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måndag 13 februari 2012

Battle Report! 2v2, Woc & OK vs TK & DE, 3000 pts per side!

Battle Report: WoC & OK vs DE & TK
Sunchasers vs. No-Name


After the battle between Ogre Kingdoms and Warriors of Chaos, the combined forces of Tomb Kings and Dark Elves descend upon the battered forces. Having made an unholy deal with the Dark Elves, the Tomb Kings once more seek to reclaim what's rightly theirs. Hate, the great Chaos Lord, and Sköll, the awesome Ogre Tyrant, have no choice but to combine forces to defend themselves from the oncoming forces. Oh, and the Hydra is in the garden again.

Here's our next, most likely awesome Battle report!
Actually this report was written the day after the previous one, but I've been procrastinating a little! Also, this Battle Report took quite a while to do, so it will substitute my Almost Weekly this time.
Today, the matchup is a 2v2, consisiting of Hate and Sköll pitted against EtTK (Erik the Tomb King) and Dark Elf Queen Philippa. Commentor and reporter is, as mostly always me, The Cornerfag! With on the sideline sits Dhaik, our ever-treacherous skaven player.
The point values are 1500 pts per player. Philippa is currently pushing her units to reach that, while Sköll is singing a song to crush the moral of his foes.
So Dhaik, what do you think of today's game?
Dhaik: Well, it seems that Hate & Sköll have devised quite the plan to crush the TK & DE-combination. We'll go into the details when EtTK isn't around...
That you say... Well, let's go on to the interviews!

TK List:
Lords:
High Liche Priest lvl 4 - Dispel Scroll

Heroes:
Tomb Prince - Chariot, Armour of Silvered Steel, Ironcurse Icon, Great Weapon

Core:
16 Skeleton Archers
6 Skeleton Chariots - FC, Banner of Eternal Flames

Special:
Warsphinx - Fiery Roar

Rare:
Casket of Souls
Necrosphinx

DE List:
Lords:
Dreadlord - Dawnstone, Whip of Agony, Armour of Destiny, Cold One, Shield, Sea Dragon Cloak

Heroes:
Sorceress lvl 2 - Opal Amulet, Sacrificial Dagger

Core:
20 Corsairs - FC, Sea Serpent Standard
14 Crossbowmen
12 Warriors

Special:
5 Cold One Knights - FC, Deat Piercer (Champion), Standard of Hag Graif

Rare:
Hydra
Hydra

Pre-game interview DE & TK:
So, what is your team name?
P: Uh, we have no team name... We-have-no-team-name... Wé-avve-nô-teãm-näm'e.
EtTK: Yes, exactly.
Dhaik: They don't seem to have any team spirit, compared to the other team...

What is your game plan?
P: Hydr... Yeah.
EtTK: We're actually running a lot of monsters. One Warsphinx, one Necrosphinx and 2 Hydras (P: Though one Hydra still is unassembled, so I'll have a Chimaera-stand in). Oh, and we'll have to take out their cannons. Fast. Philippas Dreadlord is our combat Lord, and I've got a Tomb Prince in my chariot unit, but very little infantry, only archers. Philippa just plays all that she has.


What are your hopes?
P: Ueeaahhh...
EtTK: Well, it would be nice to win, though I'm mostly looking to see what the Sphinxes are capable of.

What are your fears?
P: The Hydras to die.
EtTK: That Hate will throw dice at me.
TC: I see a pattern here...
Dhaik: No worries, EtTK. I will protect you.

So, do you have any plan to counter his units?
EtTK: Sphinxes. They will only get a few attacks, and even if Sköll runs a Gutstar, they'll only wound on sixes. And Hydras will kill shit. Flaming attacks on Warsphinx and Chariots will prevent any random regeneration.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
TC and Dhaik in unison: DURR, HYDRAS.
P: Am I that predictable? Yeah, Hydras.
EtTK: I'm kind of interested to see what the Tomb Prince on Chariots can do.
(and now, P and EtTK start to wrestle out of nowhere while Dhaik cheer them on...)
So... I'll think I'll move to the other team now...

WoC List:
Lord:
Sorcerer Lord lvl 4 - Power Familiar, Enchanted Shield, Amulet of Preservation

Heroes:
Chaos Sorcerer lvl 2
Dispel Scroll, Conjoined Homonculus

Core:
24 Chaos Warriors - MoT, HWS, Standard Bearer
18 Chaos Warriors - AHW, Banner of Rage (I will refer to these as MoKs during the battle, because that's essentially what they are).

Special:
5 Chaos Knights - Standard Bearer, MoK


OK List:
Lords:
Tyrant - Heavy Armour, Brawlerguts

Heroes:
Bruiser - BSB, Great Weapon, Heavy Armour

Core:
18 Ironguts - Musician, Standard Bearer
10 Gnoblars - Trappers

Rare:
Ironblaster

Pre-game interview WoC & OK:
So, what is your team name?
In unison: TEAM SUNCHASERS! YEAH! *brofists*
What is your game plan?
Hate: To win.
Sköll: Yeah, it looks like this: The expensive unit shall not die..
Hate: Sköll, let's just win, ok?
Sköll: Yeah well, now that I have a little more units, I might be able to place them a little strategically.
Hate: I think we're gonna take them and win. Not much to say.

What are your hopes?
TC: Hate, shut up. I know your answer already.
Sköll: That the big unit will survive.

What are your fears?
Sköll: That the big unit will die.
Hate: I fear nothing, I've got the Gutstar on my side.
Dhaik: What about their monsters?
Hate: So? We've got a cannon.

So, do you have any plan to counter his units?
Hate: Like mentioned, cannon. And I believe we have the upper hand regarding units, it's their job to counter it. Sadly enough, no Exalted Hero this time though.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Hate: May I take a unit not in the game? No? Well... Let's say my... Chaos Sorcerer Hero, because he has a tumour that talks to him. That's fun.
Sköll: The Gnoblars, I hope they'll flip some Chariots over. And I like the Ironblaster really much to, it will KICK HIS ASS. *pumps fist and high-5s Hate*


Pre-game info:
Mission:
Slaughterfest (AKA Just play the game with no special mission rules)
Magic:
Dark Elves:
Pit of Shades (AHH!), The Withering.

Tomb Kings:
The Protections Spell, The Killing Blow Spell, The Desiccation Spell, The Movement Hex.

Ogre Kingdoms:
No spells. LUL!

Warriors of Chaos
Lvl 4: Mystifying Miasma, Enfeebling Foe, The Withering, Pit of Shades (AGAIN!?).
Lvl 2: Flaming sword of Rhuin, Fireball.

Roll-off:
The no-names win the roll-off. Team Sunchaser begin deployment.

Terrain set-up:

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

Deployment:
Team Sunchaser finishes first, with a crowded south battlefield in the end. But the No-names win the roll-off, and choose to go first.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

1st turn TK & DE:
Alliance roll:
Failed, and the Tomb Kings and Dark Elves get more mad at each other, going into a desperate alliance. Never trust a Dark Elf!
Movement:
Everything walks or marches forward, with the exception of: The Necrosphinx, whom chooses to fly up in the tower, the Cold Ones whom bravely place themselves straight in front of the Chaos Knights (I commend their bravery/stupidity). Also, the Skeleton Archers and Casket of Souls stay put.
Magic:
Winds of Magic: 4 - 2, casket grants another 2. Final score: 8 PD, 4 DD.
Philippa casts The Withering on the Gutstar (4 PD + 1 Sacrificial PD). Sunchasers choose not to dispel it, and the Ironguts shrink into T2.
Next up: Pit of Shades, extended. 4 PD + Sacrificial Dice, result 21. Team Sunchaser ponders on how to stop it... Risk it with 4 dice, or the Dispel Scroll?
...
They go for the dice. And fail, but rely on the scatter to save them. But it hits! This could be quite the event... 14 Ogres are hit. I2 means a 3+ kills one, no saves, all wounds taken. Sköll rolls... and 9 die. That's 27 wounds. And a panic test, which is passed. But have we finally defeated the Gutstar?
Shooting:
Chariots pew-pew at the Ogres. 3 Wounds caused, one Ogre die.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

1st turn WoC & OK:
All Khorne-frenzy passed.
Movement:
Team Sunchasers start out with a new technique: Moving backwards! Well, at least the Ironblaster anyways, and Chaos Knights. Gutstar reform a little and skip forward together with the Gnoblars, while Warriors of Chaos stay put.
Magic:
Winds of Magic: 4 - 2, +1 from Familiar. Final Score: 7 PD, 4 DD.
First: Melker's (or something) Mystifying Miasma. Target: Chariots. Opponents let's it through. They lower the Movement Characteristic with 1.
Then, they Withering the Hydra. Philippa goes sadface and forces Erik to try and dispel it, but he fails. They lower it's toughness to 4.
Lastly, fireball, but it's easily dispelled.
Shooting:
CANNONBAAAAAALLL!!!
Target locked: Chariots.
Firing mode: Bouncing ball.
Firing angle: Flank.
They be in for a hurtin'.
Though only 2 are hit, both wounded.
TOMB PRINCE FAILS HIS "LOOK OUT-SIR!".
Tomb Prince fails his save!
Multiple wounds kill the Tomb King!
And the chariot beside him only take a wound.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

2nd turn TK & DE:
All stoopids passed.
Movement:
Necrosphinx tries the charge against the Ironblaster. Hate calls out "One, one, two!". A few seconds later, the dice come up: One, one, and a two. It also fails the Dangerous Terrain-test for walking down the tower. (In other words, he just fell flat on his face).
For the rest: All move up, except for Casket. Sorceress-bunker and Liche Priest-bunker are walking behind their front lines.
Magic:
Winds of Magic: 6 - 3. Liche Priest and Sorceress both Channel, Casket grants 3. Hate channels one. Final score: 12 PD, 7 DD.
First up: The Desiccation spell, 4 dice cast, against the Gutstar. It now has S3, T1. Pretty cool guys.
Then, Casket bound spell on 6 dice against the Ironblaster. Hate easily dispels it on 5 Dispel Dice.
Final two dice go to the protection spell on the Casket, but it too was dispelled.
Shooting:
Chariots unleash 12 shots of fury against the low-toughness-guts. 4 wounds caused, 2 unsaved.
Archers mimic their cavalry brethren, causing 6 wounds, 3 unsaved.
Crossbowmen don't want to miss out on the fun! But needing sixes to hit, only 2 hits and one wound is caused, taking the last wound from one Ogre.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

