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Discussion Starter #1 (Edited)
I am tuning up a 2500 point list for a tournament in march and trying to get more games under my belt, so I put my knight list up against a rather odd 2500 pt Orcs and Goblins list. The dice were definitely with my opponent as you will notice not a single animosity roll was failed during this fight. So without further ado, here is the battle report:

The Armies:

The Crusade of Morr (2500 pt):

So my list is 3 solid blocks of knights who with the characters gives me 2 stubborn units and 2 ST4 units, supported by warmachines, and magic. The foot troops primary job is to protect the warmachines. The unit choices are mostly set in my mind, but I am tweaking my magic items to find the best arrangement.

Azzkikka's Raidas (2500 pt)

This is a horde mixed Goblin and Orc list. The horde is centered around 1 large block of Big Uns supported by 2 large goblin combat units and a large block of Wolfriders. The rest of the list is shooting and chaff to support the Big Uns.

Magic:
Here were the spells for my Wizards:

Not a bad pull, some good debuffs and I got the big unit wiping spell I needed. Fear is also a bonus against a list like OnG who have numbers, but low leadership. Reducing their chance to hit from 4+ to 5+ can be a game changer.

and the Greenskins Magic:

I haven't faced goblin magic often, but he got the armor piercing spell and a pretty decent magic missile that would just add to his overwhelming shooting. Night Shroud could be a real problem causing a Dangerous Terrain test if he got it up before I charge with my knights. The real scary part was the Orc got the Foot...this spell has ruined games for me before, seeing him get it with his single roll was frustrating.

The Table:
After letting someone set up the terrain for us, I wanted the north position. The large hill on the north could block LoS and would provide a great arc of fire for warmachines. We were boring and decided to use both buildings as impassible terrain. This was going to be a tough board for my cav with several stone walls as obstacles and two large forests.



Deployment:
In a precursor to the rest of the game I lost the roll for side and my opponent took the Northern edge. One of the minor weaknesses of my army is the low number of unit drops, I finished deploying first as usual, not that I could have done much else with the sheer number of units the OnG were dropping.



Because of the terrain I only had 1 good line of fire for my cannons so I ended up castling along the left side of the board more than I like. I dropped the Reiksguard along the left edge and my other two knights towards the center. My opponent was able to spread out across the board, he was able to hide his general on the Wyvern behind the hill so my cannons wouldn't be able to hit him right of the bat. The terrain did disrupt his normal deployment a bit forcing his main combat blocks a bit further right than his normal center positioning.

My GM joins his brothers in the Knightly Order bus, the Captain joins the Inner Circle, and the Mounted Priest joins the Reiksguard. The foot priest slots into the halberdiers and the Shadow Wizard joins his archer bunker.

The Goblin shaman joins the goblin mob hiding behind the squigs and snotlings, the Orc bunkers with the Arrer Boys, and the BSB takes the Big Uns.

Finally the Wolf Riders vanguard up the right side of the table.

We roll to see who goes first, after 3 ties and re-rolls my opponent takes the first turn.

Now into the game:
 

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Discussion Starter #2 (Edited)
Game 1: OnG v Empire

Azzkikka's Raidas - Turn 1:

Fairly standard turn 1 for the Green Tide. They moved forward to get their archers into range, the night goblins move in front of the Big Uns (who had reformed into horde formation) to screen them. The Squig Hoppers fly up the field and the Wolf Riders wheel around the right forest to line up a flank charge and threaten my ICK. He makes the choice to keep his General behind the hill out of sight of the cannons.

The magic phase starts in a spectacular fashion for the Goblins, he Miscasts a 2 dice Vengeful gaze (trying to clear out some of my shooting units doing a single wound to my Xbow) and wipes out a rank of goblins and does a wound to himself and one to the snotlings. He also sucks enough dice out of the power pool that his Orc makes a longshot Foot of Gork attempt and fails the casting.

The Goblin Spear Chuckas open up on my large knight block and kill 3 of them.

Looking good for the home team after the dice start falling.



The Crusade of Morr - Turn 1:

I get some interesting results this turn. My Reiksguard charge into the Squig Hoppers, my Halberdiers move up to protect the flank of the Knightly Order and the archer detachment also moves up, I take a chance with my Wizard Lord and move him up to try and drop a super Purple Sun. My ICK attempt to swift reform and fail a 3d6 leadership test, so they just reform and prepare to take a Wolf Rider charge.

The Magic phase however is not kind. I 3 dice Caress to hit his goblin wizard and he dispels it, then 6 dice a boosted Purple Sun hoping to IF it...which I don't and the Orc dispel scroll stops the spell. Finally I 1 dice a Aspect of the Death knight and it gets dispelled as well.

My cannons roar out and only manage to get a single wound on one of the spear chuckas...the Mortar aims for the back of the Night Goblins, but drifts south far enough to miss everything. My ranged troops kill a few Arrer Boys.

The Reiksguard run over the squigs, but not before taking a couple of losses themselves. Their momentum carries them into the snotlings...and we prepare for turn 2



Azzkikka's Raidas - Turn 2:

Mixed turn for the Green Tide. The Shaman's goblin unit shuffles left so that it can charge in next turn and join the snotlings. The General flies up towards the middle of the field screened by the Night Goblins who move up close enough to launch their fanatics. 1 spins towards the Wizard Lord and falls about 1" short and the other spins towards the Order of the Black Rose and also falls just short. The Big Uns move up behind the NG in the expectation of taking a charge and the Goblin Spear reform into horde and move up besides the Big Uns, either to protect the flank from the ICK or to get a flank charge on whatever hits the Big Uns. The Goblin Wolf Riders spur their mounts forward hoping that the momentum of their charge can overrun the Inner Circle Knights.

Once again the Orc magic phase is a bust with a failed Vengeful Gaze and I dispel the Foot of Gork.

Their shooting however is massive. The spear chuckas kill another 2 knights from the Black Rose knights. All the rest of the shooting concentrated on my Wizard Lord whose ass was hanging out. It took all 3 shooting units to do 3 wounds to the Wizard, who managed to pass a good amount of the shots onto the Knightly Order who lost 1 knight protecting the wizard.

The Combat phase however, went my way. The Reiksguard did far better than expected against the snotlings managing to get 24 wounds to the little bastards between wounds and combat res only losing 1 knight themselves. At first we thought the snotlings had managed to survive with a single base, but we remembered the single wound from the first turn's miscast. This allowed me to reform the knights in an effort to shoot the gap between his units and hopefully kill the spear chuckas who had been remarkably effective so far. The Inner Circle Knights got 8 kills on the charging wolves who failed to kill a single knight in return. The wolves turned to run, but got run down by my knights. This was going to allow the ICK to wheel around the forest and hopefully get a rear or flank on the combat in the center.



The Crusade of Morr - Turn 2:

This turn was also a mixed one for me as well. My Halberdiers declare a charge on the Night Goblins who stand and shoot, killing 3. Then my Order of the Black Rose declared a charge on the Night Goblins who wisely fled, this allowed me to redirect into the Big Uns, who I hoped to tie up until the Inner Circle Knights come in from the flanks. However, I did have to charge over the fanatic in my face and he killed 3 knights in his death throes...this also moved everything too far from the halberdiers who march forward slightly in a failed charge. I manage to squeak my Reiksguard through the gap like I wanted, but because I had to form into a narrow bus I couldn't wheel as far as I wanted to get the Spear Chuckas into my front arc and still be 1" away from the goblin mob.

Magic is mostly a bust, the Orcs dispel Enfeeble and Soulfire on the Halberdiers, I did manage to sneak Malkoths Miasma onto the Big Uns and drop their WS by 1.

Shooting was generally great for the Empire with my warmachines showing their metal. My first greatcannon takes another shot at one of the Speak Chuckas, but buries the cannonball right at the foot of the warmachine. My second cannon fires at the General and nails him. The Wyvern eats 4 wounds, but I only roll 1 wound on the General which he wards away. The Mortar team, not to be outdone, lands a shell dead on the Wyvern's base. We randomize the St 6 shot and it hits the General dead on doing 3 wounds which he fails to ward away. The Wyvern shrugs off the rest of the shot. My crossbow try to take off the last wound on the now Enraged Wyvern, but it shrugs them away. My archers kill the remaining fanatic.

Combat goes pretty well, the BSB accepts the challenge from my general and his armor and poor rolling keeps him alive. The rest of the knights and their horses do 5 wounds to the Orcs and only lose a single model. They barely win the combat, but the Orcs hold.



Azzkikka's Raidas - Turn 3:

The Enraged Wyvern charges headlong into the Halberdiers, who pass their terror test and take the charge like men. The Night Goblins reform and turn towards the Reiksguard preparing to move up and take the charge for the Chuckas. The Shaman and his mob decide to leave the backfield alone and march forward to silence the Empire cannons. The Goblin Spear reform to redirect the coming ICK away from the Big Un flank. I don't think he reformed quite enough to save the flank, so I am hoping the Order of the Black Rose can hold for another turn.

The Magic phase is another bust for the Goblins, he casts a gaze and kills a couple of crossbow. Then 6 dices a boosted Foot of Gork, but fails the IF and I dispel it.

His archery shooting is mostly inconsequential, rounding the total number of crossbowmen killed to 5. The state troopers pass their panic test like the professional soldiers they are. The Spear Chuckas again show their power and skewer 3 Reiksguard by hitting them square in the flank. They pass their panic test.

The combat phase is brutal, the Halberdiers fail to remove the last wound from the Wyvern who only manages to kill a single model, but then Thunderstomps 5 of them to death. Again the professionals show their worth and hold. The BSB survives another round of challenge from the General and the knights and their horses manage to kill a couple more Big Uns while the musician is cut down. The orcs win the combat by 1, but the stubborn Knights seeing their brethren coming for the flank, decide to hold on for another turn.



The Crusade of Morr - Turn 3:

Up to this point, it was looking to be a close game. I knew it was going to be tough, but I figured once my ICK overran the spears and hit the flank of the Big Uns, I could break his strength. The ICK successfully charged the spearman who stood strong. I wheeled in such a way as to move my unit as far left as I could so they would clip the Big Uns. The Archers turned to the left so they could move up and divert the Shaman's mob of goblins from the warmachines. Then the dice started to turn. My Reiksguard attempted a swift reform to face the Chuckas and hopefully move to an easy charge next turn, but they failed the swift part of it. Reforming, but leaving about a 16" charge for the next turn.

The magic phase consisted of my dropping debuffs and the Goblin Shaman dispelling them like a boss. I managed to 1 dice a Hammer of Sigmar on the Halberdiers hoping they would finally finish off the rampaging Wyvern.

The shooting phase consisted of my first great cannon again burying a cannonball at the feet of a Chucka, and the second cannon misfiring and destroying itself. The mortar aimed for the Night Goblins on the hill, but the shell drifted back south far enough to miss everything. My archers and Crossbowmen managed to kill a couple of the Goblin Shaman's escort.

The combat phase started positively. Using the blessings of Sigmar the halberdiers finished off the last of the Wyvern's wounds without taking any damage, then reformed to intercept the Shaman's goblin mob. I then decided to do the ICK combat, because if they overran the spears and hit the Big Uns combat they would get another round of attacks this turn. As expected they massacred 9 Goblins and won the combat handily. While the Goblins were steadfast, they failed their low leadership despite the BSB re-roll. Now is when the game went completely off the rails for me. While measuring the overrun, we missed the flank of the Big Un unit by less than 1/2"...and ran right past the center combat. To add insult to injury we failed to overrun the Goblin Spearman who ran like their lives depended on it. At this point I knew it was going to be tough, but I was hoping my Knights could hold for another turn. The General and BSB continued to fail and kill each other and my knights killed another Big Un and managed to not take a wound back. The Big Uns still won the combat because of the BSB and ranks, and I fail my stubborn leadership roll. The knights flee, and barely manage to stay away from the emboldened green tide.




To be continued below:
 

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Discussion Starter #3 (Edited)
Game 1: OnG v Empire

Azzkikka's Raidas - Turn 4:
Emboldened by the fleeing General, the Big Uns charge the fleeing knights and chase them closer to the board edge. The Goblin Spearmen fail to rally and flee off the board. The poor confused Night Goblins wheel around to protect the Spear Chuckas from the large untouched unit of knights. The Shaman's mob wheels and moves forward setting up a charge on the cannon for the next turn. The Arrer Boys spin around and try and swift reform to block the path of the Reiksguard, but fail the leadership test.

A low magic roll leaves the Goblins with few choices, but he rattles off a Vengeful Gaze that wipes out the Crossbow unit. The cannon crew passed their panic test.

The Goblin archers shoot and kill a couple more Halberdiers, slowly whittling down the unit. Finally, both Spear Chuckas miss and my knights survive untouched.




The Crusade of Morr - Turn 4:
Still hoping to pull out a draw we bravely soldier on. The ICK charge into the Night Goblins who stand and shoot and fail to kill any. The Reiksguard fail the long charge on the Spear Chucka leaving themselves vulnerable to the Arrer Boys and the Chucka's next round of shooting. The General's unit is well below 25% so they of course fail their insane leadership and continue to flee. The Halberdiers remain in place to block the archer bunker from the Goblin archers.

Magic was poor. He let me buff the Reikguard with the Ward Prayer and then dispels the boosted Miasma aimed at Big Uns. Then I fail on an Enfeeble also against the Big Uns.

Shooting was good. The cannon wheels to face the oncoming goblins and between the cannon, the mortar, and the archers I kill 7. The goblins unfortunately pass their panic test.

Combat went well. The ICK run over the Night Goblins killing 8 on the charge and then overrunning them when they flee. This carries them into one of the Spear Chuckas.




Azzkikka's Raidas - Turn 5:

The Orcs sense victory and use this turn to consolidate. The Goblin Shaman mob fails it's charge on the cannon, but moves up to about 5" away. The Big Un unit reforms back towards the middle, holding their facing to either run into the Halberdiers or the coming ICK juggernaut. I was surprised he didn't charge the Reiksguard, but he decided he wanted another round of Chucka shooting at the knights.

Magic was bad for the Orcs again. A boosted Vengeful gaze only scored 3 hits on the cannon and failed any wounds. I then finally was forced to use my Dispel Scroll to stop his boosted Foot of Gork, when he rolled amazingly high on 5 dice, but did not IF.

His Goblin Archers continued to whittle down my Halberdiers, killing another 3. My professionals continue to stand firm. The Chucka and the Arrer Boys lob everything and the kitchen sink at my Reiksguard, but fail to do a single wound.

My ICK easily destroy the Spear Chucka and then reform in hopes of killing off the archers and then perhaps running over the Big Uns.



The Crusade of Morr - Turn 5:
The ICK charge the Goblin Archers who run like their lives depend on it. They carry into my Halberdiers and because of the spacing and the horde formation end up bouncing all the way past the house. They lose half a dozen to being hacked down by my men as they flee past. This carries my unit forward, but leaves them in a good spot for next turn that will force the Big Uns to make a choice. The Reiksguard finally complete the charge on the remaining Chucka. My General almost regains his nerve, but a 3 is a not a 2 and he and the last of the Order of the Black Rose flee off the board. Knowing at this point the final confrontation will be in the middle of the board with the Big Uns, I turn my Halberdiers and the archer detachment around to face the mob either to receive the charge or support the ICK.

Magic works well as I roll low and then channel 3 dice. The Halberdiers buff themselves with The Armor of Faith and the Hammer of Sigmar. I then drop a boosted Miasma on the Big Uns, in a hope to keep them from charging next turn, but fail the roll.

This shooting phase sums up my game in many ways. The archers open up and kill a Big Un. The mortar sees a chance to drop a good shot on the Big Un unit and then blows itself up in the excitement. The cannon piles in the junk for a close range Grapeshot at the dwindled goblin unit. Then only rolls 2 shots, both his and 2 gobbos die...not enough to force a panic check.

The Reiksguard quickly dispatch the last Chuck then spin around to face the Arrer Mob.



Azzkikka's Raidas - Turn 6:
Lots of Charging for the Orcs this turn. The Arrer Boys charge the Reiksguard who stand. The Big Uns decide that breaking the Halberdiers and their detachment and trusting that he can withstand a potential flank charge from the ICK will net more points than attempting and failing a long charge at the Knights charges into the Halberdiers. The Archer detachment stands and shoots for their regiment and score a kill. The shaman leads his mob into the cannon. Meanwhile the Goblin Archers continue running for the hills.

