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Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

Hi everyone sorry I didnt get any pictures and this is more of a how units performed report.

This is the list I used.


Chaos lord 395
Mok
Jugger
Helm of many eyes
Tali of pres
Glaive of putrefaction
Charmed shield
Stream of corruption

Bsb 195
Mot
Shield
Dragon helm
Tali of end
Iron curse

Sorcerer 185
Death
Lvl2
enchanted shield
Dispel scroll
Third eye

18 Warriors 358
Shield
Mot
Fc
Rapturous standard

50 marauders 300
Mok
fc
gw

7 Marauder horsemen 158
mos
shield spear throwing axes
banner

17 Warriors 316
Halberd
Mot
Fc
Flaming banner

7 Knights 355
Mok
Banner musician
+1 movement

5 War hounds 30

Hellcannon 205

2497

Tk list.

Lvl 4 hiro

Prince on sphynx
Prince with armor of silvered steel gw skele warriors
Prince armor of fortune gw grave guard

50 skeles fc spears light armor shields
4 chariots
10 horseman archer unit champ.

War sphinx

40 or 50 tomb guard halberds shields banner of undying legion.

Casket of souls

I dont know all the upgrades sorry.

The terrain from left to right from my side of the table.
Far left a building on a hill middle a little to the left temple of skulls (for kicks we decided you can only get up or down off it using the stairs) the stairs face to the right. To the right of center a non magical swamp to the far right is the magic ruins (the one that give you +3 channeling dice). 1 building was a little to the right of center in his deployment zone There was also 2 forests but they did not play a roll in the battle.

So set up is looking from my side of the table on the far left are his chariots between the hill and the temple of skulls.
His horse archers deployed on the temple because they are scouts or something like that.
The tomb guard where behind the temple angled towards the opening between the temple of skulls and the swamp 5 wide.
The skele warriors were angle straight down the middle of the opening 5 wide.
The sphinx was to the right of the skele warriors facing the middle opening right in front of the building.
The prince sphinx was to the right of the other sphinx.

My deployment

Left side lord and knights with the war hounds next to them facing the chariots.
Behind the temple of skulls angled to the right is the rap standard warriors.
In the middle straight betweent he swamp and the temple marauder unit with the sorcerer.
To the right of the marauders sits the hellcannon.
To the right of that right behind the swamp sits the halberd warriors with halberds with the bsb.
On the far right is the marauder horsemen.

So he goes first moves everything up and moves his hiro to his bus of skeles everything moves up.
He casts everything move again and everything shuffles forward.
Casket does its thing I cant stop it I loose a halberd warriors a couple of marauders and a few rap standard warriors nothing serious tho.
Shooting phase:
Horse archers shoot my hounds kill 1.

My turn.

Marauders van guard moved(before my turn but i forgot to mention it). Moved up sat beside his prince sphinx outside its charge arc.
Knights moved up hounds sat so that if he charged with chariots he would hit the hounds and that he would over run into the temples impassable terrain with my knights and lord in their flank.
Marauders moved up warriors moved up.
Halberds moved to the edge of the swamp.

Magic Purple sun
Miscasts 4 sixes on 5 dice awesome on the large template artillery dice misfire sorcerer dies so do a few marauders yay.
End of magic for me.

Horsemen manage 2 wounds on the prince sphinx but he saves em.
Hellcannon hits the normal sphinx right on rolls a 6 to wound he fails his ward save magic thing cannon rolls 6 for wounds sphinx is dead yay something good happened there

Tk turn 2

Reforms prince sphinx at marauder horsemen
And the tomb guard and skeles mega road block and all get jammed together and none can move forward with the back of the sphinx and the temple of skulls and all that so ya they all stuck.
Chariots back up a bit.
Casts magic killing blow thing went off movement didnt do anything and then casket got the stupid thing off.
Killed another halberd warrior, a few marauders and another rap standard warrior.

Shooting
He shoots the hounds again kills 2 and they hold.

Chaos turn 2
My knights retrain from charging moving up to the chariots (I didnt charge because I would have been angled to the left away from his army.
Hounds move up and make sure that he cant charge the knights and that he is angle so the knights can flank charge.
Marauders reform to 5 wide and move up (they restrained a 16 inch charge).
Rap standard warriors move up making sure they can charge the flank of anything that charges the marauders.
The horsemen move up behind the building behind the skele warriors.
Halberd warriors move through the swamp with no death or anything.