2nd turn WoC & OK:
Frenzies passed.
Movement:
Ironguts fail their charge. They seem to fail a lot these days, actually.
MoKs get their charge on the Hydra.
Chaos Knights back up all the way to the board edge.
Gnoblars cannot decide which way to go, what units to block. In the end, they decide to stop the oncoming Dark Elves.
Magic:
Sköll gets to roll for once. 6 - 4, one channel. Final result: 11 PD, 6 DD. Approved.
Flaming sword of Rhuin on the MoKs in combat with the Hydra. 6 dice + tumour speech = Score 22. 6 dice to the dispel, score: 24. Dispelled.
The Enfeebling Foe is cast upon the Hydra. Dispel Scroll'd.
Shooting:
Ironblaster grapeshots the Necroswinx. Misfire, hah. It turns around almost completely due to the misfire chart.
Close Combat:
Hydra vs MoKs.
Handlers hit 2, wound 1 unsaved.
MoKs roll a shitload dice as per usual, causing 8 wounds (ouch!). But 7 are saved, hah!
Hydra hits 6, wound 4, kill 3.
Then it breathes, 10 S3 hits. 2 wounds, 1 die.
5 Thunderstomps, 4 wounds. 4 die.
Hate lose combat, calls out "I will roll a nine on my leadership", and rolls nine on his leadership. The MoKs flee, and get run down.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

3rd turn TK and DE:
I sense game depends on this turn...
Movement:
Chariots and Warsphinx charge Ironguts.
Hydra charge cannon, Cold One Knights charge Chaos Knights, Corsairs and Warriors charge Gnoblars.
Hydra gets there.
Cold One knights get there.
Skeleton Chariots get there.
Warsphinx gets there.
Warriors and Corsairs get there, losing 3 warriors and 4 Corsairs in the process due to Trappers.
Necrosphinx move to hunt down the lvl4 Sorcerer, Sorceress bunker keep following the frontlines and the Liche-priest bunker have problems keeping up with their incapability to march.
Magic:
Winds of Magic: 3 - 2, +1 from Casket. Final score: 6 PD, 3 DD.
The withering cast on-- Nevermind, Scroll'd.
Then, protection spell upon the-- Nevermind, dispelled.
Badum-tish.
Shooting:
Archers shoot upon the Chaos Warriors (MoT), killing one.
Close Combat:
Let's begin with the Hydra in the Ironblaster rear.
Place your bets... Though that T6 could prove slightly useful. We shall see...
Handlers are a bunch of fail.
Hydra, although all it's HATE, only cause one wound, which is unsaved.
Ironblaster cause two wound, both failed to saved.
Sköll take the ld-test with a -2 modifier, and passes it.

Next in line: Cold One Knights... with ASF, and +2 S from charging.
Dreadlord cause 3 wounds, 2 which are saved.
3 hits from Cold Ones, 2 wounds, both of which are saved.
Unit champion tries to be awesome, not doing anything.
Cold Ones bite well and hard, causing three wounds... Two unsaved.
There's something weird with these saves.
Hate strike back, causing one unsaved wound.
The frenzy Chaos Knights remaining simply decide that there is something more interesting outside of the battlefield and run away, whilst the Cold Ones turn to face the Ironblaster.

Chariots and Warsphinx vs Ironguts:
Impact hits cause 4 unsaved wounds, chariot-guys cause one unsaved wound. Sphinx cause one more wound, unsaved, and then breathes upon the Ironguts. 5 wounds caused, one saved.
Will Sköll survive this?
Bruisers punch the Sphinx in the face, causing one wound.
Tyrant kills a whole Chariot, while the Ironguts kill one and puts two wounds on another.
But the Ironguts hold their ground!

Lastly, Gnoblars vs Corsairs and Warriors! DUN DUN DUUUUN! I cheer for the gobbos!
Corsairs strike first with their 2 guys in b2b, killing 3 of the poor gobbos!
Warriors kill another 4 poor gobbos, wah!
GOBBOS MAD, GOBBOS KILL! KILL... NO ONE!
Leadership test-- SNAKE EYES! WOOOO!
GOBBOS HOLD THEIR GROUND!

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

3rd turn WoC & OK:
Movement:
MoTs charge the Corsair, to aid the Gobbos in their valiant stand!
Lonely Lvl4 wizard fail his marching test, and just stroll around the garden.
Magic:
Winds of Magic: 2 - 3, Familiar and one channel for each side. Result: 7 PD, 4 DD.
First off: Pit of Shades upon the Necrosphinx, just scratches it after scatter! But it passes it's test.
But, as it was miscasted, Hate lose his remaining dice.
Close Combat:
MoTs and Gnoblars vs Corsairs and Warriors.
MoTs begin, hit 9, wound 3, 2 die.. (You're beginning to understand the bad luck Hate has?)
Next in line, Corsairs: The bucketload of dice cause 4 wounds, but Hate commands his dice into saving them all!
Warriors next! They kill 4 Gnoblars, which is all the remaining ones, sadly...
Leadership-test for Philippa... But she passes it, argh!
At least the Warriors run away.

Let's move on to the Ironguts vs Chariots and Warpshinx.
Things move pretty fast on the TK side, but he did a few wounds here and there.
Tyrant cause 2 wounds on the Chariots, Ironguts cause 4 wounds. Bruiser cause 2 more.
Both the Chariot remaining and the Warpsphinx crumble to dust.

And finally, the Hydra vs Ironblaster.
Handlers fail around.
Ironblaster cause ONE WOUND! Which is what is needed to kill the Hydra
Philippa fails the armour... But passes the Reg!
However, the Rhinox cause another!
The armour is failed!... And the Reg is failed! It is dead!
However, the Hydra gets it's attacks, since it has the same I. One wound caused, but it lives! It turns to face the Cold Ones and Dreadlord. They have to test for panic. And roll a perfect 10!

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

And by now, it's getting late. People are getting hungry, and Team Sunchaser, the WoC and the OK, concede.

Redux:
Hate: Bad luck sucks. And while we could continue this one more turn, it's getting late and so.
Unit of the game: Exalted Hero (on Juggernaut). It's because he wasn't in that I lost. Really.

Philippa:
Idk.
Unit of the game? Hydras. (I did not see this one coming.)

Erik, the Tomb King:
Never multicharge with a Sphinx.
Unit of the game: None. I am not pleased. THEY DID NOTHING: PHILIPPA DID EVERYTHING!

Sköll:
Effing Pit of Shades.
What did you think of the Gnoblars? They did what they were supposed to. They lived, and were in the way.
Unit of the Game: Ironblaster.


Oh, and as always, a serving of awesome picture:

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

måndag 9 januari 2012

Batrep! Warriors of Chaos vs Ogre Kingdoms, 2000 points!

Battle Report: Ogre Kingdoms vs Warriors of Chaos 2000 pts
The inevitable has happened. In their greedy quest, the Ogres have turned upon the Warriors of Chaos. It's Ogre against mutated man, Sköll against Hate.

Hello, here's another (un)friendly battle report from Svartblod Gaming, starring Hate, our Warriors of Chaos-player, and Sköll, our Ogre Kingdoms-player. Battle reporter is once again me, The Cornerfag.
Our gamers are currently devising their armylists of total destruction and utter annihilation, whilst I am writing this.
That said, I'll have to once again utter a slight warning for the haters of unpainted models. Although we strive to complete our forces by our best capabilities, Sköll, a very new Warhammer-player, has still some unpainted minis from christmas. For those of you whom have read previous reports including our OK-player, however, will probably be satisfied to see that his amount of painted minis have gone up... a little.
Anyways, here's our first contestant:

Ogre Kingdoms List:
Lords:
Slaughtermaster lvl 4:
-Ironfist, Greedyfist, Grut's Sickle.

Core:
18 Ironguts
-Full Command, Dragonhide Banner.

Special:
3 Mournfang Cavalry
- Full Command, Heavy Armour, Ironfists

8 Leadbelchers
-Thunderer, Bellower

Rare:
Thundertusk

Pre-game interview: Sköll:
What is your game plan?
Sköll: Yeah, uh... Game plan... Yeah, no... Well, unlike when I faced Vampire Counts last week, I hope to be able to place my units in a way that seems legit.
...
Well, I don't really know what units he uses, not so aquainted with WoC so... I know something about Wizards, a guy on a Juggernaut, but...
TC: So you don't really know what he's capable of doing?
Sköll: Correct.
(Hate: Close the door!)

What are your hopes?
Sköll: That the Gutstar does what it's supposed to do, and the mammoth doesn't die like it usually does. You know, get a charge or something.
TC: And that's pretty much all your important units?
Sköll: Yep.

What are your fears?
Sköll: That he's gonna win. Or, well, that he win bigs and makes me look bad. I want to at least show him what I can do.
TC: That's the spirit.
Sköll: I'm also a bit afraid he'll get mad and throw dices at me. I've gotten damaged before, you know.

So, do you have any plan to counter his units?
Sköll: The Gutstar will counter everything.
TC: Good.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Sköll: The Leadbelchers, I hope they'll... Bah, kidding, Ironguts ofcourse. I hope they'll execute some of his little men.
TC: Sounds good. You're free to return to the battlefield.

