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Stoic Grail Knight

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n0t_u wrote:That was an interesting game. I don't know what the HPA is (looking over the list.. Hellpit Abomination?), but it definitely sounds dangerous. Something I'll have to look out for


Yeah its the hell pit abomination. Yes its VERY dangerous. cant do anything from range, but it will pretty much wreck anything it comes into close combat with. (mine has killed a bloodthirster on the charge)

Buddy of mine went to a tourny a few weekends ago. There was a skaven player there with a mean mean list. 3 furnaces, min core of just slaves, 2 units of PCB, and 2 HPA....

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Longtime Dakkanaut

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It just gets so damn many S6 attacks. Compared to a giant that gets NO impact hits and half the time does random crap that does maybe 1 wound "I pick up a single swordmaster and eat him!" hooray.

And regeneration? And random movement after turning to face? The turning to face I have a bit of a problem with. It actually gives it an extra few inches of movement when you turn it on the spot before rolling, if they're using a chariot base [which most do].

It's just hands-down better than a giant in every way. Faster, tougher, deadlier. And now in the new edition it gets Thunderstomp, too? REALLY?!

40k Armies I play:

Just hit the 20,000 mark with my Emperor's Children, woot!

Glory for Slaanesh!

Warmachine Factions: Menoth, Khador, Legion of Everblight 
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Stoic Grail Knight

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HPA getting thunderstomp is going to be hillarious.

If you roll a 5-6 on its attacks it already gets the 2d6 auto S6 hits... So now if you roll that its 3d6 auto str 6 hits plus the initiative tests.

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Dominar


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For those wondering what I've been up to, well ...
ShivanAngel wrote:HPA getting thunderstomp is going to be hillarious.

... and indeed it is. Been playing with my skaven, just two games of 8th so far but getting a handle on it since I'm taking the nurglings to Crossroads in September. Have won both games handily, one against VC, one against WoC, and am really loving how level 4 casters work, particularly in conjunction with the army lores and their lower casting costs, compared to jacked up book lores. Yea they don't do as much either, but getting cloud of corruption on 2 dice (+4) and plague on 3 dice (+4) is pretty sexy.

I've only just begun putting some thought into the WoT boys, but I think I have a list I want to test run. Here's where we're at:

L: Sorcerer Lord - MoT, level 4, enchanted shield, collar, infernal puppet = 365

H: Sorcerer - MoT, golden eye, dispel scroll, bloodcurdling roar, disc of tzeentch = 195
H: Exalted - MoT, BSB, talisman of endurance, halberd = 179

C: 20 Warriors - MoT, full command, shields = 370
C: 19 Warriors - MoT, full command, shields = 354
C: 30 Marauders - MoT, full command, great weapons = 190
C: 5 Horsemen - musician, spears, light armor = 81

S: 6 Chaos Trolls = 270

R: Giant - MoT = 245
----
2249

Sorc Lord > No tricks here, just a level 4 with familiar survival gear and a puppet to keep him alive. I'll say this now, I don't intend to use the puppet offensively, only defensively. Miscasts are so brutal as it is that I don't believe the puppet's 35 points justifies the trauma it can dish out. Frankly I'm hoping it's errata'd somehow to take new miscasts into account.

Disc Sorc > No change from my previous roaring sorcerer, we'll see how he turns out. Still level 1 because I only want flicker anyway, as nice as the extra +1 for the extra level is. At 195 points he's tasting a bit expensive for what he can do, but whatev.

BSB > Got himself a 4+ ward instead of a 5+, so that's nice. Also becomes mad important with all the psych rerolling.

Tizz Warriors > So apparently everybody is looking to use tizz warriors with shields now, which makes me somewhat less thrilled to run them myself ... but ah well. The 'stars are still here, but I removed the magic banners for points and because I'm hoping their studliness in combat should mean they win just about any combat. Quite interested to see how they perform in game, with the extra charge boost and not being marchblocked.

