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![[Post New]](/s/i/i.gif) 2009/10/08 19:56:28
Subject: Warriors of Tzeentch Battle Log [Game 36 Complete]
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Omnipotent Lord of Change
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Welcome to the on-going exploits of my Warriors of Tzeentch army, built over the summer but just now hitting the table. Because of school it’s much easier to get in 40k games than fantasy ones (different gaming nights, square-basing conflicts with class), but I’m shooting to put all my games with the WoT up here.
The List
L: Chaos Lord - MoT, aetheraxe, enchanted shield, collar of tzeentch, favor of tzeentch, disc = 335
H: Exalted Hero - MoT, BSB, bronze armor, talisman of protection, bloodcurdling roar, halberd = 199
C: 20 Warriors - MoT, warbanner, full command, shields = 395
C: 19 Warriors - MoT, rapturous standard, full command, shields = 374
C: 5 Horsemen - musician, spears, throwing spears = 81
C: 5 Warhounds = 30
S: 3 Dragon Ogres - great weapons = 231
S: 3 Ogres - great weapons, chaos armor = 150
R: Hellcannon = 205
Total:
2000 points / 61 models / 9 drops / 2 pd & 2 dd
Yep, it’s a Tizz Suicide Army  Admittedly, there is very little in this list that I have much experience with - my other armies are ogres and skaven - so this should be quite the learning experience, which is only a good thing I figure.
The 2250 version is disturbingly similar, adding a Giant w/ MoT (245) and light armor for the horsemen (5). I'll be trying to stick to 2k games as the army is designed to function better at that level, but I may bust out the other big guy if I can't convince an opponent to drop a toy or two
The Mini-Game
Since this is far from a WAAC army, I’ll be sticking in a fun fluffy side game, much like my favorite batrep blogs have done. For The Baron White and his standard bearer, The Duke von Dook,. the objective will be to kill sorcerers in challenges and offer their ensorcelled brains up to Tzeentch - if Uncle T’s boys aren’t using magic, you won’t either! Rules-wise, the magic-y character (rune priests and warrior priests and the like count) must be killed in a challenge, so that Tzeentch’s attention is caught and a (dubious) reward dispensed. I figure this might be a rare occurrence, but certainly something to look forward to
The Meta-Narrative
This army is the larger, 7th edition cousin of a 1000 point list I ran under the HoC book, focused entirely around three fighter-caster Tzeentch exalteds. Of the three brothers, two currently appear in the new army - the one with the white helmet having gotten a considerable promotion and the one with the brown (ewww) helm gotten a flag and lost his horse - while the third brother (McRed!) may yet appear in a later version.
Coming Up
Game One, vs. Warriors of Undivided!
- Salvage
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This message was edited 25 times. Last update was at 2010/11/02 17:44:44
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![[Post New]](/s/i/i.gif) 2009/10/08 21:36:57
Subject: Re:Warriors of Tzeentch Battle Log
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Omnipotent Lord of Change
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Game One: Warriors of Undivided The White hovered over to where The Duke stood at the head of the battle line, and the standard bearer could tell that his general was less than pleased. He knew the feeling - fighting other warriors of the dark gods was always a trying affair, with an exhausting grind of armor on armor virtually assured. “Well I suppose it cannot be helped. We are far from out of the Wastes yet,” The White intoned, scanning the enemy line for a suitable target for his wraith. Suddenly both chaos champions’ heads snapped to as they caught the reek of foul magic’s - the enemy had a sorcerer in their midst. The White smiled beneath his gleaming helm. “Perhaps this won’t be such a waste of time after all …” His List H: Sorcerer - level 2, black tongue [Dark: 1 ( MM), 3? (Give someone fear)] H: Exalted - BSB, banner of the gods, shield C: 15 Warriors - full command, shields C: 15 Warriors - full command, shields C: 5 Horsemen - musician, flails C: 5 Warhounds C: 5 Warhounds C: 5 Warhounds S: 15 Chosen - full command, shields [ Fear] S: 3 Ogres - mutant ogre, great weapons, chaos armor R: Giant R: Warshrine He tossed this together very quickly, purposefully bringing stuff he’s never run and going for an army to get stuck in. Enter my first mistake too: not realizing how many points and how much that BSB needed to die … The Deployment (In future this will be a photo when possible) Board had wood center of left-edge, small hill in his zone, another just out of mine, another in my zone right, and another wood in his zone right. There was also a random impassable obelisk that played no part Him (L-R): hounds, horsemen, giant, hounds, warriors (warshrine behind), chosen, warriors, ogres, hounds. BSB in left warriors, sorcerer general in chosen. Me (L-R): drogres, discer, warstar, rapturestar, hounds (ogres right behind), hellcannon, horsemen hard flank. BSB went in rapturestar, where I suppose he will always be going. The Battle Undivided 1 Giant boosts forward with hounds and horsemen behind, left warriors + chosen move up (I had deployed harder left, so his wider line was shifting), right warriors hang back a little, ogres move up and right hounds sit on the other side of the hill across from my horsemen. Magic results in nothing. The ‘shrine gives the left warriors +1Ld. Tzeentch 1 General advance, with warstar preparing to accept the giant and drogres to flank. Discer flies up left flank to stare at a lot of units’ flanks, warhounds shoot up into the no man’s land between our blocks, tempting him to smash them with chosen or warriors and expose some flanks. Horsemen move up and spear a puppy, and the hellcannon keeps its cool and fires at the giant. I overguessed 2”, but a 2” deviation back toward the ‘cannon (!!) ended up one-shoting the giant for all 6 wounds. Some hounds ran off the table in response, but nobody else cared. The Duke roared at the chosen and exploded two (expensive) heads. Undivided 2 His horsemen and ogres charge the warhounds. I hold, knowing that the ogres are out and thinking that he was charging with his chosen, not his horsemen, when he pointed at something and said they were charging … On the right flank forgets to charge with his warhounds into my horsemen. Magic manages to knock out 1 warrior from the rapturestar, along with its static CR6 :’( The ‘shrine puts +1AS on the left warriors, and the hounds are neatly killed by the horsemen (3 wounds to horses) and my ogres are overrun into. Tzeentch 2 My horsemen charge his hounds right flank, The White thinks about flanking a CR5-6 unit of warriors but decides against it and hops over to a hill to stare at the rears of many units - as well as the warshrine’s front arc … The hellcannon flips out and rolls an 8 to hit the flank of the horsemen flailing my ogres - except he needed an 8.5 so didn’t make it. The drogres move up to a better flanking position, and the twinstars jockey around to stare at their not-blue counterparts. Roar explodes another chosen’s head. My horsemen stampede the hounds and overrun into the woods in his zone. His horsemen drop an ogre, lose 4 riders in return, auto-break and are unable to rally. Undivided 3 The warshrine charges the disc (passes fear) - I had in fact expected this, but had underestimated how hard a ‘shrine is to kill when you have 0 CR on your side to begin with; even parking 1” forward on the lip of the hill would have made a world of difference. His ogres attempt to charge the hellcannon but fail their fear test (#1). He puts some hounds in no man’s land this time, baiting my warstar, and the chosen reform to be 6 or 7 wide. Magic is shut down and the ‘shrine gifts the chosen MR(3)  The disc lord manages to wound the ‘shrine, but with outnumbering on its side that’s a draw. Tzeentch 3 The hellcannon wants to charge the chosen, and easily has 12”, but then I am completely unable to show why the thing charges 12” not 6”. The answer is that the FAQ confirms it can do this, but without the FAQ I had to sit there and be shocked that the big critter had such a ridiculously tiny charge range … So other charges, the warstar charges the who flee and bounce across units to within 2” of the board edge, and the drogres throw themselves into his left warriors in the hops of holding them up. Elsewhere the rapture star moves up to keep even with its twin, as next turn would be rough, and the two remaining ogres hover nearby. The horsemen extricat themselves from the forest and head behind his lines. Roar does nothing, and the hellcannon slams the untouched right warriors, smashing a handful but no panic. Combat, the drogres manage a solid 4 wounds on the unit, but 2 are saved on 6 and 2 wounds dealt back. The drogres don’t manage to roll a 4 (twice), jumping past the warstar and assuring the undivided warriors of a charge next turn. The warshrine and lord slap at each other, and the lord passes his break @ -1. Undivided 4 Here we go! Warriors + BSB hit the warstar and chosen + sorcerer go into the rapture star. His ogres attempt to charge the hellcannon again, but fail fear (#2). His last dog squad rallies and looks at my horsemen, and his other warriors don’t move, not wanting to mess up the hellcannon’s range finding. Magic is nil and the ‘shrine tries to give the left warriors something, but can only manage to make them cause fear like the chosen. The twinstars don’t care about either scary unit. Time for fighting, and the disc lord is, if not this turn than next, run off by the ‘shrine, having taken 0 wounds but unable to make a second Ld8 test. Balls. That’s easily the most points a warshrine has ever earned by its lonesome. In the two big scrums, a flurry of challenges results