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Showing posts with label Warriors of Chaos. Show all posts
Showing posts with label Warriors of Chaos. 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 April 2010

Tomb Kings vs Warriors of Chaos VIDEO Battle Report

A good Fantasy Battle Report from a real Casket of Souls fan. The Tomb Kings are mostly painted although not all the Chaos Warriors are. The battlefield is simple but attractive with good terrain and scenery.


A very thorough narrator, he goes quite quickly (esp during deployment) but if you concentrate it turns out be a very good listen and a close game (it looks like it was decided in turn 6 !)


Note: I think these guys may have made an error in one of the multiple combats but it doesn't seem to detract from the Battle too much or the outcome. See if you can spot where the mistake was made.

PS. Turn you volume down a bit, otherwise you will have "next picture" ringing in your ears.


source :s1PEJOkhZug & cuxaClzu-iMcredit : VaulSC04-Apr-201010:28 mins + 10:39 mins

Tomb Kings vs Warriors of Chaos - Part I (Tomb Kings go first)


Tomb Kings vs Warriors of Chaos - Part II

Monday, 2 November 2009

Vampire Counts vs Warriors of Chaos VIDEO Battle Report

An interesting Warhammer Fantasy Battle video pitched battle featuring 750pts of Chaos vs 1500pts of Undead.

Friendly presentation and a steady camera hand.

YouTube : Z7Sjcxb6nj4credit : Devstro02-Nov-200908:52 mins


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.

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.

Tuesday, 30 June 2009

Warriors of Chaos (Hordes) vs The Empire 2000 point Army Lists

"The exalted demon swoops back to the field of battle, debating which wizard he would kill first. The blood spattered chariot turns to face my swordmens, who are still locked in combat. The Khorne/war banner/marauder fight rages on, neither side willing to yield."

[a tournament report with some nice scene setting narrative from "the Sushi Master" :) ]

source : warhammer.org.ukcredit : Silas730-June-09


My list was very fluffy, I knew this coming down but I wanted to try to make a statement about not needing the usual Empire tools to do well at a tournament. How did I do? Let’s find out.

The Empire Army - The Legion of Araby

Lawrence (general of the empire): full plate, barded warhorse, sword of might, enchanted shield, icon of Magnus, holy relic
Captain: army standard, full plate, barded warhorse, banner of Sigismund
Battle Wizard: lvl 2, rod of power
Battle Wizard: lvl 2, barded warhorse, dispel scroll, wizard staff
25 swordsmen: full command, 9 free company & 5 archers detachment
20 greatswords: full command, 9 free company & 5 archers detachment
20 flagellants
10 hand gunners, 5 hand gunner detachment
6 knights panther: preceptor, standard, war banner
6 inner circle knights of the white wolf: preceptor, standard
5 knights panther: musician
2 great cannons

Chaos Undivided Army list (6th edition army book)

In this scenario, you picked your lowest point unit and had to keep them alive at the end of the battle, while killing your opponent’s scouts for bonus points.

Chaos Lord with great fang, riding w/5 undivided chaos knights
Chaos sorcerer (lvl 2, shadow) riding with 5 undivided chaos knights
5 Chosen Khorne chaos knights: full command, banner of rage
Exalted demon: soul hunger
3 chariots
7 marauders: spears, full command
5 chaos hounds (his “scout” unit)
10 furies

Brian’s list was lean and very mean! I knew I was in for a fight.



I jumped right into the swing of things, blowing up a chariot with a cannon. He advanced cautiously in the middle and right, while his demons flew around my left.



My cannons blow up another chariot, and put a wound on his exalted demon. His furies quickly race in and devour the cannon crew, while the demon flies closer to the handgunners trying to terrorize them.



The handgunners flee, everyone else is fine. My white wolves charge his last chariot, wounding but not breaking it. The cannon sends 3 furies screaming back to their hell, while my infantry forms up into a wall of men, standing to receive the charge of the knights of Chaos. My war banner knights move to countercharge. The trap is set.
HELL IS UNLEASHED! His furies run down my fleeing handgunners, the sorcerer’s knights charge my knights panther, but we hold. The Khorne knights kill 12 flagellants and spray everyone nearby with blood, but they are pinned. The lord’s knights charge my white wolves, breaking but not catching them. His Chaos lord overruns into my swordsmen. His demon charges my wizard, who flees for his life.



Khorne stretches his dark hand over the field of battle, his shadow spreading like a curse among the brave men of Averland. He saps the strength from my war banner knights (I do no wounds to his Khorne knights when I flank charge), he inhales the winds of magic to protect his demon from the burning gaze of my wizards (mistcast ends the phase), his laughter rolls like thunder and fills my knights panther with dread and despair (I break and run from the fight with his chaos sorcerer’s knights).
Grapeshot does manage to destroy 4 furies.

The furies shriek and charge the surviving cannon, tearing the crew to bloody messes. The demon prince charges my “scouts” (an archer detachment), but only kills 2 and we hold! His marauders flank my war banner knights, and we hold again. My white wolves aren’t so lucky and are ground under the wheels of his chariot. Fritz sacrifices himself again to save the army standard bearer, and we hold in the combat. The courage of the Empire men is strong.

(You might wonder why my greatswords are just sitting there? I didn’t charge on my turn because I wanted to leave a clear path for my war banner knights to hit his knights when the broke his Khorne knights. Little did I know that I would fail to wound! I could have broken his general’s unit had I charged…)



Lawrence shakes off the lethargy that gripped him and charges to the aid of the army standard bearer. My wizards finally start to pull their weight. The remaining furies are drowned in molten silver, and I heal the wounded army standard bearer (he need a catchy name…). Lawrence kills a chaos knight, tipping the combat in our favor, but the knights fight on. A small cheer goes up in the Empire lines. The exalted demon kills 2 archer and swoops down on the fleeing survivor, carrying him off the table to some gruesome fate. He's achieved his objective. His own scouts, the war hounds, were kept in a kennel hidden behind a rocky hill, where I could not reach them for the entire battle.

