Wednesday, March 11, 2015

2.5k Battle Report

TK list: Comp right around 13.6 (if I did math right)

LvL 4 Liche Priest, Lore of Neh, Dispel Scroll
Lvl 3 Licher Priest, Lore of Death, Power Stone

Tomb Prince, potion of toughness, dragon bane gem, enchanted shield, sword of might
11 Skeleton Archers, full command
10 Skeleton Archers, musician
3 Chariots, full command, flaming banner
3 Chariots, musician, standard bearer
5 Skeleton Horse Archers

Warshpinx w/ breath weapon
4 Necro Knights, full command
31 Tomb Guard, full command,

Hierotitan
Casket of Souls

WOc List: 14.7 comp

Chaos Lord of Disc: S6, asf, other tricksters shar, 1+, 3++
BSB on Daemonic mount, 1+/3++
Chaos Sorcerer, lvl 2, mounted, lore of shadow, charmed shield, steed of slaanesh, dbane gem and a scroll

5 Marauder horsemen w/ fails, mark of Slaanesh
24 Chaos Warriors, Mark of Nurgle, GW w/ flaming banner
26 Chaos Warriors, Mark of Nurgle, GW w/ swift banner
5 Dogs
5 Dogs

Gorebeast Chariot w/ Mark of Nurgle
Gorebeast Chariot w/ Mark of Khorne
Gorebeast Chariot


WoC deploy first and finish first. WoC rolls at 1 for first turn, I roll a 6. TK gets Smiting, Protection, the one that lowers S/T by 1, and Desert Wind for NEhek. Purple Sun, the spell that reduces leadership by 3, and the 12 inch damage spell that subtracts their toughness. Woc gets the imitative test template spell, and The Withering.

Most pictures are at the start of that players movement phase

Turn 1 TKImage

I inch a couple of things up to get in shooting range.
I roll a 1 and 2 (?) for winds of magic, get two more off of casket. I get smiting off on the right group of skeleton archers. I get protection off on the tomb guard. Light of death goes off but does only one wound (however, this wound is to his general) even though it bounces through his characters and half the army.
I manage to shoot of the dogs on my right with the chariots and skeleton warriors. Horse archers on the left kill a dog.

Turn 1 WoC Image

He moves everything up trying to get in range but not making it easy for me to get off an easy charge.
He rolls a 3 and a 5 for magic. I think thats what it was. He gets a high roll on the damage spell towards my casket, I scroll it. He casts Withering on my Sphinx, I display it.

Turn 2 TK Image
I move horse archers over so they can shoot at both dogs and chariot. The idea being if he charges does and fail their fear test or loss combat then they panic off on low leadership. I move up the snakes to support the warsphinx, I back up the tomb guard and archers behind them. I reposition the chariots in the middle. I move the chariots and archers on the right up.

In magic, I roll at 2 and 3 for winds (i think?), add 2 or 3 from casket. Smiting goes on middle archers, protection goes off on tomb guard, shems gets dispelled, light of death gets dispelled

In shooting, my archers can't get a wound into anything.

Turn 2 WOC Image

The chariot on my left charges and overruns the horse archers. I took this picture after movement. He moves most of the other stuff up except for his general.

In magic, he rolls low and the only spell gets dispelled.

Turn 3 TK Image

I declare a charge with my right most chariots into his chariot on my right. He holds. I declare a charge with my necro knights into his warriors. He thinks about it, almost flees and then holds. The Warsphinx declares a charge into them as well. I then realize I have to charge his general or his general will charge my middle chariots and get behind the lines. He holds. Miraculously all charges make it. The snakes needed a 3 on 3 dice, the cat needed a 6 on two dice, the middle chariots needed a 7, and right chariots needed a 5 or 6.

In magic I end up with 8 dice. First spell, I caste the S/T reduction spell on his general. I use 2 dice plus the d3 from the hierotitan. Irresistible. Fuck. I roll a 4 on the miscast table. General dies and sucks most of the unit into the void. Lose the rest of the dice. Most of my stuff passes the crumble tests just fine. I think a chariot takes a wound and the snakes take a wound

In shooting, skeleton archers plink of BSB.