in the champion of the warstar smashed by the undivided BSB, and the chosen champion likewise gutted by The Duke. Much bashing and CR-ing later and both his units take stubborn 8 tests, passing with ease. I realize that this is going to be a long fight. Tzeentch 4 The hellcannon looks at the chosen’s flank (8”), the unhurt warriors (~12”), the ogres (11”) and cries a little bit at its (at least for this game) 6” charge range. My two ogres charge the corner of the chosen, the drogres rally RIGHT behind the warstar, making them pretty useless for anything, and the horsemen move behind his ogres and warriors looking to do … something. They throw some spears at the warriors for no real result. The hellcannon hammers those warriors again, for a casualty or two but no panic. In the scrums, his BSB hacks up a man or two, my warriors drop some of his and vice versa, but I win on CR and he easily passes. Next door, The Duke challenges and the sorcerer must accept! But just 1 wound through means no brains yet … More chosen get beat up but pass their test. Undivided 5 Ogres fail to charge the hellcannon (#3), hounds trot over to my horsemen. The ‘shrine boosts somebody with something but to no real effect. There is fighting, my armor turns on and 6+ ward saves start kicking in, and all combats go my way, though he easily passes with the BotG. But much more importantly, The Duke decapitates the sorcerer, scooping out his glowy grey matter and offering it up to Tizz! He gets … cause fear in return! Tzeentch 5 Horsemen move up and spear a dog, and are positioned to get a stand-and-shoot when they’re charged next turn. Hellcannon again laments his short-legged handlers, then splatters another warrior, who don’t panic. With all challengers cut down in both combats the BSB’s go to work in their respective combats, but once again blue plate wins out and the undivided boys pass their breaks no prob. Undivided 6 Hounds charge my horsemen, who spear one on the way in (no panic). Ogres finally get up the gumption to charge the hellcannon, and the warriors who’ve spent the game bathed in doomfire charge my ogres assisting with the chosen combat. And that leaves just the warshrine unengaged, which wheels up on the hill and gives somebody an ineffectual buffing. More fighting. The Duke challenges the newly arrived warrior champ and splits him in two, deftly saving the initial wounds. Again both combats to Tizz, but stubborn and Ld7 tests for the new guys go well. The hellcannon takes 2 wounds and puts 1 onto the ogre champ. The hounds pull down 1 horse but are outnumbered and lose by the musician, and run for the edge. Tzeentch 6 Horsemen back up to secure a table quarter, and everybody else is busy killing (or being blocked, in the drogres’ case). The hellcannon puts two wounds on a regular ogre, then dies to the return attaks (great weapons bad :(). The twinstars once again have a good showing, but are unable to break the units against them. This turn I finally realize I should be putting as many attaks as possible into that standard bearer, so do 1 wound and get half points (a LOT of half points). I also lose my ogres, but meh. After all those rounds of grinding, I had killed or halved everything of his but the ‘shrine, and still had the BSB, the twinstars, the drogres and horsemen at full strength. With bonuses it came down to a TZEENTCH (MARGINAL) VICTORY Frankly though I ballsed up a good number of things up, whether by being dumb (the lord in general), too risky (the dragon ogre solo charge), unprepared? (the hellcannon's beautiful charges, all "out of range") or what. Not recognizing what needed to die in his army was a big one too - I should have poured attaks into that BSB asap, and the hellcannon could have easily vaped those ogres with 3 rounds of fire that went into the warriors, but I had apparently forgotten what S6 does to T6 (or that they had GWs - my opponent doesn't usually run them as such, but he did tell me). Live and learn though. Record: 1-0-0 Brains: 1 Coming Up Friday, Game Two vs. Brettonians - Salvage
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This message was edited 2 times. Last update was at 2009/10/08 21:38:18
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![[Post New]](/s/i/i.gif) 2009/10/16 11:10:24
Subject: Warriors of Tzeentch Battle Log
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Killer Klaivex
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Nice batrep. I like following your lists, as you seem to have good ideas about how to run fluffy lists.
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This message was edited 1 time. Last update was at 2009/10/16 11:10:38
People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. |
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![[Post New]](/s/i/i.gif) 2009/10/18 14:54:31
Subject: Warriors of Tzeentch Battle Log
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Omnipotent Lord of Change
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Thanks Cheese
Game Two did happen that Friday, and I think I'm still not quite over how traumatic it was. Fighting brets run by a player who can make his Lady of the Lake saves is a sad time for chaos :(
Will see what I can mash up into a batrep sometime this week.
- Salvage
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![[Post New]](/s/i/i.gif) 2009/10/18 15:10:10
Subject: Warriors of Tzeentch Battle Log
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Regular Dakkanaut
Humboldt County
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Nice report, concise and easy to read. Good job on the massacre.
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What is a youth? Impetuous fire.
What is a maid? Ice and desire.
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![[Post New]](/s/i/i.gif) 2009/10/21 19:43:14
Subject: Re:Warriors of Tzeentch Battle Log
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Omnipotent Lord of Change
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Thanks Mouse
Game Two: Brettonians
All told The White was pretty chuffed to confront the foolhardy Brettonians that had come questing into the Northern Wastes - his aetheraxe did so love to cleave heavy armor when possible. When he smelled the two caster-wenches nestled amongst the knights he could not suppress a chuckle. "This would be delicious ..."
The Duke watched his brother and cocked an eyebrow (metaphorically, it having been burned from his leering skull the year before). Knowing the plan involved having knights crash against his men made him less thrilled about the carnage to come.
His List
General; Gromil Great Helm, Virtue of Audacity - 130 pts
BSB; Virtue of Duty - 111 pts
Damsel; 2 scrolls - 130 pts
Damsel; 2 scrolls - 130 pts
Grail Knights (5); FC - 220 pts
Questing Knights (5); FC - 167 pts
Pegasus Knights (3); Mus - 175 pts
Knights of the Realm (8); FC - 216 pts
Knights of the Realm (8); FC - 216 pts
Knights Errant (5); FC - 141 pts
Knights Errant (5); FC - 141 pts
Skirmishers (10); - 70 pts
Bowmen (10); - 60 pts
Tebuchet - 90 pts
Deployment (L->R)
Brets: pegasi, errants, archers on hill, kotr + damsel, treb, kotr + damsel, grail + general, questers + BSB, skirmishers, errants
Chaos: horsemen, ogres, hellcannon, warstar, rapturestar + BSB, discer, hounds, dragons
Battle
Turn 1
Brets pray, so chaos starts it up ... with the hellcannon rampaging forward 12" or so. The rest of the line moves up, keeping out of 16" of his units. At this point I note that the only reason I went first was to get a nice hellcannon shot in
Brets advance fairly cautiously, being unsure of what to expect. Hill archers put 2 wounds on the ogres (!) and the treb misfires, missing this round's firing. My opponent laments taking 100 points in scrolls against me, and never attempts to cast his 2 spells (oxen stands, mistress of the marsh) all game.
Turn 2
Chaos is still waiting for him to close and get this party started, but the discer is impatient and charges the skirmishing archers, who flee off the table and leave the lord on to reposition behind the bret army next turn. The most notable other movement is the hounds zooming up to divert the grails and questers, and everybody else advances slightly, getting the roaring BSB within range (1-2 knights pop). The hellcannon takes a shot at a kotr unit but misfires - resulting in miscasts for all wizards! One damsel takes a wound and also takes out a knight in base contact, and the other allows my BSB to toss out the bird in lieu of a spell
Charges at last, into peripheral units at least. Pegs charge the horsemen, who flee into a large left-central wood and strand them. Grails and questers charge the dogs in front/flank respectively, and will shatter them and elect to overrun with the questers, bringing them tantalizingly close to the rapturestar ... And the errants on the right flank fail their impetuous test and charge the dragons. In what will be the first of many very disheartening combats for me, he does 0 wounds, I do 4, he saves 3 of them through a combination of 6+ armor & 5+ ward, beats the drogres by 2, they fail their rerolled 6 break, and are caught, sending the errants behind my lines. Shooting is non-evental, the treb missing and the archers unable to wound the third ogre again.
Turn 3
No charges from chaos still, though the horsemen fail to rally and crossfire into the archers on the hill on their way to the Brettonian board edge (?!). The discer repositions to stare at the backs / flanks of many lances pointed towards the twinstars, in anticipation of devastation next turn. The twinstars shuffle up to face the 3 lances pointed at them ( kotr x2 + questers), with the rapturestar taking high ground on a small hill (but not moving the BSB into roar range, stupidly). The hellcannon finally landed a shot on the left kotr lance, killing 1-2 knights but more importantly panicing them back to within 5" of the board edge ...
