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Post by Deleted on Jan 8, 2018 16:31:25 GMT
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Post by wilsonthenarc on Jan 8, 2018 16:39:41 GMT
On that 1st pick, those plastic Chaos Marauders... I thought I was the only person that loved those miniatures!!??
Cannon Fodder for use by a Chaos Army, how wonderful. Looks like a fun game, cheers.
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Post by Deleted on Jan 8, 2018 16:51:16 GMT
Those are some of the first models I painted for this army! Love those guys, not as much as I did in 7th edition when they were cheaper and made their way into every list I made, but they're still cheapish and awesome!
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Post by Deleted on Jan 8, 2018 17:26:58 GMT
My list - I adopted the strategy of "if it's painted then bring it". Also if I could upgrade a hero to a Lord then I did, mostly for the LD and the extra wound, as I felt that both of those would be important in a game this large when the generals LD and the bsb can only cover a small portion of the battle.
Lords: (general) Chaos Lord with MoN, Hellfire Sword, Helm of Many Eyes, Soul Feeder, shield Chaos Lord with MoK, Juggernaut, shield, giant blade, Talisman of Endurance, Ironcurse Icon Beastlord with MoN, Sword of Anti-Heroes, Armor of Fortune, Shield, Crown of Command Chaos Sorcerer Lord with MoT, lvl4, Disc, Sword of Might, Enchanted Shield, Dispel Scroll, Talisman of Preservation, Flaming Breath Daemon Prince with MoN, lvl4, Chaos Armor, Flight, Charmed Shield, Dragonbane Gem, Other Tricksters Shard, Chaos Familiar, Scaled Skin Doombull with Heavy Armor, Shield, Sword of Swift Slaying, Ramhorn Helm, Dawnstone, Gnarled Hide Grey Seer with Earthing Rod, Obsidian Lodestone
Heroes: Throgg (bsb) Exalted Hero with MoT, Daemonic Steed, Armor of Destiny, Third Eye of Tzeentch, shield
Core: 18 Chaos Trolls 30 Chaos Warriors with full command, MoT, shields, Blasted Standard 18 Chaos Warriors with full command, MoK, shields, additional hand weapons 50 Gors with full command, MoN, additional hand weapons 50 Marauders with full command, MoN, great weapons 5 Ungor Raiders 5 Ungor Raiders 5 Marauder Horsemen with musician, shields, spears 5 Marauder Horsemen with musician, shields, spears 5 Warhounds 5 Warhounds 5 Warhounds 5 Warhounds 20 Skavenslaves 20 Skavenslaves 50 Clanrats with full command, shields
Special: 7 Chaos Knights with full command, MoN, ensorcelled weapons Chimera with regen, flaming breath 20 Chosen with full command, shields, halberds, MoN Chaos Warshrine with MoT Chaos Warshrine with MoT Razorgor Razorgor Razorgor Razorgor Razorgor 6 Dragon Ogres with Great Weapons
Rare: Hellpit Abomination Hellcannon Hellcannon Warp Lightning Cannon 9 Skullcrushers with full command, Razor Standard
His list was surprisingly light on artillery! I was expecting cannons but the only cannons to be seen were on his two stanks. The only other artillery he had was 2 helblasters.
His list consisted of lots and lots of spearmen, swordsmen, and halberdiers, his largest unit size was 40, and all units brought two detachments; detachments were typically handgunners or halberdiers. There were two units of flagellants around 30 strong, and a couple units of militia to boot. He brought a luminark, a hurricanum, and a war altar, and a LOT of captains/priests to go into his main units. He also had a unit of around 30 greatswords, 2 units of engineer outriders, and 5ish units of pistoliers. He took a big block of Reiksguard knights, with all three of his cavalry named characters in it (luthor, some dude with a runefang, and the bsb). Karl Franz on Deathclaw led the whole thing.
