Sunday, February 23, 2014

WaaaghPACA! – Round 4 – Mike Lagger – Warriors of Chaos

Deployment: Battleline
Man of Intrigue: Generates Fortitude per rule above only.
Scenario Points:
                  4 Points – Win by 100 points
                  3 points – Tie (within 100 points)
                  2 Points – Lose by less than 300 points
                  1 point – Lost by more than 300 points
                  0 points – Lost by more than 1,000 points

Objective (1 point): Capture more table quarters by having the most fortitude in the quarter.



The List
Daemon Prince, Level 2, Mark of Nurgle, Lore of Death, Sword of Battle, Luckstone, Scaled Skin, Soul Feeder

Chaos Sorcerer, Mark/Disk/Third Eye of Tzeentch, Lore of Metal, Level 2, Enchanted Shield, Talisman of Preservation
Exalted Hero, Mark of Nurgle, Halberd, Shield, BSB, Talisman of Endurance

5 Warhounds
5 Warhounds
18 Chaos Warriors, Mark of Nurgle, Full Command, Standard of Discipline
17 Chaos Warriors, Mark of Nurgle, musician, banner
Chimera, regeneration

Hellcannon


Mike had the honor of being my third warriors of Chaos of the weekend… making my 4 games with High Elves at that point being 3 warriors and 2 daemons.  With his list closer to the one I lost to than the one I beat, I wasn’t 100 percent confident (though I think I could beat Chris on points even if he did break me).  But a good list with the tricks, and the units able to keep up the fortitude and hold a quarter.  My goal needed to be to push hard and keep him thinking he needed to keep his blocks on the back.

At the end of the game Mike asked for my email address (actually my phone number, but I offered my email as that’s easier to discuss warhammer).

I liked Mike’s list.  Still had a daemon price, but a level 2 caster is much easier to deal with than a level 4.  Mike’s list was also a lot slower.

Magic
I took fireball and flaming sword.


Mike took Searing doom and Transmutation of Lead on his metal caster with Soul Blight and Fate of Bjuna on his death caster.




Deployment
Like last year, all the tables have fancy terrain rules.  This round was the first where I actually remembered take a picture.

I chose sides, but just stayed where it was simple.  I spread out my reavers per my normal deployment.  I weight my phoenix on the right side since that is where he has chosen to bunker.

Mike chose to bunker on the left corner, but did throw some chaff out on the right during deployment.

Turn 1 – High Elves
No charges to start my turn, and I didn’t move much as I had vanguarded into shooting position.

I rolled an 8/4 magic phase.  I got of a 2D flaming sword and Mike failed to dispel my 6D fireball but only got 1 wound onto the chimera.


My shooting did another wound to the Chimera.



Turn 1 – Warriors of Chaos
Mike declares no charges.  Then the Hellcannon fails its rampage and goes 17 inches across the board to charge a unit of reavers… eek.  Hellcannon in my back field!

Mike rolls a 9/6 magic phase.  I allow a 3D soul blight on my general as I don’t plan to charge.  I allow a 5D final transmutation of lead on my general for the same reason.  He ends his phase as he only has 2 dice left and I still hold 6.


I manage to get 1 wound through to the cannon before the reavers pop… and then a phoenix flees.  Double yuck.



Turn 2 – High Elves
Reavers charge a unit of dogs way off on the right flank.  The phoenix rallies.

I roll a 6/4 magic phase and get +1A on phoenixes.  A 3D flaming sword is allowed and a 3D fireball is dispelled.

Shooting does another wound to the chimera.


Dogs get deleted, panicking the other which loses a dog to the building.



Turn 2 – Warriors of Chaos
Cannon passes its rampage but charges the recently rallied phoenix.  Dogs don’t rally.

A 10/6 magic phase starts off with a 3D soul blight on the phoenix which I dispel.  A 3D searing doom on the dragon fails.  A 4D irresistible fate on the phoenix mount does 1 wound.  The miscast just ends the phase.


