Showing posts with label Warriors of Chaos Versus Lizardmen. Show all posts
Showing posts with label Warriors of Chaos Versus Lizardmen. Show all posts

Monday, May 23, 2011

3500 Warriors of Chaos versus 3500 Lizardmen, Watchtower Scenario

After the experiment with the wizard on the dragon, I wanted to try an actually Chaos fighter lord on dragon. With the Ogre Blade, mark of tzeentch, Enchanted Shield and Talisman of Preservation he ends up having a 1+ armor save, 3+ ward, 7 S5 attacks, 6 strength 6 attacks, dragon breath and thunderstomp. He should do a number on infantry blocks and is quite capable of going after war machines, tough monsters, etc.

I actually like this build so much I am going to name him. Mithridates will make a come-back, and the dragon will be called Phangoria. Look it up. It is funny.

So when we decided to play an all-night game prior to me flying out to Nebraska, I was hoping it would be big enough to try him out.

We ended up rolling for size and 3500 came up. Score! Of course, fitting him him meant I would be susceptible to strong magic. I would have at best a level 2 wizard....

With over 700 points tied up in one character, I put in my normal BSB, a couple of level 2s marked with tzeentch, one with dispel scroll and the other with infernal puppet.

After fiddling around with points I ended up with a block of 20 chaos warriors with shield and tzeentch, a 14 warrior with khorne and great weapons and 2 marauder horsemen with throwing axes. I also had an h-cannon, warshrine, dragon ogre shaggoth, and 5 man and 10 man knight units. Whoops...due to points I had to drop the  10 man down to 5.

I like this build. If it is a straight up fight I just need to push forward and get into the right combats...hold them up with my 3+ save, 5+ ward Warrior block and blast the flanks with my hard hitting units while the Shaggoth and Dragon go after hard targets.

If blood and glory I have 4 units with banners, the BSB and my general. And if the Watchtower, if I get to set up in it, 20 Chaos Warriors with 3+/5+ re-rolling on an 8 are going to be hard to shift. I can use my other units to keep them from getting attacked.

Time to set up the field.

The field ended up being a bit...well, I thought at the time we had kind of blown the set-up. The center of the table was kind of crowded but there was little or nothing affecting the deployment zones. Too much of the terrain was next to each other. After the scenario, though, I think it was quite well set up. Had a nice impact on mobility.

They were taking a dual slann list. One had Life (?), the other metal. They had I think 3 other 10 man saurus blocks, a bik skink/kroxigor block and a couple units of skinks. Also the Engine and another stegadon.

As is typical for me when I see such a list, I immediately start thinking of its strengths. This army is quite well set up to crush my Warriors. I despise the lore of metal. It essentially removes my army wide strength of armor. Wish I had some lore that did not allow enemy armies their specialty....that removed ASF for high elfs, hatred for dark elves, cold blooded for lizardmen, etc. Saving grace is they have to be cast successfully. Downside is...with +2 to cast and the Slann abilities to add a die to every spell...I could be in a world of hurt.

Add to that the Engine allowing no armor saves and they have the potential to do a large amount of unstoppable damage that I can do nothing about. I just have to hope I can minimize that.

It used to be the Saurus would not bother me. I used to argue that they would sub-par and over-cost, that they did not do enough damage against weaker troops (say...empire state troops) and were as weak as state troops against stronger troop choices like Ogres. If there is one thing the Warriors are strong on, it is high quality troops.

Ironically, it was my brothers who convinced me the Saurus are better than I believed and a threat even to the warriors. So I am concerned. The skinks will cause me lots of saves which I tend to fail in large quantities, the Saurus outnumber me and their temple guard seem to be a valid threat to even my Warriors, they will dominate the magic phase and I could be in trouble.

I roll a 5 to snag the tower. I am happy. I already have my plan formed. I am going to throw my tough block into the tower, then tie up his other units and hope the game ends on turn 4 with me having 1 or 2 Warriors left in the tower.

I know that is all that matters. I can lose every guy I have except one. As long as I have one guy left but he is in the tower I will win. So that is the plan.

Then they spoil my plan by rolling a 6. "Fortunately" the only unit they have to put in there is a 10 Saurus block. I figure to be able to kill them...but will I be able to then occupy the tower?

I throw the 2 Marauder Horsemen units on the right as a feint. Everything else I plant right around the tower. My bog block of 20 is directly opposite the tower. The 14 khorne great weapons are to their left, the 5 man knights to their right in front with the 10 behind, the Shaggoth right of that and the cannon out to the side to get a line of sight. I plan to drop it on the Metal Tempe Guard/Slann unit hoping to get lucky.

I get to go first.

Warriors of Chaos Turn 1
I want to soften up the tower and do not want to use my Warriors to do it. I want to keep them protected as long as possible. I think it will take 2 turns to wipe out the Saurus in the tower. I also forget the rules....I start moving other units to block him off from entering the tower after I clear it out. If I can tie up his infantry units in combat then I will have time to occupy it on my turn. Otherwise, I figure I will kill his garrison off on my turn, then he will occupy it with a temple guard unit on his turn and that will be game.

The Knights make it into the tower, the big warrior block moves close hoping to be able to occupy it on turn 3, the khorne warriors move up on the building's left and the dragon flies in that direction.

I roll a whopping 11 dice for magic. I throw 6 at Infernal Gateway at his Metal slann. I want irresistible force. I will take my chances with the mis-cast. That is the most dangerous thing he has on the table to me. I am going to concentrate on it.

I roll a total of about 21, he rolls all his Dispel dice and stuffs it. I have 5 dice left and nothing to do.

Shooting; I center the template on the Metal Slann. It scatters off a couple inches. I then roll a "1" for the guy under the template and a 2 to wound the slann. Even though he loses 5 or 6 Saurus...I am disappointed. So far this turn has not gone well. Both units of Horsemen combine to get zero hits on their respective targets (I had moved them to throw shots at his terradons and a small Saurus block).

The tower battle goes very well, however. My 5 frenzied knights do what 5 frenzied knights do and wipe out all 10 saurus before they even get to attack.

The good news is...the tower is now empty. The bad news is...my knights are in the way of my warrior block getting into the tower.

Lizardman Turn 1


His terradons and saurus charge my marauder horsemen. I flee the terradons...and he overruns them. My other unit stands and shoots at his Saurus, do no damage and die in close combat.

The Metal Slann Temple Guard marches but outside the parameters of the building. The Engine moves up close to the building. The other Slann unit advances on what I call the left side of the building. Unbeknownst to them, they are playing right into the battle plan I formulated.

The old saw is "battle plans never survive contact with the enemy". They had no way of knowing this...but they were actually doing exactly what I would have begged them to do. By those moves they gave me the chance...albeit a slim one...of getting off suicide charges on both units. Clever movement of my BSB would mean I could tie them up with hard to kill, stubborn units.

They then rolled I think a 3 or 4 for the winds of magic. I breath a huge sigh of relief. They first attempt throne of vines. I do not even hesitate, I let it go. I know it protects them from miscast but it does not hurt me. I am saving all my dice to stop anything that lowers my armor save permanently or is damaging with no save.

My plan works as I have enough dispel dice to stop their casting.

Their stegadon bow misses. The skinks they put into the tower next to the watchtower then shoot at my dragon, one poison hit which I duly fail. After all, I only had a 3+...I am bound to fail one of 3 of those, might as well get it out of the way early.

So overall, the first turn was excellent for me. I already think the game comes down to one die roll which I will attempt post haste.

Warriors of Chaos Turn 2
The door is open. If I can get my Knights out of the way I will shove my Warriors block into the tower and then thrown everything I have at keeping him from assaulting it. I will save all my dice to protect the tower in the magic phase.

I declare the key charges. My knights with the zteentch mark and banner of rage charge the temple guard. This will come as a surprise to just about everyone...but I actually would not have done this in any other scenario.

As awesome as my knights are, I think they will severely reduce the Temple Guard unit but will eventually die. I want to combo-charge this unit. However, in the Watchtower scenario, the only thing that matters is occupying the tower. If I fail my swift reform roll, I need to keep him out of the tower.

Meanwhile, Shaggoth charges the terradons who also choose to flee. They go a long, long way.

On the left I advance my khorne warriors toward his other temple guard block.

It is now time for THE most important roll in the game. If I can swift reform the Knights, I will move them out of the way and shove my warrior block in the tower.

The charges succeeds, the swift reform...passes. I get my 3+, 5+ save, 20 man block into the tower. I now have a strong advantage.

Meanwhile, their positioning means I cannot get the dragon out of range of the skinks, but I fly him behind their lines anyway, aiming to charge the Engine next turn. I need to kill that thing off at all costs, because they have it perfectly positioned to kill off a few Warriors every turn.

I roll a 5 or 6 on the winds. After a brief debate,  I dispel Throne with all my dice. Probably should have tried Infernal on his engine.

The h-cannon scatters away, doing no harm.

My knights on the right do a few casualties and lose one of their own.

