Another
WoC player and I braved the mind-melting heat of the game store's upper floor to get our 8th edition on. These were my 1st & 2nd games with
WoC under 8th (3rd & 4th total) and I think his 3rd & 4th, the last one of which I crushed him with vermin lord-delivered plague magic.
I took:
Warriors of Tzeentch 2250
L: Sorcerer Lord -
MoT, level 4, enchanted shield, collar, puppet
H: Exalted Hero -
MoT,
BSB, talisman of 5+ ward, favor, halberd
H: Throgg the Troll King
C: 20 Warriors -
MoT, full command, shields
C: 20 Warriors -
MoT, full command, shields
C: 6 Trolls
C: 30 Marauders -
MoT, full command, great weapons
C: 5 Horsemen - musician, spears, light armor
R: Giant -
MoT
Out is the ~200 point roaring, scrolling, flickering disc sorcerer, the various great weapon monstrous infantry, the magic banners off the tizz blocks and the nigh-mandatory hellcannon. In is Throgg (a character who was
IMO good under 7th and possibly great under 8th), his trollstar, a bunch of lumberjack 6+ ward marauders, and a tizz giant which I made from a carnosaur and have wanted to use for a year. So many fun units, what's not to like? The lack of roar, for one
His newest list was:
Warriors of Chaos 2250
L: Sorcerer Lord -
MoT, level 4, talisman of 4+ ward, spell familiar, roar, disc
H: Sorcerer -
MoT, level 2, talisman of 6+ ward, puppet, third eye, barded steed
H: Exalted Hero -
MoN,
BSB, new +1 to hit sword, talisman of 5+ ward, shield
C: 20 Warriors -
MoT, terror banner, full command, shields
C: 17 Warriors -
MoN, rapturous standard, full command, shields
C: 6 Horsemen - standard, musician?, flails
C: 5 Warhounds
S: 6 Knights -
MoN, flaming banner, standard, musician?
R: Hellcannon
Previously he ran glasscannons and more knights, but is really struggling to find out what works for
WoC in 8th. The third eye he's really been pushing and I think it works in concept, with increased
LoS and the ability of a level 2 to toss just as many dice as big dudes.
Game 34: Chaos
Terrain
7: mysterious river (SE), building (NE), mysterious woods (NE), portal that casts a random spell at the nearest unit (center), mysterious woods (NW), building (
SW), ?
Scenario
Dawn Assault - Split deployment zone into three sections, roll for each unit to see where it shows up, with better chance of center 36" or choice. 24" no mans land, one player deploys entire army first and goes first, unless opponent rolls a 6 to steal the initiative.
Magic
My level 4: flicker, pandemonium, treason, gateway
His level 4: flicker, transmogrification, pandemonium, treason, gateway
His level 2: flicker, call to glory
Deployment (sorry no
BC pic)
WoC (N): warhounds, level 2 (left flank), tizz warriors, knights, hellcannon behind, level 4, nurg warriors +
BSB, [building], flail horse (all center zone)
WoT (S): giant, tizz warriors + level 4 +
BSB, marauders, spear horse (all center), tizz warriors, trollstar (right flank)
So some tizz boys and the stupid trolls got stuck on the right flank, as far from the
BSB as they could be. Also, right behind a mysterious river. Poop.
Battle
Turn 1
WoC deploys first, but WoT steals the initiative and takes it!
Giant powers up to jump on some warriors or knights, the hero-laden tizz warriors move up, the marauders shuffle forward unsure what they're supposed to do with the nurgle warriors across from them, the horsemen likewise have no idea what their purpose is (his had moved up a bit using their scout move), and the right warriors and trollstar (stupid passed) walk up to the edge of their mysterious river and prepare to ford it next turn. Magic sees the portal give the tizz warriors speed of light (WS10 & I10) momentarily, and then a lot of not much from flicker or gateway.
The
WoC response is equally thrilling. Warhounds head down the flank but have little role to play in this battle, his tizz warriors march forward a restrained 4" or so, the level 2 loops around them to get line of sight on my level 4, the knights line up to intercept the flank of my tizz boys should I charge his, the nurgle block scoots forward, his horsemen carefully advance and his disc flits over to play with my isolated right flank. The portal rips off a curse of rust on the knights, reducing their armor by 1 permanently (!). His level 2 follows this up with a third eye'd gateway (dispelled), and his level 4 hits my right warriors with another gateway, but 3-4 S3-4 nets nothing. The treason that follows is a little better, and one warrior falls as his fellows madly hack into themselves. In shooting, the hellcannon makes my life a LOT easier by blowing itself up (but not wounding the three units around it, including the level 2). Roar does nothing.
