Inspiring Icon Bearer
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So I took my Warriors of Chaos to their and my first 1 on 1 fantasy tournament. I've played a 2's tourney with them before and placed third, so I was a little hopeful I could do well coming into this one on my own.
My list.
2250.0 Pts - Warriors of Chaos Roster
Sorcerer Lord (1#, 390.0 pts)
1 Sorcerer Lord @ 390.0 pts (General; Level 4 Upgrade; Hand Weapon; Chaos Armor)
1 Blood of Tzeentch
1 Talisman of Preservation
1 Ironcurse Icon
1 Distendible Maw
Lore of Death
Wulfrik (1#, 185.0 pts)
1 Wulfrik the Wanderer @ 185.0 pts (Hand Weapon; Shield)
Chaos Warriors (18#, 358.0 pts)
17 Chaos Warriors of Tzeentch @ 358.0 pts (Mark of Tzeentch; Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
1 Champion of Tzeentch (Mark of Tzeentch; Hand Weapon; Chaos Armor; Shield)
1 Rapturous Standard
Chaos Warriors (18#, 338.0 pts)
17 Chaos Warriors of Tzeentch @ 338.0 pts (Mark of Tzeentch; Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
1 Champion of Tzeentch (Mark of Tzeentch; Hand Weapon; Chaos Armor; Shield)
Chaos Warriors (13#, 256.0 pts)
12 Chaos Warriors of Khorne @ 256.0 pts (Mark of Khorne; Musician Mus; Hand Weapon; Extra Hand Weapon; Chaos Armor; Extra Attack; Frenzy)
1 Champion of Khorne (Mark of Khorne; Hand Weapon; Extra Hand Weapon; Chaos Armor; Extra Attack; Frenzy)
Chaos Marauders (30#, 218.0 pts)
30 Chaos Marauders of Khorne @ 218.0 pts (Always Strikes Last; Mark of Khorne; Standard Bearer Std; Hand Weapon; Great Weapon; Light Armour; Frenzy)
Squad (4#, 205.0 pts)
1 Hellcannon @ 205.0 pts (Causes Terror; Large Target; Unbreakable)
3 Crew (Hand Weapon; Heavy Armour)
Chaos Warshrine (1#, 150.0 pts)
1 Chaos Warshrine of Tzeentch @ 150.0 pts (Mark of Tzeentch)
Chaos Warshrine (1#, 150.0 pts)
1 Chaos Warshrine of Tzeentch @ 150.0 pts (Mark of Tzeentch)
Validation Report:
Army Subtype: Chaos Army; Edition: 8th Edition; Game Type: Normal Game
Roster satisfies all enforced validation rules
Total Roster Cost: 2250.0
I decided not to take the typical Tzeentch and Third Eye build for my Sorcerer Lord for this tournament because I wanted to try someone a little different that didnt rely on a single lvl 6 spell wrecking havoc and blowing up my enemy. I chose Lore of Death to compliment my Hellcannon, and built as durable an army as I could muster. The only real hammer unit in my army was the 13 Warriors of Khorne and Wulfric. The Warriors were paid for by dropping a lvl 1 sorcerer with a dispel scroll and an exalted hero BSB.
The scoring tables generally allowed for up to 4-8 BP's and and used the following point scale.
0 - 401 points = Draw
402 - 701 = Minor
702-1000= Major
1001+ = Massacre
Round 1 - Mouse Trap!
Scenario.
You may designate one unit to come in as an ambusher. The come in as if they had ran an enemy unit off the board edge. On Turn 1, a 5+ will bring them in to play. That number dropped by 1 every subsequent turn. When they come into play, roll a d6. 1-2 they enter from the left edge. 3-4 they enter from right. 5 is my choice of left or right. 6 they may enter from left, right, or enemies board edge.
My oppnent was playing a Skaven list with Fozziks folding fortress, a block of gutter runners, 2 blocks of clan rats, 2 blocks of slaves, and a rat-ogre with some handler things near it. He also had a unit of Jezzails, 1 warpstone engineer, a chieftan, and a lvl 4 greyseer. He also had 2 warp cannons, 2 catapults, and a few of the poison mortars and flame template throwers.
During deployment we pretty much ignored the right side of the board. I sandwiched my two tzeentch blocks between my warshrines, placed my cannon behind them, and outflanked Wulfrik and the unit of Khorne Warriors.
