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				<title>2000pt battle: Warriors of Chaos vs Dark Elves/ Ogres</title>
				<description><![CDATA[ So me and the lads decided to have one last battle with the old Ogre kingdoms rules... but my friend's brother is just getting into <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> this edition and tagged along to make it 1000pts of Dark Elves and 1000pts of Ogres versus 2000pts of my Warriors of Chaos. We just did a pitched battle and fought it out to the bitter end (more or less).<br /> <br /> <br /> So the lists:<br /> <br /> Warriors of Chaos<br /> <br /> Lord:<br /> Lv4 Sorceror Lord-- (shadow lore) talisman of preservation, power familiar, sword of anti-heroes-- 370<br /> <br /> Heroes:<br /> Exalted-- <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, MoTz, talisman of endurance (5+ ward so 4+ total ward), bronze armor of zarak, biting blade, stream of corruption, shield-- 220<br /> <br /> Lv2 Sorceror-- (fire lore) dispel scroll, sword of might, blood curdling roar, barded steed-- 201<br /> <br /> Core:<br /> 12 <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> warriors-- halberds, standard bearer, musician, banner of eternal flame-- 250<br /> <br /> 18 MoTz warriors-- <span class="glossaryitem" onmouseover='gp(59);'>hw</span> and shield, musician, standard bearer, and standard of discipline-- 341<br />  (<span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and Lv4 join here)<br /> 40 <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> marauders-- great weapons, musician, standard bearer-- 242<br /> <br /> 2x5 Warhounds-- 60<br /> <br /> Special:<br /> 6 <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> Knights-- standard bearer, musician, standard of +1 movement-- 315 (lv2 joined here)<br /> <br /> Total: 1999<br /> <br /> <br /> Their forces were something like this (no I did not look at their lists and no I did not question the choices they took <span class="glossaryitem" onmouseover='gp(84);'>lol</span>)<br /> <br /> Dark Elves<br /> Lv2 Sorceress-- dark magic<br /> <br /> 12 Spearmen<br /> 1 Assassin hidden in spearmen with rune of khaine, manbane, and two other powers (-1 attack to guy in base contact and WS1 on the charge if you fail a leadership test against it)<br /> <br /> 16 RxB<br /> <br /> 20 Corsairs-- 2 <span class="glossaryitem" onmouseover='gp(59);'>hw</span><br /> <br /> 5 Cold one Knights<br /> <br /> 1 Reaper Bolt Thrower<br /> <br /> (As I said, he's new to the game and has bought a battalion, bolt thrower, and a sorceress so far. He did not add any command or magic items for points reasons... I guess...)<br /> <br /> Ogres<br /> Tyrant-- 5+ ward save, luck gnoblar, great weapon<br /> <br /> 6 Ironguts-- full command, bull standard (re-roll to wounds)<br /> <br /> 3 Maneaters-- tyrant joined them<br /> <br /> (Yeah... not the most exciting choices but I think he just felt like only bringing 10 models to the table <span class="glossaryitem" onmouseover='gp(84);'>lol</span>)<br /> <br /> Alright we rolled and started deploying:<br /> Ogres were set up with the man eaters and Tyrant on my right flank and with the iron guts off to the left side.<br /> Dark Elves ended up being spread out behind the ogres with Cold ones next to the man eaters, RxB behind them, and the sorceress standing outside but beside the RxB unit. The Spearmen, Corsairs, and RxB set up behind the Ironguts.<br /> <br /> I deployed with my 2 warhound units and the <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> warriors on my left side (opposite the ironguts), the <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> Marauders on my right side (opposite the Cold ones), and my MoTz warrior block right across from the tyrant/maneater combo (basically in the center of my line), last I dropped the knights between the two warrior blocks and behind a hill in the middle of the field.<br /> <br /> For magic I rolled: Miasma, the withering, pit of shades, and mindrazor for the Lv4 and Fireball and Flame Cage for my Lv2. His sorceress rolled word of pain and the black horror.<br /> <br /> We rolled and the two brothers got to move first: <br /> <br /> <b>Turn 1:</b><br /> <br /> <b>Alliance: </b>Not wasting any time, the Ogres move both of their units forward 12" followed by the Cold Ones moving up next to the maneaters and shuffling the RxB unit forward to hopefully be in range next turn. The sorceress marched forward as her magic was quite short ranged for turn 1 casting. The Dark Elf spears and corsairs both pushed forward and more toward the center of the field, leaving the Ironguts largely alone on the (from my perspective) left side of the board.