Gork decides it is time to aid his wayward Greenskins this magic phase. The Orc Shaman 6 dices a boosted Foot of Gork and gets Irresistible Force. The resulting surge of magical energy drains the rest of the power dice and kills one of the adjacent Arrer Boys. Gork them procedes to stomp a mudhole into the ICK. The first stomp is promising it hits dead on, but only puts a single wound on the Champion and kills 1 knight. This obviously enrages the Green God, who stomps the unit again kills the captain and 2 more knights. The knights decide it is time to head for the hills and panic. The berserk Gork decides to show his Boyz some love and stomps onto the Big Un unit killing 7 of them. Satisfied at the carnage he leaves the field.

With no shooting left we move into combat where the pain keeps coming. My cannon manages to hold on and survive the goblin onslaught only taking 2 wounds, but then fail their leadership and the remaining crew heads for the hills. The Warrior Priest and the BSB face off and don't kill each other between the magic of the BSB's armor and the blessings of Sigmar. The Halberdiers kill only a single orc and then are cut down to a man. The Warrior Priest decides it is time to take the better part of valor and runs. The Orcs high on the taste of human blood carry right into the Archer detachment. The Reiksguard kill 4 Arrer Boys, who then procede to cut down all the knights (I rolled 3 ones on 4 1+ armor saves) save the Champion and the Warrior Priest. The combat is tied, but the pounding of the orc musician wins them the combat. The Reiksguard then manage to fail a stubborn leadership roll with a re-roll and flee off the table. The Arrrer boys stumble forward slightly and then stop.




The Crusade of Morr - Turn 6:
Although the game is completely out of my reach at this point, I play out the last turn. The ICK rally and the Warrior Priest runs like the wind.

I roll a 2 for the magic phase, but manage to get a Miasma off on the Big Uns and drop their WS to 1...I hope this might allow my archers to hold.

The archers then manage to score only a single orc kill. In return the Orcs manage to kill half the unit even needing 5+ to hit. The archers flee, but are cut down and the Orcs advance right onto the heels of the fleeing WP.

Game Over



Post Game:

This was a brutal game, that was looking to be a draw until the Orc's final turn. I made a critical tactical blunder when I pushed my Death Wizard too far forward on the first turn. I should have held him back, tried to draw out the dispel scroll and then dropped the boosted purple sun later in the game. This gamble alone hurt, it took away my only Direct Damage magic spells and left me with buffs/debuffs only. Not that it mattered much, the Goblin Shaman was dispelling like a boss the whole game. I also should have backed up my large Knightly Order block and shot off the two fanatics rather than charging through him, but I got panicked by the Spear Chuckas that had managed to delete a whole rank of knights by that point. This would have given my ICK another turn to get into better position and drawn the Big Uns closer to me.

Other than that, the dice were unforgiving to both of us. Twice I managed to land cannons in a critical spot only to roll a 1 on the number of wounds. Although it is hard to complain too much when my warmachines deleted his general the minute he poked his head around the hill. The Goblin Spear Chucka made their points back easily over the course of the game basically removing a unit of knights each. The Orcs failed quite a few easy castings of Foot of Gork that kept my dispel scroll around till turn 5, but got the boosted one on the turn he really needed it. Of course not failing a single animosity roll the whole game helped the Greenskins quite a bit.

I need to tweak around my magic items a bit...I had the Ring of Volans basically for the 1 shot Wild Form at a critical juncture, but never used it. That is 35 pts that could be better spend. I also need to drop the Shrieking Blade from the Wizard Lord. It is an artifact of the time when he ran with the Reiksguard. With that I could up him to the 4+ ward save which probably would have kept him from dying.

Thanks for reading this and I would love some feedback on the battle and what changes you think I might make to my magic item loadout.
 

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Discussion Starter #4 (Edited)
Just realized all the images hadn't been set to public...hopefully the report makes more sense now.

I figure I will just start using this thread to record all my battle reports leading up to the march tournament as I tweak my list
 

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Discussion Starter #5 (Edited)
Game 2: The Crusade of Morr v The Lions of Winter

The Armies:

The Crusade of Morr

The basic list is the same as last battle, I like the feel of the units overall, the magical power, and the firepower. I am unsure about magic item load out, however so I swapped magic items around a bit. Got rid of the Ring of Volans, while I like the idea of a pocket Wildform I have so much magic already in the list it is likely to get overlooked for other buffs. I have been happy with the captain's loadout, but I wanted to up the defense of the two Lords. So I put the 4++ on the wizard and the 5++ on the GM. I also put a Magic Sword on the Mounted WP so that he contributes more in combat. I also feel like the Razor Standard was redundant on the ICK, so I swapped for the Standard of Discipline.

The Lions of Winter

I haven't played against High Elves very often, but this list looked brutal to me on paper. Two large blocks of White Lions supported by Silver Helms and 2 Frost Phoenixes. A number of chaff/fast units a wizard bunker and a pair of the rather nasty Elven bolt throwers...something I was concerned about since they are better versions of the Goblin Spear Chuckas which ruined my day last game.

Magic:

The Crusade of Morr

I was very happy with this magic draw. First game in ages I haven't had Purple Sun at my disposal, but the two DD spells are viscious against the low S and T elves, plus I had my favorite buff available to help if I got bogged down with the Phoenixes and the one/two punch of soulblight and Melkoth's could pull the fangs out of those White Lion blocks.

The Lions of Winter

When I saw my opponents spell draw, I was pretty worried. Another bolt thrower that ignores my main strength (1+ armour) in the Amber Spear...top that off with lore of metal and 3 incredible spells against my army and I was praying that Sigmar would bless me with good channelling roles for dispelling.

The Scenario
This time we rolled up a scenario instead of the standard line up and kill. We rolled, Blood or Glory, the Fortitude mission. Both of us had 6 fortitude (2 in the general and 4 banners) so it was a pretty even match in that regard. We could afford to lose a couple of units or our generals and still have a fighting chance.

The Table:

The Tourney is using pre-set boards and has indicated that enchanted terrain will be a potential problem. We randomized terrain and got a busy table (9 pieces of terrain with 1 of them being an "outpost"). We used a random roll to determine which 12 x 12 board section each piece fell. There was a haunted mansion in each deployment areas (which didn't get a single wound all game), an Altar of Khaine and a Arcane Ruin on the north side of the board. A line of walls along the southern deployment zone rounded out the terrain. Note that the altar was a bit smaller than what I have pictured on the map (the piece we used was roughly the size of the center of the terrain feature on the map)

I won the roll for picking table side and chose the southern edge. I felt I had a clearer field of fire and a wider plain for my knightly units. Also I felt like the river/woods/altar terrain would interfere more with the north deployment.

Deployment:

One thing to note about this mission is that your deployment zone extends 9" back from the center instead of 12" and that you cannot deploy within 9" of the edges. This squeezed us towards the center of the board and further forward than normal.

I knew I was going to be outnumbered in total units drops (one slight weakness in this type of knight heavy list) and knew I my opponent would have the advantage in responding to my drops. I started dropping my warmachine block in the back center of the table where I would have good lines of sight and fields of fire. I also knew he had two Fast Cav units and I didn't want to leave them vulnerable at the edges. I loaded up the left edge first with my large knight block and the Halberdiers and their archers in a long skirmish line. I dropped the ICK to anchor the line on the right and then to force my opponent to commit some resources I dropped the Reiksguard on the far right.

My opponent held back dropping his core fighting blocks until the last minute and did a bit of a mirror drop of Pheonix/Reavers/ECBT on each wing. He was careful to put each Pheonix near a building to block cannon fire. This fully covered the left Pheonix, but I could get a single cannon against the right Pheonix. He dropped his core Silver Helms and 1 White Lion in the center and put his mage bunker safely behind the combat units. My last drop forced him to put another lion unit to the right of the altar instead of towards the center where he wanted them. The Reavers moved forward with Vanguard, the leftmost unit getting tantalizing close enough to my ICK for a charge and angle to redirect a juicy flank to his combat cores. The right Reavers used their move to hug the right edge protected by the building.

With the +1 bonus for finishing first drop I won the roll to go first.

Now into the game:

The Crusade of Morr - Turn 1

I resisted the urge to charge the Reavers and instead moved around to their left flank, using the ruins to protect my flank and angled back towards the center of the board to set up or receive a charge the next turn. I moved the state troops up slightly so Halberdiers had the wall for some protection and nudged the archers up close enough for the Shadow Wizard to get in spell range. Unconcerned about the Reavers the Reiksguard swung wide right and exposed their flank, taunting the Light Cav. I wheeled and moved the ICK slightly to hug the woods and clear up a charge line to support whichever way the elves decided to move. The Death Lord swung near the ICK for Look out Sir Protection (which I found out after this game doesn't work with regular Cav...different troop type and all that) and to bring him within range of the Silver Helms for spells.

With all my preparations for a big magic phase, I rolled a grand total of 3 Power Dice. I went ahead and took the Caress shot at his BSB, hoping to score an easy fortitude score. Thanks to his magic crown the High Elf Archmage dispelled it easily.

Shooting was mostly a bust. My first shot was the left cannon at the left ECBT...a direct hit! and 1 wound rolled...so instead of using my right cannon to hit the right Phoenix I could just see around the building I plowed another cannon into the Bolt Thrower and removed it. My mortar scored a direct hit on the Silver Helms...and did nothing. The other ranged troops lobbed some wood at the opponents with no effect.

The Lions of Winter - Turn 1

The Silver Helms and the right unit of White Lions both made their leadership test for the frenzy from the Altar (both units had long charges they could have made). The leftmost Phoenix declared a charge against the Order of the Black Rose...I foolishly stood and took the charge. The quick winged beast easily made the charge. The left Reavers moved up to block my Halberdiers from coming to the aid of the Order by blocking any chance at a flank charge on his White Lions who wheeled to set up a second charge into the Knights. The Silver Helms shifted to the left to get out of the charge arc of the Inner Circle Knights and the mage bunker moved up enough to have spell range on most of my army. The right Lions moved straight forward taunting the ICK. The right Phoenix and Reavers both moved up to threaten the Reiksguard.

The Elves had a spectacular Magic Round (a spectacular failure)...He rolled well and had 8 power dice to my 4 Dispel Dice...I figured I was going to be forced to use the Dispel Scroll this round. His first cast was a 4 Dice Plague of Rust on the General and his Order of the Black Rose. Double sixes...the resulting magical explosion killed all but one of the archers in the mage bunker, stripped a wound off scroll caddy, and used up the once shot ward item the Archmage was carrying. Unfortunately my General's unit was now running a permanent 2+ armour. 2 Dice were also drained from the pool and he settled on two dicing a spear at my Inner Circle...which I easily dispelled.

His shooting was short and unimpressive, the ECBT killed a single Reiksguard.

The combat with the Pheonix was going to be long and slow, for the entirety of this combat it was full of bad to hit and wound rolls followed by good armour saving throws. Although the Phoenix lost combat it stood firm.

The Crusade of Morr - Turn 2

At this point I had realized I could not afford to leave my General and his unit alone to tarpit the combat on the left side of the board, so I decided on some aggressive charging. The Reikguard failed a 16" charge on the right Phoenix. My opponent had not quite gotten the flank of the silver helms out of the front arc of my ICK, so I took the charge. Afraid to leave his Archer "bunker" out in the open he decided to take the charge. My Halberdiers also had a long charge (13") to the helms, and I decided that support there would be better. My hope was to break the Helms, the Halberdiers getting a chance to overrun into the Archmage and my ICK set up to flank/rear charge the Lions. The ICK easily made the 16" charge, losing a man to Dangerous Terrain, and the Halberdiers bravely followed suit slamming into the front of the Elves. My archers quickly stepped over and reformed as well as the could to protect the warmachines from the Reavers that I had just given a clear lane to. My Death Lord hopped across the field in order to magic the crap out of the Pheonix hopefully clearing up my General before the Lions hit on the next turn.

I rolled a great magic phase 11PD to my opponents 6DD. I cast a Miasma on the Silver Helms which my opponent dispelled. Next I threw 6D at a boosted Occams in order to buff the General's unit against the Pheonix...I rolled about as well as you could without double sixing...so out came my opponent's dispel scroll. Finally I tossed a Caress at his scroll caddy. Which he easily dispelled.

However, the big guns and archers of the empire showed their mettle in the shooting phase. It started worringly as my left cannon misfired, losing its shot for this turn and next. However, cannon 2 scored a direct hit and got 4 wounds through the ward save of the Phoenix. My mortar team tried to finish off the mage bunker, but the shot drifted far afield and killed a pair of White Lions. Now here my archers and Crossbowmen decided to shine. They managed to score 3 wounds against the Mage Bunker despite needing 7's and 8's to hit. This killed the last archer and the Scroll Caddy it also took a wound from the Archmage.

Combat was not so fortuitous, however. The Order of the Black Rose took 2 wounds from the Ancient Bird and scored nothing in return. The combat still went for my team because of combat res, but the Phoenix stuck. The Elven BSB and my Captain roared challenges at each other and got into a slap-fight. It did eat my charmed shield and luckstone re-roll though. The Silver Helms unloaded on my foot soldiers cutting eight of them down. Despite my charging knights having Frenzy from the altar, in return my troops killed only six of their number. The combat ended in a draw. At this point I was worried, my General was looking vulnerable and if his unit broke that was the game and the Helms holding was unexpected.

The Lions of Winter - Turn 2

My opponent found himself in a bit of a pickle at this point. His archmage was all alone and the only unit he could join needed to charge this turn. He was too far away from any of the buildings to hide out in them and there was nothing to block line of site from the cannons other than my units in combat. In the end he decided to push the combat to my General. Hoping the brutal impact of the Lions could win him the game this turn. They easily made their charge and joined the fray. The Archmage moved as best as he could behind my ICK to block the left cannon and the obstacle of the altar to block the right cannon. The two units of Reavers moved around my forward units to set up charges on my warmachines for the next turn. The right unit of Lions moved to block a straight charge at the Bolt Thrower and the Pheonix ducked behind the building to avoid cannon fire and hopefully gain a flank/rear charge on the Reiksguard.

The Elves needed a big magic phase and did not get it. He only rolled 4 PD and attempted to boost a Plague of Rust into my General's unit. I couldn't risk failing the Dispel roll, so I whipped out the scroll putting a stop to those shenanigans.

His Bolt thrower killed another Reiksguard. While the reavers managed to score a wound on one of my cannons.

He wanted to do the General's combat first. Through remarkable luck I only lost 3 knights to the combined power of the Lions and the Phoenix. In return we only managed to kill a single Lion. He won the combat, but my stubborn knights (crown of command) held. This was a losing combat though and I needed to remove 3 fortitude from him quickly. The BSB and captain continued to pretend like they were fighting, while the Silver Helms attempted to hold their own. He killed a couple of halberdiers, while losing 6 of his Helms in return. Thanks to the BSB re-roll the Elven knights held.

The Crusade of Morr - Turn 3

This turn was going to be make or break for me. I knew the General's unit would be lucky to survive two more rounds of combat. I needed to get kill 3 fortitude now. The Reiksguard damned the forest and charged the Lions in a vain attempt for a failed stubborn roll. The Wizard Lord flew near the arcane ruins, but within spell range. The archers shuffled some more to block the Reavers from the big guns.

This was the magic phase I needed. I rolled 5 PD and then channelled 3 more dice thanks to the Arcane Ruins. This gave me a huge 8 to 3 advantage. The Mounted Warrior Priest managed to give his unit the 5+ ward save, but fluffed the wound re-roll. I then boosted a Miasma through onto the White Lions on the General dropping their WS by 3. I then dropped a boosted Caress onto his Archmage. He frantically tried to dispel, but even with his helm failed. The spell killed him outright and gave me 2 more power dice. Which allowed me to drop a soulblight onto his White Lions attacking the general. It looked like my aggressive plays this turn were going to work...I was suddenly up by 2 Fortitude...1 more and he would break.

Shooting went well. My mortar team dropped a shell on the hidden Phoenix, but it saved its last wound via the ward save. The cannon that could fire finished off the Bolt Thrower. My archers also killed one of the Reavers.