The match went odd right from the beginning. He blew up 1 lightning cannon and misfired the others. He didnt cast at all in his first phase due to distance, and although his jezzails killed a few warriors from inside their tower, not a lot happened.
My turn was unfruitful as well. I marched all my chaos blocks up, neither outflanker entered play, my hellcannon rolled Thzzzzz! for a misfire, and I failed to meet a CN of 10 for doom and darkness with 2 dice with a level 4 wizard and a blood of tzeentch re-roll. The Thzzzz! result forces a miscast on every wizard in play. I rolled a 4, took a hit, lost a warrior, and avoided being sucked into a hole. He took a wound on his greyseer and his warpstone engineer got reduced to a 0 level wizard.
Turn 2 he had more shooting. He was scared of the +1 armor and + 1 toughness my nearest block of warriors got from the warshrines. So he ate his warpstone sandwhich thing and got +2 to his roll. He (of course) 13th'd my warriors and zapped 12 of the 18 of them into rats. They failed panic and ran, my sorc included. Then he killed 1 warrior in another block with one of his artillery shots and IT failed panic. Then since both my warshrines were within 6 inches of both warrior blocks, THEY panicked.
Every unit I had on the field was running away except for my hellcannon.
On my turn, everything rallied thankfully, and my Khorne warriors came into play on his left board edge, in charge range for next turn on his artillery, which he placed in a very convenient line.
I wind up a Doom and Darkness and hit some rats with it. Then I throw 5 dice at Purple sun, 3 of which are 6's. So it's irresistable. Great. It's the small template anyways. I roll an 8 and fail my ward. Wound 1. I roll distance and get a misfire. Everone but one guy passes initiative. Lucky in my unluck I suppose. The hellcannon hit some rats who broke and ran off the board edge he was hugging thanks to the -4 leadership.
Turn 3 was uneventful for him. He shot me with some failed artillery, killed a few warriors from the unit that got 13'thd with all his shooting. They made their panic test. One of his artillery pieces blew itself up.
My turn 3 is where things started going right. He flubbed his move and couldnt countercharge my warriors about to eat his last lightning cannon. I screened my hurting chaos units with my warshrines for some cover, and moved my warriors as far away from him as I could. I also left my warriors with my Sorc Lord and hid it behind my hellcannon and warshrine, removing LoS to it. I was playing for a draw at this point..
My Khorne warriors ate his cannon and overran into his catapult. Wulfrik came on the board and parked right behind his stupid fortress with all his jezzails. My cannon killed 15 rats in a 40 rat block and forced it off the board as well, since it tested at -4.
Turn 4 was our last turn, since we played slow and had some rules debates, especially over the following.
"Skaven may always refuse challenges." + "Wulfrik overrides normal challenge rules. His challenges may not be refused."
We just rolled off on it in the long run, but it never came into play.
He turned most of his units around to face off against my marauders and Wulfrik, and tried again to kill my warrior blocks off. 1 block was reduced to a champion and a banner, but stayed alive. He 13th'd my Marauders and got 15 of the 30. They passed their panic test automatically thanks to Khornes mark. (I forgot that frenzy = ITP, but made the roll anyways.) He was running out of artillery and couldnt reach me before the game ended, so his turn ended quickly.
My magic and shooting were uneventful. In combat my Khorne warriors killed a catapult and moved on with life.
My marauder block's charge was blocked off by tricky rat maneuvers, so I decided to just eject Wulfrik from the unit to charge in on his own. We had another rules debate of the 10 model allocation. Jezzails count as 3 models, meaning he had to fill a spot with a single model in my mind. He didnt think so, and won the ensuing roll off. Wulfrik killed all 3 jezzails models who didnt get their stand and shoot. He made his leadership and Wulfie was ejected.
Minor Victory, 3 of 4 bonus BP's.
I managed to not give up a single VP, and my Sorcerer Lord lived through 2 miscasts and a purple sun misfire. Lucky! This player would move on to score a massacre in round 2 and he dropped out in round 3. (Family stuff.)
Round 2 - Stupid Slaan.
Scenario.
The center terrain piece on each board is worth 150 VP's and the first unit to hold it counts as stubborn. If an enemy unit kills this unit then they gain stubborn and control of the terrain piece falls to your opponent.