This next turn will be key. He will charge with his Temple Guard, do a few casualties, I will do a few. I actually figure I am about 85% likely to win the combat, I just need to withstand the attrition because that is what this has become; a war of attrition. I think they will work to wear down my block with repeated suicide charges and the Engine. Will I be able to hold out?


Lizardmen Turn 2
I get a huge shock. They do NOT charge the Temple Guard into the tower. Instead they move up between the tower and the Bane Tower or whatever it is. They move the razordon to block my Dragon charge on the engine and a jungle swarm hoping to also block.  The skink/kroxigor block swings around the tower.

They roll another low number on the Winds. He then fluffs Throne and I dispel his Metal spell. The Burning Alignment rolls a low number, does in one of the knights fighting his temple guard.

In combat I kill his champion again (came back to Throne prior turn I think?) and he kills another knight. I do almost no other casualties as they make every save.


Warriors of Chaos Turn 3
On the left I charge my khorne warriors into his Temple Guard. I believed they had made a mistake by not charging the tower last turn. (We had quite a debate about this post game. They had a different strategy than I would employ that they believed...and still believe in...which has some merit. If I knew then what I know now, I might not have charged...but I doubt it.)

This actually contradicts one of Napoleons dictates; "Never interrupt the enemy in the course of making a mistake." However, it also comes into whether they were making a mistake. And it completely comes down to point of view.

For the strategy they had adopted it was not a mistake. It was only a mistake if they had the same battle plan I would adopt in their place...which they would not. So while for me it would have been a mistake to not charge the tower, for them it was the correct play. Confused? Check out my post-battle meanderings for a more thorough discussion.

Behind his lines I charge Mithridates and Phangoria into his razordon. The stand and shoot is appalling as he rolls 2 hits and a misfire, eating a skink. He does no damage.
On the right Shaggoth charges his terradon who flee. A long way.

On the left he does in a couple of warriors and I then do in 14 of his temple Guard. Wow. that was..unexpected. It is also more what I used to think of Saurus.

He was striking first with I think 13 S5 attacks plus whatever the Slann does (read "nothing"). His S5 reduces my save to a 6+.   The damage done was quite modest. The khorne warriors, however, were devastating. Over 20 attacks needing 3s to hit, 2s to wound with a -3 are going to put a hurt on anyone. Him saving I think zero of them did not hurt.

On the right I do in a couple of his temple guard. I think he did not do any back, but he might have.

Mithridates and Phangoria do their thing, killing the razordon and over-running into the engine.

So this was a stupendous turn for me. I am in position to get some help to my Knight block on the right which is whittling down his temple guard, I am going to kill his life Slann in oneish more turns, I am a turn or two from ending the Engine's burning alignment, and the Shaggoth will stall his 10 Saurus block on the right. Even if he hammers Shaggy, 10 Saurus are not going to win this game for them.

Oh, think this was the turn I gave him a 3+ save with the Warshrine. So he is going to be pretty tough.

Lizardmen Turn 3
He moves some skinks up behind the Saurus on my right. His Terradons fail their rally test and fly off the field.

He again rolls abominably on the Winds...maybe a 3? 4? Their plan to regrow the Temple Guard on my left flies out the window. They do not have enough to Throne AND a metal spell. They cast a metal spell. I would need double 6s to stop it (might have been Dwellers Below, come to think of it...it was either that or Final Transmutation. Either way, all 20 of my Chaos Warriors take a test and die on a 5 or 6. That should drop them to about 12...I had lost a couple to Burning Alignment already).

I burn my Dispel Scroll. Burning does a wound to the dragon, takes down another knight, wounds one of my wizards.

In the shooting phase he hits the shaggoth twice with poison. Needing 3s to save, I take both wounds. Ugh.

I kill his skink priest in a challenge, then put a couple wounds on the Stegadon who wounds the dragon back. I now have 3 wounds on him. Just now occurred to me I forgot to roll on the Eye chart. Irrelevant, but would have been fun.

Warriors of Chaos Turn 4
Shaggy charges his Saurus. The cannon and Shrine move forward. Magic is pointless. I have nothing to dispel, nothing to cast.

Close combat is my specialty of course. The ancient stegadon dies, his Life Slann/Temple Guard block dies, I do a couple wounds to his Saurus with Shaggy (and take one back). The game is really over at this point. He does not have enough juice left to dislodge my essentially untouched tower-holding warrior block and I am devastating him everywhere else.

He does finish off my Knights, though. They did their job, whittling him down to maybe 5 or 6 Temple Guard left. Maybe less.

Lizardmen Turn 4
A little movement, another failed magic turn. His Kroxigor block did get into combat with the tower. I killed his skink champ in a challenge, put 2 or 3 wounds on kroxigor but think he did not get anything through.

I think this is the turn he charged my BSB who was left in the open when my knights died. I had been using him to keep Shaggy and the Knights stubborn. His positioning left him open.

Warriors of Chaos Turn 5
The knights charge in with Shaggy, my cannon and shrine finish off his other Saurus, he kills my BSB on his way out the door. The game is really over at this point so we call it.


Wrapping up
First off, what went right?

I think I came up with a really solid battle plan. The only mistakes I felt like I made were irrelevant. My Marauder Horsemen are in the list to go after Repeater Bolt Throwers, Stone Throwers, Jezzail Teams, Cannons. He had none. I threw them away going after irrelevant targets. They were not speed bumping units.

But it was at worst a minor mistake. I am not sure I want them in front of his tempe guard anyway as they would occupy space I would rather have for other units.

I had superior fortune in killing off his Saurus in turn one and then being able to occupy it myself with the block I wanted in there. There was very little chance I would fail my swift reform. I was trying on a re-rollable 9 due to Mithridates and the BSB. Had he kept just one Saurus alive, the game might have gone much different. As it was, I accomplished my goal in turn two and was able to put my plan into effect.

From this point on, my battle plan worked to perfection. I was able to occupy every unit he had that could assault the building and whittle them down to where they would be no threat to my warriors. I threw everything I had into stopping anything that could really hurt me. I got rid of his Engine's burning alignment, seldom had to stop metal magic and had plenty of dice to do so.

In the last couple of turns I made up for early bad fortune. The first couple of turns I was failing every save, he was making a lot of saves, my attacks other than the first tower assault were poor. I think it was 4 times I hit with 5 attacks, needed 2s to wound and did 2 wounds.

But most important of all, they rolled abominably for the winds of magic every turn. I think 6 was the most dice they ever got. They had based their strategy around crushing me with metal magic and regrowing their units. They never got enough dice to do both and spent their dice on Throne, leaving no dice for Magic.

Late in the game my dice were much better. They more than made up for the earlier pathetic rolls.

What went wrong?
Well...these are nothing but nit-picking. My shooting was horrific. The cannon scattered every turn, it never hit the Slann that was its target and was again ineffectual....though it was pretty awesome in close combat.

I did not know the correct rules or might have played slightly different. For whatever reason I was thinking you could not occupy the tower if you killed everyone in it. Otherwise I might have assaulted the building with my Warriors early on.

As mentioned above, early in the game I was failing every save. The shaggoth failed the first 2 3+ saves, the dragon failed all 3 3+ saves he attempted, my 5+ ward never saved anyone from the Burning Alignment.

All in all, it was a highly entertaining game against my brothers.

Now, on to the big controversy. Strategy.

Let me preface this by saying this; one of the things that makes Warhammer go is that different people make different strategies work. My take on this is not "right" or "wrong", it is MINE. By the same toke, their strategy is not "right", it is not "wrong", it is THEIRS.

Their strategy would not work for me. My strategy would not work for them. Whatever else you take away from the following, THAT is the key principle.

In the Tower scenario, only one thing matters. Who has a model in the tower when the game ends. Nothing else matters. Who killed what? Does not matter. How many saves did I make? Irrelevant. Did I get off an epic charge? Who cares. Do I have a model in the tower and is the game over? Button made of win.

If the roles are reversed, I am going to throw everything I have at the tower. I know going in that if I have Skinks, Saurus Warriors, or even Temple Guard and am facing Chaos Warriors...with or without the 3+ armor save, 5+ ward save...that I am going to lose the vast majority of combats. I am going to lose many more models in EVERY combat.

Math-hammer time.
10 Temple Guard with Halberds v. 10 Chaos Warriors with hand weapon/shield and tzeentch.
Chaos attacks first; 21 attacks hitting on 3s, 14 hits. 7 wounds with a -1. He saves, I want to save base 3+ save, 4+ net, he takes 3.5 - 4 wounds per turn.

21 attacks back (assuming champions are alive). 10.5 hits. 3 - 4 wounds, I save 2 -3 with armor alone. So he may or may not do a wound in any given assault (by the way, after this game I am back to believing what I used to believe; Saurus cost too much for what they are).

So honestly, I am going to win over 90% of the times this combat takes place.

At the same time, take the Knights versus Temple Guard grind. I wore him down over the course of several turns and he wiped out my unit (with the assistance of the burning alignment).  There was one turn where I think I failed 3 saves (only to make my only ward save with that unit in the game).

THAT is the turn my strategy revolves around. I want the charge where I have the statistical outlier. 18 of my attacks hit, 12 of them wound, my opponent saves 2.

Is it likely to happen? No. But I think it is my BEST CHANCE. Burning alignment is still taking off one or 2 models a turn. Reinforcements are theoretically available to me. My opponent has to hope to hold on. I can do this with multiple units. My first one dies horribly after 2 or 3 assaults? I send in the next unit.

This strategy requires me to protect the units I plan to tag-team the tower. I sacrifice the Terradons, small Saurus blocks, and skink blocks to keep my Temple Guard units available to charge the building every turn until the game is over or my guys are all dead.

Conversely, if I take the strategy they adopted and plan to kill everything in the building with magic and the burning alignment, I am going to fire everything I have at it.

When they rolled low on magic, I thought they got distracted. Throne of Vines is nice...but it does nothing to whittle down the numbers in the tower. If I were trying their strategy, instead of casting throne I would have been max dice at Final Transmutation or Dwellers below every turn. (Or Comet of Cassandora if they had it). If I lose my Slann to a mis-cast it is bad...but not as bad as going a turn without attacking the unit in the building.

Every shot I can muster, no matter how unlikely, is going to be aimed at the building. The 10 skinks in the building next door are going to be pot-shotting the building, even knowing I need 7s or more and am unlikely to do a casualty. But every casualty I do is just one small nick of attrition that is irreplaceable.

As it was, from my standpoint they got distracted. Burning alignment was taking 1 or at most 2 warriors per turn. Since I had 20 of them, that meant they needed 10 - 18 turns to get the job done with burning alignment.

I never had a Metal spell affect that unit. Each turn they had other things they attempted. We disagreed after the game on whether that was the right move. They believe they made the correct move, I was far more worried about the metal spells that could quickly and seriously reduce the number of Warriors I had available to defend the tower.

So it felt like I I was not facing a concentrated assault against the building. To me things like the Throne, shooting at my Dragon/khorne warriors were distracting them from the most important point of contact.

The thing is...I am in complete agreement with them on one point. Regardless of whether you go the magic/burning alignment route or the assault/assault/assault route, once I got that block into the building they were very, very unlikely to ever move them out. I suspect I win that game 98% of the time.

The question before us is what is more likely to win those 2% of the games. So for your amusement, I present the two strategies we discussed and let you choose for yourself.

Their strategy was to do a couple wounds with burning alignment and try to get a few more each turn with either Final Transmutation or Dwellers Below.

This has the probability to do several wounds a turn. I think it has an excellent chance of being successful and, in my belief, is best supported by throwing as many shots as possible in support. The hope is to use Burning Alignment, shooting, and magic to do 4 - 5 wounds a turn, then assault with the Skink/Kroxigor unit when it has been whittled down to a handful of warriors.

Weaknesses are if you roll low for Burning Aligment, Winds of Magic, or cannot get a spell through or cannot get your shooting into position.

Conversely, the strategy I would probably adopt would be combining Burning Alignment with assaults. This would also rely on having a secondary target; killing the BSB.

The goal here is to win that one combat and have them fail the Leadership roll. It is unlikely to work. As we saw above, neither Saurus nor Temple Guard are going to do very many casualties in an average combat.

However, if you have played Warhammer for long, you have seen the untouchable unit of doom fluff their attacks and the sub-par unit roll unbelievably well. I have seen night goblins take out iron-breakers, for example.

I have also seen LD 9 Dwarves with a re-roll have 3 units run in one turn.

And that is what I am shooting for. I want to wear down the Chaos Warriors,  hoping that Burning Alignment and my Temple Guard will take down 2 to 3 Warriors per turn and, if I am lucky, win a combat and have them fluff the roll.

Once the Chaos Warriors get into the building, the game is going to be won by Chaos the vast majority of the time.

The question is what someone believes gives them the best chance to climb the mountain.

Both plans have merit. The magic approach will almost assuredly do more damage over the course of the game if allowed to happen. It then requires assaults that rely on finishing off a weakened unit or getting that failed Leadership test.

The assault plan wants to do more casualties in one turn and get more chances at failed Leadership tests. It requires getting lucky and winning assaults you are unlikely to win.

Again...neither is likely to happen. Both are long-shots. It just depends on the mind-set of the person playing it which works better for them.

Run the numbers and you will find what all three of us already know; no matter which way you go, once the Warriors take the building, it is all but game over. So the moral of the story is this; if you engage in the Tower scenario with the Warriors of Chaos, do everything you can to keep them from getting into the tower.

Send squads to stand between their units that can occupy it. You will die, but they will not be in the building. If they get in the building, throw absolutely everything you have at them every turn as soon as possible, as often as possible.

And if those things fail, distract them while you move the tower into your deployment zone and hope he does not notice....

Saturday, October 24, 2009

Warriors of Chaos verus Lizardmen



Brought in my 2250 point no Special Character, no Dragon list. First up (and ultimately only up) I would face the mighty Lizardmen.

Our field had a tower in one corner and forest in the other in one deployment zone. In the right center of the field (from the side I would eventually get to choose) was some very difficult ground protected by some hedges. Meanwhile, in what would be my deployment zone were a hill on the right and shallow stream on the left.

This would ensure a compact deployment in the center of the field for me. With 6 units, some would be deployed behind others due to the crippling nature of the stream on one flank and rough ground on the other.

Ultimately, I decided to anchor one flank with Shaggy (my Dragon ogre Shaggoth, who has developed the unfortunate habit of dying every single game) and the other with 3 Dragon Ogres, a unit I was trying out for the first time. This gave me M7, S7 or S8 models on each flank, so monsters held no fear for me. Then I had to decide; the infantry blocks I desperately wanted to get into battle in front and the mounted troops behind or the Marauder Horsemen and Knights in front and the Marauders and Chaos Warriors behind. I honestly did not know which I would choose until I dropped the Horsemen in the left front of my line.





This basically locked me in to putting cavalry in front. Lizardmen armies essentially have to fight battles from 12" in due to their short range in firepower. So I could charge after they shot.

Meanwhile, Fullur spread a skink skirmish screen across his front, temple guard with Slann in the middle flanked by big Saurus blocks on each side, backed up by an Engine of the Gods and a unit of Terradons. Finally, he put a Skink Priest and small unit of Chameleon Skinks by the tower on my left flank.



By the way, about this point I wished I had gone with an early permutation of the list involving 3 blocks of infantry, 2 Marauders and 1 Warriors that I discarded for need to include a scroll caddy. I would love to have a game where Marauders go against Saurus and Warriors against Temple Guard. Oh, well.

He won the roll and elected to go first.



Lizardman Turn 1

He advanced the skinks a rather interesting 5", the 3 infantry blocks moving up 4". The Chameleon Skinks marched into the rough ground and his Skink Priest showed he could fly, heading to the stream on my left flank for cover.

The Terradons, for the express reason that, "because they can and I think it is fun", flew into the forest. This, by the way, is the type of play that makes me love our Team Starving Crazed Weasels gaming group. It really had no bearing on the outcome, but did reference and earlier rules discovery and discussion, and added some "color" to the game in a fun way.



He starts throwing magic around; gets off the spell allowing d3 re-rolls, adds 2. Then the skink on the Engine cast Celestial Shield on the Skink Screen. I had nothing it would affect, but he did not know that. Then the Slann cast Guardian Light with irresistible force. Had he not done so, i would have used a scroll, because psychology was going to matter I think.

He then casts Burning Gaze at Shaggy, but rolls a measly 3. He picks up the 1 and re-rolls it using one of his 2 re-rolls...and rolls a 1 again. Shrug, pick up the "2", re-roll it...and it is a 2. Yeah, that helped...and really set the tone for a game that would be full of wacky rolls and goofy but fun moments.

No shooting, he passes the turn.

Warriors of Chaos Turn 1

Mithridates (my General) sends the Marauder horsemen off to the left flank...and I make a serious mistake. I thought about going after his Skink Priest, but then remember how deadly Chameleon Skinks are...scratch that, WERE in 6th edition and go after them.

I have not used much Fast Cavalry, so think I hit on 4+ all the time more or less, forget to make it 1 harder for them being Skirmisher and a further -1 for being Chameleons. I roll 4 dice, 1 wounds, he is down a Chameleon.

Everyone else marches up the gut, though not their full range, most about 6-7". Like chess, I control the center of the table and am out of his charge range...except the Skinks who I will happily let charge me if they choose.

I then roll my 3 Power Dice trying to Dispel Guardian Light, needing an 8...and roll a 7. More on this in the next magic phase.

Lizardman turn 2

The Skinks advance to get in good shooting position on the Chaos Knights, the Chameleons advance to get close to the Marauder Horsemen. He advances the 2 Saurus units, but leaves the Temple Guard, trying to draw me in and get some flank charges.

His terradons fly over the Dragon Ogres, landing right behind them on my right flank.

His Skink Priest on my left flank continues to wreak havoc behind my lines, flying behind the Marauder Horsemen.



