Friday, 15 July 2011

Chaos Warriors Tactics

Ok iv decided to write a post on the different ways to run chaos warriors and what spells and equipment etc work well with them

Marks:
Khorne
This give you unit frenzy granting them pros and cons
The pro's are that your unit gets +1 attack and is now immune to physcology
The con's are that its frenzied (meaning you have to over run, pursue and test not to charge) and can never flee (unless beatenn combat)

There are generally two ways to run these guys
1) is with halberds and the razor banner
These are truly meat grinders and these isnt much what will withstand these guys in combat
3 attacks at S5 and armour piercing means heavily armored units are going to crumble into dust
however against ranked up units they tend to get bogged down and will get ground down
with these guys its best to use lore of heavens as it will take out a lot of warmachines which cld do a lot of damage to these guys

2)is with extra hand weapons and festus
this makes them slaughter ranked up units and with posion they can take on heavily armored units
they are best run with


Tzeentch
This gives you +1 to any wardsave so when pared with a shield it gives you a 3+ save followed by a 5+ wardsave.
Coupled with the blasted banner, this makes the unit nearly impossible to destroy however when pared up against something like khorne warriors they do tend to find it hard to win.
These guys are best used fighting low strength units like witch elves or any of the empire state troops for example as its near impossible to kill them.

The best spells for these guys are buff spells (in particular the signature spell from lore of beasts) however as we dont have access to a lot of buffs other than the heavens spells we have to make do with shadows

Thursday, 7 July 2011

Raid on Tlaxtlan - 3k Games vs Lizardmen

This is a 3k game I played against a lizardmen player who used a skink/monster list. I loved this game as it was so different to what you normally play and his army was superbly painted.

Army List
Warriors of Chaos:
Sorcerer Lord
Level 2 Sorcerer
BSB
Exulted Hero

21 Nurge Warriors with Banner of Rage
50 Marauders with Mark of Khorne
2 units of 5 dogs
21 Chosen of Khonre
2 Units of 5 Knights, both with mark of khonre
Warshrine with mark of tzeentch
Hellcannon


Lizardmen:
Slaan
Engine of the Gods

60 Skinks with 5 Kroxigors
2 Units of 10 Skinks
4 Stegadons
1 Ancient Stegadon
3 Terradon Riders
2 Salamanders


Deployment

The Chosen get +1 toughness and the Black Legion takes the 1st turn.


Warriors Turn 1
Everything moves up apart from the hellcannon which takes a pop shot at a stegadon, killing a few skinks and taking a wound of it.
The dogs on my left move to distract his skinks from my hellcannon
Magic sees Withering cast on his Engine of the Gods and Enfeebling cast on stegadon (S1)
My warshrine gives my warriors +1 Armour Save


Lizardmen Turn 1
His skinks move round and attack my dogs and knights with blowpipes, killing 3 dogs and a knight
Everything Else moves up slightly
Magic phase sees 2 dogs die and 3 warriors also lose their lives to the engine of the gods.


Warriors Turn 2
The hellcannon gets angry and rampages
My knights on my right attempt to charge his steagdon but fail
My dogs in the centre to block his stegadon and engine from charging my warriors
My other dogs keep his skinks busy
And my knights continue to push round the flanks
My chosen move up so that if his stegadon charges my knights they will get flanked.

Lizardmen Turn 2
His block of skinks and kroxigors charge my warriors, the terradons fly over my dogs to drop rocks but fluff there attacks killing none and the stegs move on around my dogs.
Magic sees both enfeebling and withering dispelled but that’s it
The engine kills the remaining dogs and does a wound to my warriors but that’s it
His salamanders cook a couple of knights
In combat my warriors want to attacks his krox’s but apparently cant so they squish a few skinks
They take a hammering back but win combat and his skinks hold with steadfast.



Warriors Turn 3
My marauders charge his stegadon (S1) and my knights charge the other stegadon.
Magic sees withering cast on his stegadon (S1) but its dispelled and so enfeebling is cast on it instead. Shooting sees my hellcannon shoot at his salamanders but it scatters wide
My marauders kill the stegadon and over run into the next, killing it and over running into the next however they have taken a bit of a beating loosing 10 so far.