So this was basically another victory point mission with some extra points thrown in. The deployment cut the table into two diagonal sections. You could not deploy within 10" of the line at any point.
My opponent was using Lore of Light Slaan, 2 ranks of temple guard, 1 huge block of lizards with a scar-veteran, 1 Engine of the Gods, 1 Ancient Stegadon, 2 skink skirmishers and 1 group of chamelion skinks.
I got to deploy and go first. I set both warshrines close enough to carry me to the objective in the middle on the first turn. Wulfrik outflanked. My two Tzeentch blocks lined up opposite of his lizardmen, and my Khorne block lined up to the left of the objective where no units were lined up opposite of them. My hellcannon was placed near some trees as far back to my board edge on the left side as possible, forcing his chamelion skinks to come in as close to the far left board edge as possible.
Turn 1.
It was a turn of moderate success. I claimed the center objective/temple thingy with my shrines, flanked them on the right with two big Tzeentch blocks, cast Doom and Darkness on the chamelion skinks, then shot them with the hellcannon. They broke and ran off the board, since skinks making saves at -4 doesnt work very well, even rolling 3 dice.
His turn was mediocre as well. He was cheap with his casting dice and failed to meet the 12 inch bubble cast for Speed of Light, and his phase ended. His shooting was unsuccessful. His skinks failed to wound my warshrines or warrior blocks, and that was his only shooting.
Turn 2.
I moved my warriors and my non-objective claiming warshrine close enough to each other that if he charged one, he charged both. Hellcannon scattered wide, and I had my Khorne block move further up and around to pincer attack his temple guard, who would likely turn to face Wulfrik, who entered play this turn. I miscast on Purple Sun with three 6's again, but saved my wound and avoided being sucked into a hole. Two warriors were not so fast or lucky.
He charged with all of his units except his temple guard, which were still making their way towards Wulfrik, which was threatening a rear charge on his basic lizardmen. My Khorne warriors were charged by the Engine of the Gods, which rolled 2 impact hits total. Two died. My attacks back were numerous.. 4 attacks each, 5 for the champ, 6 wide in front. The champion killed his skink priest and the other skinks all died as well. The stegadon held, and the skinks he side charged me with did 0 wounds.
The main attack pulled to a draw. I rolled horrible with my Tzeentch blocks and Warshrine.
Turns 3 and 4 were mostly combat and Hellcannon misses. Nothing died until my Khorne block killed his skinks and stegadon, which ran from combat rezz. (My Khorne block got beefed up a lot by a boxcar roll from my warhsrine holding the objective. That gives me stubborn and +4 ward.)
Turn 5 one of my tzeentch blocks and my warshrine broke, and both were ran down like dogs. I had 1 block sticking it out with his scar-vet. Interestingly enough, distendable maw paid off. His scar-vet put two wounds on my Sorcerer Lord, then failed his initiative test and was removed. Eat it lizard.
The game ended a draw, with 2 BPs for me 1 for him. (My opponent from round two ended up with two draws and a massacre.)
We had a lunch break then Round 3 started. I was 3rd in points and playing 4th in points while 1st and 2nd duked it out. (My lizardmen opponent was actually ranked 1st, since he had the only massacre of round 1.) I was playing a Dark Elf army which for the 2nd time, brought me face to face with Fozziks Folding Fortress.
Scenario.
At the beginning of the game, each players gains d3 stone-thrower shots to be used in their shooting phase, split however they may choose. These shots always scatter 2d6 from where the template is placed. Reroll any direct hits.
My oppnent was using a pretty standard Delf list. lvl4 Shadow, lvl2 Death, a War Alter thingy, a hydra, 8 Cold One Knights, 30 Delf elite stabby things, and a block of some not as stabby things. He also had two blocks of 15 crossbowmen. (1 of which he would place in the tower.)
I placed both warshrines directly across from his hydra, then stuck my hellcannon behind them and a Tzeentch block to the right of the warshrines. I placed my other tzeentch block with my sorcerer lord directly in front of his tower, and hid my Khorne block behind them. ( i didnt want his free crossbowmen shooting my wardless shieldless Khorne warriors too much.)