Tizz Marauders > I've been wanting to try this unit out for some time, and it looks like 8th makes them all the better with the step-up deal. I see people drooling over 'turtle' tizz marauders with shields, but I personally would rather hack the other guy up than get a handful of S3 pokes. Going last is unfortunate, but really only sacrifices that first round after a successful charge.

Horsemen > Same old, not sure what they do now. Dedicate themselves to war machine death, I suppose. Note the lack of any puppies, as I'm unsure how awesome they are at this point.

Trolls! > Definitely the oddest unit here, never seriously thought about running them before. I love the mutant regen thing, and 8th gives them some ups with rerolling psych, random charge, three to a rank and two ranks fighting. And also kicks them in the face with I1, the changes to regen and the prevalence of flaming ... But I like the idea all the same and these guys are basically replacing the couple great weapon ogres / drogres I was always taking and having little luck with.

Tizz Giant > After a level 4 and a BSB, the third auto-pick for WoC under 8th is looking to be a hellcannon. And you know, for good reason too, with no guessing, no partials, an increase in massed infantry, the changes to monster handler rules, rerolled psych with BSB, t-stomp, etc, etc. But you see, I've done the HC so much, and I have a nice carnosaur-giant primed and ready to go ... So I figure I'll give a t-stomping gigant a shot and see what happens. My guess is "shot to death" most games

I'll see about getting a game in with this lot maybe Saturday. Stay tuned!

- Salvage

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Heya! I'm glad to see you back.
And hope we'll get to see your new list in action soon. And concerning your sorrows on too many Warriors with MoZ and Shields...in the last lists of WoC postet with 8th edition thoughts I didn't even saw Warriors. Makes me some kind of depressed - but on the other hand its nice to play with the "underdogs" oder "underused" - one reason why I like your lists.

But I miss Mrs.Nibbels already!
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Agreed! Glad to see you back within the grasps of chaos!
Hopefully you read the PM I sent ya

@Terromortis: :O How could you miss my list that incorperated 90 Khorne Warriors

 
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Terromortis wrote:But I miss Mrs.Nibbels already!

Haha! That kind of made my day Terro Yea, I will miss The Madam as well, but here's hoping that Mr. Bitey serves up the antics as only a chaos giant can ...

Buttlerthepug wrote:Agreed! Glad to see you back within the grasps of chaos!
Hopefully you read the PM I sent ya

I did get your PM and went to check out the post, but I generally shy away from armies over 2500 as I just never play at 3000+ nor have any desire too. I suppose with 8th it's not so different from 2000 really, since you can have multiple lords all the time, yet it's still not a scale I have any experience at in fantasy. Mayhaps I'll stop by again?

- Salvage

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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

This message was edited 7 times. Last update was at 2010/07/06 02:42:36


There are not nearly enough Dreadnoughts in this thread. - ESDK 
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Mr. Salvage, I love your battle reports like a fat kid loves brownies.

I do have a few things to point out: the river can only crisp your guys if you're still standing in it at the end of the turn. I had great fun with a river like this, with my troops standing right on the edge of it in their brand-new steadfast way, and forced my opponent to choose between either charging me and probably ending up standing in the river, or else sit there and look at me while I shot him.

I don't think it's OP at all as it stands, if treated properly. Same with the other terrain. I do, however, thing it's more trouble than it's worth most of the time. Takes forever just to set the board up, and I don't own much terrain.

Cheers and I hope you keep posting!


Manchu wrote:It's a lie, K_K, pure Imperial propaganda. Where's the Talon of Horus, huh? Plus everyone knows the Imperium planned and carried out the invasion of Cadia itself. Bin Abaddon was just a convenient scapegoat.
 
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Is this "fortitude - auto lose" thing something new from the 8th? Sounds not really fun to me :-|

But all the rest sounds pretty nice. Especially the Trolls were nice They seem to be far more effective than you Ogres and DOgres.

