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Made in nz
Regular Dakkanaut




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
[Thumb - chaos.jpg]
Turn 2

[Thumb - chaos2.jpg]
End of turn 2

[Thumb - chaos3.jpg]
End game pre-purple sun

This message was edited 3 times. Last update was at 2011/07/11 14:16:50


Play warhammer fantasy online : www.universalbattle.com 
   
Made in us
Mighty Gouge-Horn






May I ask why you took MoN on Marauders? I have never really seen that before

D.O.O.M.F.A.R.T's 30th man!
Red_Zeke wrote:Now if your theme, is Hans, the arch-lector, who likes taking out the war altar to go watch his steam tank race around, while shooting off 3 cannons and 3 mortars for a fireworks display, it gets a little iffy.

http://www.dakkadakka.com/dakkaforum/posts/list/390844.page
CowPows ying to his WoC Yang 
   
Made in nz
Regular Dakkanaut




I thought it would give them a bit more survivability.

Play warhammer fantasy online : www.universalbattle.com 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Statistically, Mark of Tzeentch is better for cheaper, by and large. However, I wholly support anyone taking non-optimized options.

“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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