Longtime Dakkanaut
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Dude was prepping for a tourney, wanted a game with noKhaine magic/end times stuff, but he did want to play 50% lords, so I got to thinking about what I could do with that and this is what came out.
Sigvald + 12 Warriors w/FC, shields, MoS (General)
Valkia + 12 Warriors w/FC, shields, MoK
Vilitch + 12 Warriors w/FC, shields, MoT
Festus + 12 Warriors w/FC, shields, MoN
2 units of 5 dogs
Hellcannon
He had Dark Elves:
General on flying horse w/3+ ward vs. shooting/magic, rerollable 1+ armor, hard fighter on charge
BSB w/I dunno, maybe some stuff? Never came up
Level 4 sorceress on horse, Lore of Metal, MR 3, once/game + 2 casty dice item
Level 2 sorceress on horse, Lore of Light, dispel scroll
2 units of 6 mounted elves w/bows + spears
10 skirmisher elves w/great weapons and crossbows
5 Harpies
2 bolt throwers
small block of witches
Big block of witches, FC
Big block of black guard w/halberds, FC
Big block of executioners
Mission was basically VP's, but you have an objective that you get to choose. I choose kill general/highest level mage, he chooses break me/remain unbroken.
I set up in a 2x2 formation, front left is nurglers, back left khorne, front right tzeentchers, back right slaanesh, off to the right is cannon, dogs on far flanks
His blocks are mostly across from mine, but his scouters appear next to me on my left and one of his horsemen units are heading right. His level 4 is hiding in the other unit, general is behind his blocks, bsb is in the witches, level 2 is in the black guard.
Dark Elves 1:
Move: He advances a bit with his blocks, which makes my chaos mans happy, always nice to meet an elf who isn't backing off, and his shades move up on the left while his cav march up on the right.
Magic: He casts the hounds at Vilitch, I let it go off and it does a wound 2 vilitch and kills 2 warriors who Look Out Sir'd into the way. I stuff the remainder of his spells.
Shooting: He focuses on the MoT guys and bolts down 3 more, as well as breaking the dogs in front of the left flank cav. The dogs run in front of my army, great.
Fighting: None
Chaos Super Friends 1:
Move: We shuffle forward a bit with 3 units, save for Khorne who rotates to face the skirmish elves. Thinking here is that they'll eventually catch this unit and not die, so that's good for points, plus with Valkya jumping out of the unit it shouldn't take long. Right hand dogs move to redirect his cav on my right side for a turn.
Magic: Vilitch goes for Infernal Gateway on his general, gets stuffed, goes for treason on the level 4's unit (thinking is treason + hellcannon shot = broken and its close enough to leave the board), but he scrolls me.
Shooting: Stone thrower shoots for general, misfiers and eats a dwarf.
Fighting: None
Emo Elves 2:
Movement: The small witch elf unit marches up in front of Festus, looking bait-ey. skirmishers back away from khorne soldiers, everyone else hangs tough
Magic: Low dice rolls lead to this face totally sucking
Shooting: 2 more Tzeentchers are killed off by the bolt throwers, as are redirector wolves
Fighting: None
Warriors 2:
Movement: I decide not to charge the small witch elf unit with Festus & co. They'll likely win, but then end up fighting to front and left vs. executioners and big witch elves, I'm not feeling it. Valkya charges out of the khorne unit at the skirmishers, but fails (needed a 6 on roll 3 take highest 2, that one hurt)
Magic: Vilitch Gateways his general, gets seven strength 9 hits and does 2 wounds, fails at treason. Warpflame finishes off the general, good one Vilitch.
Shooting: Cannon misfires again, forces wizards to take leadership or miscast, his mage fails and takes a wound. I'll take it.
Fighting: That is not a thing that is happening in this game.
Elfs: 3:
Movement: Bait-witches step a little closer, sort of making "get some" noises cav on right flank now unobstructed, but don't really want a flank charge. Some harpies fly into my backfield.
Magic: Not really happening this turn, vilitch shutting down level 2 pretty well.
Shooting: good shooting turn kills off Vilitch & his unit, does wounds to khorne guys
Fighting: Nope
Warriors 3:
Movement: Valkya charges again, this time reaching the shades. Khorne guys reform and face elves Other 2 units amble forward a bit (bait-wyches and nurglers could play pat-a-cake)
Magic: Festus miscasts and buffs Slaaneshers toughness, blows up some nurglers, gives himself a wound + toughness
Shooting: Stone thrower hits his bolt thrower, wounds it...for one wound.
Fighting: Valkya guts his skirmisher champ, gains a str point.
