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Went to a small (10 players) tourney at a local (Madison, WI) hobby store. Now bored at work so decided to try and write up the report from memory. I took my WoC since it’s the only thing I have fully painted (Taking for ever on my ogres and tossed my VC in a corner when the new book came out). Before going to the tourney I had a hard time deciding what to take. It was a non-comp even so I was really worried about facing a lot of magic (Turned out I didn’t need to worry about that since the magic levels were very reasonable). But before the event I was worried about going in with just 4 DD and a scroll. So I decided to take the nasty black tongue /infernal puppet combo. I actually like the combo because in general it is only nasty to armies that are very magic heavy while low magic armies don’t need to worry about it. I didn’t want to give up the 5th spell on the lord so I ended up having to switch a exalted hero for a sorcerer, for which nurgle seemed like the best choice since it has the best number 1 spell. Then I couldn’t decide on how to mark my sorcerer lord and was considering Tzeentch or Slaanesh. I didn’t want to spam gateways (even though it would be the only thing in my army that would really be able to take care of the big nasties. Not having shooting a lot of big nasties are just too much even for chaos knights. But I though the gateway was not making for fun games. I decided on Slaanesh. However I thought I could still pick from the other lores but when I got to the tourney I looked at my book and noticed that I would have to take the lore of Slaanesh. Thinking that would be too limiting I opted to drop the mark and take the sorcerer lord without a mark. Then I could at least adjust my magic to what I was facing with the choice from Death, Shadows, Fire and heavens. In hind sight I was probably the 2nd most magic heavy list there. I don’t know about the deamon list but I know the VC list had 11PD (and probably some bound stuff). So I guess my 8 PD were very magic heavy for this tourney.
Scoring was mostly battle points + up to 10 points for appearance.
Massacre was 20/0, victory 15/5, draw 10/10
Secondary and tertiary scenarios for many extra points.
Undivided Sorcerer lord – level 4 – barded steed – spell familiar – collar of khorne – scroll – enchanted shield
Chaos sorcerer of Nurgle – Level 2 – Infernal puppet
Exalted hero of Slaanesh – Flail – steed of slaanesh – shield – BSB – warbanner
Exalted hero of Slaanesh – Flail – steed of slaanesh – shield – Black tongue
10 warriors of Slaanesh – banner - musician – shields – great weapons
5 knights of Slaanesh - banner - musician
5 knights of Slaanesh - banner - musician
Chariot of Slaanesh
Chariot of Slaanesh
Giant of Slaanesh
Game one: Messenger
My first game was against Ben's O&G. I was not really liking the match up. Not that I mind playing Ben since he is a great opponent and very much fun to play against and he had a very good list. But it was déjà vu from the Cheddar bowl where we were paired up in the first game too and we have the same lists this time minus 250 points. And he spanked me in that game. I was not looking forward to being spanked on round one again.
From memory Ben had:
Orc Warboss on wyvern with the +1 IN, +1WS, +1 STR axe.
Night Goblin shaman lvl2 scroll – Gaze of Gork – Foot of Gork
Orc shaman lvl 2 scroll – fists of gork - Waaagh
30 ish night gobbo’s, spears, FC, nets, 2 fanatics
30 ish night gobbo’s, spears, FC, nets, 2 fanatics
30 ish orc big un’s FC
20 ish arrer boyz
Small unit of hoppers
Small squig herd
2 bolt throwers
I Picked shadow for my lvl 4 and got all but Creeping death and the Nurgle wizard got Buboes and something I never tried to cast.
The scenario was a standard messenger scenario. Get player got a messenger with MV 6 WS 4 STR4 T4 I10 AT2 ItP Stubborn, Loner (can’t join units)
If you got your messenger off the opponents table edge you got 15 points. If he survives but doesn’t get of the board 7 points. If you kill your opponents but yours lives you get 10 points, if they both die 5 points if they both survive 0 points.
