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Showing posts with label _TE-WC. Show all posts
Showing posts with label _TE-WC. 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!

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.

Monday, 22 December 2008

The Empire vs Warriors of Chaos 2250 points

Warhammer Fantasy Battle Report summary:-

Ouch, it was just one of those days ! (a quick read for a 5 minute coffee break)

source : warhammer.org.ukcredit : Atchman22-Dec-2008


Well the third game with Chaos Mortals has came and gone. It was the classic matchup of Chaos Dave versus the beloved Atchman. We always have tough battles that are almost never one-sided so I was looking forward to trying out the Empire against them.

The Empire Army List

Atchlector, War Altar, VH Speculum, 1+Armor Save, Sword of Fate (his general was the target)

Fire Wizard, Level 2 Upgrade,Barded Warhorse, Doomfire Ring (Fireball and The Burning Head)
Beast Wizard, Level 2 upgrade, 2 x dispel scrolls, (The Hunter's Spear, and Bears Anger)
Master Engineer, Hochland Long Rifle, Pidgeon Bombs, Light Armor

Troops:
24 Swordsmen, Full Command
10 Crossbowmen
10 Halberdiers

20 Greatswords, Full Command
5 archers
5 crossbowmen

10 Handgunners, HLR

2 x 5 Knightly Orders, Musician Only

5 Outriders with Champion
5 Pistoliers with Champion (Repeater Pistol)

1 Great Cannon
1 Helstorm
1 Helblaster

About the Army:

This is a practice list for the MOAB coming up soon. If I had to change it, I wouldn't waste any points on upgrades to the Engineer; I'd give him just a repeater pistol for defense. Also the Doomfire Ring is near useless against Chaos.


Warriors of Chaos Army List:

Heroes:
BSB of Tzeentch
Bloodcurdling Roar
Talisman of Protection 180

2 Lvl Tzeentch Mage
Infernal Puppet
Spell Familiar 190

2 Lvl Nurgle mage
Conjoined Homonculus
Dispel Scroll 160

2 Lvl Slaaneshii Mage
Steed of Slaanesh
Spopforic Musk
Glaive of Putrefaction
Dispel Scroll 220

15 Nurgle Warriors C/S/M shields 300
15 Nurgle Warriors C/S/M shields 300
3X 10 Slaanesh Marauders flails (M) 192

5 Knights 250
5 Knights 250

Warshrine of Tzeentch 150

5 Hounds 30
5 Hounds 30

TOTAL 2252


List Commentary (by Atchman)

This is a pretty solid list. I've been at a loss to figure out how to get a decent magic attack and defense and this was pretty sound. There was enough fast stuff in the army to rush some shooters, but the Chaos Warriors suffered without something else to draw missile fire. They are a pain to hit with the Mark of Nurgle! The Slaanesh Marauders are annoying as heck since you have to kill them to the man and then you get hardly any points.

Since the game was so tight the entire way, I'll just post up a short battle report with a few pictures and observations.



My new strategy for Empire is pretty simple. I load up both flanks and just fill the middle with missile troops and cheap infantry. On the near flank I had a Great Cannon, a unit of Greatswords with two detachments, a unit of vanilla knights, and the Outriders. This gave me a little of everything on that flank. The Fire Mage hid in the Reiksguard Knights.



On the far flank I had a unit of Pistoliers, another unit of Vanilla Knights Panthers and the War Altar.



In the middle I had a unit of Swordsmen with their detachments, a Helblaster was in the gap between the Halberdiers and the Parent Unit. The Engineer hung out with the Helblaster Volley Gun. On the hill were the handgunners, and the rocket battery. My strategy was to push hard on both flanks and shoot in the middle and taking my chances. It very nearly worked!



The Empire advances...



The other side of the table

The Right Flank:
I pushed hard down this side of the table. My Pistoliers moved up and killed one of the Chaos Knights, their stand and shoot killed another one. They then paid the ultimate price for messing around with Chaos Knights losing three in melee (it could have been worse). They failed to rally and ran off the table.

