Switch Theme:

2000pt battle: Warriors of Chaos vs Dark Elves/ Ogres  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




So me and the lads decided to have one last battle with the old Ogre kingdoms rules... but my friend's brother is just getting into WHFB this edition and tagged along to make it 1000pts of Dark Elves and 1000pts of Ogres versus 2000pts of my Warriors of Chaos. We just did a pitched battle and fought it out to the bitter end (more or less).


So the lists:

Warriors of Chaos

Lord:
Lv4 Sorceror Lord-- (shadow lore) talisman of preservation, power familiar, sword of anti-heroes-- 370

Heroes:
Exalted-- BSB, MoTz, talisman of endurance (5+ ward so 4+ total ward), bronze armor of zarak, biting blade, stream of corruption, shield-- 220

Lv2 Sorceror-- (fire lore) dispel scroll, sword of might, blood curdling roar, barded steed-- 201

Core:
12 MoK warriors-- halberds, standard bearer, musician, banner of eternal flame-- 250

18 MoTz warriors-- hw and shield, musician, standard bearer, and standard of discipline-- 341
(BSB and Lv4 join here)
40 MoK marauders-- great weapons, musician, standard bearer-- 242

2x5 Warhounds-- 60

Special:
6 MoK Knights-- standard bearer, musician, standard of +1 movement-- 315 (lv2 joined here)

Total: 1999


Their forces were something like this (no I did not look at their lists and no I did not question the choices they took lol)

Dark Elves
Lv2 Sorceress-- dark magic

12 Spearmen
1 Assassin hidden in spearmen with rune of khaine, manbane, and two other powers (-1 attack to guy in base contact and WS1 on the charge if you fail a leadership test against it)

16 RxB

20 Corsairs-- 2 hw

5 Cold one Knights

1 Reaper Bolt Thrower

(As I said, he's new to the game and has bought a battalion, bolt thrower, and a sorceress so far. He did not add any command or magic items for points reasons... I guess...)

Ogres
Tyrant-- 5+ ward save, luck gnoblar, great weapon

6 Ironguts-- full command, bull standard (re-roll to wounds)

3 Maneaters-- tyrant joined them

(Yeah... not the most exciting choices but I think he just felt like only bringing 10 models to the table lol)

Alright we rolled and started deploying:
Ogres were set up with the man eaters and Tyrant on my right flank and with the iron guts off to the left side.
Dark Elves ended up being spread out behind the ogres with Cold ones next to the man eaters, RxB behind them, and the sorceress standing outside but beside the RxB unit. The Spearmen, Corsairs, and RxB set up behind the Ironguts.

I deployed with my 2 warhound units and the MoK warriors on my left side (opposite the ironguts), the MoK Marauders on my right side (opposite the Cold ones), and my MoTz warrior block right across from the tyrant/maneater combo (basically in the center of my line), last I dropped the knights between the two warrior blocks and behind a hill in the middle of the field.

For magic I rolled: Miasma, the withering, pit of shades, and mindrazor for the Lv4 and Fireball and Flame Cage for my Lv2. His sorceress rolled word of pain and the black horror.

We rolled and the two brothers got to move first:

Turn 1:

Alliance: Not wasting any time, the Ogres move both of their units forward 12" followed by the Cold Ones moving up next to the maneaters and shuffling the RxB unit forward to hopefully be in range next turn. The sorceress marched forward as her magic was quite short ranged for turn 1 casting. The Dark Elf spears and corsairs both pushed forward and more toward the center of the field, leaving the Ironguts largely alone on the (from my perspective) left side of the board.

Magic was out of range and the bolt thrower missed its shot on the MoT warriors block.

Warriors of Chaos: Moved both hound units forward and out toward the sides of the Ironguts unit, marched my MoK warriors straight ahead towards the ogres. I also marched my Marauders straight ahead and shuffled my MoT warriors and knights forward a bit.

My magic phase saw a strong 10 dice (+1 from power familar) and I started by casting the withering with 3 dice on the maneaters; passed and no dispel dice used. Ogres drop to toughness 3. Next I attempted to one dice cast miasma on the man eaters (to slow them down a bit) but failed.