Warriors of Chaos List:

Lords:
Sorcerer Lord, lvl 4
-Mark of Tzeentch, Talisman of Preservation, Powered Familiar, Enchanted Shield, Biting Blade, Conjoined Homonculus

Heroes:
Exalted Hero
- Battle Standard Bearer, Mark of Khorne, Juggernaut, Sword of Battle, Helm of Many Eyes

Chaos Sorcerer, lvl 2
-Dispel Scroll, Book of Secrets, Third Eye of Tzeentch

Core:
24 Chaos Warriors
- Additional Hand Weapon, Mark of Khorne, Standard Bearer

24 Chaos Warriors
-Shield, Mark of Tzeentch, Standard Bearer

5 Chaos Warhoundss
5 Chaos Warhounds

Special:
5 Chaos Knights
-Mark of Khorne, Standard Bearer

Pre-game interview: Hate:
What is your game plan?
Hate: To win.
TC: I'm not even surprised. I'm just gonna skip to the interesting questions.
Do you have any fears? Except losing?
Hate: Actually, no.
So, do you have any plan to counter his units?
Hate: Well, not really, but I'm running my classical list and hope it holds. From what I understand he only has a few units, so I'll just... I don't know... Uhm... Focus force upon his biggest unit, the... Gutstar? Hit him hard where it hurts. I've got some magic and such for the other, lesser units.
For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Hate: The classical Exalted Hero on a Juggernaut. He's such a good guy, always gets the job done.
TC: Sounds great. Off to the battle with you!d

Pre-game info:
Mission:
Our usual let's-just-have-a-killfest.
Magic:
Warriors of Chaos:

Lvl 4: Uses Lore of Tzeentch. (2) Baleful Transmogrification, (3) Pandemonium, (4) Treason of Tzeentch, (5) Call to glory
Lvl 2: Uses Lore of Death. (S) Spirit Leech, (5) The Fate of Bjuna. Book of Secrets grants Pit of Shades. (TC: Wow. Well, what do you know.)

Ogre Kingdoms:
Lvl 4: Uses Lore of the Great Maw. (S) Spinemarrow, (2) Bullgorger, (3) Toothcracker(5) Trollguts



Roll-off:
Hate wins the roll, forces Sköll to deploy first.

Terrain set-up:
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Deployment:
Since Sköll only has 4 units, and has to deploy first, Hate places his two Warhound units first (much to Sköll's chagrin), gaining a weightly advantage during the deployment.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

1st turn WoC:
Both Frenzies fail, but BSB fixes that problem.
Movement:
Hate measures closely, careful not to get to close to the Thundertusk with his important units.
Warhounds rush up block / redirect the Thundertusk, and the other Warhounds block / redirect the Gutstar. Warriors walk up, Knights prepare to flank the Thundertusk.
Magic:
Winds of Magic: 6 and 1, +2 from Familiar and Book, counting in at 9 PD, 6 DD.
First off: Treason of Tzeentch with 3 dice. Gains 15. 3 Dispel Dice also gets 15. Phew!
Next up, Pandemonium! 2 Dice, exactly 9. 2 Dispel Dice, exactly 9.
Hate: Time to reign with my magic.
4 Dice on pit of Shades... Result: 12. A fail. Sadly.
Close Combat: Nope.

2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

1st turn OK:
Movement:
Gutstar charges Warhounds successfully.
Leadbelchers move to peek around the corner of the house. Mournfang place themselves in front of the ruins
Magic:
Dices come up 4 - 3. A good roll. 7 PD, 4 DD.
First up, Trollguts. (I hate that spell...). Extended, on 6 dices. Didn't get his Irresistable, but got a score of 22. Dispel Scroll'd, lul!
Spinemarrow on one measly dice. It got dispelled. Hah!
Shooting:
The Thundertusk spews his ball of ice upon the Warriors, but scatters 10" upon the Hounds in combat, killing two. Harpoon misses the wizard, bear-trap.
Leadbelchers belch the lead upon the MoT WoC, 8 hits. 4 Wounds, 3 die.
Close Combat:
18 Ironguts vs 3 Warhounds. PLACE YOUR BETS!
The hounds died. A free reform almost gives Carl a free flank charge, but, after asking me (as an unaligned judge), luckily not
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

2nd turn WoC:
Movement:
Knights, with the Hero on a 'naut into the flank of the Thundertusk (after a long charge through the woods).
Warhounds flank charge the Gutstar, MoT-warriors frontcharge the Gutstar, MoK-warriors charge the Gutstar. Danger, danger. This is the combat that will determine the outcome of the game, I believe.
Magic:
The winds come up 4 - 2, a channel and +2 Dice later and the final score is 9 PD, 4 DD.
First up, Treason of Tzeentch on the Leadbelchers. Sköll let's it through. 5 Wounds are caused. The Leadbelchers are rolling hot!, against themselves.
Next: Pandemonium. Sköll fails to dispel it with 2 dice.
Call to Glory! on 3 dice. Sköll let's it through.
Final spell, a failed Transmogrification.
Close Combat:
The Exalted Hero has to challenge, and indeed does. Sköll does not accept, and Hate pushes the Slaughtermaster to the back row.
Thundertusk vs Knights: ASL vs ASF lets the 'NautHero strike at his own initiative, which is before the Tusk. 2 Wounds made.
The it strikes back, 4 attacks, 1 wound, 1 dead Knights. The riders of the Thundertusk wack some flies instead.
The Knights... megafail. All 7 hits roll 3 or less. Juggernaut bites for one more wound.
The Thundertusk flees in horror a whole 4", and the Knights chase it down by running 6". Swiftly.
Now, for the important stuff. MoK-warriors dish out 25 attacks, 14 hits, 6 wounds. Sköll passes three 6+ saves. It's the battle of luck vs bad luck.
The newcomer Exalted Hero causes 2 wounds.
MoT-warriors dish out 13 attacks, ending in 4 wounds, one which was saved.
Now... for the WARHOUNDS! 5 attacks, 4 hits, 1 wound! Not saved, and it was the final wound on one Irongut. Good doggies.

Now, the retaliation!
24 attacks against the MoT-warriors, 13 hits, all of them wounding. Hate, hoping for a
shred of luck, rolls his 6+ / 5++ saves... 7 Warriors die.
Then 21 attacks on the MoK-Warriors, 9 hits, 7 wounds, 7 dead.

Hate loses combat by two, and even with the aid of a BSB does his MoT-warriors flee. But his MoK-warriors hold their ground. So does the ever faithful Warhounds.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

2nd turn OK:
Movement:
Mournfang move slowly up on the Arcane Ruins. Leadbelchers move around the house.
Magic:
Winds of Magic: 4 - 4, and no channels.
Trollguts cast on 6 dice (forcing Irresistable?). Though no IF, he got a score of 20. Carl does not manage to dispel, even with all 4 dice.
Spinemarrow with 2 dice gets through.
Shooting:
20 shots of Lead on the MoTs, 9 hit and 4 wounds. One is save, three die.
Close Combat:
Things are looking grim for Hate... I hope he manages to survive this round in able to get the Knights charge in the rear.
20 attacks from the Frenzy-less MoK-warriors. 17 hits, 12 wounds. The tide of luck seems to have turned. But 12 saves later, 5 wounds remain.
Ironguts make 25 attacks, 14 hits, all wounds.
Skip forward a bit. The lonely surviving MoK-warrior flee, and warhounds flee. The Ogres pursue, killing the lone MoK and getting into combat with the MoTs.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Hate accepts his defeat here. The MoTs are going to die, and the Knights can't carry this by themselves.


Redux:
Hate: First and foremost, I need Halberds against that Gutstar. So I'll make sure to get some of those.
Other than that, I can't say there's anything I could've done differently. I think I did the right thing charging the Thundertusk, and going all in against the Ironguts. It was a gamble, and I lost.
It's a pity the Pit of Shades didn't through. I'm probably going to run a Lore of Shadow-wizard against Ogres in the future.
Other than that, there's not much to say. Didn't happen much besides the epic battle in the middle. But I'm happy it turned out to be a game not based as much on luck.
Model of the game: Exalted Hero on Juggernaut. As always. He's pretty cool, and no one else managed to do anything.

Sköll: It was an even match, a pity the Thundertusk died as usually (though it's really just a decoy!). The Leadbelchers got their shots, and the Gutstar won the game at me. It's a good thing it was a fair game though. No dice where thrown, and I got to show what I am capable of.
I should have more units, so that I can place them more strategically. And I shouldn't be so careful with the Mournfang. Other than that, I'm all good.
Unit of the game: Mournfang, they rode so beautiful, and the one-legged hornblower remained a one-legged hornblower, and nor did any one of them die.

Meanwhile, in the Mournfang corner...
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Overall, a great game, together with the obligatory handshake:
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måndag 24 oktober 2011

Payback at Bärnstensvägen! Ogre Kingdoms & Tomb Kings vs Warriors of Chaos & Dark Elves!

Battle Report - Payback at Bärnstensvägen
Having been utterly humiliated, the Tomb King Erik has decided to reclaim his lawn with the help of the mercenary ogre band of Chaos Grinders, lead by the cruel Tyrant Sköll, to kill the Chaos Warriors.
The Chaos Warriors leader Hate however shall not be found unprepared for their assault, and creates an unholy pact with the sadistic Dark Elf Queen Philippa.


Note: Well, another friendly game in my gaming group. 2v2, one new player on each side. You'll see some grey minis and some proxying, but I hope you can stand that. It's the second game for one of the new guys, and the first for the other! So I hope you don't mind.
If you really do mind, and can't stand the sight of grey minis or proxying, then please don't read any further.
If you don't, then feel free to go on reading ^^
The teams are Ogre Kingdoms and Tomb Kings vs Warriors of Chaos and Dark Elves, 1500 pts per player.
The proxies are a a Troll proxying a Irongut, and 3 Tomb King Chariots as well as a Warsphinx proxying 4 Mournfang Cavalry.
Oh, and we play the alliances as trusted, but we can't be arsed using the fragile alliance rule. We simply ruled them as trusted, so we won't have any rules-questions mid-game.

Pre-game interview:
Ogres - Tomb King (Bone Gnawers)
What is your game plan?
Erik: Not to die as fudging hard. Just like last time. Hopefully things will go better with the Ogre pawnch.
Sköll: I'll be true to my faction and follow my gut feeling. Ohyeah.
Me: So basically, Erik does what he always does while Sköll kills everything?
Erik: Yeah, pretty much. My plan is to stand there and get hurt while Sköll manages to hurt the opponents.
*Sköll giggles*
Me: Okay...

What are your hopes?
Erik: Yet again not to die as fudging hard, maybe even with the slight possibility of winning, depending on the Ogre hitting power.
Sköll: I just want to make Erik happy.

What are your fears?
I'm not even gonna bother to write Eriks answer because you already know it.
Sköll: To get too many hits in my guts.