... where they fled 4" (!) more, giving them a second shot at it next time. Charges saw the pegasus knights somehow stuck in the woods (probably charged the ogres and had them flee), and the fresh kotr lance + questers both into the rapturestar on its hill. The errants on the left continued to be intimidated by the hellcannon and gw ogres on the other side of the wood, the ones behind my lines reformed to star at the rapturestar's rear, and the grails pranced about for a second wave attak into the warstar. The archers and treb managed little, and it was onto the Most Important Combat of the game. Rapturestar is sitting on 6 CR vs 6 CR from the knights, so it all comes down to wounds: a mountain of lance attaks results in 1 dead warrior, while the brutalizing from the chaos side is ALL saved through armor + ward, including the BSB's 3 S6 wounds on the questing champ. Brets win by 1, leading to 2 failed 7 breaks (and no insane courage, despite the 69% chance of rolling IC with 2 tries). The rapturestar is shattered, and run down. Much lamenting by the Tizz general.
Turn 4
The ogres fail to rally and head south, the discer zooms over to the hill that the BSB was on to invite the knights errant to charge him, and the warstar takes a deep breath and shimmies around to put itself in a place that wouldn't involve taking the kotr in the front and the grails in the butt in 2 turns. Also, the hellcannon flipped out, raging not-far-enough-to-hit-the-hill-archers. And that was that.
The Brets are still intimidated by the remaining chaos troops, so no declared charges happen. The errants throw themselves into the lord all the same, whilst the fleeing lance rallies at the edge, the grails gravitate in for a 5th turn charge on the warstar and the pegs continue to trapse about in the woods (?). The treb dings 1 warrior from the warstar, making its imminent demise all the more sure. The hill archers down 2 chaos dwarfs from the hellcannon as well. In combat, the errants ( CR 2) do 0 wounds against the disc lord ( CR 1 for high ground), yet they once again make 3 of 4 5+ wards. The lord breaks against the errant's musician, fails his Ld8 break, flees onto the grails and dies. Guh.
Turn 5
Anger mounting, the game has become a battle to fight conceding to the snobby knights. The warstar turns to look at the questing knights and kotr in the chaos zone, willfully turning its rear to the grails and general. The hellcannon keeps it in its pants and slams the grails, dropping 2 knights and leaving 3 + the general ... The fleeing ogres rally, but are so far removed they won't be countercharging even if the warstar miraculously holds.
The gang bang descends on the warstar, while the knights errant charge the hellcannon and everybody else plays it safe away from the scary chaos guys. The hellcannon chews on the errants, but all wards are passed (nat') and the errants actually put 3 wounds on the beast (and kill the dwarf). In the Epic Last Stand, a single warrior is killed after the avalanche of lances splinter against blue plate and 6+ wards. In return the warstar champion decapitates the questing knight champion, a kotr is dragged down and 2 grail knights are butchered. This eliminates his rear bonus, reactivates the warstar's ranks and combat is entirely drawn on musicians. Hells to the yes.
Turn 6
The ogres pick their noses, and everybody else is fighting. The hellcannon breaks the errants but is unable to catch them, and then the warstar starts warming up ... The champion dismembers the kotr champion, and focused attaks pummel the Brettonian BSB into submission, while killing a questing knight here or kotr there. No warriors die in return, and all 3 units take breaks @ -4, and all 3 fail. The warstar pursues and catches the kotr and questers, recapturing the rapturestars 2 banners while grabbing 3 of their own (and a fourth from the grails).
The grails rally, while the errants flee the table. He opts not to engage anyone, shooting instead at the hellcannon and taking it down to 1 wound remaining. The treb hammers the warstar as well but can't reduce it to half.
A truly frustrating game for me, against an opponent who is really good at rolling ward saves against an army that relied upon him not doing that. Check this out: the Brets caused a total of 4 wounds through combat, but one combat after combat by denying wounds to chaos and hunkering behind their static CR. I feel I flubbed some things again - the lord's placement (his second jump gave him LoS to nobody after they had moved out of his arc) and overly use, the drogres, the horsemen's lame baiting of the pegs - but losing the rapturestar was the make or break moment. Holding would have meant his death, losing perhaps ought to have meant mine until the warstar showed how it's done. All told, with all my captured banners it was a
DRAW
Sadly no damsels were harmed in the making of this battle report, so their brains remained uncaptured
Record: 1-0-1
Brains: 1
- Salvage
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![[Post New]](/s/i/i.gif) 2009/10/22 18:46:43
Subject: Warriors of Tzeentch Battle Log
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Flashy Flashgitz
Chicago Suburbs Northwest
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I am hooked, more reports please. It is so refreshing to read about battles between non-tuned lists.
- Blackbone
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Us Blood axes have learnt a lot from da humies. How best ta kill 'em, fer example. |
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![[Post New]](/s/i/i.gif) 2009/10/23 05:54:33
Subject: Warriors of Tzeentch Battle Log
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Violent Space Marine Dedicated to Khorne
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Loosing my Brains to that duke was nasty, and the hellcannon sure was nice (giant killed hurk!) but loosing our minds trying to find that rule was nuts-balls. Next time salvage, next time!
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![[Post New]](/s/i/i.gif) 2009/12/15 01:55:37
Subject: Re:Warriors of Tzeentch Battle Log
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Omnipotent Lord of Change
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Our store escalation league has begun. Thus, more battles Plan is to play 4 games each at 500, 1000, 1500, 2250, against a different group of 3 opponents at each level. My starting division pits me against HE, BoC & Lizards, and while I always seem to face HE first and always get shot up, I was definitely the one bringing the heat this time around. Game Three: High Elves Battered and bruised, a lone gor messenger staggered into the White's personal command tent and stood at attention. The White did not deign to acknowledge the beastman bleeding upon his newly laid carpet of skulls, nor did he raise his quill busily being put to work defacing a book of prayer lifted from a fallen Brettonian some weeks back. The gor's eyes rolled and flicked to the Duke, but the standard bearer grunted and pointed to a pile of blue robes moving about in a corner of the tent. "Whatever you've got, give it to the Pimp," the Duke commanded, and the gor snorted and held out a scroll in the pile's general direction. The robes turned and manifested a hood with furred collar, and after a moment of inspection a mailed gauntlet appeared and took the scroll from the beast. Greatly relieved the gor left the tent to tend to its wounds, though shortly after was fed to the hellcannon ... "Why, it's a summons!" the Pimp exclaimed nasally, causing the Duke to wince and the White to snap the tip off his quill. "We are invited to prove our might in battle!" The White hurled a heavy set of iron keys into the Pimp and turned back to his work. "Good. Take the 'cannon and leave." Warriors of Tzeentch 500 H: Sorcerer - MoT, bloodcurdling roar, disc = 145 C: 5 Horsemen - throwing spears, light armor = 75 C: 5 Horsemen - spears, light armor = 75 R: Hellcannon = 205 High Elves 500 H: Noble - reaver bow, dragon armor C: 10+ Spears - musician S: 8+ Swordsmen - champ w/ gem of courage R: Bolter Scenario King of the Hill - bonus points for having the most expensive unit of US5+ (not monster, not character) on a central hill Deployment He won the roll, chose the side with DZ hill but decided to put his bolter on level ground about mid-DZ. Spears to its left, swords to its right with reaver bow in them. I put both horsemen behind a large wood mid-left board, out of LoS of anything, discer across from his bolter (so LoS blocked by intervening hill), hellcannon across from swords. Battle Turn 1 Tizz wins the roll and moves out. Marauders use fast cav-ness to snake around the left side of the large wood, hellcannon marches 6" forwards, discer mobilizes to vaguely in front of the spears. Flickering fire slammed the bolter with 7 S6 hits, killing the crew and burning the machine down. Roar popped a spearelf or two. Somewhat taken aback, the elves shuffled to face the encroaching left flank a bit, with the reaver bow hoping out of his unit to target the discer. Thankfully he managed just 1 wound, which the sorcerer's 3/6+ failed to stop. At this point I note that the swordsmen are probably the only thing that can kill the hellcannon ... Turn 2 Hellcannon rages 15" into the swordsmen! They pass terror fine. Throwing spear horsemen move to flank the spearelves in coming turns, spear horsemen head back around the bottom of the woods to where they started (orbiting for the hill late game mostly), and discer flits behind the spears to look at the reaver bow. Flickering fire frags a couple spearelves with a weak roll, but roar explodes the fire-resistant noble. The hellcannon loses a couple crew and a couple wounds. Spears wander forward, keeping the DZ hill between them and the t.spear horsemen. Swords drop the hellcannon. Turn 3 Sad time begins for real for the elves. T.spear horsemen move behind the spearelves and skewer a couple, spear horsemen approach the central hill a bit prematurely, disc floats over to park near the swordsmen. Flickering fire burns them down to a solid 6 or so, and roar flops. Swords try to charge the spear horsemen but are out of range, spear elves mope forward again for some reason, dragging their wounded companions to the central hill. Turn 4 T.spear horsemen slam into the back of the spearelves, losing a marauder but smashing through the unit handily. Disc keeps in yelling distance of the swordsmen and evaporates them with another uber flicker cast. TIZZ MASSACRE (20-0) Frankly nobody saw my chaos blaster list coming, and unfortunately I think I've sparked a boost in WAACy lists in the league. For example, elf dude is apparently bringing in the sundragon next time  Little do they know that starting with 1000 pts I start diverging from this 40k-esque route ... - Salvage
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This message was edited 2 times. Last update was at 2009/12/15 05:16:42
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![[Post New]](/s/i/i.gif) 2009/12/15 03:53:57
Subject: Warriors of Tzeentch Battle Log
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Auspicious Aspiring Champion of Chaos
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Looks like the only thing that has a chance at hurting you is that bolt thrower spraying down some of your horsemen if you give him LOS. And even if he gets them all, he gets 150 points while you keep your boss outta LOS, and shell things with the Hell Cannon. Barring a disastrous misfire/miscast/both I think you've got this 'un wrapped up.