I deploy mine on the far right side with a marauder body guard. One unit of marauders on the far left to hold that table quarter the rest in the center of the table. Ben deployed most of his army in the Center with the messenger on his far right with a hopper body guard (far better than my marauder body guard). His Wyvern hid behind a forest on his left to intercept my messenger.
I get the first turn and take it. (I got the first turn in all 3 of my games). This will be rather global since I don’t remember everything.
Turn 1 Chaos:
I lob everything forward. Magic sees me fail to cast pit of shades on the giant on 5 dice (1 short). Buboes gets dispelled.
Turn 1 O&G:
The gobbo’s on his left squabble. He keeps his line mostly intact and moves the messenger with the hoppers forward and the wyvern comes out to play close by the messenger. Trolls move forward and the herd moves forward too.
Magic sees me make the gobo shaman miscast with the black tongue but the best I can do is make him take a wound.
Shooting sees the rock lobber misfire but it doesn’t hurt it and it can shoot again next turn. The bolt throwers both miss the giant.
Turn 2 Chaos:
I charge the left most gobbo’s with the orc shaman with my knights and a exalted and spring the fanatics (thinking STR5 with 1+ AS should be fine but forget they are armor piercing). I charge the herd with a chariot. The giant and the other knights with BSB charge the trolls. Everything holds. The left most knights spring the fanatics and take 5 hits from both fanatics. 3 wounds are done (not to bad) but I fail all 3 armor saves (auch). The chariot charges and springs the fanatics in the other unit. He does not send them to the chariot but rather to his own trolls so they can hurt the knights and giant. One comes out short and the other goes through the trolls and ends up right in from of them (all wounds from them are regenerated by the trolls. Putting the knights in now would mean they would end up on top of the fanatic and take 2D6 hits (after seeing 3 drop on the other unit I decide not to continue with the charge). So only the giant makes it into the trolls (whom pass their fear test without the general being in range).
The Messenger moves around the wyvern out of his line of sight and I give him the marauders to charge. I also maneuver the warriors (with both wizards in them) to face the wyvern but stay out of charge range. I am hoping he will charge the unit of knights in the flank in his turn so I can charge him with the warriors and the other chariot when the knights (who stopped their charge on the trolls) flee. The left marauders don’t like the sight of the hoppers coming and back up.
Magic sees me get pit of shades of on the wyvern but both the warboss and the wyvern pass their INI test. He scrolls Buboes with his orc shaman (figuring he might lose him soon).
Combat: The knights with exalted get netted and he accepts the challenge with the champion whom takes 2 wounds. The 2 knights kill a few gobos but at STR 4 no enough to win combat and I lose by 1 but hold.
The chariot kills all the squigs and only 3 gobbo handlers left and they blow up killing a fanatic.
The giant rolls yell and bawl on the trolls and the trolls break. The giant does not pursue. The trolls break the panic the gobbos and the Orcs but both stay on the table.
Turn 2 O&G:
The wyvern charges the flank of the knights as hoped (It was too juicy of a target to resist). They easily get away and the wyvern is right where I want it. Arrer boyz charge the flank of the knights in combat with the gobbos. I think this is where the gobbos don’t rally and run of the table taking the gobo shaman with them (Ben realizes now that he used the wrong scroll and loses his second and last scroll). The Orcs rally. The hoppers and messenger keep moving toward my table edge making good time. The messenger comes toward the center a bit and hides behind a wall. The chariot that killed the herd takes 2 wounds from a fanatic on the left.
Shooting sees a knight die to the rock lobber and both bolt throwers miss the giant again.
Magic is ineffective with only the Orc shaman left.
Combat sees him not do any damage to my knights but the knights run and get away.
Turn 3 chaos:
I charge the wyvern with the chariot and the warriors (he already knows not to mess with sorcerer lord and knows he is very hard to wound with a 0+ AS and a 6+ WS since he tried to do that in the cheddar bowl. So he will lose that combat and might take some wounds from the chariot impact hits) and he flees ending up right in front of the marauders. The knights rally. I move the messenger behind the woods and in position to get off the table in the next turn without any threats. The marauders on the left backup again and the ones on the right turn to face the wyvern again. The chariot that killed the herd moves to threaten his messenger. The giant moves to threaten the orcs that rallied.