The exalted demon swoops back to the field of battle, debating which wizard he would kill first. The blood spattered chariot turns to face my swordmens, who are still locked in combat. The Khorne/war banner/marauder fight rages on, neither side willing to yield. Lawrence sees the hulking Chaos lord bearing down on the army standard bearer, and bravely issues a challenge. The Chaos lord's great fang pierces through Lawrence's armor as if it were paper, but with a flash of light the relic Lawrence carries protects him from the blow. The Chaos Lord taunts Lawrence, attempting to seduce him to the side of Chaos.



Is that a guardian light surrounding my mage on foot? Heh.

Spitting words of power from his lips, the battle wizard engulfs the exalted demon in a rain of molten silver, the pure metal anathema to the demonic creature. It shrieks in pain and disintegrates. The Chaos Lord knocks Lawrence off his horse, and stabs him when he tries to rise. “If you only know the power of Chaos”, the general hissed. Lawrence turns and sees that power exercised. He sees his swordsmen die, ground to paste beneath the chariot, leaving only the army standard bearer. He sees his war banner knights falter, then flee, despite the frantic waving of the army standard. He sees them fall as well, cut down as the turn.

All around Lawrence the hordes of choas ride, picking off the remainder of his army. The marauders sweep aside the handgunners from behind. The Khorne knights butcher a wizard. The sorcerer’s knights charge the surviving archers, who hold against all odds. "Yield," hisses the Chaos lord. Lawrence's spit splatters on the twisted lord's helm. "So be it… general.” The great fang darts forward, embedding itself in Lawrence's chest. Lawrence's vision fades to black...

This game started out very well, with my cannons dishing out a lot of pain. His flying troops were a bother, but I was able to do a lot of damage back with my wizards and artillery. I had no way to get to his scouts, and I could have hidden mine a lot better. I was still frustrated by my character's inability to do damage. My biggest mistake was not flanking Khorne knights with my general. I should have folded them on both sides, then turned to deal with the Chaos lord.

Friday, 22 May 2009

Warriors of Chaos vs Bretonnians 2250 points battle report (pictures)

"The Chaos Warriors all rallied and prepared for the next turn. Seeing the vulnerable BSB, the Chaos General charged them. I knew he had the Runeshield making my Sword of Heroes useless. I chose to flee and of course I rolled an “11” to rally and there went my BSB and an intact unit of Knights." [Ed. that must have hurt !]

(it sounds like the guys at Atchman's club are employing a "league" balancing points system. it sounds like it's got potential, I'll post details in the news section when I find out more).


source : warhammer.org.ukcredit : Atchman22-May-2009


Game Night Battle Report: Bretonnians versus Warriors of Chaos



We have been testing a new set of army guidelines for our Borderwars tournament. In effect you get a baseline rating from the guidelines and then a judge gives you the final score. The judge is important since too many folks try and “break” a checklists style system. However, we’ve found it to be very balanced (since we have no intention of breaking it).

The real benefit of our testing has been that when someone is coming for our Game Nights they simply say I’m bringing a “5” a “10” or whatever and we’ll match up by that number. That doesn’t mean that a “5” won’t play a “10”, but at least both folks kinda know where they stand at the beginning of the game. In our trial “BattleComp” rules, the guy that if the guy that had the “5” beat the guy with a “10” army, he would get the difference in battle points for the tournament.

After reading online about the demise of Bretonnians as a good army of course, I had to get my limited model Bret army out for a try. Mostly it is my old Battlemasters Knights, Battlemasters Infantry, with some old skool Plastic Bret archers from an early box set.

Here is what I took:

2250 pts Bretonnian Army List

Duke Atchman, Barded Warhorse, Wyrmlance, Gauntlet of the Dual, Virtue of Confidence (Can’t refuse challenge, re-roll attack and to wound in a challenge)
BSB Paladin, Sword of Heroes
Paladin, Lance, Shield
Damsel, Barded Warhorse, 2 x Scrolls
Paladin, Pegasus, Lance, Shield, , Virtue of Discipline (no +1 for Outnumber)

Core:
8 Knights of the Realm, Full Command (Lord and Damsel here)
8 Knights of the Realm, Full Command, War Banner (Plain Paladin here)
6 Knights of the Realm, Full Command (BSB here)
6 Knights of the Realm, Full Command
25 Peasants, Full Command
21 Peasants, Full Command
2 x 10 archers
1 x 10 Skirmishing archers

Special Choices:
5 Mounted Yeomen

Rare Choices:
3 Grail Knights
Trebuchet

127 models

Summary of List:

I was trying to hit the high end of our composition system. Since I took out the magic users basically it allowed me to get a plain Paladin as a booster for one of my lances. I liked the balance of the list. It is not a competitive of an army but in our “fluff fest” as our guys are calling it, it was a great army.



2250 pts Warrios of Chaos army list

Chaos Dave’s Chaos Things

My old foe and one of my favorites Chaos Dave. Normally all of our games end in a draw so it is always a tense game between us.

Chaos Lord, with Chaos Runeshield, leading a unit of Chaos Knights
Level 2, Tzeentch Sorceror with stuff in the Chaos Knights
Level 2, Nurgle Sorceror, in a chariot with the 2D6 Bound spell
Level 2, Slaanesh Soceror, in a chariot

Core:
2 units of Slaanesh Marauder Cavalry with throwing axes
2 units of Chaos Warriors of Nurgle, one has the Raptourous Standard

Specials:
5 Chaos Knights, Full Command

B1 Setup and first Chaos Move

Dave moved first and then went to magic which didn’t do much if anything



B4 This was the Bret setup, Though my Brets aren’t the nicest models they do actually look okay in pictures. I need to base them and get some new trays made for them. I couldn’t find my Trebuchet so the Brets used a captured Orc one.

The Grail Knights, Pegasus, and the Mounted Yeomen are protecting the tower from the approaching Chaos Lord and his Knights (Yeah right).



B5 Chaos Turn 2

The Chaos army destroyed my Mounted Yeomen who tried to stop the attack on the left flank. The rest of the army moved forward to threaten mine. The magic phase again wasn’t much as it was ended by a miscast which wounded the mage.