With my Lv2 I cast flame cage on four dice at the cold ones, succeeded but was met with the full 5 dispel dice of my opponents and the spell was disregarded. Lastly I cast a second level fireball at the reduced toughness maneaters and rolled a 9 for the number of hits and ended up causing 7 wounds on the man eaters(!!!) killing 2 and wounding the third.

Turn 2:

The Alliance: Not wishing to be the target of anymore brutal magic spells, the Man Eaters attempt a long charge on the MoT warriors, but fail and stumble forward. The ironguts, meanwhile, simply march forward to be within range of a next turn charge on the MoK warriors.
The dark elves manage to move their cold ones into a good flanking position against the warriors, and continue to move the spearmen and corsairs toward the center/right side of the battle.

Magic Phase is still out of range, but the sorceress did march this turn to bring her closer to the action!

Shooting sees the RxB fail to pierce chaos armor on the MoTz block, but the Reaper manages to volley one knight to death.

Warriors of Chaos: Warhounds both charge the Ironguts in an attempt to delay their charge on my Warriors, one unit makes it into the front but the flank unit fails by rolling a double 1...
MoK warriors advance up slightly, trying to take away bull charge.
The MoTz warriors make a B-line for the tyrant and wounded Man Eater, while the MoK marauders continue to march forward toward the Cold One Knights. My knights took the opportunity to move behind the center hill so they would be out of site from the bolt thrower until they were ready to either flank charge the combats about to unfold or to wheel around the hill to charge the Dark Elf reinforcements (spears and corsairs).

Winds of magic again blew strong, giving me 8 dice (+1). I threw 4 dice at mindrazor on the MoTz warriors which was then dispelled with all of my opponents dice...

Switching gears, I cast flame cage on the corsairs to keep them from combo charging my Motz block with the man eaters and I managed to kill 4 corsairs initially!

In combat my warhounds managed to deal 1 wound(!!!) before being atomized by great weapons... Well not the "hold up plan" i had hoped for!

Turn 3:

Alliance: Ogres again announce charges, this time making it into combat versus both my MoK Warriors (the 6 ironguts) and the MoTz block (the maneater/ tyrant). Dark elves ponder a charge on the MoTz warriors but end up not going for it because of the Marauders looming in the distance. The corsairs do not even attempt to move while the flame cage is up, but the spearmen begin to rotate around the central hill, gunning for my knights... (was not a good sign that 12 spearmen were aiming for my knights+Lv2...)

Magic gives the DE player 7 dice and he casts word of pain on 4 dice into the combat with the tyrant and while he rolls a mighty 18(!) I threw my dispel scroll at it to keep my BSB, general, and warriors from dropping to WS 1. He then proceeded to fail to cast black horror on the marauders on 3 dice.

In the shooting phase, the RxBs manage to kill 8 marauders and the reaper is without a suitable target.

The first combats of the game! Impact hits see 2 wounds, 1 of which is saved. Then, I challenge the tyrant with my Lv4, he accepts, and I proceed to score a wound on him, which he fails his 5+ ward on but luck-gnobler's it up to a 5+ with the re-roll. The return attacks deliver a forgiving 2 wounds, one of which is saved by my ward. In the combat between the main blocks, my BSB and warriors make short work of the Man Eater and win combat by 3... His tyrant then fails his break test and is run down.

On the opposite side of the field, the Iron Guts manage to kill 2 warriors with impact hits before losing 4 of their number to a flurry of str 5 attacks. The return attacks bring down 2 more warriors and stomps prove ineffective. The following break test which the ogres also fail leads to the warriors, again, running down their foe and turning to face the rear of the Spear elves. (Yes at this point the Ogres had been eliminated from the game and the battered general turned to booze for comfort, cursing the dice gods...)

Warriors of Chaos: Feeling pretty happy about wiping the ogres off of the board, I went for several charges (though most were pretty long...). Knights charged the corsairs, needing 18, and failed. MoK warriors charge the spear elves, needing a 12, and failed. MoTz warriors charge the RxB, needing a 12, and fail, AND lose 2 of their number to the stand and shoot... and also ended up standing beside the Lv2 sorceress... Finally, my marauders went after the cold ones in order to take away their charge opportunity and I reckoned that my 30+ marauders could kill them quickly enough... yeah... well I made the charge but continue to read!