Magic

This time, he remembers to have the Engine of the Gods make the Lore of Heavens one easier5 to cast. Ironically, had he remembered this in the first turn, nothing else would have been successful for him...but my Dispel attempt would have succeeded. So his "error"worked to his advantage.

The Skink on the Engine tries the lethal Comet of Cassandra next to my Knights, but the casting score is not high enough. The Flyink Skink casts 2nd Sign, this time adding 1 re-roll...but taking 2 dice to do it. Another intriguing moment.

The Slann tries Burning Gaze against the Dragon Ogres, I roll dice and Dispel it.

In the shooting phase, the Chameleons twice wound the Marauder Horsemen, and I save but one, taking my first casualty.

Then his 10 skinks fire on my Knights...and fail miserably, garnering not a single hit. His Terradons will make up for it.

Not with their rock-dropping; they drop 8 rocks on the Dragon Ogres. Only 3 hit, just one wound goes through. But he then throws his Javelins,hitting 4 times, uses the re-roll which fails, of the 4, 3 wound, I save just 1 and take 2 wounds on my trial unit.

Chaos Turn 2: Time to get down to business

I turn Shaggy to charge the skinks, knowing they will flee and I will end up in his Saurus furthest off to my right. The Dragon Ogres, having circled the fence, charge, catching his Saurus flank. The Knights, having the Banner of Rage, have Frenzy and also charge the skinks.

And he makes the interesting (and probably correct) decision to let me hit his skinks, thinking it will redirect the charges, I think. *

This time I send my Marauder Horsemen after the flying skink. My Magic phase is short; I dispel the Remains in Play Celestial.



The Marauder Horsemen are deadly. Of my 4 attempts, needing 5s, 3 hit and all 3 wound...his priest is dead.

While the skink had done no actual damage, he had been a headache, as I thought he could use the skink to hit me with a magic missile cast by the slann, which could have hurt, coming from behind. Later conversation indicates this may not have been possible,...but it affected my thought process. The Marauder Horsemen were proving their worth!

Also, the possible worth of cheating...I think his Priest was in the stream, and if so should have benefited from a -1 to hit for soft cover. D'oh! My Horsemen look good when I play by my own rules....

Anyway, the mighty Shaggoth reels off his 5 attacks...and only 2 hit, though both do slay skinks. The Knights have a mighty 19 attacks, need 3s...and hit 13 times. The 7 dead skinks, horses finish them off, over-run...and the re-direct has mixed results.

Shaggy hits his Temple Guard head on, not getting into the juicy Saurus combat. The Knights hit the Saurus head-on...and since that is a fresh combat which has not been fought this turn, they get to immediately fight another combat, pursuant to the (cheesy) rules since the Dragon Ogres had yet to take their turn.

This just in, Knights are AWESOME and when they get to fight twice a turn, bad things generally happen for the enemy.

Mithridates challenges, the Saurus champ accepts, for the first time ever I get overkill, hitting just half of my attacks, but all 3 wounding unsaved. The other Knights kill 5 more Saurus, the horses kill another; Diphratus (the army Battle Standard Bearer) kills 2 more, the Dragon Ogres go 5 for 5, hitting 5 times and killing 5. That is a whopping 16 dead Saurus in one turn. He flees, the Dragon Ogres follow and catch him while the Knights...well, they run into the Shaggoth and stop right there.



Furthermore, the angle they are at combined with the width of his base means they will not be able to charge the Temple Guard next turn.

This was a very mixed turn for the Lizardmen. On the one hand, they lost a unit of Skinks and a unit of Saurus, and Shaggy got the charge on the Temple Guard.

On the other hand, ONLY the Shaggoth hit the Temple Guard, the Knights and Dragon Ogres are out of position, and my Warrior and Marauder blocks are still half way across the table.

Lizardman Turn 3
This was his most effective turn of the game, and it cost him heavily. (When I posted the photo below, I noticed how heavily...had I not moved the Knights, he very well might have flank charged THEM instead of Shaggy...which changes everything said below)



He moves the Engine of the Gods into ideal position. They are behind the Dragon Ogres, no charge there. He is close to the Shaggoth, who is locked in combat with the Stubborn Temple guard (who have a re-roll, making them effectively Unbreakable). Finally, he is close to the Chaos Knights, but because of positioning, the Shaggoth keeps them from chargin. In other words, his Burning Alignment will hit my 3 best units...and the Knights include my General and Battle Standard Bearer...while being in no danger himself.


Furthermore, he flies his Terradons behind my Knights for some fun little poison javelin throwing action.


He does make one choice I might have done differently; his remaining Saurus unit has a choice between dealing with my Marauder block or re-forming to flank charge Shaggy.
I personally would have gone after the Marauders; the Saurus would have forced them to choose between going with Shield for a 5+ save after strength modification, but only wounding on 5+, or having no armor but using their Great Weapons to wound on a 3+. Either way, the Saurus will have a chance of striking the Marauders and doing lots of wounds which force break tests.

At the same time, if he can break the Shaggoth, he will flank the Knights and possibly win by Static Combat Resolution.

I think he underestimated the power of a Stubborn with re-roll LD9 model and he later admitted as much.

Be that as it may, they reformed to get the flank charge next turn and the Chameleons moved forward.

Now for the magic phase, where he effectively lost the game...by being successful.

The Engine went with Burning Alignment and it was brutally effective. The Dragon Ogres take 3 wounds, killing one and leaving a second with just 2 wounds left. It doesn't touch the Shaggoth...but it does wonders against the Knights.

I had a large unit of 6 which, when the 3 characters were included, was really too wide because for some inexplicable reason, I went 8 wide with them. This made them hard to maneuver. It was a mistake. Fullur corrected that for me, killing 3 Knights with Burning Alignment.

Now, on the one hand, that was brutal. I just lost half of a 355 point unit in one moment with no way of stopping it or saving against it. It was proof to me of just how good the Engine is against my armies (seeing my Dragon Ogres going down did not hurt with that perception...they were taken specifically to deal with stuff like the Stegadon).

On the other hand, taking 2 Knights off one end and one off the other end...meant I now was not blocked off by the Shaggoth. So his greatest success turned into a Pyrrhic victory. I almost named my General Pyrrhus instead of Mithridates...oh, the irony.

Well, after seeing that damage, I figured this was going to be a key turn in the game. If he could break the Knight unit, it would mean the Shaggoth would probably run as it was the Standard that made him stubborn and with "only" 5 attacks, facing a unit with 3 ranks, outnumbering, unit standard and BSB in the Slann/Temple Guard, he was guaranteed to lose every combat even if he killed with every attack so it was vital to keep him next to my standard. I could not afford for it to run.

The Skink Priest on the Engine, emboldened by the carnage he had wreaked, unleashed Uranon's Thunderbolt on the hapless Knights...another d6 S5 hits with no armor save? Uh-oh...but he failed to meet the casting roll. Whew. Relief.

He cast some Blinding spell that would reduce the Shaggoth's attacks to WS1. I used my first Dispel Scroll. (probably a mistake:I should have saved it for Uranon or the Comet). He cast the lighter Magic Missile and I used all my dice to Dispel it. He then failed to cast Guardian Light and I used my last Dispel Scroll to stop Cleansing Flare.

Which left him plenty of dice to try the Comet which, to my tremendous relief, failed to get cast.

So magic was survived in what I thought would be the key turn.
His Chameleons then wound my Marauders thrice (including 2 with poison), I fail 2 tests and see a couple of them die.

The Terradons only get one poison attack through on the Knights which I save.

The Engine, still flush with success, poisons my Dragon Ogres twice, I save neither, and he kills a second Dragon Ogre in the same turn.

On to close combat. Shaggy goes ballistic, hitting 4 times and killing all 4, leaving only his unit Champion to attack back. The Champ shows why he is a champ, hitting three times and wounding twice, neither of which I can save. I then roll a 10...fortunately, my BSB is right there so I get to re-roll, and this time pass handily.
The Battle Standard Bearer paid for himself right there.

Warriors of Chaos Turn 3
No longer impeded by the Shaggoth, the Knights have a choice; flank charge the Temple Guard or go after the Engine. I do not want the Engine roaming around casting Burning Alignment, so I choose that.

I continue advancing my Marauder and Warrior blocks up the center of the table, my Marauder Horsemen ride over to reintroduce themselves to the Chameleon Skinks, and now they are inspired.

This time I DO take into account the penalties for Skirmishing and being Chameleons...and in 3 shots, score 2 6s, both of which then kill Chameleons.

Epic Close combat:last time I got into combat with a Skink Priest on an Engine, I had a daemon Prince with 5 WS8 attacks at S5. In 10 total rounds of combat (9 consecutive) I did a combined 1 wound. I never did wound his Stegadon or any skink rider. So I knew this wound be tough.

Fortunately, Mithridates was tooled up. He had 6 attacks with Frenzy, all would hit on 2+, wound on 2+ with a -3 to armor save, and on any failed wound, the Skink would have to pass a toughness test or else die...and do a S4 wound to everyone on the Stegadon. I liked my chances.

Of course, I then hit slightly less than true percentage, getting three hits through. Unsurprisingly, I wound all 3 times. He rolls three dice needing 5s to save...and saves them. All three. Every. Stinking. One.

What? Does taking a measly skink and throwing him onto a Stegadon give him the special rule, "Darth Weasels' killing machines cannot harm you, ward save 0+, cannot be modified in any way"? SO FRUSTRATING!

But not as frustrating as poor Fullur found it. Because my Chaos Horse, with just the 2 attacks, hits. Now, needing 3s to save....he fails them both and his Skink Priest dies, removing the Burning Radiance with it.

Whatever. Mithridates cannot touch you, but a weedy mount takes you down?

My Knights were similarly effective, with 4 of their 7 attacks hitting and, in a fit of great dice rolling, 3 of them wounding the Stegadon. He saves just 2 of them. Diophantus the Battle Standard Bearer hits 4 times...and fails to wound any of them. I had all the horses attack the skinks, and one skink went down.

Now he attacked back. The Stegadon wounded the Knights twice, but I saved them both. One skink somehow manages to get a wound on a Knight, but I save that too.

Save this moment;
He needs insane courage, does not get it, breaks, flees just 6", but that hits the dragon Ogres and he is destroyed, while the Knights pursue...but run into the Temple Guard. Since that combat has not been fought this turn, they immediately get to fight again. For those counting at home, this makes 4 times in two turns the Knights have fought which means the battle is going great for me.

Mithridates kills 4, his mount another, Diophantus continues his incompetent ways, hitting just once (though that kills) and his horse equals him by killing another temple guard. The Knights wound 6, he can save but 1, the horses wound another three, he saves just one. I have killed 14 Temple Guard in one frenetic, furious charge.

He gets to attack Shaggy next because Shaggy has a Great Weapon. They hit 3 times, wound once, and needing a 5, Shaggy saves. I am getting more than my share of rolls. Shaggy goes after the Champ, hits and wounds with all 5. Good night.

Remember that moment I said to save/ Lets re-examine it. He remembered at that moment that the Stegadon was supposed to be stubborn which means that, although he still failed the first roll, his second roll had included 2 dice totaling 5, so he should still be there.

I am a big fan of competitive games, not a fan of routs. Myself and Fixed Dice had to argue with Fullur at this point that the proper thing to do was put the Stegadon back in combat and put back all the casualties done to the Temple Guard.

Fullur, who is playing the Lizardmen, is arguing that he should pay the penalty for forgetting.

After much debate, and him saying that if the Steg stood, he still thinks the game is in doubt, we finally convince him to return it to its position and undue the ridiculous damage that should never have happened.

I am glad he did. Made for a much better game I think and I think it was the right thing to do in the spirit of Team Starving Crazed Weasels. I am very against cutthroat competition (ironic, I know...see regurgitation) and very in favor of doing whatever it takes to make the game better and more fun for both players.

So now it is Shaggy taking the break test since even with doing 1 wound (it was not a challenge, so no overkill). And for a second straight turn he fails it, rolling a 10 again. And again I pass on the re-roll allowed by the BSB being right there.

Lizardman Turn 4
His Saurus now flank charge the Shaggoth. He has taken three wounds, showing he is killable. He cannot attack both units well enough to kill every Saurus in contact. This might be the right play, but only if he gets it done this turn.




Meanwhile, his Terradons fly behind the Dragon Ogre, he does not move his Chameleons.

The magic phase is now more manageable. I killed both his Skink Priests, removing 4 or 5 dice from his pool. I also removed 3 or 4 spells he could cast from his options...though he still has some stuff that can hurt me.

His Magic Missile kills a couple Marauders. Slowly but surely he is whittling that unit down. He heals the Stegadon and I have to save my Dispel Dice. Boo! That thing is so hard to wound in the first place! But I really did not mind...it would make for a good battle I think.

I had to Dispel Dazzling Brilliance so now he is unopposed...and promptly fails to get either Cleansing Flare or Guiding Light cast successfully. It it wasn't for bad luck, he would have no luck at all.

The Terradons twice wound the Dragon Ogre, but he saves both. The Chameleons hit the Maraduer Horsemen three times but cannot wound even once.

Close combat; the charging Saurus hit just 2 times, just 1 wounds, I save it. The Temple Guard hit 4 times but fail to wound at all. At this moment, the game essentially ended because now his Saurus were in deep, deep trouble. Shaggy strikes back, 5 hit, 4 wound, 4 dead Saurus. Did not go after Temple Guard because I figured the Saurus needed to start losing rank bonus. This time I passed my break test outright.

Mithridates opened up a can of whoop-smurf. This was the guy I thought he was, hitting the Stegadon 5 times and wounding it 4 times...noe of which were saved and I promptly forgot to have him take a T test. Which I am okay with. Mithridates horse killed a skink for good measure.

Diophantus continued to prove he is no Mithridates, hitting just twice, wounding once, but it was saved. The Knights wound the Stegadon a further 3 times, 2 are saved...but he only had 1 wound left and that killed him. Which is bad, because that was on the Lizardman turn...

Chaos Turn 4
The Marauder infantry charges his Saurus in the flank. That would be the Saurus who are flank charging the Shaggoth is is frontally facing the Temple Guard...who then get rear-charged by the Dragon Ogre and flank charged by the Chaos Knights.





And it was ugly for the Lizardmen. My Great Weapon wielding Marauders kill 3 Saurus. Mithridates kills 4 Temple Guard, Diophantus chips in his usual 1, the Knights kill 1, the horses another 1, the Dragon Ogre kills just 1 (what? 3 attacks at S7? Whatever :-) . The Saurus and Temple Guard hit Shaggy 6 times, wound him 3 times, he saves 2 but takes another wound. Only one Marauder falls. Shaggy kills 4 more Saurus.

Now comes a dissapointing moment. The Saurus, needing insane courage, obviously fail both rolls and flee 6". I decide to restrain the Marauders. He then rolls Insane Courage for the Temple Guard...who were testing on a Stubborn 8 or 9 on three dice. If those rolls reverse, who knows what his Saurus could have done since they would attack the Marauders first, so might have not been attacked again...as it was, I think I somehow contacted the Temple Guard, though I am at a loss to explain how.

Lizardmen Turn 5
The Terradons see the combat and decide it is not complicated enough, so they rear-charge the Dragon Ogre who is rear-charging the Temple Guard that are being flank charged by the Chaos Knights and fighting the Shaggoth to their front (and soon the Marauders as well), the flank charge on Shaggy having just been seen off or the Marauders would have been flank charging a flank charge on a front charge matched by a flank and rear charge that was being rear-charged. That might be the single greatest situation in Warhammer history...




The fleeing Saurus are trying to figure out the ramifications of this and decide it is too difficult, so sp they roll 6,6,5 and run right off the table. Whatever. Fullur just cannot roll dice against me...

Well, he gets Blinding Brilliance off against the Chaos Knight unit, meaning Mithridates, Diophantus, and the 3 remaining Knights have WS1 this turn. Including horses, that means I will have 27 attacks needing a 5...so I should "only" hit him 9 times this turn. Kind of says something about how bad they made the Lizardman "elite" infantry. They still expect to lose lots of guys.

Anyway, he casts Cleansing Flare on a 13. I ponder for a long time; this will hit the Dragon Ogre, Chaos Knights, Shaggoth, and Marauders. I have but 3 Dispel Dice...okay, I will try to stop it. I roll...a 12. it wounds the Dragon Ogre once, kills a Knight, does 4 wounds to the Shaggoth and for the fourth straight battle (and 5th time in 7 outings), the Shaggoth dies.

Burning Gaze hits the Chaos Warriors three times, but did no damage. It would be the only action they saw in the entire game. He then got off the spell that makes his units within 12" Immune to Psychology.

His Chameleons then prove their worth. they have 6 shots needing 4s to hit. Taking a cue from the Saurus, they roll about 5 3s and a two, producing no hits.




His Terradons proved more formidable than I would have thought. The riders of course do little, wounding just once which is saved, but the mounts wound twice and I save neither. Dragon Ogre is one wound from joining Shaggy in the dead pile. But first he wounds the Terradons twice.




My Marauders wound the Temple Guard 4 times, and three are killed. And my mighty 9 hits? Well, actually, Diophantus hit once and failed to wound...and nobody else even hit! Epic fail...not that it mattered. Static combar resolution alone meant he would lose the combat. So it was a good time for it and proved the power of the blinding spell.

The Temple Guard hit the Marauders three times, wounding 2, 1 of which I saved.


Warriors of Chaos Turn 5
Not much to do. My Marauders are locked in a shoot-out with his Chameleon skinks, my Warriors are caught in the middle of the field with no viable opponent (they are within charge range of the Temple Guard, but the entire frontage is covered) and everyone else is in that epic duel.

So I (barely) Dispel his ItP spell.

