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Made in us
Nurgle Predator Driver with an Infestation



USA - MS

Just a brief overview of my list minus some of the fluff and exact magic items:

Lvl 4 Tzeentch Sorc Lord on Disc
Lvl 2 Tzeentch Sorc w/ mount
Lvl 2 Tzeentch Sorc w/ mount
Exalted hero of Tzeentch, BSB, blasted banner, shield, extra HW

2 x 5 units of Marauder horsemen with MoK, flails, LA, musician
1 x 11 unit of Warriors with MoT, extra HW, shield, with full command, banner of rage
2 x 5 units of Knights with MoT and full command
Warshrine of Tzeentch


VC player was running 3 blocks of skeletons with 2 vamps and lord, corpse cart, bats, wolves, varg, and graveguard. Also ethereals.




Turn 1: VC player goes first. Some poor rolls on my part and VERY lucky rolls on his part decimates 7 of my 10 horsemen with alot of 6 rolls on curse of years. I throw some flickering fire back and manage to knick a few ethereals while ending with pandemonium in play.

Turn 2: A varg charge on horsemen finishes them ALL off, graveguard charge knights and after close combat neither side suffers a wound at all (we rolled 1's like it was hot lol). I then proceed to fail not once, but twice, on my break test at LD8 and run a good 16". I am very unhappy at this point. Ethereals charge my WoC block but inflict only 1 wound, while I can't even attack back though static res causes them to lose combat and take wounds. In an attempt to flank charge with some knights I end up stuck near a woods unable to wheel without entering, I am once again unhappy.

Turn 3: Varg and graveguard begin to chase my 1st group of knights off the map. They rally only to be charged again, kill 2 graveguard but still lose and flee yet again on a modified LD of 7. I get a really good warshrine roll during shooting granting the WoC/Exalted hero +1 strength. The WoC continue to be unable to attack the ethereals, but inflict wounds with their 5 static resolution. My 2+ armor saves and 6+ ward is making the ethereals cry. My Lord + Sorcs throw flickering fire at the wolves like a pro and decimate the entire unit with some nasty 7 hits at strength 7, followed by some modest S4 and S2 hits. As usual I end turn with pandemonium which is causing VC player to stick to his low cost spells. In fact to save typing, I keep pandemonium in play for all but 1 turn of the game.

Turn 4: Knights run off the board, second unit of knights is dealing with moving through woods by not even an 1/8th of an inch. I charge the VC player's bats with the warshrine which proceeds to inflict some major wounds while taking none with it To 6 and armor/ward saves. VC player charges my engaged warriors with 2 skeleton blocks (1 lord, 1 reg vamp) and the varg in the rear. I use champion challenge vs skelly champ to avoid my exalted hero from challenging, and I use him to inflict 2 wounds on the varg. My warriors destroy the skeletons inflicting major wounds and placing 1 on the reg vamp. VC player begins to regret giving me such high combat res potential as I inflict 17 combat resolution versus his 6. Ethereals finally die at end of this turn.

Turn 5: Graveguard are literally almost off the board in my deployment from chasing knights. Using my 3 mounted sorcs I begin to move around them and fire away with flickering fire on the unit inflicting a generous amount of casualties. Top of turn 5 close combat, I kill the bats with the warshrine, the exalted hero kills the varg, the Warriors kill the reg vamp and one block of skeletons crumbles after combat resolution. At bottom of 5 the VC player is in trouble as vamp lord is left alone with 1 wounds versus my warriors/exalted hero unit, so he charges his corpse cart. His luck runs out during his magic and he is unable to invocate any new skeletons to his general's unit...hence no skeleton chump to throw up to a challenge. I force a challenge with my exalted hero who he kills :(, but I inflict a wound. My knights finally break out of the woods and meet his 3rd and final block of skeletons in combat.