<br /> <br /> Magic was out of range and the bolt thrower missed its shot on the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> warriors block.<br /> <br /> <b>Warriors of Chaos:</b> Moved both hound units forward and out toward the sides of the Ironguts unit, marched my <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> warriors straight ahead towards the ogres. I also marched my Marauders straight ahead and shuffled my <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> warriors and knights forward a bit.<br /> <br /> My magic phase saw a strong 10 dice (+1 from power familar) and I started by casting the withering with 3 dice on the maneaters; passed and no dispel dice used. Ogres drop to toughness 3. Next I attempted to one dice cast miasma on the man eaters (to slow them down a bit) but failed.<br /> <br /> With my Lv2 I cast flame cage on four dice at the cold ones, succeeded but was met with the full 5 dispel dice of my opponents and the spell was disregarded. Lastly I cast a second level fireball at the reduced toughness maneaters and rolled a 9 for the number of hits and ended up causing 7 wounds on the man eaters(!!!) killing 2 and wounding the third.<br /> <br /> <b>Turn 2:</b><br /> <br /> <b>The Alliance: </b>Not wishing to be the target of anymore brutal magic spells, the Man Eaters attempt a long charge on the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> warriors, but fail and stumble forward. The ironguts, meanwhile, simply march forward to be within range of a next turn charge on the <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> warriors.<br /> The dark elves manage to move their cold ones into a good flanking position against the warriors, and continue to move the spearmen and corsairs toward the center/right side of the battle.<br /> <br /> Magic Phase is still out of range, but the sorceress did march this turn to bring her closer to the action! <br /> <br /> Shooting sees the RxB fail to pierce chaos armor on the MoTz block, but the Reaper manages to volley one knight to death.<br /> <br /> <b>Warriors of Chaos: </b>Warhounds both charge the Ironguts in an attempt to delay their charge on my Warriors, one unit makes it into the front but the flank unit fails by rolling a double 1... <br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> warriors advance up slightly, trying to take away bull charge. <br /> The MoTz warriors make a B-line for the tyrant and wounded Man Eater, while the <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> marauders continue to march forward toward the Cold One Knights. My knights took the opportunity to move behind the center hill so they would be out of site from the bolt thrower until they were ready to either flank charge the combats about to unfold or to wheel around the hill to charge the Dark Elf reinforcements (spears and corsairs).<br /> <br /> Winds of magic again blew strong, giving me 8 dice (+1). I threw 4 dice at mindrazor on the MoTz warriors which was then dispelled with all of my opponents dice...<br /> <br /> Switching gears, I cast flame cage on the corsairs to keep them from combo charging my Motz block with the man eaters and I managed to kill 4 corsairs initially!<br /> <br /> In combat my warhounds managed to deal 1 wound(!!!) before being atomized by great weapons... Well not the "hold up plan" i had hoped for!<br /> <br /> <b>Turn 3:</b><br /> <br /> <b>Alliance: </b>Ogres again announce charges, this time making it into combat versus both my <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> Warriors (the 6 ironguts) and the MoTz block (the maneater/ tyrant). Dark elves ponder a charge on the MoTz warriors but end up not going for it because of the Marauders looming in the distance. The corsairs do not even attempt to move while the flame cage is up, but the spearmen begin to rotate around the central hill, gunning for my knights... (was not a good sign that 12 spearmen were aiming for my knights+Lv2...) <br /> <br /> Magic gives the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player 7 dice and he casts word of pain on 4 dice into the combat with the tyrant and while he rolls a mighty 18(!) I threw my dispel scroll at it to keep my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, general, and warriors from dropping to <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 1. He then proceeded to fail to cast black horror on the marauders on 3 dice.