The Chaos Knights ran into the Vanilla Knights Panthers. In an Atchdice moment I failed ALL of my armor saves and lost the unit! It was pathetic!
The Atchlector charged a unit of hounds and then pursued into the second unit of Chaos Knights. In the magic phase instead of unleashing bound spell hell, I decided to throw a normal magic missile from my Beast Mage and rolled a freaking MISCAST! With the “help” of the Infernal Puppett, the magic phased ended and my Atchlector was screwed. I followed that up with a second Atchdice moment rolling a “1” for impact hits. The Speculum helped me kill the Chaos Knight Champion. In the next turn Chaos Dave rolled an amazing amount of hits and I failed an amazing amount of 3+Armor Saves and had to make at least two ward saves to be alive. While I lived for that turn, the next turn he was killed by the Chaos Knights. The chariot held up those units pretty much for the rest of the game, but the damage was done by my incompetence and the infamous “Atchdice!”

After blowing through my flank the Chaos Knights turned towards my Swordsmen and the Helblaster. I thought to myself “I’ve got this ”, that was before the Helblaster misfired on the first barrel and jammed! OMG I had an Engineer there to allow me to hit them on a 3+ and I rolled a freaking Misfire-the Atchdice were even worse than normal! Oh the misery!
The Knights blew through the Helblaster and the engineer and ran into the Swordsmen. I was shocked when I won melee and the Knights fled! Five CR and a couple of armor saves and I won melee by two. They rallied and re-charged me again on turn 6 with the same result! So my hapless Swordsmen held the charge, ran off the knights, and captured their standard! Not too bad if you ask me. While I was in misery about the incompetence of my Helblaster, I need to lift up how solid my Swordsmen performed.

The Slaanesh Mage saw easy VP standing there and charged the Beast mage which was hiding in the Halberdier detachment. He yelled out a challenge and the Beast mage wet himself and went into the back rank. Over a couple of turns the Halberdiers killed the Chaos Mage/General! On turn six he fell from his saddle.



The Empire Right flank

This was where the game was lost, not because of anything tactically done wrong, but because of ATCHDICE! My shooting on this flank mauled the Chaos Warriors down to only a few models and destroyed the War Shrine (okay that was lucky) and the Slaanesh Marauders. However, I chose to not dispel a Nurgle spell and despite two attempts first with four dice to dispel the RIP, and then with three dice, I failed and my unit melted from Nurgle pus! As it was late in the game, I fled a charge from the Chaos Warriors on my Greatswords figuring I would rally them later. For the next two turns I rolled a “10” for their rally roll and they never came back! ATCHDICE struck twice, snatching easy victory away from me.



In the middle I just held and depleted the other Chaos Warriors down to two models and destroying another unit of Slaanesh Marauders. However on the very last turn of the game a lucky handgun shot killed the Nurgle Mage.






Final Result: DRAW!

Game Summary:
The game was a draw, but I was really fortunate to get one! It was the Halberdiers killing the mage on turn six, the Swordsmen holding off the Chaos Knights on turn six, and a REALLY lucky handgun shot killing the Nurgle Mage on turn six to get a draw.

On the other hand if ANY of my units that fled would have rallied I would have won! The only thing that rallied the entire game was the Fire Mage and it took him two turns to do it. Everything else wanted nothing to do with fighting Chaos.

Really I had a solid plan and so did Dave. It just came down to execution and some luck. Dave wanted to blow through my left flank and roll my lines. The sacrifice of the Atchlector and the War Altar kept that from occurring. The Swordsmen and their detachments held the flank, repulsed the Chaos Knights, killed the Chaos General, and slew many Marauders and Chaos Warriors with their Crossbows. If I hadn’t made the crucial mistake in the magic phase, my General may have lived and the magic edge he would have given me would have been decisive.
On the other flank it was just poor luck that lost me the game. I had a two chances to dispel the RIP spell and failed. I failed twice to rally my greatswords. My Cannon did manage to kill the War Shrine, but that was its only success. The Helstorm is worse than useless!

The idea of my list was for our mega-battle next week. In order to take the Helstorm and the Helblaster I had to include an engineer. I’m working on modifying the list based on my experiences. The Mace of Helstrum may replace the Sword of Fate, Speculum combination. It will work almost as well and isn’t so specific. On the other hand that combination has worked a couple of times now, so I’ll have to ponder on it. The Engineer is going to be downsized and his job will just be to man the Helblaster. I’ll use the points to upgrade the Outriders some more instead of spending points on him.

Stay tuned for next week! Up next is our final battle in our campaign game! Chaos Mortals versus Empire.
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