So, do you have any plan to counter his units?
Erik: Ironguts go kill the Hydra and Chimera while Leadbelchers shoot the soft parts (extrahandweaponguys and the likes) or some annoying Dark Elf sh*t. The Skeleton horde goes anvil while Tomb Guard stand beside them and try to do something... for a change. Necropolis Knights go butthunting from beneath the sands, possibly to kill the BIG UNIT. Oh, and to kill the Dark Elf Sorceress, so I'll be able to do ANYTHIIING with my MAGIIICCSSSS!
Me: Anything to add Sköll?
Sköll: I'll just make sure to follow orders, so I'll get paid later.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Erik: So yeah, my favourite unit is my Skeleton Horde, because it's painted and beautiful! However, they don't do anything (Me: So skeletons are just like the goggles? Lol.) So I'll just hope they'll survive.
Sköll: My favourite unit is the Tyrant (proxied by a Butcher), because he's fudging bloody and got a cool sword. I hope he'll kill something for dinner.

Chaos Warriors - Dark Elves (Team Satan)
What is your game plan?
Hate and Philippa in unison: To win.
Me: Anything more specific..?
Hate: Well, to destroy... annihilate... eradicate... obliterate... exterminate... and purge.

What are your hopes?
Philippa: To win!
Hate: Victory.
Philippa: And hopefully it'll go well.

What are your fears?
Hate: Philippa.
Philippa: Darn it. Oh well, that's usually the answer to that question...
Me: Any real fear then?
Hate: As in the opponents? Well... no.
Philippa: I'm fearing they'll kill my Hydra. I mean... it's my Hydra...

So, do you have any plan to counter his units?
Philippa: I got a Hydra. Other than that, I really don't know.
Hate: No not really. I haven't faced Ogres before, so I made a pretty generic take-all-comers list.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Philippa: Corsairs. Heh, nah just joking. Hydra. I mean, Corsairs are good-looking, but Hydra. And I hope he'll feed until he's full. Oh, and I like my Cold Ones too!
Hate: I would say my Chaos Lord. The very same that in the previous battle had the Eyes of the Gods upon him, even though he only was a meager Exalted Hero. And he still got his Juggernaut.
Me: So what do you hope he'll achieve?
Hate: Is that even a question..? To kill is the answer. Bloodshed.

Lists:
Ogres:

Lord:Tyrant w/ Ironfist, Sword of Anti-Heroes, Gut Maw, Giantbreaker - The General
Hero:Bruiser w/ Dragonhide Banner, Ironfist, Heavy Armour, Battle Standard Bearer
Core:6 Ogres w/ Ironfists, Full Command
6 Ironguts w/ Full Command, Banner of Eternal Flame
Special:4 Leadbelchers w/ Thunderfist
Rare:4 Mournfang Cavalry w/ Heavy Armour, Ironfists, Full Command

Tomb Kings:
Lord:
Liche High Priest lvl4 w/ Dispel Scroll, Scroll of Mighty Incantations
Hero:Tomb Prince w/ Armour of Silvered Steel, Dragonstone Pendant, Great Weapon - The general
Necrotect
Core:48 Skeleton Warriors w/ Shields, Spears, Full Command
15 Skeleton Archers
Special:20 Tomb Guards w/ Full Command
3 Necropolis Knights w/ Entombed Beneath the Sands
Rare:Casket of Souls

Dark Elves:
Lord:
Supreme Sorceress lvl4 (Shadow Magic) w/ Sacrificial Dagger, Dispel Scroll, Ring of Darkness
Hero:Master w/ Armour of Darkness, Crimson Death, Cold One - The General
Core:20 Corsairs w/ Additional Hand Weapon, Full Command
16 Crossbowmen w/ Full Command
12 Spearmen w/ Full Command
Special:Cold One Knights w/ Standard Bearer, Dreadknight
Rare:Hydra
Chimera (We let her play the Chimera because why not?)

Warriors of Chaos:
Lord:
Chaos Lord w/ Mark of Khorne, Juggernaut, Helm of Many Eyes, Sword of Bloodshed - The General
Hero:Exalted Hero w/ Battle Standard Bearer, Armour of Silvered Steel, Additional Hand Weapon
Chaos Sorcerer lvl2 (Lore of Fire), Powered Familiar
Core:15 Chaos Warriors w/ Mark of Tzeentch (MoT), Shields, Standard Bearer
15 Chaos Warriors w/ Additional Hand Weapon (AHW), Standard Bearer (Banner of Rage)
Special:5 Chaos Knights w/ Mark of Khorne, Standard Bearer

Pre-game:
Mission: Battleline.
Roll for magic:Tomb Kings has the Killing Blow Spell, the Protection Spell, the Attack Spell, the Movement Spell.
Warriors of Chaos has The Piercing Bolts of Burning, Fireball.
Dark Elves has Enfeebling Foe, The Withering, The Penumbral Pendulum, Pit of Shades.
Terrain:The terrain, with a pretty hydra in a pretty garden:
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Deployment:
Roll-off:
Team Satan wins the roll off and lets Bone Gnawers deploy their first unit first.
The Casket of Souls is deployed on the northernmost hill.
Team Satan insults the other team ("JUMP IN YOU FUDGING FOOLS!") while placing 15 MoT Warriors rather south, about 6 inches from the south hill.
Bone Gnawers places Skeleton Horde with Tomb Prince very centrally.
Chimera flies down close to the northern forest.
Skeleton Archers march up diagonally behind the Horde (And I dare assume this is to cast support magic).
Chaos Knights go to support the MoT Warriors, south of them.
Tomb Guard with Necrotectare placed on the other diagonal from the Archers (for moar support magics).
Crossbowmen walk up next to the Chimera. (And by now, it starts looking like it will be Tomb Kings vs Dark Elves and Warriors of Chaos vs Ogres... It seems pretty split up).
Ogres with Tyrant and Bruiser get's deployed straight forward from the Chaos Knights and MoT Warriors.
MoK Warriors then cover the Knights' other flank. Either that, or they'll just be in their way, it seems to me.
Leadbelchers are the next to get to the battle, positioning themselves south of the generic Ogres.
The Hydra gets driven forth in front of the house's garden (in which it is standing in the terrain picture. Personally I just think it wanna go home there again, but the mean Tomb Kings chased it out of there!).
Suddenly, wild Liche Priest appears! In the archer unit. Wow, I'm so surprised.
Hate deploys the Lord on Juggernaut in between the Chaos Knights and MoT Warriors, as a part of the Knight-unit. Straight in the sight of the Tyrant with Giantbreaker. Awesome challenge ensues.
Ironguts are placed on the other side of the woods from their fellow Ogres.
Corsairs are the next up, getting placed... Wait what, they are placed on the CHAOS SIDE OF THE BATTLEFIELD OMG! This is actually the first unit to be placed this way, every other unit has been grouped up with their brethren. And the Corsairs are straight ahead of the Ironguts.
Next skeleton chario-- err, Mournfang Cavalry, are placed (in an attempt to imitate the Dark Elf feat) beside the Tomb Guard. Not sure what they aim to do though. Kill the Chimera?
Now, only Team Satan have units left to deploy.
Exalted Hero go hugging the MoK Warriors. El wizardo of chaos goes to assure the Crossbowmen act nicely and join their unit. North of the Chimera, Dark Elf Spearmen move into position with their Supreme Sorceress while Hate goes searching for his family. I mean familiar. And then the Cold One Knights with Master place themselves even more north. Though what they're doing there I have no idea. They'll stand no chance against the Mournfang...
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Team Satan win the roll for deciding who gets the first turn, and decide that Bone Gnawers go first.