RZ
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“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.
On a delicate chain at her throat, she keeps it with her to this day.”
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![[Post New]](/s/i/i.gif) 2009/12/15 05:15:55
Subject: Warriors of Tzeentch Battle Log
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Omnipotent Lord of Change
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Red_Zeke wrote:Barring a disastrous misfire/miscast/both I think you've got this 'un wrapped up.
You know at some point that's definitely going to happen - 16 games with the hellcannon and a dude casting flickering fire on 2 dice it has to Game Four: Beasts of Chaos The Pimp looked down at the charred elf bodies beneath his disc and chuckled. He had no idea he had it in him either. Beasts 500 H: Wargor - MoCU, gw, chaos armor, shield C: Chariot - MoCU C: Chariot - MoCU C: Chariot - MoCU C: 5 Warhounds S: 3 Minotaurs - MoCU, gw Scenario Gem of Power - marker in the center of table is impassable terrain, a unit touching it at end of movement phase can dig it up on a 6, revealing a gem carried around as a captured banner that gives MR(2) to the unit, +1 pd to the army and bonus VP. Infantry, particularly lots of them, particularly dwarfs, get bonuses to the roll. Deployment Same battlefield as before, except central hill is replaced with the gem marker. He deployed (L2R): chariot on DZ hill, wargor alone behind dogs, chariot, chariot, minos. I stuck t.spear horsemen behind the wood hard left again, spear horsemen more centrally, hellcannon again rightish of center and the disc far right, facing the minos (big hill in between them). Battle Turn 1 Tizz handily wins me the roll and I take it. Disc moves up to flicker the minos, and horses mostly stay and wait to see what chariots do - he had the one on the DZ hill angled to intercept horses snaking through the gap between wood and left board edge. Flicker is dispelled. Hellcannon hits the rightmost chariot supporting the minos and obliterates it. General advance by the beasts, but not full out anywhere. Turn 2 Spear horsemen charge the warhounds, intending to overrun into the wargor, though I knew that the left-most chariot had a flank charge on them in return unless I could pop it. Disc hops the minos and starts marchblocking them, but his flicker is dispelled and roar just puts on 1 wound. Hellcannon deviates off that left chariot and tags a dog. Marauders kill 3 puppies and run the last down, hitting the wargor (who doesn't panic). Chariot slams into the spear horse and vaporizes them with 7 impact wounds, overruning to the right side of the board. Minos stumble towards the hellcannon, and other chariot powers for the cannon as well. Turn 3 Disc follows the minos along, but tries to flicker the chariot threatening the 'cannon but is dispelled once again. Roar against the minos flops, and the hellcannon scatters off the chariot revving its pigs at him. The t.spear horsemen keep hanging out at the edge of those woods, waiting for an opening. That chariot charges the 'cannon, the wargor hops into the wood, the other chariot starts threatening the disc, and the minos moo on forward a bit. In combat the chariot puts 2 wounds on the 'cannon but flops all its other attaks. The 'cannon nibbles it for 1 wound, drawing combat. Turn 4 T.spear horse see their chance and flank the chariot fighting the 'cannon, and the disc keeps away from the other chariot by hugging the minos' flank. Flicker goes off on IF and burns a mino down (panic passed) and roar does 2 more wounds dropping another (panic passed). Fighting time, 1 marauder is killed by the bestigor, the chariot takes 1 wound from somebody and autobreaks vs the hellcannon, and is run down by everybody, though this puts the HC flank to the last mino and the horsemen's to the wargor ... ... who charge their respective targets. HC takes it, the horse's flee and pop over the hellcannon + mino combat. Last chariot gets ready to romp into the HC soon. The mino fluffs it and gets beaten and run down, putting the 'cannon's flank nicely in the other chariot's arc. Turn 5 T. spears rally and get away from the chariot, the HC looks at the chariot 2" in front of it and waits, and the disc hops over and tries to take care of the pig-cart. Flicker is dispelled and roar did little if anything. Chariot passes terror and then fear and hits the hellcannon, but fails every roll it needed to do anything. The hellcannon eats it. Meanwhile, the wargor dug around in the gem marker a bit, but rolled a 1. Turn 6 So with just the wargor left to play with, chaos was mostly done here. The hellcannon scooted over to tempt the wargor with a terror test (probably dumb, half points would have been just 1 wound or 1 dead dwarf away), the horsemen scattered for a quarter and the disc lasered in to 11" to pound the beast general. Flicker got through on an 11+1, but 7 S3 later and nothing had happened. Roar too failed. Manning up, the wargor charged the hellcannon ... or would have except he failed terror twice. TIZZ MASSACRE (20-0) Like he said after the match, only his dispel dice were working for him (his Ld wasn't bad either!), and his attak dice did suck pretty hard. While the Pimp was less awesome this game than vs the elves, the hellcannon really came into it's own. So this leaves just the lizard dude* next week, then it's 1v2 and 3v4 for the last game, a 500 points tourny, then we reshuffle the divisions and head to 1000 points. Excite! *We were speculating what he might bring and there were generally fears that he would take an engine + skink blobs. He's a tougher list builder than he looks, but I'm not sure he's quite that mad - not like the dude who brought a doomwheel in his 500 pt skaven (and it beat his dark elf opponent literally by itself) or TFG who brought a hellcannon - Salvage
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This message was edited 5 times. Last update was at 2009/12/15 13:46:02
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![[Post New]](/s/i/i.gif) 2010/01/05 05:35:23
Subject: Re:Warriors of Tzeentch Battle Log [Game 4]
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Omnipotent Lord of Change
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After a holiday break, tonight brought a trio of games, and a fairly cold showing from The Pimp all told. Before the league games went down - and the lizard player dropped, so my bracket would be fighting amongst itself again, which meant I was up against the same HE and BoC players for round two - there was a fledgling bret player looking for a mini-scrum. My chaos boys happily threwdown. Note that for all of these 500 point games I went with spears + la on both horsemen, with no throwing spears to be found. Game Five: Brettonians Brets 500 H: Paladin H: Paladin BSB C: 6 KotR - champion C: 16 Archers - skirmish R: Trebuchet Deployment The mounted characters joined the lance, while to the right the treb and archers took up position on a hill. Chaos plopped down (L2R) sorcerer, horsemen (across from lance), hellcannon, horsemen (on the other side of a large wood from the 'cannon). Battle Turn 1 The bretons pray to their moistened bint of a deity, so tizz happily took first. Disc rockets down the left flank into range of the knights, horsemen move up to bait said knights, HC stays put and right horsemen race to tackle the archers. Flickering fire is dispelled, and will be every time this game - huge dispel rolls from him, with just 2 dice vs my 2 dice +1. Roar drops a knight, and the HC scatters off the KotR but still tags one from the back of the unit. The lance charges the horsemen, who flee to within 4" of their edge and strand them. The treb misses the hellcannon, but the archers drop 3 horsemen from those breathing down their necks. Turn 2 Horsemen fail to rally and run off the board ... and the other horsemen charge the archers, who hold but are too close to stand and shoot. The disc marchblocks the KotR some more, flicker fails and roar might have killed a knight or not. HC missed the knights. The 2 horsemen beat the archers by 1 (ponies drop 2 vs outnumber), but they hold. Lance trots towards the HC, and the treb tags it for 2 wounds. The horsemen's ponies kill another peasant, though a horseman is dragged down and the last marauder breaks. Archers restrain and let him go. Turn 3 The discer floats after the knights, fails to flicker the treb, but roars out the champ and a grunt knight from the lance (mass randomization at this point), leaving just BSB + general + 1 knight. The HC scatters off the knights once again. The lance remnants try to charge the HC, fail their terror and run for it. The archers however take aim at The Pimp and ventilate him, doing exactly 2 wounds. The treb misses the HC. Turn 4 After a moment of silence from Evil Team, the HC decides its time to finally mobilize and marches for the bret side of things. The knights fail to rally and leave the table, while the archers open up on the hellcannon, perhaps dropping a dwarf. The treb misses it. Turn 5 Mr. Cannon keeps marching on up ... ... and the peasant firepower keeps pouring in, with archers doing something and the treb tagging another 2 wounds off the beast, leaving 1. Turn 6 The hellcannon charges the archers, who fail terror and flee through the treb, which fails panic and flees as well. HC chuckles. Nobody rallies, everybody runs off the table. TIZZ SOLID VICTORY Having magic totally locked down was a pisser, even if roar was pretty decent all told. I feel like I really bungled the