Nice report!
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Glad to see your battle report thread segue into 8th Edition! Very interesting to see you trying out new units and adjusting to the crazy new rules.

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Excellent Chaos on Chaos madness!!! Personally, I don't think the pupet is overpowered to use offensively- the effects on the miscast table are in larger sections now, so moving the result D3 may mean you can't change it at all, depending on the roll. Throgg is going to be popular, but he's a great fit in this list!!

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RiTides wrote:Excellent Chaos on Chaos madness!!! Personally, I don't think the pupet is overpowered to use offensively- the effects on the miscast table are in larger sections now, so moving the result D3 may mean you can't change it at all, depending on the roll. Throgg is going to be popular, but he's a great fit in this list!!


THe nice thing is that with a modifier of 3 and an average of 7 you can drop it down to that that number 4 result

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MagickalMemories wrote:How about making another fist?
One can be, "Da Fist uv Mork" and the second can be, "Da Uvver Fist uv Mork."
Make a third, and it can be, "Da Uvver Uvver Fist uv Mork"
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It's so nice to see chaos warriors in action again.

Unfortunately this battle was WoC vs WoC. Most chaos warrior units will be similarly sized and do similar amounts of damage to each other, so we're not really seeing the steadfast rule apply much here. My nervousness comes in seeing my chaos warrior units get tarpitted against massive blocks of light infantry while they slowly chip away at my unit. Looking forward to more battle reports as always, and glad to see some WoC madness in 8th!

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Only the trolls in base contact can vomit right?
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Not so sure. Vomiting is in place of making your regular attacks. Assuming you have regular attacks to make, you can sacrifice them to vomit instead.

Hmmmm it does say they only make attacks against models in btb though. Seems odd. So you've got 6 trolls. ALL 6 can attack, or 3 can vomit. The back 3 give up their attacks because the whole unit has to, but they get nothing for it. Lame!

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Exactly.
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Hrm.... will have a read about that, but it does make some sense that you couldn't vomit from the back row (just like you can't get "Stomp!" attacks from the back row). I've committed myself to a troll list, so it is of interest to me! But it definitely makes sense...

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Great report man. Really makes me want to throw in Throgg and some trolls to be monster BFFs with my Khornate Ogres. Great modeling opportunity, and who doesn't like all that Fear? (Speaking of which, did you forget about that? You never mentioned it.) All in all, it looks like everything had a pretty decent place and use, even if the horses didn't have any skirmishers or war machines to chew up. Good to see that some of the less obvious choices (trolls, giants) have a good place in the army next to the warriors and marauders.


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Duke’s Journal - All Hallow’s Eve

The Old World has gone mad. Forests devour passersby, seep with poison or fume with fungus; rivers boil or transmute to blood, necrotic ooze and purest light; from the noblest mansion to the merest fence, the edifices of man have become saturated with spirits foul and fair - even the ground itself moves under foot, threatening horse and rider alike. And this is to say nothing of the so-called balance of power before the coming of this cataclysm. The ratman, the stunted one and the weakling man have all acclimated swiftest to the rampant warping of the face of the world and of war. Though the tribes of the north have certainly faired well judging by their increased presence in the southern climes - and the Lord of Change must be proudest of the dark pantheon, for He gains new adherents daily, though I have my suspicions of such fair weather worshippers …

The Baron has left us, taking the Pimp and his menagerie of monsters back to his keep. His disgust was palpable on the day that he left - indeed, the ground beneath his demonic mount’s hooves turned to vomit in sympathy. Perhaps he will one day wish to take the field, but for now I have been left with the command of my warrior contingents, along with the warhounds that Miss Nibbles could not consume before the trip to the northern wastes.

