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Made in us
Longtime Dakkanaut





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.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Dangerous Leadbelcher




With 4 comparatively tiny units and no BSB support, I expected Chaos to be wiped here. Congrats on the probably solid victory with a very unconventional army!
   
Made in us
Omnipotent Lord of Change





Albany, NY

*slow clap for Chaos Super Friends*

What an army, well done sir Thanks for sharing the mayhem, and nice result all told!

- Salvage

This message was edited 1 time. Last update was at 2015/02/12 15:50:42


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in gb
Longtime Dakkanaut





Nice idea for a army!, I am thinking though that Vaklia cannot join units? sure I remember that rule for her. Makes her bolt thrower bait hence why I have never run her even though I have the model. I do have all the other models though so could give this a spin myself for fun.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Longtime Dakkanaut





I don't think she has a special "I can't join units". She has the Fly rule, but I thought that just meant she couldn't join flying units. She's certainly bolt thrower bait once she's on her own though, or anything that ignores armor bait really, no ward save is painful. She got KB'd by a Khorne Cannon in a recent game and it hurt.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
 
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