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A path to glory battle between a group of followers of Khorne and a group of followers of Slannesh. It was the first path to glory game for both warbands.
Battleplan: Lair of the Beast
Followers of Khorne:
Mighty Lord of Khorne
Slaughter Priest
Skull Grinder
Exalted Death Dealer
10 Blood Warriors
20 Blood Reavers
Followers of Slannesh:
Chaos Sorceror on Manticore
Ghorgon
Mutalith Vortex Beast
2 Chaos Spawn
16 Chaos Marauders on foot
We played the lair of the beast battle plan, where a Khorgorath guardian is defending a lair that contained a young Khorgorath. Victory condition is that after the Khorgorath is slain, you win by having forces near the beast's lair while the enemy has no forces near the lair.
The lair was a hill in the middle of the board, so this eventually became a game of "King of the Hill."
We rolled to see who would take the first turn. I won the dice roll and let the Slannesh player move first. We rolled for control of the Khorgorath, and I received control of the monster for the first turn. Her sorcerer used Winds of Chaos on the Khorgorath and her Mutalith sent waves of chaos gainst the Khorgorath, reducing the Khogorath to half-strength. She moved all her forces forward and there was no combat in the first turn.
In my move, my slaughter priest prayed to Khorne, and Khorne answered by inflicting six wounds on the Mutalith. I moved my forces forward. My blood reavers failed their charge roll, but the Khorgorath was able to charge into her Marauders. The Khorgorath killed a Marauder and healed a wound. Her Marauders and her Chaos Sorceror on manticore wounded the Khorgorath further.
On the second turn, I lost the die roll and she chose to move first. I gained control of the Khorgorath for the turn. Her sorcerer used winds of Chaos to slay the Khorgorath (at this point victory would go to whoever could gain control of the hill/beast lair). Her mutalith then caused some damage to my lord of Khorne. She moved some units closer (including placing her Sorceror Lord on manticore on top of the hill), and her Ghorgon went into my Blood Warriors. Her Ghorgon slew several blood warriors, while the warriors did some wounds back.
On my move at the bottom of the second round, my slaughter priest was unable to gain Khorne's favor and instead suffered a wound himself. My general used inspiring presence on the marauders. Everything on my side that wasn't in combat charged. The Blood Reavers charged the Marauders. My four heroes charged the hill and fought her Manticore rider. Both generals wounded each other, the marauders and blood reavers traded casualties, and the blood warriors continued to inflict wounds on the Ghorgon while suffering casualties.
On turn 3, I won the dice roll, and moved first. My slaughter Priest was unable to gain Khorne's favor, but did not suffer a wound. Her Chaos Sorceror on the Manticore died in combat with my heroes. The chaos spawn joined the combat between the Marauders and the Blood reavers and started killing some blood reavers.
On her turn 3, she charged the mutalith onto the hill and into my Slaughter Priest. The heroes and the Mutalith started doing wounds to each other. The Ghorgon died to the Blood Warriors. The Marauders died to the Blood Reavers, but the Reavers were almost gone and were not going to last against the Chaos Spawn.
I won the dice roll for going first on turn four, and we called the game a victory for the Khorne Warband. At this point, all she has left are the chaos spawn and the Mutalith, and they weren't going to last more than another turn or so.
The Khorne Warband gained a young Khorgorath for its warband. Both warbands received a favor point and chaos rewards.
On the Eye of the Gods table, the Mighty Lord of Khorne received a Soulscream ability (-1 on bravery for enemy units within 3" during battle shock). On the lesser glory table, I chose to add additional followers: 1 Blood Secrator. The followers of Slannesh chose to add a reward to her followers instead by rolling on the Lesser Glories table and giving her Mutalith Vortex Beast the ability to move through a tear in reality once per battle (basically teleporting across the battlefield to anywhere more than 6" from an enemy model).
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