This is not to say that we have fallen pray to other chaos hordes or the roving warbands of other races. Far from it, we gain in strength daily. Shortly after the Baron’s departure our tamed kroxigors returned to us, though distinctly traumatized. It would appear that the Pimp had grown bored on the return journey and interfered with their minds, in an attempt to increase their paltry combat prowess and morale. Given that the brutes are now even dumber than before - they refuse to operate as a pack, preferring to drool and shamble about alone - it would seem that he failed, though they do appear to be tougher and perhaps so stupid as to be unbreakable … Time will tell if they will yet serve for battle, or should be ground up for victuals.

And victuals we are in need of, for we have been joined by an enormous beast that calls himself Korg. In fury he matches that of the shaggoths of my boyhood, though in appearance something like that of the lizardmen of the tropics. If nothing else he is ferociously hungry, and we shall have to see combat soon to keep him fed. Korg did not wander into our warband by himself, of course. He is apparently the charge of our new sorcerer, the ostentatious (but what sorcerer is not?) Shreve the Inquisitor. The Inquisitor is swiftly reminding me of his predecessor the Pimp in all of the worst ways, but we are in need of a beast tamer and his magical acuity appears to be even more important in these days, when the winds of magic blow as fickle as our Lord.

Speaking of gods and demigods, the newest and final member of our group is an otherworldly demon prince, which tore itself out of a cliff face we were sheltering against scant days ago. The beast calls itself Skullflux, gibbers incessantly and has thankfully shown no desire to lead, nor demanded anything beyond the first nine maidens we are able to capture in battle, as well as a dainty meal of cheeses served with every dusk. I wish that I could here show ‘our’ prince the respect it deserves, but I fear its mind is so far gone that I would sooner stand in awe of it than salute it - the Baron’s demands of me and mine were sometimes galling, but I did not worry daily that he would reduce me to atoms with a twitch of a finger. Indeed I have no concept of Skullflux’s abilities, though the scions of chaos certainly have a reputation. By which I mean, a reputation for being nigh unseen on the battlefield, and so a complete unknown. My plan at the moment is merely to stay in its good graces.

Blessed though their patience has been these long months in the wilderness, my men have finally become impatient to taste battle again. With our reinforcements - motley though they may appear - I too feel it is at last time to act. Tomorrow we will usher in All Saint’s Day with a massacre, though of who or what we will have to wait to find out. Changer-willing it will not be us!


More to come from the Duke and the boys very soon ...

- Salvage

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100% awesome! Totally loved it, and really well written. Looking forward to more reports soon.

"Men call 'em the World's Edge, and I wish they were named true, for I've seen what lies beyond. There they give shape to brass, and hell, and madness.

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Thanks RZ, hoping to bring the mayhem as I get these guys built and at least primed back to strength

Speaking of which:

Game 36: Warriors of Chaos (2000)

Nothing like a WoC grudge match to get the WoT boys back on their feet. Though this wasn't against either of the two resident WoC players, but a 2000 point-familiar dude from north of Albany, who hadn't played against WoC in 8th. Lucky

He had ...

L: Sorcerer Lord [HEAVENS] - level 4, talisman of preservation, puppet

H: Exalted BSB - MoT, talisman of endurance, word of agony, halberd

C: 18 Warriors - MoK, full command?, halberds, shields
C: 18 Warriors - MoT, full command?, halberds, shields
C: 40+ Marauders - MoT, full command, shields
C: 35+ Marauders - MoK, full command, great weapons
C: 5 Warhounds

S: 3 Trolls

R: Warshrine

A truly impressive number of big meaty units for 2000 points, I am quite impressed. The halberd warriors were the most scary, with the turtle marauders being perhaps the biggest problem with their warrior escorts.

And I trotted out my Special Snowflake chaos ...

