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This weekend is the Marauders Indy GT in Dayton, OH. Its an open list tournament so I don't care if someone here is going and sees my list. A friend of mine and I played last night during our weekly game night. Ironically it was also the last round of a local 3 week long escalation tournament we've been running. This game technically fell into the best of the loser's category. We both lost round 1 (@750) but won every other round.
To discuss my army you can refer to this thread. The army on top of page 2 is what I used:
http://www.librarium-online.com/foru...-v2-0-a-2.html (DP - fast list v2.0)Actually forgot I added Rapturous Standard. lol. Luckily it didn't matter.Daemon Prince
Tendrils of Tzeentch
Mark of Tzeentch
Fury of the Blood God
Mark of Tzeentch
Banner of the Gods
Mark of Nurgle
Marauder x 10
Marauder Horsemen x 5
Mark of Khorne
Marauder Horsemen x 5
Mark of Khorne
Chaos Knights x 5
Mark of Nurgle
Chaos Knights x 5
Mark of Nurgle
Dragon Ogres x3
Warhounds x 5
Warhounds x 5
My opponent had something close to:
Oldblood with no armor save sword on carnisaur
Skink priest with scroll/diadem
Scarvet BSB with +1 toughness
Scarvet with I can't remember what.
3 units of 10 skink skirmishers, 2 had blowpipes
a block of about 20 hand weapon saurus - FC
another block of saurus 6 wide with spears - FC
2 units of 3 terridons
7 coldone riders - FC
Alittle surprised he doesn't have stegadons or razadons, maybe he just doesn't have the models painted.
Only 3 pieces of terrain. One small pillar off to my left halfway up the table. 1 wood in my left deployment and 1 wood in his deployment to my right.
Took buboes and regen on my lvl2. Got flickering fire, gateway and the #4 spells. Can't remember their names. 4 is unit attacks itself. 5 is turning a foot soldier into an exalted.
He never casted anything, just took his 2 dice into the diadem.
Lizzies from my left to right:
Terradon 1 - Skink 1 - kroxs behind skinks - handweapon saurus (saurus 1) - spear saurus (saurus 2) - priest in his woods hiding - skink 2 in woods - oldblood - skink 3 - saurus coldone riders (SCOR) behind the skinks - terradon 2
I believe that's everything.
Warriors of Chaos!!!
From my left to right:
Far to the left, marauder horsemen (m.horse 1) - then all the way past the woods to the middle of the table Knights 1 with doggy 1 in front - dragon ogres(DOs) with BSB and daemon prince(DP) behind them - warshrine - knight 2 with doggy 2 in front - marauders - marauder horse 2 (m.horse 2)
My sorcerer started in knights 1, but left after turn 1 and just hung behind my battle line all game trying to snipe characters.
Since the tournament we're going to has scenario cards you play. You get I think 8 cards and over the tournament you use one each game, can't use the same one twice. He played magic flux, big surprise. Basically every magic phase(we played it only for the first 3 rounds, but apperently it is meant to be all game) the player rolls a D6. Whatever number is rolled counts as a 0 for any casting/dispel dice that player's turn. So if I rolled a 6, any casting or dispel roll after that of a 6 counts as a 0, which effectively wipes away irresistable force. Likewise if I roll a 1, then you can't miscast either. Needless to say, I expect to play against this most my games this weekend. Oh, and he gets 100 victory points for killing a model/unit that can generate casting dice.
I played mutinous dogs, which means no skirmishers or ridden monsters can use general's leadership and I get 100 victory point for killing atleast 1 skirmishing unit. Doesn't really affect coldblooded much, but the other scenario cards affected him less.
I rolled a 7 and told him to take the first turn.
Terradon 1 on left flank move up enough to stay out of the m.horse 1's range, but enough to be in range for him to charge me next turn. His middle moves up slightly and his right flank moves up about 4 inches. He stores his magic dice into his diadem. No shooting.
I move both my doggies all the way up right into his skink 1 and skink 2's face. My line moves up 8 inches. My left m.horse 1 moves back to stay out of 20" range. Basically we're going to play cat and mouse on the left flank for most the game. My m.horse 2 move to aim toward the right table edge and charge his terradon 2 if he wants to try and fly behind my battle line.