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Post by Deleted on Jan 8, 2018 18:43:21 GMT
Empire finished deploying first and won the roll off for first turn: general advance, lots of pistoliers moving up for close range shots. Empire Magic he rolled a 3 and a 1. Chaos channeled 1, Empire channeled 2, he got +1 for his hurricanum He got off a plague of rust on the skullcrushers with 2 dice he rolled a total of 16 (empire wizard named character gets +6 to cast lore of metal...ouch!) I used a dispel scroll on a boosted searing doom he tried to cast on the skullcrushers; he got a a total of 22 on 3 dice! I successfully dispel the luminark bound spell; 9 on 2 dice vs 16 on 4 dice Empire shooting sees him killing dogs and eliminating chaff units across the board; puts a wound or two here and there on the razorgors. Had a couple dog units flee in panic from shooting/having units completely wiped out. Battleline pretty much mostly intact still.
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Post by Deleted on Jan 8, 2018 18:54:28 GMT
Chaos Turn 1: Chaos Lord fails stupidity. Everone else good to go. Both hellcannons successfully restrain. Daemon Prince charges pistoliers. they fail their terror check and flee through a unit of demigryphs who panic and run away. Daemon Prince fails the charge. Marauder horse charge the now fleeing pistoliers and the pistoliers flee the table. Marauders also fail their charge. Razorgor charges a unit of pistoliers clanrats charge another unit of pistoliers hellpit moves 4". Chaos Magic sees me get 4 dice. I tried all 4 at a boosted searing doom at the Reiksguard knights but failed to meet the casting cost. Chaos Shooting(!) saw a Hellcannon kill some swordsmen and some crossbowmen. Second Hellcannon killed the luminark with a direct hit that saw me do exactly 5 wounds. Warp Lightning cannon put 3 Wounds on the stank on the right flank. Chaos Combat: Pig in the center killed off the pistoliers after they failed fear check. Pig on the right flank caused a wound and took a wound; pistoliers held clanrats managed to successfully beat and chase down their unit of pistoliers but the 11" overrun move left the dangerously (and stupidly) exposed. They were also in a river now which is really bad for them.
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Post by mottdon on Jan 8, 2018 19:07:35 GMT
Wow! Somebody got a bulk deal on Empire Spearmen! I've never seen so many of those guys used at a time! This is awesome! I can't wait to see more!
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Post by Deleted on Jan 8, 2018 19:32:47 GMT
It definitely threw me for a loop seeing all that infantry and so few warmachines. It was a great fun game with lots of laughing.
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Post by wilsonthenarc on Jan 8, 2018 20:04:08 GMT
Those are some of the first models I painted for this army! Love those guys, not as much as I did in 7th edition when they were cheaper and made their way into every list I made, but they're still cheapish and awesome! Yeah, I keep telling people how they were good in 6th and 7th... at least for their points. But, they were never good, as in WAAC. I have 100+ Marauders on foot with various weapons and I never really feel competitive when I play them in eighth/EEFL. A sub-optimal choice if "They" are to be believed. The best thing they could have was upgrading to mark of Slaanesh so they were humans that tended to not fear/panic. Which is good. I guess. Also, I vaguely recall having to re-base all of them from 20mmx20mm bases to 25mmx25mm bases one terrible summer.