horsemen, especially with the disc back there on marchblock duty so early. I think he could have taken on the treb crew, and then both horsemen might have tackle the archers instead of getting shot up and beaten. HC scattering every shot was sad times as well, but ah well. -------------------------------------------------- Beasts reeeeeematch! Game Six: Beasts of Chaos The Pimp pulled the last arrow out of his body and paid little attention to the squelching sound that accompanied the wound's uncannily fast healing, as a curious cloud of dust had appeared at the edge of the nearby woods. Clambering onto his disc and gaining some altitude, the sorcerer laughed out loud to see the ramshackle beast charioteers returning for another round. The beastmen looked somewhat less thrilled. Beasts 500 Same list as last time, with three chariots, etc. Scenario Gold Rush, which did nothing for 500 points so pitched battle it was. Deployment Beasts (L2R): wargor in woods, minos, hounds, chariot, chariot, chariot. WoT (L2R): horsemen, hellcannon, horsemen, disc. Battle Turn 1 Beasts floored it directly forward. There would be fighting soon! Left horsemen powered up and to the left, angling for the minos' flank, and the disc zoomed up the right flank for chariot harassment. Flickering fire was shut down, roar stripped off a wound from the rightmost chariot (maybe), and the HC one-shoted the middle chariot. Turn 2 Less speedy advance, but beasts still moved on up. Warhounds cut behind the minos to stare at the horsemen over there. He had actually set up a lot of great counter-charges. I had charges on the mino flank with horsemen, but would be countered in the front by warhounds and flank by the wargor, and on the mino front with the HC, but would be countered by a chariot in the flank. But whatev, it was time for fighting. The horsemen left charged the warhounds, the hellcannon made it to the mino front, the other horsemen slammed into the leftmost chariot, and the disc hopped the right chariot to bother it from behind. A hearty flickering fire wrecked the sorcerer's chariot, and combat was quite decisive as well. The horsemen vs chariot caused 2 wounds, took 1 and broke it, but failed to catch. The 'cannon dropped 1 mino, took 0 wounds back and broke them - they were crossfired on the horsemen fighting dogs, and the HC overran into the warhounds, who were vaporized and those horsemen overran to get away from the wargor. Turn 3 The fleeing chariot rallied, and the wargor charged into the hellcannon to try for some kind of VP. He tagged 1 wound on the beast, but was eaten for his troubles. The four horsemen charged the rallied chariot and killed it. Everyone else nabbed table quarters ftw. TIZZ MASSACRE (20-0) Totally brutal game, with terrible dice on his part. He was failing 4+ chariot saves like I fail regen rolls Tomorrow morning: High Elves Round 2 - Salvage
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This message was edited 3 times. Last update was at 2010/01/05 05:57:09
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![[Post New]](/s/i/i.gif) 2010/01/05 14:05:04
Subject: Re:Warriors of Tzeentch Battle Log [Games 5 & 6]
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Violent Space Marine Dedicated to Khorne
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Nice reps. Salvage! Glad the Heck-cannon can lay it out.
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![[Post New]](/s/i/i.gif) 2010/01/05 16:01:02
Subject: !"
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Omnipotent Lord of Change
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Would have been nice if Mr. Heck could scatter less often, but that just proves one should be fully prepared to go aggro with the beasty and screw the uber cannon on its back ... Game Seven: High Elves Happily feasting upon minotaur steaks roasted on smoldering chariot, The Pimp and his barbaric riders sat and enjoyed a nice post battle picnic. Suddenly a shrill voice pierced the sounds of noshing, startling the hellcannon and setting The Pimp's teeth on edge. The Pimp's hands shot to his ears, smearing BBQ sauce on his blue hood in the process, and looking in the direction of the sound he could saw a bunch of elves yelling something at his heavy recon force. Looking closer, The Pimp recognized a few of the swordsmen, as well as the recently rebuilt bolt thrower he had detonated some weeks before. The Pimp wiped his hands off on his robe, snapped his fingers and mounted his disc as it obediently zipped over. He could use some dessert, and elf-over-bolt thrower was sounding tasty. High Elves 500 H: Mage - level 2, reaver bow C: 10+ Archers S: 6 Swordmasters R: Bolter R: Eagle Scenario Secure & Control - 3 markers go down across the center line, worth 50 VP if held (only unit within 6") at the end of game. Deployment Elves (L2R): bolter back corner behind a pond, swordmasters + mage to the right of the pond, archers in a long line to their right, eagle behind a building right flank. Tizz (L2R): horsemen hard left (partially behind a building), hellcannon right-ish near a wood, disc right and behind the wood, horsemen hard right behind the wood. Mage took shadows and got the first mm and the "I cause fear!" spell. Battle Turn 1 Elves start things off, by boltering 3 of the left horsemen gunning for them, and tagging a wound on the hellcannon. Chaos blitzes up: left horsemen march for the bolter (mostly to draw fire from the right side), hellcannon steams ahead 6", right horsemen zip around the wood to ready a charge on the archers, and the disc hops over to flicer the archers and yell at the eagle. Flicker fails, roar strips 2 wounds off the eagle (!). Turn 2 The elves feel little need to move, though the reaver mage wheels his unit so he can shoot things and the eagle march blocked the 'cannon. His mm is stopped, the bolter only drops 1 horsemen coming at it, so the reaver bow is put to use dropping that last marauder. The archers target their horsemen but only manage 1 wound. Recognizing how many ways this turn could go wrong, I tossed the remaining horsemen into the archers (0 lost on stand-and-shoot), and the disc floated over to either kill the bolter or be killed by it next turn. Flicker failed, so he was done for ... but roared at the swordmasters all the same, popping 1. The horsemen lost 2 to ASF (!!), killed 1 archer with a pony kick, broke and were not followed. The HC, meanwhile, shuffled forward 3". Turn 3 The elves felt no need to move, thanks. The mage got his mm off on the sorcerer, but it was absorbed by armor or bad dice. The bolter had no such problems, spearing The Pimp with a single shot, which hit, wounded, wasn't caught by the tizz ward and did a neat 2 wounds. Much sadness. The archers shot down the running horsemen. Third time that night it was down to the cannon to win the day. Could he do it?? With the fakking eagle right there, the HC decided to shoot the swordmasters, tagging four of them and splattering them down to mage + 1 SM. Turn 4 The mage left the SM and commanded him to go chop down the hellcannon, so he obliged and marched over to his doom. Nobody else moved, and the HC lost 2 dwarfs from the fusillade. The mage was shut down. Mr. Heck frolicked into combat with the swordmaster, shrugging off his puny S5 attaks and splatting him, joyfully overruning towards the bolter. Now, the pond would keep him from charging the bolter BUT if he could rampage, then the cannon could spin 90 degrees to his right and take out the archers and then the mage. I only had 1 dwarf left, and the HE would certainly want to unload into the beast ... Turn 5 ... but he was smart and parked the eagle closer, just in case the cannon survived and flipped out. He did not survive, and was dropped by impressive bow fire. HIGH ELF MASSACRE I was as aggressive as I could have been with the hellcannon, so no worries there, but I'm wondering about the disc. Turn two I think I could have pulled off a charge on the swordmasters, which would have seen me challenging out the mage and killing him, hopefully in his next turn, grabbing a roll on the eye (!) as well as one less dispel die and that +1 ... I don't think I really misused him too bad, but I didn't necessarily have to toss him away like that in a Mexican stand off with the bolter. For those keeping track, I attempted flickering fire how many times over 3 games? And got it once. Compare this to my first day of 500 point games and how much flicker was owning things These games were also a learning experience in what marauder horsemen can handle. Twice I tossed them into a superior number of bowmen and lost them (though against the brets I probably should have won if ANY marauder hit, besides the ponies going to work), but beating a chariot twice was pretty cool against the beasts. There's a 500 point tournament this weekend, so stay tuned for three more games of mini-carnage. The HE dude will be there with this same list, but there should also be a doomwheeling skaven list, the hellblaster empire ranked just under me in the standings, and other treats. - Salvage
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This message was edited 2 times. Last update was at 2010/01/05 16:03:18
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![[Post New]](/s/i/i.gif) 2010/01/06 16:43:32
Subject: Warriors of Tzeentch Battle Log [Games 5 & 6]
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Guardsman with Flashlight
West Point, NY
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Yeah, sometimes a Super hero army kind of kills the fun of warhammer...