Elves 4:
Movement: Enough shooting, says the elf, harpies charge the flank of the Khorn guys to pin em for a round, and hopefully make em chase away from the game, cav charge my hellcannon, bait elves charge Festus
Magic: Minor magic goes off on slaaneshers, kills a few
Shooting: Shooting on slaaneshers now, toughness buff mostly protects
Fighting: Valkya kills a few elves, they are steadfast, cav kill operators of hellcannon, hold, witches lose to nurglers run, nurglers restrain, hold harpies lose to khorne warriors, manage to hold
Warriors 4 (just 3 now...hur hur hur)
Movement: Slaaneshers move up next to nurglers, all others locked
Magic: Festus buffs the slaanesh units toughness again, gains another wound, miscasts again
Fighting: Valkya breaks the elves, chases em down cannon breaks horses, catches em, khorne guys kill remaining harpies
Elves 5:
Movement: Executioners charge nurglers, black guard move up to challenge newly advanced slaaneshers
Magic: He's able to get off a +1 to hit/armor piercing buff on executioners
Shooting: Some shots on Valkya, shots on slaanesh warriors
Fighting: Executioners roll badly vs. Festus + slaaneshers, win combat by a little anyway, but the unit holds
Chaos 5:
Movement: Sigvald charges out of his unit past the black guard and into the elf cav unit with the level 4 Valkya flies up behind his dudes, looking for a rear charge on whoever next turn, Khorne fighters advances up for a flank charge on last turn, if nurglers can hold out
Magic: Festus buffs the nurglers toughness this time, with his third miscast and third time gaining +1 toughness/wound. If he's KB'd it'll be AWFUL for combat res now.
Shooting: Cannon fires and misses
Fighting: Sigvald breaks the unit, runs down character, not off the board though Nurglers hold out (festus still not KB'd by these executioners)
Elves 6:
Movment: Rallied bait wyches hit flank of slaanesh unit, black guard hit front.
Magic: Shem's burning gaze kills Sigvald, doh!
Shooting: He shoots something or other, I think Valkya takes a wound
Fighitng: Both combats (executioners vs. ~3 nurglers + festus and 2 elf blocks vs. slaanesh block) are only won by elves by small amounts, with chaos holding out despite dead general.
Chaos final turn:
Movement: Valkya hits rear of black guard unit, cannon loses its s*it and soars 17 inches into the flank of it, khorne knights hit flank of executioners
Magic: Festus manges to not miscast for once, but also doesn't grow, he's still rediculous, buffs his own unit''s toughness
Shooting: is not a thing we do
Fighting: The executioners actually hold out, though they still can't KB festus, they take the khorn warriors in the flank adn, with the help of his BSB's reroll, survive the game. Black guard get squished by lord in rear + monster in flank
Final assessments:
Elves:
General: He was durable enough to survive a round of shooting, which is what you ask for in a flying monster general. I think he'd be better in a blitz list though. This one is slow enough that he can get shot over and over until he dies.
Level 4: Metal is a nasty lore, and I like that her MR 3 prevented me from burning down her cav unit with magic missiles to get at her
Level 2: I guess he's for daemons, who have few armor saves but hate shem's/banishment, He killed Sigvald solo, which was pretty awesome.
BSB: Was present, they used the reroll once.
Witch blocks: Fought alright, but struggled vs. the heavy armor they were up against. critically, the big one never got to fight.
Black guard block: Performed poorly, should have been more witches
Executioners: Didn't do so hot vs. nurglers, but that was mostly because they couldn't buy a 6 to wound for a billion bucks
Skirmishers: Fed to Valkya, maybe be on other side?
Horsemen: Bunker unit good at protecting wizard, other unit should not have charged cannon
Harpies: Pure bad luck they held, should have dragged khorne warriors out of game on the pursuit.
Bolt throwers: Probably killed ~ 12 warriors over course of game. Great units as always.
Elf MPV: Probably shooting/magic. Best result for them was all the warriors who died without swinging, and esp. the burning down of Vilitch and Sigvald
Sigvald: Never went stupid, marched across the field and charged his level 4's bunker, breaking them.
Festus: Killed half his own unit, but kept the toughness up, actually did a surprising amount of wounds between forcing everyone to drink his potions and punching dudes
Valkya: Ate a skirmisher unit, broke the black guard with a 7 wound monster charge in the rear
Vilitch: burned down general, ate one of their scrolls
Cannon; Ate a cav unit that charged it
Khorne warriors: killed a harpy unit and failed to break executioners from flank
Tzeentch warriors: Protected Vilitch for a turn and a half, then died
Nurglers: Fought for like 4 turns vs elves then executioners, dead 'ard unit
Slaaneshers: Held the flank + front charge like bosses, still over half at game's end
Chaos MVP: Very hard to say, probably Valkya? Everyone's contribution was clutch.
Final result:
Remaining elves:
BSB + large unit of wytches
3 executioners
2 bolt throwers
Remaining Chaos:
7 Khorne Warriors, Valkya
7 Slaanesh warriors
1 Nurgle Warrior, Festus
Cannon (no crew)
Chaos successfully killed general, highest level wizard
Elves successfully broke chaos, didn't succeed at not being broken
Probably like a solid victory for Chaos.
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