As per RiTides' request, a battle report about my game against
VC this week. My opponent pulled a jerk-move though so it's not much an a report.
My List:
Sorcerer Lord(Lore of Death)
Level 4, Talisman of Preservation, Enchanted Shield, Biting Blade, Power Scroll, 3rd Eye of Tzeentch
395 Points
Rolled Caress of Lanphress, Soul Blight, Fate of Bjuna, and Purple Sun for spells
Exaulted Hero
BSB, Mark of Tzeentch, Sword of Anti-heros, Charmed Shield, Talisman of Protection, Stream of Corruption
215 Points
Sorcerer
Level 2, Mark of Tzeentch, Infernal Puppet, Dragonhelm , Blood Curdling Roar
205 Points
Rolled Flickering Fire and Baleful Transmogrification for spells
11xChaos Warriors
Shields, Mark of Tzeentch, Full Command, Banner of Eternal Flame
236 Points
12xChaos Warriors
Shields, Halberds, Mark of Tzeentch, Full Command
231 Points
40xChaos Marauders
Great Weapons, Full Command, Mark of Khorne
250 Points
Hellcannon
205 Points
17450 Points
His List(as far as I could make out):
Vampire Lord
Level 3, Lord of the Dead, Forbidden Lore(Death), Talisman of Preservation
Also had Vanhels Danse, Raise Dead, and Curse of Years despite me telling him that he shouldn't since he choose Death with Forbidden Lore.
Wright King
Necromancer
Huge unit of Skeletons(60 or so)
About 25 Grave Guard
Black Coach
Vargulf
Terrain:
We end up with 7 peices: 3 Normal Hills, 3 Mysterious Forests, and a Mysterious River
River was placed down the middle and the hills and forests were scattered around the board and did nothing for the whole game.
Mission: We roll Battle For Skull Pass
Deployment:
I lined up as far forward as I could with my Hellcannon, and Shield Warriors with
BSB and Sorc Lord on the left flank, Maruaders down the middle, and the Halberd Warriors with Sorc on the right flank.
He deployed his Black Coach and unit of Skellies with Vamp Lord across from Shield Warriors, his Graveguard with Wright King and Necromancer next to the skellies, and his Vargulf next to his Grave Guard. All of them about 4 inches from the f***ing
FAR end of the table(remember that the Battle for Skull Pass is played lengthwise..... That puts about 44 inches between my army and his).
Turn 1
VC:
Movement:
Coach moves up.
Magic:
Raises from Skellies. Coach eats nothing.
Shooting:
None.
Combat:
None.
Turn 1
WoC:
Movement:
Hellcannon almost goes nuts, but the
BSB runs over and smacks it around a bit until it quiets down. Everything marches toward the river.
Magic:
Nothing in range. Coach eats nothing.
Shooting:
Hellcannon takes out 2 Graveguard.
Combat:
Ha!
Turn 2
VC:
Movement:
Coach moves up.
Magic:
Raises some Skellies. Brings back GG. Coach eats nothing.
Shooting:
None.
Combat:
None.
Turn 2
WoC:
Movement:
Hellcannon is fine. Everything moves up to the river.
Magic:
Coach eats 2 dice. He dispells Caress and Soul Blight on it.
Shooting:
Hellcannon misfires and follows his tradition of making his first misfire force every wizard to miscast! Go-go gadget Infernal Puppet! His Necromancer goes boom, taking 10 Graveguard and getting sucked into the warp. His lord goes little boom and kills 3 skellies. My Sorcerer makes all my wizards take a S6 hit. He is wounded, but the Lord makes his ward. The Lord goes small boom and kills 2 warriors and makes his ward.
Combat:
None.
Turn 3
VC:
Movement:
Coach moves up into the river(I think he cheated me and marched it last turn while I has not paying attention.

) and it is a River of Light! Gets the Net spell cast on it

.
Magic:
Brings back Graveguard. Coach eats 2 dice.
Shooting:
None.
Combat:
Turn 3
WoC:
Movement:
Hallcannon is fine. At this point, I realize there is no way I'm ever going to reach him and decide I need some points. Halberd Warriors and Maruaders both walk into the middle of the river and get Pha's Protection. Lord leaves the Shield Warriors in prep for a miscast to nuke the Coach.
Magic:
Coach eats 2 dice. Lord reads his scroll, but does not roll doubles for the Purple Sun on 4 dice! Spell still does off and he misses dispelling it by 1. Coach goes pop.
Shooting:
Hellcannon misires and eats 1 crew.
Combat:
Turn 4
VC:
Movement:
He moves his skellie unit up so his Lord is in range of mine.
Magic:
His Lord takes out mine with Caress and Spirit Leech.
Shooting:
None.
Combat:
Turn 4
WoC:
Movement:
Hellcannon is fine. All or nothing! My army(aside from cannon) walks forward as much as possible. A few buffs from the river that are useless.
Magic:
His Vargulf is to far away to hit with Balful Transmogrification.
Shooting:
Hellcannon attempts to pick off the Vamp Lord, but scatters off.
Combat:
Turn 5
VC:
Movement:
Skellies and Lord move back.
Magic:
Fails to cast Innvocation on 1 die.
Shooting:
None.
Combat:
Turn 5
WoC:
Movement:
Mauraders and Halberd Warriors march up. Shield warriors need to walk thanks to the river(giving them Pha's Protection).
Magic:
Sorcerer fails Flickering Fire on 1 die.
Shooting:
Hellcannon aims at Vargulf and misses.
Combat:
Turn 6
VC:
Movement:
Everything backs up!!
Magic:
Lord casts Purple Sun toward the Mauraders. It takes one Maruader and eats the Vampire Lord too!!!! I had to pull out the book and show him that a 6 is an auto-fail for characteristic tests.
A few Skellies crumble.
Shooting:
None.
Combat:
Turn 6
WoC:
Movement:
Move forward as much as possible.
Magic:
The Purple Sun moves through the Shield Warriors, but they don't give a darn. Valgulf only takes one wound from Baleful Transmogrification, but regens it.
Shooting:
Hellcannon does not shoot on the off chance of it doing something stupid like misfiring and blowing up.
Combat:
So, he killed my Sorc Lord for 495 points total and I killed his Coach and Vamp Lord for 675 points total. I win by pure luck.
I kept my temper and told him good game and all that, but I can't remember the last time I
really wanted to walk around the table and whack my opponent over the head with the rulebook. That 528 page rulebook was rather tempting too, I must say!