No magic
shooting
Horsemen kill 6 since know how to handle those axes.
Hellcannon targets the other sphinx ( it passed its ld test to not go crazy) and rolls a hit woow then rolls a misfire :( then I roll a 1 and there goes the cannon :( Oh well it earned its points back.

Tk turn 3
Chariots back up.
Tomb guard turn around and shuffle forward
skeles try to charge marauders and fail.
Sphinx turns around to face warriors.

Magic he casts move the skeles re gain a few guys tg shuffle forward.
He casts the killing blwo one the skele unit is at full str.
Casket casts the thing i shut it down.
He shoots the dogs kills 1 It holds with snake eyes woot.

Chaos turn 3

Knights charge chariots successfully
Marauders super charge the skele warriors.
halberd warriors charge sphinx.
Marauder cav rear charge skeles rear
Shield warriors move up.

Combat
Lord hits all and wounds all kills 2 chariots knights kill the remaining 2 and overrun a few inches from table edge woot
Marauder horsemen kill a few skeles horses bite 1.
I loose a few marauders in the front.
Marauders time to punch back I loose the marauder champ in the challenge to his unit champ. The marauders leave the hiro with 1 wound left and do a wound to the prince in there and kill a few skeles.
I win combat and a whole lot of em crumble.
I challange the sphinx guy with my bsb. Bsb wounds 3 times he makes 1 save and since he is flammable he dies yay sphinx stomps on me does 1 wound (he used his breath attack as well which i dont save but I win combat so the thing has 1 wound left. Eyes of the gods roll a 7 why not.

Tk turn 4
Tg fail to charge knights and move 2 or 3.
Magic he gets killing blow spell off and casket does nothing he gets a few skeles warriors back.
He shoots my shield warriors and 1 dies :(

Combat
Skele warriors kill 1 horseman and a few marauders 4 or 5 prince kills 2
I fight back kill a quite a few skeles and kill the hiro woot. Win combat and he looses a few skeles.
He kills my bsb since the bsb didnt wound :(

Chaos turn 4
Knights reform and stay where they are.
Rap standard warriors move to the stairs.

Combat.
Halberd warriors destroy the sphinx and reform to be 3 wide to join the skele warriors fight next turn.
1 horseman dies and a few marauders die I kill more of him than he does to me and he looses a few. I win combat and he looses some skeles (no wounds were done on the prince sadly).

Tk turn 5

He fails to charge my knights.
At this point his horse archers champ is ws 8 haha.

Magic he gets casket off i cant stop it and nothing really happens.

Shooting he shoots my rap standard warriors with no kills.
combat
Basically the skeles loose and the prince take 3 wounds and dies.
Some skeles die since I won combat.

Chaos turn 5
Knights charge tomb guard success.
Rap standard warriors charge the horsemen success.
Halberd warriors make the charge as well.

Lord hits all 6 attacks and does 6 wounds and the champ died made no saves.
The knights killed 10 skeles and didnt manage to wound the prince.
The knights loose 2 guys in return to killing blow.
A bunch crumble.
Skele warriors are taking huge losses but have about 25 or 30 left.
7 horse archers are killed the champ kills the other champ in the challenge combat res means the skeles die.

Game goes on.

Chaos lord does 2 wounds to the prince and the fails 2 saves.
a whole lot of skeles die and I have 2 knights left.
The skele warriors are destroyed and everything rushes towards the tg.

The prince is killed in the tg unit and a whole load of skeles die i loose 2 knights and my lord gets kiling blow :( I fail my 2+ charmed shield 1st wound save and roll a 3 for my 4+ ward :( Jugger lives and escapes.

Chaos turn 6
Everything charges the tg unit the jugger rallies on snake eyes and moves towards the casket
The tg have a few guys left.

Tk turn 6 (he rolled a 6 for game goes on)
banner re grows more skeles
I win combat but he has 10 guys left.

Chaos tunr 6
Jugger charges casket.
Does all wounds he does nothing casket dies and nothing bad happens jugger win.
The tg are all killed and thats game.

So thats game.

I made all my stupidity tests for the lord (and jugger when the lord died).

So the only unit I lost was the knights.
1 hound lived 7 marauders lived 8 tz warriors with shields and a whole bunch of halberds lived.
Ya we both had some good laughs.

And thats that sorry for it being long hope you enjoy

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?
 
   
 
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