Turn 2
After some debate, the giant slams into the tizz warriors and prepares to see what new powers 8th has granted him. Meanwhile the tizzstar moves up to intercept knights or overruning warriors, the marauders continue to waffle, the horsemen stall some more, and the right warriors and trollstar ford the river, which turns out to be a river of blood! Both now cause fear when charging out of it (though the trolls already did)! Magic begins with the portal hitting the knights with the +1S / +1T beast spell (...). Seeing this, my level 4 decides not to target them any longer and slams a flicker into the level 2 in front of him. He lets it through and is promptly burnt to a crisp, despite a 2/5+ save. [Note: He might have been eligible for a 4+ look out sir off of the knights, but I only just remembered.] Treason tags the nurgle warriors, who fight it out and suffer no casaulties from the hugfest. My sorcerer lord decides at this point that any gateway that matters isn't going to care about T5 on the knights. 10 S9 or something later and the knights vaporize.
In the first combat of the game, Mr. Bitey suffers 0 wounds as the tizz warriors fluff all 13 attaks. In return he gingerly picks up the champion in his jaws, paws aside his feeble attempts to escape, and eats him. Then he thunder-stomps the unit for 6 wounds (!!), 2 of which are saved. The enemy tizzers lose, break, break a second time and run 10", pursued by a totally thrilled 245 point giant. Ahhhhh.
The tizz warriors add insult to injury and fail to rally, leaving the board. While his nurgle warriors nervously advance, his flail horse sail in a long charge on their spear counterparts, and the level 4 glides around the flank of the trollstar. The portal decides to hit the tizzstar with the -1S / -1T shadow or death spell, but the real fun is to be had on the right flank. Thankfully the flicker intended to open up the trollstar is dispelled, so that the gateway on the right tizz warriors is absorbed with little fuss.
In combat #2, the flail dudes mash up their counterparts, killing all but 1 and following him off the board.
Turn 3
Exploding from the river of blood, the right tizz warriors manage to charge the flank of the nurgle warriors with a thrillingly long charge (13"

. With few targets the WoT horde mobilizes for gangbanging in future turns, with everyone advancing on the nurgle boys - except for the marauders, who swift reform to intercept the flail horse upon their return. The portal spits out something unimportant on the tizzstar (-1S / -1T again), but the main event is the gateway into the nurgle block, which we agreed might be castable into combat so what the hell. S11 later and I've just removed my first entire unit with gate. Whoa.
He concedes.
Tizz Victory
High point was definitely the giant wading into the tizz warriors and managing to break their steadfast selves, though I think a lot of credit in general needs to go to my dice. These were the strongest gates I've had, and there really is something obscene about removing an entire unit on S11-12. I offered to make it 'just' S10, but even then 8 dudes died, nowhere near enough to stand up to a flanking tizz block.
With just 2.5 turns played, we decided to reroll some terrain and do this thing again.
Game 35: Chaos
Terrain
7: 3x mysterious river (NW to SE), hill (SE), ghost fence (E), building (NE), arcane ruins which allow for up to 4 channeling dice per wizard within 6" but cause miscasts on 3+ 6's (W-center)
The river running across the board, but primarily in the southern half, was the main feature. We decided to count it all as the same type of river, instead of three separate 'mysterious' rolls.
Scenario
Blood & Glory - The fortitude one, with break points based upon standards and such. His total was 7, mine 6, and are breaking point was 3 or less.
Magic
My level 4: flicker, pandemonium, call to glory, gateway
His level 4: flicker, pandemonium, treason, call to glory, gateway
His level 2: flicker, transmogrification
Deployment (sorry no
BC pic)
WoC (N): flail horse, warhounds, knights (mid), tizz warriors, (building), nurgle warriors +
BSB, (ghost fence: ), level 2, hellcannon, level 4
WoT (S): spear horse across from counterpart, marauders (mid), trollstar (at river crossing), tizzstar (in river), giant (in river), tizz warriors (in river)
I took the river side primarily to deny him it. With no shooting, one caster and limited mobility (relatively) I wanted to be aggressive and not allow him a nice river to sit behind and shoot from. And yes, I several times said the famous last words "I hope it's not a boiling river!" Wait for it, ladies and gents.
Battle
Turn 1
Flail horse scout up a bit, spear horse don't.
