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Ok, this is the first Battle report I’ve ever done, so off the hop, cut me some slack (especially considering it’s almost all from memory and it was a 3 hour 3000 point game ) I haven’t figured out how to do maps yet so I hope I describe it well enough. edit: the deployment diagrams didn't work at all so I used some arrows to help
I knew I’d be playing dwarves and I knew he expected me to use magic as that’s what got him last time so I did as Tzeentch would do and switched it up by using a solid combat army against his gun-line & runes of dispell tactic-which almost bought him a solid victory last time around- we’ll see how it does this time through!!
Lists go as follows:
Chaos Lord –CL1
-(mark of khorne, juggernaught, shield, armor of damnation, father of blades, soporific musk.)
Chaos Lord –CL2
-(mark of khorne, juggernaught, shield, Chaos Deamonsword, Golden eye of tzeentch, Diabolic splendor.)
Exalted Hero --EHBSB
-(mark of tzeentch, disc of tzeentch, shield, flail, BSB, Banner of the Gods.)
Troll King Throgg –TKT
Wulfrik the Wanderer –WTW
Chaos Trolls(3) -**count as core because of special character choice** --CT
Marauders-“Wulfrik’s wanderers”(24) –WW
-(mark of khorne, flails, Standard, musician.)
-(mark of nurgle, shields, light armor, full command.)
Chaos Warriors(15) –CW1
-(mark of nurgle, shields, full command, warbanner.)
Marauder Horsemen(5) –MH
-(mark of khorne, flails, light armor, standard, musician.)
Chaos Knights(5) –CK1
-(mark of tzeentch, standard bearer, blasted standard.)
Chaos Knights(5) –CK2
-(mark of nurgle, standard bearer, banner of rage.)
Dwarven Lord –DL
-(not sure about the items, although he has two shield bearers and a weapon that if it wounds causes d6 wounds?)
Dwarven Runesmith –RS
Hammerers(20 ) –H2
Thunderers(20 ) –T1
Thunderers(20 ) -T2
Quarrelers(20 ) –Q1
Quarrelers(20 ) –Q2
Slayer pirates(15) -SP
Bolt thrower –BT1
Bolt thrower –BT2
Organ Gun –OG1
Organ Gun –OG2
I’m sorry I couldn’t get more detailed about his list, but I just don’t have a good enough memory, doh!
Ok so WoC got to set up the board, placed a tree in center of deploy zone-1 and level 2 & 1 hills in deploy zone-2, then a level 2 hill in each table side deploy zone. Then scattered all items with artillery and scatter dice. The hill to the west scattered back 8 inches into deployment zone-2 and the hill to the east scattered two inches into deploy zone-1. the trees scattered 4 inches west and the 2 level hill in deploy zone 2 scattered 6 inches west while the level 1 hill stayed put. (wow that’s complicated!)
He took the side with the two level 2 hills and the one level 1 hill (we’ll call this north or deploy zone-2 from now on.) and from west to east this is how it went:
----------------SP[lvl 2 hill]—Q2[lvl 2 hill]—H1(dwarf lord)—T2—OG1—OG2—Q1—H2—T1[lvl 1 hill]—BT1—BT2
Well he’s got line of sight, good job Hurt, doh! Obviously I took the south deployment zone, or deploy zone-1. and went west to south like this.
Wulfrik’s and his wanderers chose to enter the game later with their flying long-ship, when you ask? Read on!
Ok so now that’s all finished, oh dear lord, it’s about this time I’m starting to sweat, can I handle that many stunties in one go? Luckily I was able to get a slight advantage through his spread out setup and I figured his SP, Q2, H1 units would be hard pressed to be a major concern until turns 4-5.
Roll for first turn!
BAM! I roll a 6! The dwarf general rolls a 3+1 for setting up first, so 4--still not enough!
I choose to go first as no matter what he’s in range with his 30” shooting, uggh this is looking bad!