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Post by Deleted on Jan 8, 2018 20:11:07 GMT
haha yes I remember having to do that as well! Around that time is when I also had to move all my ungors onto small bases because they were no longer a mixed unit with the gors. MoS would actually be a decent mark for them. Keeps them cheapish and not having to worry about fear/panic would be a good thing for them. What I always loved most about them in 6th/7th is that they gave you something that the WoC list lacked; a unit that could grind higher S opponents and (usually) come out on top. They were a unit that relied on numbers instead of armor and good stats to survive combat. They were the unit that you threw up against things like bestigors, greatswords, swordmasters, grave guard, executioners, etc... and you were OK with it because they were cheap enough that you always had the numbers to survive that grind and come out on top. I don't like throwing Warriors against units with a high S/killing blow because I lose more warriors than I'm comfortable with. The 8th edition book took that away
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Post by Deleted on Jan 8, 2018 21:13:04 GMT
Empire Turn 2: Luthor Huss charges out of the unit of knights into ungor skirmishers Demigryphs on left flank charge dogs - dogs flee and demigryphs fail to redirect center steam tank fails to make contact with trolls by 1" both units of demigryphs in the center charge the now out of position clanrats in the front and the flank steam tank on the right flank makes contact with the hellpit abomination More positioning and general advancing for the rest of the empire army Empire Magic: After channeling 2 Dice Empire have an 8-6 advantage- Casts plague of rust on 2 Dice and gets a 17(!) Successfully dispelled on all 6 dice Successful transmutation with 4 dice kills 2 skullcrushers Hurricanum casts bound spell with remaining two dice against Marauders- rolls a 1 for the type for "no damage" Empire Shooting: Little bit of damage here and there nothing too bad Empire Combat: Two units of Demis murder the clanrats in the center - because I was dumb and placed them in the river they neither receive a rank bonus (so no LD) or steadfast. I rolled boxcars for their break test so it doesn't matter either way. The pistoliers manage to finish off the razorgor they've been in combat with. Luthor Huss makes short work of the ungor raiders Stank manages I think 4 wounds on the Hellpit from impact hits but I got lucky and saved them all. Did 2-3 in return. I don't remember a lot about this combat, just that it pretty much lasted all game with the hellpit consistently doing 2 wounds to the stank each round except for one round where it managed to save everything I did against it.
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Post by Deleted on Jan 8, 2018 21:47:47 GMT
Chaos Turn 2: Chaos Lord once again fails stupidity, both hellcannons successfully restrain Charges everywhere! Skullcrushers make their long charge (18" charge!) against the spearmen. Spear detachment successfully charges in the flank. Daemon Prince charges Demigryphs in the flank. both slave units and the Tzeentch sword and board warriors charge the spears with their detachment in the center. Khorne AHW warriors charge some spearmen Chimera charges the Demigryphs that overran the clanrats Dragon Ogres successfully charge the Demigryphs that restrained pursuit against the clanrats Trolls charge Center Steam Tank in the flank Doombull and 2 razorgors charge small halberdier unit in the center Dogs rally Marauders reform General Positioning: Chaos Magic Turn 2: Rolled a 6 & 4: Chaos and Empire both channel 1 Boosted Miasma of Pestilence goes off on the DP, he fails to dispel, I rolled a 3 for the D3. Curse of the Leper goes off on the DP irresistably, I rolled a 3 for the D3. Miscast sees the DP and the Chaos Sorcerer Lord both take a S6 hit: DP ignores it due to charmed shield, Chaos Sorcerer saves it on his Ward. Chaos Shooting Turn 2: First Hellcannon targets the large unit of spears in the center of his line - scatters and hits BOTH the spearmen and their detachment of spearmen. Both units panic and flee starting a chain reaction; both units of outriders panic when the spears flee through them, the main unit of spears and one unit of outriders flee the table as a result... Second Hellcannon scatters wildly off target Warp Lightning cannon puts 4 wounds on the Hurricanum Chaos Combat Turn 2: Skullcrushers kill a LOT of spearmen. Chaos Lord kills the unit champ in challenge, two crusher riders kill the Warrior Priest. Chaos Lord gets +1 I reward. Both units are steadfast and hold. Daemon Prince breaks and runs down the Demigryphs. Both slave units break from combat, Tzeentch warriors lose but hold Trolls manage to put 7ish wounds on the Steam Tank thanks to Throggs great weapon and their vomit. Chimera breaks and runs down the Demigryphs in combat. Khorne Chaos Warriors beat the swordsmen pretty badly, they're not steadfast but they manage an insane courage! Dragon Ogres win combat but their unit of Demigryphs hold (they made like 5 armor saves against the DrOgres great weapons!) Hellpit and Stank continue to beat on each other. Hellpit is consistently putting ~2 wounds per combat phase against the stank.