In combat the phoenix can’t push any wounds through the saves, takes 2 and holds.




Turn 3 – High Elves
I charge off the dogs.  I want to advance this turn but manage to fail 3 march tests on the phoenix, general and dragon.  Because I can’t advance I fly over the chimera and kill it.

An 8/6 magic phase gives me +1S.  A 6D fire ball is dispelled and I put flaming sword on the phoenix who, while already flaming, is now wounding on 3s.

Phoenix kills a handler, takes no wounds but the dumb cannon is unbreakable.





Turn 3 – Warriors of Chaos
The warriors charge the dragon along the back edge and fail.

The daemon prince finally moves up, and the BSB’s unit does as well, leaving the smaller unit of warriors unsupported (don’t know yet that it had leadership banner), so I get excited to earn some points to make up for that damn hellcannon.

An 8/5 magic phase has a 4D soulblight on the phoenix being dispelled.  A 4D transmutation of lead is allowed (not scrolled).  I figuring that lowering the weapon skill of the phoenix didn’t do anything and he didn’t have armor.





Turn 4 – High Elves
No charges.  As the phoenix move up to pick on the smaller unit I kill a warrior on the larger unit.

A 6/4 magic phase gives me initiative, which doesn’t help.  I 2D flaming sword on dragon, which he dispels to prevent the breath weapon from wounding on 3s.  a 4D fireball kills 4 warriors.

The breath weapon kills 4 more warriors.


Phoenix and cannon slap around some and tie.



Turn 4 – Warriors of Chaos
Daemon price joins the phoenix/cannon combat.  The wizard charges the back of the dragon (this one surprised me, it’s a dragon – but then he does have the 3+ rerollable).

The BSB unit fails to swift reform and so can’t get back to support the warriors this turn.

A 5/3 magic phase has a 2D soul blight on the phoenix dispelled and a 3D transmutation on the dragon scrolled.

My wizard uses his luckstone which means that nothing happens in the combat.  I hold and turn around.  The phoenix gets picked up my the daemon prince.


Now 6/8 on phoenix coming back.



Turn 5 – High Elves
I put 2 phoenix into the warriors.  I put a unit of reavers into the rear of the caster which will just add the 4 static at no risk (unless I still managed to lose).  Sometimes I like the mandatory challenge request of the warriors.

A 7/5 magic phase gives me +1S.  I 6D irresistible on flaming sword on my dragon.  The miscast ends the phase and does a wound to both the caster and dragon.  His wizard makes saves.

In combat the champion challenges my general out.  I kill the champion with an overkill.  My normal phoenix takes 3 wounds.  He kills 4 warriors and Mike makes his steadfast.

The dragon and mage do nothing, but he loses on the static and flees.  I hold with the dragon as I don’t want to get flanked by the other warrior unit and the reavers fail to catch.




Turn 5 – Warriors of Chaos
The unit charges the dragon anyways, just not in the flank.  The wizard rallies.

A 7/6 magic phase just sees a 6D bubbled soulblight, which I dispel.

The champion kills the dragon rider though he dies.  The dragon flees, escapes and gets away.  The warriors overrun into the phoenix.  In the next combat the phoenix dies.  General flees and escapes.


Now with 2 dead phoenix, the pulses kill 1 warrior and knock off the my own charmed shield.



Turn 6 – High Elves

Dragon rallies, general doesn’t.  One phoenix goes away and the other kills 3 warriors.



Turn 6 – Warriors of Chaos
Wizard charges dragon, which I flee.  Daemon Prince doesn’t catch general.

A 7/6 magic phase sees a 3D soulblight on my general, which allow.  This is followed by a 4D fate which I dispel.

Cannon scatters.

Last phoenix doesn’t return, ending game for at 6/9 for the weekend.


I’ve noticed after writing this write up that my notes don’t seem to clearly match the list I copied (champions on both warriors and no flight on the daemon prince).  Suffice it to say, I had a good game, it ended in a tie and I gave Mike my favorite game.

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