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This is a battle line fought on this map:
Lasso290391 will be deploying on the left side. Lasso290391 won the roll off for 1st turn 3-1, and will go first.
Lists and tactics:
Pinkus's 2000 Pts - Warriors of Chaos Army
Sorcerer Lord @ 340.0 Pts
General; Lore of Shadow; Magic Level 4;
Collar of Khorne - MR2 + 6+ Ward
Iron Curse Icon - Grants bearer and unit a 6+ ward against war machines
Infernal Puppet - May modify any miscast result by D3
Charmed Shield - Shield, one use only, on a 2+ ignore first hit
Exalted Hero of Tzeentch @ 215.0 Pts
Mark of Tzeentch; Halberd; Battle Standard
Talisman of Preservation - 4+ ward (3+ with tzeentch)
Favour of the Gods - May modify an Eye of the Gods roll by +/-1
Barded Chaos Steed
Chaos Sorcerer of Slaanesh @ 200.0 Pts
Mark of Slaanesh; Magic Level 2
Power Familiar - Adds 1 power die to pool
Third Eye of Tzeentch - May use any wizards spells in line of sight instead of his own
Steed of Slaanesh - Fast Cav
17 Chaos Warriors of Tzeentch @ 330.0 Pts
Mark of Tzeentch; Shield; Standard; Musician
Rapturous Standard - Any break test with a result of doubles or 1 die showing a 1 counts as insane courage.
14 Marauder Horsemen of Slaanesh @ 252.0 Pts
Mark of Slaanesh; Flail; Light Armour; Standard; Musician
6 Chaos Warhounds
5 Chaos Knights of Tzeentch @ 290.0 Pts
Mark of Tzeentch; Ensorcelled Weapons;
Blasted Standard - 5+ ward against shooting (4+ ward with tzeentch)
Lv4Shadow 0,2,3,6(warriors) turn 1-five into a 2 and swap other five for 0
Shadow will use #0 to keep their BS down on his big unit and then hit his treeman/treekin with -str/t spells when combat starts. He'll use his puppet to alter miscasts with the aim of reducing his lv4's levels.
Lv2 will charge the wizard's tower with his horsemen bodyguard to know all his lore and then frenzy my knights or force toughness-tests on his blocks. If the wildriders are on his table-side he'll use #1 to wound and prevent marching.
My Warriors/Knights will deploy in the middle and dare him to pump out enough str3/4 bow shots to stop me from getting to him. He has no shooting that can hurt my 1+ armor 4+ ward knights. And the knights #1 target is his treekin to negate his ward save with my magical attacks.
Warshrine will buff the knights using the BSB's favor to alter the result. Then he has 1 target, the treeman. I won't win that fight, but he won't neither, so I hope to lock him up. Possibly mindrazoring him to help win.
Hell Cannon will forgo shooting and march up the top-flank right into combat. His T6 will keep him alive against anything ranged and there is nothing that scares him in combat.
Horsemen set up to the southern-flank with the lv2 and vanguard within range of the wizard's tower. Their goal is to keep his wizard away from it and to try and get my lv2 there. If he doesn't make a play for the tower, then they will be used to start cleaning out buildings. They shouldn't have a hard time avoiding his treekin/treeman and once an assault happens, their str5 attacks will easily win combat against gladeguard. They're also slaanesh, so they don't care how many die, all they need is around 5 left to easily assault a building. And with their vanguard, he'll only get 1 turn of shooting before they're charging.
Basically, everything marches up with the lv4 nerfing his ballistic skill. I'll have to survive 2 shooting phases at the most and my armor/wards should have no problem with that. He just doesn't have enough low strength shots to stop all my threats. I lock his treeman up and kill his treekin with my knights that leaves no threats for the rest of my army.
it's Wood Elves btw
Spellweaver Lvl 4 - Lore of Life and Wand of the Wych Elm (305)
Battle Standard Bearer - Hail of Doom Arrow and Aysendis Bane (13
10 x Glade Guard - Musician (126)
10 x Glade Guard - Musician (126)
28 x Glade Guard - Full Command (36
10 x Wild Riders - Standard Bearer + Musician (27
6 x Tree Kin (39
1 x Tree Man (285)
Total: 2000 pts.
When we deploy I will deploy the two Glade Guard units first, meaning I will get to see where Pinkus places his first two units, before I actually get to make any decisions, I will deploy the Tree kin and the Tree man as close to the middle as is possible, the same goes for the big unit of Glade Guards.
My Forest will go in the top part of the map, just above the building.
The 2 Glade Guard units with 10 models go inside each of the center buildings or if the hellcannon starts shooting at the buildings they go outside and stay behind the barricades.
My unit of Wild Riders focus on hero and warmachine hunting, but I will try to charge interceptors instead of evading them, execpt if it is the Chaos Knights.