B7 Bret attack!

On the Bret turn 2 I pretty much had to charge as my magic defense was basically gone. My goal was to try and get rid of one of the mages this turn.

The Pegasus Paladin charged one of the mages in a chariot. The General’s unit charged a unit of Chaos Warriors which fled. The unit with the Sir Plain the Paladin, charged the Warriors with the Rapturous Standard.

I forgot to move my BSB’s unit! I should have backed up a bit, but totally spaced it off! They would pay. I had charged the Grails in there to try and chip down the unit and I MEANT to back off the BSB’s unit and just forgot. The Grails were destroyed but took out a Chaos Knight.

My archers shot some of the Marauder cavalry on the far flank reducing them to one. In the near photo my archer shot down one Marauder cavalry.

In melee I didn’t kill ANY Chaos Warriors! Their armor, toughness and the Mark of Nurgle made them hard to shift. On the other hand I made all of my armor saves too! With my outnumber and the War Banner, they fled! However I rolled FOUR INCHES to pursue! Dave was disappointed when the Rapturous Standard failed to save his unit and it was snatched from them as they fled.

The Pegasus Paladin killed the wounded mage but didn’t break the chariot. His Pegasus took a wound from the crew.




B8 another view



B10 Chaos Counter in turn 3

The Chaos Warriors all rallied and prepared for the next turn. Seeing the vulnerable BSB, the Chaos General charged them. I knew he had the Runeshield making my Sword of Heroes useless. I chose to flee and of course I rolled an “11” to rally and there went my BSB and an intact unit of Knights.

One of the mages charged my Peasants in the flank.



B13 Forgot to take pictures [Ed. What !? ;) ]

My Peasants were destroyed by the Chaos Chariot and mage. The Marauder cavalry have destroyed the Trebuchet. They would go on to break the archers as well (stupid musician)!

The big shift from last turn was that both big lances charged the Chaos Warriors and broke and ran down both units. This time the lances were sharp!

After killing the mage, the Pegasus Captain broke the chariot and ran it off the table.

Chaos Dave needed to get points so he started moving his General for some General on General action!



B12 The Chaos Chariot charged the other lance.

In the magic phase of this turn Chaos Dave threw a Slaanesh spell and killed FIVE of my Realm Knights, which rolled an “11” for panic test and ran off the table-oh dear! If he could break the small lance he is back in the game!



B14 The Realm Knights WERE ready to help out the small lance, but they ran from the nasty Chaos Spell.

The Chaos Chariot found the Bret lance to be a tough target! Only a single knights fell from the charge so they held.


ALL IN!

In my turn 5 I moved the Pegasus behind the Chaos Knights. Believe it or not the 20 archer shots killed two of the tough knights reducing them to just three models.

Instead of just ignoring them and winning the game, I went for a big brawl. Everything that could charged.

Out of the picture the final Chaos Chariot broke and was ran down. The archers broke and were ran down by the Marauder cavalry.

The Pegasus Paladin was lethal felling two knights on the charge! Both General’s yelled out challenges! Duke Atchman thrust with the Wyrmlance and hit four times, did three wounds, and with no saving rolls made the Chaos Lord fell dead despite the fact he was toughness 6 with a 1+armor save!

The lance killed the last Chaos Knight and the only the Tzeentch Sorceror and two Marauder Cavalry were the only survivors.

Victory to Bretonnia !


Battle Summary:

Playing with the weaker lists is a lot of fun. I’m not sure you can call a Bret list all that weak in a friendly environment.

Friday, 17 April 2009

Beasts of Chaos vs Hordes of Chaos (mortals) battle report 3000 pts

Massive warhammer battle report :-

Two armies, two great writers and, from the sound it, a superb battle.

(these are the sort of guys that make Warhammer great)

source : warhammer.org.ukcredit : Marcoos14/Bobster17-Apr-2009


by Marcoos and Bobster (from 2004)

Marcoos
We arranged our game for Easter Monday, which should have given me plenty of time to prepare, right? Well sadly not. A combination of beer, food and poker meant I managed very little preparation, so with 10 minutes to go I decided to keep the same list as for an earlier battlerep.

3000 pts Beasts of Chaos Army

Beastlord - GW, Shield, Armour of Yes You've Guessed It, Dark Heart
Wargor BSB - HA, Sword of Might, Rune of the True Beast
Lv4 Great Bray - Braystaff, Power Familiar, Scroll, Chaos Armour
Lv2 Bray - Staff of Darkoth, Scroll
16 Bestigor - FC, Warbanner
Herd - 8 Gor/9 Ungor FC
Herd - 8 Gor/9 Ungor FC
Herd - 5 Gor/6 Ungor Mus
Herd - 5 Gor/6 Ungor Mus
5 Dogs
5 Dogs
4 Chariots (if I put it on one line it doesn't seem too bad )
5 Centigor - Spear, LA, Shield Champ & Mus
10 Furies
4 Minotaurs - Great Weapons
4 Minotaurs - Great Weapons
Giant
Spawn (still no marks )
Shaggoth - GW, LA

Again, everything that could be was Undivided, and it was almost a pure Beast army.

Here's the army in full:



And here's a closer up shot of the characters:



Bobster
When Marcoos mooted the idea of another battle report like the one against AndyP, I was very keen to take part for a number of reasons:

1) The first one was quality and I enjoyed reading it a lot.
2) It gave me a chance to play a 3000 point game, something I hadn’t done for a long time.
3) It gave me a chance to get my Chaos Army out of the mothballs, after 2 years playing it (one year as a Hordes of Chaos list and 1 year as Beasts of Chaos) I have retired it and even thought about selling it. The army was a labour of love at one point and it was very cool to see it all out on the battle field one again.

