Post by bierbaron on Sept 24, 2021 22:55:46 GMT
So we had a go at Warhammer again this week, we played 1000pts. again even though we did not have many problems with the rules in the first game.
I played with the following list:
Necromancer Lvl 2 with Book of Arkhan [125pts], General
Wight King, BSB, Enchanted Shield, Luckstone [120pts]
Core
5 Dire Wolves [40pts]
24 Skeleton Warriors, Champion, Musician, Standard Bearer [150pts]
22 Zombies with Standard Bearer & Musician [68pts]
Special
22 Grave Guard with Shields and FC [262pts]
Rare
Terrorgheist [225pts]
My opponent used DoC again, with
14 Bloodletters with Khorne herald, +1 S sword, Blade of Blood, I think, and the frenzy locus
14 Plaguebearers with Nurgle herald lvl.1 of Nurgle, and the 5+ poison locus (quite strong that thing)
1 Beast of Nurgle
4 bases of Nurglings
The setup was finished quickly, as he only placed three units. His placement of the Nurglings suprised me and really threw my gameplan off, as he effectively blocked the Dire Wolves and the Grave Guard:
After turn 1
Alternative angle
With his scouts, he blocked the vanguard movement of the Wolves, so I had to double charge the Nurglings with my GG and my Wolves. Not a very good plan as the GG got stuck there for quite a while. His whole army moved aggressively forward, the Beast of Nurgle planned to take out my Necro.
The Terrorgheist flew into the flank of the Daemons, preparing his Death Shriek.
Magic was rather tame, I dispelled his Rancid Visitations. In my turn, I cast a Vanhels on the GG and was also succesful in creating a new zombie unit between his two infantry blocks. The Shriek killed one or two Plaguebearers.
In CC, my GG inflicted a few wounds and the undead won by quite a lot, but a 3 made the Nurglings stay put.
In his 2nd turn, the Plaguebearers charged the Zombies that protected the flank of the GG, the Bloodletters charged the freshly raised Zombie unit, and his Nurgle Beast charged the skeletons with the Necro inside.
His magic was noenxistant from then on. In cc, the Bloodletters overran the Zombies like they weren't even there. Also, the Plagueberers killed way to many Zombies for my taste, this tarpit would not hold long, as only the standard bearer and the musician were left standing. The Nurglings rolled again quite low on their instability test, the GG was unable to inflict more than two wounds.
And now, the Beast of Nurgle really has a disadvantage, as we found out. My Skeleton champ challenged, and saved the Necro. Both units stayed where they were.
After VC Turn 2
I only moved the Terrorgheist to scream at the Beast, and also get a view behind the tower in the middle. I tried to raise more models to the Zombie tarpit unit next to the GG, but it was too little, too late. The invocation succeeded, raising the Skeleton champ and 10 or so Zombies. The Terrorgheist shouted 3 wounds from the Nurgle Beast after Regen.
The Plaguebearers wiped out the Zombies and reformed, and the Nurglings still did simply not die.
Again, the Beast could only kill the champ, lost combat due to musician and poofed with a double 6, and the Skeletons reformed.
Situation after Combat Turn 3
We could not decide if the Plaguebearers were in the front or in the flank of the GG, so we diced off, and the result was: frontal charge. The Bloodletters swiflty reformed and tried to reach the other flank of the GG.
Like so
Both the Daemons and the GG did not do much to each other, so both units were locked. But this opened the opportunity for the Terrorgheist to flank the Plaguebearers. After that, it really rolled up the remaining DoC units, the Bloodletters braced themselves, the Plaguebearers poofed, and another combo charge of the GG in the front and the TG in the flank ended the game.
I would say the TG is a little OP when not kept in check by limited space, effective counter charges, artillery or maybe magic. Even against DoC, which all have a ward save, the Terrorgheist is very effective. The ability to scream at the unit in close combat is really strong!
In the next game, we will upgrade to 1500 points, and I will again try new units!
I played with the following list:
Necromancer Lvl 2 with Book of Arkhan [125pts], General
Wight King, BSB, Enchanted Shield, Luckstone [120pts]
Core
5 Dire Wolves [40pts]
24 Skeleton Warriors, Champion, Musician, Standard Bearer [150pts]
22 Zombies with Standard Bearer & Musician [68pts]
Special
22 Grave Guard with Shields and FC [262pts]
Rare
Terrorgheist [225pts]
My opponent used DoC again, with
14 Bloodletters with Khorne herald, +1 S sword, Blade of Blood, I think, and the frenzy locus
14 Plaguebearers with Nurgle herald lvl.1 of Nurgle, and the 5+ poison locus (quite strong that thing)
1 Beast of Nurgle
4 bases of Nurglings
The setup was finished quickly, as he only placed three units. His placement of the Nurglings suprised me and really threw my gameplan off, as he effectively blocked the Dire Wolves and the Grave Guard:
After turn 1
Alternative angle
With his scouts, he blocked the vanguard movement of the Wolves, so I had to double charge the Nurglings with my GG and my Wolves. Not a very good plan as the GG got stuck there for quite a while. His whole army moved aggressively forward, the Beast of Nurgle planned to take out my Necro.
The Terrorgheist flew into the flank of the Daemons, preparing his Death Shriek.
Magic was rather tame, I dispelled his Rancid Visitations. In my turn, I cast a Vanhels on the GG and was also succesful in creating a new zombie unit between his two infantry blocks. The Shriek killed one or two Plaguebearers.
In CC, my GG inflicted a few wounds and the undead won by quite a lot, but a 3 made the Nurglings stay put.
In his 2nd turn, the Plaguebearers charged the Zombies that protected the flank of the GG, the Bloodletters charged the freshly raised Zombie unit, and his Nurgle Beast charged the skeletons with the Necro inside.
His magic was noenxistant from then on. In cc, the Bloodletters overran the Zombies like they weren't even there. Also, the Plagueberers killed way to many Zombies for my taste, this tarpit would not hold long, as only the standard bearer and the musician were left standing. The Nurglings rolled again quite low on their instability test, the GG was unable to inflict more than two wounds.
And now, the Beast of Nurgle really has a disadvantage, as we found out. My Skeleton champ challenged, and saved the Necro. Both units stayed where they were.
After VC Turn 2
I only moved the Terrorgheist to scream at the Beast, and also get a view behind the tower in the middle. I tried to raise more models to the Zombie tarpit unit next to the GG, but it was too little, too late. The invocation succeeded, raising the Skeleton champ and 10 or so Zombies. The Terrorgheist shouted 3 wounds from the Nurgle Beast after Regen.
The Plaguebearers wiped out the Zombies and reformed, and the Nurglings still did simply not die.
Again, the Beast could only kill the champ, lost combat due to musician and poofed with a double 6, and the Skeletons reformed.
Situation after Combat Turn 3
We could not decide if the Plaguebearers were in the front or in the flank of the GG, so we diced off, and the result was: frontal charge. The Bloodletters swiflty reformed and tried to reach the other flank of the GG.
Like so
Both the Daemons and the GG did not do much to each other, so both units were locked. But this opened the opportunity for the Terrorgheist to flank the Plaguebearers. After that, it really rolled up the remaining DoC units, the Bloodletters braced themselves, the Plaguebearers poofed, and another combo charge of the GG in the front and the TG in the flank ended the game.
I would say the TG is a little OP when not kept in check by limited space, effective counter charges, artillery or maybe magic. Even against DoC, which all have a ward save, the Terrorgheist is very effective. The ability to scream at the unit in close combat is really strong!
In the next game, we will upgrade to 1500 points, and I will again try new units!