Lizardmen Turn 3
His Stegadons charge my marauders while the engine charges my warshrine
The terradons move to harass the knights moving round on his flank and his slaan moves round to get out of charge range from the knights
Shooting phase sees his salamanders shoot at my chosen killing 2
In the magic phase he casts speed of light but it’s dispel scrolled and then tries to cast time warp but I dispel it
I combat my marauders take all the stegadons down to 1 wound each so take a beating from the thunder stomps but im steadfast and so hold. The Engine fails to wound the warshrine (yay for T6) and my warshrine kills his skink priest wins combat by 1 but the stegadon holds due to the slaan being near by.



Warriors Turn 4
My knights charge his terradons which flee, my chosen charge his salamanders which also flees and my hellcannon charges his stegadon.
My magic phase sees the ancient stegadon’s toughness reduced by 3 and the enfeebling is cast on the korxigors which reduced their strength by 3
In combat my marauders finish off the rest of the stegadons while the warshrine warshrine and hellcannon both fail to wound the engine and the combat is a draw. The marauders reform to face the engine.



Lizardmen Turn 4
The terradons rally and move out of the way of the knights. The salamanders also rally and turn to face the chosen. The skinks turn to charge the back of my warriors which are now consisting of a standard bearer, champion and my sorcerer lord.
Magic phase sees everything he cast dispelled
In combat my hellcannon takes a wound and the engine is un-touched, I lose by 1 but everything holds.


Warriors Turn 5
My marauders charge the engine. My knights and chosen move up to charge the now cornered salamanders.
Magic sees me try cast melkot’s on his engine with irresistible force, and so I lose the rest of my power dice and so he dispels enfeebling on the kroxigors
Combat sees the engine fall the the marauders while my warrior standard bearer dies to the kroxigors, leaving only my champion and sorcerer lord.


Lizardmen Turn 5
The terradons move to right the flank of the marauders while the slaan jumps over to their left flank
In the magic phase he casts Banishment on the hellcannon which he manages to kill.
In combat his roles are terrible and his kroxigors only kils my champion leaving my sorcerer lord to fight off his krox’s.


Warriors Turn 6
My knights charge his salamanders that hold and my chosen reform to support my centre (I forgot it was turn 6 and thought I still had another turn to go).
The warshrine moves to deny points and the marauders move into a better position
My magic phase sees everything dispelled
My sorcerer lord somehow survives the combat phase against the krox’s and my knights win combat against his salamanders which they pursue off the board.



Lizardmen Turn 6
His slaan and terradons charge my marauders (now only 5 left with an exulted)
In the magic phase he casts speed of light which I fail to dispel but he then fails to cast time warp
In combat my sorcerer lord finally dies to a kroxigor (there are only 3 skinks and 2 kroxigors left by now), My marauders survive the combat against the terradons and slaan and hold denying him 500points




In the end it’s a marginal victory for me winning by 125 points due to my massive point denial by the marauders, chosen and knights and the fact that I killed his engine which was a huge points gain for me.
I think I played pretty well against this guy and I love the new rules for steadfast otherwise I would have been destroyed
Marauders are just awesome with great weapons and I think I have finally understood what dogs are for.

Wednesday, 6 July 2011

2k Warriors vs Dark Elves

Ok so my 1st battle report is a 2k game against dark elves. The game was very fun with my opponent doing many unexpected manoeuvres and charges. His army was supposed to be a khanite army however he used black guard instead of executioners and had a sorcerer.

Anyway, onto the lists

Warriors of Chaos
Level 4 sorcerer (shadows)
Level 2 sorcerer (tzeentch)
Battle Standard

50 Marauders with great weapons and mark of khorne (M)
21 Warriors with halbers and mark of khorne (W1)
21 warriors with halberds, mark of nurgle and banner of rage (W2)
2 units of 5 dogs (WH1 and WH2)
Warshrine with mark of tzeentch (WS)

Dark Elves
Crone Hellebron
Level 2 Sorceress
Battle Standard (Master)

50 Witch Elves (WE)
20 Black Guard (BG)
5 Shades (not shown as we forgot about these guys the entire game)
Hydra (H)
2 Bolt Throwers (B1 and B2)


Deployment
I win the roll to decide who goes 1st and let him deploy his units 1st
He sets up his witch elves 1st on his far left. I counter this with a unit of dogs and my khorne warriors. His black guard are placed in the centre just slightly to his left of the tower in the centre. I put my nurgle warriors opposite his black guard however I realise later that it is not possible to manoeuvre round the tower to attack them. His bolt throwers are placed on the hill on his deployment zone so I decide to place my dogs and warshrine to put pressure on them while my marauders go after his hydra (how bad can it be). His shades are deployed on my left flank but we forgot about them the entire game