In the magic phase I get 7 dice total. First, I drop the BS of the RxBs by 3 (down to 1) and then fail to cast flame cage on the Corsairs but do manage a second level fireball on them, killing another 4 or 5.

In combat the cold one knights managed to kill 7 (!!!) marauders between the riders and the mounts, damned hatred. In a horrible fashion, my return attacks only bring down two riders. So despite having charged, having a banner, and having 3 ranks over him, I only manage to tie combat and we all hold...

Turn 4:

Dark Elves: As if they were fighting for revenge of their fallen ogre brothers, the dark elves announce a charge, sending the spears into the knights. Then the corsairs move up to get closer to the Marauder action and everything else prepares to fire...

In the magic phase the DE get about 8 dice and roll 4 at word of pain, making it, on to the Marauders, and 4 at black horror on to my MoTz warriors. I rolled everything I had to dispel it, but I could do nothing and the large template went down and covered my whole unit (17 at this point counting the BSB and Lv4). After the strength tests had been rolled I managed to lose 7 of my warriors, but neither character took a wound.

Following the magical barrage I had just received came the mundane barrage of RxB bolts which thankfully only killed 1 warrior thanks largely in part to BS1. And the reaper unleashes a volley, killing 2 of the MoK warriors.

Combat saw the Assassin pop out of the spearmen and was instantly challenged by my Lv2. When the dust had settled from the duel both sides had taken 1 wound (great luck from me, terrible rolls from him). My knights then proceeded to kill 8 spearmen for the loss of only 1 and ran after the fleeing dark elves after they promptly failed their break test, yet failed to catch their foes. Now we did something interesting with this combat, we allowed the assassin and sorceror to continue their fight apart from their parent units, letting the spears run and the knights after them. This was for no real reason other than the fact that we wanted to...)

The cold ones managed to kill another 2 marauders, taking 1 casualty in return, losing by 2 but holding.

Warriors of Chaos: I charge the fleeing spearmen with my knights, catching them and running toward the bolt thrower. My MoK warriors and last unit of hounds also march toward the Bolt Thrower (nothing left on that side of the field).
The MoTz warriors charge the RxB again, but this time the Lv4 charged from his unit toward the Lv2 DE sorceress, both units succeeding.

No magic!

In combat the assassin slays the Lv2 Chaos Sorceror before he can swing and turns to face the Marauder/ cold one combat. The Lv4 quickly cuts the Elven Sorceress in half using his sword of anti-heroes for no wounds in return. The BSB lets his breath attack and his normal attacks go and manages to kill 5 elves himself. The following exchange of blows sees 1 warrior die on my side and 6 RxBs fall. The unit runs and escapes my pursuit.
Thanks to WS1 and continuing poor luck with my Marauders, I lose another handful of men for no damage back against the Cold Ones and am still locked in combat with 2 Knights...

Turn 5:

Dark Elves: The RxBs rally and turn to face their doom, the corsairs charge into the corner of the marauders, and the assassin charges into the flank of the marauders.

We move straight to the combat and decide to call the game following the results. His assassin, corsairs, and cold ones manage to reduce my Marauders to just 2 ranks (killing about 8). I send 6 attacks at the corsairs (killing 1), 3 attacks at the assassin (amazingly killing it), and 12 attacks at the knights (finally killing them!). Unfortunately my triumph over the knights had come too late and I lost combat by 3 and was sent running from the remaining corsairs.

We wrapped the game after that. Looking at the board I had lost 1 full unit of hounds, my Lv2 sorceror, and that was it VP wise. Victory to CHAOS!

Obviously this was a more casual outing, but it was a very fun game. We got to laugh about some terrible rolls and drink some flying dog while we introduced a relatively new player to the game.

Hope this uber text wall is somewhat enjoyable to read! I am without pictures and I am still feeling the effects of my turn 5 beer so best of luck and thanks for reading!
   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

Noice noice definitely some interesting set up

Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Illegal Ogre list.

you MUST have at least 3 units.


It was also a horrible list. It would have been better to have had Bulls instead of Maneaters(who suck with the current book, but are awsome in the new one)

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Regular Dakkanaut




I agree about the ogres, but as he was technically just rolling out as "trusted allies" for the dark elves, we didn't care much about the composition of his forces. And I asked about taking bulls instead, to which he responded: "why? So they can just die to mok warriors?" ... True story lol.
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: