Saturday, December 13, 2014

750 Points Warriors of Chaos V 750 Point DoC

Fresh off the Night Goblin thrashing, we decided to play a more...competitive game, lets say. So using models at hand, I built the following:
Level 2 Sorcerer, lore of tzeentch.
17 Chaos Warriors, shield, full command, mark of tzeentch
5 chaos knights, full command, ensorcelled weapons, mark of khorne

I put my wizard behind the hill on my left, the warriors opposite his Crushers and 'Nettes, and the Knights on the extreme right hidden by the forest. He used the same setup as before; from my perspective, the cannon on the hill on my left, the Crushers in front and 'nettes behind them more or less centrally located. He again won first turn.

DoC Turn 1
Crushers moved forward a bit, 'Nettes followed them, I shut down his magic. His Cannon would not be denied, taking out 4 Chaos Warriors.

WoC Turn 1
I moved my knights around to use the forest in the center of the field as cover from his cannon. He returned the favor by shutting down my magic.

DoC Turn 2
He had a conundrum of how to get a shot at my Knights without leaving his Crusher flank exposed. It was going to be tough. Finally he marched the Crushers forward towards my Warriors and floated the the 'nettes around to face the Knights. The cannon was blocked from all. I shot down his magic.

Woc Turn 2
Ironically, about a week ago I mentioned I had never seen a game changed or the outcome determined by magic.

The Knights charged into the 'Nettes, passing dangerous terrain tests by 2 of them for passing through a forest. He blocked my first spell, but then I got off Infernal Gateway with Irresistible Force on his Crushers. And rolled an "11" for S, then a 15! for number of hits...15 S10 hits! It did 6 wounds when he was done rolling saves...two crushers gone, game changed.

He slew one Chaos Knight but the champ slew his champ in a challenge (gaining +1 I on the Eye table) and  the other knights largely fluffed their rolls but won by 3 or 4. He passed his Instability test. Which, by the way, should have been steadfast...we forgot but it did not matter.

DoC Turn 3
With one crusher, he headed off to try to join the 'nettes v Knights since one Crusher could not take on 13 Chaos Warriors alone.

 I shut down his magic...again. His cannon shot down 3 more Chaos Warriors. 7 so far...ouch.

In challenge, my Champ slew his Herald and gained another pip of Initiative. this time he melted down to one Nette left after instability as he took about a half dozen casualties from combat and more from the results. Best outcome for him, pinning my knights in place.

WoC Turn 3
I moved my warriors forward. he shut down my first spell but Infernal Gateway finished off his Crusher. That is right, magic wiped out an entire, powerful unit for me. Oh yeah.

Knights killed the last 'Nette...which was bad...

DoC Turn 4
The Skullcannon charged the knights...and killed 3 with Impact Hits. I wounded it once. He could not wound the unit champ but he broke and got run down. Which was bad...

WoC Turn 5
His overrun gave me the Skullcannon flank. I took it. He did in a couple warriors, I put a couple wounds on him, he died to instability and got tabled.

What Went Right
Magic. The Chaos Warriors v 'Nettes I am usually going to win. I am not sure my Champion killing his Herald is a given...he had ASF with first his unit champ, then herald...but not an upset, really, either. But taking out 2/3rds of his Crushers before they could charge with magic was awesome. And finishing off the third was icing on the cake.  My Warriors hitting his Cannon in the flank was a gold mine because I got so many attacks I was able to win the combat.

What went Wrong
First, losing 3/4 of my Knights to Impact Hits meant they had no chance against the cannon. Second, his shooting was brutal, taking out masses of warriors. Had the Crushers not been magic-shredded, he would have wrecked the Warriors (we ran the scenario live a couple times and math-hammered all turned out the same. Crushers who charge Warriors win) and the cannon and Crushers v my Knights would be clear win for him.

Fun, entertaining game.

Saturday, December 6, 2014

750 points Goblins v DoC

Space Monkey and I threw together a last minute game. I don't have all my models here at the house, a lot are out at Fixed Dice's I decided to make an all-night Goblin army.

Night Goblin Shaman, Lvl 2
20 Night Goblin Spearmen w/full command, 2 fanatics
20 Night Goblin Bowmen w/full command, 2 fanatics
10 Spider Riders with Short Bows
Mangler Squig
8 Squig Hoppers
and the one non-Night Goblin, a Doom Diver

He brought a Herald giving ASF in a unit of daemonettes, 3 bloodcrushers, and a skullcannon.

I put the Spider Riders on the left, had a hill in between, then the Mangler Squig in front opposite his Crushers who were in front of the 'nettes, my Bowmen behind them, to their right the Squig hoppers in front with the Shaman in the Spears behind them, and to the right my Doom Diver. He threw the Cannon on the hill on his right (my left) and off we went.

DOC Turn 1
The cannon hit the mangler and killed it, taking 4 Night Goblins with it...which did not matter because, seeing a unit destroyed, they panicked and ran off the table as did the Doom Diver.

Night Goblin Turn 1
The Spider Riders advanced and fired at the 'nettes, doing no wounds. The Squig Hoppers bounded forward...4". On 3d6. Hmm. I drifted left with my Spearmen, tried some magic, but lost concentration.

Doc Turn 2
His Crushers charged my Squig Hoppers. The fanatics released and missed him by about a sixteenth of an inch. I did one wound with the Hoppers, he killed all but one and that one fled. I forgot to test for the night Goblins for unit breaking. Oops. His Cannon took out 3 or 4 more Night Goblins.

Night Goblin Turn 2
Spider Riders failed animosity and moved straight towards his 'nettes. Night Goblins tried to face his Crushers. The Fanatics planted themselves into terrain and died. The Spider Riders again did nothing with their bows.

DoC Turn 3
Nettes moved around, crushers turned to face my unit of Night Goblins. He charged the Spider Riders who fled planning to regroup and shoot. His winds chart did a wound to his herald.

Night Goblin Turn 3
Spider Riders failed to rally. magic Vortex went off, doing a wound to the 'nettes.

Doc Turn 4
Crushers charged the Night Goblins, 'nettes declared charge on Spider Riders who fled off table. He hammered me in combat, I fled, got run down and tabled.

What Went Right
Though I forgot to use his Mushroom, having a level 2 was funny. He did manage to put one casualty on the DoC...the only actual casualty they suffered.

What Went Wrong
Having LD5 on most units (Riders had 6) meant his opening salvo essentially ended the game. The Mangler and fanatics were all I had that were even a slight threat. I called off the turns slightly incorrectly because I fired 3 times with the Spider Riders, though never did a casualty with them.

I wanted to try out an all-night goblin army. It is not a good idea and will not be attempted again...but it was fun.

Also, I really dislike the new google feature which is why no pictures. I have several on my phone but getting them on here is not functioning.