Magic: Here I make a big mistake. I was trying to decide if I should use pit of shades on the giant or not. I decide against it (which almost cost me dearly). Instead I cast steed of shadows on the nurgle sorcerer. It gets off and he charges the wyvern whom has to flee again (forgot that flyers don’t get cut) and he flies over the marauders and gets away and stops an inch or 2 from the board edge. Buboes takes a wound of the warboss.
There is no combat.
Turn 3 O&G
WAAAGH….the one unit that needed it (orcs with BS fail and squabble and the BSB is a regular or and not a black orc so he can’t stop it. The wyvern rallies and the giant charges the knights that just rallied. I have to hold since if I flee I would hit the piece of terrain in the middle of my deployment zone. This will can be really bad. I was in a really good position in the game but the giant can now implode the whole center of my army allowing Ben to get back into the game. The messenger moves away from the chariot out of charge range. The hoppers bounce into the marauders whom have to hold or run of the table. Magic is ineffective again.
The rock lobber scatters and does nothing and finally both the bolt throwers hit the giant.and put 4 wounds. Arrer boyz never accomplish anything in shooting.
In combat the giant rolls pickup and…. He picks up the BSB whom fails to hit and then gets lucky and gets thrown back in combat and takes a wound. Knights save all the wounds from the incoming exalted. The giant takes a few wounds. I win combat (very lucky). The hoppers kill 4 marauders and the one that can attack back misses and they get escorted off the table by the hoppers.
Turn 4 Chaos:
The nurgle sorcerer moves into the woods so the wyvern can’t charge him but he can still see the wyvern. The marauders pass their terror test. The warriors move forward to get within 24 of the wyvern. Chariot moves around to threaten the orcs and the other ones moves towards the messenger again. The exalted and knights charge the arrer boyz. Marauders move to face the warboss. Giant moves to the flank of the orcs with the BSB. Messenger makes it off the table. BSB charges the rock lobber.
Magic sees buboes put another wound on the warboss whom now only has 1 left. Pit of shades drops the wyvern.
Combat sees the giant die to the knights and takes one down with him by falling on them. The exalted and knights kill a bunch of arrer boyz and runs them down. The BSB finishes of the rock lobber.
Turn 4 O&G
The orcs with BSB fail their terror and run from the giant and end up behind the night gobbos. Warboss charges the marauders who don’t see any purpose in messing with him and the run and get away. Messenger moves further to the table corner.
Magic is ineffective again.
Shooting sees the giant drop from a bolt thrower and the other one kills the BSB who was still on his own.
Turn 5 Chaos:
Both unit of knights charge the gobbos. Total of 5 knights and one exalted. He passes all fear tests and holds. Chariot can’t make it to the messenger but moves closer. I think the chariot charge the bolt thrower. The warriors muck around a bit being too far from everything and start thinking about securing the table quarter. The marauders rally.
Magic sees me take the final wound of the warboss with buboes. The lvl4 is out of range to do anything with shadows magic.
Combat sees the unit of 2 knights with exalted get netted but between them and the other 3 knights I kill the front rank. The orc shaman died in the challenge. I win combat by 1 or 2 but he holds. (that would have taken both them off the board and the fleeing orcs behind them).
Turn 5 O&G:
The messenger gets off the table and the orcs don’t rally and are of the table.
The bolt thrower put a wound on a chariot but that’s it.
Combat sees the gobbos broken and run down.
I also finish off one bolt thrower and in the end all Ben has left is a bolt thrower and the unit of hoppers for a total of 125 points. All I lost was a unit of marauders, half points for a unit of knights, the giant, BSB and half points for the other exalted.
I get 20 points for the massacre and we both get 15 for getting the messenger off the table.
