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Last Saturday I was lucky enough to win a small local tourny. 6 people showed up. It was a 3 game, only battle points matter, tournament with no comp and you were allowed special characters. Only the Demon player brought special characters. I ended 3-0 with 3 massacres.
My list can be found here:
http://www.librarium-online.com/foru...ment-list.html (Won a small local tournament with this list!)
Game 1 was against VC. Game 2 against O&G and game 3 against demons.
He had something close to this.
-str 10, reroll hits
2 x tzeentch heralds on foot
3x10 pink horrors
8ish seekers with the "only can hold reaction" banner
8ish fleshhound with karanak
3 bloodcrushers with champion/standard
3 Fiends of Slaanesh
That looks about right.
His set up, my left to right.
horrors, woods, crusher, fiends, horrors, horrors, seekers, hounds, woods, thirster, scribes
My set up:
khorne horse 1, hill, marauders, hellcannon with both spawns in front, both hounds in front of knights(nurgle sorc here),
dragon & tzeentch lvl2 behind impassable, khorne horse 2
Here's a crappy Paint picture to give you a fair idea:
He won toss and chose for me to go first.
k.horse 1 march as far as possible to be able to turn 2 charge some horrors.
k.horse 2 move infront of the impassable terrain. Thinking if he gives me a shot at his bloodthirster I'll take it and count any wounds a success and if he doesn't want to take that risk, I got good arcs to keep the scribes away and the dogs from moving too far forward.
marauders side step 2 inches to divert any charge from his fiends/crushers.
dragon flies to the middle of the table, maybe 17 inches from my table edge(dead center of table was about a foot of difficult terrain)
tzeentch lvl2 stays hidden to cast pandemonium
dogs move up 3.5 inches to stay out of seekers charge range.
knights move up to get within 24 inchs of seekers
both spawns move toward center difficult terrain ~6ins each, right in front of the dragon
He has 7 dispel dice and he burnt a scroll to stop ecstatic seizures.
#1 slaanesh spell kills 1 seeker, ensuring they won't be marching next turn and then banner of wrath kills 2 more.
I tried to buboes karanak, but forgot he gets MR3
That was it for the first magic phase, he gets 2 extra casting dice because of the blue scribes next turn.
Hell cannon aims at the crusher champion which is pretty close to his fiends. I scatter away from them by a lot and partial 3 horrors and kills 1.
Fiends and crushers move up 7ish inches
pink horrors with heralds move as close to the difficult terrain as possible.
seekers move up 10 inches and he keeps the hounds along side them. He mentions that not marching changed his movement plan a little.
Thirster moves infront to force my k.horse 2 to charge him.
Scribes fly a little behind the thirster to get within 24 inches of my knights.
He doesn't think he has range to my dragon with his 4 possible flickering fires, so he spends 3 fires killing my left most spawn. He then decides to just risk it with his last one because he has no range to anything else. He gets it off irresistibly and he's only at around 16 inches. 3 strength 7 hits that all randomed to the dragon and only 1 wounded. Not bad.
His far left horrors failed to cast the 4+ needed to hit my k.horse 1. Whew!
K.horse 1 frenzy charges his far left horrors,
Dragons charges his far left horrors hoping to kill off some of his dispel dice.
My remain spawns rolls a 9 or 10 to charge his seekers (LOL)
He left 1/4" too much room in front of my k.horse 2 and his thirster, which means they can charge the juicy flank of his hounds. With that charge declared, he already is giving up by saying games over like 10 times. Actually was annoying, but he did think frenzy had to charge nearest enemy, so he wasn't exactly happy at this point. Also remember this game is game 3 and is for all the marbles.
Knights reform to take a charge from the thirster. Nurgle sorcerer bails out of the unit to behind the impassable terrain.
Tzeentch lvl2 flies behind the Scibes to flickering fire it and if that fails, blood curdling roar it.
Much more devastating phase. He must have had only 1 scroll. I get ecstatic seizures off on his far right horror unit and only kill 4 of the 10 and don't wound his herald. One more and they wouldn't be wizards anymore. Banner of Wrath kills the Scribes, after he dispelled flickering fire. Nurgle lvl2 gets regen off onto my knights (see, he wasn't just going to run away and leave them to their own demise).