He placed his casters up in the tower with a group of crossbow men. He placed his cold one knights far to the other side of the board from my and his other forces, presumably to swoop around and flank charge me. His less than elite stabby things set up between his war alter and his hydra. His last group of crossbowmen were directly opposite my Tzeentch block.
My luck held up and I got to go first again.
Turn 1.
Wulfrik comes in first turn directly behind his tower. I'm about 5 inches away from it but can come in any more because of his Delf Elites. I move both warshrines forward enough to tempt his Hydra into a long-range charge. I march all warrior blocks forward as well. Winds of magic are kind, and with 10 dice I get off Doom and Darkness on his crossbowmen, force his dispel dice out to stop Caress of Laniph on his lvl 4, then succeed in casting Purple Sun on his Hydra. (He lost a handler but saved the Hydra. =/ )
Hellcannon scatters wide and my warshrines bestow MR 3 and +1 toughness on my Tzeentch block marching forward near them. My two free stonethrower shots missed horribly.
His turn is moving his archers into the tower, reforming his second group to shoot my marauders and wulfrik, and turning his cold one knights who failed their leadership to swift reform. He made the mistake of turning them to face me almost directly, which cost him LoS to the tower. He shoots a crapton of marauders. I lose 18 of 30. He also reforms his elites to charge Wulfrik and the marauders as well.
Turn 2.
Wulfrik charges. Dark Elves stand and shoot. Wulfrik loses 10 more marauders. My magic phase I put doom and darkness on his unit in the tower and dropped them by 1 toughness with soulblight. He dispelled my vortex. My hellcannon landed a direct hit on his less-than-elite stabby things and killed 14 of them. They panicked and ran, which panicked the hydra, which also ran. After the tower sides were selected (8 Marauders and Wulfrik vs 10 Dark Elf crossbowmen.) we moved on to assault. I killed 4 elves with Wulfrik, then he killed 4 marauders. The remaining 4 marauders killed 2 elves. I won combat by 2, had a banner, charged, and thanks to doom and darkness, forced his two casters and their remaining bowmen out of the tower.
On his turn, he failed to rally and fled 12 inches, stopping just a few short of one of my Tzeentch blocks. He had no magic phase, but did rally his Corsairs and Hydra. His cold ones didnt have sight to the tower so they ran past it to help his wounded corsairs and his hydra. He shot at my T5 Tzeentch warriors and killed 1.
Turn 3.
I charged and wiped his fleeing sorcerers and archers. Winds of Magic put Doom and Darkness on his Cold Ones. He decided that spell wasnt worth dispelling even though it had cost him several times. My hellcannon hit them with a direct hit, killing 4 of the 8 and causing another -4 panic. He ran off the board with them.
On his turn he charged and made it with his hydra, but not with his Corsairs. He managed to only get my warriors and left my warshrines out of combat for this round, but ensured they get flank next. Combat tied with a wound on his Hydra (He regenerated 5.) I lost 3 warriors, but had ranks and banners. His Elites charged my Tzeentch block with Rapturous standard and my sorcerer, and with his alter he gave them 5+ wards instead of killing blow. Combat was in my favor by 1, but he held.
More and more stabbing from this point on. My Khorne block attacked his altar and were nearly wiped out. They didnt kill it, but reduced the last priest on it to 1 wound. I wiped his Hydra and Elites, but not his Corsairs.
I wound up with 1300 victory points and 4/4 battle points, which was enough to move me up to first place. 1st and 2nd place drew out, and I wound up tying the lizardmen guy on total points and battle points. Plus, we drew out on our matchup. I wound up with the win because I had the most battle points in our head to head game. (By 1).
All in all it was close, but it was my not giving up any VP's in 2 of 3 games that kept me in the running. I had a good 3rd round and everything went wrong for my opponent, who was a great sport about everything. He understood why I didnt let up when I obviously had the win in our game, and didnt fault me for it. It was a good outing with warriors, and it made me wish I could somehow cast Doom and Darkness on two different units so I could take two hellcannons for forcing panic tests. If I ran this list at 2500 points I think I would add 5 more warriors to the Khorne block and a cheap BSB, which I didnt have. Maybe also a lvl 1 sorcerer of Fire with a Dispel scroll.
Luckily I played two shooty armies and I got free rerolls on failed panic tests thanks to Will of Chaos. All in all, it was a good run, with a Draw, Minor, and Major Victories.
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