The two Characters join the largest Glade Guard unit and try to keep the Tree Man and the Tree Kin in range of their banner ability as well as the lore ability of the Spellweaver. The Tree Man and the Tree Kin in turn target the Chaos Knights.
HoDA will be shot at the Marauder Horsemen as soon as these are in range of the arrow.
I hope this is enough, this is my first time doing this afterall and I have virtually no idea how to do this.
Good luck guys.
This match is now open for voting.
please remember to vote in bold.
Last edited by andre; October 14th, 2010 at 20:33.
Wow, this battle is going to get really bloody, really quick. I think everything's going to quickly smash together into one giant ball in the center of the board.
I think the wood elves would've been much better off trying to redirect the knights, rather than face them head on. Also, having the treekin face them wasn't a great idea, since they lose their ward save that way. The warriors would've been a better target for the treekin.
That isn't to say the treekin are going to be slaughtered. Looking at the math, I think the knights and treekin are going to whittle each other down over several turns.
On the other hand, I don't think the BSB is going to last nearly as long against the treeman as Pinkus suggests. He'll definitely be stomped flat in two close combat phases, possibly even one.
The big game changing unit, I believe, will actually be the marauders. Lasso doesn't seem to be paying them much attention, which is definitely a mistake. While all the big units fight in the middle, I can easily see the marauders sweeping up the side of the board, and devouring all the smaller units, and the lvl 4 caster, in their wake.
It'll be a good fight, but I think Chaos Warriors will win this one.
"Any job worth doing, is worth doing with a powerklaw."
The Woodelfs have a massive advantage in terrain. Also, lasso didn't tell us which targets will take priority in shooting, so I'll go ahead and assume the marauders are going to eat a lot of those arrows. Slaanesh or not, T3 and a 5+ save will not last them long, probably cripple them to the point where stand and shoot plus attacks on higher I (I think) will wipe them. Also, The lore of Life seems severely underestimated - Knights and treekin for example, would whittle each other down pretty good - add in constant healing on the treekins side, and the knights will very likely loose the combat, leaving 17 warriors against a Treeman and a whole bunch of elves.
I might be completely off the track, and the helcannon might potentially deal massive damage, but I thing Wood elves will take this one home, if due to massive advantages in deployment.
The Silver Knights of Tor Adrac (He): 26/2/4
The Spears of Slaanesh (Woc): 7/2/5
Battlegroup Chalybso (GK): 7/3/3
Granted the terrain is in the elf's advantage.Those archers will be very hard t kill,unless the cannon gets to shoot at them.
Since the elves have to focus most of their fire on the Marauders to succesfully disable the unit, the warriors will come into combat mostly unharmed. The boosted knights+BSB are just going to hurt most and it happens to be the treekin they face, who, although theyre with more, theyre not meant to fight this kind of cavalry and they dont get to stomp. They will be a great score in points. The marauders, i doubt they'l make it to the buildings intact, if they do get too low on numbers to charge, then the elves have nothing to face them and capture the points for victory, so even if they get shot to its, chances are this unit survives untill the end for point denial.
The magicphase will be a bit risky with the puppet in play, and the welfs will focus on keeping the allready doomed tree people alive, while the chaos casters disable the flanking unit and hit where it hurts.
The centre will go to chaos and the flankers will be disabled for both sides.
This game will go to CW
Chaos Warriors win
Warchief Diggah o da Bloodmoon Squiggahs
Eh, this one would probably be a really close game, and would go to the better player/lucky one...
That being said, I think that if this was a more infantry centric Chaos Army, I may be inclined to agree with some others. However it is not the case here, and the Horsemen will fall before they get close. I am not entirely sure that the Wild Riders war machine hunting is the best idea, but I do think that between the Treeman and Treekin that he can handle what gets there.
Lore of Life is going to be really instrumental here, even though I can't seem to see what he rolled. The basic attribute alone is nuts with that many multiple wound targets available.
I see it being bloody, but also see the Wood Elves winning out in attrition once Chaos reaches them.
It's Adventure Time!
2010 'Ardboyz Champion
I can't call this one. I'm going to ponder it for longer and revisit the thread.
No more NG spearmen, thanks! Now I need some pump-wagons!
I think the horsemen with the sorcerer will die quite quickly to HoDA and mass shooting. The WE plan is pretty solid, I think the treeman and treekin and knights and warriors clashing in the centre, both with strong magic support will hold each other for most of the game.
Although, the wild riders' hellcannon hunting wont go well, but I think that overall, the wood elves can just win this, a very close game though.
Hmm, I wish i'd been able to vote in this, but im not going to break my own rules.
Sorry for the slightly late finish, have been dealing with a medical emergency away from home. PMs for the next matchs will be out tomorrow night.
match tied at 3-3, voting extended for one day. (wahey, i get to vote...)
Hmm, this is quite tricky. But in a battle of attrition, i cant see the T3 elves holding out for long enough. the tree kin and treeman will certainly cause problems, but I think the Chaos Warriors have enough hitting power to take them out eventually.