Turn 6: I use call to glory and raise a new exalted hero who destroys the vampire lord. The warriors destroy the corpse cart and finally break out of 5 solid turns of close continuous close combat. Warriors are taken down to half strength and lost the BSB, but the enemy did not capture it. My warriors have so far killed a unit of ethereals, 2 blocks of 25 skeletons, 1 vamp, 1 lord, corpse cart, and captured a banner. The graveguard are too far away to make any final charges....at the least the bad luck of full strength knights fleeing in turn 2 has helped me here. My sorcs hammer away and actually inflict enough wounds that the unit almost crumbles completely after it takes it's crumbling wounds since the VC's lord was dead. VC player is down to barely 1 rank of graveguard and his one vamp/skeleton block in CC with my knights. After top and bottom close combats the knights lose 2 but manage to see the vamp take a wound and the skeleton block decimated to only 7 strong.

I ended up capturing a banner, killing his general, and holding 2 quarters, while keeping a good 1300ish pts of my army alive. He ends the game with no quarters, no captured banners (Between crumbling and flickering fire the graveguard who captured my fleeing knight's banner were completely destroyed and dropped it) and with only 1 vamp lord at half points and 1 skeleton block at half.

We didn't crunch the numbers exactly but figured it was around a major victory. I was very scared around Turn 2 after losing 2 whole units without even rolling 1 close combat die myself, but my devastating block of warriors proved to be a good center point and definitely repaid me for the points spent on them. Some nice flickering fire rolls of my own also helped, along with always having pandemonium in play at the end of my turn.

Father Nurgle Wash Over Us 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Awesome grindfest with those raging warriors & BSB, fun to see what that unit can do

Way to smash through after an early setback and stick it to the vamps.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Fanatic with Madcap Mushrooms






Chino Hills, CA

Nice bat-rep,

I like that Call to Glory part, and I can imagine seeing the Chaos Warrior, now infused with Tzeentch's gift, killing a Vampire Lord.

Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+

WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW

 
   
Made in us
Nurgle Predator Driver with an Infestation



USA - MS

yeah it was fun.

We rematched today with me running the named tzeentch sorc in a block of marauders instead of the generic lvl 4 and 1 of the horsemen units. I also dropped one unit of knights for a 12 strong F/C unit of MoT warriors. His army had dropped the ethereals and instead had a unit of blood knights. Very quick overview below.

Top of 1: I go first sending light cav around the edge for a flank while keeping the bulk of my army close and dead center followed by the warshrine. Sorcs sit up on hill along with marauder block. I manage to miss-cast and end my magic phase while rolling 7 on the eye of the gods.
Bottom of 1: He edges forward mostly, sends bats flying behind light cav to march block while moving varg to meet them. No real magic goes off as everytime he fails a roll I get a dispel dice, and he is not interested in rolling doubles this early with pandemonium in play.

Top of 2: I charge his blood knights with mine, hoping to avoid a S7 combat phase. Both blocks of warriors whiff on charges, while marauders enter combat with varg head on and bats in the flank. I begin to move my 2 lvl 2 sorcs rapidly around the edge of his army. Some magic missiles nothing really big, end with pandemonium in play. I again roll 7 on eye of the gods. Knights lose combat and run without killing a single blood knight and losing 2 knights.
Bottom of 2: He charges one group of warriors (non BSB ones) with the lord + skeletons, varg gets killed by the marauders after some lucky rolls, and bats crumble to 1 model after losing combat. His graveguard and a brick of skellies moves into position to charge my main block of warriors.

Top of 3: I move the warshrine to guard flank of my engaged warriors in case he charges his 3 block of skeletons + vamp. My horsemen finish off the bats and are now free in his deployment zone heading toward his corpse cart. Knights rally but are not really in an effective position atm. I miss-cast during my phase and he gets a free spell...which he uses to van hel's his blood knights who get a charge off on my warriors with BSB's flank...not good. They suffer 4 wounds but manage to stay in combat. My other unit of warriors is quickly chewing through his block of skeletons with extra HW's and inflicting crumbling wounds after. I roll 7 on the gods roll yet again for no bonus...
Bottom of 3: His blood knights only inflict 1 more wound on the warriors, but they roll 11 and 12 and fail check both times to flee and be run down. The VC player moves his wolves to protect cart from a possible flank charge from my marauder horsemen who polished off the varg and bats. My lord + pandemonium is hurting his magic hard, he is only throwing 1 dice usually and every time he fails it gives me 1 more dispel dice and I have staff of sorcery for +1 to dispels. I prevent ALOT of skeleton rez and always strikes first spells.