I get 35 points and Ben gets 15 points. I now realize how many points are in the objective. The best example was my nephew Danny whom lost his game but got 30 points total while his opponent whom won got only 15 total.
Round 2: Orcs and Goblins of Slaanesh ?!?!?
After round 1 I was in second place behind Chris in first place with 45 points (max score). So we were on the top table. Chris had O&G. So the second O&G list and this time without the wyvern so I am feeling good about this game. Until I read the scenario…..
The scenario: Kill the general
If you kill your opponents general you get 10 points. 5 points if your general survives, 10 points if you take all your opponents banners, 5 point if you take one of his banners.
Generals always have to issue and accept challenges.
Units with 18” of the general can use his leadership.
As long as the general is alive the whole army is immune to fear, terror and panic(not a big bonus for my Slaanesh army but everything a O&G player could wish for).
Black orc warboss - +1 STR, +1WS, +1INI axe, spiteful shield – amulet of protectyness – Bigged’s kickin’ Boots
Black orc big boss – boar – BSB Spirit totem (could have been the banner of butchery since he was in a unit that had both so one on the unit and the other on him).
Orc shaman Level 2– scroll – Eadbutt – fists of gork
Night goblin shaman – level 2 – 2 mushrooms – gaze of gork - gork‘ll fix it
2 units of 30 ish night goblins with FC and nets and 3 fanatics each
Unit of 7 spider riders with musso and champ
Unit of 25 ish orcs with FC and shields (generals unit)
Unit of 25 ish big un’s with FC – extra choppa and nogg’s banner of butchery (BSB’s unit)
2 bolt throwers with bullies
I decide to take fire since there is no wyvern and I get all spells but wall of fire.
The nurgle sorcerer gets Buboes and the curse of the leper.
Central deployment for everything except his artillery. Bolt thrower on each flank for the flank shot on the knights and the doom diver on his right. The flanks of his army are the gobo units and the spider riders behind the woods in the center. I place my marauder units across from his gobo units to use them to pull fanatics (they are too slow I think so I don’t think they will, right now I miss my warhounds I had to drop to get the puppet). Orc shaman is on his own on his left flank near a lake. The gobo shaman is behind the woods on his own (he doesn’t like risking his magic phase to animosity).
I get the first turn again and take it.
Turn 1 chaos:
The giant move wide on my left flank to go after the artillery but staying well away from the gobbos since he doesn’t want to get hit by 3 fanatics. Both marauder units move up full distance. The rest moves along with them but hangs back a bit. The chariot protects the flank of one of the knights units.
Magic sees buboes on the general being dispelled with a scroll and then configation of doom does 1 hit which kills 1 and fire ball on the orc shaman is dispelled (he had 7 dispel dice so I didn’t expect too much from magic).
Turn 1 O&G:
The gobbos on his right (by the giant) squabble. The spider riders come throught the forest. The giant comes out in front of my giant and he wants a giant-off. Everything else goes a few inch forward.
Magic sees him fail to cast a spell with his goblin which I change into a miscast with the black tongue and I don’t even need the puppet since he blows his head off without it. The Orc shaman tries headbutt on the BSB but I stop it.
Shooting sees the doom diver misfires and can’t shoot next turn. The right bolt thrower hits the giant and puts a wound on him. The other bolt thrower puts a wound on a chariot.
Turn 2 Chaos:
I don’t feel like a giant-it’s too much of a risk losing my giant. I move my giant around his giant out of charge range and in range to charge the bolt thrower or the doom diver. The exalted hero charges the spider riders and they flee and get away. The BSB charges the lone orc shaman and he runs and gets away. Both marauder units move max forward. Since the gobbos on my right moved forward I trigger those fanatics and none of them are in a big enough hurry to hit the marauders. The other gobbos hadn’t moved since they squabbled and I come ¼” short of triggering them. Everything else just mucks about.
Magic sees my lvl4 do nothing much and the nurgle wizard miscasts and takes a STR2 hit but it fails to wound.