Mithridates kills 3 Temple Guard and his horse kills the last one. This is bad because with no Temple Guard, the Slann is now alone and not Stubborn. The Marauders wound him 5 times; his Ward Save saves 3, Regeneration another, so he takes a wound. His Terradon then kills my Dragon Ogre which, ironically, removes the Terradons from the combat since they were only touching the Dragon Ogre...

Well, the Slann breaks, flees 10", my Marauders pursue just 7" and the Knights 6. Yes, the Marauders outran the Knights. Good stuff.


Lizardman Turn 6
The Slann rallies. The Terradons make a suicide charge into the Marauders.

The Slann heals himself with one spell. Casts Burning Gaze, wounding the Knights twice and making it so Mithridates and Diophantus no longer have a unit to join, so now they are just independent characters. Who happen to be deadlier than elite units.

Dazzling Brightness fails...which he was sad about because all game long he had been trying to mis-cast.

Which Cleansing Flare promptly does...and he uses the Cupped hands to transfer it to my Wizard, but the result, even after re-roll, is simply a wound which does not go through. So anti-climatic...

The Chameleons do manage to hit the Marauders twice, wound once, but I save.

The Terradons cannot even wound the Marauders. Whatever. I manage to wound the Terradons twice, howe3ver...they flee and are done.



Warriors of Chaos Turn 6
Diophantus charges the Slann, and in a surprise move, my Marauder Horsemen charge the Chameleons who hang around to see what happens. I have no idea what I did with Mithridates.


Diophantus has his best turn of the game, wounding the Slann twice unsaved. the Slann needs Insane Courage (I guess I must have charged my Marauders too)...and gets it!

The marauder Horsemen wipe out the Skink Chameleons.

The game ends with his Slann bravely facing about 18 Marauders, 13 Chaos Warriors, 3 Marauder Horsemen, Mithridates and Diophantus. He did a LOT of damage in this game...but so did I.

Conclusion/Regurgitation

First, what went right. Which was everything.

Diophantus, while completely useless in close combat (despite having 5 WS7, S5 attacks, he averaged about a wound a turn, killing just 1 Skink, 2 Saurus, and putting 2 wounds on the Slann) is almost game-breaking. When fields are set up so I can keep my important units within 6" of him...which is not all that hard to do...they are functionally Unbreakable. Killing Chaos Knights, Dragon Ogres, and Dragon Ogre Shaggoths to the last man can be done...since every one of those I had did die in this battle. But it takes a long time and lets them do a lot of damage in return. In future games, if they have the option, they should definitely target him as, if I take him, he makes the army over-poweringly strong.

Shaggy was awesome. He killed 2 Skinks, 4 Temple Guard (including their champ or it would have been 8) and 8 regular Saurus, single-handedly holding up the temple guard for two turns while I finished off the Engine Stegadon.

Mithridates was awesome. He killed a Saurus Champ in a challenge, getting overkill. He killed the Skink Priest in a challenge (and I just, as I typed this, realized I failed to roll on the Eye table). He put 4 wounds on the Stegadon, killed three regular Saurus and 8 Temple Guard, plus a few skinks.



The Knights are always awesome, ringing up 2 wounds on the Stegadon, about 5 or 6 skinks, 6 regular Saurus and 3 Temple Guard.

And the Marauder Horsemen are tremendous as well. Their fast Cavalry antics wiped out his Chameleon Skinks and a flying Skink Priest.

I would even argue the block Marauder infantry performed at or above expectations. They are such a low-priority target...and rightfully so...that they were almost unscathed, were allowed to flank charge a Saurus unit, and even managed to hurt the Temple Guard.
So what did not work? Uh...uh...well, not enough to counter magic, which did kill I think all 6 Knights, several wounds on Shaggy, a couple Dragon Ogres, made one turn by my Chaos Knights/Mithridates/Diophantus combo worthless....

yet if we totaled up the points, I either won by Solid Victory or more.

Which means I really did have enough to counter magic. He threw everything he had at me and I survived long enough to do what the Warriors of Chaos do.

But that kind of points up the "what went wrong" portion of the proceedings as well. He deliberately went without Cold One Knights which was kind of him...but also sort of means I had a pretty bent, cheese-filled list. Yes, he killed all of my power units...but he never touched any of my characters and had nothing left to deal with my second line units. I think he played about as well as he could with maybe one or two things that, if done differently, may or may not have been better choices...BUT DID NOT MATTER. I would still have won handily.

On the bright side, I think it was still an enjoyable game and it had some truly memorable moments.

I loved certain elements of this game; Mithridates seeing his best shot laughed off by the Skink Priest, only to have the horse wound 100% unsaved....that was awesome.

The convoluted combat with my Marauders flank charging his Saurus who were flank charging my Shaggoth who was face to face with his Temple Guard who were flank-charged by my Chaos Knights and rear-charged by my Dragon Ogre was awesome, and it took up the majority of the game to resolve.

For the future, I think I might look into more big blocks of Marauders...strong enough to do damage when kitted up, weak enough to be taken out. I also might go back to more Magic. It is spotty, erratic, and when people are prepared, does nothing, and there is one army it means near auto-loss against, but I think it might make the Warriors of Chaos more vulnerable while still potent.

I do not know. Still toying with ideas.
I did love the Dragon Ogres, even though they ended up doing surprisingly little. They were a good choice, and had they gotten together with Shaggy, they might have been able to take out the Engine and leave the Knights free to go after the Temple Guard.

I think I am starting to not care for Lord-level characters as they turn the game into Hero-hammer. Yes, it was great watching Mithridates rampage. But at the same time...he did more casualties than a unit of 6 Knights. The Knights did not kill all 8 skinks, Mithridates had already killed a couple before they attacked but I did not write it down. He did more wounds to the Stegadon (4-2), more to the Temple Guard (8-3) and, if you take Overkill into account, more against regular Saurus (8-6). That is ridiculous.

Meanwhile, my hero level character, with a VERY impressive stat line of his own was not particulary effective in this battle...but could be.

Of course, the problem I run into is my Knights are considered by some to be Hero or Lord level characters on their own...as all Knights are on the verge of being, though mine are admittedly a hair better than any but perhaps the Blood Knights.

And if you start saying, "No Lord-Level", where does it stop? "Okay, then, no Knights." "Fine, no monsters (including Shaggoths, Treemen, ridden mounts)." "Oh, and no items that invalidate armor saves or make magic all but useless...and no spells like Infernal Gateway or weapons like Frost Blade."

Great, you take 10 Dwarf Warriors, I will take 20 Night Goblins, lets put them next to each other and roll some dice...not much fun.

Early on, someone said they thought every Warriors of Chaos game would be a Massacre, one way or the other. At the time, I had a couple games that were closer than that, and I disagreed.

But I have not been able to get the balance right and am starting to agree. What to do?

I am seriously considering shelving the Warriors of Chaos for a while. It would mean switching to Wood Elfs or Vampire Counts, since those are the two armies being used seldom or never. Or maybe the Goblins. But they, I think, are too weak. I will have to think about it.

I do not mean to sound like I did not enjoy the game. I did. I loved it. It was great fun with epic combats, classic mano a mano duels, and some thrills.

But I want my opponent to enjoy it to, and I do not know if I would enjoy going against the WoC.

Any way you look at it, I will be playing them at least sometimes. But I might look to go in another direction for a while, just to see if it can be more fun for everyone.
* Okay, major, MAJOR reassessment of this battle. When putting in the pictures, I noticed something I may (read "almost certainly") have done wrong whcih COMPLETELY changed the character of this battle. Look at the photo by the asterisk. It was when putting this photo in after writing the report that I noticed this.
His Skinks receiving the charge was brilliant...IF I did my charges correctly. I had to declare my Shaggoth charge on the Skinks, but could not declare one with the Knights because they had the Banner of Rage and therefore had Frenzy. That means the Shaggoth had to charge first.
No problem, I "wheeled" him at the beginning of combat so he would overrun into the Saurus my Dragon Ogres were flanking. No problem there.
But then I wheeled my Knights and charged at the same angle.

Wrong, wrong, wrong. As soon as Shaggy hit the Skinks, they should have "ranked up" facing him. Which means my Knights would have hit the Skinks in their "flank". Which means A) they would not have gotten as many guys touching the Skinks and B, more importantly, THEY WOULD HAVE OVERRUN INTO THE FRONT OF THE TEMPLE GUARD. Or at worst, still been stopped by the Shaggoth, but I think they would have been almost dead center in front of the Temple Guard, so their subsequent slaying of the Saurus on my right flank and then the Engine would not happen.
Okay, that HUGELY changes the complexion of the game. If I am in front of the Temple Guard, their armor save is 2 better. More might survive to hit back at the Knights. His Saurus unit might survive. The other Saurus unit might flank the Knights or it might become a blocking unit that keeps my marauders out of that battle...and would make the Chaos Warriors go a long, long way to get in position to charge. I am still Stubborn with a re-roll on a 9 with my Knights...but now I have to find a way to deal with his Engine which OWNED me while it had the Burning Alignment going.
So look at all the mistakes I made rules-wise which HUGELY impacted this game; Marauder Horsemen might kill fewer Chameleon Skinks which means they might do more damage. The Skink Priest in water, -1 for soft cover, may have survived for another turn or three and occupied the Horsemen attention, letting the Chameleons whittle down ranks of infantry marauders...who probably do not now get to flank the Saurus unit in front of the Temple Guard.
So maybe the army is not strong...my ability to not clearly think through the rules during a game is super strong.
Either way, I now feel horrible. My apology, Fullur. Lets call this one a Draw.