Turn 1 (Bone Gnawers):
Movement:
Forward is a good song by Angels and Agony imo (We go forward, forward~). Also, it well describes what happens. Skeleton Horde, Archers and Tomb Guard go forward. This is also true for generic Ogres, Leadbelchers, Ironguts and Mournfang Cavalry.
Magic:
Roll is 6 - 3, Casket of Souls grants 1. So 10 Power dice, 6 Dispel dice.
First spell in the air is the Movement Spell, successfully cast and moving the Skeleton Horde, Tomb Guard and Archers even more forward.
Next up: Extended Protection Spell, which is dispelled by Philippa.
Casket bound spell kills 2 Spearmen.
Shooting:
Leadbelchers, go! Firing at the Chaos Knights, but three wounds does not manage to kill any of them.
Skeleton Archers kills two Crossbowmen.
Close Combat:
Nope.
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Turn 1 (Team Satan):
Movement:
Charging attempts!
Chimera say ROAR and tries to charge the Tomb Guard. A swiftstriding 17" seals the deal.
And yet again everything goes forward. Except for Cold One Knights, who just wheel a little and then back up away from the Mournfang. The Supreme Sorceress' Unit seeks shelter in the woods, while crossbowmen simply hold their ground.
Magic:
4 Power Dice, 3 Dispel Dice. Powered Familiar grants another Power Dice, and so it's 5 vs 3.
First cast is Power of Darkness, granting 1 extra dice. 6 Power Dice, 3 Dispel Dice.
Pit of Shades is then cast on all 6 dice, but is promptly sucked up by a dispel scroll.
Shooting:
Crossbowmen fire their awesome volley of bolts at the "clusterf*ck" as Philippa lovingly described the Skeleton Horde. Pew pew! Actually, that's a lot more pew than I thought. 4 Wounds, and three 6+ saves saved later, 1 Skeleton die.
Close Combat:
CHIMAERARAREARAREA gets attacked. 13 attacks, and 6 of them wounds as Philippa begin to despair. However, saves keeps the Chimera alive with one wound. The Chimera exacts vengeance by killing 4 and then stomping 5 for a total kill streak of 9. Combat resolution kills another 6 of the Tomb Guard. Sweet.
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Turn 2 (Bone Gnawers):
Movement:
And now is the charging turn.
Mournfang charge the Supreme Sorceress and spearmen. Generic Ogres charges Chaos Knights. Ironguts charge corsairs.
Mournfang fail though. Ogres fail too. And even so the Ironguts.
EL CHARGOS DE LA MUERTE. 'Cept notrly.
Skeleton Horde shuffle forward, while Leadbelchers moonwalk to the side in behind the forest.
Magic:
6 - 1, Casket give 3. 10 Power Dice, 6 Dispel dice.
First off, the Attack Spell on the Tomb Guard, with 3 dice. All 6 Dispel dice go to stop it, and stops it indeed.
Next up, the Protection spell. Fail by 1 point, and concentration is broken!
Luckily, the Casket is there to provide a Power Dice dump, killing another 2 Spearmen.
Shooting:
Archers and Leadbelchers fire at Crossbowmen and MoT Warriors respectively.
Archers down another 3 Crossbowmen, while Leadbelchers fail to do anything at all.
Close Combat:
Ohshiiit, will the Chimera make it? Erik rolls... One wound exactly! AND THE SAVE FAILS NOOOOOOOOO! Chimera dead.
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Turn 2 (Team Satan):
Movement:
Charges:
Chaos Knights charge the generic Ogres. Personally I'm in favor of this, to witness the Chaos Lord facing the Tyrant. Ohyeah. And they succeed on their range! WOOH!
Regarding the movement, Hydra does not go back into its garden as I wanted it to (My friends tell that it's a naughty Hydra :c ), but instead choose to go alongside the fences and BURN THE SKELETONS! KILL THEM WITH FIRE! It actually ends up just an inch beside the Skeleton Horde, so they won't be able to charge it. Nice.
Sorceress' unit backs away from the Mournfang. MoK Warriors move up to the fence and spy into the garden at some unsuspecting pretty flowers. Cold One Knights does some weird side-dance.
Magic:
3 - 1 (again). Power of Darkness gets dispelled.
So it's 3 dice vs 2 dice now.
So what do you do? You do a IRRESISTABLE MISCAST PIERCING BOLT. At the Skeleton Horde, killing 6 of them.
Now for the miscast. Magical Feedback, 'tis, causing one wound on the Sorcerer and Sorceress.
Shooting:
Hurr durr Hydra flame. S5 Flame hitting 32 models. Wait wat. Eight of the dice are 1's though, so only 24 of the Skeletons die. And few of them remain.
Let's see if the Crossbowmen can keep up with the efficiency of the Hydra then.
Well, no. 3 wounds caused, three 6+ saves saved. Erik got some luck yo (except for that broken concentration thing, but oh well..).
Close Combat:
Lord challenges the Tyrant, who has to accept! Tyrant takes one wound, and is now punching back. I feel like the Lords demise is near. But the Chaos Lord saves both of the S7 wounds he got. So the Juggernaut bites back, adding another wound to the Tyrants lost wounds total.
Now for the units: Warriors roll their attacks with a grunt of disapproval from Hate, and to wound with a short shout of disapproval. And horses bite too. But they actually manage to slay two Ogres, who cannot into killing (i.e. they kill nothing!).
And Ogres break! And get run over, wat?! Well... That's the Ogres, and Tyrant.. And Bruiser Battle Standard Bearer. Yeah...
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Turn 3 (Bone Gnawers):
Movement:
Charges:
Ironguts fail their charges yet again, stumbling forward. Mournfang Cavalry too. Hurr durr... Is it just me, or is the Cold One Knights / Mournfang Cavalry flank war pretty lame?
Anyways, the bold Tomb Guard charge the Hydras flank! Excitement!
Leadbelchers turn towards the Chaos Knights.
Magic:
12 Power Dice, 6 Dispel Dice.
First up, Extended Protection Spell with a barely success! After some consideration, they decide to use their Dispel Scroll instead of dispelling.
So a movement spell is cast, and dispelled by 2 dispel dice.
Now, the Killing Blow Spell, and it gets through. Some Skeletons are raised, and this is followed by a Mighty Incantation-Attack Spell, Irresistably Miscast. Some wounds are regained, and the Liche Priest loses one wound.
Shooting:
Leadbelchers shoot they Knights they face, killing one of them. Sköll as raging at the damned Knights by now.
Archers however unleash a MIGHTY VOLLET OF (UN-)DEATH, killing two spearmen.
Close Combat:
Hydra handlers strikes! 4 attacks, 4 hits, 3 wounds, 2 dead. Fair, I'd say.
Retaliation! 1 Wound, saved, from the Tomb Guards.
HYDRA MAD! And by mad I mean killing Tomb Guards mad.

And now, with the Tomb Guard pretty much dead, the proud Tomb King finally realise his defeat and concedes. Bone Gnawers no longer see any chance to win this. They are severely weakened, forgot their Entombed Beneath the Sands and stand in a generally impossible position. The Hydra will Flank Charge the Skeleton Horde. Both the Chaos Warrior units are totally unharmed. Cold One Knights are too, and Chaos Knights pretty much. Ironguts won't handle the Corsairs and Chaos Warriors by themselves. So it's a concede.

Redux: What do you consider your biggest mistake? What have you learned?
Erik: No forgetting Entombed Beneath the Sands. Use Halbers on Tomb Guard. But they killed a Chimera. I'm proud of them.
Sköll: I held back too much, no holding back. I need to go for the guts, with the guts. I'll have to move farther ahead, and not being afraid of getting charged. The Mournfang Cavalry showed this very well.
Hate: I made some wrongs in the first magic phase. We should have done better and thrown some fire magics. I've gotten some basic understanding of Ogres. And Hydras are good.
Philippa: Hydra.

In my opinion though, this battle was won by some excellent manouvering more than dumb luck. Sure, some luck was had on both sides, but in the end the manouvering, particularily that of the Hydra to kill the Skeletons and keep the Mournfang away was the game-winner.
However, most importantly of all, the Hydra returned home.
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söndag 21 augusti 2011

The Battle at Bärnstensvägen!

The Battle at Bärnstensvägen
2000 pts of Tomb Kings vs. Chaos Warriors
Battle played out by Hate and Erik. Narrator is The Cornerfag.

Chaos Warriors List:
The Great Leader Carl is pushing his intelligence to the limit. So many options. Options, options. He talks loudly about trying something new. What sinister plan may he crack from the tome of Chaos Warriors?
The List:
Two units of 24 Chaos Warriors.
Add Hand Wep/ Shield MOK/MOT
Festus
Chaos Sorcerer with Dispel Scroll
Lore of Death
5 Chaos Knights, MOK
Exalted hero on Juggernaut, BSB, MOK, GW
Chaos Lord, Armor of Damnation, Father of Blades
10 Chaos Warhounds

Tomb Kings List:
The Battle has not yet started, and yet Tomb King Erik is facing a dilemma. There is only 300 points left before the 2000 pts limit. He cannot push in his Sphinx and and Casket both. Or will he drop his Necrotect?
The List:
Liche High Priest (lvl 4), Dispel Scroll, Scroll of Mighty Incantations
Tomb Prince w/ Great Wpn, Armor of Silvered Steel, Dragonbane Gem
Necrotect w/ Dragonhelm
49 Skeleton Warriors w/ Shield, Spear, Full Command
17 Skeleton Archers
10 Skeleton Horsemen
3 Skeleton Chariots
20 Tomb Guard w/ Full Command
3 Necropolis Knights w/ Captain, standard Bearer
Khemrian Warsphinx
Casket of Souls


Pre-game Interview:
Erik:
What is your game plan?
Go with the flow, hope that it works, using all my miniatures at my disposal.
Sounds good. What are your hopes?
Not to die so effing hard.
Oh... What are your fears then?
To die so effing hard.
I sense that you have faced his opponent before and lost.
Yes.
So, do you have any plan to counter his units?
My Horde will tie up something whilst the Tomb Guards take the flank, or taking a slightly safer route than the last battle, so as not to die.
Archers will KILL bad doggies. Or make pot-shots at Chaos Knights.
Cavalry will vanguard, hopefully towards a flank, charge anything except Chaos Knights.
Try not to let anything wander off alone. Also hopes the Casket will get to shoot, possibly at the Chaos Knights
I also hope to gain the Killing Blow Spell, to give the horde. Might also keep the Vortex Spell if I get it. Then just to throw buffs around.
Oh yeah, and the Sphinx will do shit.

Carl (Hate):
What is your game plan?
Kill him. Not his miniatures. Him.
On a bit on the serious side though (not that killing him wasn't serious), I'm trying out two new things.
Firstly, I'm trying out Festus, the Leech Lord because POISONED ATTACKS to my two-hand weapon unit sounds like a sweet... bloodbath. I'll see how it turns out.
Secondly, I'm trying out a Chaos Lord with Father of Blades & Armour of Damnation, meaning the enemy hits himself on 1s and must reroll all successfull to-hit rolls. (TCs comment: I call this the "Why are you hitting yourself?-build").
This however comes at the price of less than usual Sorcerers, only 1 level 1 (except for Festus).
That's nice. What are your hopes then?
To win.
That's a bit more optimistic than the other guy. What are your fears then?
I fear nothing.
That's nice. So, do you have any plan to counter his units?
Not really, but Poisoned Attacks are partially there to use against his Sphinx.
And my Exalted Hero on Juggernaut has a Great Weapon... Again, in case of Sphinx.

Deployment & Such:
Pitched Battle, "Last Man Standing" (i.e. Just play and have fun until someone is the winner).
Roll-off: 3,3 - 4,4 - 2,2 - 5,5. Then Erik wins on 1,4. He lets Carl begin deploying.
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Terrain Set-up

Carl deploys 24 Chaos Warriors (5 man wide, 5 man deep, Hand weapon and Shield, mark of Tzeentch and the lvl1 Sorcerer) slightly south of the Arcane Ruins.
Erik counter's with placing his horde straight in front of them (10 man wide, 5 man deep Skeleton Warriors with Tomb Prince).
Carl does not really know what to do, so he places his 8 man wide, 3 man deep unit (two hand weapons and Festus with them) just south of his other unit.
Erik counters with his Tomb Guard (7 man wide, 3 man deep, hand weapon and shield, with Necrotect)
Carl simply places his 5 Dogs north of his other units.
Erik places his Warsphinx just south of his Tomb Guards.
Carl places his 5 Chaos Knights behind his dogs.
Erik realizes he has no good spot to place his Chariots... So he places his Cavalry at the southernmost part of the table.
Carl places his other dogs just north of his... other dogs.
And after some rule-searching, we concluded that Chariots can move through obstacles, and so Erik places them just in front of one.
Carl places his Exalted Hero on Juggernaut with his Knights.
Erik places his Necropolis Knights just south of his Chariots, then proceeds to place his Casket of Souls between the Necropolis Knights and Skeleton horde as Carl places his other other Chaos Lord with the unit he placed first on the table.
TCs comment: Err, missed where Erik placed his Archers with Liche Priest south of the Warpshinx. Oh well. He did sometime during mid-deployment.