Turn 2 O&G:
The giant is disappointed not getting the fight with his brother and moves up to start annoying some knights. All 3 fanatics die I think. The gobbos on my left move forward a ¼” and spring the fanatics. One towards the giant but doesn’t make it and the rest toward the marauders and kill 6. Everything else moves forward a bit. He rallies the spider riders who move back in front of the forest and the orc shaman rallies too. The chariot charges the BSB. The BSB flees and the chariot goes through the lake taking 2 wounds. BSB gets away. Most everything moves forward a bit.
The bolt throwers put another wound on a chariot and the other one misses the BSB.
The orc shaman eadbutts a wound of the BSB (double ones on the dispel).
Turn 3 Chaos:
The exalted charges the spider riders again who hold this time. The giant now sees his opportunity and charges the bolt thrower. He holds and the giant makes his wheel at the very last moment so I can get the overrun into the flank of the gobbos. Everything else mucks around and shuffles forward a bit. The BSB rallies and moves into the safety of the knight unit.
Magic sees me fry a orc of the BSB’s unit and nothing else
The exalted kills the champ in the challenge and wins by 1 but they hold (general and BS. The giant kills the bolt thrower crew and overruns into the gobbos flank.
Turn 3 O&G:
WAAAGH!!! Nothing moves more than 2” and the BSB’s unit sees the BSB crack 4 skulls taking a rank of his unit and losing a dispel dice. The giant threatens the knights. The chariot and gobbos move to block the knights on my right . The marauders on the left get hit by a fanatics and 3 more die. 1 left!
Shooting sees the doom diver hit something but I forgot what. I think he killed 2 knights.
Magic sees eadbutt fail to wound my lord (again double 1 on dispel)
The exalted kills 3 more spider riders but they hold and the giant kills one gobbo with swing with club (breaking them would have taken him into the flank of the big un’s. The giant doesn’t fall over and holds.
Turn 4 Chaos:
I decide it’s time to take a risk. I charge the warboss and his unit with the sorcerer lord, a chariot and the BSB. He holds and everything makes it. The chariot almost didn’t make it. The marauders on the right move to keep the chariot and gobbos busy and the knights move around to help out in the center.
Magic: The Nurgle wizard reduces the toughness of the warboss and his unit by 1 and I 5 dice flaming sword on my lvl4 and get it off.
In combat I issue the challenge with my general and he has to accept with his general. My sorcerer lord kills his general with 4 STR7 attacks that wound on 2’s. The chariot and BSB whipe out the whole front rank and I break the unit and run them down. Hoeray no more Slaanesh O&G. The other exalted finally kills the spider riders. The giant gets swing with club again and this time kills more gobbos but they hold due to the BSB.
Turn 4 O&G:
The giant charges the knights and big un’s surge forward. The knights flee from the giant and stop 1” from the board edge. The gobbos and the chariot charge the marauders but they run and get away.
The doom diver shoots at my lord but manages to hit the chariot and put a wound on it. The bolt thrower misses.
Combat: The giant kills more gobbos and breaks them and runs them down but can’t see the big un’s for a rear charge.
Turn 5 Chaos
The unit of warriors charge the flank of the big uns. The lord hides in the woods (that doom diver is way to accurate). The chariot threatens the bolt thrower and the orc shaman. The knights and marauders rally. The BSB rejoins the unit of 2 knights.
Magic sees me put 2 wounds on the bolt thrower and fry the orc shaman and reduce the big un’s units toughness by 1.
The Orc BSB can puts 2 wounds on my nurgle sorcerer, but I save both on 6’s. The nurgle sorcerer puts a wound on the BSB and the warriors use hand weapon shield and do a bunch more to the unit but it holds.
Turn 5 O&G:
The giant charges the knights again and I have to hold. The gobbo’s charge the marauders again and the run again through the woods. The orc chariot charges the sorcerer lord in the woods. I don’t feel good about that but also don’t want to rally him in turn 6 and fail so I hold and he has distance but shatters on the terrain.