Once again Tizz grabs the first turn, with the help of the +1. The river turns out to be boiling, but after losing 6-7 from the right warriors and 12 from the left warriors I suggest that I don't really want to play with this rule, or possibly continue this particular game. He agrees that it's pretty f-ed up, so we house rule it down to S3
AP like the dwarf steam gun. Now I lose 1 from the right warriors, take 1 wound on the giant (!), and lose 3 from the left warriors. Theme-y and fun? I guess, but no longer game destroying.
So anyway: warriors push forward but don't clear the river, giant just makes it through the other side, and the trollstar makes use of the crossing to escape un-cooked. The marauders move up to the edge of the river but vow to never enter it, and the horse stay where they are, despite having a crossing in front of them. Magic charges up and sees a gate that is dispelled, with flicker out of range.
With no rivers to worry about, the
WoC lads head it on out without fun terrain issues. Tizz warriors and nurg knights advance and angle toward the approaching tizz heavies on the right half of the board, the level 2 peeps at my level 4 and his floats over into flicker range of things. His flail horse wait for mine to charge, but he does move his puppies up to bait me in. His magic results in a treason on the right warriors which doesn't kill anybody, and a flicker or gate on the giant which delivers four wounds after two are caught in the 6+ ward
The epic chaos shooting phase begins and ends with the hellcannon trying to snipe my
BSB and misfiring like last game, though this time it devours its crew and lives on. Whew #2.
Turn 2
Annnnd in 8th edition fashion, it's time for some gutsy charges. The trollstar needs a 7 to charge the nurgle boys, gets an 8 and heads on in. The spear horse also go for the warhounds, but they flee and strand the ponies 2" ... Meanwhile the two tizz blocks take another round of S3 hits from the river (1-2 dead in the tizzstar) but they finally move out of the blistering soup. The wounded giant contemplates some LONG charges (11-12 on the dice) into wizards, but decides to march 12" forward to tempt the I1 hellcannon. Magic begins with a familiar flicker snipe on the exposed level 2, though the attempt is dispelled. Provided with so many lovely targets, my level 4 decides to hammer his level 4 with gateway, ripping two wounds into the dude's true 3+ ward.
And then, time for fighting. Throgg challenges, takes a wound from the unit champion and then covers him in vomit for two wounds. The enemy
BSB and crew lay into the trolls and cause a load of attaks, getting four through after regens. The trolls all vomit in return, melting a handful despite their bizarre ability to parry vomit on a 6+

After a healthy round of stomps the trolls lose on musician, but easily hold. However the mutant regeneration rule kicks in from all the regen saves, and the unit gets a
6+ armor save from the Eye. Ha.
Over to general chaos and it's another turn of maneuver. His tizz boys round the building and look at the troll flank, while the nurgle knights contemplate charging the lumberjack marauders or long-charging somebody in support. The level 2 hides behind his battle line, the hellcannon keeps it in his pants with the level 4's help, and said disc general flits over between my tizz blocks. The level 2 starts things off by flickering the giant, but is dispelled. The level 4 hits the trollstar with gateway, which drops the wounded troll BUT also triggers mutant regen! They roll
MR(3) out of spite. Putting the new boundless wounding chart to good use, his level 4 kills the wounded giant with a well-placed roar (2 wounds, 1 6+ ward, 1 fail). Shooting sees the hellcannon try to pin my
BSB again, but an 8" scatter sends the template over to partial his own level 4! A 1 to wound kills those dreams though.
Also, more fighting. Throgg challenges again, takes no wounds from the enemy
BSB and covers him in vomit for three wounds. He forgets to roll on the Eye for his troubles. The rest of the trolls take just enough wounds to kick in the monstrous regen bonus, then vom all over the smelly nurgle boys and kill a bunch. The trolls win combat, but the rapturous standard kicks in with a 2-2 break. About that monstrous regen:
stubborn & 4+ ward. Pity their 6/4/4+ save doesn't stack like old times ...
Turn 3
The only charge in town is my spear horse on his flail horse, but I need a 10 and don't make it, stumbling forward 2". The tizzstar advances full into the face of the enemy tizz block, though they can't block for the trolls' flank. The other tizz boys power forward for the hellcannon next turn. Magic sees flicker and gate into his tizz block, succeeding in stripping off one rank of five.
Over in the vomitous combat, the trolls regen enough times for another go at the chart, then obliterate the unit with vomit. They free reform to face the tizz block (and expose their rear to the hellcannon's affections). Oh, and they roll up
+1S on the Eye.
Mass charge time! The flail horse need an 8 but don't manage it, stumbling toward the spear horse 6". The nurgle knights however easily make the tizz marauders, losing none to the (nerfed) boiling river. The hellcannon also spazzes out and charges the rear of the trolls, which mostly could care less. And his tizz boys charge my tizzstar. Magic is exceptionally weak this turn, with him rolling 1-2 and me channeling +1. He tries for treason I think but is shut down.