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Post by Deleted on Jan 8, 2018 23:30:54 GMT
Empire Turn 3: Knights and Luthor charge my bsb. Karl Franz tries to charge my rightmost warshrine but fails his charge (needed a 7, rolled a 6) both steamtanks get 5 steam points. he blows up the stank fighting the trolls but the one fighting the hellpit stays fighting; it ends up venting all 5 steampoints instead and doing nothing. militia charges left warshrine flagellants charge wounded razorgor some positioning Empire Magic: Rolled a 3 & 1 Chaos channels 1, Empire channels 2 boosted searing doom against the doombull is dispelled 5+ ward save goes off on the war altar affecting all units within 6" Empire shooting: peppered units here and there, nothing really noteworthy Empire combat: Dragon Ogres finish off the Demigryphs millita beat and run down the warshrine, overrunning into the dogs behind bsb loses combat by 3 but holds with the reroll khorne warriors break the swordsmen, overrun into flagellants flagellants kill razorgor and overrun into the gors skullcrushers break the spears and overrun towards left table edge (don't reach it though)
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Post by Deleted on Jan 9, 2018 0:09:31 GMT
Chaos Turn 3: Chaos Lord finally passes stupidity! It's time for my general and his retinue to finally enter the fray! They charge the spears in front of them Warshrine charges handgunners Razorgor charges small halberdier unit Marauders charge small halberdier unit Dragon Ogres charge last remaining pistoliers Daemon Prince charges swordsmen - they fail terror and flee through the woods where the helblasters are still hiding (they did very little all game) They flee through his wizard who also panics and begins to run away! Prince redirects into the spears that are currently fighting the Tzeentch sword and board Warriors Dogs in the woods charge the militia that are running around my backlines in the flank hoping for some combat res Chaos Knights charge militia by the river in the center of the battlefield Chimera lines up a breath weapon against the greatswords Skullcrushers turn around and move into position to deal with the handgunners Trolls turn around and prepare for a future charge against the knights Chaos Magic: 6 & 4 Empire channel 1 Chaos channels 0 Daemon Prince fails (by 1) to cast plague wind on 4 dice (rolled a 10 needed an 11) Glittering Robe on the Khorne Warriors is dispelled Enchanted blades is successfully cast on the Tzeentch bsb Chaos Shooting: hellcannon lands a shot on the griffon; rolls a 1 to wound other hellcannon scatters off griffon onto helblaster and kills it warp lightning cannon kills the hurricanum Chimera toasts 17 greatsowrds Chaos combat: bsb once again manages to not break ON THE REROLL. He's very upset as my single HERO model has held up a giant knight unit with 3 characters in it for multiple turns in a roll. I don't blame him but I got VERY lucky here. razorgor kills ONE halberdier and takes a wound in return. He's steadfast and holds Chaos Lord and his chosen retinue BUTCHER the spearmen and overrun into the small unit of halberdiers behind them. Daemon Prince/Tzeentch sword and board prove too much for the poor spearmen and they finally break and run from combat. Tzeentch warriors pursue, Daemon Prince successfully restrains Warshrine kills some halberdiers, takes a wound in return but holds. both units of dogs break from combat and flee from the militia that continue to rampage through my back lines. Khorne Warriors lay the beatdown on the flagellants, but also take a beating in the process, losing 8 of their numbers. Gors trade some blows with the other unit of flagellants knights break the milita and run them down Dragon ogres kill the pistoliers, overrun into the halberdiers and help butcher them too. Both the dragon ogres and the marauders reform Hellpit FINALLY kills the steam tank
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Post by Naitsabes on Jan 9, 2018 4:39:35 GMT
getting back to the forum and treated to such awesomeness...perfect!
There is some nice carpentry on display with these buildings. The troll horde looks great too.
Poor Empire getting worked...that's what happens when you mess with the Legion.
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