WoC: Ok, obviously no charges, roll for Wulfrik and his posse to enter the frey…5! He enters needing a 5+ on a D6 to join on the first turn, this is turning out to be more to my liking I place him right behind the two bolt throwers and put a cramp in his plan to skewer my marauder horsemen or knights, Wulfrik also calls out in an ancient Dwarven tongue to the Runesmith, naming him as his favoured enemy for the battle! I push CW1 and M1 both forward 6 inches, still in his long range shooting for all, and out of charge range for the slow Dwarves. The Trolls and Throgg move forward 8 inches, trying to bait the Thunderers or Quarrelers into giving them a few rolls on the Eyes of the Gods chart before the combat gets too heavy and they risk death! CK1 and CL1 move up just an inch behind the Trolls and Throgg, using them as cover from the nasty looking dual-organ guns. The marauder horsemen move on a north-west course around the level 2 hill in front of them towards the T1 unit, CK2 and CL2 move north-east on the other side of the hill towards the bolt throwers (glory or death! And at this point it looked like death so I just stared it down haha!) And last but not least, the EHBSB flew in behind M1 to provide stubborn incase the ensuing shooting phase from the dwarves proved disastrous!
Dwarves: No movement, except a surprising about face by both bolt thrower crews who had a hate on for Wulfrik and his lad’s apparently and decided they were now the targets of their doom and gloom! Right, magic? None. Shooting? None right? Aww darn here we go! Q2 targets WC1 and rolls 20 shots, 19 missing as he required 6’s on long range and had a nurgle marked target, it fails to wound, T2 targets M1 fires 10 shots killing 2 marauders. Both organ guns fire on the trolls for a total of 16 shots, causing two trolls to keel over and die! Q1 target the Trolls and throgg with 20 shots, causing 6 wounds, I regenerate 4, yay two rolls on the EoTG’s table! (They scored, ‘+1 attack’ and ‘cause terror’) T1 ignore the easier target of the MH, and aim for the CK2-CL2 nurgle marked unit, failing to wound any out of 20 shots. Both bolt throwers aim at WW, the first failing to score a hit, and the 2nd, failing to wound on the first marauder! (totally modeling a giant spear sticking out of his shield. So all in all a Very unlucky first turn for the Dwarves, and it seems Tzeentch is smiling on my dice for now!
WoC: Charges! WW charge into both bolt-thrower crews simultaneously. The MH luckily are out of range (barely 17”s!!) for their frenzied auto-charge, I push both WC1 and M1 up a guesstimated 8 inches from H1 and T2 respectively ( I felt bad for his epic failure last shooting phase and decided I may as well give him a fighting chance! More so I wanted to get the charge with both units and figured dwarves had a shorter range movement) I move the remaining Troll and Throgg in behind the Marauder Horsemen for a screen until I can get them into combat, I wheel CK2, CL2 unit 4 inches and move them north-west towards the H2 unit. The CK1, CL1 unit moves up into the spot the trolls just left but keep their distance so they can still charge on turn 3. Wulfrik kills all 3 of the one bolt thrower’s crew, and the marauders kill 1 of the other’s, the remaning two roll double 6’s on their break test and flee, WW must pursue and roll 4” where as the Crew rolled 7”. Great now I’ll have to turn them around for a flank charge on T1 later on. : (
Dwarves: No charges! The remaining 2 BT crew rally, and are promptly ignored Some movement…wait a minute, those Hammerers seem to be pretty close to those now terror causing Trolls, huzzah! An 11 is rolled and I watch the little men hike up their skirts and run 5 inches towards the north table edge-not quite far enough! Uh oh, Q1 look to be in range of those Trolls too, a 12! They run 8 inches but stay on the table, Trolls seem to be paying off in spades! The Dwarven General doesn’t think the H1-dwarf lord unit is close enough to WC1 and marches up to 1” from them instead of charging (umm thanks for the free charge?) SP move down the 2 level hill and take up position facing south-east at the bottom of their hill. Now, more shooting! Again, Q2 fires 20 crossbow bolts at WC1 and hits with, that’s right, 1. which also fails to wound, time to buy new dice! T2 shoot 10 rounds into the M1 unit, killing another 2 north-men! Both organ guns target the CK1, CL1 unit, they roll 14 hits all together and slay three of them despite a 1+ armor save and a 4+ ward save, ouch! T1 Target the CK2, CL2 unit and slay one knight.