I started combat from right to left, hoping to win before he got a chance to kill my general. The combats this round were as brutal as I suspected. Thanks to armor and ward saves I lost a single Reiksguard and cut down 7 Lions. The stubborn bastards refused to run though. I did the ICK/SH fight next. The BSB and Captain continued to have tea, while my Halberdiers cut down the remaining helms. That gave me the third Fortitude point I needed to win. We went ahead and played out the General's combat for the potential moral victory. Despite being debuffed to hell and back, the Lions slaughtered 5 of my knights taking no wounds in return and my General managed to sneak a wound through the Phoenix. Although he lost the combat they stood firm.

Post Game:

When my opponent declared his first charge I realized I had made a critical mistake. While I am usually happy to use my Order of the Black Rose as a tarpit...That unit alone contained 3 fortitude...if it was run down in combat I would lose immediately. And I had basically left that unit with it's ass hanging out with little support. This is just a reminder how critical it is to play to mission. Other than that my game played out well. I made a slight mistake in the order of my spells in turn 2. I should have forced the dispel by attacking the Mage first...this might have given my a better shot at getting Miasma through. I had to be aggressive to win and take some chances, but it paid off. That said, I am not sure if I would have won if my opponent hadn't blown himself up in the first turn. Finding his general suddenly out in the open with no protection really hurt.

Thanks for reading and as always C&C is appreciated.
 

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Discussion Starter #6 (Edited)
Game 3: WoC v Empire

The third battle, Empire vs. Warriors of Chaos.

The Armies:

The Crusade of Morr

I decided to change things up a bit. Mostly the magic items, but also wanted to test out a General on Griffon. I added a few archers and split them into two smaller detachments for diverting purposes. Finally, I have been underwhelmed by Shadow on my lower level wizard, so I decided to try Beasts which has some cheap buffs. I will give this configuration a few games and see how it goes.

Chaos Unites (BTW - I give my opponent's armies these nicknames if you hadn't guessed)

I did not like the look of this list. 3 Solid foot blocks...1 of which could just eat Knights for lunch, throw in chariots, diverters, and the ever popular Nurgle Prince and Tzeentch BSB for lolz. He was just missing a hellbrute to make me really sweat.

Magic:

The Crusade of Morr

Not the greatest line up of spells, however, almost all of them were cheap. Dreadknight could help many of my units against his fear inducing units. There is also the nice -Ld/Spirit Leech combo.

Chaos Unites

I don't think my opponent was thrilled with his spell selection either. He did get a nice lineup of buffs and debuffs.

The Scenario
We rolled up Battle for the Pass. I like this because it should give me an extra turn or so to soften him up with warmachines. His army is not the fastest in the world. The limited manuverability could also prove to be a liability for either of us. Not being able to spread out is going to force combat into the center of the table.

The Table:
This was an interesting board set-up. 3 large hills, all able to block LoS, a "Tower of Blood" in the northeast corner and the southwest a long river leading to a marsh. I was hoping to win the Deployment roll so I could take the side with the tower. I knew my opponent would be charging my way and I thought I would have better line of sight for my cannons on the Eastern edge of the board. In addition, I did not fancy the prospect of navigating the river and marsh with my Cav.


Deployment:
My opponent won the deployment roll and took the eastern edge of the board. Once again I was vastly outnumbered in units, so I decided to push my cavalry to the forward edge of my deployment zone and see how he reacted. The large hill on the northwest of the board made a great vantage point for my cannons and I could put the Crossbowmen down the hill a bit so there was no line of sight issues. I edged the mortar behind the marsh and further forward so it had a nice range and would be difficult to directly charge without making rough dangerous terrain tests and going around the southern building. I placed my Reiksguard first of my three knight blocks, I figured the clearing in the middle of the board would be where the main action was and I wanted my Stubborn knights there so the others could move in on the flanks. My opponent placed his main combat blocks towards that middle plain as well and put his chariots along the northern edge to threaten the flanks in the center and my cannons. He hid his Demon Prince behind the hill outside of the cannon's view. He put his diversion units mostly along the north edge of his deployment area, placing one of the warhound units in a position to charge towards my mortar. Finally, he moved his two Marauder calvary up in the vanguard move just inside charge range of my cavalry and wheeled them slightly so they would divert and expose flanks if I charged.



I won the roll to go first (as often happens because of my finishing deployment first)

Now into the game:

The Crusade of Morr - Turn 1

I was briefly tempted by the bait of the marauders, but decided against charging. I really needed to use magic and shooting to soften my opponent up as much as possible. My cavalry also needed the charge to make their best impact, so I backed up all of my knights and then pushed the Halberdiers and archers forward. I shifted my Pegasus Wizard to the north behind one of the archer units and my General towards the middle where I still figured the action would be.

The magic phase set a tone for the magic phases in the rest of the game...underwhelming. Throughout the game we never generated more than 8 Power Dice and there was only 1 magic phase where the gap between Power Dice and Dispel Dice was larger than 2. Both of my wizards failed easy 2 Dice spells and my remaining Priest spell was easily dispelled by my opponent.

The Shooting phase also set a tone for the rest of the game. All game my shooting proved effective, not overwhelming, but effective. I almost wiped out the northern Marauder unit and killed one off the southern unit. My mortar landed smack on the head of the Chaos Warriors, killing 3 and my cannons managed to put a wound on one of the ogres. Although I did manage to fail two of the three wound rolls my cannons made this turn, inordinate rolling of ones was also a theme throughout this game.

Chaos Unites - Turn 1

The Chaos army pushed forward at full speed. Chariots are a bit slower than I realized, the inability to march is a bigger hindrance than it appears at first. The mortar hunting warhounds moved into charge range while the two marauder units and the other warhound unit placed themselves as tempting, but diverting charge bait.

My opponent's magic phase was equally underwhelming he failed a Augmented Flesh (Regen to all within 18" of his Prince) on 5 Dice and as an afterthought failed a Miasma with his last dice.

His meager shooting (Javelins from the marauders) was totally ineffective. A quick and uneventful turn for the Warriors.

The Crusade of Morr - Turn 2

I decided there was no advantage to sacrificing my knights just yet and once again backed the whole lot up including the northern archer detachment. I pushed the Halberdiers forward to provide some tempting bait and held the southern archers (my wizard bunker) so they could stand and shoot for the Halberdiers if the unit was charged. My general decided that he would fly down and protect the mortar.

During the magic phase I dropped a Doom and Darkness on the warhounds at the edge of the wizard's range, hoping I could cause them to flee with shooting. My opponent let the spell through, I then cast an augmented Aspect of the Death Knight on the Halberdiers to give them terror and my opponent dispelled it.

In the shooting phase all my warmachines wreaked havoc. The cannons managed to do 5 wounds on the ogre unit finishing off the wounded one and killing another. The mortar drifted, but it found a target putting two wounds on the Chaos Trolls. The crossbowmen wiped out the northern marauder unit and the southern archers killed another one of the remaining marauder unit. The only disappointments were the cannon failing it's single wound on the Demon Prince and my northern archer block failing to cause any wounds on the now Ld 3 hounds. I was hoping to get one more round of shooting like that before the melee ensued.

Chaos Unites - Turn 2

The warriors decided to attempt two long charges on the Halberdiers, figuring I guess that a failed charge would still place the units in a decent spot. The Demon Prince and Chaos Warriors both failed the long charge, but moved up to a decent spot. The southern marauder unit charged the wizard's archer bunker. Once was killed by the stand and shoot, but those pesky Slaaneshi worshippers don't panic. He moved his BSB up to cover the center of the field with his morale bubble and marched the two monstrous infantry blocks forward. He put the warhounds between the Inner Circle Knights and the Ogres to divert them. He move the chariots oddly, I guess because he felt the center of the board was a bit busy. The southern warhound unit marched forward enough to get within the mortar's minimum range to set up a charge for the next turn rather than risk failing a long charge this turn.

In a trend that peppered the rest of the game, he 6 Diced the Augmented Flesh spell and gave every unit except the charging marauder unit 5+ regen (3+ regen for the trolls). He got one of the mild miscasts and his two wizards shrugged off the S6 hit.

The melee with the archers resulted in the marauders killing 3 and losing one of the last two models in the return strike. They won the combat over the archers. Thanks to the 18" Ld9 bubble from my general the unit held.

The Crusade of Morr - Turn 3

This was going to be the turn I needed to start charging if I wanted my knights to keep their bonuses. So the Inner Circle hit the warhounds, the halberdiers charged the Chaos Ogres, and the Reiksguard and General charged the Chaos Trolls. I was hoping that with S6 on the charge they would at least beat the trolls via combat res causing them to flee. My Knight block to the north maneuvered so that it would take a frontal charge from a chariot and still be pointing towards the mess in the middle. The northern archer block move up to lure in one or both of the chariots and divert them to open a flank. The Wizard Lord moved to maximize his spell range on the enemy units.

I really needed this to be a big magic phase. Some flaming attacks to remove the regen, perhaps some to wound rerolls. Rolling 3 Power Dice didn't help. I decided to gamble and cast Transformation on my Amber Wizard. The single marauder stood a good shot of breaking his bunker and I didn't want to lose him now. I got the spell off and my opponent did not dispel it. So now I had a Horned Dragon to provide some extra killing power.

Shooting still managed to be a mixed factor in this battle for me. Due to the hill in the middle, I didnt have good line of sight on the Demon Prince...I would have to start the cannonball about 3" from his base...so I opted to hit the more immediate threat of the chariots first. I dropped one cannon on the southern chariot and took it to 1 wound remaining, which the crossbowmen whittled away. Then my second cannon exploded in a glorious misfire attempting to hit the northern chariot. The archers failed to wound the chariot. Finally the mortar team drifted another shot south of the Chaos Warriors, but hit nothing.

The melee phase saw some of the worst dice rolling of the entire game. My Inner Circle easily crushed the warhounds, but since the remaining chariot was not in line for an overrun, I shifted the unit slightly to charge around the Halberdiers if they survived. The Halberdiers put a couple of wounds on the Ogres and lost a rank in return. All things considered both units underperformed. The Halberdiers extra ranks gave them enough combat res to hold the line with steadfast. The archer unit with their new dragon companion wiped out the marauder, but not before he extracted another two archers from the unit. In the opening salvo of what would become a huge cluster in the middle, my Reiksguard managed to land all of their blows on the trolls and then failed to wound with 9 of the 10 S6 hits. The trolls did manage to fail that single 3+ regen save, which mercifully reduced the unit by a model. The remaining five trolls spewed their acid at the knights and only managed 1 wound. For those counting at home that was a total of 14 ones to wound between the two units. Meanwhile the Chaos Hero and the General faired no better in their challenge, neither managing to wound the other. Thanks to the BSB the trolls stood even though they lost the combat.

Chaos Unites - Turn 3

Now the real action was starting and the Warriors of Chaos sensed they had the advantage now that melee was engaged and pressed forward. The Demon Prince charged into the halberdier melee and the Chaos Warriors hit the flank of the Reiksguard. The remaining warhounds no longer afraid of the general charged the mortar team and lost a hound to the Marsh. The chariot charged the archers, hoping they would flee and he could redirect into the Inner Circle. The archers wisely fled, but he failed his redirect by about 2". Meanwhile the BSB danced where the hill and the melee would protect him from the cannon and allow him to push his bubble across the melees.

The Winds of Magic were with the Warriors, but the Empire tapped into them as well. He led off the round by 6 Dicing the Augmented Flesh again because it would catch the entirety of his army. Another Miscast, again his Prince shrugged off the S6 hit while the other sorcerer took a wound, but the remaining dice in the power pool were drained away.

The Demon Prince bellowed a challenge to the Halberdiers and the Warrior Priest bravely stepped up to answer the challenge. Let's just say it didn't end well for the priest, but I was hoping even with the overkill the halberdiers would keep enough ranks to maintain steadfast. The halberdiers and Ogres continued to be underwhelming, with the Ogres failing to kill a single Halberdier and the State Troops only managing to score a single wound. The Halberdiers failed their leadership despite having the General's leadership and maintaining steadfast. The Ogres easily overran them and smashed into the Inner Circle Knights. The Warhounds killed two of the mortar crew who managed to kill a single warhound in return. The mortar lost combat and also managed to fail an easy leadership test, the remaining crewman abandoning his warmachine and heading for the hills. Finally, the mess in the middle was resolved. The Reiksguard killed another troll, then shrugged off the entire set of Chaos Warrior attacks thanks to their armor (and bad to hit rolls for the warriors). The trolls then melted 3 of the knights with acid, while the challenge was again a standstill. The Empire lost the combat, but the Reiksguard did their job and stubbornly held while the General easily passed his test.

To be continued...
 

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Discussion Starter #7 (Edited)
Game 3: WoC v Empire

The Crusade of Morr - Turn 4

My Knightly Order got a flank charge on the chariot, while my Amber Wizard in his dragon form charged out of the archers and into the flank of the Chaos Warriors. My fleeing archers failed to rally and kept running for the board edge. My Wizard Lord danced around behind the Demon Prince. So far so good.

The magic phase could not have gone much better. I didn't get many dice, so I started 2 Dicing spells. First up was a Doom and Darkness on the Prince...I barely made the roll, so my opponent decided to dispell it with dice...he rolled poorly. -3 Ld on his general. Next up was a 5D Soul Leach hoping for an IF, again I rolled poorly, but got the spell off. My opponent had 4 Dispel Dice, and decided to go ahead and Dispel it, he only needed an 11 on 4D. He got 10. The Prince suffered 3 wounds and I gained 2 extra Power Dice. I decided to take a chance and 1D Caress to try and finish off the Prince, but rolled a 1. I used the last dice to get Soulfire up on the Inner Circle Knights to negate the Fleshy regen on the Ogres. So far even better.

This was the first bad round of shooting. My cannon misfired a perfect shot that had the potential to catch the Prince and the BSB, fortunately it was just a jam. The archers and crossbowmen all fired at the Prince hoping to remove his final wound, but his 1+ armor shrugged off the handful of hits. Not great, but this turn was still looking to be good for me.

My Knightly Order smashed into his pretty chariot, won on combat res, taking a single loss. Then overran the chariot a little too vigorously...putting them out of position. The Inner Circle took advantage of Soulfire and did 3 wounds killing another ogre in return the took a single loss. the Ogres held, thanks to being just inside the BSB range. Now is when I thought the game had slipped through my fingers. The Horned Dragon killed a single Chaos Warrior between all of his attack, 10 hits from his breath weapon and 4 hits from thunderstomp...1 kill. The Warriors returned the favor and put a wound on the dragon and killed a Reiksguard. The Reiksguard in return failed to put a single wound on the trolls. The troll's Acid finally found it's mark and killed 4 knights, leaving only the Reikscaptain. The forces of chaos won the combat overwhelmingly. Fortunately the ever-stubborn Reikscaptain held the line locking the trolls in place. The Dragon and the General both fled. The warriors pursued the Drago, but failed to catch it, instead smashing into the two remaining archers of the unit.

Chaos Unites - Turn 4

Sensing blood and hoping to regen some wounds the Demon Prince charged into the archers. The warhounds moved up as quickly as they could hoping to catch the rear of the Inner Circle or my remaining cannon I think. The BSB danced behind my Wizard Lord and Knightly Order to avoid a charge and perhaps get in on the fight with the Ogres and threated my Wizard.

Fleshy Regen having been critical in this combat, my opponent again 6 Dices the Augmented version, but does not get Irresistible Force. My wizard easily Dispels it (I beat his roll by 10 or so). He then attempts to 1D a debuff on the Inner Circle, but fails.

The Inner Circle Knights do another wound on the Ogres, finally killing one. The two remaining Ogres fail to punch the knights heavy armor and lose combat getting overrun. The trolls easily dispatch the Reikscaptain, who manages to land a wound back before dying. (Although technically I think we forgot his Hero had to challenge, the result was pretty much the same I imagine). He reforms the trolls to face my two knight units. The Demon Prince easily mulches the two archers and fails to regain any wounds. The Warriors reform to threaten the Dragon or my Inner Circle and the Prince spins around towards the juicy flank of the Knightly Order.

The Crusade of Morr - Turn 5

My General and the Archers rally. Having lost himself to the transformation, my Amber Wizard keeps running. I wheel the Knightly Order and the Inner Circle around for the inevitable clash in the plain. My wizard plays hopscotch with the BSB.