Shooting sees the doom diver put 2 wounds on the chariot about to charge the bolt thrower and leave it with 1 wound. The bolt thrower shoots the flank of the BSB knights, hits and kills the BSB and both the knights. Now there is 40 points making it’s points back.
The giant kills a knight and I do 3 wounds. I win combat but he holds.
The warriors kill the BSB and a bunch of big un’s and they get run down.
Turn 6 Chaos:
The Chariot charges the bolt thrower and the lone marauder is moving towards the doom diver (can’t make it but a testament to his bravery). The marauders rally behind the woods to contest the table quarter.
Magic wasn’t exciting. Buboes killed a doom diver crew.
The chariot kills the bolt thrower and the knights do 2 more wounds to the giant who has 1 left. He rolls pick up and pickup another and stuff in pants. He loses combat by the musician and falls over killing him. The knight comes out of the pants to make the units about 50% again.
Turn 6 O&G:
All he has left is the doom diver and a unit of gobbos. We call the game.
I get 20 points for the massacre, 10 for killing his general, 5 for keeping mine alive and 5 for capturing 4 of his 5 standards.
Total of 40 points.
Second very fun game of the day against skilled generals that I had a lot of luck against.
The scores are posted and I am in 1st now with 84 points (75 battle points and 9 appearance). The Second place is John with DE at 67 points. So a 14 point lead. Going into my 3rd game I briefly consider to go for the draw. That would probably seal the 1st place for me. Being ahead soo much and getting a free 10 points from the scenario in game 3. John was the only one that could realisticly catch up and if I would keep the game close he could never get enough points to make up the differents. However that is not how I like to play. I am an extreemly aggresive player. No matter which army I play. And going for the draw would just be a really boring game.
Round 3: Magic Flux.
Round 3 is against John with his DE. I can’t make up my mind if I like this but it’s just to have fun anyway and John is great to play against. John asks if we can play closed lists which I think is fine. I tell him that I do know that he has the ring of hotek on his cold on champ and that he has the pendant on the BSB from chatting with him earlier in the day. He is fine with that. Closed lists is still in his favor since the only real secrets I have in my lists are a the black tongue/puppet combo and the collar of khorne and he has no magic. Also I think it was pretty obvious where the ring of hotek would be at looking at his list.
Dread lord – cold one – crimson death – black amulet – heavy armor – sea dragon cloak
Master – BSB – Cold one – pendant of khaeleth - heavy armor – sea dragon cloak - ?
Master – with ASF
Assassin in dreadlords unit – rune of khaine – touch of death – black lotus
18 ish corsairs – FC (Dread lord, assassin)
18 ish corsairs – FC (BSB, master)
10 repeater xbows with shields and light armor
2X 5 dark riders with xbows and musso
7 dark riders with musso, banner, shields
10 cold one knights – FC – ring of hotek and banner of murder I think
I get to pick sides and elect the side with the building less than 4 inches out of the deployment zone as I don’t want his repeater x-boxes to have that.
Before each magic phase roll every power and dispel dice and the 6’s go to your opponent for that phase. (should have been 1’s but we did 6’s since we can’t read but the odds are the same). Each player places 2 markers anywhere on the table. No marker can be within 12” of another marker.
10 points if you kill all opponents wizards – 5 points if you kill one wizard – 10 points if your opponents has no wizards (cool I already scored 10 points before deploying)
5 points for each objective held with a US 5 or better units within 6” and no enemy scoring unit within 6”. Wizards count as scoring US 5 models for the purpose of claiming markers
I pick fire again so I have some low casting spells to bypass the ring of hotek. I roll all but the fire ball so I elect not to take the burning head.
The nurgle wizard gets buboes and something I don’t cast all game.
Deployment: again very central. The cold one knights are in the middle (that would have been the dead give-away where the ring was anyway so I don’t feel bad about knowing). The x-bows are behind a hill ready to get on it. I deploy my marauders close to the house to move them in on turn 1 (I also put a marker in the house). Everything else is central. The other marauders go behind a lake on top of my other marker.