HC scatters into nothing
He denies my dragons challenge and I kill probably 4 or so horrors. He pops a few more, only 3 + herald are left.
k.horse 1 between killing and popping leave only 1 horror.
k.horse 2 kill only 1 dog, but he takes 1 (might have been 3) from popping.
Spawn kills nothing and takes a wound. Fair enough, did exactly what I wanted him to do, stop those seekers from being able to do anything next turn.
His fiends charge my cannon.
His Crushers charge my marauders.
Thirster charges my knights.
Magic only sees him killing off some warhounds as he has no other targets. Unfortunitely for him he miscasted and rolled a 5 for the results. I rolled a 3 on my D3 (infernal pupper) and turned his far right tzeentch herald's miscast to a result of a 2, which killed him and 2 horrors, meaning after this turn he had no magic users left alive.
Thirster does 5 wounds, I regen 2 and roll low enough to hold.
Fiends try to kill the dwarf crew wth this mighty 12 attacks and completely and utter flop by killing 1. I do 2 wounds back, its a push.
k.horse 1 finishes last horror.
Dragon obliterates his tzeentch herald and pops the unit.
k.horse 2 kills 2 more hounds and he rolls like an 11 to pop the rest except for karanak with only 1 wound.
His crushers destroy me and pursue off the table in a direction that will keep them out of the game for at least 2 more turns.
He wounds my spawn again, but I still hold.
He has only 1 horror unit left that can't generate dice. Next turn my dragon would throw everything at his seekers while lining up a charge against his fiends, who should be locked into combat for a few turns with my cannon. Granted, I don't think my victory was ensured as much as he though, but I did have 12 casting dice left to his 2 dispel. His crushers wouldn't be able to charge anything until turn 4 and that would only be my cannon. His thirster probably would eat the rest of my knights, but after that he couldn't be able to charge anything, except again, my cannon, since all I have left are fast cav and fliers. It probably was just a rage quit more than anything. He did pack his stuff up fast and didn't even wait to claim his 3rd place prize. (which he can do easily at another time).
Overall it was a fast and intense game. I think the slaanesh dragon lord was used extremely well. I was able to use combat to kill a herald and horrors and magic to kill the other herald/horrors. It would have been nice to play longer than 2 turns, but I can some what understand the frustration of losing or near to losing all your special choices and all your magic by turn 2. Like I said, my hell cannon would die sooner or later. The only things I'd show him to charge would be that since I couldn't do anything about it. My 2 m.horse would just book it for table quarters and my sorcerers would just bounce around everything else that's left, meaning I'd have 4 more magic phases to do with as I chose and all he had to stop me was a little MR. I doubt I'd have even tried to hurt the thirster, but I don't doubt his fiends/crushers/seekers would be dead in a turn or 2.
Its getting late and I got a busy day tomorrow, probably will get games 1 & 2 up on Thursday.
Last edited by Pinkus; January 13th, 2010 at 05:20.
Thanks. I think a list like this has a few advantages when going outside my club to play people. For one, no one knows what to do against the slaanesh lore spewing dragon. There's nothing else really like it out there.
Almost all of my WoC lists have a few staples in it that make it very easy for me to master the list quickly. At least 1 unit, if not 2 of knights, 2 k.horse with flails, 2 hounds, a lvl2 nurgle and a lvl2 tzeentch. I mean, take the dragon out and put in a tzeentch DP with a BotG BSB on disc and you pretty much have my Gateway army.
I know what you mean with the staples, i've gotten used to using my "staple" units as well (close to yours, but throw in chariots for sorc's).
The spawns performance almost makes me want to find point for two of them in my Gateway Sorc list.
Look forward to 1 and 2.
Last edited by Ayliffe; January 16th, 2010 at 23:00.
2010 WoC Cav W/L/D - 7/3/1
We want more.. lol
2010 WoC Cav W/L/D - 7/3/1