Magic once again proves key for me, in the best magic phase of the game I have 8PD to the opponent's 4DD. I Irresistable Force a 2 Dice Doom to give the Knightly Order fear (to handle the Trolls)...the resulting s10 explosion bounces harmlessly off the BSB and my Wizard, but kills 2 Knights, who stand thanks to the Captain's order to hold the line. This drains 2 Dice from the pool, but doesn't stop my wizard from casting again. I decide to try and 2 Dice the two Direct Damage spells I have...hoping one will sneak past his Dispel Scroll and his Dispel Dice. The 2 Dice Spirit Leach barely goes off and in what was probably a huge mistake my opponent tosses 4 Dice to dispel it and fails...The Demon Prince suffers 5 Wounds and in promptly killed. I don't get any new dice, but I use my last 2 to drop a Caress at his remaining Wizard...the spell fails.

Shooting is decent, my cannon cleared the jam and dropped a cannonball across the Chaos Warriors killing 3. The missile troops try and get the single extra kill to force a panic test, but fail to pierce their armor.

Chaos Unites - Turn 5

I sensed at least a marginal victory at this point and mainly needed to keep my points alive. So when his trolls charged the Knights they fled. The Trolls attempted the extreme redirect into the Wizard, but failed the charge. The warhounds charged the Archers, who stood and shot so as to prevent the redirect into the Dragon who would have fled the board. The archers proved accurate and killed one of the hounds, the unit failed it's panic test and ran the other direction instead. The BSB charged into the flank of the Inner Circle hoping to win on combat res and overrun.

The Winds of Magic proved fickle again and the sorcerer used his 3 Power Dice to drop Enfeeble on the Inner Circle Knights...and Miscast with IF. He lost a wizard level.

The BSB issued a challenge and I made the mistake of accepting with the Precept. I should have accepted with the Warrior Priest, he would have been likely to take a wound a survive. The BSB kills the champion by sneaking a single wound through the armor. This plus the flank charge wins him the combat and my Inner Circle run. They manage to outrun the Disc rider though.

The Crusade of Morr - Turn 6

Sensing the chance to get an overwhelming victory I charged the General into the rear of the Trolls. The Amber Wizard fled off the board. Meanwhile my Wizard Lord flew to get a good shot on the BSB and away from the charge arcs of the Warriors.

Magic was simple, I dropped the 5 PD I rolled onto a Caress to hit the BSB. The Sorcerer finally broke out the Dispel Scroll.

The cannon crew feeling their Oats dropped a cannon ball onto the head of the BSB and blew it off past his 4+ with re-roll 1, Ward Saves. The archers fired uselessly at the Warriors again.

In combat my General finally landed a wound on the Chaos Hero who failed to land any in return and won the combat. The trolls failed their leadership test and the general overran the dimwitted creatures.

Chaos Unites - Turn 6

The Chaos player charged the general with his warriors, but I fled keeping him out of combat. The Warhounds failed to rally. The Sorcerer had not Direct Damage spells so we ended the game.

Final Tally: A little over a 1000pt win for team good guys, a good win. That would have netted me a 17-3 win in the coming tournament. Not bad.

Post Game:

This game was the perfect example of how you should never give up and that sometimes the dice are just being bitchy. There were poor rolls throughout this game, but it hit us both pretty equally. I thought the game had sifted through my fingers in my turn 4 when I lost the big skirmish in the center...my two Monsters running for the hills and my stubborn block of Reiksguard were going down. Then finally magic started clicking for me and you see how it turned out. I was a bit underwhelmed by the Transformation, but think that if my dice had been more average he would have pulled his weight. Not sure on the general either, but he basically made his points back with his last charge. Having the larger Ld bubble and a highly mobile character is nice...I will have to play against someone else with war machines to see exactly how vulnerable he is. My opponent also should have broken out the dispel scroll sooner, but I understand it is hard to justify when you should be able to dispel with dice and no single spell I cast looked like it would change the game with the exception of the Spirit Leach that killed the Prince.

Hope you enjoyed reading another instalment of the Crusade of Morr. As always C&C are welcomed.
 

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Discussion Starter #8 (Edited)
Game 4: Woc vs Empire

The scenario pack for the tournament has gone up, so I am trying to play all the scenarios to be familiar with them. So first game up in this play test round was against Warriors of Chaos.

The Armies:

The Crusade of Morr

I am pretty happy with this list so far. I want to play test it a bit more and see how it works...the only real changes I may make in the long run is swapping between the Shadow or Amber wizard.

Chaotic Terror

This is another frightening list on paper (in fact all the WoC lists I have seen are worrisome). He didn't take the unkillable BSB, but the army is a strong core of Chaos Warriors backed by buffs and flanked by all sorts of hard hitting cav. The Slaanesh DP looked tough and Lore of Slaanesh could potentially tear my army up. Once again, no shooting or warmachines...but with this kind of power do you really need them. The only head scratcher for me in this list was the lack of a dispel scroll, but I have perhaps gotten conditioned to always include one in my lists.

Magic:

The Crusade of Morr

Second game in a row with the new Amber wizard getting the transformation power. Other than that I got the Doom and Darkness/Spirit Leach combo. Soulblight is a great debuff as well. My only real disappointment was Purple Sun...against a High Initiative army it was going to be unlikely to do anything and if I have it the temptation to use it will be great.

Chaotic Terror

This was a good spell pull for my opponent. Phantasmagoria makes all of the Ld testing nastiness of Lore of Slaanesh better. I was fearing the DP dropping into the middle of my army and laying out mass Cacophonic Choir's, over and over. To top it off, Lore of Metal is a killer against my massed knights and the last thing elite warriors need is an additional +1 to hit.

The Scenario
Like I said above, I have my hands on the tournament pack and the scenarios that we are going to be using. So I am trying to get in a game or two with each scenario to familiarize myself with the subtleties. This first scenario is a modified Battle Line. Capturing Magic items give bonus points similar to capturing banners. This could be an issue for my army because I have magic items on each of the wide range of characters across the list.

The Table:
Interesting table set up. Large LoS blocking hill and large forest almost dead center. A ruin and a small building on either side. The northern portion had a small river leading to an Elven Waystone. On the south was a Forge of Vaul. Depending upon how the army set-up went the main battle was going to be engaged on one side of the board because of the hill and the forest. I really wanted the north side of the board so that I could take advantage of the Waystone and I was hoping to use the obstacles to channel my opponent into the right and jam his forces up.


Deployment:
I won the deployment roll and took the north edge of the board. Normally I place my war machines first, but I wanted to respond to his setup so I would know if my best line of sight would be left or right. My hope was to force the combat into the right side of the board, this would keep the forest and hill from blocking my LoS for the cannons and allow me to use the river and altar to protect my war machines. I started by placing my halberdiers near the center and the two detachments of archers to either side. My reiksguard were next, I figured the stubborn unit would be my main tarpit for the warrior unit. I then weighted the right side of the board with my cavalry. My opponent basically took the bait and put the majority of his units right center on the field and left clear lines of sight. So I dropped my war machines where they had clear views of my opponent. Finally my characters came down into their standard units. I put my two flying lords on the left side, the wizard in hopes that he could get a clear left to right purple sun across the enemy ranks and my general to protect the left flank from his fast cav and the DP whom I suspected would drop there. As I suspected he put the DP to the far left of the field using the hill to block LoS and threaten my weakest flank. He moved his Hellstriders up to the middle with a slight angle to divert my halberdiers and expose their flank if they charged.

Having finished placing my units first (per usual) I won the roll to go first.


Now into the game:

The Crusade of Morr - Turn 1

I moved my units up just outside of charge range for most of his units. The plan being to get the charge on the second turn. One unit of archers moved up in the forest to provide a steadfast unit to protect the flank. The other archers moved over and out of the way of the Reiksguard keeping the Amber wizard near the waystone. The Inner Circle were planning to go head to head against the Skull Crushers, while the Knightly Order moved to support the expected fight for the middle. My wizard moved up next to the Hellstriders giving him a nice line on the enemy for a purple sun. The general moved up attempting to draw in the Daemon Prince.

The Magic Phase set a strange tone for the rest of the game. I only got 5 PD and decided to go for broke with a Purple Sun. It went off successfully and cut across the Hellstriders, The Warriors of Chaos, and the Warshrine. The high initiative Chaos units ignored the magical vortex until it hit the warshrine and sucked it into the abyss. This is where it got weird. The BSB reinforced Tzeentch unit failed both leadership tests and promptly ran off the board. This panicked the Knights of Nurgle, sort of...they trotted minimum distance back away.

Shooting was unimpressive however, one of my cannons misfired and lost the shot for the turn. The second cannon failed to wound a chaos chariot and the mortar drifted away from anyone. My archers in the woods did manage to kill two of the Hellstriders in a remarkable display of skill.

Chaotic Terror - Turn 1

Continuing with his high Leadership rolls, the Skullcrushers were just inside charge range and failed their test, declaring the long charge on my Inner Circle. The Deamon Prince declared a charge on the Wizard Lord, who fled landing just in front of the archer unit in the front arc of the Hellstriders. The DP then attempted to redirect into the General and failed his leadership test. The Hellstriders declared a charge on the Wizard Lord who fled again landing in the forest and failing a Dangerous Terrain test taking a wound. The Hellstriders redirected into the archer unit. The Skullcrushers managed an amazing 6+6+5 on their charge roll and made the 18.5" charge. The Nurgle Knights easily rallied. The rest of the army wheeled to the right following the Skullcrushers. After having lost his main anvil, it looked like he was shifting to a MMU style fight at this point.

The magic phase proved this fight was going to revolve around strange rolls. The purple sun drifted towards the Nurgle Knights. My opponent only got 4PD (to my 3DD) and decided to take a couple of pop shots at my General with his prince. He cast a Cacophonic Choir and rolled well, I tried to dispel it with 3 dice and failed. My general took a wound and his griffon took a pair of wounds. He then failed a 2D Slicing Shards to attempt to finish off the general.

When combat started the Skullcrushers smashed into the Inner Circle who fell apart. They took 6 wounds and failed to land a wound in return. The Knights broke and were easily overrun. This left the Skullcrushers with a clear line on the cannon. The Hellstriders charged into the archers and lost another to the Dangerous Terrain test. The two remaining riders only killed a single archer, the archers in return killed another Hellstrider the archers lost the combat, but held because of steadfast (yay for skirmishers in the forest).

The Crusade of Morr - Turn 2

Since my general was under the influence of random movement and the rest of the enemy army was outside any real charge range, there was no Imperial charges this turn. The Wizard Lord rallied and turned to face the opponent. The general turned to place the LoS blocking hill between him and the DP and rolled decently on the random movement roll succeeding in hiding. The Halberdiers turned to help their leader with the expected charge of the Prince. The Reiksguard and Knightly Order manoeuvred to hit the chariots and the Crossbowmen moved up to clear a LoS for the cannon on the Skullcrushers.

I rolled well on my magic phase, but my Death Lord couldn't see any juicy targets, so I let Purple Sun waddle around some more...it got closer to the Nurgle Knights, but didn't hit them. With not much to do I decided to 6D a boosted transformation hoping to get the Big Dragon...I rolled decently, but failed to get Irresistible Force. My opponent dispelled the spell. Next I dropped a Wyssan's on my Knightly Order since I expected the chariots to charge them.

During the shooting phase, my war machines turned and unleashed their full fury on the Skullcrushers. Between a flanking cannon hit, a direct mortar hit, and grapeshot I did 4 wounds and killed a grand total of one crusher. The rest of my shooting bounced harmlessly off the chariots.

In combat my archers killed off the last Hellstrider who only managed to get another single kill.

Chaotic Terror - Turn 2

The Skullcrushers charged the nearest cannon and both chariots declared a charge on my Knightly Order. One of the chariots and the crushers made it into combat, the second chariot failed to make its' charge. The Knight Units both moved up max distance to get into charge ranged next turn. The Daemon Prince left with no visible targets for charging and moved up next to the forest facing center board.

This was the turn the Winds of Magic turned to favor my opponent. He rolled well and had double my dice, then dropped 6D on a boosted Cacophonic Choir and miscast with Irresistible Force. The miscast drained two of his casting levels and took away Cac Choir and Acquiescence. The spell ravaged my nearby units, killing 3 archers, 3 Halberdiers, another wound on my Wizard Lord, 2 wounds on my general killing him, and 1 wound on the Griffon. The Griffon made it's leadership test for losing its' rider. The archers panicked and trundled out of the forest, this panicked the Wizard Lord who also trundled slowly away from the Prince.

Combat was unimpressive. The Chariot slammed into my knights...everyone flailed and no wounds were caused on either side, ending combat in a slight win for the knights...the chariot easily held. The crushers easily walked over the hapless cannon crew and turned to face the remaining war machines.

The Crusade of Morr - Turn 3

With random movement locking the halberdiers and griffon up, the only charge I could declare was with the Reiksguard on the chariot that failed its' charge. The knights easily slammed into the unit. My Wizard Lord rallied again, but the archers continued to flee. They rolled max on the random movement and cleared enough space I rotated the Haleberdiers towards the Nurgle Knights and the trundled forward. The Griffon turned towards the knights as well and rolled good enough on the random movement roll to slam into the front of the unit. My Crossbowmen turned to bravely face the Skullcrushers and prevent a rear charge on the Knights. The wizard's archer unit turned to face the oncoming prince and attempt to take a pot shot at him to remove the charmed shield.

I rolled an average magic phase and decided that I really needed the combat prowess from the transformed Amber wizard to combat the Prince breathing down my flank. I 6D the boosted transformation and got a IF miscast. It drained the remaining power dice, but I now had Great Fire Dragon in my force.

The mortar and cannon again shot at the Skullcrushers. The cannon crew obviously shaken misfired losing their shot for the turn. The mortar crew again zeroed in on the unit just outside minimum range and put another 2 wounds on the unit killing another crusher. The archers fired vainly in the air missing the DP.

The Knightly Order held fast against the chariot scoring a wound and winning combat with no return wounds, the chariot held. The Reiksguard slammed into the flank of the chariot easily crushing the war wagon, but taking two wounds in return. The unti then reformed to face towards the Nurgle Knights and the DP. The Nurgle knights easily dispatched the slow moving griffon before it could get an attack and reformed to face the Halberdiers.

Chaotic Terror - Turn 3

The Warriors are set to charge and the DP declares a charge on my Death Lord, who wisely flees boucing through the archers and the Prince rolls miserably ending up stranded. The Nurgle Knights slam into the Halberdiers who bravely take the charge. Meanwhile the lone Skullcrusher continues his war machine rampage and charges past the crossbowmen and into the Mortar. The Knight of Khorne come wheeling around the building preparing to wreak havoc.

Another good magic roll for the Warriors, a shame he has lost his most powerful spell. He boost up a 6D phantasmagoria and gets it past my dispel dice. Then he attempts to 2D in the slicing shards and fails.

The combat round is quick and dirty. The chariot finally kills a knight through their armor saves and takes nothing in return. Everyone stands in place. The Nurgle Knights slam into the Halberdiers and kill 3 who kill a knight in return. The knights win the combat, but I still have steadfast...too bad the Halberdiers were under Phantasmagoria and break. The knights not only run down the Halberdiers who rolled minimum flee distance, but slam into the fleeing archers killing them as well. The Skullcrusher continues his reign of destruction and wipes the mortar team from the field turning to face the last war machine.

To be continued...
 

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Discussion Starter #9 (Edited)
Game 4: Woc vs Empire

The Crusade of Morr - Turn 4

The Amber (wizard) Dragon and Reiksguard dual charge into the Nurgle Knights as my only charges. The Wizard Lord rallies again and faces the Knights of Khorne.

I roll another average magic phase and start to whittle dice into the Khorne Knights. Doom and Dark - dispelled, Soul Blight - dispelled, Spirit Leach I succeed in and fail to wound any knights.

My archers again shoot at the Daemon Prince in hope to drop his charmed shield and allow the cannon a final shot at it before it falls to the skull crusher. They fail to score a single hit for the second turn. I decide to gamble and try an kill the crusher with the cannon at this point than just have a cannonball bounce harmlessly off the DP. The grapeshot hits home and scored 2 of the 3 wounds on the crusher. The crossbow fail to score a wound on the Khorne Knights.

The champion finally finds his bearings and scores 2 wounds on the chariot and the knights score the final wound. The unit turns to face the Khorne knights. I place the unit in such a way that he will have to combo charge the crossbow and the knights if he fails his frenzy test. The Reiksguard and Dragon make short work of the Nurgle knights killing all but the last one the Nurgle knights manage to score a single kill and then flee. The Reiksguard pursue and overrun while the dragon turns to face the Daemon Prince.