Saturday, October 3, 2009

My First tournament

Fair Warning: Long post ahead. Also, the upgrade to Blogger seems to have removed spell-check. I do not really pay attention as I am typing since I make a lot of typos, knowing I will catch them and correct them with spell-check...but not this time. So sorry about the typos...


Thursday night I did not get to bed until 6 in the morning. Friday got home about 9:30, by 9:40 had figured out the list I had built for today would not work since I could not get the Juggernaut assembled so back to square one. So I built the following:

Prince of tzeentch, level 4, tendrils of tzeentch.My thought process was this; he is an assembled, painted model that can fly around seeking out tough enemies. I should get off a charge with him. Why the points on level 4, tendrils and mark? Because he is only S5, T5 so he cannot really take on monsters without some help...

A walking level 1. Scroll caddy. The very definition.
Another walking level one with infernal puppet
A mounted level 2 with a Power Stone and another Scroll.

I wanted to build it around close combat guys but they needed mobility. Neither my flying tzeentch nor Juggernaut models were completed, and I was thinking I had no Walking Exalted heros so instead I went magic since I have had no success to speak of most of the time. So this would fit my own definition of a not-too-tough army.

Ironically, I have a painted and assembled Prince Sigvald and was told the modified Bret I have would have been acceptable for my overall Army Standard Bearer. So in retrospect, I would have built a vastly different army.

10 unaugmented Marauders twice. Fill 2/3rds of my Core requirements, easy for opponent to kill, no real useful function in this alignment.

12 Chaos Warriors with Shield, Full Command, War Banner. Meant to put khorne on them, inexplicably forgot, used the excess points I had at the end of putting the list together to add more Marauders...which I then turned out to not have the models for, so did not use. This was fatigue I will claim...


I took one 5 man Knight unit with nurgle, full command and the Banner of Rage to give them permanent Frenzy. They would be my front unit against shooting armies to be a bit harder to get rid of prior to getting into combat. Otherwise, I did not really care about the -1 to be hit.

Second 5 man Knight unit with khorne, full command, Banner of Rage to back up the other magic. would have been a better idea if I used it more than once. Should have put the War Banner on them and Banner of Wrath on the Warriors...not that it would have swung any games, but would have gotten me a couple more points overall...and that would have mattered.

Dragon Ogre Shaggoth with Great Weapon. He is my monster hunter. With 5 attacks at S8 where he should usually hit on a 3 and only rarely need a 4, he should do some real damage.


Then I went to print up my list. A week ago I purchased a printer but had not hooked it up since some people hereabouts might not conserve ink and paper. Just an educated guess....

Problem is, this plug and play printer took nearly 3 hours to install. I think the software installation disk was defective as eventually I had to uninstall everything, reboot the computer, go to the HP website, download the software from there to get it to work. But by then it was almost 2.

Did not get to sleep until about 3:45 or so and then some, ah, household events woke me up about 7. (Who makes cookies at 7 in the morning? Who sounds louder than front row seats in a rock conc ert to make cookies? these are the questions which man might ponder to the end of days...)

So now I am rolling a pseudo-strong goofy army (no skirmish screen, only 1 flyer)on about 10 hours sleep since Wednesday about noon. This could get ugly.

I had no idea what to expect at the tournament. I know how to guage my self against my regular opponents, but not total strangers. So I decided to play sledge-Hammer. Put my Knights as close to his units as possible and more or less charge them in tandem headlong into him. And I flat out told my first opponent that. I did not care if I lost so long as I got off a charge. He could redirect me into being double flank charged or whatever...I just wanted to get off a charge. My secondary goal was a draw or marginal loss. I would not complain if I got a Solid Loss or Marginal Victory. I just wanted to avoid Massacres either way.


Game 1, Versus Lizardmen

There were a lot of ironies here. Like, I told him I had nothing to guage it by and hoped my list was pretty mediocre. He looked at it, said the 10 power dice were an awful lot...and proceeded to have 14-16 power dice every turn. Is all good, I mostly thought it was funny.


I more or less set up in a line. I tried to hide my Marauders since I could tell early on they had no targets. They were too slow to catch his many, many, many skinks. They could not touch his Temple Guard. They could not catch his Terradons. And they had no chance whatsoever against the 2 (TWO) Engine Stegadons he brought. I put my Knights side by each in the center of the table opposite where his Stegadons and Temple Guard were. Then I had my first real decision.


Where to put Shaggy? (The Dragon Ogre) If I wanted to win, there was only one place; right between my Knights. He was probably the only thing I had that could touch the monstrous Stegadons. Or I could float him out on my left flank to pseudo-protect the Marauders that I did not care about.


So I floated him out to the left flank.


Warriors of Chaos Turn 1

I went first. No charges (obviously) and did not want him charging my Knights with those impact-causing Engine-dons. Slow move forward. He pretty much dispelled everything except a Hand of Death thrown at his skinks on my left flank which got 2 of them.


Lizardman Turn 1
He moved forward more or less in a line, flying hisTerradons over Shaggy. I blocked just one thing using one scroll, but he got like 4 or 5 spells through. I don't even remember what they all did, but two knights died and that is the main thing I remember. That hurt.

 His shooting was scary, putting 4 (4) wounds on Shaggy between the Terradon rock droppers and his Blowpipe poison. Ouch.

Warriors of Chaos Turn 2
Time to charge. Shaggy charged the skinks who promptly fled...but were caught and wiped out. This was not the unit I had slain a couple with my Magic Missile, so that was good.
Another choice. If I was going to try to win, I should concentrate everything on one Engine. I should charge both units of Knights at it and my Prince. Or I could charge the 3 Knights at his Temple Guard and the Prince and other Knights at his Engine if I cared more about massive charges. You can safely assume I did the latter.




Now, to be fair, I knew  his Engine was tough but was also fairly sure that having 25 S5 attacks with WS5, another 5 S5 attacks with WS8 and 16 S4 attacks with WS 4 could have done some real damage. I also knew if instead of doing that if I took 3 Knights at his Temple Guard, I would probably lose the combat but with 10 S5 attacks should do some damage. Plus I think I thought I had my army battle standard and would be stubborn, holding up his Temple Guard who probably could not hurt me either more than once every couple of turns. Still, I knew it was basically a suicide charge that would ensure I lost.

Let 'er rip. In I went.

And promptly had I think the three most pathetic charges I ever hope to see from Chaos. My Knights whiffed completely on his Temple Guard. They might have done 1 wound? Which means even before he attacked, I had lost the combat to Rank Bonus, 2 Standards, outnumbering...And of course I broke and fled.

Meanwhile, the Knights against the Stegadon saw my Prince challenge and his Skink Chief accept from atop the howdah. So I flailed away madly at his Stegadon.

I figured he was so tough it would take everything I had to bring him down and the skinks were not going to hurt me. Plus I had 5 Knights with Frenzy and a Wizard flailing away at him, not to mention the horses.

Of course, I failed to wound him even once.

They did, however, take a wound.

Fortunately, I was about to take out his Skink Chief and get rid of that super-powered Radiance thing they do. 5 attacks needing 3s to hit. 5 dice come up with no number higher than a 2 showing.

Now that...that was awesome.

Right about that moment I knew this would be a massacre.



Making it worse, when my Knights against the Temple Guard broke, because of how I had positioned my Prince to get everyone into combat, his Temple Guard hit my Champion...which meant he outnumbered me, had rank and banner bonuses, and I would need Insane Courage to not run.

Note that if I had my battle standard bearer, I still would have been fine. I would have been testing on an 8 with a re-roll, giving me an 89% chance to stay in the battle and damage him. I could have brought my Warriors around and flanked his Temple Guard and since his other Engine was out of position, it would have no bearing on this melee.

Amazing how much more powerful that one model would make this army.

Or not...my Stubborn Prince promptly failed his break test too. He would later rally and get into a challenge with the Skink Chief on the Engine that lasted for 9 rounds....but still...it hurt.  I know it is a risk...but he has broken I think 3 of the last 4 times he has had the chance to.

Conclusion
He spent the next few turns putting his Engines in position to double-whammy my stubborn Prince with their magic phase unblockable attack of doom, killing Shaggy with javelins and poison darts, and watching my WS8, S5 Prince do 1 (one) unsaved wound to his Skink Chief in 9 rounds of one-on-one challenge combat before being slain himself when the second Engine charged and did impact hits on him.

For what it is worth, I had the Chaos Warriors untouched and one unit of Marauders with 4 guys left. I also think he slightly eased up, because instead of coming to visit my Warriors, he used his Stegadons to go after 3 Marauders...