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Post deployment

Magic rolls:
Festus has Magnificent Bubous and Curse of the Leaper.
Chaos Sorcerer has Spirit Leech.
Liche Priest has the killing blow spell, the protection spell, the attack spell, the movement hex spell.

Turn 1:
Chaos Warriors:
Movement:

Everything moves forward in a nice line. How very Chaotic... Except for the dogs, who run off through the ruins, and the Chaos Knights who seek to take the battle to the Necropolis Knights and Chariots (along with 5 dogs).
Magic:
Carl gains 6 dice, Erik gains 4
All dice goes to Curse of the Leaper, with a score of 20, and Erik fails to dispel. His Horde now has the Curse upon them.

Tomb Kings:
Movement:

Same here, everything moves up. Chariots turn to face the Chaos Knights, and the Cavalry turn, aiming for the flank of Festus' unit.
Magic:
Erik gains 6 dice, Carl gains 4 dice.
Erik dispels the Curse, using 3 dice (gotta be on the safe side...), and uses his Scroll of Mighty Incantations, using 5 dice to cast the extended Protection Spell. However, not irresistable, but with a score of 20. In response, the Sorcerer lifts his scroll... And the Protection spell is promptly dispeled.
With only 2 dice left against Carls 4, his last spell is also dispeled.
Shooting:
Chariots fire and kills one dog. First blood to Tomb Kings!
Then, his Archers fires upon the Chaos Warriors, 3 hits, one wound... and the regeneration save from Festus saves him.
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Turn 1: Everything moves forward-ish

Turn 2:
Chaos Warriors:
Movement:

Carl ponders a bit what to do... He sees that his dogs in front of the Knights are in the Knights' way, so he decides to attempt a charge against the Casket of Souls, because well... "Kicks n' giggles", he says. It'll get them out of the way anyway.
Naturally, the roll is a WHA-- Erm, 12, so the charge... reaches. Some shouting about how "That's not supposed to happen!" occur, but this is obviously what happens when you kick and giggle.
So, it's settled that kicking and giggling is good, but surely the Knights can't get to the Chariots? I mean, you need another 12-- ... Nevermind. They charge too. Although, the price was one Knight dead due to Dangerous Small Walls.
Then, his Warriors tries their charges towards Tomb Guards / Skeleton Horde, but failing. Apparently, only charging long distances work.
Magic:
Carl get's the double 6's, gaining a full 12 Power Dice, Erik only getting 7 Dispel Dice... But Carl does not really know what to use the Power Dices for. He only has 3 spells due to running a magic-light list.
He opts to cast the Bubous-spell first, against the Sphinx, with 3 dice, getting it through. Erik lets it pass, and the Sphinx takes a wound.
Following Bubous, he casts Spirit Leech against the Sphinx, apparently for more kicks n' giggles. He using 6 dice, gaining himself the Irresistable Miscast, casing another wound on the Sphinx.
The Miscast causes a magical feedback, losing 2 of his 3 remaining Power dice, and his Sorcerer takes a wound.
Last spell is easily dispeled.
Close Combat:
First off, le dogs! They do no damage against the Casket. Oh well.
The Casket's Crew strikes back, killing three poor dogs, the last dogs rushes off, tail between legs. We opt to remove him... And so we do.
THEN, KNIGHTS. The Knight cause 5 wounds, and the Chariots receive no armour saves against these.. Then, his 4 horses strike (higher initiative than the Chariots), causing yet another wound. By now, 2 Chariots out of 3 are dead, and The Lord on Juggernaut causes a wound, while the Chariot wounds a Knight (saved, ofcourse). Then, the skeletal horses makes a wound, yet saved again. All Chariots, dead. The Knights rush straight forward in bloodlust, past the Necropolis Knights.
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As the Wolves die, the Knights kill the Chariots, while everyone else footslogs forward

Tomb Kings:
Movement:

The Warpshinx charges Festus's unit, with Tomb Guard back-up, and Skeletal Horsemen in the flank. That unit seems pretty... endangered to me, as in, soon-to-be-extinct. However, 3 Horsemen die on the way due to Dangerous Fences.
Skeleton Horde charges the other unit of Chaos Warriors.
Then, Necropolis Knights turns around, facing the rear of the Chaos Knights, and begin to stare them down... PREPARE FOR THE EPIC KNIGHTLY BATTLE.
Magic:
Erik gains 12 Power Dice, Carl gains 5 power dice. Things seem to be turning in Erik's favour.
First off, the Killing Blow spell on the Guards, with a score of 11. That'll give them killing blow on 5+, if Carl wouldn't have dispeled with ALL HIS POWER DICE. Ohyeah.
Next, extended Protection Spell. Success, and Tomb Guards, Sphinx, Horsemen, and Archers gain the 5+ Ward Save. Also, the three horsemen are now alive again!
Next, the extended Attack Spell! DOUBLE 6! Miscast! YAAAY!
The Skeleton Horde, The Guards, The Sphinx, The Horsemen and the Casket gains extra attacks. Then, roll for the miscast!
Magical feedback! Nothing takes any wounds, and he has already emptied his Power Dice Pool. Perfect turn!
Close Combat:
THE CHAOS LORD ROARS A CHALLENGE, and the Tomb King flees to the backer rows. BOOH! BOOH!
The hand weapon & shield-unit begins. 7 hits... and every single on of them wounds, with an abnormal amount of 5's and 6's. 3 Skeleton Warriors dies due to abnormally good saves, and the Lord strikes in RAGE (or maybe Carl, he seems a bit possessed by Khorne at those saves), killing another skeleton.
Next, the retaliation! A total of 29 attacks, dealing 5 wounds. However, Carl's 3+ armour, then 5+ ward shrugs off every attack. Combat resolution: Another 3 skeletons die.
Next combat: Festus's unit. The Chaos Warriors cough up a grand total of 31 attacks against the Tomb Guard. About average hits, and the total amount of wounds amounts to 17. Erik rolls his 6+ armour, 5+ ward, saving 9 of them. So 8 dead.
Then, three warriors (12 attacks) strikes against the Horsemen. 7 Wounds against the Horsemen, of which 5 die. Then, some remaining strikes at the Sphinx, doing nothing.
Next, Horsemen strikes, causing one wound, killing one warrior.
The howda crew of the Sphinx Killing Blows two Warriors.
Then, the Guards strikes a grand 22 attacks. With re-roll to hit, they miss only 2 attacks. That's 20 attacks left to wounds, with killing blow. 5 of them Killing Blows, and 6 wounds. Against the odds, Carl saves only 2 of the 6 warriors.
Necrotect also manages to kill a warrior.
And left is... the Sphinx. However, even with the Thunderstomp it does nothing.
In the end, the Chaos Warriors lose the great fight, but they do not flee, but they lose their Frenzy. Will they stand another round?
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everything just clashes together! Yay!

Turn 3:
Chaos Warriors:
Movement:

The dogs who the previous turn just stood in the ruins jump out, at the flank of the Skeleton horde! It's almost as if it was planned! And the Knights turn around to face the Necropolis Knights in the KNIGHTLY STAREDOWN.
Magic:
Carl yet again has some weird luck, gaining 11 Power Dice, Erik only having 6. It is worth to note that Carl is feeling really uncomfortable with all this weird luck.
The first spell to cast: Curse of the Leaper with 6 dice, only to get the Dispel Scroll treatment. Then, he has no other spell he is able to cast.
Close Combat:
He begins at the Horde - and the Lord roars a challenge in RAGE. The Champion answers. The Lord deals 5 wounds, and the Champion is dead.
Continuing with the rest of the unit, 13 attacks, 3 wounds, 3 dead.
And the dogs in the flank bites nothing, leaving only the Skeletal retaliation left...
8 attacks go to the dogs, killing all but one of them. Then they throw their 28 attacks against the Chaos Warriors, and 3 of them wounds, but all are saved. Only the Tomb Prince manages to cut down two of the Warriors. Combat resolution means that 4 more Skeleton die.
Next Close Combat: The Guards-Sphinx-Horsemen Vs Warriors.
21 attacks from the Chaos Warriors are directed against the Tomb Guards, dealing 7 wounds, causing 4 casualities. Then 6 attacks towards the Horsemen, 4 hits, 4 wounds... 1 dead, and Carl curses the luck of Erik. 3 attacks to the Sphinx does nothing, and Carl is getting more Khorne-possessed.
Now for the retaliation. Horsemen with horses kills 1 together, Howdah crew does 3 wounds, killing none. Guards, without the Hate to support them, does 1 Killing Blow, and 1 wound (the wound is saved). Sphinx deals 4 wounds, killing 2 Warriors. Erik wins combat due to courtesy of a Musician, but the Warriors hold their ground.
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Stuff die. Knights turn around. That's bout it

Tomb Kings:
Movement:

The Knightly Battle ensues! Necropolis Knights charges Chaos Knights (place your bets! Bets placed?! LET'S GO!)
And as the archers move forward a bit, Carl comes to the realization that Heavy Magic would have been slightly more fun.
Magic: Erik rolls up 11 Power dice, gaining the 12th from his Casket, with Carl having 6 dispel dice.
First cast: Killing Blow spell on the Horde, Carl trying to dispel with 3 dice but failing. That battle now seems almost hopeless for Carl. This also lets the Horde unit regain their Champion.
Then, extended Protection Spell, with 5 dice passes. This time, the Horde also benefits from it. Horde, horsemen and Guards regain some models too.
Then, Erik casts The Attack Spell with 5 dice, but Carl dispels with 3 dice on a double 6.
Close Combat:
The Exalted Hero on Juggernaut ROARS A CHALLENGE TO THE NECROPOLIS KNIGHTS IN RAAAAGEEEEE.
...
RAAAAAGEEEEE.
Even Carl roars.
For real.
Though we reserve that battle for later. For now, it's the Sphinx-Guards (the horsemen are out of the combat due to the first line no longer reaching them) Vs Warriors.
Warriors strike 18 attacks against the Guards, causing 9 wounds, 4 of which are saved. They strike back, dealing 1 Killing Blow, and 2 Wounds, but both wounds are saved. The Howdah crew deals 1 Killing Blow, and then the Sphinx kills nothing, but only 2 warriors and Festus remain.
Next up, the Horde vs Warriors. The Warriors strike the Skeletons, killing 7 of them. Then 1 Skeleton Warriors strikes down the lonely dog dead, while 26 attacks from the Skeletons strike at the Warriors.. With Killing Blow. Dealing 1 wounds. Oh.
Is it just me, or is this strange luck-bad luck shifting between the players?
Last left: Tomb Prince, strikes, 3 wounds, 3 dead. Final resolution: 4 more dead Skeletons. This really is the battle of attrition...
NOW, THE KNIGHTLY BATTLE!
Chaos Knights, not having the charge deals 6 wounds, with Erik only managing to save 1 of them.. Resulting in one dead Necropolis Knight, and one rather wounded. Then, the Horse bites the next Necropolis Knight to death... And only the Challenge remains!
The Necropolis Champion strikes first (courtesy of the Heros Great Weapon), dealing 3 wounds, all of which are saved. The Serpent bites 2 poisonous, but both of them are saved too. The Lord promptly proceeds to slaughter the enemy Knight, and the Chaos Knights are free to roam and kill some more dead.