L: Demon Prince - MoT, level 1, third eye, roar

H: Sorcerer - MoT, level 2, stream, collar, dispel scroll
H: Exalted BSB - MoT, dragonhelm, talisman of endurance, ironcurse, halberd

C: 20 Warriors - MoT, banner of eternal flame, full command, shields
C: 20 Warriors - MoT, full command, shields
C: 5 Warhounds
C: 5 Warhounds

R: Shaggoth - ahw
R: 2 Spawn



Scenario - Dawn Assault

Terrain & Deployment


Self-explanatory enough? The lake is a marsh, and the ruins over there are impassable terrain. Nothing is mysterious, as that is a big pile of dumb IMO, nor did we randomly roll up terrain, though it was alternatively placed and scattered 3D6". His BSB is with the turtle marauders and level 4 is with the khorne marauders, while my BSB is with the left warriors and level 2 is with the right ones. Dawn Assault wasn't too troublesome, though it stranded my left warriors vs both of his tizz blocks, and my shaggoth against his halberd dudes far right.

Magic
His level 4: thunderbolt, chain lightning, comet & the hex
My level 2: flicker, treason
My DP: flicker (+ his heaven spells )

Battle
Despite me deploying first, he actually stole the initiative and started things off!

Turn 1
Showing some hesitance, the chaos line ambles directly forward across the board only a handful of inches. Magic is crushed and the Eye is closed to the warshrine.

Happy to be reactive, the other chaos line mobilzes, with the spawn both heading for the khorne marauders, Korg sprinting for the cover of the ruins (intending to strand the khorne warriors on the flank while getting involved in the central scrum) and Skullflux leaping over the trolls to stare at their rears and the khorne marauder flank. The Duke’s warriors stay in place with the two tizz tanks steaming its way, while Shreve the sorcerer gets his men out of the woods and towards the khorne marauders. A unit of hounds screams up to bait the marauders too. Both Shreve and Skullflux tag the trolls with flicker, cooking 5 wounds off of the beasts, and the prince follows this up by screaming into the marauders - 1,1 for hits + 6,6 for wounds = 2 dead guys

Turn 2
The khorne marauders restrain their frenzy, sending their own dogs into the flank of the warhounds instead, and the trolls see the writing on the wall and charge the shaggoth instead of being charged next turn. On the left the tizz warriors enter the building while the tizz marauders advance, and on the right the khorne warriors wheel towards the gap between woods and ruins to eventually get back to the action. The level 4 is able to start a comet down onto the left spawn’s head (between both warrior blocks), as well as hit the Duke’s warriors with a thunderbolt, dropping 3 of them. The chaos gods listen to the warshrine’s entreaties and gift the tizz marauders with +1T. In the First Combat of the Game, Korg breaks the necks of the two trolls without batting an eye (6 attaks > 6 hits > 6 wounds > 2 regens). And in the Second, his puppies drop one of mine, then my single puppy on the flank tears the throat out of one of his. Despite -2 mine hold off of Skullflux + BSB. They also reform to face.

Really not wanting to deal with the incoming hordes on the left, the Duke bails out of the flaming warriors and joins Shreve in his unit, which had previously moved up a tad. His ex-warriors back up a bit … Skullflux hops to behind the khorne marauders, and both spawn shamble towards the same increasingly-surrounded angry lumberjacks. Korg bides his time behind the ruin, as the khorne warriors have gained LoS through the gap and he has no desire to be flanked by liquid halberd death! His comet doesn’t come down, and Skullflux decides to be awesome by stealing some heaven magic and sending a comet of his own down between the building and the tizz marauders, though magic is a bust otherwise. His roar amounts to another dead marauder, and in combat my hounds shred two of his but the last holds on general + BSB.