He lost 2 units of Skinks (Shaggy) and his Terradons (Shaggy).

My Magic was ineffectual, my close combat troops pathetic.

I did not really mind. I got off three charges. True, they were ineffectual...but they sure looked good charging in.

Result: Massacre

Reflections
Knowing what I now know, I would have played it differently. The other guys were all talking about what a vicious list it was to bring two Engines. They are all but impossible to kill, he had more Power Dice than anyone else and more Dispel Scrolls...none of which I mind, but it does mean playing soft as I did meant I was doomed.

Since no hill was in play (thought the field had 4 of them), I would use my Marauders to screen, put my Warriors and Shaggoth in the middle of the field, the Knights to the side, and bring full blunt force trauma to bear instead of splitting out my army, attacking piecemeal when I had the option of ganging up and flanking him, and I think I would at the least achieve a draw...though with the complete lack of success I had with the guys who did make it into combat, I might still get massacred. I doubt it. Shaggy with 5 attacks at S8 is going to give no save to the Engines and that will take them down pretty quick. I would also include my BSB with the Banner to make me stubborn.


Game 2: Warriors of Chaos
I will say up fron this kid might be my favorite game of all time. He was a wise cracking goof-ball...we had a lot of fun with our table chatter. Awesome.
His list is vastly different from mine. He has 2 large units of khorne Marauders, 3 units of khorne Chaos Warriors, and a single tzeentch wizard.

This game would have "echelon deployment" where the table is angled.

Neither of us was subtle in our deployment. Marauders on each flank, I had my Knights/Shaggoth/Knights Chaos Warriors in the middle, he had 3 Chaos Warrior units in the middle, and 4 Spawn off on my left.

His Warriors of Chaos Turn 1


I let him go first. He moved slightly forward, he tried Infernal Gateway, I used a Dispel Scroll. My Dispel dice blocked his uber-magic missile.

My Turn 1
Lets see, he moved a Spawn within 14" of a Frenzied unit of Knights...and his Warriors were within 14" of Frenzied Knights...I best be charging Shaggy. I did, and the Kngihts and the Knights and slightly moved my Warriors forward so he could not flank me without getting flanked.

Magic was brutal. I used Treason of tzeentch on his Maraduers on my left. They promptly offed like 8 of themselves. (Rules error; about turn 5 we realized he had Frenzy and so was immune to psychology. Oops...) I used Infernal Gateway to knock off some random troops.



Monday, June 29, 2009

Chaos versus Lizardmen

Kev graduated and we had a couple hours before poker, so Fullur and I decdided to play a quick one-off. We settled in at 801 points. 

I went with a small, weird army. 10 Marauders, no adds, 11 Chaos Warriors with Shields, Banner of Wrath  (5+ Ward save in shooting phase) and Mark of Khorne, and 5 Knights with Mark of Tzeentch, Banner of Wrath (gives them Frenzy) and an Exalted Hero with the Axe of Khorne.

Fullur took a Scar Veteran on Horned one, 10 Skink skirmishers, 14 skink skirmishers, 8 Cold Ones, and 10 Chameleon Skinks.


I set my goals for the game:

1) Lose via Marginal or Solid Victory
2) Win a Challenge and Roll on the Eye table.
3) Get off a charge with my Knights

We had rough ground left and right, a hill in the left center of the field, a lake, and a forest in the center of my deployment zone. He won the roll so I had to set up first.

Putting the lie to my contention my opponent has always had a hill in their deployment zone, he did not in this game...not that it mattered since his range is only 12". 

Anyway, I put my Marauders 10 wide facing the hill planning to put my Knights to their left and Warriors behind them. He planted a wide string of Skinks opposite the hill.

Put my Warriors behind the Marauders because I saw the Forest and if he had scouts they could get behind me and kill me without any danger...so now I knew my Knights had to go over there.

He spread out some more skinks and these were far enough to his left (my right) that I thought they would have little bearing on the battle. My Knights went beside the forest slanted towards my left. His Cold ones went in the middle, my Hero went into the unit of Warriors, his Scouts were able to hid along side the hill. I won the roll for turn and deferred. 

Lizardmen Turn 1
He advanced his battle line, the Chameleons emerged from behind the hill. No magic, on to shooting. Fortunately, my Marauders served their role perfectly and were his only target. Unfortunately, he rolled 5 6s so already half my scree was dead...

Chaos Turn 1
I moved my Knights up a couple inches but did not want his Cold Ones getting the charge, so not super far. I advanced my Marauders and advanced my Warriors on top of the hill to face his skinks. 6 minutes, first turn over.

Lizardman Turn 2
He wisely maneuvered his Chameleons out of my LOS, slightly retreated his other skinks, no other movement. Shooting killed a Chaos Warrior and 2 more Marauders.

Chaos Turn 2
Charge! Both my Marauders and Warriors declared charges on his 14 man Skink line. Knowing he would not be moving his Cold Ones, I started maneuvering my Knights to hopefully get a charge on his other skink line.

He chose to flee with his skinks so my charges failed and I moved just 4". 7 minutes, 2 turns done.

Lizardman Turn 3
No charges, he rallied, lots of shooting, the Banner of Wrath was paying off. In retrospect, I should have given them the Mark of Tzeentch as well, though...4+ Ward in shooting would have rocked. 

Chaos Turn 3
Okay, I have a real problem here. His skirmishing skinks can easily outmaneuver my Warriors, my Marauders will be dead in another turn, I will never be able to bring him to grips: what to do? Aha! IF by some miracle the Marauders could hold for but a single turn, I could charge his Cold Ones with my Knights. 

Charge! Marauders into cold ones...hmmm...advanced my Knights and angled them, broke my General off and advanced him, spun the Warriors to face his Chameleons. 

It was no surprise when both my Marauders whiffed and his General alone killed them so that plan failed.

Lizardman Turn 4
He shot down another warrior, maneuvered his Chameleons back out of my charge range, and...in THE key moment of the game...failed his Stupidity test. His Cold Ones awkwardly shuffled forward. 

Chaos Turn 4
Charge! I charged my General and Knights. Unfortunately, the Stupidity meant the Cold Ones had gone far enough it meant I charged them in the flank. This battle was all but over already. With my Flank bonus, and him having just 2 attacking there and his General in challenge with mine, he could not win the combat

First, the challenge. This should be epic. 4 attacks needing 3s to hit..I managed to roll 2 2s and a 1. My one hit, my to wound roll was....another 1. He attacks back 4 times needing 4s...rolls 31s and a 2. His Horned One then attacks...and rolls a 1. 

Pathetic. 

I made up for it with my Knights. All 5 hit meaning I started with 11 attacks (I had a Champion) and Frenzy meant 16 attacks needing 3s to hit. I did miss 5 of them but almost everything that hit wounded. He saved a couple but I won the combat by 9. He broke, I caught him, his skinks fled lest I charge into them.

For all intents and purposes, the game was over here. I now had points, he had 1 fleeing unit of Skinks, one almost pinned and one out of position.

Lizardman turn 5
He failed to rally. Shooting missed.

Chaos Turn 5
I had a choice; pursue his unit or try to pin the Chameleons. I tried the latter and swung my Knights into line and my Warriors advanced.

Lizardman Turn 6
His skinks rallied, shooting time. I somehow saved all but one of about 5 hits on my warriors and also saved another hit on my General. Those saves would be big.

Chaos Turn 6
Could not bring him to grips, proved to far away to contest a table quarter. Game over.

Took us about 1:09 to play the game...

Victory or Death
Well, he had 2 table quarters and 40 points for the Marauders. Had he wounded one more Chaos Warrior, he would have scored another 150 or so. Had he put a wound on my General, he would have scored another 90 or so. As it was, he got just 240 points.

Meanwhile I killed his General and Cold Ones, 513 points. 265 points in such a small game is a massacre.

How did I do with my goals?

1) Epic fail. As far from my preferred outcome as possible.
2) Epic fail. Whiff, whiff, whiff. Challenges have not gone well for me. Going in with better WS, S, and Saves, I consistently fail to wound much less win.
3) Epic success. Great charge.

Recap
What went right and wrong? Fullur maneuvered very well almost the entire game. He was able to stay out of charge range with his skinks which meant his sniping was doing the job and winning the game for him. My only quibble with his maneuvering was if he did not intend to put his Cold Ones into combat then he should have had them where a failed stupidity test would not cripple him...but that is hindsight. At the time, his placement seemed good since it forced me to be careful with my Knights. I thought he had a rank bonus (he didn't) and knew he outnumbered me and had a standard, so starting a combat at -2 against a tough unit is not something my fragile Knights wanted to do, so his keeping them up there helped keep me from pinning his Chameleons.

Had he not failed his stupidity test I would have either lost to the sniping or had to let him charge me with his elite cavalry. 

My small numbers meant pinning a small, fast-moving shooting force was all but impossible. I have said it before and will say it again...the Wood Elf Army would crush me almost every time.

That one failed Stupidity test combined with me saving just enough of his shooting wounds turned a game he could...and probably should....have won into a rout.