I get the 1st turn again and take it again.
Turn 1 chaos:
I move everything forward without being in range of the cold one knights and the hydra. The marauders move into the building and never leave during the game.
Magic: I roll all 8 of my dice and give none to John. He rolls his 2 dispel dice and gives one to me. So 9 dice VS 1. Nice but there is still the ring. I cast fireball on the hydra with 2 dice (not risking more with the ring nearby) and get it on a 6. He tries to stop it on one die and fails. The hydra takes a wound. Now he has no dice left. I throw 2 dice at buboes on the cold one champion and get it. The ring is gone! Fiery blast sees 2 more wounds being done to the hydra.
Turn 1 DE:
He moves all his dark riders forward with the shooty ones towards the giant and the other ones around the lake to threaten the marauders on the marker. The hydra moves towards the hill for cover and the x-bows move on top of the hill.
Shooting sees 40 shots aimed at the giant and he rolls great all game on his shooting but not that great on wounding. The giant takes 4 wounds.
Turn 2 chaos:
The giant has enough of being a pincushion and charges the dark riders. The Exalted charges the x-bows on the hill. Everything else muck about for position and one chariot move to protect the marauders. The dark rider stand and shoot and kill the giant who falls on the chaos knights but doesn’t kill any. The exalted gets in unharmed.
Magic sees both fire ball and fiery blast do nothing to the hydra and buboes gets dispelled. (we traded a dispel dice)
The exalted uses hand weapon and shield and does 4 wounds in a challenge. He saves 2 on 6’s and does nothing back. He has numbers and a rank and wins by musso. I hold.
Turn 2 DE:
The cold one knights go stupid and move 3 ½” forward. The dark riders charge the marauders who flee and get away leaving the dark riders in the lake. The rest hangs back for position and the hydra hides behind the hill.
Shooting kills a knight.
Turn 3 Chaos:
The sorcerer lord charges the cold one knights alone with a chariot and the BSB and he can’t flee since he went stupid last turn. The other chariot charges the dark riders and they flee and the chariot stops just short of running into the lake. The other knights muck about for position on the dark riders.
Magic sees the him getting 3 of my casting dice and I get one of his. I put a wound on the BSB with Buboes and get flaming sword on the sorcerer.
The sorcerer, chariot and knights kill the whole front rank and runs the knight down. The exalted kills (he did 2 wounds and he saved one again) a x-bow and loses by the musso and holds.
Turn 3 DE:
The dark riders don’t rally and run off the table. Both his infantry units now move forward. The hydra comes out to flame the BSB and the sorcerer lord but can’t wound them with STR2
Shooting bounces of the warriors.
The exalted kills 1 more x-bow and loses by the musso again and runs 3” (so much for the speed of a steed of slaanesh), the x-bows pursue 4” and run him down.
Turn 4 Chaos:
The sorcerer lord passes his terror check and both him, the BSB and the chariot move past the hydra so they can’t be charged by it. The Knights rally and the other knights charge the corsair with the dreadlord.
Magic sees us trade no dice and I fry the hydra and do some wound to the other corsairs. Buboes gets dispelled.
Combat: the assassin pops out (eeek!!!) and gets only 1 extra attack. Hits with all 5 attacks and does 3 wounds but luckily no KB’s. I decide I need to break the unit or I am in trouble and I kill a whole bunch of corsairs. He loses combat by 6 and holds on the BSB reroll.
Turn 4 DE:
Turns the corsairs with the BSB around so I can’t Buboe the last wound of his BSB. The dreadlord moves into combat.
The dark riders start shooting at the 0+ AS lord and actually take a wound of him. The x-bows move and fail to hurt the chariot I think.
Combat: The assassin again gets only 1 extra attack and again doesn’t score a KB so all his attacks bounce off. The dreadlord whiffes too and the knights kill the assassin and do a wound to the dreadlord which makes them take a wound no AS (oops). I win but he holds.