However, you are Chaos Mortals. A lot of your points should be tied up in characters because that's what you do. Cool heroes are the best part of your army! I do hope that you haven't created an arms race, however. 500 point Skirmishers sound really fun and interesting and it would be sad if they became "alright, we have 500 points to make the best character possible."
A Gladiator-type Tournament would be interesting, however...
If you've done okay so far despite being so heavily weighed in one direction, congrats! I tend to favor more balanced armies. I do play lizardmen though and we get a lot of really cool unit choices so I hate spending too much on any one thing.
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![[Post New]](/s/i/i.gif) 2010/01/07 05:11:05
Subject: Warriors of Tzeentch Battle Log [Games 5 & 6]
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Omnipotent Lord of Change
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Sebulba wrote:I do hope that you haven't created an arms race, however.
It started to seem that way after Day 1, but I think people were getting to grips with how to push 500 competitively. I don't know about you, but we don't really play 500 point games except for these opening escalation games  As to unbalanced armies, well in just a moment you can see what my full strength 2250 list looks like, and IMO it does not follow the pace set by my 500 pointer ... Game Eight: Warriors of Khorne The White mounted his newly gifted demonic steed and surveyed his amassed troops, freshly joined by the return of The Pimp and his pet hellcannon. He felt strong in the saddle, majestic upon his pulsing power pony, a force to be reckoned with, a destroyer of cities and cowerer of mortals ... "Why are you not gazing upon my magnificence?" The White demanded of his army, whose attention was collectively focused behind his left shoulder. The Duke pointed and The White rolled his gleaming eyes and turned in the saddle ... and nearly fell right out. "HOLY FAKK! A khorne dragon?!" Khorne 2250 L: Lord - MoK, sword of battle, crimson armor, collar, dragon H: Exalted - MoK, BSB, roar, enchanted shield C: 15 Warriors - MoK, warbanner, full command, shields C: 15 Warriors - banner of rage, full command, shields C: 10 Marauders - MoK, great weapons C: 5 Warhounds C: 5 Warhounds C: 5 Warhounds S: 5 Knights - MoK, musician S: Chariot - MoK S: Chariot - MoK DictatorGames's angry red wagon, which will be headed to Conflict in a week and change. Best of luck to him there, I know I always dread fighting this army, just so hard to deal with that frenzied dragon. My vermin lord-led skaven died to this meatgrinder a couple weeks back, after I fed an abomination to the beast (got the charge, did 0 wounds, died for real). Tizz 2250 L: Lord - MoT, aethersword, enchanted shield, collar, demonic mount H: Sorcerer - MoT, golden eye, scroll, roar, disc H: Exalted - MoT, BSB, sword of striking, talisman of protection C: 20 Warriors - MoT, warbanner, full command, shields C: 19 Warriors - MoT, rapturous standard, full command, shields C: 5 Horsemen - musician, spears, light armor C: 5 Horsemen - musician, spears, light armor C: 5 Warhounds S: 3 Dragon Ogres - great weapons S: 6 Forsaken R: Hellcannon This is the latest iteration of the list I've been shopping since before last summer, and I'm just about 100% happy with it - up until now I've used a disc lord as detailed here, but the demo-horse offers a number of options the disc doesn't (like hiding in units and passing on fear immunity, good for Tizz). It's got everything I want in it, has a couple unknown things - forsaken I've never run until this game, drogres I'm nowhere near figuring out how to use - and puts all the models I want to on the field. I've got a tizz giant I keep wanting to swap in for the hellcannon, since I seem to fight with the HC more than shoot with it, but the T6, unbreakable and big gun on the HC keep me sticking with her. Deployment Khorne (L2R): knights, chariot, marauders, dogs, warbanner warriors + BSB, chariot, rage warriors, dogs, dragon (behind a forest right side), dogs Tizz (L2R): horsemen, sorcerer, warbanner warriors + aetherlord (left flank protected by a forest), dogs, rapture warriors + BSB (right behind dogs, on hill), hellcannon, drogres, horsemen, forsaken (right behind horsemen) The Pimp took flicker, and prepared for a dice off every time he tried casting. Battle Turn 1 Khorne won on +1 and took it. Everybody moved on up, and the dragon hoped the wood to stare at the forsaken / drogres / hellcannon / horsemen - i.e. the right half of my army. An early charge saw the tizz hounds charging the khorne dogs in the middle of the board! Left horsemen zoomed up the left flank, the disc followed suit, comfortably marchblocking the knights and preparing to yell. The warstar kept it's flank to the woods and angled a bit toward the dragon, and the rapturestar did likewise, in case of overruns or something. The right horsemen moved up next to the dragon in case it felt like charging into them and diverting over, while the drogres wandered forward and angled to send the dragon into the hellcannon on the overrun, where it could be flanked by the rapturestar ... Flicker against the knights was stopped, though roar dropped 1. The HC scattered 8" off the dragon and expected to die next turn. In the puppy fight 2 dogs died on both sides for a draw. Turn 2 The right chariot was in range of the drogres so declared the charge, the marauders had to clip in against the hounds nipping at each other, the right hounds (not the RIGHT right, those are sneaking down the right flank for the next couple turns) charged the right horsemen, and the dragon after much deciding charged the drogres. The dragon ogres elected to flee and, needing a 7 or so to live, rolled a 5 on 3d6 and were run down, but pulled the dragon right in front of the rapturestar + hellcannon. Other units moved about as able. Finding himself unengaged, the dragon breathed on the rapturestar (x2) and dropped 3 warriors! In fightland, the single marauder fluffed, 1 khorne dog dropped a tizz puppy, and the blue dogs broke. On the pursuit the marauders slammed into the warstar (11") for next turn. Meanwhile, the right warhounds failed to get through elite horsemen armor and lost 2 in return, were beaten and ran. Passing terror (yay lord 9  ), the rapturestar charged the dragon in the front and was joined by the hellcannon in its flank. The forsaken charged into the flank of the right chariot and prepared to show me what they could do ... And the horsemen continued around the rear of the chaos army, looking for crossfires later on, as the discer floated after the knights. Flicker went off with a mighty 7 S3 hits on them, but to no avail. Roar likewise sputtered ineffectually. Combat, the warstar lost ~3 warriors, but loads of marauders died in return and were broken but not pursued, the tizz lord letting the naked men get in the way of the warriors behind them. Main event, the rapturestar champion was fed to the dragon and took max overkill, meaning the dragon lost by 1 vs 7 CR, but easily passed. The mighty forsaken would not be as impressive: with a 1+1 for number of attaks, 12 attaks equaled only 1 wound, and the chariot crew hacked down 3 frothers and broke them, easily catching themselves 108 delicious points. Sad times in forsaken land Turn 3 A number of nasty counter charges on the dragon fight were set up - knights in the rapture flank, chariot in the hellcannon flank - for next turn, and the left chariot slammed into the warstar. The right dogs failed to rally and were crossfired on the horsemen who fought them last turn. The BSB's roar dropped a left horsemen with an impressive 11 hits, but then it was on to fighting. The Duke, who was riding the left corner of the rapturestar, felt no need to slide in against the dragon, meaning the khorne lord had to actually fight some weenie unit dudes. He put his attaks into the hellcannon's crew and killed 2 (half points!), and the dragon slapped against the hellcannon for no wounds. Neither the warriors nor the hellcannon could do anything to the chaos lord, but it didn't matter - with such a weak showing it lost by 4 to static CR, broke, ran a piddly few inches and was caught by the rapturestar. The Duke was so excited that he forgot to roll on The Eye ... Back in the chariot vs warstar combat, the chariot went big with 7 impacts, dropping a couple warriors but failing to damage the unit, and was broken and sent fleeing though the marauders AND the warbanner warriors. Both took 7 impact hits, which vaporized the marauders and irked a couple warriors too. Finding itself much closer to the rage warriors, the rapturestar charged in ftw. The hellcannon flipped out, but he was 1" from the chariot he wanted to charge anyway, so he did. The aetherlord decided this was a good turn for killing things too, so solo charged out of the warstar and into the 4 knights incoming. Flicker was stopped, roar dropped 1 of the warbanner warriors, and we were back to The Best Phase already. The aetherlord faffed about a bit and only killed 2 knights, took a wound in return and passed his -1 break test with ease. The rapturestar, thanks to static CR and The Duke but no thanks to the rest of the warriors, beat the extra angry khorne boys and grabbed their banner, letting them be crossfired against the horsemen lurking