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Well... Not much difference from the last picture. Except for that the TK Knights teleported away

Turn 4:
Chaos Warriors:
Movement:

The now-free Knights measure the Charge towards the Casket, but deem it too far away. Rolling 13 on two d6 is not the easiest of tasks. They opt to only move forward.
Magic:
By now, the great wind of magic has passed (seriously, what was that? Both players seemed only to get ratings over 10!?).
But now, both players receive only 3 Power Dice, and Carl doesn't even get his spell cast. Underwhelming...
Close Combat:
Chaos Lord shouts his CHALLENGE IN RAGE to the Tomb Prince of the Skeleton horde, but the Champion accepts in his stead, again. But he doesn't manage to kill the Champion in some weird fashion, and not even Father of Blades manages to kill his opponent (even though it wounded him). Now for the rest of his unit, and the incredibly bad rolls manages only 1 wound... Which, ofcourse, is saved. Some bad words start flying in the room, which a best left unmentioned (the worst one being "not fun").
The Horde strikes back, 2 Killing Blow and 2 Wounds kills a total of 1 Warrior, and the battle is even. Musician gets the battle in Eriks favour yet again, but the Warriors hold their ground.
In the other unit, things go a... little better. For Erik, that is. 4 Wounds are dealt, although only 1 warrior die.
The Tomb Guards kill off 2 Warriors, leaving only Festus left... Who promptly is killed by the Necrotect. The Tomb Guards, Warsphinx and Horsemen are free to further pursue their interests.
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Alas! One unit of CW dead, and the Knights are moving!

Tomb Kings:
Movement:

Tomb Guards try their luck at flank-charging the Chaos Warriors beside them... And fail. Warsphinx move forward a bit and turn, it too against the Chaos Warriors. Archers move a bit forward.
Magic:
Tomb Kings gain 10 Power Dice, Chaos Warriors holds 6 dispel Dice.
First: The Killing Blow Spell, cast on a 9 on the Undead Horde. Carl lets it pass, and some Skeletons are resurrected.
Second: Irresistably cast Protection Spell, extended, with 6 dice. Models in the Horde, The Guard, and The horsemen are brought back.
Miscast is Magical Feedback... Again. But only 2 Power Dice are lost, and no one is harmed.
Close Combat:
First up, Chaos Lord vs Champion challenge. Father of Blades gets the Champion to kill himself with a Killing Blow, lol.
Next, Warriors strike. 4 wounds concieved, 3 dead.
Retaliation from the skeletons brings about 19 attacks, and the demise of 1 Chaos Warrior. Then, their great King goes forward, taking down 1 Warrior. Turn end.


Turn 5:
Chaos Warriors:
Movement:

The Knights charge the poor casket in front of them. I do not believe it will last long.
Magic:
Carl is not able to cast anything, due to the sorcerer being in Close Combat.
Close Combat:
Chaos Lord challenges the Tomb Prince, who runs away. So... We move to the Knights, who promptly blow up the Casket (sounds like some medieval terrorist attack to me... But seriously, it exploded), but nothing is caught in the explosion, and the Knights overrun!
Then, the Chaos Warriors unit. 13 attacks, 7 wounds, 4 deaths. Then the Lord swings his axe, bringing down 1 Skeleton.
The skeletons strike back with 18 attacks, and... 1 wound, along with 2 killing blows are brought of which Carl saves none. 3 Skeletons die in the combat resolution.

Photobucket
As the Chaos Knights destroy the Casket, Tomb Kings fail all their Charges

Tomb Kings:
Movement:

The Tomb Guards wanted to charge, oh how they wanted to... But there was a Sphinx in the way that they could not pass beside, it was too narrow. And the Sphinx could no longer see the Chaos Warriors, so it too could not charge. The Horsemen could not move, everything was in the way... So everyone just shuffled around, Tomb Guard facing the oncoming Chaos Knights with the Skeletal Horsemen to aid.
Cluttered board, I say.
Magic:
Erik gains 9 power dice, Carl gains 5.
The Killing blow spell passes unnoticed by Carl.
The Attack Spell is cast upon the Horde. Carl dispels it using 3 dice.
Erik casts the Protection spell upon the Horde, and Carl lets it through.
Lastly, the movement hex upon the Knights... which fails.
Close Combat:
CHALLENGE, the Lord roars once again at the cowardly Tomb Prince, and once yet again he sends his champion to take the battle. No one of them damages the other. Again. Eh.
Then... The Warriors strike. 4 Wounds, 1 dead.
The Skeletons and Tomb Prince manages between them bring down a total of 1 Warrior, and the Warriors hold the ground against the horrifying music the Skeletons play... again.

Turn 6:
Chaos Warriors:

The Knights commence their charge against the Archers with Liche Priest, and succeed.
Close Combat:
The Chaos Lord on Juggernaut ROARS A CHALLENGE IN DEFIANCE against the Liche Priest. Who declines. Is it just me, or do the characters in the Tomb Kings army never accept?
Anyways, the Knights manages to bring down eight skeleton warriors, and only the Liche Priest survives after crumbling, with one wound remaining.
Then, the Chaos Lord against the Champion.
AND NOW, (BRACE FOR EPIC), THE CHAOS LORD KILLS THE CHAMPION.
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YES, YOU HEARD ME, HE KILLS THE CHAMPION! OVERKILL 1.
CARL IS BURSTING INTO TEARS OF MANLINESS AT HOW MANLY HIS LORD IS.
THIS IS INCREDIBLE, FOLKS.
So to say, both I and Carl are tired of seeing the Champion survive the challenge.
Then, the rest of the warriors strike. Killing one skeleton. Sigh.
And in the retaliation, Carl manages to save all three wounds (two of which were Killing Blow) that the skeletons threw his way.
Photobucket
Only the Liche Priest stands before the mighty Chaos Knights

Tomb Kings:
Movement:

EVERYTHING CHARGES.
Really.
Tomb Guards Charge Chaos Knights.
The Horsemen charge the Chaos Knights.
Warsphinx charges the Chaos Warriors.
Magic:
Erik gains 10 dice, Carl gains 6.
The Killing Blow spell is cast first, upon the horde. bringing back the pesky champion. Carl lets it through.
Then, the attack spell upon the horde. A score of 15 , and Carl goes at the dispel, succeeding.
Lastly, the protection spell is cast upon everything.
Close Combat:
Now, the Skeleton Champion challenges, and Chaos accepts... The Sorcerer that is. Idk. Oh well. We'll see about that.
... Nevermind, he just killed the Champion.
Now, the Lord realizes how bad he has been, when faced with the combat prowess of the Sorcerer, and decides to kill 3 Skeletons.
Heck, even the Chaos Warriors decides to cause 7 wounds.
6 are saved though, and only 1 dies.
Next, the Howdah crew killing blows a warrior, the skeletons none, and the Sphinx brings down 4 of the warriors. Yet, the Chaos Warriors does not relent.
Then, the Chaos Knights punch the Tomb Guards, breaking 6 of them in pieces. The Juggernaut kills one Horseman.
Then, the Horsemen get mad and fights back. Doing nothing.
The Guards manages to killing blow one of the Knights. And the second last model to deal his blows is the Chaos Lord.
Who fails to do anything.
THEN, THE MIGHTY JUGGERNAUT STOMPS THE LICHE PRIEST TO DEATH, AND THE EYE OF THE GODS IS UPON HIM. HE NOW HAS LEADERSHIP 9. OHYEAH.
All but one Horseman dies to combat resolution, and all Tomb Guards die.
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Getting a bit empty on the board...

Turn 7:
Chaos Warriors:

All is locked in Close Combat, so therefore...
Close Combat:
Horseman dies.
Then, the Chaos Warriors vs Sphinx and Horde.
The Lord strikes, destroying 2 skeletons, while his brethren chop up 3 skeletons, who in response killing blows one Warrior. Then, the Sphinx's howdah crew brings about the demise of yet another Chaos Warrior, and the Sphinx itself kills 3. Music defeats the brave Warriors of Chaos, but yet they stand their ground.

Tomb Kings:
Close Combat:

Tomb Prince flees even before Carl has had the time to issue his challenge, and then, fighting commences.
Warriors bring 4 wounds to the Skeletons, who passes 3 parry saves, meaning only one skeleton dies.
Then, the Howdah crew strikes at the Lord, who has made his way to the Sphinx... Managing to place two wounds upon the Sphinx... BAHAHA. Erm, no, seriously, they did. Dat father of Blades.
And then the Sphinx hits itself 2 times, wounding itself 1 time. PFFTT. Sphinx killing itself.
And then, Erik concedes. He sees that the Knights will come from behind, and kill his Skeleton Warriors, while his Sphinx dies this turn in Combat Resolution (after hitting itself way too much).
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The last moment of the battle, seconds before the Sphinx die
The end.