<br /> <br /> In the shooting phase, the RxBs manage to kill 8 marauders and the reaper is without a suitable target.<br /> <br /> The first combats of the game! Impact hits see 2 wounds, 1 of which is saved. Then, I challenge the tyrant with my Lv4, he accepts, and I proceed to score a wound on him, which he fails his 5+ ward on but luck-gnobler's it up to a 5+ with the re-roll. The return attacks deliver a forgiving 2 wounds, one of which is saved by my ward. In the combat between the main blocks, my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and warriors make short work of the Man Eater and win combat by 3... His tyrant then fails his break test and is run down.<br /> <br /> On the opposite side of the field, the Iron Guts manage to kill 2 warriors with impact hits before losing 4 of their number to a flurry of <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 attacks. The return attacks bring down 2 more warriors and stomps prove ineffective. The following break test which the ogres also fail leads to the warriors, again, running down their foe and turning to face the rear of the Spear elves. (Yes at this point the Ogres had been eliminated from the game and the battered general turned to booze for comfort, cursing the dice gods...)<br /> <br /> <b>Warriors of Chaos:</b> Feeling pretty happy about wiping the ogres off of the board, I went for several charges (though most were pretty long...). Knights charged the corsairs, needing 18, and failed. <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> warriors charge the spear elves, needing a 12, and failed. MoTz warriors charge the RxB, needing a 12, and fail, AND lose 2 of their number to the stand and shoot... and also ended up standing beside the Lv2 sorceress... Finally, my marauders went after the cold ones in order to take away their charge opportunity and I reckoned that my 30+ marauders could kill them quickly enough... yeah... well I made the charge but continue to read!<br /> <br /> In the magic phase I get 7 dice total. First, I drop the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of the RxBs by 3 (down to 1) and then fail to cast flame cage on the Corsairs but do manage a second level fireball on them, killing another 4 or 5.<br /> <br /> In combat the cold one knights managed to kill 7 (!!!) marauders between the riders and the mounts, damned hatred. In a horrible fashion, my return attacks only bring down two riders. So despite having charged, having a banner, and having 3 ranks over him, I only manage to tie combat and we all hold...<br /> <br /> <b>Turn 4:</b><br /> <br /> <b>Dark Elves: </b>As if they were fighting for revenge of their fallen ogre brothers, the dark elves announce a charge, sending the spears into the knights. Then the corsairs move up to get closer to the Marauder action and everything else prepares to fire...<br /> <br /> In the magic phase the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> get about 8 dice and roll 4 at word of pain, making it, on to the Marauders, and 4 at black horror on to my MoTz warriors. I rolled everything I had to dispel it, but I could do nothing  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  and the large template went down and covered my whole unit (17 at this point counting the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and Lv4). After the strength tests had been rolled I managed to lose 7 of my warriors, but neither character took a wound.<br /> <br /> Following the magical barrage I had just received came the mundane barrage of RxB bolts which thankfully only killed 1 warrior thanks largely in part to BS1. And the reaper unleashes a volley, killing 2 of the <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> warriors.<br /> <br /> Combat saw the Assassin pop out of the spearmen and was instantly challenged by my Lv2. When the dust had settled from the duel both sides had taken 1 wound (great luck from me, terrible rolls from him). My knights then proceeded to kill 8 spearmen for the loss of only 1 and ran after the fleeing dark elves after they promptly failed their break test, yet failed to catch their foes. Now we did something interesting with this combat, we allowed the assassin and sorceror to continue their fight apart from their parent units, letting the spears run and the knights after them. This was for no real reason other than the fact that we wanted to...)