Guard just braced themselves for the charges next turn, and my red Archers opted for 1 more round of shooting before I reformed.

In the magic phase I just managed to Smite said Archers, killing 2 Letters and completely forgetting about moving my Chariots into his Herald out in the open, ARG!
In Shooting I picked another 3 Letters off, getting me half points for the unit. I failed to get through the Disc Heralds 4+ Ward with my Horsemen shots.

In Combat his Hounds killed a few Skeletons but my static CR was enough to send the Hounds back to where they came from.

Top of 4:



His turn, his Herald and Hounds went into my Guard. His Crushers and Letters just moved towards my Archers as did his 1/2 unit of Letters. His Beast Herald flew away from my Chariots, sigh, and his Beast headed for my Horsemen again.

In the magic phase, he got 2 of his Boon of Tzeentch spells of (he gets D3 + 1 power dice) and I was looking at a nasty turn of pain. He got a magic missle off on my red Archers and dropped 6. But on his next attempt his miscast and ended the phase - also taking a wound (half points, woot!), WHEW! His plans again foiled to kill my Heiro and magic his Beasty into my Horsemen.

Combat was just a disgrace, without my King in the unit (as per usual), they took alot of casualties and did nothing in return. Losing more to CR.

Bottom of 4:



Turn 5

Well, with my chariots out of place, I could do nothing. I debated whether or not I should reform my red Archers and go help the Guard, but didn't think they'd add much to the combat. Instead they just moved backwards a bit, out of charge range. My Heiro moved to join the BotUL unit, which reformed into a shooting formation. My Horsemen moved after his Disc Herald and my Chariots just turned around.

In the magic phase I was completely stopped from doing anything, except raising a few Skeletons (via the Banner) to the BotUL Archers.

Shooting didn't do anything.

Combat sees all but 1 Guard killed, my champion.

Top of 5:



This ended up being the last turn as it was later than we thought. Nothing could charge so we just went straight to combat, where my last Tomb Guard was slaughtered.


Warhammer Battle Afterthoughts:

After doing VP's it turns out I managed to pull a draw out from that debacle. He was up by about 100 points. But to be fair he was playing a 2150 point list. Anyway, had I known that would've been my last turn I think I would've turned my Archers around and tried to grab some last minute VP's. T3, and only 2 wounds with a 4+ Ward.. they're definitely no Heralds of Nurgle!

I really enjoyed this game, the list was not OTT at all, yet very threatening and competitive, even without a Greater Demon. I'm a fan of 4 Heralds myself, so was pleased to see this kind of list. It was nice to actually have a player who could handle my magic phase for once! But again, my King was missing from the picture, his Incantations would've allowed some of the Priests to get their magic through. And oddly enough, I never got to use the Jar - but without my Heiro's ability to fly - he was never in a good position to use it.

Seeing as how my flying King combo got killed turn 1, I was't able to see if I liked him or not. My Heiro being unable to fly certainly hurt, so I'm still not sure if it's worth the sacrifice - I could mount him but that still wouldn't help much.
And I'm finding myself wanting a SSC in my list more and more, I just don't know what to drop for points. Any ideas from those of you who know my list? I'm thinking of maybe dropping the +1 to hit banner from the Guard for 50 pts and maybe the SoR, but I'm just not sure. Against this list a catapult would've been a huge threat.

My opponent asked me for suggestions on his list, I told him I liked it alot. He suggested getting a unit of Horrors for his Heralds to hide in, as well as a greater magic defense and offense, which I said would be nice. Overall though, I think it's solid. He played a great game, had everything gone normally, he would've had the game in the bag turn 2-3 by killing my Heiro. The dice were a big factor this game, both of us having horrible luck when we needed it most.

If you read this far, thanks!
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