Turn 5 Chaos:
The chariots move to threaten the dread lords unit and the BSB charges the dread lords unit.
The warriors move to play with the other corsairs.
Magic sees a bunch of corsairs die bringing the unit to less than 2 ranks exposing the BSB’s butt from the rear of the unit but Buboes gets dispelled.
In combat the exalted issues a challenge which the dreadlord accepts which now frees up the knights to fight the corsairs again. The dreadlord takes a wound but then and the BSB takes a wound the knights kill a few. He holds.
Turn 5 DE:
The corsair turn around with their flank to the warriors so I again can’t buboes the BSB.
The dark riders shoot at the lord again and do nothing.
Combat sees the BSB die and 5 more corsairs are left. He still holds.
Turn 6 Chaos:
One chariot charges the X-bows and the other the dreadlords corsairs. The warriors charge the other corsairs in the flank.
Magic kills 4 of the 4 remaining dark riders. (we both had 5 dice that phase)
Combat sees the chariot finish off the x-bows and the other chariot kills all the corsairs in the drealords unit. He can only attack the chariot and does a wound and gets run down. The master has ASF and tried to kill the level 2 of nurgle but only does 1 wound. The warriors kill all the corsairs and run the masters that remain down.
Turn 6 DE:
All he has left is 1 dark rider. He charges into the warriors hoping to do 1 wound to mu level 2 and get the 5 battle points for killing a wizard but fails and the level 2 kills the dark rider.
At the end of the game I had all the markers so I scored the full 50 points. 20 for the massacre, 10 for him not having wizards and 20 for the markers.
Always fun to play John but it was a bad draw for him. I don’t think he was afraid of heavy magic but magic that could take his ring out on turn one and a scenario that helped me do it by taking one of his dice on turn one put him on the back foot.
In the end I won best overall. I love the little tourneys because it is so friendly and just people having a good time. No one is bothered too much if they lose since there is not much riding on it.
Congrats on the win all the same!! As for that first game, if I was the O&G player, both my combat characters would've been black Orcs and I probably would've chosen a Lv. 1 Orc Shaman instead of the Lv. 2 Goblin one. I find the Big Waaagh! spells are usually more powerful and/or useful in games with O&G. And also I would've taken more smaller units of regular Orc boys rather than one massive block of Big Un's. My NG with Fanatics are usually 20-25 strong with Netters, Musicians and Banners - just in case they get into combat. The -1S can work wonders depending on the troops you're up against!!
amazing! i loved this report just enough details and funny comment to keep it from just being a recount, laughed hard at the steed of slanesh EH running 3" and the pit o' shade droping the wyvern glad to see a sweet chaos win. one question what i have is what spell did you roll with the lvl2 nurgle that you never used twice?
In the name of god impure souls of the living dead shal be banished into eturnal damnation. Amen.
I believe the nurgle spells were Cloying quagmire and rot glorious rot. Cloying quagmire was against the O&G which did not have much worth of armor saves and rot glorious rot is too hard to cast on 3 dice. Buboes is just too good of a spell not to use (especially when there is a champ with a ring of hotek and a pendant BSB around). You almost always get it of and it really pulls dispel dice like crazy. I love pit of shades. It is the awnser for the big nasties that I can't deal with without high strenght shooting (or any shooting for that matter) or high strength magic. I will even use pit of shades for blood thirsters. I mean it still has a 1 in 6 chance of taking one down which is better then most of the things in my army.
Last edited by Sylvester; May 13th, 2010 at 14:05.
you showed that a good summary doesnt allways require pictures to give a good image
i agree about the first match, that player wasnt thinking straight :p
armylist was probably more for the looks than to put up a fight
He should also have reminded you that a charging unit may not abort the charge because of fanatics. that would have given him a good amount of points x_x
3 massacres holy moly smackeroly
Warchief Diggah o da Bloodmoon Squiggahs