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Map 6: http://img514.imageshack.us/img514/4...rdspassuo6.png
Chaos Lord: MoK, Slaughterer's Blade, Armour of Damnation, Gaze of the Gods: 310pts
19*Chaos Warriors: Heavy Armour, Shields, S/M/C, MoK, Banner of Rage: 410pts
Aspiring Champion: Flail, Shield, Barded Steed: 100pts
23*Marauders: light armor, shields, S/M/C: 186pts
5*Knights of Chaos: MoK: 210pts
5*Marauder Horsemen: Throwing Axes, spears, shields, M: 106pts
Bray-Shaman: Braystaff, Chaos Armour, 2*Dispel Scroll: 141pts
25*Beast Herd: 7*gor (2 hand weapons), 18*ungor (spears), S/M/C: 156pts
Totals: 1999 points, 3 PD, 6 DD, 2 scrolls
MoK=Mark of Khorne
Characters are with the units they join. Chaos Lord kills everything, and doesn't die in return. Warriors provide lots of kills and static CR, permanent frenzy and break rerolls from the banner.
Marauder unit has nice static CR, and some power from the asp. champ. Horsemen, leadbelchers, beast herd take care of flankers, raised undead, marchblockers, etc. Hounds and horsemen bait anything nasty so I get the charge.
Raiders of Ashen Coast
Noble (General. Rides in chariot): 119
-Heavy armour, Sea dragon cloak, Enchanted Shield.
-Seal of Ghrond (+1 dispel dice)
Noble, Battle Standard Bearer - 140 (Joins Spearmen)
-Heavy armour, Sea dragon cloak
-Sword of Might
-Talisman of Protection
Sorceress, level 1 - 140 (hides safely in a forest/building etc).
-2x Dispel scrolls
18 Corsairs (6x3) - 230 (within 12" of BS
-Warbanner (+1 combat resolution)
18 Corsairs (6x3) - 195 (within 12" of BS
20 Spearmen (5x4) - 185 (BSB here)
5 Dark Riders - 127 (flankers)
Musician, Repeater crossbows
6 Harpies - 78 (war machine hunters)
Cold one Chariot with spears - 97 (Noble here)
Cold one Chariot with spears - 97 (stays next to Noble for combined charge)
5 Cold One Knights - 172 (flankers)
-Dread Knight, Musician
Reaper bolt thrower
Reaper bolt thrower
TOTAL = 2000
Power Dice: 3
Dispel Dice: 4 (2 Scrolls)
-Sea Dragon Cloaks (+1 to armour save, +2 against shooting).
-Chariots & Cold one Knights cause fear
Spearmen in the centre, with Battle standard.
War Hydra on one side of them. Chariots (+General) on other side. Then a unit of Corsairs next to the Hydra & Chariots.
This gives me a centre where 3 strong units of infantry all benefit from both the Battle Standard bearer & the General's leadership value, making them very resistant..
The War Hydra will cause Terror tests to anything that charges it or the units next to it.
Dark Riders & Cold one Knights will deploy on each flank. Once the centre units have tied up enemies in combat, these units will flank charge if possible.
The Dark riders can also act as march blockers against armies which are fast enough to charge me first. Or bait enemies to charge & then flee, leaving them stranded & exposed to counter charges
Harpies deploy where-ever they can find a path to enemy war machines to slice up the crew, keeping my units safe. Or flanking.
Sorceress is placed somewhere that she cant be easily reached, shot or killed. Keeping my magic defense in tact & denying easy victory points.
Bolt throwers will NEVER deploy next to eachother. I always keep them seperate so that 1 single tactic can never get both of them (so for example, fliers or a burrowing unit can only attack 1, not both).
They will shoot down tough units such as monsters (Giants, Ushabti etc) or well armoured units like Cavalry.
My army will advance quickly. The centre units will mostly maintain that original formation to keep all those benefits.
I dont have a lot of magic defence, but it's enough to ward of any major damage while I advance. Once I reach combat, it is less of a problem (wizards are killed or cant see etc).
Both Chariots will charge units head on at the same time, causing 2D6+2 S5 impact hits + 3 S6 attacks + 7 S4 attacks, enough to crush almost anything.
The Hydra will charge & cause terror tests amongst the enemies centre (at least 1 unit should flee per game).
Wow, a superb tactical matchup. The two walls force the action to the middle, but both armies can circumvent the walls to some degree.
Harpies will fly over and Dark Riders might slip past. For Chaos, the beast herd, furies, and war hounds will work the seams in the wall.
Meanwhile, the Dark infantry can form a solid infantry core to advance on the gap in the wall with chariots and cold ones threatening the flanks, with the bolt throwers wreaking havoc from their hill, an obvious advantage for the DEs.
But the DEs will face stiff competition from marauder and warrior units supported by knights, lead belchers, and an ambushing beast herd.
Magic favors neither army.
This game would also be a lot of fun to watch. I think whoever wins first move has a big advantage. Spector, you need to generate a random roll! :w00t:
My vote goes to the Dark Elves for this one. The RBT's could kick out some damage, and they have a hil to set up on. the advancing chaos will be streamlined due to the walls, allowing the chariots and war hydra to set up some nice charges.
I think the walls fill force the two armies to fight head on, and in that kind of fight I can only see the forces of Chaos emerging victorious!
The chariots, hydra and rbts have a real edge on this map and against this chaos army. My vote goes to Dark Elves
I only just realised my list was up for voting again, had been pre-occupied with a new FB battle report.
Hmm.. ok.. I think since I have the only shooting I would be the player with the luxury of holding back and allowing the enemy to feed themselves into the trap.
As AsraiFlame said, I atleast know chaos are hard in CC and I wouldnt just go crashing my T3 elves into 1 on 1 or 'fair' fights.
Obviously I have my RBT's on the hill. Which favors me. Also, on a normal 4'x6' field, The Chaos forces have a much shorter distance to traverse in order to reach me.. Here they have a looong 6' to get across..
I'd put my 3 Core units together in front of the hill, with the General's chariot not too far away. So I get my solid backbone of good static CR units + re-rolled break tests + generals leadership.
I'd send my harpies & dark riders up to march block units as they pass between the walls, bogging them down to cause some congestion at the bottle-neck & allow more shooting.
4 hard hitters, Hydra, 2 Chariots, Cold one Knights. I would use 2 of these to support a march blocker each, either threatening units out of attacking them, or simply smashing any unit that does attack them & leaves themselves exposed.
The other 2 would stay back on the flank of my 3 infantry units, to pincer (flank on both sides) remaining enemies as they charge my infantry line & get bogged down.
(and thats if I dont get the charge first, which is quite possible, and even better).
The Beastherd probably dont have fantastic Ld ?, so I would try to force a terror test on them at some point.
I think I have enough flexibility to adjust to whatever different tactics the Chaos army tries.
I tend to be able to predict what will happen just from seeing where things are deployed.
First turn would be important, but we cant factor that here.
Dark Elves - Game #28 vs High Elves: Draw
W L D
21 5 5
Dark Elveswill win this one. They can shoot, use their infantry blocks as an anvil, and destroy anything that gets through that bottleneck with flank charges.
Rork edit: Woah! Check your spelling - you only give "special chocies" to your girlfriend.
Victory for the Dark Elves
I'll decline to comment until I've heard from the chaos general. Dark Elves may have the luxery of the RBT, but they do have a limited range. If I were the chaos player I'd simply hold my position out of range of the RBTs until they are down off that hill, and then use the stonewalls for cover. If those RBTs aren't moved forward, then something will have to happen, and either way it could be the dark elves who become congested.
So Sayeth Jimmy boy