In combat, the chariots off the hill do 2 impact wounds, take 2 wounds back, I win because of banner, charge, hill, etc. He fails his check and flees. In trying to catch the chariot they clip the corner of the general. In the general combat the impact hits and attacks kill him (I believe), he does a couple of wounds back to the front chariots. Middle chariots overrun into warriors. In the other combat, I win but they stick using steadfast. I lose a lot of snakes but he can't wound the cat. I use my breath weapon.

Turn 3 WoC Image

He charges BSB into Hierotitan, His dogs and chariot on the left start to swing around. He charges his middle chariot into the kitty combat. He moves up his sorcerer bunker His fleeing chariot rallies.

In magic he rolls 6 and 4 for winds. He manages to kill casket with his template spell. He uses 5 dice on it and rolls high. I save my dice and dispell withering on the cat.

In combat he kills the chariots touching his warriors. His chariot bounces off my cat. The cat and one snake manage to kill 7 or 9 warriors. The warriors stick but the chariot flees. The titan puts a wound on his BSB, takes a wound, and crumbles 1.

Turn 4 TK Image

Chariots crumble a few. I charge the warriors in the flank with my chariots. I move up my skeleton archers. I shift my Tomb Guard.

In magic I get doom and darkness off on his bsb and throw a purple sun at his chariot. He passes it easy.

In shooting the archers plink off the chariot.

In combat, the chariots do enough impact hits and wounds to win combat by 3 or 4. He breaks, flees. I overrun, catch him, and hit his bunker in the flank. In the other warriors combat he manages to kill the snake, I win combat with him having 3 or 4 guys left. He passes his check. The hierotitan dies to his BSB.

Turn 4 WoC Image

He charges his BSB in the Tomb Guard. He moves up his chariot on the right. I can't remember if the one on the left fails a charge or not. His fleeing chariot goes 2 inches

In magic, His withering gets dispelled. That is all his dice.

In combat, his wizard bunker loses 3-4 wounds, he does one back. He flees, I catch him. In the cat combat, I kill his unit to a man and reform. In the BSB combat, he kills my champion. I think combat is a draw or I crumble one or two.

Turn 5 TK Image

My chariots crumble to one left with one wound. Everything else is OK. I try to charge the sphinx into the rear of the BSB but fail the charge, I needed an 7 or 8 on two dice. My skeleton archers move up a little.

Magic, I get doom and darkness off irresistibly on 5 dice, then lose 3 rank and file guys and the rest of my dice.

Shooting, my archers plink off of his chariot.

In combat, he has to challenge. I pop my potion of toughness, making my tomb prince tough 8 no armour save since it is a 4+ armour because of his strength. I wound him once but he saves it. He then rolls 2 wounds with the hero (has to get 5 to wound) then 2 wounds with the mount (needed a 6 to wound). Prince dies. I lose combat. I crumble some.

Turn 5 WoC Image

He tries to charge both chariots in. Either both fail or one fails. His fleeing chariot rallies.

He has not magic.

In combat I send my wizard to the back, he kills a bunch, I can't wound him. I crumble a bunch.

Turn 6 TK I didn't take a picture of this because it was basically over. I lose a wound off the sphinx due to crumble check. I lose some archers as well due to crumble.

My chariot charges his rallied chariot. My warsphinx makes it into the rear of the bsb.

Magic, I have 7 dice, I throw 5 at doom and darkness. He dispels it. I fail to cast the other damage spell onto his chariot.

My archers plink off his chariot.

In combat, I lose by one after he crushes my Tomb Guard in the BSB combat. My chariot gets crushed by his.

Turn 6 WoC . His top right chariot makes it into combat. I can't wound his BSB. He wins and my sphinx crumbles and dies.

At the end he has 3 chariots, his BSB, and one unit of dogs left. I have one unit of archers left. Looking back there are a few mistakes I made. I should've charged my tomb guard into the flank of his BSB. I might have broken him and that would have probably been the game. Also, in turn 5 I should've charged my sphinx into his chariot's flank. Maybe I get more points from this and maybe my sphinx lives throughout the game making the point differential closer. I also could've moved my lone chariot back and not charged it into his. I think it would've died to crumble anyway.