Chaotic Terror - Turn 4

The Warriors leadership fails him again. Both the Skullcrusher and Khorne Knights succumb to frenzy. The crusher is not such a big deal since it was planning on charging the cannon...however by failing the Knights have to make a combo charge into the knights and crossbowmen and it wheels the units facing slightly left away from the Wizard Lord. He was hoping to charge straight into the Crossbowmen and overrun into the Wizard Lord. The knights are too close to stand and shoot. The Daemon Prince flies as far forward as it can to get all my units within 24".

Another low magic phase, which hurts his initial plan of 6D on a boosted Phantasmagoria. Instead he contents himself with dropping it on the Knights, I fail another dispel attempt. Then he tries to finish off the wizard with a slicing shards and fails.

The Skullcrusher kills off the cannon crew and turns to face the melee. The Knights of Khorne slam into the knights and kill 4, sustaining no return wounds. The empire units run for the hills. The crossbowmen bounce through the archers and past the Daemon Prince. The Knightly Order rolls poorly, but the Khorne knights roll even worse failing to overrun the Knightly Order.

The Crusade of Morr - Turn 5

I am left with no charges to declare, so I rally my troops. Despite the Phantasmagoria the Knightly Order rallies and turns back to face the Khornates. The Crossbowmen rally and turn to face the Daemon Prince. My archer block moves out of the forward arc of the Daemon and turn to face him, while my Dragon (wizard) turns to face the melee area...primarily in preparation of receiving the inevitable overrun of the Khorne Knights. Finally, my wizard dances behind the Skullcrusher towards safety and faces into the mass of troops.

I get the magic phase I had been dreaming about, 11PD. This leaves me a huge gap in power. I 3D a Doom and Darkness on the Daemon Prince he lets that through to stop my other spells. I drop 5D on a boosted Soul Blight to catch all his units...he decides that this cannot be and dispels it. This allows me to use the remaining 4D to cast the boosted Spirit Leach and catch his Daemon Prince. I manage to IF the 4D roll...scoring 3 wounds on the Prince, gaining 2 additional power dice which are drained away by the miscast.

My shooting phase is brief, but my archers finally manage to score a hit on the Daemon Prince and steal away the Charmed Shield.

Chaotic Terror - Turn 5

The Skullcrusher declare a charge on the archers who flee, but are overrun and the charge carries the crusher into the crossbowmen. The Khorne Knights charge the Knightly Order who bravely retreat running past the Dragon and the Khorne Knights slam into the beast. The daemon prince dances back away where it can get another clear magic phase and out of charging arc for the dragon or Reiksguard.

Another good magic phase and the Prince casts a boosted Phantasmagoria. He fails to get IF and I use all my dice to dispel it. He then casts slicing shards to try and finish off the Knightly Order unit, but fails to do any damage.

The Skullcrusher kills a single archer, but it is enough to make the unit flee. The nimble state troops dance away again as the crusher rolls another pitiful pursuit roll. The Khorne knights slam into the dragon and only manage to score a single wound. The Dragon wizard then mutilates the squad completely and turns to face the Skullcrusher.

The Crusade of Morr - Turn 6

The Dragon Wizard charges into the flank of the Skullcrusher. The crossbowmen and Knightly Order both rally and face the Daemon Prince. The Reiksguard spin around to block the prince from charging the Knightly Order and the Wizard Lord flies over to get a clean shot.

I roll another low power phase and use all but 1 dice to get a Spirit Leach through, but he easily dispels it. I try and 1D a Soul Blight on the Daemon Prince, but fail.

Combat is quick, the Dragon Wizard eliminates the Skull Crusher and turns to face the now solo Daemon Prince.

Chaotic Terror - Turn 6

The Daemon Prince charges the crossbowmen who almost kill him with their stand and shoot.

He rolls another decent magic phase and dispels the Doom and Darkness he is under and the Transformation on the Amber Wizard.

As he should he curbstomps some archers killing 3, but in a miraculous move the state troops sneak a wound past his 1+ armor save destroying the final Chaos troop.

Final Tally: Major win for Empire. According to Victory Points after the bonuses for magic items I won by 1074 points...a margin that could have been better, but he scored quite a few VP in captured magic items compared to what I managed to get...of course having most of his magic items run off the board in turn 1 denied me all of those points.

Post Game:
This was an interesting game. I felt the air go out of my opponent in the first turn when his Deathstar ran off the board, I figured I might get an easy win...which would not have provided much of a test for my list...however, he pulled it together and changed his strategy. The game was actually closer than it looked and if the last turn had gone differently I would have only squeaked out about a 300 point win (The DP and his magic item bonus points would have been about 700 VP taken away from me). I scratched my head as my opponent took the charge from the Dragon in turn 6 rather than try and flee to preserve the points. He told me later he was sure the Dragon would catch the Skullcrusher and since he was going to lose the points anyway if he forced the dragon to stay there his Daemon Prince might be able to charge it. If the crossbow hadn't held their ground after he dispelled the transformation it could have gone badly...and no one expects a s3 troop to sneak a wound past a T5 unit with a 1+ armor save.

I am not sure how much more efficiently I could have played, this game should have been mine easily from turn 1, but WoC are a tough army and he did a good job of adapting to the loss of 1/3 of his army. I really like the transformation spell on the Amber mage, and with a level two I have roughly a 1/3 chance of getting it every game. The only downside is that the transformation loses me his dispel scroll which could have come in handy at several points in the game. At this point I think my list is set...I would love to drop the Halberdiers for a unit of DGK, but that isn't going to happen before March. The Warrior Priests are not doing as much as I would like and I think I need to practice 1 dicing prayers more often. The Hatred re-rolls have been underwhelming, but that could just be my dice.

Hope you enjoyed reading another instalment of the Crusade of Morr. As always C&C are welcomed.
 

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Discussion Starter #10
Game 5: DoC v Empire

My most recent game is against a Daemons of Chaos army playing another scenario from the tournament.

The Armies:

The Crusade of Morr

Same list as my last couple of battles. Barring something strange coming up in play testing this is the list I am going with.

Plague of Chaos

Never faced Daemons before in 8ed. This is an interesting list with a couple of hard units and a MSU council of Tzeentch casters. I think I have the movement advantage on it and there is a hammer and an anvil, but the power is concentrated within two units. I get the feeling the magic phase could be what makes or breaks this game.

Magic:

The Crusade of Morr

I got my growing favorite combination in Spirit Leach and Doom and Darkness and also got Purple Sun. Wyssan's is always useful and I can see the potential for Savage Beast, I have a lot of characters spread across my army and a good boosted cast at the right time could turn the battle. I will miss transformation, but such is life.

Plague of Chaos

Again with the metal. Although it was not an ideal pull for the lore, the potential to stack debuffs from The Masque and Trans of Lead is worrisome. Little bit of everything in the horrors. I am going to have to be careful with the Gateway and Glean Magic.

The Scenario
This scenario is a modified battle of the pass. Each table quarter in your control at the end of the game is worth VP. The long table edges will hopefully give me time to shoot them up before engaging.

The Table:
The table feels like it was designed to hamper my army. A large number of forests, which shouldn't be an issue. The two large sections of walls across the middle are going to cause problems for both my Cavalry and my Cannons. The northern barrier is also a Ghost Wall and there is a Elven Waystone along the southern edge. A LoS blocking hill rounds out the northern board edge.


Deployment:
The Daemons win the roll to select the board edge and take the eastern edge. The hill and the waystone being his deciding factor. He deployed first and placed his main combat block dead center and far forward. I set my troops about halfway back into my deployment zone to maximize distance between us and give my troops some running room if needed. He lines up his Horrors behind his Nurgle forces and puts the Soulgrinder behind the hill. I put my war machines along the back and middle of the field. My characters go where they normally go, my General lines up on the south side to protect that flank and my Death Lord lines up along the north to move forward and drop his usual destructive spells.


The Daemons win the roll to go first handily despite my +1 bonus.

Now into the game:

Plague of Chaos - Turn 1

Rather uneventful first turn. The Daemon horde charges forward at full speed, he gets his beasts right along the fence and everything else up behind them.

The Reign of Chaos kills about half of my Crossbowmen and a couple of his Pink Horrors. He drops a Final Transmutation on my Reiksguard and gets a miscast. It drains the rest of the Power Dice and kills one of my Reiksguard, ending the turn.

The Crusade of Morr - Turn 1

My troops pass their stupidity test. I push my Death Wizard up front to try and drop a Purple Sun across his line. I move my general to the middle of my forces and shuffle my Halberdiers forward and my Beast Wizard bunker up behind them.

The Reign of Chaos kills off another of my Reiksguard. I six dice a Boosted Purple Sun and fail the cast by 1. So there is my wizard with his stuff in the wind and nothing to show for it.

With all of the enemies units up near the fences I don't have a good cannon shot, so I fire at his center units. First cannon misfires and loses the shot, the mortar drifts off, and my final cannon punches through two units, killing a handful of Plague Bearers and Pink Horrors. My archers fire some arrows into the air.

Plague of Chaos - Turn 2

The Daemon player waffles for a moment, but cannot resist charging my Wizard with his Soulgrinder. I am at a bad angle and if I run I will go off the table, so I take the charge. His Beasts step over the barriers while the rest of his troops move up along the fence. He angles one of his Horror units, the one with Glean Magic, to aim at my wizard.

Reign of Chaos attempts to suck my Death Wizard into the warp, but he fights off the advance of Chaos. He tosses a Blue Fire, which fails. Then six dices a Final Transformation at my Reiksguard again, another Irresistible Force which fails to wound his Herald, and turns 3 more Reiksguard to Gold. They pass their Panic test with the help of the Gleaming Pendant. He tries dumping an Infernal Gateway at my Halberdiers, but fails the cast.

The Soulgrinder grabs my Death Lord with its' claw and hits with all of the attacks. My ward save stops all but one wound and the Wizard survives another day.

The Crusade of Morr - Turn 2

It's time to take the fight to the Daemons. My units pass their stupidity tests. My Knightly Order charges the Soulgrinder to rescue my Death Lord, the Inner Circle and my General combo charge the Beasts of Nurgle. The Reiksguard charge the lone Beast. They all make their charges. The Halberdiers move up to block the Plaguebeareers. My Beast Wizard switches archer bunkers and the sourthern bunker moves to redirect the Plague Drones.

The Reign of Chaos brutalizes my archer bunkers, destroying all of the unit my Beast Wizard joined and doing a wound to him as well. Half of my southern archers also die. I try to to 6 Dice another Purple Sun which fails, nothing like rolling a 10 on 6 Dice. I try to 2 Dice a savage beast and fail the casting.

My first cannon misfires losing its' shot, the second cannon shot buries in the ground in front of the Plaguebearers. My mortar finally hits home and drops right on the head of the Masque. She wards it away and I kill a Plaguebearer and a Horror. My archers once again fire uselessly into the air.

Combat starts with my Knightly Order who smash the Soulgrinder taking no losses. One of the Beasts of Nurgle issues a challenge and my Champion accepts, I score 6 wounds on the unit between combat and instability, I lose a single Knight in return. The Reiksguard score a wound and the lone Beast kills a Knight.

Plague of Chaos - Turn 3

The Daemons counter charge, the Plaguebearers decide to hit the General combat. The Plague Drones charge the archers who flee and the charge fails they take 2 wounds from dangerous terrain, the northern lone Beast tries to charge the Crossbowmen and fails the charge. The Horrors shift around, while the Masque moves up to support the combat.

Reign of Chaos massacres my ranged troops again, killing another 3 Crossbow and 3 of the fleeing archers. The Horrors cast a Glean Magic on my Death Lord who fights off the attempt to steal his magic. He drops a Transmutation which I dispel and then a Gateway which I also dispel.

The melee in the middle looks like it goes well. The Dance of the Masque drops my leadership. The Plaguebearers drop 4 wounds on the Griffon and the Beast kills a Knight. In return I kill a bunch of Plaguebearers, but lose the combat by 1. My General stands, but the Inner Circle fails their break test. Straddling the two units though my General holds them both in place while my Inner Circle run. The Beast of Nurgle kill another Reiksguard.

The Crusade of Morr - Turn 3

The Halberdiers and Knightly Order charge into the scrum in the middle. The lone archer flees off the board. The Inner Circle rally and turn to face the Beast. My two Wizards move into position to drop key spells.

Reign of Chaos chews up the Horror unit with the Herald of Tzeentch. I 6 Dice another Purple Sun and fail...again. Then I drop 3 Dice on a Wildform for my Halberdiers and get a miscast which attempts to suck my Amber Wizard, but a 1 to wound saves him.

My shooting continues to be rough. The first cannon explodes on a misfire and the mortar drifts off. My final cannon zeroes in on the Plague Drones and kills one off. The Crossbowmen attempt to shoot the Beast of Nurgle and fail to wound it.

The middle scrum turns into a bloodbath. I issue a challenge with my Warrior Priest and he has little choice but to accept with his BSB. My Knights massacre the Beasts of Nurgle leaving a single one and the Halberdiers and General almost take out a whole rank of Plaguebearers. In return the Plaguebearers kill the Griffon leaving my General on foot and a rank of Halberdiers. The challenge results in each of them doing a single wound to each other. I win the combat and Instability does a few more wounds to the Beast and a few Plaguebearers. The Reiksguard and Beast stare at each other for another round.

to be continued...
 

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Discussion Starter #11 (Edited)
Game 5: DoC v Empire

Plague of Chaos - Turn 4

The Horrors charge my Death Lord who once again can't afford to run. The Plague Drones hit the Mortar. The Beast charges into the Inner Circle.

The Reign of Chaos brutalizes the Daemons for change, killing Horrors out of the two southern units. He casts a Blue Fire which I dispel and a trason on my Halberdiers which I let pass. He cast an Infernal Gateway which fails.

Combat is a mixed bag. The Plague Drones kill off the Mortar team. The Southern Beast kills a Reiksguard and they break getting overrun. My Death Wizard kills a Horror and takes no wounds in return for a drawn combat. The Inner Circle kill off the Northern Beast and reform to face the Plague Drones. The Knightly Order kill off the last Beast in the big block. The BSB kills off my Warrior Priest and my general kills off Plaguebearer. The Daemons win the combat, but my state troopers hold the line.

The Crusade of Morr - Turn 4

The Knights charge again, the Knightly Order into the flank of the Plaguebearers and the Inner Circle into the Plague Drones. My Crossbowmen move forward to join up with my Amber Wizard giving him a bunker again.

The Reign of Chaos favors the Daemons and gives them a +1 ward save for the turn. I finally succeed in a 5 Diced Purple Sun by miscasting. The vortex shoots down the line and almost wipes out one of the Horror units. I gain a couple of dice past the lost dice from the miscast and fail a wildform on the Halberdiers.

My cannon shoots past the melees into the furthest Horror unit and the cannonball falls short.

Combat sees the Inner Circle kill two of the Plague Drones at a cost of two of their number. My Captain challenges the BSB who accepts. They flail at each other, my Champion using his Charmed Shield to wave off a strike. Losing Wildform spells doom for my Halberdiers. I lost a whole rank to the Plaguebearers and my troops only manage to sneak 3 wounds past the improved ward save. The Halberdiers flee, but my Knights and General stand. The plaguebearers reform to face the Knights.

Plague of Chaos - Turn 5
The Daemon player charges his last Beast into the flank of the Inner Circle, then manuevers his Horrors away from the Purple Sun. Finally, he moves the Masque up so she can flank charge into the middle scrum.

Reign of Chaos kills another Crossbowman and then the Daemons attempt to 6D an Infernal Gateway into my halberdiers and I dispel it.

The Plague Drone and Beast manage to kill a single Inner Circle and take no losses in return. The Inner Circle break and outrun the bloated fly on their tail. The beast reforms to face the Halberdiers. My Death Lord kills another Horror, but they remain locked in combat. My Captain and the BSB continue to slap fight and my General and the Knightly Order kill a single Plaguebearer. This wins them the fight however and the Daemon player misses his Leadership test by a couple, he decides to re-roll and get a 12...the Plaguebearers dissappate and my Knights reform to face the Masque.

