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I am testing out Battle Chronicler for the first time. This is also my first battle report so all comments and suggestions are welcome. This is a 2500 pt. battle between Tomb Kings and Demons. We don't get to play many games due to real life(about 5-10 per year) so the lists and the tactics may not be world class. I encourage people to post their thoughts in between turns as I am always willing to learn from others. So, on to the lists.
Tomb King w/ chariot, sword of bloodshed, enchanted shield, and dragonbane gem
Hero: Tomb Herald w/ chariot, BSB, Standard of Undying Legion, great weapon
Core: 10 Archers(Khatep here)
3 Chariots w/ FC and Flaming Banner
6 Chariots w/ FC(King and Herald here)
Special: 4 Carrion
1 Warsphinx w/ Fiery Roar
6 Necropolis Knights w/ FC
Rare: Casket of Souls
Lord: Keeper of Secrets w/ Soul Hunger, Soporific Musk, and Torment Blade
Heroes: Herald of Khorne w/ Armor of Khorne
Herald of Khorne w/ Armor of Khorne, Juggernaut
Herald of Tzeentch w/ Wings, Master of Sorcery(Life)
Core: 2x5 Furies
25 Bloodletters w/ FC, Icon of Endless War
20 Horrors w/ FC, Icon of Sorcery
Special: 5 Flesh Hounds
Rare: 5 Bloodcrushers w/ champ
This game is on the GW battleboard(hence the 2 large hills). Terrain on the Demon side from right to left: Wyrding Well, normal hill, Encampment of Destruction: Ghost Fence, normal wall, 2 normal one story buildings, and a Tower of Blood. Tomb King side from right to left: Forest(?), Fungus Forest, and normal hill w/ Temple of Skulls on top. We play the hills are open terrain except where there is a steep drop-off.
Demons won the roll for choosing sides.
Hopefully the attached image from Battle Chronicler comes through and you can see the deployment on your own. I will run through it quickly.
Demons right to left: Fiend, Furies, Keeper, Bloodcrushers with Herald, Bloodletters w/ Herald, Furies in front of Flesh Hounds, Horrors, Flamers, and finally Fiend.
TK right to left: 6 chariots w/ King & Herald, Hierotitan in forest in front of Casket, Warsphinx, Carrion in front of Archers with Khatep, Necroknights, and Chariots.
I think TK are at a disadvantage from the start between the lists and terrain. I think that the Demons misstepped a bit in that the Herald of Tzeentch really has nobody within range to heal with the Life ability except the lone Fiend(which will probably not be in range for long).
Khatep has all spells of Nehekhara.
Herald of Tzeentch has all spells of Life, Keeper has Phantasmagoria.
Tomb Kings have first turn. I will post Turn 1 as soon as possible. Please feel free to comment on lists and deployment and predict Turn 1 events. I look forward to continuing and I hope this is as enjoyable for you the reader as it is for me.
Last edited by NecroNid; March 12th, 2012 at 22:35.
All right then, maybe after posting Turn 1 I will get a bit more interaction.
Turn 1 Tomb Kings
Tomb Kings are thinking that they will have to move up on the right side and hold back on the left. Hopefully that will let them take on the Demon army a little at a time instead of all at once.
Movement: Heirotitan fails Stupidity and shambles forward 5 in., thankfully at least getting out of the forest. King's chariot unit moves up a little between the forests and Warsphinx moves forward as well. Archers and Khatep move forward and to the left to keep Khatep within 12 inches of the Titan. The Carrion move up at an angle so that if they are charged it will hopefully not overrun into Khatep's unit. Necroknights and far right chariots move up and angle toward the middle.
Things go quite well for the TK here. TK starts out with 9 dice to the Demons 6. Then the Casket adds 3 and nobody channels so it is a 12-6 advantage for the TK. First Smiting is cast on the Archer unit and the Demons allow it to go through. Second is Vengeance on the Bloodcrushers which the Demons also let through because Khatep rolled a 21 so the Bloodcrushers are at -2 MV. Third is the Casket, which the Demons are saving dice to stop. Unfortunately for them it goes off with IF and wipes out the left side unit of Furies but fails to bounce. Last is Protection on the Carrion which is dispelled.
The archers shoot at the Furies and take down 2. The unit of 3 chariots does nothing to the Horror block but the large chariot block manages to shoot one wound off of the Keeper. All in all a very nice round for the TK.
Demons Turn 1:
The Demons are not sure what to do. There are no good charges and the Furies took a beating so some of the redirectors are gone. They decide to play defensively and get some things in good counter-charge positions.
Movement: Both Fiends move up along their respective flanks. The Keeprer moves off to the side for a flank charge on anything that moves into the middle of the board. The Bloodcrushers and Bloodletters stay put. Furies move off to the side to try and get either the Chariots or Knights into a bad charge. Flesh Hounds move into the center to try and set up the Bloodletters and/or Bloodcrushers for next turn. Horrors move forward a couple inches to get into range for some magic but still leave long charges for either the Chariots or Knights. The flamers occupy the building.