When writing my list I decided that I would go with a Mortal lead Undivided list and try to get as many units on the board as possible, in the end I settled on the following:

Characters
Exalted Champion – Chaos Steed, Barding, Hand Weapon, Great Weapon, Chaos Armour, Shield - General
Aspiring Champion – Battle Standard Bearer, Hand Weapon, Chaos Armour, Sword of Might
Mortal Sorcerer (Level 2) – Hand weapon, Chaos Armour, Power Familiar
Beastlord – Hand Weapon, Great Weapon, Shield, Armour of Damnation, Crown of Horns
Bray Shaman (Level 2) – Hand Weapon, Braystaff, 2 x Dispel Scroll
Bray Shaman (Level 2) – Hand Weapon, Braystaff, Staff of Darkoth, Dispel Scroll

Core
6 Chosen Chaos Knights – Full Command
5 Chaos Knights – Full Command
5 Marauder Horsemen – Spears, Throwing Axes, Musician
22 Chaos Marauders – Light Armour, Shield, Full Command
1 Mortal Chariot
5 Chaos Hounds

Special
Beast Herd – 8 Gor, 9 Ungor, Full Command
Beast Herd – 8 Gor, 8 Ungor, Full Command
4 Minotaurs – Great Weapons
Tuskgor Chariot
6 Furies

Rare
4 Dragon Ogres – Light Armour, Great Weapons
Chaos Giant

I wasn’t convinced it was a great list but good enough and able to handle itself. If I could use the fast hard hitting units properly and support them properly I should be able to cause Marcoos a few problems.

Anyway the pictures:

The whole army –



The Characters -



Marcoos
With two basically combat oriented, fast and manoeuvreable (sp???) armies, terrain would be unlikely to favour one army over the other, but a few choke points would certainly make for an interesting game.

The terrain set up as below, with long grass and a wood in the bottom left and bottom right hand corners (effectively out of the game) and rocky ground in the centre of the top deployment zone (again out of the game). Much more interestingly, right at the centre of the table was a long hill, with a small gap to a largeish wood, and then another small gap to a large piece of rocky ground.



Bobster won the roll for deployment, and chose the top table edge to attack from rather than into the rocky ground. Can't say I blamed him

For spells, I got a reasonable selection:
Lv 4: Steed, Creeping Death, Shades and Lurker
Lv 2: Bears Anger, Oxen Stands (plus the Staff )

Having both Creeping Death and Unseen Lurker was a real bonus, as both spells would be "must" stop in the later game.

Bobster was less fortunate, rolling up:
Mortal: Fireball, Burning Head
Beast: Creeping Death, Shades (plus the Staff )
Beast: Steed, Pit

Burning Head was the only spell that I was particularly worried about, although if Pit of Shades was ever cast on a big gribblie it would almost guarantee a scroll.

A nicely balanced magic phase for both of us, 9PD vs 6DD in both cases should make for a good match up, although of course Bobster had to steal the edge in shooting with those 5 throwing axes :roll:

As Bobster had won the deployment roll, he was forced to set up first. I had about 4 more deployments than him anyway which meant I got to see where most of his army was going before committing my main stuff.

I planned to have a strong centre advancing in two waves, with a relatively powerful left flank and a delayed right flank. I was expecing the Dragon Ogres on the open right flank outside of the ruins, and didn't feel I could really deal with them without using the Lord, so I planned on a delaying tactic with 2 chariots, a small herd and the Furies. I was a little surprised to see the Chosen out there too, but it just meant I had more to delay (and significantly less chance of doing it ).

Both herds and the Centigor would head for the central wood to claim it, with the Bestigor and Giant going through the gap between wood and hill. My dogs and Minotaurs would hide behind the hill ready to get the charge on anything coming over the top, whilst the Minotaurs and two chariots coming round the left hand side of it.

Probably not the best plan in the world, but it would have to do!

From my point of view, Bobster had deployed (from left to right); the Marauder Horse, Hounds and Minotaurs to hold the left flank. Normal Knights, Beast Chariot, Giant, Furies and Marauders with BSB and Mortal L2 in the centre. The two herds and beastly characters would advance into the difficult terrain in the centre, supported by the chaos tank. And then the small matter of the Chosen and the Dragon Ogres on the extreme right.

Here's the map of set up, I'll let Bobster explain his cunning plan (TM).



Bobster
Sorry for the delay in posting, I was dying yesterday with the ‘mother of all hangovers’ anyway normal service should now be resumed. When winning the roll for table sides I decided to deploy around the rocks rather than ending up fighting in them.

With the wood in front as well I decided that this centre ground would probably be important during the game and deployed both Beast Herds and the Beast Lord in this area due to their flexibility and hoped to get one of them into the woods. I knew this would mean getting the first turn otherwise Marcoos would be firmly controlling this area with his herds and Centigor. I also deployed the Giant, Marauders and Chariots centrally to support the herds where needed.

This left me with the faster harder hitting elements of my army to be deployed on the flanks; I also thought I probably had enough high strength units to deal with the opposing Beast Chariots which lurked there. Being able to break through on at least one of these flanks was going to be crucial to me and, as Marcoos has enough lighter units to delay my advance, I decided to team up the Chosen and the Dragon Ogres on my left to hopefully allow one unit to break though and support in the middle. This left me with the Chaos Hounds, Horsemen, Minotaurs and Normal Knights plus character to work together on the right flank.

I was relatively happy with my deployment and plans (the usual vague nonsense - but what the hell!!) but I was very aware that getting first turn would be more than handy. Whenever I play beasts and they get the first turn they invariably march right out and encircle me, meaning that I can charge early but there will be the inevitable fleeing and counter charge or I could end up shuffling around and end up fighting later but in my half of the board. I would much rather me making the first move and placing Marcoos on the back foot. Anyway at least through finishing deployment first I have the +1 to the dice off….

Anyway for completion here is the map of the deployment again…



Marcoos
Sadly for Bobster, and happily for me, I won the roll off for first turn (always nice to see the Gryphon aka Camp Pony come up on the roll off ).

Here's a few photos;

Deployment



Mortal's centre



And the two units set to cave in my right flank



And the congestion of my centre



With less than a second's hesitation I decided to go first. I'd much rather be fleeing and counter charging from the middle of the board rather than my own deployment zone, and it would give me a chance to get the centre rolling before Bobster's heavier flanks got into the game.