Ok well at least there was only one round like that, otherwise my knights would’ve been all over the battlefield in little bits!
WoC: Chaaarrrrrrggggggge! WC1 charges H1-dwarf lord unit, M1 flank charges the same. CK1, CL1 Charges both Organ gun crews simultaneously, with the MH flanking the same. CT move up ready to flank charge the Longbeards if they try to flank my MH unit. CK2, CL2 is kind of stuck sitting around waiting for something to happen, I didn’t want to invest them into the T1 as they would get flank charged by WW next turn anyways So I did what any smart chaos general does and preys on the weak, who for this rendition of Dwarves getting their butts kicked by Chaos, was played by the already fleeing H2 unit who run a full 10 inches through the long beards (which are immune to panic unfortunately) and off the table! Now that was satisfying. So it’s a failed charge and CK2, CL2 park themselves flank facing T1. WW turn to face the flank of T1 ready for the coming carnage. EHBSB flys between the M1 and CK1, CL1 units to spread the banner of the gods love to 5 different units. Ck1 kill the first organ gun crew but are held up by their lord being in combat with the 2nd crew, he kills two of them but the last one passes their break test thanks to being stubborn. My Ill thought out flank charge with MH has left me open for a rough whooping down my flank from the long beards this turn, we'll see what happens! H1 takes 3 casualties and my warriors lose 2, however with being outnumbered and my warbanner, the dwarves lose combat by 1, but pass due to their rediculously high ldrshp of 10 from their general. this is going to be a long fight!
Dwarves: movement, ok SP move 6" south-east, Q2 reform and move down to the base of the hill. H1(dwarf lord) are still stuck in an out-numbered combat, T2 angle slightly to bring their entire front rank into view of the EHBSB-didn't see that coming!- LB take and pass their terror test for being near the trolls, then charge into the flank of the MH(who are still frenzied and unfortunately can't flee, ohes noes! Q1 fails their rally test and runs a further 8 inches off the board, those silly little dwarves! T1 have to make a tough decision, stand where they are and fire at the CK2, CL2 unit to further shred them, or turn to face the charge of WW. they choose the first option and shoot at the knights and chaos lord. however, they only wound 4 out of 20 and I cooly make 4 armor saves. T2 first a volley of 20 shots into EHBSB but only wound twice, I fail one armor save, and make his 6+ ward save for mark of tzeentch as the bullet melts into liquid lead and runs down his armor plating! combat! the H1(dwarf lord) unit has to attack last sadly as they are toting great weapons and I have Initiative 5. they lose 2 more from the WC1 and 1 from the M1, they swing back with the champion and two shield bearers attacks in the front and kill 1 more warrior, the dwarf lord hits but only wounds once and I make my 2+ armor save(reduced to a 3+ against str4) without bating an eye. Again the dwarves must make a break test, again they survive(rolling an 8! phew that was close!) the last OG1 crew member gives the Chaos lord the finger and promptly hides in his steal barrel, my lord fails to wound once! five 1's!!! the LB murder two MH and they fail their break test despite being stuborn from the BoTG's and run 14 inches, the LB over run 4 inches right past the trolls but not far enough to charge into the CK1,CL1 unit. yay!