Magic: Demons get 11 PD plus one channel and the TK get 5. First the Herald of Tzeentch casts Regrowth on the Furies. He is hoping to either get the unit back to full strength or draw some dispel dice out of the TK. Unfortunately for Demons he gets IF and loses all his Wizard levels(the Furies are back to full strength). After that, Flickering Fire from the Horrors and Phantasmagoria are both dispelled.
Shooting: Flamers shoot 17 shots into the Necroknights and get a grand total of 0 wounds.
So that is Turn 1. All comments about first turn tactics and Turn 2 predictions are welcome. Thanks for reading.
Two things I noticed after posting is the positioning is not quite right(first time with Battle Chronicler). On the right side the Fiend is not in the charge arc of the Chariots and the Furies are presenting a front charge, not a flank, to the Chariots.
Last edited by NecroNid; March 11th, 2012 at 03:57.
Alright, here comes Turn 2.
Tomb Kings Turn 2
Movement: Carrion fails a charge on the Bloodletters and shuffles forward 4 in. The Warsphinx charges the Flesh Hounds and the Necroknights charge the Furies. The right chariots move to cover the Knights flank in case something horrible goes wrong. The Archers move forward a bit. The King's unit reforms and moves slightly and the Hierotitan moves to the right.
Magic: TK-12 Demons-7
Khatep casts Protection on the Sphinx but fails his first attempt and has to use his re-roll, Demons let it through the second time. Area of Effect Smiting goes off with IF killing 6 Archers, putting a wound on Khatep and draining 4 dice from the pool. Finally, the Casket goes off but is dispelled.
Shooting: Right Chariots put 2 wounds on the Fiend. Archers kill 2 Bloodletters and the King's unit does nothing to the Bloodcrushers.
Combat: The Necroknights wipe out the Furies while taking 1 wound and then take another as they overrun through the wall. The Flesh hounds put 1 wound on the Sphinx before dying and the Sphinx reforms.
Demons Turn 2
Movement: Bloodcrushers charge the Sphinx while the Bloodletters charge the Carrion with the help of their banner. The Horrors wheel a bit while the Flamers stay put. The Keeper backs off a bit. The left Fiend moves around to threaten the Casket while the right Fiend also moves around.
Magic: Nothing happens.
Shooting: Flamers cause 2 wounds to the Knights.
Combat: Bloodletters wipe out Carrion, overrun into the Archers and wipe them out along with Khatep. The Bloodcrushers kill the Sphinx but cannot reach the Heirotitan.
At this point it is looking bleak for the TK. The Demons can get by without their magic much easier than the TK can. Will the TK be able to mount some sort of comeback? Tune in for Turn 3 soon. Once again, any comments are welcome.
On to Turn 3.
Tomb Kings Turn 3
Crumble: I forgot that the Heirotitan took 4 wounds from crumble when Khatep died. He lost his last wound at the start of the turn. Right Chariots take 3 wounds and King's chariots suffer 1 wound.
Movement: Knights charge Horrors. King's unit charges Bloodcrushers. The chariots on the right reform(no swift reform due to Musician being lost to crumble).
Magic: TK-8, Demons-7 Casket goes off on Bloodletters killing 1 then bouncing and killing the Fiend.
Combat: Knights take 1 wound and Horrors lose 14 between wounds and LD test. The King's combat is interesting. It starts with 14 impact hits dealing 3 wounds to the Crushers. The Khorne Herald challenges and the Chariot Champ accepts. Champ is killed 4 wounds to none. Then the rest of the combat has the Chariots winning CR by 4 and the Crushers all dying leaving behind the Herald on his own. The King and the Tomb Herald both take 1 wound each.
Demons Turn 3
Movement: Keeper rear charges the Chariots. Fiend charges the Casket. Bloodletters reform and the Flamers stay put in the building.
Shooting: Flamers deal 1 wound to Chariots
Combat: Fiend pops Casket and overruns. Knights finish off the Horrors and reform to face the Bloodletters. In the King's fight it goes quite badly for the Tomb Kings. When the smoke clears the King is the only one left with 2 wounds suffered while the Keeper and the Khorne Herald are still up.
It looks like a loss for the TK. The only thing to do now is take as much down with them as they can.
Turn 4, the final turn.
Tomb King Turn 4
Crumble: Chariots lose 5 wounds
Movement: Chariot and Knights charge Bloodletters
Magic & Shooting: None
Combat: Tomb King dies and puts one wound on the Herald with his curse. In the other battle, the chariot and 2 Knights go down and 9 Bloodletters are killed.
Demon Turn 4
Movement: Herald charges Knights, Keeper fails a charge into the Knights, and the Fiend moves around the flank just in case.
Magic & Shooting:
Combat: Knights take down 3 Bloodletters before succumbing to superior forces. GAME OVER. Tomb Kings wiped out.
Well, after a good turn 1 it was all downhill for the Tomb Kings. The Bloodletters, Crushers, and Keeper just chewed through the entire TK army without breaking a sweat. I will give my thoughts on each unit.