There was very little of note in my first turn - I advanced rapidly on the left and in the centre, but kept everything out of charge range (barring the Minotaurs on the left - I'd happily let the dogs or Marauder Horse charge them). All my characters jumped into units - I was wary of an irresistable Pit of Shades taking someone out early doors.

My delaying units matched their speed to the Spawn so as not to deny him any targets in my second turn if Bobster advanced rapidly. The Furies headed out to the right flank, and were boosted by an Unseen Lurker (the only spell cast that phase) over to the extreme right. The Furies were planned to be an integral part of my delaying tactics - and a threatened flank/rear charge would be pause for thought for either of the heavyweight units over there.

Map at the end of my turn:



And yet another photo:



Bobster
Ah well first turn didn’t materialise and now as predicted I now have an advanced much more spread army to face, nevermind on with the show. On my left I moved my Chosen and Dragon Ogres forward enough be able to threaten the units in front of them - I was hoping that the Spawn on the side wouldn’t go very far and give a charge in turn 2 with the chosen and maybe a decent overrun. However, I was already sorry I had let those Furies out to the right flank; I could see that they might cause a bit of bother.

In the middle I pushed the Giant forward to cause a few terror tests and to slow the advance of the Beasts' centre, I hoped to be able to move up behind him next turn and set up some charges of my own.

On the right I moved the marauders right out in front of the opposition Minotaurs and shielded my own unit with my dogs knowing that if the chariot charged I could flee and counter charge. My knights and character plus the Furies got themselves a view of the hill in case anything decided to stand on top in turn 2.

After movement things looked like this:



During the magic phase I spectacularly managed to not cast a single spell – no I don’t mean that Marcoos had to stop a couple or use a scroll, I mean I didn’t pass a casting value once. Excellent.

As they could, the Marauders threw their 5 axes at the Minotaurs – 3 hits and 2 wounds later was a decent result and also meant that when the charge I was expecting next phase came I was hoping that the mounted Marauders were completely wiped out so that the Minotaurs wouldn’t be able to overrun while they feasted. Thus would then mean I would only need 1 wound to have the Minotaurs testing.

End of turn photo:



Marcoos

Well my delaying tactics had got off to a good start - the combined chariot and Fury threat had caused the Dragon Ogres to advance fairly tentatively.

My only charge saw the Minotaurs crash into the Marauder Horse. I figured I could get the small herd in the way of the hounds to protect the Minotaurs from a flank charge if they wiped the horse out, but sadly the herd was march blocked so my minotaurs were looking a little exposed!

In the centre, the giant failed to go boo on the dogs, which looked as though it would really mess my central advance up. When the herd containing my level 2 went unruly, they were also dragged right next to the giant making the centre of the board incredibly congested! The spawn decided to go turbonutter this turn, and sped into the gap between the rocks and the wood. Not wanting to miss out on a party, my Shaggoth ran forwards to try to terrify the Beastlord and his herd off the board.

On the left, my two chariots lined up for counter charges. On the right, I carried on with the delaying tactics with the Furies flying behind the Dragon Ogres to march block them.

In the centre I started trying to clear some units out of the way. With an unruly herd just in front of the giant, I blocked off his charge onto the herd with the dogs in front of the bestigor. The giant tried to get a view past the dogs for a charge next turn. I pushed the other unit of dogs onto the hill trying to tempt a Fury charge - but this would prove to be a mistake!

My magic phase drew out a scroll but then things got very interesting - an irresistable Creeping Death on the Chosen saw 2 Knights die, and what's more they promptly failed their panic test. Sadly I had kept the Furies just behing the Dragon Ogres to keep them out of range of a potential charge by the beast herd in the ruins, so the Chosen were not crossfired... but at least they were out of the game for a while .

Combat saw the minotaurs score 7 hits, but then only kill 4 Marauders - played for and got . The horse propmtly kicked the head in of one minotaur, but when Bobster didn't roll snake eyes on the break test the minotaurs hotfooted it off the board.

Here's the map:



And a photo of the action:



Bobster

Well that turn didn’t help. The panic on the Chosen was most unexpected (I had a scroll ready for the Creeping Death) and even when the IF came and I lost 2 of them I thought I would be okay as 4 can still handle themselves in combat but when I failed the test on 8 twice, not nice. Add to that the Minotaurs rolling 3 1’s to wound so that the Marauder Horse were broken by fear causers and the Turbo Nutter Spawn getting away and it couldn’t have been much worse. Nevermind, onwards an upwards.

I declared charges with both my Mortal Chariot and the Beast Lord’s Herd into the spawn. I has hoping to kill the fiends and then use overrun to move beyond the approaching Shaggoth and it wouldn’t take too high a roll for the Beast Lords unit to reach Marcoos’ unit in the woods which could be very handy as getting the charge plus the Lords attacks should mean a win right in the middle of Marcoos’ battle line…

I also declared a charge with my Furies at the small herd next to the hill and a second flanking charge with the Chaos Hounds. Finally as the Fury obstacle was out of the way the Chaos Knights and Character charged the dogs on the hill. At last I was getting moving.

Unfortunately the Beast Lords unit failed its fear test and managed to block the charge for the chariot the loss of the opportunity to get rid of the Spawn was bad enough but losing the overrun past the Shaggoth was a big blow - nevermind the chance to fight in the woods

In slightly better news, the Herd elected to hold and promptly failed its fear test against the furies and was on 6’s in the first round, the dogs then moved to flank.

The dogs fled from the Knight’s were caught and then the unit Enemy In The Way into the lurking Minotaurs who also flee but get away – this has enabled by General’s unit to get across the hill behind the Beast’s line somewhat.

Then very bad news – a failed rally on the Chosen!! That’s lost me over 300 points and means that Chaos’ finest have been routed by 2 strength 1 attacks – Ace!!

In the remaining movement phase I shuffled round the remaining units and continued to use the Giant to hold the Beasts middle in line hoping to get one or 2 of the unit behind to cause them subsequent trouble.

In the Magic phase I managed for a second time to not meet the casting value of a single spell and didn’t even give Marcoos’ the chance to use his dice or scrolls for the again!

