DoC vs VC 1000pts - first game of 8th edition
Sept 4, 2021 21:56:02 GMT
FvonSigmaringen, Horace, and 3 more like this
Post by bierbaron on Sept 4, 2021 21:56:02 GMT
I used the VC army from this thread, my opponent used a Tzeentch/Slaanesh Daemon Army, which I estimated to be not to be ultimately competetive.
It consisted of
2 Heralds, one of Tzeentch with Lvl 2 and one of Slaanesh, the latter was the general.
1 unit of 14 Horrors with full command (plus Herald)
1 unit of 14 Daemonettes with full command (plus Herald)
3 Slaaneshbeasts
3 Flamers
He got Bolt of Change and Glean Magic on his Herald as well as Blue Fire for his Horrors.
I got Raise Dead on my Necromancer, and took Invocation on my Vampire.
Left flank after DoC Turn 1
Right flank after DoC turn 1
On the right flank, he took a few shots in the magic phase at the Zombies, thinning them, but not to a significant degree.
His flamers moved and missed the Dire Wolves completely.
In my turn 1, I moved the whole army except the Wolves forward, but had to acknowledge that neither the Crypt Horrors nor the Zombies could march. Bad positioning on my side, I guess. But a successful Vanhels from the Book of Arkhan propelled the Crypt Horrors in the front of the Slaaneshbeasts, and the Zombies wanted to stay out of range of the Horrors anyway.
I underestimated the Range of the Daemonettes and moved the Black Knights too far forward.
Otherwise, the magic phase was uneventful, the Raise Dead that I wanted to use to create a speedbump for the Daemonettes was dispelled.
DoC turn 2: He charged the Slaaneshbeasts into the Crypt Horrors and the Daemonettes into the Knights, and the Horrors positioned themselves to throw magic at the Zombies, the Flamers moved into range to shoot the Wolves.
The winds of magic blew strongly, as he rolled an 11, but my General thankfully passed his Ld test.
Other than that, the magic phase was rather uneventful, a few zombies died, and a miscast ended the magic phase prematurely.
His Flamers killed 2 wolves.
In the close combat phase, the Slaanesbeasts bounced badly, inflicting only two wounds after Regen, and receiving quite a few wounds in return. After the break test, only one Slaaneshbeast was left standing.
In the center, his Slaanesh Herald issued a challenge which my General accepted. The Herald had the ASF locus, but failed to inflict any wounds after saves, my General rolled well and inflicted four wounds before, three wounds after the daemonic save. The Daemonettes killed three knights, the knights killed two Daemonettes on the swingback, which put the combat to a draw.
VC turn 2: Not much to move, but the Skeletons charged the flank of the Daemonettes. The Zombies just positioned themselves awkwardly to keep the Horrors away from the center.
My magic phase: The Vanhels was dispelled, the Raise Dead created 10 Zombies in front of the Horrors, but the Invocation from the Vampire was a miscast which healed the Crypt Horrors, a knight (see later) and raised 9 additional Zombies in the old unit, but the miscast left the Vampire powerless as a lvl 0 Wizard without any spells.
Close Combat went well, though, the crypt Horrors finished the Slaaneshbeast off, and the Knights with the support of the Skeletons wiped the remaining Daemonettes out of existence. The Knights reformed to face the Horrors on the right.
DoC turn 3: The Horrors charged the newly created Zombies, the Flamers moved towards the Wolves on the right flank.
Magic saw another 11, which this time killed my Necromancer and which created an new Slaanesh Herald in front of my Knights.
With only magic missiles and a targetless Glean Magic left, the magic phase ended immediately.
His Flamers killes the Wolves, the Horrors crumbled the Zombies.
VC turn 3 and onwards: The knights charged the new Slaanesh Herald, killed him and overran towards the Horrors, but did not reach them. The Crypt Horrors did nothing for the rest of the game as the were never again able to march.
DoC Turn Charge of the Horrors
The Horrors charged the Knights (I wanted to block them with my Zombies, but was unsuccessful with this as the nice statue with the well on the upper right of the picture did not block or slow down the Horrors as I hoped.
But they had no chance in CC, the Vampire killed the Tzeentch Herald immediately, which was good as he had the Wand of Whimsy with two or three charges on it. The Knights lost only one, killing two or three Horrors in return.
In my next turn, the Skeletons charged in and provided their rank bonus, but the complete success was postponed as my opponent rolled a double 1 on his instability test. But the turn after that, the Horrors finally poofed.
In my turn 4, the Zombies took a 11" charge at the Flamers and held them in place until the cavalry arrived and wiped them out, too.
MVP: My General with my Knights, very tough, and could have been a lot more unpleasant if I would have gotten off more than one Invocation. The Sword of Striking is great, Beguile is not as I completely forgot that I had it. The Vampire consistently provided 2 to 4 wounds each round of combat, taking none in return.
The Crypt Horrors are tough cookies, but I need to improve my positioning, as they were never able to march. Really bad on my part.
Magic is fickle, and I am happy that I have not invested too much in that department as I was magicless for more than half the game, getting off only three spells in total.