Tomb King: C- He was built for combat but couldn't really get through the armor of the Crushers and especially the Khorne Herald. The only wound he did to the Herald was with his curse.
Khatep: C It is really nice to have the Loremaster ability but the lack of a Ward Save and not being able to have a horse means he is a sitting duck if anything gets through to his unit.
Tomb Herald: U Unknown. He didn't get a chance to do anything except take a hit for the King before he was killed. If I keep the same strategy I will definitely give him another shot.
Archers: C+ Did some damage with shooting but fell like cardboard in combat(not that I was expecting any different).
Chariots: C Didn't really do much. Maybe a 4x2 formation instead of 3 wide would help in maneuvering. The small unit never really got on track either but I'm not sure what else to do with my Core points.
Warsphinx: C Smashed a unit of Flesh Hounds but then did nothing to the Crushers. He showed promise though so he will stay in the list.
Carrion: C Not much to say as they died Turn 2. If they would have made the charge into the Bloodletters it would have held them up for a turn and the Letters would not have been able to overrun into Khatep's unit. That half-inch was a big turning point in the game.
Knights: B+ One of the bright spots. They took out Furies, a unit of Horrors, and a dozen Bloodletters before dying. They performed the best out of the combat units of the list hands down.
Hierotitan: C Didn't have much of a chance since he was stupid on Turn 1 and then crumbled at the start of Turn 3. Adding a D3 to the spells is so-so but I am not sure what else to spend the points on. TombGuard?
Casket of Souls: B+ Was second best contributer behind the Knights. Killed of a unit of Furies, a Fiend, and a Bloodletter. More importantly it provided Magic superiority with the extra dice until it decided not to defend itself against the Fiend.
Overall I would say a C is about right. The match-up and terrain was against the TK right from the start and they never really got a chance to get going. I may swap out Khatep and the archers for a normal LHP and some horseman archers for a Ward save and some extra mobility. Maybe the Heirotitan could be swapped out for something else but what?
Keeper: A He is an absolute beast in CC. 7 attacks that re-roll to hit and damage plus a Thunderstomp means he can account for roughly 8-10 wounds on a regular basis.
Khorne Heralds: B+ They are beasts in CC as well and giving Hatred to the Bloodletters is a great bonus.
Tzeentch Herald: D Fried himself in the first turn on an unnecessary spell. I think I would take out the Flesh Hounds and get another one just in case something like this happens again.
Bloodletters: B Definitely a great CC unit. The charge banner made a difference this game and they just cleaned up whatever they were pointed at.
Horrors: C Held up decently after the loss of their leader. I just don't like Demonettes or Plaguebearers and don't have any more Bloodletters so they make it into the list by default.
Furies: C- Did not perform very well in this game but they have a good track record so I will not hold one failure against them.
Flesh Hounds: C- A last minute addition to the list and they really didn't do anything to warrant putting them back in again. They will most likely be replaced by another Tzeentch Herald.
Bloodcrushers: B- Performed well but for the cost I think just plain Bloodletters would be a better option.
Fiend: B Caused havoc with their movement and took out the Casket. Definitely worth staying in the list.
Overall: B+ I suppose when you wipe out your opponent the list performed fairly well. I think everything went according to plan except for the Tzeentch Herald and my redirectors getting wiped out for no gain. Overall I am very happy with the way the army played and I think the only change will be the swap of Hounds for TzHerald.
Thanks for reading I hope you enjoyed the game. I really liked the Battle Chronicler program. It is quite easy to use and lets you get incredibly detailed with mapping. Now that I am more familiar with it hopefully the next report will be more accurate, but I think this one came out well anyway. Thanks again.
Since no one replied I thought I'd let you know I read all the reports and I give your bat rep an A, I really like the BC program.
I don't have any experience with TK or Demons but it just seems TK didn't have a list that could slow down and do enough missile damage to the Letters. I'm not sure if it was just a poor list specific to the Demons or if Demons just match up too well against TK. Like I said, I have little ... strike that ... no experience with either.
I will drink your milk shake! I will drink it up!
I just bought my wife a mini-van, the gods of Chaos have nothing on reality.
Thanks for the reply. It is kind of depressing to take all the time to do the report and then have no response at all. It wasn't a very shooty list for the TK but more of a close combat with magic support type list. Unfortunately the TK close combat pales in comparison to Bloodletters and Crushers and poor positioning on the TK's part led to the early demise of the Hierophant. After that it was just a matter of time before the entire TK army crumbled(oh to have Instability instead of Unstable).
Ouch, Khorne's minions hit hard. Very nice BatRep, I feel you on the lack of replies, makes it hard to get motivated.
W/D/L Rumpin' BackThumpa's WAAAGH, 38/3/21
I love reading battle reports and think there aren't enough of them on here. Even just a "like" or a rep for people who post them would go a long way to keeping them coming.
I will drink your milk shake! I will drink it up!
I just bought my wife a mini-van, the gods of Chaos have nothing on reality.