Having lost my 5 axes ( ) I forewent the shooting phase and went straight on to Combat where the Furies and Hounds broke the small herd and with the hounds Pursuing into Fresh Enemy – the 2 chariots behind and the furies missing them into the Beasts backfield.

All in all not too bad a turn, but it could have been so much better.

The current state of play:



and the end of turn photo:



Marcoos

Blimey charlie, things were not going to plan at all. My weaker delayed flank suddenly looked like it might be the stronger suit.

I had paid dearly for my mistake with the hounds, with a low pursuit roll meaning that the Knights got to move their full distance, and get behind my army, whilst the rest of the left flank was in tatters!

On a brigther note, I was passing terror tests left right and centre. And I had the chance to prove how rubbish herds are when they don't get ranks against monsters.

Seizing the day, I declared charges with the furies and both chariots into the Dragon Ogres - sadly one chariot decided the great axes were just a bit too scary! The Shaggoth went into the Beastlord's herd and the Spawn again ran (oozed?) like the clappers right into the second herd.

The hound mistake took another turn for the worse when my fleeing minotaurs failed to rally and left the board. To compensate, my other minotaurs returned and looked in scary fashion at their opposite number. The giant moved behind the Knights, keeping close enough to hop back in front of them if the terror gambit failed. The rest of my army milled around in confused fashion trying to work out how to get to, or past, the giant!

My magic phase was less successful this turn, but it did see the use of another two scrolls - I was guessing this was the end of Bobsters store now, so future turns could be interesting!

But it was all happening in the combat phase; on the left my chariot beat off the dogs, and one PIFE'd into the Minotaurs behind. My spawn caused a couple of casualties, but only drew combat, and despite the herd failing it's fear test my Shaggoth only scored one casualty against them and took a wound in return. So much for herds being rubbish without their rank bonus :roll: , but at least the Shaggoth held .

The chariot and furies went beserk on the Dragon Ogres, and won combat by lots, despite the chariot learning the hard way about strength 7. The Ogres feld so far they not only escaped the furies, but they ran past the cowardly chariot, so I couldn't charge again if they rallied. For the second turn in a row I missed an obvious crossfire chance with the small herd. I might get the hang of 7th edition one day :roll: .

A bit of a mixed bag this turn, I really had to get to grips with the giant in the near future!

Here's the map...



And a pic:



Bobster

Well we certainly had a game on now! I had been a bit surprised when the Beast herds had managed to beat both the Shaggoth and Spawn. True, I had been held in place and still couldn’t move on those expensive middle ground units, but on a brighter note I still had some units to play with. The loss in combat for the Dragon Ogres was coming from the moment the Chosen decide they really fancied being in the pub instead of a battlefield but a least they had outrun their pursuers and had a chance to rally.

I declared 3 charges this turn:

1. The Furies into the rear of the closest chariot. I was hoping to either fear and outnumber it or beat it in combat and then help the Minotaurs fighting the second charging one behind.
2. The BSB into combat with the Spawn, to hopefully help kill the monster this turn.
3. The Mortal Chariot into the Centigor.

All of Marcoos’ unit held and the Chariot being charged by the furies passed its fear test. The BSB also managed to overcome any worries about the Spawn and moved into base contact but unfortunately the Chariot was a mere fraction out and missed the Centigor failing its charge.

During the rest of moment I managed to rally the Dragon Ogres and faced them towards the Chariot and Furies, I also turned the Chaos Knights and Exalted Champ to look at the rear of the Beasts battle line.

More shuffling ensued with the rest of my army as until it could move forward together and support each other I felt I had to stay out of too much harms way.

In the magic phase something miraculous happened I actually cast 2 spells, even getting one into play!! – Shades of Death on the Marauders. Oh I know that it wasn’t going to do much good yet but after Magic phases 1 and 2, it was a start.

In the combat phase things started brightly, the Shaggoth lost to the Herd again with the Beast Lord’s Armour of Damnation and Great Weapon both being used to their full potential, unfortunately the Shaggoth held but was looking very ill indeed.

The BSB also did his job and killed the spawn on the Charge.

Then some bad news, the Furies do a wound on the charge but then take one in return from both the Bestigor and the Ungor. This loses the rear bonus and means I am testing on -1…POP! No more Furies then, oh dear :roll: .

The chariot also crashes into the Minotaurs and does 5 wounds but the brutes manage to hold but, are now staring at a charge from the newly returned to the table, opposition Minotaur unit.

Here’s the map at the end of my Turn 3



And a photo of the battlefield.



Well I'd had a stroke of fortune with the chariots on my left still standing - doing 2 wounds to the Furies was certainly a bonus! Sadly two of my big griblies were either dead or dying but they had held up Bobster's herds for a while, so it wasn't too bad.

I had taken a risk in letting Bobster cast the Fear spell, as I had plans for the dogs and those Marauders, but I was unwilling to use a scroll at that stage so took a chance.

I declared charges with the Minotaurs into the chariot/Minotaur combat, the Centigor at the Chaos Tank, the dogs at the Marauders and my Bestigor into the giant. My small herd on the left also went unruly and charged the Dragon Ogres (gulp!). Continuing my good fortune leadership test rolls, everything passed. And Bobster held all charges.

My giant moved to block the Knights, whilst the herd behind it took up a speed bump position, allowing the 2 mages to hide in the wood. My herd in the wood finally felt sufficiently confident to poke it's nose out and have a look at the lone BSB daring him to charge! On the right I tried to get everything out of harms way when the Dragon Ogres beat the herd!

My magic phase was uneventful, and we decided to skip shooting and went straight onto combat. On the left, the minotaurs and chariot fought out a no score draw, whilst the centigor only managed to win by musician against the tank which also held. The Marauders easily saw off the dog, although not before the hounds had put a cheeky wound on the Mortal Mage .

In a surprising turn of events the herd actually beat, and then broke the Dragon Ogres! Sadly, they just stopped on the board . This also got the Dragon Ogres away from the chariot, which was pointing towards the centre of the table (pessimist? me? nah ).