behind. The hellcannon managed 1 wound on the chariot, took 1 in return, beat it on outnumber and auto-broke it, running it down as well. Turn 4 Khorne troops were seriously running low, but carnage was still to be had. The warbanner + BSB warriors hit the aetherlord in the flank, and the chariot that had creamed all his buddies rallied and pointed at the flank of the rapturestar. After dogs did doggy things, the aetherlord accepted the warbanner warrior champ's challenge, blocked his attaks and vaporized him for 3 wounds. Faced with a -3 break test the aetherlord kept his cool and passed (with BSB reroll admittedly). The warstar whooped and countercharged their red doubles to held the lord out, the hellcannon stood over by the dogs who had taken the long walk around the right side and into the tizz zone, the rapturestar turned to face the chariot down, the horsemen headed for quarters and the disc floated over to burn the chariot down. He got flicker all right, but 5 S4 didn't amount to much beyond 1 wound. Over in The Fight, the aetherlord challenged the khorne BSB and lasered his head off, rolling +1A on The Eye! The warriors smacked at each other, but both khorne units broke, with the aetherlord heading after the knights (failed to catch) and the warstar after the warriors (caught 'em). Turn 5 Chariot hit the rapturestar, knights rallied and the fresh puppies failed terror and headed for the board edge. The chariot did not much to the warriors, and was wrecked by The Duke + his friends. The aetherlord, now extra spikey, charged the rallied knights and killed the last 2 neatly. The Pimp floated over to the last 2 khorne puppies and yelled 1 down, but they passed panic. The hellcannon marched over and sat near them for next turn ... Turn 6 ... when the last puppy failed terror and the other puppies didn't rally and left the board. TIZZ MASSACRE With the dragon falling to CR POWER, the heart of the khorne army was pretty well bludgeoned. He had plenty of teeth left, but they either were jumped early (rapturestar vs rage warriors, aetherlord into knights) or bounced off the warstar. My specials as usual sucked, though the drogres are eating well tonight after baiting that dragon for me  Forsaken, while they have their uses, are clearly not going to be good against really anything in this army of high armor and better stats ... Also, rolling on The Eye rocks, maybe in part because it's so seldom - Salvage
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This message was edited 2 times. Last update was at 2010/01/07 05:13:58
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![[Post New]](/s/i/i.gif) 2010/01/07 14:48:20
Subject: Warriors of Tzeentch Battle Log [Game 8]
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Violent Space Marine Dedicated to Khorne
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*Shakes fist in air* Damn my "up the guts" attitide. I must be smart. If i had only sacrificed the pups to make the BSB come out and play. . . I'll get you next time SALVAAAAAAAAAGE!!!
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This message was edited 1 time. Last update was at 2010/01/07 14:48:29
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![[Post New]](/s/i/i.gif) 2010/01/07 23:32:17
Subject: Warriors of Tzeentch Battle Log [Game 8]
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Auspicious Aspiring Champion of Chaos
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Wow, Khorne dragon. Don't see that too often. Seems like Frenzy's such a big liability for a large flier that it would be tough to use it well. At least it would for me...
Quite enjoying the reports, please keep it up!
RZ
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“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.
On a delicate chain at her throat, she keeps it with her to this day.”
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![[Post New]](/s/i/i.gif) 2010/01/08 01:20:37
Subject: Warriors of Tzeentch Battle Log [Game 8]
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Omnipotent Lord of Change
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Red_Zeke wrote:Wow, Khorne dragon. Don't see that too often. Seems like Frenzy's such a big liability for a large flier that it would be tough to use it well. At least it would for me...
Well I see it too often  ... ... which is at least aesthetically pleasing, DG really killed it with a beaut of a centerpiece IMO there are really only 3 truly scary dragons: star dragon, black dragon, khorne dragon. The star is just a tank, and black and red get the boost from hatred/frenzy that they need to really gauge units up. Having a crimson death / ring of hotek / pendant riding one and a ton of attaks / armor / T5 / MR(2) riding the other helps too DG has a good lecture he can give on why frenzy on a dragon isn't much of a liability, though a lot of it comes down to being a large target and flying meaning that sure you have to charge, but you have sooooo many choices and the OOMPH to back it up, even in a unit's front. - Salvage
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This message was edited 4 times. Last update was at 2010/01/08 01:23:09
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![[Post New]](/s/i/i.gif) 2010/01/08 01:47:00
Subject: Warriors of Tzeentch Battle Log [Game 8]
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Violent Space Marine Dedicated to Khorne
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He's going into the stable soon in 1 1/2 weeks after the conflict gt then the T6 Father will come out to play!!!!
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This message was edited 1 time. Last update was at 2010/01/08 01:47:14
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![[Post New]](/s/i/i.gif) 2010/01/08 21:11:40
Subject: Warriors of Tzeentch Battle Log [Game 8]
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Omnipotent Lord of Change
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That dude is going to rock, and I can't wait to take an aetherhammer in the jubblies
Lord - MoK, father of blades, skinhidden plate, shield = 335
That's the build, right? So cool
- Salvage
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![[Post New]](/s/i/i.gif) 2010/01/08 22:04:20
Subject: Warriors of Tzeentch Battle Log [Game 8]
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Violent Space Marine Dedicated to Khorne
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simple and elegant I love this build.
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This message was edited 1 time. Last update was at 2010/01/08 22:04:27
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![[Post New]](/s/i/i.gif) 2010/01/10 21:21:15
Subject: Re:Warriors of Tzeentch Battle Log [Game 9-12]
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Omnipotent Lord of Change
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We had a 500 point tournament to cap off the first league tier, as tomorrow we head to 1000 points and a new set of opponents. I'm currently tied for 1st on BP, but have the highest running VP total ... but I don't expect that will stay true after these 1000 pointers go down. My list is going to start diverging from its blasteriness at this point, while my opponents - Empire (hellblaster is insane at low points), High Elves (fighty flavor though, so will be interesting), Brets (he's adding no lances, mostly peasant support + pegs) - I have a feeling may be ramping up accordingly. But we shall see.
We had 9 players, so the tournament was run for 4 games (1 random bye per), with the lowest score dropped. A very cool way to do it, took care of That Game where luck or a bad match up came into play a bit too much. I'll keep these reports brief, as the games were pretty quick all told (30-40 min each) ...
Battle 9: High Elves
This was my opponent from Game Seven, playing the same army, against my same army, with the same spells rolled and a near identical table. Reeeeematch!
I expected to fight this dude again, and sadly I never did figure out how to do anything against him without a good bunch of luck. The plan turned out to be shooting with the hellcannon, while both marauders went for the bolter and the disc sorcerer limited LoS from the bolter and hoped for flickering. This was hurt in his first turn, when I lost 4 of 5 marauders from one unit and 2 of 5 from the other before they had moved, and they were wiped out next turn, leaving me just the big guns to do anything. The Pimp tried for a long charge on the mage + swordmasters, with the full intent of cutting his head off and getting some Eye action, but the charge was about 24", so the disc failed charge and was killed next turn by everything. The HC meanwhile had killed 4 swordmasters with a nice shot, shattered the bolter with another, and would land a blast on the archers + mage for another few dead elves. He finished the game rampaging into the eagle at his flank, terroring it off the board.
HE Survivors: Mage, archers, 1/2 swordmasters
WoT Survivors: Hellcannon (with the toughest 2 dwarfs ever, denying 1/2 points despite rounds of shooting into them)
TIZZ LOSS (4-16)
A rough start to the tournament, but I knew I could have this low score drop as long as I didn't screw up too bad and get zeroed ...
Battle 10: Empire
Annnd here was the hellblaster that everybody had been hating on. How bad could it be?