The Crusade of Morr - Turn 5

My Knightly Order charges into the Horrors who are combatting my Death Lord and lose a couple to dangerous terrain as they charge over the wall. I move my general into the South Eastern map quarter to contest for the board quarter Victory Points. My Halberdiers rally and I reform them towards the South Western map quarter. My Inner Circle reform to face the Plague Drone.

Reign of Chaos did nothing this turn, but it was a good magic phase. I dropped another Purple Sun across his Horrors, the Masque, and the lone group of Horrors. I killed a handful of the lone group. I then got a Doom and Darkness off on the Masque and attempted a Spirit Leach which was dispelled.

My cannon and last couple of Crossbowmen did nothing in the shooting phase.

My Knightly Order overruns the poor Horrors fighting my Death Lord and smash into the Masque.

Plague of Chaos - Turn 6

The Plague Drones charge into the Inner Circle and the Beast of Nurgle charges into the Halbediers. He moves his small group of Horrors out of the General's charge arc and to contest the table quarter. He turns the southern most group of Horrors to face my characters. The other group of Horrors attempt to shuffle out of the overrun angle for the Knights.

Reign of Chaos again does nothing. He tosses Infernal Gateway at my General and I bust out the Dispel Scroll. He attempts to get a Blue Flame through and I dispel it.

The Beast kills a couple of Halberdiers who hold. The Inner Circle wound the Plague Drone which holds. The Masque challenges my Captain. His armor holds (with a timely Luckstone reroll) and he gets two wounds past her ward save. The unit reforms to face the Horrors.

The Crusade of Morr - Turn 6

My Knights charge into the Horrors and in a foolish move I charge my Amber Wizard and crossbowmen into the flank of the Beast. My General dances over into the South Western table quadrant to contest it. I fly my Death Lord down to contest the South East quarter.

Reign of Chaos is calm. I drop Doom and Darkness on the Herald of Tzeentch's unit which my opponent dispels. Then my Amber Wizard drops 3D on Savage Beast which miscasts. The resultant feedback kills my Amber Wizard and does a wound to my Death Wizard.

I try and shoot my cannon at the Heral's unit hoping to skip the fence, instead it smashes the obstacle.

The Knightly Order smash the Horrors the last few who disappate. Without the boosted Amber Wizard the Beast of Nurgle eats the Halberdiers. The Crossbowmen run and get overrun. The Inner Circle do another wound to the Plague Drone who holds.

Game Over.

Post Game:
Final Result - Overwhelming Victory by my Crusaders. I controlled all 4 board quarters, the upper left and lower right were close, but I kept them. Finally Tally was 2627 to 1142.

Lots to take away from this game. My opponent's strategy was sound overall, barring one questionable re-roll that went badly. Masses of small Tzeentch magic throwers was not as frightening as I expected. The Reign of Chaos table stripped away one of my units completely and heavily damaged two others, but also whittled down his Horrors...it helps make up for the overall fragility of the Daemons I think. Daemonic Instability is a rough rule for the Daemon's opponent. There are several of those charges that my knights would have overrun a unit, but were stymied by the fact the unit just took a few extra wounds instead. Nurgle daemons are hard as nails to kill and make great tarpits, without that critical leadership fail during the Daemons turn 5 the game would have been close. My Knights and General would have been stuck in until the end of the game and I think he would have won 2 of the quarters...my Death Lord could have made it to the almost empty south left corner easily. If that main unit stuck out to the end that would have lowered my score by 1000 pts and raised my opponents by 500..basically turning the game into a draw. The suicide charge by my Amber Wizard on the last turn was ill-advised, but you don't expect to Miscast a 3D spell...if I hadn't been comfortably ahead at that point I wouldn't have tried it and instead preserved the points.

As always C&C is appreciated let me know what you think. (5 Battles so far and lots of views...no comments...talk to me :cray:)

**edit - Damn share permissions were keeping the pic links broken.
 

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Discussion Starter #12 (Edited)
Game 6: OK v Empire

My next preparatory game for the tournament is against an Ogre Kingdoms list. It should be a good test of my list against a list that has a bit of everything as opposed to the 2 Dimensional Warriors and Daemon lists.

The Armies:

The Crusade of Morr

Just a few minor tweaks to magic items. Mainly achieved by trimming the two archer detachments to 5 from 7. Getting real close to my final tournament list.

Swamp Ogres

A solid looking foot based Ogre Kingdoms list. This will be my first game with my General versus war machines. With Vanguard and Scout units he will be in my face quickly.

Magic:

The Crusade of Morr

A good spell pull. Purple Sun will be more effective against the low Initiative Ogres than it has been recently. Caress and Amber Spear give me some nice DD to use in smaller magic phases, Doom and Dark and Wyssan's are always useful, and Aspect helps me negate Ogre fear.

Swamp Ogres

Ugh, overlapping augments. If he gets a good augment set he could give a unit +2S and +2T. Toss in Savage beast on any of the characters and this is a nasty looking set of buffing magic. Finally, a no armor save magic missile and the "nuke" spell to compliment the augments.

The Scenario
This scenario is a modified Meeting Engagement. No Victory Points are scored for standards all other victory point bonuses are doubled. There is also a "Fate Dice" system that gives each player 3 re-rolls, but allows the opponent to place a marker on a unit that gives them +100VP if they kill it.

The Table:

The table had two "opposing" towers surrounded by walls in either corner. Acropolis of Heroes in the North Western corner and a Tower of Blood in the South Eastern corner. Two Line of Sight blocking hills in the forward edge of the Eastern Deployment zone, the Northern one contained a Temple of Skulls. A Bane Stone was on the Northern edge of the board close to the Temple and a lone forest sat dead center in the South Western board area.

Looking at the table, I was hoping to get the South Eastern deployment. The Hills would be useful to hide from his cannons. However, the Ogres won the deployment roll and took the South Eastern board edge.

Deployment:

The mission being Meeting Engagement we have to roll and see which units are in reserve at the start of the battle. His large unit of Maneaters and one of the Sabertusks were left in reserve. This was as a blow for him as the larger unit of Maneaters were a vangaurd unit he wanted to push into my face. My Death Lord, Foot Warrior Priest, Reiksguard, an archer detachement and the Halberdiers all stayed off the field. Having my two main anvil blocks off the field at the start did not bode well.

He sets both his large Ogre blocks on either side of the hill then places an Ironblaster and Sabertusk along the Southern edge. The other chariot sets up further back behind the Irongut block, most of his units are right up to the edge of the deployment zone. I react by setting my two knight blocks in front of the wall around the tower. My General hugs a wall, while the Crossbowmen take the corner nearest the Ogres. I place 1 Grand Cannon on top of the tower and my other two warmachines North of the Crossbow along the wall. Finally, my Amber Wizard and his archer block to protect the flank of my Inner Circle.

He puts the scouting Maneater unit 12" away from my Archer block in a position to threaten my warmachines.

The Ogre Player wins the first turn.

Now into the game:

Swamp Ogres - Turn 1

The Maneaters push forward to threaten my Amber Wizard and the warmachines. The eastern chariot moves and wheels to sneak a shot at my General past the wall. The Ironguts and Ogre blocks march straight forward just outside the charge range of my two knight blocks. The Sabretusk zooms up towards the edge of the forest and angles towards my Crossbowmen. The Large Maneater block and the Sabretusk march onto the board out of reserves to threaten the southern flank.

Winds of Magic blow strongly. The Slaughtermaster drops a Boosted Bonecrusher which is dispelled, then the Butcher attempts a Wildform which fails. Then the Slaughtermaster drops a Boosted Toothcracker which miscasts and does a wound to each of his casters then drains the remaining powerdice.

This is the first game in a while where my opponent has any real shooting. The cannons open fire and the first one skips a cannonball just over the wall and across my General. The Griffon takes 4 wounds and my General takes 2 wounds, 1 of which is absorbed by the Opal Amultet. The southern cannon roars out and kills a pair of the Inner Circle Knights.

The Crusade of Morr - Turn 1

The Amber Wizard steps back out of his Archer unit which moves forward past the Maneaters. The Inner Circle also move forward out of the flank threat from the Maneaters. My General flies himself down near the forest where he can get a flank shot at anything in the middle of the board and also out of charging arc of the enemy. The Knightly Order shuffles right to stay away from the Ogre and large Maneater combination. The Reiksguard and Death Lord march on the field and face the flank of the main Ogre blocks. I position the Death Lord so any cannon shots aimed at the Reiksguard flank will have to go through his 4+ ward save. The last archer unit marches on in front of the Amber Wizard to redirect the Maneaters off the board.

Winds of Magic are average and the Butcher fires off the Hellheart. It catches my Death Lord and barely misses my Amber Wizard. The Miscast is a 12, draining one Power Level from the Death Lord and dragging away the Purple Sun. It also prevents any further casting from him this turn. I start doing small prayers for my Inner Circle and get Hammer and Shield. My Amber Wizard drops Wildform on the unit past the dispel, he then tries to drop an Amber Spear into the Ironguts but it is dispelled.

Shooting is unremarkable. One of my cannons scores a wound from the easter Ironblaster. The mortar drifts off and the other cannon misfires losing this round's shot. The newly reserved archers do a wound to the Maneaters.

Swamp Ogres - Turn 2

The Ironguts charge the Inner Circle who take the charge being all buffed up. The northern Maneaters charge the archers who stand and shoot, but do nothing. The eastern Ironblaster lines up a shot on the Reiksguard and Death Lord. The southern Ironblaster lines up a shot on the General. The southern Sabretusk moves into the woods, taking a wound to Dangerous Terrain from the Venomous Thicket, in order to clear lines of charge for the Ogres and large Maneater block, both of which angle to face the Knightly Order. The other Sabretusk moves up to charge range of the Crossbowmen.

The Winds of Magic are average. The Slaughtermaster casts the boosted Toothbreaker and rolls as good as you can without Miscasting. I burn my Dispel Scroll to stop it. He then attempts a few other buff spells which I easily dispel.

The southern Ironblaster fires at the General and even with the baked in re-roll drops a cannonball too short. The norther Ironblaster fires at the Death Lord and Reiksguard, the cannonball sails over the Wizard and lands smack into the second flanking rank of the Reiksguard, giving him 4 ranks of wounds after the bounce. He only manages to kill 1 and fails to wound the rest. (Three ones on four dice is a bitch)

The northern Maneaters mince the archers and then reform to face the Halberdiers on their flank angling them so they would overrun off the board. The Inner Circle takes a good toll on the Ironguts doing 5 wounds. The BSB and my Warrior Priest face off and each score a wound on the other. The Ironguts then kill three knights. The grand result is a slight win by the Ironguts, but my Inner Circle hold.

The Crusade of Morr - Turn 2

I launch a combo charge with my Knightly Order and the General on his large Maneater unit and both make the charge. The Reiksguard charge into the flank of the Ironguts and the Harlberdiers charge into the smaller Maneater unit. My Death Lord flies over behind all the Ogres to line up spells.

I get a strong Winds of Magic. I cast a Doom and Darkness and fail casting...losing my Death Lord his remaining casts. My two Warrior Priests both go Shield, Hammer, Shield, Hammer. Only the final Hammer sneaks past the dispel dice to boost the Halberdiers.

My tower Cannon roars out and does three more wounds on the easter Ironblaster. My northern Cannon has a nice flank shot on the Ogre block and lands a perfect shot across the Slaughtermaster and all four ranks. The Slaughtermaster throws out a Look out Sir and the cannonball does a single wound to the block. My mortar misfires and loses the next shot. My archers cannot pull the final wound off the Ironblaster and the Crossbowmen fail to kill (or even hit) the Sabretusk.

The Maneater Captain in the small block challenges the Warrior Priest accepts. He scores two wounds from the Captain and take one wound in return. The Halberdiers kill the remaining Maneaters taking six wounds in return. They win the combat however and the Captain flees off the board while the Halberdiers reform to face the middle of the field. The Irongut battle turns bloody with the BSB finishing off the Warrior Priest and taking another wound himself. The Reiksguard and Inner Circle only manage to do four more wounds and the Inner Circle loses three more knights. The Ironguts lose the combat, but hold thanks to the BSB and stubborn (Crown of Command). My Captain accepts the challenge from the Maneater Captain in the large block and scores two wounds taking none in return thanks to the Charmed Shield and Luckstone. Between the General, Griffon, and charging Knightly Order we do six more wounds to the Maneaters killing off two of them. In return the Maneaters mulch the Knightly Order killing all nine of them leaving only the Captain. The combat is a draw which the Maneaters win having killed my musician. My Captain holds his ground, however the General fails his Leadership test and flees. (I forgot I had re-rolls from the scenario, this one brain fart had some serious repercussions on the game).

Swamp Ogres - Turn 3

The southern Ironblaster sensing an easy kill charges the General who has to flee and barely stays on the board, but is now lined up perfectly for a cannon shot (which we later realized he couldn't have taken later because of the failed charge...not that it likely would have changed anything). The Sabretusk in the middle of the field charges the Crossbowmen who gun it down with a stand and shoot. The other Sabretusk moves as quickly as it can to get out of the Crossbowmen's shooting arc and line up a charge on my warmachines. The eastern Ironblaster lines up a shot on my Death Lord.

Winds of Magic is average again. The Slaughtermaster opens with a Boosted Bullgorger and fails his casting. The Butcher then boosts a Savage Beast and gets a miscast, doing a wound to himself and buffing all the Ogre characters.

The southern Ironblaster takes a shot at the General and ends up killing the General leaving the Griffon, who survived, riderless. The Griffon fails the leadership test and become Stupid. The other Ironblaster ends up falling short of the Death Lord.

The Maneater Captain manages to kill my Captain and the unit reforms to face the center. The Ogres refuse to issue a challenge, so the captain of my Inner Circle shouts one out which the BSB accepts and promptly smashes the Knight. The Reiksguard kill another Irongut and take no wounds in return. The Knights win the combat, but the stubborn Ogres do not flee and simply reform to face the Reiksguard.

The Crusade of Morr - Turn 3

The Halberdiers charge into the flank of the Ironguts. The Griffon fails another leadership test and flees off the board. My Amber Wizard moves up behind my combat troops and the Archers move towards the center to act as redirectors in future turns, but face the Ironblaster this round for shooting. The Death Lord hopscotches the Ogre block out of charge arc for either of the big Ogre units.

Winds of Magic ebb and the Ogres dispel a Wildform and a Hammer, but the Warrior Priest sneaks in a Shield.

The archers takes the final wound off the easter Ironblaster. The Cannons rip into the Ogre Block. I end up using all three of the game re-rolls (and my opponent places the extra VP markers on my units - the Blue Bullseye). When the smoke settles there are three dead Ogres and one with a single wound remaining which my Crossbowmen removes killing a fourth Ogre this turn. The unit passes its' panic test and the Mortar team clears the breach.

The BSB roars a challenge and the Halberdier champion accepts and gets swatted down, however he scores a wound on the BSB leaving him with a single wound. The Reiksguard and Halberdiers score five wounds on the Ironguts finally pulling the Butcher from the back rank. The stubborn Ironguts hold again after failing to kill a single one of my troops.
 

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Discussion Starter #13
Game 6: OK v Empire

Swamp Ogres - Turn 4

The Sabretusk charges into the hapless Mortar team who had just cleared the weapon's jam. The Ogres fail a charge against the Halberdiers. The Maneaters move to aid their brothers while the Ironblaster lines up another shot at my Death Lord.

The Ogres get a strong Winds of Magic and the Slaughtermaster promptly fires off a Boosted Bullgorger which I let past. He then attempts a couple more spells which I dispel, after my dispel dice are gone he throws his last few dice at a Wyssan's on the Ironguts, but fails.

The Ironblaster fires off a shot that lands across my Death Lord and spend a mission re-roll to ignore the misfire, but the Ward Save absorbs the cannonball.

The BSB roars another challenge trying to pull in my Warrior Priest, but the Reikscaptain accepts and quickly dispatches the rampaging Ogre. The Halberdiers and the Reiksgaurd kill off the Musician and put a couple more wounds on the Standard Bearer. In return the Ogres kill a pair of Reiksguard, but lose the combat and flee now that they lack stubborn and the BSB re-roll. I let them go and turn both units to face the enemy. The fleeing unit bounces through my archers, but take no further wounds. The Sabretusk makes short work of the Mortar team and overruns into the cannon.