Here's the map after all the action:



And the photo:



Things were starting to get interesting...

In another surprise, the Bestigor went through the Giant faster than a dose of salts, and the Bestigor decided not to overrun, safe from the Knights for another turn.

Bobster

Well Turn 4 was here and I wasn’t out of it yet, so assessing the current situation I declared the following charges:

1. Knights and Exalted into the Giant
2. Herd and Beastlord into the Centigor (Marcoos didn’t mention that last turn the Herd and Lord had finished of the Shaggoth)
3. The BSB into the now visible herd – I knew this was a gamble and I half expected to lose by 1 but it was my only way to rank up the herd in such a way that the Bestigor wouldn’t be able to charge past and would give me chance to get to that big juicy point sink unit of Bestigor before then end of the game.

Thankfully the Dragon Ogres rallied on the edge of the board and faced themselves with the troublesome herd and the furies in their front arc.

In the remaining movement phase the marauders and Beast Chariot backed off, the former hoping that the Bestigor had left the Dark Heart at home this week.

The Magic phase reverted to type with naff all managing to be cast. So Combat it is then…

Firstly, The Beastlord and unruly retinue manage to destroy the Centigor and overrun.

Next was the Exalted and Knights and having seen the Bestigor chop up their own Giant friend they promptly followed suit and downed the opposition big lad in one easy charge – there looked like being a sting in the tail though. The Giant falls forward onto the unit, all the partial hits are missed by Marcoos leaving the lord as the only model to take a hit – “no problem” says I “I will use my ‘look out sir’ roll to escape this” – you guessed it, 1… oh dear!! Thankfully the lucky Chaos General passed his armour save and a very large sigh of relief was issued. Having survived, the Knights overrun into the waiting speed bump herd…

Then the BSB. As expected he only manages 1 would and loses by 1. He promptly failed on a seven twice, and disappeared over the horizon! Oh good, he is now no more and the Bestigor can still see the Maraurders. It looks a long way I really hope he doesn’t have the Dark Heart!!

End of turn map:



Battlefield photo:



Marcoos

Bobster wrote: "Marcoos didn’t mention that last turn the Herd and Lord had finished of the Shaggoth"

Given his performance, I'm surprised he got mentioned at all

Onto turn 5, and things were still very much in the balance. The sad demise of the Giant was going to mean the end of a Beast Herd, so abandoning them to their fate I got on with moving to get into position for turn 6.

I only had one charge to declare, the victorious beast herd chased after the fleeing BSB who ran to the board edge, and got a PIFE into a Beast Shaman lurking behind him, who again fled, this time off the board.

My Bestigor edged out of the wood - I had hopes of finally getting some magical movement off this turn! Whilst my Furies and Chariot angled to double team the Dragon Ogres in the last turn. Rather than try and repeat their Ogre slaying heroics of the previous turn, my small herd moved within range of Bobster's big herd. They were gambling on a lucky unruly test, but had the back up of being able to charge and rank up the beasts if they tried to surround my two shamen in the wood.

The magic phase was good for me this turn, although I yet again made a mistake in working out the dice for each shaman :roll: . I forgot my L2 had the Staff so threw his dice at Oxen stands on the dogs, which Bobster let through. Remembering the staff, I then groaned and said "bugger, I won't be able to use the staff now that the L2 has no dice left .

I then threw 4 dice and scored an obscenely high Lurker roll, which Bobster failed to stop even using all his dice. The Bestigor managed to just reach the Marauders through the help of the Dark Heart. At this point I had a mental abberation and moved the unit before checking whether all models could reach. I'm pretty slack about that and normal just slide, whereas Bobster plays to the rules and doesn't. Being the gent he is, Bobster let me roll of for getting the Lord in and the dice gods chose to favour me with a 4.

I then realised I still had 3 pool dice and could try to use the Staff - but it seemed a little harsh after my previous declaration, so I pulled out a Shades of Death on my herd - it might just keep them alive! A fairly memorable phase, although not for the right reasons...

In the combat phase, my minos finally prevailed, although not before the last wheel had been hacked off the chariot, and I ran down the enemy only to end up stood in front of the Beast Chariot. The herd lasted about as long as the giant, only by dint of extra bodies, but were run down to a cowardly beast.

In the Bestigor/Marauder combat, I managed to win and run down the Marauders, although it would have lasted longer than a turn if Beastlord hadn't been fortunate enough to 4+ it into the fight. This also got me into the L2 behind. Lesson learned - always discuss sliding before a game starts, and then measure properly before moving units! A fair dose of pain had been dealt to the mortals, but they still had their two big combat characters ready to deal out some pain!

Here's the map:



And another pic:



Bobster

Bugger!! That hurt. The dreaded charge on the Marauders had managed to occur and lost me the unit, unit standard and soon the mortal mage lurking behind, even the rallied unit of Hounds look like gaining a table quarter. In what was becoming a tight game that was going to be points that would be difficult to claw back.

However, I still had one more chance:

1. The knights could charge the herd near the words and the Beastlord’s unit to the right on the woods would be able to flush the expensive mages from their hiding place leaving them ready for a charge from the mortal chariot in turn 6.

2. I could also get the charge on Marcoos heard in the rocks – with even luck, usually the charging heard will win this confrontation.

3. Finally the chariot could attempt a charge on the Minotaurs, a bit risky this but good impact hits could make that another chance to remove a unit which had really been a thorn in my side. Plan decided I declared all 3 charges, Marcoos held for all 3.

Then the proverbial hit the fan :

The Herd fails if fear test and spends the turn hugging each other due to their fearsome kin and wait to receive a charge instead of dealing one out.

The Beastlord’s unit goes unruly and chares the small heard who are already being ranked up by the knight – talk about overkill.

The BSB fails to rally and leaves the board.

Honestly, right from the Chosen deciding to take a day off, psychology tests have really not been my friend today and have cost me more that one opportunity and I reckon this last round of psychological madness is going to be the final nail.

Only having 2 level 2’s left and not managing to cast all day, magic is unsurprisingly uneventful again.