Turn 3
Ah, the sound of inevitability! His tizz marauders w/ BSB charge my dwindling warrior block which holds (Mistake #1 Should have fled), despite fully understanding that his warriors were about to exit their building and flank in next turn ftw. Also, they exit the building in order to flank in next turn ftw. The khorne warriors fail frenzy (or not?) and charge my puppies, and the khorne warriors move into the gap of wood and ruin. His comet comes down and smashes both of my warriors blocks and his tizz marauders, resulting in a good number of dead warriors from both units (4-5 each) and about the same in barbarians. Skullflux’s comet adds a counter (+1). The level 4 manages to tag the character-laden warriors with chain lightning, though they absorb all or most of the damage and the lightning fails to arc. Deciding the tizz marauders didn’t need the help, the warshrine shifts the Eye’s gaze over to the khorne marauders, who receive +1LD. In the tizz on tizz violence my warriors are ultimately beaten by 2, fail twice and are run down. Sadness reigns and comments are made about that being game … In the puppy gangbang, my dogs devour his dog and are smooshed in return, with the khorne block overrunning a wee bit.

Sensing that it is time to get extreme, the Duke gestures wildly with his banner and everybody charges the khorne warriors: tizz warriors + BSB + level 2 + spawn in the front, another spawn in the flank, and Skullflux in the butt. Only Korg hangs tough behind his ruins, from where he hatches a clever plan and commands the remaining hounds (who have not moved all game) to rush up and redirect the khorne warriors in such a way that should they charge, the mandatory overrun will, with enough distance, allow him to flank them … Skullflux’s comet adds a counter (+2), and his third eye blazes again as he looks through the combat, spies the level 4 and casts a 6-die Curse of the Midnight Wind onto the khorne warriors, with the intent of miscasting and nuking some little guys. It works and thanks to the enemy puppet a 5 miscast becomes a 4 - not only are the khorne marauders cursed but 10 (!) die in the resulting dimensional cascade, while Skullflux wards off the S10 hit and slaps away the tentacles threatening to pull him back into the warp from whence he came. Speaking of slapping, he pulverizes 2 more marauders, the Duke decapitates a couple more, the spawn (13 attaks total!) flail down a good number themselves, the warriors blend up several and Skullflux gleefully thunderstomps 2-4 more into goo. (Meanwhile the sorcerers had themselves a merry slap fight of a challenge.) The few marauders left manage nothing and break twice over, being run down by both spawn and the prince, while the warriors restrain and face the halberd warriors. (Mistake #2 Should have had faith in my shaggoth trap and faced the tizz marauders on the left, but ah well.)

Turn 4
The khorne warriors restrain their frenzy and hang out, while the tizz warriors advance a bit from the building and the tizz marauders swift reform and scoot into the woods headed towards center. Skullflux’s comet adds a counter (+3), and the warshrine can’t jockey into 12” of anybody so doesn’t activate (though in retrospect he might as well have boosted himself).

A spawn shambles into the warshrine because it can, the warrior deathstar advances a wee bit towards the tizz marauders (Mistake #3 I had intended to move far enough to keep the looooong end of the marauder block in the woods, so as to deny them steadfast, but I immediately forgot this plan when actually moving the unit …), and Skullflux merrily swoops to the left flank of the tizz warriors, looking to magic and flank in next turn. And the shaggo-trap continues. In magic ……… it is pointed out that my demon prince has just plopped down next to a huge stack of comet counters. 11 S8 hits later Skullflux kills himself with his own comet - though I do ward 6 of 10 wounds (Mistake #4 Whoops.) I feel like a total boob, but Shreve snaps me out of it and hits the tizz warriors with flicker (1 dead) and the marauders with treason (7 dead). In the warshrine-spawn junk combat, he does a wound and the spawn doesn’t care.

Turn 5
The marauders fail to man up enough to charge the tizzstar, choosing to march and clear the majority of the unit from the woods (just). The tizz warriors advance to support next turn, and the khorne warriors fail their frenzy roll and charge the dogs. Said puppies vaporize and the khorne boys in their fury overrun an impressive 9”. Korg cracks his knuckles … In the junk combat, the spawn wounds the ‘shrine (!) but is wounded again in return.