Magic flux sees me rolling a 4. I cast buboes on his bsb and rolled 2 2s... I tried gateway on his lord, which is nice, he though he was screening all his big baddies, but gateway don't care! I rolled 2 4s a 3 a 2 and a 1, which thanks to magic flux counts as a 6. I actually rolled a 15 not counting magic flux, so the scenario card strikes early. I throw my last 2 dice to make his SCOR attack itself and rolled a 6 and a 4. Again the scenario card strikes.
During the shooting phase I give knight 2 MR3(yippee!!).
No charges. His terradon 1 moves up again to be within 20" but outside 16"s of my m.horse 1. He doesn't really move much, just some skinks around to get better firing ranges. Krox and skink 1 move more toward the middle of the table. His skink 1 kill 2 doggy 1s and they somehow pass their rerollable 5 panic check. His skink 2 who are still in the woods kill 3 doggy 2s and they pass panic easily being so close to my general. His skink 3 manage to kill 2 of my marauders on foot.
My turn. The 3 remaining doggy 1s charge his skink 1s on my left side. The 2 remaining doggy 2s charge his skink 2 in his woods to my right. My knights 2 declare a charge against his oldblood, going to be close for range. My marauders charge his skink 3. His skink 1 flee from my 3 doggy 1s and I stop 1" from his kroxigors. His skink 2 hold in the woods against my doggy 2. My knights have 13.5"s on his oldblood and after 5 minutes of him thinking, he decides to hold and test out his oldblood. His skink 3 flee from my marauders. Right now his SCOR have a nasty flank on my knight 2, so I move my m.horse 2 in front of his SCOR knowing full well they're toast, but they'll redirect his scor away from my battle line. I move my m.horse 1 on my far left to my table edge and closer to the middle of the table. The cat probably will catch my mouse next turn, but that's fine. I move my center battle line up to about 10"s from his saurus. I fly my BSB behind my doggy 2 which puts him 6 inches away from my knights that are engaged with his lord. If things go bad, atleast I can expect them to hold. I fly my DP over behind his oldblood to set up magic against his SCOR, knowing that he'll probably get rocks dropped on his head next turn.
I roll a FIVE this time for magic flux... Again my buboes rolls a 4 against his BSB. He scrolls gateway that somehow got off without 5s counting and magic phase #2 is done, still nothing killed.
My doggy 2 kill 1 skink, but lose 1 in return. He wins by one, but I'm stubborn on a 5 that's rerollable. But I still break. He attempts to hold and rolls an 8. Finally my scenario card does something, since he is standing right next to his general, but he can't use his leadership. He pursues right into my BSB.
Before I go to the knights v. carnisaur I should mention that my warshrine came up HUGE for me and the chaos gods deemed my knights 2 worthy of their attention and bestows +1 attack on the unit.
I throw 8 attacks from my horses into his carnisaur and wound 3 times but he rolls freaking 5,5,6 for his armor saves. I guess I am allowed to know what his lord has, but I'm so used to not playing that way I didn't ask him. Assuming his lord has a better armor save I throw my 12 attacks from my knights into his carnisaur and only wound him 3 times. His carny needs 5s to hit me and wounds once, which I saved. No frenzy for you! His lord then proceeds to wound 3 knights and his sword negates armor saves. he out numbers, our wounds wash, but I got a standard and musician. I win by 1 and he holds.
His krox charge into my doggy 1. His SCOR charge my m.horse 2. My doggies fail their fear check and get run down and he redirects into my knights 1. His terradon 2 fly over my lord dropping 7 rocks wounding with 2 and my 4+ ward saves them both! His SCOR massacre my m.horse 2 and over run into my marauders. Who hold because it will further redirect him from my battle line if he has to pursue them. His terradon 1 on my left flank move into my woods, guess cat and mouse time is over. His fleeing skink 1 fail to rally, but stay on the board. His fleeing skink 3 rally. That added leadership they gave skinks in the new book is actually paying off a lot I've noticed over the last month.
He chucks 3 javelins at my DP from terradon 2 and hit with 1 but fails to wound.
My BSB rips apart his skinks, they flee, get run down and I fly right over his woods. 100 victory points for me for killing a skirmishing unit!
His kroxigors, hitting on 5s, actually killed 1 knight, but I do 3 wounds back. He breaks from combat and gets run down and I overrun into his saurus 1. I was debating at this point in trying to hold, but I knew it was my turn next and my BSB would be able to fly over to my knights and grant his game changing effects on them before that combat happened. I'll also be able to throw a bunch of attacks on his scar vet that's in the unit.