In combat the Knights and the Beastlord’s unit beat the Herd and both overrun. The mortal wizard was wiped out by the Bestigor. The Chariot manages 5 impact hits and only 3 wounds, all the crew miss and then the Minotaurs do the wounds in return. Fear and outnumber is the name of the day and the Chariot is fleeing off the board!

End of turn map:



And photo:



Marcoos

Well that turn could have gone a lot worse! With the entire left half of the board secure, it was just left for me extract whatever I could from the right flank.

I had a few charges to declare; the fear causing herd went into the opposing beasts, and the furies and chariot combo charged the chariot. Or at least that was the plan.

Both of us failed fear tests, with Bobster's herd run down due to the spawn combat in turn 3 reducing them below my unit strength! My chariot also chose to stand still. Bugger. Although in fairness, I think the only psychology tests I failed all game were from that chariot, so mustn't grumble too much (it just wouldn't be me if there wasn't a slight groan though ).

My Bestigor, Minotaurs and Dogs all went onto quarter grabbing duty, whilst the level 2 felt brave enough to poke his head out again and try another creeping death on the Knights.

In the magic phase, I managed to Staff of Darkoth the herd into the last level 2, who was beaten and run down. In the other combat, the Furies and Dragon Ogres managed to draw.

I'd done all I could, it was just left to see what damage Bobster could manage in his last turn.

The map:



And the photo:



Bobster

Well, what could I manage in my turn 6? The loss of the herd was expected but they could have stuck around long enough to save the mage in the magic phase – useless idiots :roll:.

With 4 remaining units and 1 already in combat my options were now limited, but my choices were:

1. Knights and exalted to charge the Beast Chariot
2. Beastlord and Beast Herd to charge the flank of the Furies
3. Mortal Chariot attempts to charge rear of the Bestigor – I am fairly certain this won’t reach but it’s turn 6 so what the hell?

All of Marcoos’ units hold and the Mortal Chariot does indeed fail - just.

With now being as well equipped for magic as I was for shooting I decided to go straight to combat:

The Knights and Exalted destroy the Chariot
The Herd and Lord wipe out the Furies before either they or the Dragon Ogres become involved.

Map of the Battlefield:



Photo of turn 6:



And that’s it!!! I had done all I could, but would it be enough? I suspected not, especially as Marcoos now had three of the table quarters. Regardless, it was time to add up the scores and find out.

It was a bit of an epic this game which lasted for many a long hour - a great way to spend a bank holiday Monday, plenty of twists and turns (most of which left me dismayed) and a good, hard fought battle .

I will let Marcoos deliver the final ‘scores on the doors’ and then pop back for some final thoughts on the game and my army.




counting the cost...

Marcoos
Well it had been an epic game, at least 6 hours and by the finish I only just managed to make the very nice dinner my sister was cooking for me .

The final scores on the doors reflected the carnage that had happened across the battlefield.

Bobster scored points for:
1 Table Quarter
A big herd plus banner
Both small herds
1 unit of dogs
3 chariots
Centigor
Furies
1 and 1/2 units of Minotaurs
Giant
Shaggoth*
Spawn

From Bobster I scored
3 Table Quarters
The BSB plus Banner
3 Shamen
The Chosen*
Marauder Horse
Marauder Foot + Banner
Dogs
1 Herd
Minotaurs
Beast Chariot
Furies
1/2 Dragon Ogres
Giant

* In the fight for most inept unit on the battlefield the Chosen were a surprise winner over the Shaggoth by a mere 14pts!

It looked fairly close, but we both suspected the characters would swing it, and so it proved with a victory of 2591 to 1853 in my favour.

I have to say that fortune favoured me and played a decisive part in the battle. Bobster's magic phase was decidedly unspectacular, but his leadership tests were consistently poor, and mine were consistently above average, which contributed heavily to my victory. I would say we were fairly evenly matched throughout in terms of our skill, game play and decision making, so perhaps the biggest factor for me was getting the 1st turn.

Most importantly for me, it was a great gme to play. Highly enjoyable, hard fought and in the balance right up til the end (if that chariot had of reached my Bestigor and done 6 impact hits it would have been brown trousers time - and there wasn't much in it ).

Hope you have enjoyed reading it as much as I enjoyed playing the game and writing the report. I hope to do another one soon, but an impending family arrival might impact that.


Bobster

Nuts !! I didn’t think I had a chance, but I suppose a minor loss wasn’t too bad given some of the misfortune that I endured in patches, However in hindsight I think some of this was my own fault.

When creating my list I just went a bit mad and threw the characters together, I should have taken advantage of playing 3000 points and the ability to have 2 lords. Either using a Chaos Lord (this would have given me Ld 9 for some of those crucial tests) or more likely a Lvl 4 mage instead of 2 lvl 2’s. Marcoos ability to throw 4/5 dice at a spell gave him a crucial edge in the magic phases and meant I burnt all my scrolls too early – I just didn’t have the ability to trouble him in the same way.

Other big moments I think went against me – the roll of for first turn being probably the most important, it was just that big in a game with these two armies and meant I was almost always being re-active instead of dictating terms. The other being that on the few occasions that I had a chance to wrestle a degree of control, I failed crucial leadership tests.

1. Obviously the Chosen Knights running off – wouldn’t have given me a chance to win the game but any chance to save 320 points is important.

2. When the furies charged the rear of the Chariot, both the Bestigor and Ungor managing to hit and wound the beats and me then not getting a ward save and pooping was a big moment and lost me the initiative on my right flank where I had invested a lot into trying to win.

3. The Beastlord’s unit failing it’s fear test to charge the spawn and overrun into the middle of Marcoos’s line. This was the most frustrating as in itself it might not have won me the game but could have put so much more pressure on in an area where Marcoos was very comfortable a lot of the time.

Anyway, it was a great game with plenty of tense moments – Kudos to Marcoos for winning (I had to give him this one as a font memory before he spends all those nights changing nappies ) I hope to have another crack at one of the in the future.

[A rare Victory for the Beasts of Chaos - Ed.]
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