But right, lots of combat. His knights trample many marauders to paste, lose two in return, and the lumberjacks hold on steadfastly. The tizz vs tizz combat sees his unit champ neatly decapitated by the Duke's halberd, and then after a lot of fluffed slapping on both sides that turns out to be the only wound! He loses but holds. Taking a break from all the vomiting, Throgg beats two wounds into the hellcannon with his new S7 (!!), while his trolls all fluff it and he takes a wound from the machine. The trollstar loses but stubbornly holds, passes
LD and turns around.
Turn 4
The spear horse try the charge again on a 6, and make it in against the flail horse. The right-most tizz warriors finally charge in against the hellcannon, after turns of being march-blocked and cooked by that damn river. In the magic phase I finally decide to do what I (competitively-speaking) should have done earlier and smash his level 4 with another gateway, splattering him across the battlefield.
With his general dead, he hits Fortitude 3 and auto-loses. I'm not sure any of those combats would have gone his way, with the exception of the horse vs horse one.
Tizz Victory
Perhaps a few thoughts on the list are in order? I seem to like unit breakdowns, so let's do some of that.
Sorcerer Lord > Still the man, and I'm glad to see he can be run by himself with little problem. There are things I like about the disc level 1 dude - another offensive spell where I need it, a scroll to hold off those big nasty high casts, roar (particularly with the damage chart change, i.e. war machine killing, particularly in conjunction with flicker) - but I like what Throgg brings much more at the moment. Equipment-wise I'm happy with this guy, very simple gear but totally does the job. 2/5+ save,
MR(2) for him, his unit and the
BSB, and the puppet for saving his ass a bit. Note that there were ZERO miscasts despite all the dice we were both tossing into gateway round after round. Madness.
BSB > Happy with him, though he didn't do too much in the end. 4/4+ save feels safe and S6 is still quite nice. Will be losing the favor to pay for throwing spears on the horsemen though, just more useful / irritating to the other guy.
Throgg > Whoa. Like, whoa. The thing vomited his way through wound after wound of nurgle -1WS nonsense, and all the unit buffs only made him nastier and nastier. I've been a fan of Big T since the book came out, but have only today used him. S6 stomps under 8th are legit, though I realized only after the games that his one-use S5 no armor save breath weapon can be used in combat ala the hydra. So
2D6 S5 no armor hits +
D6 S5 no armor hits + 1 S6 stomp? Sweat baby cats that's insane. Also he provides a second break test bubble for his own unit and the giant, should the monsters want to rampage a flank together. Luckily I have a pretty sweat (and HUGE) model ready to go for this guy, cause he's staying around.
Tizz Warriors > Still happy with them, though my opponent wasn't impressed with his. They absorbed some punishment and eventually got where they wanted to be, and the lack of march block coupled with long charges makes them much less frustrating to use. My main concern is running them with no magic banners, with so many great ones available, but I like how striped down it is. The only one I really want is the
MR(1) 15 pointer for the brick without the level 4, so they can bask in some boosted anti-magic ward as well.
Trolls > Mostly made great by Throgg and fighting in two ranks, though I'm well aware of their shortcomings. I1 is huge, particularly against the worst spells and abilities out there (seriously, take a look at how many I test super spells are in the
BRB or many army lores), but whatever. The mutant regen thing is really tops for me, so so so cool.
Lumberjacks > Had little idea what to do with them against warrior blocks, but they're there for other people's medium infantry really. Not the best tests, though I'm pushing ahead and building the unit all the same.
Horsemen > Likewise seem misplaced against
WoC. Will give them throwing spears to take advantage of march + fire and give them more harassment duty ... but ah well. Funny that 86 points is chaff, yet lack of hounds means they are indeed.
Giant > I was ecstatic after that first game and continue to have high hopes for Mr. Bitey. Yea, he's gonna die to magic / shooting a lot as in game two, but that's going to be matched by all the craziness he pulls off in other games. T.stomp and +1CR for charging is legit, and as always a giant CAN beat anything in the game with the right roles. Pity those rolls are totally out of my hands
I think the main take away for me is that this army is really fun to play, more fun than my skaven in fact. It's hard and fairly straight forward in game, has been fun to model and just two minis in is very rewarding to paint. Hopefully I can make the time to keep the paint flowing, these guys deserve it for the 8th edition rampage to come.
(Long post, thanks for reading lads.)
- Salvage