<br /> <br /> The cold ones managed to kill another 2 marauders, taking 1 casualty in return, losing by 2 but holding.<br /> <br /> <b>Warriors of Chaos:</b> I charge the fleeing spearmen with my knights, catching them and running toward the bolt thrower. My <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> warriors and last unit of hounds also march toward the Bolt Thrower (nothing left on that side of the field).<br /> The MoTz warriors charge the RxB again, but this time the Lv4 charged from his unit toward the Lv2 <span class="glossaryitem" onmouseover='gp(27);'>DE</span> sorceress, both units succeeding. <br /> <br /> No magic!<br /> <br /> In combat the assassin slays the Lv2 Chaos Sorceror before he can swing and turns to face the Marauder/ cold one combat. The Lv4 quickly cuts the Elven Sorceress in half using his sword of anti-heroes for no wounds in return. The <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> lets his breath attack and his normal attacks go and manages to kill 5 elves himself. The following exchange of blows sees 1 warrior die on my side and 6 RxBs fall. The unit runs and escapes my pursuit.<br /> Thanks to WS1 and continuing poor luck with my Marauders, I lose another handful of men for no damage back against the Cold Ones and am still locked in combat with 2 Knights... <br /> <br /> <b>Turn 5:</b><br /> <br /> <b>Dark Elves:</b> The RxBs rally and turn to face their doom, the corsairs charge into the corner of the marauders, and the assassin charges into the flank of the marauders. <br /> <br /> We move straight to the combat and decide to call the game following the results. His assassin, corsairs, and cold ones manage to reduce my Marauders to just 2 ranks (killing about 8). I send 6 attacks at the corsairs (killing 1), 3 attacks at the assassin (amazingly killing it), and 12 attacks at the knights (finally killing them!). Unfortunately my triumph over the knights had come too late and I lost combat by 3 and was sent running from the remaining corsairs.<br /> <br /> We wrapped the game after that. Looking at the board I had lost 1 full unit of hounds, my Lv2 sorceror, and that was it <span class="glossaryitem" onmouseover='gp(140);'>VP</span> wise. Victory to CHAOS!<br /> <br /> Obviously this was a more casual outing, but it was a very fun game. We got to laugh about some terrible rolls and drink some flying dog while we introduced a relatively new player to the game. <br /> <br /> Hope this uber text wall is somewhat enjoyable to read! I am without pictures and I am still feeling the effects of my turn 5 beer so best of luck and thanks for reading!  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 1 Sep 2011 05:58:36]]> GMT</pubDate>
				<author><![CDATA[ Pervertdhermit]]></author>
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				<title>2000pt battle: Warriors of Chaos vs Dark Elves/ Ogres</title>
				<description><![CDATA[ Noice noice definitely some interesting set up <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 1 Sep 2011 14:43:04]]> GMT</pubDate>
				<author><![CDATA[ cowpow16]]></author>
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				<title>Re:2000pt battle: Warriors of Chaos vs Dark Elves/ Ogres</title>
				<description><![CDATA[ Illegal Ogre list.<br /> <br /> you MUST have at least 3 units.<br /> <br /> <br /> It was also a horrible list. It would have been better to have had Bulls instead of Maneaters(who suck with the current book, but are awsome in the new one)]]></description>
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				<pubDate><![CDATA[Fri, 2 Sep 2011 20:16:56]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>2000pt battle: Warriors of Chaos vs Dark Elves/ Ogres</title>
				<description><![CDATA[ I agree about the ogres, but as he was technically just rolling out as "trusted allies" for the dark elves, we didn't care much about the composition of his forces. And I asked about taking bulls instead, to which he responded: "why? So they can just die to <span class="glossaryitem" onmouseover='gp(99);'>mok</span> warriors?" ... True story <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.]]></description>
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				<pubDate><![CDATA[Fri, 2 Sep 2011 21:39:54]]> GMT</pubDate>
				<author><![CDATA[ Pervertdhermit]]></author>
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