The Crusade of Morr - Turn 4

My archers charge the fleeing Ironguts and overrun them. The Reiksguard and Halberdiers combo charge into the Maneaters. The Amber Wizard moves to hide behind my units while the Death Lord gets in the face of the Ironblaster.

The Winds of Magic continue to be huge. I drop a Doom and Darkness at the Ironblast, but the Ogres dispel it. He then dispels the Hammer from the Warrior Priest. I get a Shield and Flames through, which does a couple of wounds to the Maneaters. He dispels the Wyssan's I had been holding. Finally, I drop a Caress on the Ironblaster and score three wounds, but fail to get any power dice back.

My tower cannon roars into the exposed flank of the Ogres and kills two more. The Crossbowmen try to add insult to injury, but fail.

The Maneater Captain issues a challenge which my Reikscaptain accepts and gets cut down. My forces score eight wounds on the Maneaters killing three more, leaving only the Great Weapon armed Maneaters. However, all the Maneaters get the chance to fight back and kill five Halberdiers and two Knights in return. I win the combat, but the stubborn Maneaters hold. The Sabretusk only manages to kill a single crewman and the other two fight the beast back and kill it.

Swamp Ogres - Turn 5

The Ogres reform to face the middle scrum and the Ironblaster turns to get another shot on the Death Lord.

Very Weak Winds of Magic that see me with more Dispel Dice than he has Power Dice through channelling. I easily swat away his lone spell.

The Ironblaster launches a fusilade of grapeshot at the Death Lord and sneak a wound through.

The fight in the center goes horrible wrong. I score a single wound on the Maneaters despite going first with all my troops. He scores five total wounds, killing my remaining Reiksguard and a few Halberdiers. The State Troops make a run for it and get overrun by the Maneaters.

The Crusade of Morr - Turn 5

My Death Lord dances around the chariot while my Amber Wizard backs up towards the Archer unit which had turned to face the Maneaters.

A decent Winds of Magic phase. I drop a 4D boosted Amber Spear at the Ogres and rather than risk failing a dispel he uses his Dispel Scroll. My Death Lord tries to Caress the Ironblaster and that too is dispelled.

My Crossbowmen and Archers launch into the Maneaters and score four wounds killing two of the three remaining Ogres and causing the unit to Panic and run. My cannons light up the Ogre unit killing another two leaving only a single Ogre and the Slaughtermaster.

Swamp Ogres - Turn 6

The Maneaters continue to run quickly away. The Slaughtermaster turns to face my Crossbowmen and the Ironblaster spins to face the Death Lord.

The Ogres get a good Winds of Magic and casts Bonecracker, Maw, and Toothcracker past all my dispel attempts. He strips away four of the crossbowmen.

The cannon misfires and he uses another mission re-roll to launch grapeshot into my Death Lord who shrugs it off.

The Crusade of Morr - Turn 6

I know the game is very close at this point and as long as I can kill the last Maneater I think I can pull the win. So my Archers charge the Maneater who almost flees off the board. Unfortunately my Amber Wizard was facing wrong to get the double flee, instead he turns to chase the Maneater in hopes of sticking him with a Amber Spear.

I get another good Winds of Magic and Drop a Doom and Darkness on the Slaughtermaster to try and draw out some dispel dice, I should have just 6 Diced Amber Spear, instead he manages to dispel both the Amber Spear aimed at the Maneater and the Caress aimed at the chariot.

To add insult to injury both cannons misfire this turn, fortunately neither explodes. My crossbowmen score a single wound on the Ogre. Game is over.

Final result, Ogre Victory.

Post Game:
The Ogres win the game by a small margin. Sheer victory points the game was about a 400 point loss for the empire.
Once you factored in the scenario special rules the final score was 2002 VP for the Ogres, 1385 VP for the Crusade. Looking at the scoring packet for the tournament, the score was a 7-13 loss. However, I scored a good amount of bonus battle points for secondary objectives raisng my final score to a 13-16 loss. I will have to keep the secondaries in mind to maximize my battle score at the tourney.

This was a tight game throughout and if my 2 cannons hadn't failed in the last turn to kill a single Ogre, the game would have been a tie in VP. The Ogres are rough to kill...those Maneaters ate 4 units and weathered 2 separate combi-charges. I am happy the General survived the war machine fusilades as long as he did, I think he is very viable and the flexibility he gives me is valuable. I also learned a few lessons about playing the scenario. Forgetting the re-rolls, when my General failed a Ld 9 test cost me, I think that single roll was the difference between my loss and the Ogre victory. The battle would have still been intense, but I would have held the Maneaters in place for another round or two. Remembering the re-rolls the following round allowed my cannons to even the score.

Final note, the Hellheart is as brutal as I had heard. Losing Purple Sun right off the bat allowed him to keep his dispel scroll for most of the game and kept me from getting some critical victory poitns later in the game. Also losing a wizard level changed the results of a couple of spell battles during the game.

Thanks for reading another chapter in the Crusade of Morr. As always C&C is welcome.
 

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Game 7: High Elves v Empire

The Armies:

The Crusade of Morr

Same list as the last game. Not sure I am happy with the magic items on the Warrior Priests...depending on how they play this game I may go a slightly different set up. Choices need to be made soon, my list is due in the next week or so.

Dragons of Winter

This is the first time I have faced a list like this. Every unit is fast and most fly, it has a decent amount of shooting and is designed to get massive combo charges. The flying bolt throwers that can line up flank shots on my knights worry me.

Magic:

The Crusade of Morr

A strange spell pull for me, but every spell is potentially useful. I run a lot of characters and the potential of Pann's and Savage Beast looked promising against the high toughness smashy elves. I have my favorite Doom and Dark/Spirit Leech combo, Caress could also prove effective against the low strength elves. Soulblight was a nice cherry on top, that might allow me to open up his monsters for abuse.

Dragons of Winter

A good looking spell pull for the opponent. Arcane Unforging was worrisome because all my characters have magic items and Flame Cage and Fiery Convocation were nasty damage over time spells. Drain Magic seemed a touch useless and Walk Between Worlds could cause problems.

The Scenario
This game was testing the next scenario in the rules pack, a modified Dawn Attack where bonus points were given for killing enemy characters. No bonus VP were given for non-character achievements (banner, etc).

The Table:

Busy table with lots of LoS blocking hills that would favor the monsters. A small tower next to a river winding along the eastern side of the board. There was a Charnal Pit along the southern edge and a Altar of Khaine along the western edge of the board. With the Dawn attack scenario I was looking for the northern deployment edge because it would give my War Machines their best arcs of fire no matter where they were deployed.

Deployment:

The Elves won the roll to choose board sides and took the southern edge in order to use the hills to block LoS.

After all the rolls for deployment areas; 3 of his 4 Reavers were forced into the eastern edge of the board and his Archmage and one of the Chariots were forced into the western edge. The rest was in the middle zone and he put the other two Chariots hiding behind a hill and remaining Reaver unit on the west and his Dragonmage, Noble, and Frost Phoenix hiding behind a hill in the middle.

Almost all my forces landed in the middle of the deployment zone. My Reiksguard, an archer detachement and the Death Lord (hiding behind the hill) were forced to east. My war machines were split between the two hills with the center hill containing the Mortar, a Cannon, and the Crossbowmen. My General hugged the center hill to protect from the bolt throwers and my Halberdiers and Knightly Order took the front center.

The Reavers all used their vanguard moves to move up along the flanks.

I failed the roll a 6, so the High Elf player got to choose who went first and he takes the first turn.

Now into the game:

Dragons of Winter - Turn 1

The eastern Reavers move up and form a blocking line while the Noble, Phoenix, and Dragon Mage move up behind them. The Chariots move forward, while the western Reavers move to redirect any charges. The Archmage swings forward to catch a flank in the middle of the board.

The Elves warm up their magic with a Walk Between Worlds which I dispel, then pushes a Firecage through my dispel which kills a couple of my Knightly Order. Finally, the Archmage drops an Arcane Unforgiven on my mounted Warrior Priest with Irresistible Force. The Archmage wounds himself and also wounds the Warrior Priest destroying the Priest's Enchanted Shield.

The Reavers open fire and finish of another Knight from the Knightly Order unit. The Chariots are out of range from my war machines, so they open up on the Inner Circle and kill three of them.

The Crusade of Morr - Turn 1

All of my Knights declare charges against the Reaver units each of whom flees, including a redirect and flee. One of the western Reavers tangles himself up in the forest. My Halberdiers move up to protect the flank of the Knightly Order while the Beast Wizard bunker moves to protect the Halberdier's flank. My Death Lord dances over behind the Reiksguard while the General moves up between the Knightly Order and Halberdiers.

The Winds of Magic are good, but my dice are not. I fail a Doom and Darkness ending my Death Lord's casting and a Boosted Pelt which ends my Beast Wizard's casting. My Warrior Priests attempt to sneak a few prayers through, but they are easily dispelled.

The Mortar team opens up my shooting by misfiring and losing next turn's shot. My cannon's have a clear shot on the Archmage and his dragon and open up on it, both shots hit home. However, between the ward saves and low multiple wounds tolls, the Archmange takes a single wound and the Dragon takes four wounds.

Dragons of Winter - Turn 2

The three chariots multi-charge into the Inner Circle while the Archmage hits the unit on the flank, not wanting to risk being chased off the board, the Knights stand and deliver. The Noble, Phoenix, and Dragon Mage multi-charge into the Reiksguard, again I can't risk being run off the board and take the charge head on. All the Reavers rally and move into position.

The Winds of Magic are average. I dispel a Firecage and the Archmgae drops a Walk on the western Reaver unit and flits them over the combat facing my war machines head on. He then fails an Arcane Unforgiven.

The Reaver shooting is harmless.

The Chariots and Archmage easily wipe out the entire Inner Circle unit, one of the Chariots overruns while the rest of the Elves reform to face towards the center. The other combat is more interesting. The combined force of the attackers score 3 kills on the Knights. In return the Reiksguard aim all of their attacks at either the Noble or Dragon Mage ignoring the Phoenix. This forces the Dragon Mage to burn both his Charmed Shield and Luckstone, otherwise they score no wounds and lose the combat. The Gleaming Pendant keeps the Stubborn Knights from fleeing.

The Crusade of Morr - Turn 2

My General attempts the flank charge into the Reiksguard scrum, but fails the charge. The Halberdiers declare a charge on the larger Reaver unit that stands and shoots, killing four of the State Troops...who then fail the charge. The Knightly Order declare a charge on the same unit which runs. I move the western archer unit up to divert the Chariots and the Beast Wizard takes his leave and moves towards my other units. The Death Lord lines up on the flank of the scrum while the other Archer unit moves up behind the scrum to divert chargers away from the flank of the Knightly Order and the General.

The Winds of Magic are strong again. I get a Doom and Darkness dropped on the Dragon Mage, the Elves dispel my next two spells. Finally I try to get a Soulblight onto the Dragon Mage and fail the cast.

My Mortar team continues to clear the misfire, the Cannon next to it misfires losing its' next shot as well. My eastern cannon opens fire and smashes a perfect shot into the chariot that should bounce into the Archmage, but it takes a single wound and the cannonball is stopped by the ward saves. My archers score a single wound on another chariot. My Crossbowmen and the other Archer unit kill three of one of the smaller Reaver units.

The scrum continues. The Elves no longer have the advantage of the Star Lance and even using the Sun Dragon's breath weapon only kill a single Reiksguard, who in return kill the Dragon Mage. The Dragon makes its' monster check. The Reiksguard win the combat, but all the Elves stay put.

Dragons of Winter - Turn 3

The western Reavers smash into the Mortar team. One Chariot smashes into the Archers who stand and shoot, scoring no wounds. Another Chariot does a flank charge into the Halberdiers. The Archmage swoops southerly towards the large hill in the middle. The rest of the Reavers move into positions to block charge and divert charge lanes. The remaining Chariot moves up to take a flank shot on the Knightly Order.

The Winds of Magic blow cool again. The Elves get a Walk Between Worlds past my dispel and the Archmage flies himself behind the center hill outside the view of my eastern cannon. The Archmage then drops Fiery Convocation on the Knightly Order who take no losses. Both spells get around my dispel dice. His final spell fails.

The Chariot with the flank shot fires at my Knightly Order, the Captain bounces a blow off his Charmed Shield and the rest is harmless. The Reavers concentrate fire on the eastern Archers, but only manage to kill 2 of them.

The Reavers smash the Mortar team and overrun into the Crossbow, but cannot close the door without also hitting the Cannon. The Chariot that hit the Archer unit smashes through them, but fails to overrun into the Beast Wizard. The Chariot that charged into the Halberdiers crush the unit and take no wounds in return. The Halberdiers break and flee through all the combats and almost off the board taking a few more wounds. The Chariot pursues into the flank of the Knightly Order. The big scrum sees three of the Reiksguard falling and a single wound being done to the Frost Phoenix, the Elves win the combat and the Stubborn Knights hold firm.

The Crusade of Morr - Turn 3

[Description]
The General finally makes his charge into the flank of the scrum. The Halberdiers rally and turn back towards the middle. The Beast Wizard zips around the Chariots while the Death Lord moves towards the south of the scrum facing the middle.

The Winds of Magic again blow evenly. I get a Savage Beast past the Elven dispel to buff my Captain. The Death Lord puts Doom and Darkness down on the Archmage past his dispel and then he dispels the following Spirit Leech. He has no answer for the Caress, which snipes the Archmage from the back of his Dragon which passes the Monster Check.

My remaining cannon misfires and loses the next shot. My remaining Archer block kills a Reaver.

The Reavers kill the Cannon crew and four Crossbowmen who exact a pair of kills in return. The State Troops run, but are overtaken by the Elven light Cav. The scrum in the middle finally comes to an end. The Reiksguard lose another man, but in return put a wound on the Phoenix and the General and his Griffon sneak a wound onto the Dragon. This wins the combat by several points and all the Elves break. The Reiksguard overrun the Noble and the General attempts to catch the Dragon while the Phoenix skates away free. The Knightly Order weathers the impact hits from the Chariot and in return the buffed Captain and his warhorse smash the vehicle. The Knights spin to face the oncoming Chariots and Reavers.

to be continued...
 

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Game 7: High Elves v Empire

Dragons of Winter - Turn 4

Pushing on despite the loss of all their leadership the Elves smash two Chariots, the Moon Dragon, and a small Reaver unit into the Knightly Order. The northern Reaver unit charges into my last cannon while another Reaver unit his the remaining Archer unit. The Phoenix and Sun Dragon rally to pin in the General while the untouched Reaver unit spins to take shots at my Death Lord.

With no mages to take control of the Winds of Magic the best the Elves can do is dispel the Doom and Darkness on the Moon Dragon.

The Reavers bows cannot find purchase on the Death Lord past his Ward save.

The Reavers easily dispatch the remaining Cannon and reform to face the center of the field. The other Reaver unit kill the Archers and then spins to face the Reiksguard and Halberdiers. The Moon Dragon spews forth its flame breath and the Chariots smash into the Knightly Order. At the end of the combat only 2 Knights and the Captain remain standing. The captain almost destroys another chariot. The Empire lose the combat, but the barked order of "Hold the Line!" by the Captain keep the Knights in place.

The Crusade of Morr - Turn 4

The Halberdiers attempt to charge the Reavers who stand and shoot to no effect and the charge fails. The General launches into the Sun Dragon, while the Death Lord and Beast Wizard charge into the flanks of the elves fighting the Captain and his Knight, with all my remaining characters within a small bubble I am hoping to use a Boosted Savage Beast to decisively win the battle this round.

The Winds of Magic are fickle indeed and I get a mere 2 Dice of Power. This is enough for the Beast Wizard to boost the Death Lord.

The General lands a pair of wounds on the Sun Dragon who does nothing in return and flees the combat, again staying just outside the reach of the pursuing General. The large battle in the middle sees the Moon Dragon landing a wound on the Death Lord who manages to score a wound on the Dragon in return. The Beast Wizard survives the attacks of one of the Chariot crews and the Knights score a wound on that Chariot. The Captain no longer buffed survives the chariot attacks unscathed thanks to his luckstone, but fails to score the last wound on the Chariot in return. The Empire wins the combat and the Elves again break. The Knights overrun a Chariot, while the Beast Wizard can't quite catch his, the Reavers make a hasty escape, but the Death Lord overruns the Moon Dragon.