My Knights have the initative on his oldblood and I throw all my attacks at his carnisaur again, this time killing the bugger. His lord turns around and kills my last 2 knights and claims the standard.
His SCOR on my right flank massacre the m.horse 2 as to be expected and overrun into my marauders. Nothing is happening that I didn't expect to happen, so I guess that's good.
My turn 3:
Well my knights 1 are now locked into a combat I'm not feeling good about and if I don't engage his spear saurus they'll flank my knights next turn. Not wanting to do it, I charge my dragon ogres into his other saurus. I brought them to be an anvil, so they'll be an anvil. Problem is my army is all out of hammers at this point. My BSB flies between both saurus to make my knights and DOs stubborn. Did I ever mention how much I love the banner of the gods? My DP flies to the center of the table to line up magic. My warshrine moves to where it can charge either saurus next turn if I have to. My M.horse 1 on my left flank move up 16"s. This gives them a line on the flank of his saurus 1. My reason for this is, his terradons can become a big pain if they decided to go towards the middle of the table. However, if he does that now his saurus are screwed, so he really has to divert them to try and kill my m.horse 1.
Magic sees me roll a 2 or 3, can't remember for magic flux. This phase my magic comes alive! Buboes goes off on a 10 against his lord who is now on foot. He's so scared of gateway and flickering fire he lets it go off! Only for me to irresitable force gateway onto his lord. Something like 8 str 7 hits later his lord dies. The funny part is he saved all but 2 and he's holding 5 dispel dice that could have been used to stop buboes.
Someone in my warshrine has the attention of the chaos gods. For they bless my dragon ogres with +1 attack. That's going to be 8 str 5 attacks against his BSB.
His SCOR kill my marauders to a man and choose to hold. Not good, he has charge arch on my sorcerer next turn.
My knights 1 put 1 wound on his scar vet and kill a few saurus and his scarvet kills 1 knight in return. I'm stubborn and hold. My DOs throw 8 attacks into his BSB and turn him into some unrecoganizable pool of ooze. The other DO kills 1 or 2 saurus. He has spears, so he gets a crap ton of attacks back and does 4 wounds. Kills a DO, but also takes 4 of his saurus out of the fight. He won combat, but I'm stubborn over here as well and hold.
His skink 1 finally rally in the far top left table quarter. His skinks 2 march back toward my army on my right. His SCOR charge my sorcerer who flees and gets like half an inch out of their range, whew! His terradon 1 decide my m.horse are the bigger threat and fly over their heads and drop rocks killing 3. They then shoot their javelins and kill 1 more, leaving just 1 guy. His terradon 2 fly to be in charge range of my BSB next turn if I don't move him out of his sweet spot.
My knights 1 have initiative on his saurus 1 and I kill his scarvet and a few more saurus and in return he does no wounds. I lose again, but I'm still stubborn and hold. My DOs kill a few and take 2 wounds in return and still being stubborn hold. Seriously, banner of the gods is just wrong. My anvil is turning into a meatgrinder because of it. They already killed a BSB and now they've killed atleast 6 saurus aswell.
My turn 4:
My BSB decides he wants some saurus, so he charges into the spear saurus that are fighting my DOs. My DP flies behind his SCOR to nuke the crap out of them. My last remaining m.horse 1 has to charge his saurus 1 who are fighting my knight 1. My Sorcerer rallies and prepares to die to the SCOR if my DP can't save his ass. My warshrine also charges his saurus 1 in the front.
We thought magic flux was over with, so I didn't roll a die this turn. It MIGHT have affacted my magic, just don't know. I rolled a 22 for gateway and he rolls like a 15 to stop it. that's why I don't think flux would have hurt me. I rolled a 22, even taking a die or 2 I probably could have still gotten 15, even considering I didn't use my reroll yet. 11 str 5 hits later and I only killed 4 of his 7. Still that's nice. I told him I was disappointed and thought more should have died and he commented on how I could be sad with that result. He's probably right. The key here is I still have 2 dice to his 0. Flickering fire goes off and 5 str 7 hits later kills the last of his SCOR. My sorcerer definetely owes my DP a beer when they get back to the chaos waste.