My sorcerer lord and bsb go in the nurgle unit while my tzeentch sorcerer goes with the marauders.
Hellebron goes with the witch elves, bsb in black guard and sorcerer standing around in the back




Warriors Turn 1
I win 1st turn and decide to go 1st.
Everything moves up as far as possible. My warriors move round the left hand side of the tower to move around onto his black guard. Magic gives my 4 power dice to 3 dispel, however he gets +1 dispel dice (from some item) and I channel so it’s 5 vs 4. I cast enfeebling on his hydra with irresistible. I reduce it’s strength by 3 and roll a 10 on this miss cast table, reducing it to a 8 with the puppet. Warshrine gives my nurgle warriors (and general) +1Ld.


Dark Elves Turn 1
His turn sees his hydra charge my marauders and everything else moves up. His black guard go round the other side of the tower to my warriors so I have both black guard and witches face off against my khorne warriors. He casts mind razor on his hydra with irresistible force (probably should have checked range but never mind). His wizard suffers a wound as a result.
His bolt throwers kill 3 dogs in the centre and the other misses the dogs on my right.
Combat sees his hydra trample all over my marauders and only takes 1 wound back. But they are steadfast so hold.



Warriors Turn 2
My khorne warriors attempt to charge his black guard but fail by 1”. However this is where my master stroke came in. My dogs move up to block his witch elves from charging the warriors and so forcing them to charge the dogs, effectively taking them out of the game for 4 turns. My other unit of warriors move inside the tower. My dogs and warshrine move up to put pressure on the bolt throwers.
Magic is again 3,1 with him channelling giving him 5 dispel to my 4 power.
I attempt to cast melkoth’s on the black guard but it’s dispelled
Combat sees more marauders die and the hydra take 2 more wounds




Dark Elves Turn 2
His black guard charge my warriors and his witch elves charge the dogs.
His magic phase seems him with 7 power to my 4 dispel
I throws them all at mind razor which is promptly dispel scrolled
Shooting sees the rest of my dogs in centre die
In combat my dogs are killed and the witch elves over run 9” due to frenzy. The warriors take a beating from the black guard however when I strike back its even worse with only 7 black guard and his bsb remaining but they are stubborn so hold. The hydra is now down to S2 as enfeebling is still in play and mind razor is now gone so I only loose a few guys and take the hydra down to its last wound.



Warriors Turn 3
My warriors move out of the building and face the back of his witch elves, planning to charge them next turn. The warshrine moves up to charge a bolt thrower next turn.
Magic gives me 3,1 again (3 time in a row) so 4 vs 4. I throw all my dice at melkot’s on the black guard which he fails to dispel reducing there WS and I by 1. Shooting gives my nurgle warriors +1 Armour save from the warshrine.
In combat my marauders finally kill the hydra and the black guard a killed to a man leaving only the bsb who holds as although I had like 15 wounds he only had like 8 guys left and as he killed 5 of my guys so he only lost by 3.



Dark Elves Turn 3
His witches reform and that’s all for movement.
His magic phase is ok. He attempts to reduce the I of my warriors but I dispel it. He casts pit of shades with irresistible, killing the wizard and doing nothing with pit of shades as it scattered.
His bolt throwers take shots at my warshrine which shrugs them off.
In combat I forget the my warriors have halberds and so I fail to kill the bsb with a 1+ save and he loses by 1 but holds.


Warriors Turn 4
My warriors charge his witch elves and warshrine charges a bolt thrower while my marauders move up to help on right.
Magic gives me 3,1 again (4 time in a row) but I channel so 5 vs 4. I throw 3 at reducing the S of the witch elves witch he dispels with crone. So I throw 2 at the high level version of melkoth’s and succeed with irresistible force, reducing the WS and I of the witches by 3.
Combat sees the bsb die at last.
Crone decides not to attack my sorcerer lord (not to sure why) but to go for the unit killing 5 of them. My sorcerer attacks and kills crone (who has no save which is insane). My warriors kill about 18 witches and only lose 3 in return thanks to a 3+save.
I win combat, witches hold



This is actually the final turn as we had to go but it was a massacre.
I didn’t lose 1 unit or character (other than the dogs) while the dark elves had only 30 witches, a bolt thrower and 5 shades left with all their characters killed.