Top of 4: I am worried at the loss of my main block of warriors and my BSB, but the blood knights have overrun into woods. This effectively ends their ability to return to any combat, but they have forced knights to flee, killed my warriors, and captured 3 banners so far. My other warriors however proceed to knock their lord's block apart leaving him along. My warshrine continues to fight with a block of skeletons, while my horsemen charge and kill the entire pack of 10 wolves. I have also snuck both my sorcs by this turn completely around to the hill on his deployment and begin to throw flickering fire at his corpse cart. I roll for the 4th time a 7 on my eye of the gods roll and almost facepalm the warshrine.
Bottom of 4: He moves his block of skeletons who were intended for the now dead chaos warriors and tries to stop my horsemen from charging the corpse cart next turn. His graveguard and blood knights are both out of position and unable to do anything at all. His block of skeletons causes my warshrine to flee after it fails leadership, but this turns out to be a blessing next turn. His magic phase is again shut down by pandemonium coupled with my character's ability and staff of sorcery.

Top of 5: The game looks to be at least a possible tie for me now. My knights who rallied in 3, are now in position to add my warriors against the lord next turn. But using call to glory I raise an exalted hero and kill the vampire lord this turn. My horsemen move to confirm a table quarter, and my marauder block charges the flank of the skellies pursuing my warshrine. The marauders inflict some severe damage and cut the unit in half after crumbling wounds. Flickering fire overpowers the corpse cart and kills it. I also finally get a non 7 eye of the gods, and grant terror to the marauders....great against a completely immune to psych VC player lol.
Bottom of 5: Game is looking dire for the VC player, he finally gets his blood knights out of the woods, but they are only useful for claiming a quarter now. With his lord dead his units check for crumble, but he rolls double 1's or 2's for EVERY unit ><. His skeletons block chasing the horsemen cannot reach them but do now contest the quarter, while his other remaining suffers more wounds at the hands of my marauder block.

Top of 6: I move knights + warrior block to take the 2 left side quarters. His blood knights hold a right, and my horsmen and his skeletons contest the 4th. I cancel call to glory on the warriors and throw it on the marauders for this turn. Then in a gamble (Since marauder chieftain is dead) I allow the named character to challenge his vamp and he luckily only takes 1 wound (his max is 3 so not even half points for VC). My warshrine also had rallied and charged the block in combat, and combined with the new exalted hero the block is decimated and crumbles. I throw some flickering fire at the remaining graveguard in the center just for giggles at this point since I can cast with one die. I give a new eye of the gods roll to the marauders...since terror is pointless and they are MoS, but all I get is +1 LD for a unit who will not lose combat against a flanked and crumbling skeleton block /sigh.
Bottom of 6: Blood knights remain still for quarter, graveguard miss contesting one of the left side quarters by 1" (thanks to no marching cause of no vamp within range). His only remaining block of skeletons + vamp cannot reach my horsemen to fight them. He tries to cast curse of years to destroy them for the quarter, but with only 1 vamp and my 6 dispel dice it doesn't happen.


In the end I won by 653 points for a significant victory. I captured a banner and held 2 quarters along with the enemy general dying, while he had 1 quarter and 3 banners. The blood knights were definitely a devastating swap in for him, though their overrun was not something he probably liked. I was dissapointed how unlucky I rolled throughout the game, losing my block of warriors (not even at half strength with BSB and hero in it) to 11 and 12 leadership rolls. I guess the VC player was shocked too as he had committed graveguard and skeletons blocks to fight the warriors. In the end the sudden loss was a plus for me, as it left 3 of his units out of position and unable to move to become effective till turn 6. I think I will go back to my list of a generic lvl 4 MoT sorc on disc, but I am thinking about keeping the 20 block of marauders instead of running the 2 groups of horsemen.

Father Nurgle Wash Over Us 
   
 
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