Chaos
48 marauders, flails, mark of nurgle, musician, standard bearer
5 knights. musician
2 chariots
2x5 warhounds
Sorc, level 2, lore of death, +1 spell, shield with +2 to armor save, dawnstone
Beastmen
Beastlord with stone crusher
BSB
18 gors
20 gors
2x5 ungor raiders
3 razorgors
Chaos goes first
Turn 1
Nothing much, both forces move closer to each other
Magic
Chaos uses 4 dice to try and spiritleech
BSB, fails to cast
Shooting
Ungor raiders kill 1 warhound from each unit
Turn 2 chaos
Left warhounds are moved to try and re-direct the razorgors.
Chariots charge right gors.
Magic
9 power dice, 6 dispel dice.
3 dice spirit leech on
BSB, no dispel,
BSB fails by two, dead.
6 dice soulblight on right gors, 6 dispel dice, fail.
Combat
Both chariots charge the right gors, 12 killed via impact hits, warriors kill 2, horses do nothing.
Right warhounds charge right ungor raiders, fail to do any wounds, all are killed.
Turn 2 beastmen
Left gors flank charge chariots
Razorgors charge left warhounds, wipes them out, reforms
Combat
Chariots kill 4 more gors from the bottom
Bottom gors and left gors each deal 1 wound, both saved
Beastlord strikes at s10 due to stonecrusher, 3 wounds
Chariots lose combat by 5, rank bonus, charge, flank...both flee to the right, caught and killed.
Turn 3 chaos
Magic
7 power dice, 6 dispel dice
3 dice, spirit leech on beastlord, fail to cast
Combat
Knights charge razor gors, 2 wounds, horses deal 2 wounds.
Razorgors deal 3 wounds, all saved.
Razorgors lose combat, flee 8 inches, knights pursue 7.
Turn 3 beastmen
General fails
LD check to swift reform, other gors pass.
Razorgors rally
Shooting
Left ungors shoot at marauders, no wounds
Turn 4 chaos
Knights charge razorgors,
Magic
5 dice, 3 dispel dice
5 dice purple sun, 3 to dispel, fail. Purple sun kills beast lord, 10 gors and 3 ungor raiders. Gors fail panic test and flee 3 inches. Ungors fail test and flee 5 inches.
We ended it here.
Some thoughts :
-5 man warhound units only serve as a distraction, cant really go warmachine hunting or take out scouts
-Chariots frontal charging a steadfast block is a bad idea, especially when it can get you flanked
-No way to deal with tooled up
CC lords except via magic