H: Wizard - rod of power, horse [fireball]
C: 20 Swordsmen - full command, 9 spearmen detachment
C: 5 Knights - champ, standard
R: Hellblaster
I knew the hellblaster needed to die, and as the only really pressing threat everybody went after it, using a building to shelter both horsemen + the disc for a third turn charge. The hellblaster moved within 24" of my HC, then vaporized the first horsemen to appear around the building, then pounded into the 'cannon, and would do so a second time before finally misfiring - on a 6, emptying 30 shots into the beast. Shockingly it didn't die, clinging on at this point with 2-3 wounds and 0 dwarfs. On its part, the HC had been firing at the hellblaster every turn, with only a single hit that resulted in 2 dead crewmen and 1 wound on the machine ... Then Ms. Nibbles rampaged into the swordsmen + wizard and ate the wizard, and spent the next 3 rounds chewing on humans until the unit was down to half points.
Meanwhile, my sorcerer had been putting flickers into the knights - 3 S4, 4 S3, 2 S6, 2 S7 - which combined with roar finally nuked the unit, that spent its brief march-blocked existence thinking about charging the hellcannon. Acceptable.
TIZZ WIN (19-1)
Battle 11: Warriors of Chaos
Ahhhh, I finally got to fight the other WoC guy, a skittles player who's been relying on his knights to carry the battle at these low points. Note that he's picked up a rather sexy sorcerer build
H: Sorcerer - MoT, roar, disc
C: 5 Horsemen - MoS, musician, flails
C: 10 Marauders - MoS, musician, great weapons
S: 5 Knights
We both figured this game would come down to whose sorcerer could take out the other one first, and whether I could trash those knights somehow. He got first and the disc flitted over to flicker mine, but was shut down and 0.25" out of roar range. My disc responded by hoping over, failing flicker and roaring a wound on his doppelganger. Next his disc did the same, flicker flopping and roar knocking a wound off, but next round would prove decisive, with my disc tossing a weak flicker into the other disc for no wounds, but roar striping that last wound and bagging the enemy caster.
Meanwhile, a unit of my horsemen had charged and run down his gw marauders (they fled 2"), EitW-ing into the flank of the flail horsemen and beating them handily, and then failing to restrain and pursuing into the flank of the knights (caught the horsemen though). I was hoping for my horsemen to break and clear out so I could get my anti-armor onto the knights, except the hellcannon rampaged and charged the knights' other flank. This left my disc waiting around for the hellcannon to die, but stupidly I got the idea that I could actually beat the knights, so charged in a fresh horsemen unit into their flank that the other horse had run off of rounds back. Suffice to say, the HC died, the horsemen broke and fled, then fled again when the knights charged them, and with just my last round to go, all horsemen rallied, my sorcerer took a deep breath and tried to wipe out 3 knights in one go. Flicker rolled nothing that mattered, and an AWESOME roar took down 2 knights, but was 1 short of full points for the unit.
TIZZ WIN (17-3)
Battle 12: Brettonians
Remember the new bret guy from Game Five? He had thrown down in the tournament and done very well for himself, and our game would be key in deciding what the top three spots came down to.
He ran the same list as before, and overall I felt pretty confident going into this, partially as he had isolated his treb away from the disc-dropping power of his peasant archer blob. I went aggro and threw everything towards the treb, barring the HC which spent the game shooting at the peasants and deviating a lot - think she killed about 8 peasants total, not quite 205 points
Anyway, the treb deviated wildly with its one shot, was run down by horsemen, and the sorcerer did terrible things to the KotR lance that had come to intercept the fast cav / flying wizard. Flicker hit relatively hard, enough so that roar, after randomization, dropped the last remaining knights and wounded the general, leaving the general and the BSB to split up. Next turn the general was roared to death, and my sorcerer would cruise over and start burning and yelling at peasants until they broke late game. Note that the disc was shot by the dwindling archers every turn, but took 0 wounds from each volley, easily passing the single armor save he was asked to make each time.
My one stupid move was zipping some horsemen right up at the archers with the intent of running them down, but totally forgetting that bret knights charge 16" not 14" ... which let the BSB hit them in the flank and run them down. Ah well.
TIZZ WIN (20-0)
After dropping our low games it came down to:
Skaven (60) - Doomwheel rolling strong!
WoT (56) - Hellcannon ftw!
Brets (50+) - Uh, newbie power? These were his 2nd - 4th games (he got a bye first round) of fantasy possibly ever, which is pretty impressive!
I got $30 for my troubles, which went into a lord on demo-horse, whose currently on the conversion bench getting his gaps filled
And a finally note, I'd like to thank Bloodcurdling Roar for all the hard work throughout 500 points. The thing is golden, and while I expect great things to come, it shines especially well in these low pointers
- Salvage
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This message was edited 4 times. Last update was at 2010/01/11 01:27:42
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![[Post New]](/s/i/i.gif) 2010/01/11 01:44:42
Subject: Warriors of Tzeentch Battle Log [Games 9-12]
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Violent Space Marine Dedicated to Khorne
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Nicely done! it seems the marauders didn't go as well as expected in these low pointers. not well armored enough?
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This message was edited 1 time. Last update was at 2010/01/11 01:49:44
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![[Post New]](/s/i/i.gif) 2010/01/11 02:24:17
Subject: Warriors of Tzeentch Battle Log [Games 9-12]
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Omnipotent Lord of Change
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They actually got into a lot of favorable fights - vs war machines or cavalry flanks - but I only ever hit with 1 of 4 marauders, max. It's really hard to survive combats when you can't hit
As to being shot, I was pretty happy wit the 5+ and made a bit more than probability worth of saves. Thing is their T3 and 5+ armor makes them the easiest units to beat up on in the list, and I also used them to draw fire too  I realize that I lost one or both units in many games, but 75/150 points is fairly cheap to pull people around and get the guns onto them.
I'm heavily debating keeping the forsaken away until 2250, so I can have 2x horsemen @ 1000 and 1x @ 1500 ... I'd like to give the forsaken some practice at lower points before big time hits, but I've gotten pretty used to having 2 units of horse to aggro into war machines and stuff. The awkward thing for 1000 is that I also have dogs now, so the list has 3 'light cav' running about mostly being irritating.
A further caveat: if I swap 6 forsaken for the second horsemen @ 1000, I can make The Pimp level 2 for the first time in his life. Has potential, as I expect more magic defense at this level.
- Salvage
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![[Post New]](/s/i/i.gif) 2010/01/11 02:38:03
Subject: Warriors of Tzeentch Battle Log [Games 9-12]
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Violent Space Marine Dedicated to Khorne
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The magic defense is a boon and to be honest ogres hit about as hard as forsaken and move as fast and are 3 for 105. Plus they cause fear and. Onether option for a duplicate unit might be MoK horsemen. Less attacks but the dependability and s5 is huge.
~DG
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This message was edited 1 time. Last update was at 2010/01/11 02:38:26
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![[Post New]](/s/i/i.gif) 2010/01/11 02:38:52
Subject: Warriors of Tzeentch Battle Log [Games 9-12]
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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All I have to say: go Hellcannon. I am building my own WoC army, these battle reports are informative.
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![[Post New]](/s/i/i.gif) 2010/01/11 03:09:16
Subject: Warriors of Tzeentch Battle Log [Games 9-12]
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Omnipotent Lord of Change
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DictatorGames wrote:The magic defense is a boon and to be honest ogres hit about as hard as forsaken and move as fast and are 3 for 105. Plus they cause fear and. Onether option for a duplicate unit might be MoK horsemen. Less attacks but the dependability and s5 is huge.
~DG
My ogres have gw and chaos armor, so don't quite clock in that cheaply. In fact, forsaken first entered my list because I was so sick of my ogres sucking and wanted a cheaper but comparable flanker / fast unit. Forsaken have 2 big advantages over ogres for me: WS4, LD8. After playing OK for years I'm overjoyed to not put up with WS3 and LD7 on things
@ Taco - Thanks man, good luck with your horde.
- Salvage
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![[Post New]](/s/i/i.gif) 2010/01/11 03:15:10
Subject: Warriors of Tzeentch Battle Log [Games 9-12]
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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Forsaken are only S4 I think they are only good if you like them.
Knights: 2S5 + 1S4 attack per 25mm
Forsaken: D3+1 S4 attack per 25mm
Ogres, Trolls/ etc: 3/4 S5/67 attacks per 50mm
Personally I think Forsaken are the runts of the litter but I suppose they are OK if all you want is something to hang on the side and hit a flank. And you can give Knights Frenzy anyway.
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![[Post New]](/s/i/i.gif) 2010/01/11 03:48:13
Subject: Warriors of Tzeentch Battle Log [Games 9-12]
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Auspicious Aspiring Champion of Chaos
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Lookin' forward to the kick up in points values! Well done at the tournament.
RZ
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“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.
On a delicate chain at her throat, she keeps it with her to this day.”
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