So yea: Korg flanks the khorne warriors, the second spawn prepares to assault the warshrine and help its rare slot-mate out, and the tizzstar charges the marauders. In an epic conflict, both halberd-wielding tizz BSB’s enter in a challenge, with his word of pain failing to bother the Duke (“PEANUT BUTTER!”; “… say what?”) and the Duke’s dragonhelm giving him a slight edge in the coming rounds - he suffers 1 wound to my 0. Also, many marauders die to 0-1 warriors, and they hold steadfastly. In another epic conflict, the 9 warrior attaks (!) from the flank put 3 wounds on the shaggoth, and needing 6+ to save, he saves all of them: 666. He lays into the warriors, killing 4-5 between attaks and t-stomp. They are beaten but hold and reform to face. Also spawn1 dies :’(

Turn 6
The warshrine charges the second spawn to insure that Lots of Fighting happens, with which his tizz warriors agree and clip the corner of my tizzstar, contacting only the level 2 riding that corner … Fighting indeed comes around, which sees Korg take 4 wounds from the meany halberds, before mashing them down to 8 models - again, they hold and reform to bring more models into the fight. In the main event the Duke takes a wound from his opponent, the clipping warriors do nothing to Shreve and several marauders die. I lose by one and easily pass. His warshrine does 2 wounds to the last spawn.

As all chaos-chaos matches should be, it’s all fighting to the end. Korg takes 1 wound from the halberds and I declare him dead … until I read my book and discover shaggoths do have 6 wounds! He pulverizes 7 warriors in indignation, breaking and catching the champion for a buttload of points (and a spot in the 2500 version). In the less exciting combat he fails to kill my spawn, who fails to do much against the ‘shrine. But the decider: both BSB’s drive their halberds into each other at the same moment, in a not-homoerotic final embrace of death. Fueled by the ensuing awkwardness, my warriors frappe 7 marauders, while his warriors slap against my sorcerer’s fancy hood to no avail. He loses by a lot, no longer has steadfast or a BSB, fails both tests and gets the poor inferior tizz warriors run down, while the marauders cavort off scot-free.

Result
WOT WIN (but not a massacre since the DP general got himself nuked, giving up 500 VP)

Quite the smashfest and many things worked out for me, despite really ballsing a thing or two up You can’t really tell here but my luck was fairly astounding at times - not just the saves on the monsters, but loads of channels and such. But then of course I made almost no saves on my warriors (ward or armor), and while I got lots and lots of hits I still struggled to wound on 3+, so all is as expected

- Salvage

This message was edited 4 times. Last update was at 2010/11/02 17:44:07


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Looking forward to it. BTW, are there pictures of some of these minis you're describing? Interested in seeing Skullflux and Korg for sure.

Also looking forward to Heavens getting trotted out...

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And there they wait."  
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Red_Zeke wrote:Looking forward to it. BTW, are there pictures of some of these minis you're describing? Interested in seeing Skullflux and Korg for sure.

Lamely, I actually brought my camera along to the game but decided to not take pics with it. I'll snap some pics soon, I'm pretty proud of the modeling (if all black prime ) and you guys should probably understand some of the oddities of the Duke, the spawn, and so on based on their models ...

- Salvage

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Very nice! Glad to see you back to putting tiny men on the table! Well done on one shotting your own general too; that's gotta be an achievement unlock somewhere

Also
1,1 for hits + 6,6 for wounds = 2 dead guys

You have the strangest dice luck ever.

Great read as always, even if I was a little shocked, shocked!, to see that you misspelled "prey" as "pray". Tsk tsk
Now get pack to reading Proust and painting models!


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Absolutely love Skullflux accidentally stepping under his own comet. Hilarious. Great report, though Warriors on Warriors made it require a little more focus to keep track of things.

Thanks for the report, and nice win!

"Men call 'em the World's Edge, and I wish they were named true, for I've seen what lies beyond. There they give shape to brass, and hell, and madness.

And there they wait."  
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