Dragons of Winter - Turn 5

The Frost Phoenix charges past everything to smash into the Halberdiers. The Sun Dragon continues to run from the General's wrath and takes a wound as it bounces across the Death Lord who seems to have developed a taste for Dragons. The Chariot rallies and turns to face the flank of the Knightly Order. The "fleeing" Reavers rally and then all four Reaver units move into close range to shoot the two remaining Reiksguard.

The combined shooting of the Elves kills the last of the Reiksguard.

The Phoenix makes short work of the Halberdiers sustaining a single wound while inflicting four. The State Troops run and the Phoenix overruns the unit off the board.

The Crusade of Morr - Turn 5

The Death Lord seeing his chance to slay another Dragon charges and catches the fleeing Sun Dragon. The Amber Wizard feeding off the adrenaline from the previous fight charges into the flank of the Chariot. The Knightly Order spin around to face the Elven light cav while the General flies around behind the northern Reaver unit.

The Winds of Magic pick up again and the Death Lord curses the Chariot with Soulblight. The Amber Wizard attempts to fill himself with the spirit of the Beast, but it is dispelled. He does fit himself with Pann's Pelt, however.

The cursed Chariot cannot get any wounds past the Pelt and Ward save of the Beast Wizard who also cannot score a wound against the vehicle. He does win the combat on combat res and the Chariot flees the crazed madman who cannot catch the swift vehicle.

Dragons of Winter - Turn 6

The Elven Reavers move to pincushion the Knightly Order like they did their Reiksguard brethren. The Chariot rallies and spins to face the wizard. The Phoenix moves towards the south trying to escape the wrath of the General.

The Elven shooting results in a single wound on the Amber Wizard.

The Crusade of Morr - Turn 6

The Knights attempt a long charge on the Reaver unit they can see, who decides to stand and shoot doing nothing. The Knightly Order makes the long charge and hits the unit. The General attempts a 19.5" charge into the Pheonix, but doesn't come close. The psycho Beast Wizard charges into the Chariot. The Death Lord lines up the Phoenix for magical shooting.

The winds blow strong and the Death Lord opens on the Phoenix with Doom and Darkness, but fails the simple spell. This leaves all the magic dice in the hands of the Beast Wizard who attempts to buff himself with Savage Beast which is again dispelled. He does boost himself with Pann's for protection.

The Knights easily run over the Reavers who flee and die as the Death Lord cuts one down in passing. The Chariot and Beast Wizard again fail to hurt each other and the Wizard wins again by combat res. He must have clipped the eagle because he manages to overrun the fleeing Chariot.

End of Game.

Post Game:
This was a weird and interesting game that resulted in a small empire victory. After the bonus VP are factored in I won the game 2035 to 1766. By tourney rules that nets me 13-7 battle points and after secondary points are tallied in a 16-9 win.

The Elven army was a fast moving army that could hit like a ton of bricks on the charge. I am not used to being completely outmaneuvred, but all the fliers and fast cav ran circles around me. The only charge I managed to get with a Knight unit was the final turn overrun on the Reavers that he could have avoided, but risked the long charge. When he smashed my Inner Circle I thought that was how the whole game was going, but he made a critical mistake charging the Reiksguard. That stubborn unit is hard to chew through and held long enough I could get support to it faster than my opponent. I am not sure how many people run an Elven Monster mash, but it was a challenging list.

I think after this tournament is over I want to phase out the Halberdiers and put some of my own fast cav into the game. Their ability to draw and flee from charges and put pressure on flanks and warmachines is nice and fits into my all mounted idea of the army.

Thanks for reading and as always C&C is welcome.
 

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Battle 8 - Empire v Warriors of Chaos

Here it is, my final test battle of the tournament scenario packages.

The Armies:

The Crusade of Morr

Tweaked my magic items a bit and dropped each archer detachment to 5 each, but otherwise the same list I have been playing for a while. Like it or not this is the list I submitted for the tourney so I am stuck with it.

Face Krushers of Chaos

Another hard looking Warriors of Chaos List. Lots of fighty stuff on the table that is relatively mobile and hits like a ton or bricks on the charge. Just glad he didn't stick the Hellcannon in while he was at it. Another list without a Dispel Scroll and no ward save on the Daemon Prince...those items have just proven too valuable to me to leave home without.

Magic:
The Crusade of Morr

Interesting layout for my Death Lord...Some character sniping and the debuffs have proven reliable. Aspect will help against all the fear inducing critters he has on the board. The Amber Wizard got a great pull, I love Transformation and another warmachine is never a bad thing.

Face Krushers of Chaos

First time in ages I have had to face the bad side of Purple Sun and with my low initiative it can wipe out large blocks of stuff. The rest are a solid character snipe and the debuffs will have to be watched. Fortunately I am very familiar with Death and it is his only caster.

The Scenario
This is the last scenario from the tournament pack. It is a modified Blood and Glory, as is standard in most tournaments losing Fortitude will not end the game but provide bonus victory points to the first person to break the enemy. Bonus victory points will also be given for capturing or retaining standards. There are also scenario battle point bonuses for removing fortitude and having a standard in the enemy's deployment zone.

The Table:

A strange table, a pair of watch towers with a sinister statue on the left and right sides of the table. A river runs from the right side of the board to the tower. A Scree Slope is on the left midde while a bane stone sits just south of it.

Deployment:

I won the roll to deploy first and took the north side. After all is said and done my forces are stacked up on the left side of the tower. I leave a second cannon on the far right behind the river. My opponent stacked his chariots on the left with the trolls and the Skullcrushers on the right across from my forces. We both stack out main characters behind towers to block line of sight.

The Chaos player moves the Warhounds and the Marauders up to divert and threaten. I win the roll to go first easily.

Now into the game:

The Crusade of Morr - Turn 1

I swing all my forces to the left and move my halberdiers up in the middle. The Reiksguard move up to draw in the small Skullcrusher unit.

The Winds of Magic are moderate. I manage to get an Amber Spear past the dispel into the flank of the Maruaders, but only kill two. My warrior priest with the Halberdiers buffs the unit in preparation for a charge.

My archers open on the leftmost Warhounds and kill three, they flee in the face of the arrows. My cannons open up on the trolls and do enough wounds to kill one. The mortar misses completely.

Face Krushers of Chaos - Turn 1

The Skullcrushers can't resist the temptation and charge into the Reiksguard. The rightward Chaos Warhounds try to charge the cannon, but fail. The other Warhounds keep running. The trolls and chariots swing towards the middle. The other Skullcrushers move forward, while the Daemon Prince and the BSB swing further left. While the Marauders move up to block charges.

Strong Winds of Magic blow across the battlefield, just the thing I didn't want to see. The Daemon Prince fires Doom and Darkness at the Inner Circle which I dispel. He then attempts to drop Soulblight on the Reiksguard which I also dispel. Finally he throws the his last 6 Dice at the Boosted Purple Sun, but fails to get IF, so out comes the Dispel Scroll.

The Skullcrushers kill three of the Reiksguard, who fail to kill any in return. The stubborn knights hold firm with the aid of their Gleaming Pennant.

The Crusade of Morr - Turn 2

The Inner Circle smash into the Marauders, while the Knightly Order makes the long charge into the Chariot of Nurgle to avoid the trolls. My General flies his Griffon over to prepare for a charge into the Reiksgaurd's combat. While the Death Lord flies over to get a good bead on the Daemon Prince. The Halberdiers move up to divert the Skullcrushers while the archers move to screen the flanks.

The Winds of Magic continue to blow strong. I push Doom and Darkness on the BSB which sneaks past the Dispel Dice. My Amber Wizard tries to transform into a Dragon, but the attempt is dispelled. Finally my Death Lord drops a Soul Leach on the Daemon Prince...I get maximum wounds on the Death Prince and take him off the board. The BSB panics and runs.

My leftmost cannon misfires and loses its' next shot. The mortar hits the trolls and scores a pair of wounds. The right cannon also finds its' target and clears one of the Nurgle Chariots and puts a wound on the Warshrine. The archers darken the skies, but do nothing else.

The Skullcrushers continue to whittle away at the Reiksguard, who continue to stand firm. The Inner Circle smash the Marauders, but decide not to overrun since they would run past the Skullcrushers. The Knightly Order smashes into the chariot and does three wounds taking a single wound in return. The chariot flees and the pursuing Knights hit the Warshrine which blocks the path to the running chariot.

Face Krushers of Chaos - Turn 2

The unengaged Skullcrushers charge into the Halberdiers and the leftward Nurgle chariot takes the long charge into the Amber Wizard's bunker. The right hand Warhounds make the charge into the cannon while the Chariot of Slaanesh hits the flank of the Knights. The other Warhounds rally, while the BSB and fleeing Chariot continue running. The overcome their stupidity to reform and face the Knight's flank.

The Warriors use their magic to dispel the Doom and Darkness.

The Knightly Order and Captain put a wound on the Warshrine, while the shrine and Chariot sneak a wound past the Captain's shield and lucktone to score a wound, resulting in a small win for Chaos. The Captian keeps his men in line and they hold. The Warhounds destroy the cannon crew and turn to face the other warmachines. In a classic example of not choosing the right combat order my opponent resolves the chariot charge instead of the Skullcrushers. The Chariot kills all the archers with it's impact hits, but the Amber Wizard shrugs off several wounds. The Wizard is still steadfast from the Halberdiers and manages to hold. The Skullcrushers procede to obliterate the Halberdiers to a man while sustaining no wounds in return. The Warrior Priest naturally runs. The Skullcrushers try to overrrun the lone man, but catch on the other Archer detachment. The other Skullcrushers fail to wound the Reiksguard who still cannot wound the crushers drawing the combat.

The Crusade of Morr - Turn 3

The General and Inner Circle charge into the Skullcrushers fighting the Reiksguard. The lone Warrior Priest keeps running while the Death Lord lines up to drop spells.

The Winds cool down a bit, but still give me plenty of room. I start by six dicing a boosted transformation to save my Amber Wizard. He barely makes the casting cost of 20, which the Warriors dispel with all four of his dice. The Death Lord then puts Soulblight on the Chariot to help his fellow wizard.

While the cannon clears the jam, the Mortar crew misfires losing its' next shot as well. The crossbowmen land arrows into the trolls, but fail to do any wounds past their regeneration.

The added weight of the Inner Circle and the General score five wounds on the Skullcrushers who kill another Reiksguard. The Khorne worshippers break and run off the board, the loss of the standard in combination with the earlier loss of the Daemon Prince breaks the Warrior's fortitude. The Reiksguard spin around while the Inner Circle and the General spin to face the middle. The other Skullcrushers only kill three of the archer, who rabbit like their lives depend on it and outrun the monsters. The Amber Wizard sneaks a wound onto the Blighted Chariot who fail to wound him back. The chariot wins the combat. The Knightly Order scores a wound on the Slaanesh chariot and wins the combat via combat res. The Chariot flees while the Warshrine holds firm. The Knights reform to face the oncoming trolls.

Face Krushers of Chaos - Turn 3

Sensing blood, the Skullcrushers fail their frenzy roll and overrun the poor fleeing archers. The Warhounds attmept to charge the Knights, but fail the long charge while the Trolls overcome their stupidity and charge the Knights. The BSB and both fleeing Chariots rally while the other Warhounds move into charge range of the Mortar.

The Blighted chariot scores a single wound past onto the Amber Wizard and wins the combat. He turns to run and the Chariot runs both him and the fleeing Priest down. Between the Trolls and the Warshrine four Knights and the Captain are cut down while only a single wound is scored on the Trolls. The remaining Knights show remarkable bravery in the face of immenent death and stand firm.

The Crusade of Morr - Turn 4

The General makes a long charge at the Chariot that overran the Wizard it flees in Terror from the Griffon. The Inner Circle and Reiksguard make a combination charge into the flank and rear of the Skullcrushers. Two of the Inner Circle fall on the rocky scree slope. In a desperate attempt to save themselves the Mortar crew drag their warmachine away from the oncoming hounds. The Crossbowmen turn to face the Warhounds. The Death Lord flies down to line up on the Chaos troops.

The Winds of Magic fade to a whisper. The Warrior Priest pushes his Hammer and Shield blessings on the Inner Circle. The Death Lord uses Spirit Leech to kill the last of the southern Warhounds.

The cannon lines up on the unengaged Nurgle chariot, but the cannonball falls short.

The Skullcrushers kill another two of the Inner Circle and lose one of their number in return. Losing the combat the Skullcrushers flee off the board. The Reiksguard turn to face the middle and the Inner Circle flip around to face the Trolls. The Trolls and Warshrine finish off the Knights and take another wound.
 

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Discussion Starter #17
Battle 8 - Empire v Warriors of Chaos

Face Krushers of Chaos - Turn 4

The Warhounds attempt to charge the fleeing Mortar team, but fail the long charge. The Trolls fail their stupidity test and trundle forward slightly. The Nurgle chariot rallies and turns to face the Crossbowmen. The rest of the Chaos forces move towards the middle in preparation of more carnage.

The Crusade of Morr - Turn 5

In the single dumbest move of the match I charge my Death Lord into the Nurgle chariot hoping that with magical help I can finish it off. The General attempts another long charge at the northern Nurgle chariot which again flees in panic from the scary bird. The remaining Knights move up to prepare to fight.

The Winds of Magic pick up again. The Death Lord Dooms the chariot, soulblights the chariot, but then fails to give himself the Aspect of the Deathknight. The Warrior priest uses the remaining magic to grant his Knights the Hammer and the Flame.

The Crossbowmen finally find their mark and wipe the Warhounds from the battlefield. The Mortar team drifts a shot onto the Warshrine and Slaanesh chariot, but fails to wound. The Cannon lines up on the Trolls, but again falls short.

The foolish Death Lord takes a wound and fails to score a single wound which draws the combat.

Face Krushers of Chaos - Turn 5

Spurred on by my stupidity and a potion of Foolhardiness, the BSB makes the long charge into my General. The fleeing Nurgle chariot rallies again and spins to face the warmachines. The rest of the Warriors move forward.

The Warriors harness enough power to dispel the Doom and Darkness.

The Chariot and Death Lord do nothing to each other. The BSB lands three wounds on the Griffon in return the General and his mount do two wounds in return. The General easily holds firm.

The Crusade of Morr - Turn 6

Being the final turn I decide my best bet is to preserve the points in the Knight units and back up.

The Winds wane again in the Death Lord's hour of need. He attempts to recast Aspect to instill fear and fails. The Warrior Priest again uses the remaining winds to put buffs on his Knights.

The Mortar drifts onto the chariot and scores a wound. The cannon lands the perfect shot across the Warshrine and Trolls, but fails to get past the Shrine's ward save. The crossbowmen let fly again and do nothing.

The Chariot finishes off the Death Lord. The General's combat ends in a draw.

Face Krushers of Chaos - Turn 6

The two Norther Chariots charge into the Mortar and Crossbowmen. Everything else was out of range so stands pat.

The General cuts down the BSB while the Chariots overrun their targets.

Post Game:
In pure score the game is close a mere 120 Victory Point margin for the Crusaders. After factoring in all the additional Victory Points for breaking fortitude, killing generals, and taking flags I pull out a 1050 win. According to the tournament scoring that nets me a 15-5 Victory which expands to a 19-5 win after adding in the bonus points. Overall I am pleased with the final result, I played a hard list to a draw and by staying on objectives widened it to a nice margin.

This game was full of mistakes. For the life of me I don't understand why you would not take at least some ward save on such an important character like the Daemon Prince...I realize he is pushing the point margin at 500pts, but a Dispel Scroll and/or Ward Save would have saved his life. I also am not sure what possessed me to charge the Chariot with my Death Lord...his loss cost me alot. The BSB charge is foolish in retrospect, but he almost broke my General on combat res and that could have been the decisive points he needed to win.

Thanks for Reading another report and as always C&C are welcome.
 

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Discussion Starter #19
That is true. The mistakes (and vagaries of the dice) are part of what make the game interesting. I like to take risks so even in hindsight I think the Death Lord charge was a good idea that had a better than even chance of working.

Looking forward, I've been having a blast playing these games and I hope the tournament is as fun as well. Depending on my showing I'm not sure I am going to play around with the army composition much going forward (until I can get a few Demigryphs to sub out for the Halberdiers).

I did, however, just get gifted about 2500 points of Dark Elves...they are kind of a mish-mosh of an older army and MSU to boot. I am going to start playing around with them (and they will probably be my army painting challenge for this coming year).
 
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