All in all, we had a blast, and we liked the rules very much. The variable charging range, the pre-measuring, the really random and sometimes wacky magic phase all provided much fun and excitement. A very successful first test!
It consisted of
2 Heralds, one of Tzeentch with Lvl 2 and one of Slaanesh, the latter was the general.
1 unit of 14 Horrors with full command (plus Herald)
1 unit of 14 Daemonettes with full command (plus Herald)
3 Slaaneshbeasts
3 Flamers
He got Bolt of Change and Glean Magic on his Herald as well as Blue Fire for his Horrors.
I got Raise Dead on my Necromancer, and took Invocation on my Vampire.
Left flank after DoC Turn 1
Right flank after DoC turn 1
On the right flank, he took a few shots in the magic phase at the Zombies, thinning them, but not to a significant degree.
His flamers moved and missed the Dire Wolves completely.
In my turn 1, I moved the whole army except the Wolves forward, but had to acknowledge that neither the Crypt Horrors nor the Zombies could march. Bad positioning on my side, I guess. But a successful Vanhels from the Book of Arkhan propelled the Crypt Horrors in the front of the Slaaneshbeasts, and the Zombies wanted to stay out of range of the Horrors anyway.
I underestimated the Range of the Daemonettes and moved the Black Knights too far forward.
Otherwise, the magic phase was uneventful, the Raise Dead that I wanted to use to create a speedbump for the Daemonettes was dispelled.
DoC turn 2: He charged the Slaaneshbeasts into the Crypt Horrors and the Daemonettes into the Knights, and the Horrors positioned themselves to throw magic at the Zombies, the Flamers moved into range to shoot the Wolves.
The winds of magic blew strongly, as he rolled an 11, but my General thankfully passed his Ld test.
Other than that, the magic phase was rather uneventful, a few zombies died, and a miscast ended the magic phase prematurely.
His Flamers killed 2 wolves.
In the close combat phase, the Slaanesbeasts bounced badly, inflicting only two wounds after Regen, and receiving quite a few wounds in return. After the break test, only one Slaaneshbeast was left standing.
In the center, his Slaanesh Herald issued a challenge which my General accepted. The Herald had the ASF locus, but failed to inflict any wounds after saves, my General rolled well and inflicted four wounds before, three wounds after the daemonic save. The Daemonettes killed three knights, the knights killed two Daemonettes on the swingback, which put the combat to a draw.
VC turn 2: Not much to move, but the Skeletons charged the flank of the Daemonettes. The Zombies just positioned themselves awkwardly to keep the Horrors away from the center.
My magic phase: The Vanhels was dispelled, the Raise Dead created 10 Zombies in front of the Horrors, but the Invocation from the Vampire was a miscast which healed the Crypt Horrors, a knight (see later) and raised 9 additional Zombies in the old unit, but the miscast left the Vampire powerless as a lvl 0 Wizard without any spells.
Close Combat went well, though, the crypt Horrors finished the Slaaneshbeast off, and the Knights with the support of the Skeletons wiped the remaining Daemonettes out of existence. The Knights reformed to face the Horrors on the right.
DoC turn 3: The Horrors charged the newly created Zombies, the Flamers moved towards the Wolves on the right flank.
Magic saw another 11, which this time killed my Necromancer and which created an new Slaanesh Herald in front of my Knights.
With only magic missiles and a targetless Glean Magic left, the magic phase ended immediately.
His Flamers killes the Wolves, the Horrors crumbled the Zombies.
VC turn 3 and onwards: The knights charged the new Slaanesh Herald, killed him and overran towards the Horrors, but did not reach them. The Crypt Horrors did nothing for the rest of the game as the were never again able to march.
DoC Turn Charge of the Horrors
The Horrors charged the Knights (I wanted to block them with my Zombies, but was unsuccessful with this as the nice statue with the well on the upper right of the picture did not block or slow down the Horrors as I hoped.
But they had no chance in CC, the Vampire killed the Tzeentch Herald immediately, which was good as he had the Wand of Whimsy with two or three charges on it. The Knights lost only one, killing two or three Horrors in return.
In my next turn, the Skeletons charged in and provided their rank bonus, but the complete success was postponed as my opponent rolled a double 1 on his instability test. But the turn after that, the Horrors finally poofed.
In my turn 4, the Zombies took a 11" charge at the Flamers and held them in place until the cavalry arrived and wiped them out, too.
MVP: My General with my Knights, very tough, and could have been a lot more unpleasant if I would have gotten off more than one Invocation. The Sword of Striking is great, Beguile is not as I completely forgot that I had it. The Vampire consistently provided 2 to 4 wounds each round of combat, taking none in return.
The Crypt Horrors are tough cookies, but I need to improve my positioning, as they were never able to march. Really bad on my part.
Magic is fickle, and I am happy that I have not invested too much in that department as I was magicless for more than half the game, getting off only three spells in total.
All in all, we had a blast, and we liked the rules very much. The variable charging range, the pre-measuring, the really random and sometimes wacky magic phase all provided much fun and excitement. A very successful first test!