WoC: Ok we've got some charges! WW charge into the flank of T1, and with their pistols they stand and shoot only killing one marauder, wewt! the CT unit pulls a 6" wheel move right into the back of the LB's however they are required to stay one inch away as it was not a declared charge(they couldn't see them to begin with, but now they can, haha.) CK2,CL2 charge into the flank of the LB's but are too far away, failed charge! they will be in range for turn 5 though! Throgg uses his once per game S5 breath weapon template that ignores armor saves on the rear of the LB turning 5 beardy-ones into puddles of goop and bubbling acid, yuck! So on to combat, WW kill 7 of T1 and overrun 9 inches as T1fails a break test and runs 4" they are destroyed! H1(dwarflord) again must attack last due to great weapons and low initiative, WC1 and M1 in total slay 4 more dwarves and take no casualties back, this time he's not so lucky though on his break test and rolls an 11! even with stubborn and ld10 from the general, 11 won't do it, he runs 9 inches, I run 9 inches, his general is dead! (it was at this point we called it a game and a solid victory in my favour, but we both really wanted to see how the slayer pirate faired so we kept on playing!)
more to come after I finish breakfast hehe
Last edited by Hurtinator; February 10th, 2009 at 18:20. Reason: finished BR :)
Chaos Warriors (2009) 16-4-9
Im enjoying the report so far, seems the Dwarf player is suffering from my usual luck- rolling low except for leadership tests!
His list seems strange though- why on earth did he take 20 strong Quarreller and Thunderer units?? if he had made all of these 10 strong he could have taken two 20 strong warrior units which IMO would have been much more useful...well each to his own.
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
Not to mention that it seems the new Chaos Mortals can't develop an army for a battle report without a special character in it.
"Not to mention that it seems the new Chaos Mortals can't develop an army for a battle report without a special character in it."
To each his own, I like games where it has something extra and both Wulfrik and Throgg add that without making it over-powering. also, the Warriors of chaos are all about their lord/hero characters, that's the entire point behind the army, If I wanted rank/file I'd have gone skaven.
Ok back to finishing this up!
Chaos Warriors (2009) 16-4-9
It's not our fault our special characters are so awesome-sauce! As inexpensive hero level characters, Wulfrik and Throgg especially add a ton of flexibility with thier special rules. In an army as predictable as WoC, we take the flexibility where we can get it.
... question: Your Troll unit with Throgg regenerated four wounds. You then took two separate rolls on the EotG table? Did you save two wounds on the unit and two wounds on Throgg? Otherwise, this would have resulted in only a single roll on the table, as mutant regeneration stipulates 2 or more wounds on a unit in any one phase results in a single roll on the table at the end of said phase. Throgg's wounds would count separately, and he would receive his own roll. So if it ended up being 2 regen'd wounds on the unit and 2 regen'd wounds on Throgg, no worries.
The Blessed of the Four
By the pricking of my thumbs,
Something wicked this way comes.
Unless, of course, you consider the Daemon Prince as a special character. At least the third one he's using normal Exalted and Sorcerer.
I don't know, but maybe -justmaybe- the current WoC armybook is new that everyone is itching to try out just how devastating are the new special characters in the book. I can almost guarantee the same thing will happen to the new Lizardmen army battle reports and other armies that got new books - people are just eager to try out (and share thoughts) about how special characters fare in their respective new books.
That said, I personally favor normal Lords/Heroes/Sorcerers, because I can tailor them into how I want to play them.
Currently building my poor-hammer WoC army.
Have you finished breakfast, yet? I wanna see how it ends!
The Blessed of the Four
By the pricking of my thumbs,
Something wicked this way comes.
"Q1 target the Trolls and throgg with 20 shots, causing 6 wounds, I regenerate 4, yay two rolls on the EoTG’s table! (They scored, ‘+1 attack’ and ‘cause terror’)"
You only get one roll dude. Its not for every 2 rolls you make. its IF you pass 2 or more rolls a 'phase'
Kill the stunties!!!
As for chaos armies without a special character in there. Er.... I hardly ever use special characters. But why wouldn't you really???? They're great!! (although expensive). Would you say the same thing about lizardmen and Stegadons?
wow he must have a really big breakfast...
Never argue with an idiot, they drag you down to their level, then beat you with experience.