My BSB kills 2 or 3 guys and my DOs kill 3 aswell, he hits back and does 1 wound to my DO leaving 2 models, 1 of which has 1 wound left. He fails his break test and I run him down. Before we even get to the other combat he calls it.
MASSACRE in the WARRIORS of CHAOS favor!
I'm overall pretty happy. I rolled pretty good in close combat. I regained my love for my nurgle knights. Taking 20 saurus and a scarvet on with only 4 knights and grinding them down and killing the scarvet is a nice performance. I guess I'm alittle surprised how many saurus my dragon ogres kills. Well, I hit on 3s and wound on 3s and he didn't have the parry bonus to help him save. Not to mention the warshrine was on fire this game.
My DP came up huge. Would he have if I didn't get gateway? Maybe not. Pandemonium probably would have been worthless against this army. Still he managed to put 2 wounds on the oldblood and kill 7 SCOR. This is actually the second game this year where he killed 7 SCOR in 1 magic phase.
Still have yet to see what I can do against shooty armies. I'll have 5 games this weekend to really see if this list is legit.
This puts my yearly record while using a daemon prince up to 9-2-1 because I tied with a VC army last week. Which was nice, because on turn 6 I was losing badly, flank charged 19 graveguard with a vamp with my BSB and DOs and wiped the unit out. He charged my knights with a corspecart and dragon with a lord and 1 lived and rapturous standard rolled double 2s to hold and save myself 140 points forcing the draw.
This was also a first for me, I used my m.horse cruise missiles as sacrafical fast cav this game and I think it worked. Reading over the battlereport it seems that I controlled the tempo of the game which may be why I won. Overall its a nice confidence booster going into the tournament. I think life time against my opponent I've beaten him twice, drew twice and lost 4-5 times.
Nice to hear you won your first game using that list.
If I read corectly you didn't mention about the naked Marauders nor Warshrine.
How did both unit do? Do you like them? Any thoughts to make the list stronger?
Currently building my poor-hammer WoC army.
I mentioned the warshrine several times. It gave me +1 attack twice which helped kill characters.
The naked marauders weren't expected to do anything but hold a unit up for a turn and that's what they did.
I think this list has reached it pinacle as far as strength. I can't find anything I would change.
good report I have yet to be impresed with lizzardmen, but have not faced an expercienced genral playing them. I do have 2 questions though:
1) with the abundance of fear in the tourney envirionmmnet do you think your maurder horsemen should take M.O>s so they will be immune to psy?
2)Also are the 10 maurder really woth it ? would you be better with more hounds or horsemen because they can keep up flank charge in support of the knights etc.
Ah yeah missed that part about the Warshrine, sorry bout that. I was looking for the part where the Warshrine actually takes up combat and missed the part about blessing, twice.
Even if it didn't get into combat (unless I missed it, again), it already sounds real nice. Attack +1 is just cruel going for Chaos Knights, I can only wonder the same effect on MoK Knights
Same goes for the Dragon Ogres. Now I'm thinking of trying one myself
Good luck with your games!
1) The Horsemen here are MoK. Meaning they are frenzied, which makes them Itp already. That and MoS doesn't grant (full) Itp
2) The Marauder is there just to plug in the third Core choice for him. It looks a bit forced, but they are the cheapest Core choice for us. Hounds don't count to Core so yeah.
Last edited by Black_katZ; March 12th, 2009 at 18:31.
Currently building my poor-hammer WoC army.
I tried having my third core being just naked horsemen, but I found they are worthless. I save like 25 points by going with the marauders. I don't expect much out of them, but they do have a rank and take a quarter if nothing else. They tied up the cold one riders for a turn. That's a turn they aren't destroying me and gave me enough time to free up my DP and bring him over.
I might take a comp hit for them though, but I couldn't think of another way to fill my core, nor could I find the points to do it neither.
So far in two games they have done good. Releative to their cost that is. Against the VC they got a flank in on some grave guard. Ultimately the GG got rezzed back up, but they helped kill them in the first place so he had to waste the dice on rezzing. And this game they took some shooting and a round of combat to kill.
Last edited by Pinkus; March 12th, 2009 at 20:32.
One small, but possibly substantial thing I noted.
Why are Kroxigors and something else I saw, in that battle, hitting on 5s? WS 3 vs. WS 5 is 4+ to hit as usual. Its only when WS is doubled against defender that its 5+.