Then, Erik and Carl commence and talk about the mistakes and such.
First off, Carl realizes he should have taken the Banner of Rage, instead of the banner he forgot to use (some sort of lazorbeam banner), for the Festus unit.
And he did not really like Festus tha much. He would rather have his lvl4 Sorcerer.
Then, there were too many cases of forgetting Fear. It would have made a difference, perhaps.
The terrain was also a bit in the way. The Arcane Ruin should have taken up less place. We should buy a hill.
We all three agree on that luck was a pretty... disrupting factor. It went up and down rather harshly.
Chariots and Necropolis Knights both failed to do anything, and we believed the Knights were used incorrectly, and the Chariots did not get their charge, therefore they did nothing. We figured the Knights would fare better against enemies with a bit lighter armour.
Also, having buried beneath the sands could have helped, for the Necropolis Knights. An element of surprise, and more deployment does help, plus a very potential rear charge.
Erik also notes how he should have more Tomb Guards, replacing... Something.
And that concludes the Battle of Bärnstensvägen.
Also, most memorable moment:
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torsdag 16 juni 2011

Fantasy Batrep Warriors of Chaos VS Vampire Counts 1500p

WARNING: THE FOLLOWING BATREP CONTAINS NO ILLUSTRATIVE MATERIAL. THIS BATREP SHOULD NOT BE READ FOR EDUCATIONAL PURPOSES. YOU HAVE BEEN WARNED!


Warriors of Chaos
Note: I'm writing this from the top of my head since I didn't save the army list anywhere.

Lords & Heroes

Sorcerer Lord
Lvl 4 Wizard
Power Familiar
Dispel Scroll
Bronze Armor of Zhrakk

Exalted Hero
BSB, Add. Hand Wep.

Exalted Hero 204
Mark of Khorne, Juggernaut of Khorne
Collar of Khorne, Add Hand Wep.

Core

12 Warriors of Chaos
Standard bearer w. Banner of rage
Shield, Mark of Tzeentch (yeah I know Frenzy removes parry saves..)

12 Chaos Warriors
Mark of Khorne
Add. Hand Wep.
Standard Bearer

Special

5 Chaos Knights
Mark of Khorne
Standard Bearer

Vampire Counts
This was my first ever Fantasy game, so I might have a few mistakes done along this match...
Lord:
Vampire Lord w/ Beguile, Infinite Hatred, Blood Drinker, Walach's Bloody Hauberk, Enchanted Shield (In hindsight I noticed that you cannot have a magical armour and shield. However, for only 5 more pts I could have taken a Flayed Hauberk and Talisman of endurance, resulting in the same saves... So not much harm done).

Hero:
Necromances w/ Vanhels Danse Macabre, Book of Arkhan - 105

Core:
20 Ghouls w/ Ghast
27 Skeletons w/ Full Command, Spears
Corpse Cart

Special:
19 Grave Guard w/ Great Weapons, Full Command, Banner of the Barrows

Rare:
Black Coach

1st turn goes to Vampire player, The Cornerfag.
I had my Black coach covering the right flank, seeking to remain alive until it hade some more juice in it. Left side was Ghoul side, with the Necromancer among them. Then Corpse Cart, Grave Guard with Vampire, and Skeletons in that order, left to right.
I wanted the charges, so I decided to only move slightly up, hoping that he would move against me and provide me with the charges. Ghouls go around a tower, and Black Coach stays a little behind.
Magic Phase was fail phase. His Sorcerer Lvl 4 Wizard (Sorcerer Wizard, wat?) Dispelled. And nothing exciting happened, except thjat my Coach ate a dice.

Chaos Turn 1, Hate
Let the carnage commence....
Basically I just moved up my front line, trying to get as many charges in next turn. During the magic phase we rolled up a 6 and a 3, so 10 dice for me. The first spell i tried to cast was Treason of Tzeentch, aiming for the tomb..temple.. Ehm Grave Guard, with two power dice.. The result was a (not-so-very) glorious snake-eyes, my chaos sorcerer was obviously busy scheming great plans instead of concentrating on casting spells, so I passed the turn back to my undead adversary...

Vampire Counts, Turn 2
Alright, I had some possible charges to do... Or well, two. My Skeletons were close to the far right unit of Chaos Warriors, and my Grave Guard had their sights set on the other unit of Chaos Warriors. The Black coach had by now devoured two dice for his power-up, so I decided for him to move inteo the fight.. However, fearing his wolves in the right flank, The Coach stayed behind the Skeletons, at a safe distance.
The Skeletons got their charge, but the Grave Guard failed ofcourse. Ghouls moved up a bit.
My main problem was that if I didn't do anything, his Knights would be crashing into by Grave Guard Line on his turn.
My solution came with my magic phase. I actually got through with casting Winds of Undeath, creating a spirit host in front of the Chaos Knights (and got to kill a chaos warrior or two as a bonus!), blocking their charge.
The Skeletons didn't manage to defeat the Chaos Warriors, but they sure did hold them there. And with that, I passed the turn to Hate.

Chaos turn 2
Yes... Everything went just as planned...
This turned I charged his Grave Guards with my chaos warrior, 'twas a mistake to do this without support from the knights, but I underestimated their prowess. And yeah.. The knights charged the spirit hosts.. Yaaaaay...! Also.. I forgot to move one of my warhound units.. Hmm... Maybe I should've brought the attack dogs and not the guard dogs .. Oh well.

During the close combat phase my brave exalted hero challenged the fancy-pants vampire, who actually dared to accept.. So they fought each other and both wounded once.
... And then my Chaos Warriors Fighting the Grave Guards got clobbered... Taking some rather heavy casualties. The Knights Slaughtred the spirit host and my other unit of Chaos Warriors broke some bones, making the other unit of skeletons lose most of their unit.

Then I shipped the turn back to my vampiric nemesis.

Vampire Counts, turn 3

Now, taking a look at the table, I decided I still didn't want those Knights crashing into my Grave Guard lines, and my Ghouls had a pretty nice reach to their flank.. Which they reached.
In the magic phase, it was just my Corpse Cart, having been held back, that cast his Miasma of Deathly Vigor, giving the Ghouls and Grave Guard Always Strikes First (which in the Case of the Grave Guard cancelled out their ALways Strikes Last, and had them striking at I3 instead. Woo!)
My Skeletons managed to get in a few kicks and punches, but nothing too dramatic.
The Ghouls were AMAZING. Kinda. They did actually manage to wound the Lord on Juggernaut, before getting some of their brethren gruesomly killed, while the Necromancer stood the farthest back, looking at his boots in shame of not daring to accept the challenge.
My Grave Guard kept dismembering his Chaos Warriors, while my Vampire won the challenge, regaining his own lost wounds and one or two for the Grave Guard unit.
And I shipped turn to Hate.

Chaos turn 3
Mwhahahaha....
This movement phase wasn't very dramatic. All of my relevant units were still locked in combat, so I just moved my warhounds into a better position.
In retrospect.. This turn wasn't very dramatic at all.. Ehm... Very well.
During the close combat phase my last chaos warriors fighting the grave guards were utterly destroyed to oblivion (note that some still survived.). But the foolish count didn't remember that blood only makes the blood god stronger.. Mwhahahha..
My Exalted hero on the juggernaut slayed a huge number of ghouls, and the other unit of Chaos Warriors (finally..) destroyed the unit of skeleton warriors, then reforming so that they were facing the Grave Guards.
Then I let my noble enemy have at it in his next turn.

Vampires, turn 4.
Well, this is were things started going downhill. With the skeletons dead (HURR), I decided for my Black Coach to charge the Chaos Warriors' flank, hoping to, well, do something. Other than that, there wasn't much for me to do.
Nothing in the magic phase, really.
Grave Guard bashed major warrior brains, who fled. Baha, bye!
Black Coach underperformed... Although he did live to tell his underperforming tale, but oh well. Atleast he had the Warrior unit away from the Grave Guards.
Ghouls just flew around in nice, red arcs of blood to the swings of the JuggerLords axe.
And turn shipped.

Chaos Turn 4
All that I was able to move this turn was the two units of warhounds. So I released the guardogs, charging the Black Coach, and the other hound charged it to, in the rare and in the flank.
Then there's the magic phase:
Then there was close combat. Unsurprisnigly, the black coach was no match for my viscious dogs.. And chaos warriors. The Exalted Hero slayed another bunch of ghouls.
Then I decided that my vampiric antagonist could have his next turn.

Vampire Turn 5
Well, I needed some major attention from the dice gods to turn this. But you may always hope for smoething awesome to happen, and so a kept playing.
Grave Guards with my the Vampire charged the Knights. DIE, KNIGHTS, DIE!
My Corpse Cart decided to get the Chaos Warrior unit in the flank.
No magic this turn either.
Unsuprisingly, my Grave Guard didn't disappoint me this time either, as they killed most of the Knights along with the Vampire. I'm not gonna lose without a fight. Also, the dooder on a Juggernaut killed of the last remnants of the Ghoul unit.
Atleast the Grave Guard had that in mind. The Corpse Cart decided just to lull around in the Chaos Warrior unit and well.. stomping some grass, swatting some flies. Whatever undead carts do in their spare time, when deciding not to kill the enemy.
And turn was shipped, for what I suspected to be the last time.

Chaos turn 5
My movement phase was pretty much the same as the last. I CHARGED THE CLOSEST 4-WHEELED(-ISH) THING NEARBY. This time it was a cart, and it was filled with corpses.
Then I gladly continued to my magic phase.
Then there was close combat. My Exalted Hero challenged the Vampire, who accepted. Then the Exalted Hero bravely sacrificed himself to the blood god, making the charge of the warriors even mightier. One brave knight still held against the undead horde.. ehm.. Regiment.. Ehm.. pack. And yeah.. The corpse cart was no more.
And then I let the brave Cornerfag begin the end in turn 6.

Vampire turn six.
Grave Guards died. The end.
WOOOH.

Redux, Hate
This game was great, really close and brutal. Lots of dead stuff - Making it an awesome warhammer match. The things I would have done differently... First of all.. I wouldn't have tried to cast a spell that doesn't do anything against targets that are immune to psychology and then fail it... Other than that, the game was pretty straight forward, allthough I probably should have deployed one of my Warhound units differently. But all and all: Good game.
Ave Victoria!

Redux, The Cornerfag.
Well, this was my first game of Fantasy, so I was bound to make mistakes.
My main mistake, I think, was the inclusion of Black Coach and Corpse Cart was a waste imo. They are now switched out for other stuff in my general list.
Other than that, I'm pretty proud of myself. The Grave Guard were as cool as I'd hoped, they'll be a mainstay of my army.
Otherwise, I was pretty much as satisfied as Hate. It was a even, good match. Yay!