Tuesday, March 15, 2011

The final steps

Only 5 days left until King of the Gnoblars. Who will be crowned the village idiot?

Painting is going fantastic; only 3 Chosen and the finishing touches to the Shrine left to do. So the good news is I will definitely have the army done for the tournament; the bad news is that I still haven't gotten batteries for the camera so still no picture updates. Money justs seems to be too scarce to get batteries; might have something to do with constantly spending it :/

On a more positive front however I've been gettingt plenty of practice in. In a breath of fresh air I didn't have to face Kevin and his White Lions this week (relying on magic to win combats is embarassing for Chaos), and instead got two games against Gag's Lizardmen and Butler's Dwarfs; two great games (probably due to the lack of pointy-eared albino jungle cats).

I've stuck to the same list now that I've been using for awhile and the results have been fairly balanced, which is good enough for me. Gag's Lizardmen consisted of a Slann, Chief on Ancient with the War-Spear, Scar Vet with the Crown of Command, 19 Temple Guard, 39 Saurus, 14 Skinks, 10 Chameleons, two single Salamanders, and a normal Stegadon. We rolled up Battleline on the chart. The Chosen rolled up the +1 Attack benefit, and the Wizard Lord got Miasma, Enfeebling Foe, Withering, and Mindrazor. Deployment is below; I couldn't Vanguard because of the Chameleon's scout deployment.

First turn went to the Lizardmen who moved up across the board. I saw Dwellers coming at the Marauders but opted to chance a trade off knowing Gag doesn't carry Cupped Hands, and so dispelled Throne of Vines instead. The Dwellers indeed went off irresistably and Gag rolled a 5 for miscast which I moved down to 4, however the Slann rolled a 5 and so suffered a S10 hit instead of being sucked into the warp. 11 Temple Guard blew up also, but they got Regrown in turn 2. 18 Marauders died to the spell. Both Salamanders misfired, the one on the left eating 2 crew and the other eating all three, failing Ld, and becoming Frenzied and getting Hatred.

In my turn the Knight charged the Salamander and everything else moved back to avoid getting charged by the Stegadons. The Wizard Lord took the Slann's spells and used some twigs to beat up 5 of the Chameleons, while having Dwellers dispelled. The Hellcannon spat at the Ancient but missed. The War Shrine gave the Chosen MR(3). The Knights easily butchered the Salamander in combat and overran 11" away from the Lizardmen.

In the Lizardmen turn the Frenzied Salamander failed his charge on the Warriors in the building, and the Temple Guard/Slann entered the centre building. The Ancient failed a charge on the Marauders and the Skinks moved up to spit wet toilet paper at the Marauders. The Stegadon and Saurus advanced.

In magic the Slann Regrew 7 Temple Guard and did some other stuff. The Skinks killed a few Marauders.

The Marauders charged the Skinks who fled, and the Marauders failed to catch the Ancient in the redirect. The Knights turned around the get back in the battle. The Chosen et all once again backed off from the Stegadons.

The Sorcerer got off Mindrazor on his unit in the magic phase as a deterent from a Saurus horde charge, and the Hellcannon misfired, eating two crew. The Shrine gave the Chosen +1 Ld.

The Salamander managed to charge the building this time. The Ancient failed the charge the Marauders leaving the normal Steg to go in alone. Skinks rallied and faced the Knights. The Slann made the Ancient T10 after getting off Throne of Vines and cast Shield of Thorns on the other Stegadon to kill off a few Marauders before combat. The Warriors ate up the Salamander and belched out fire. The Stegadon lost all its crew but squished just enough Marauders that they were no longer Steadfast and ran them down.

In retaliation the Chosen, Hellcannon, and Shrine all charged the Stegadon for good measure and the Shrine then later managed to bestow a ward save and stubborn combo on the Chosen. The Knights charged the Skinks and failed to redirect when they fled as well as not catching them. The Sorcerer managed to Wither the Stegadon down to T4 for an easy kill for the Chosen et all. The Hellcannon overran on front of the Ancient wiping out the Skinks on the way, while the Chosen and Shrine reformed to face the Saurus horde.

The Ancient hit the Hellcannon like a tonne of bricks but only did two wounds with Impact Hits. The Slann made the Ancient T10 again after the Saurus charged the Chosen. The Hellcannon took only a single wound from the Ancient and crew but also did none in return. The Chosen lost three of their number surprisingly but not before killing ~9 Saurus. The Saurus held over the Crown and the Chosen reformed to be wider.

The Shrine counter charged the Saurus and the Knights crashed into the Ancient's flank. Now out of the building the Sorcerer Lord tried to Wither the Ancient and Mindrazor the Knights but failed both spells. The Knights and Hellcannon managed to collectively kill the Skink crew and the Hellcannon took another wound. The Chosen and Shrine collectively fluffed their attacks this turn and only killed 4 Saurus.

The Slann's unit left the building to threaten the Knights' flank. The Slann cast a bunch of spells but did not get Flesh to Stone off on the Ancient thankfully (however he Regrew 7 Saurus). The Knights and Hellcannon managed to take down the Ancient however the Hellcannon also fell. The lone Chief managed to pass his break test. The Saurus lost some more models and the Chosen lost one but the Saurus held again.

Chaos turn 5 now, and the Knights somehow managed to fail to kill the Skink Chief and he held again. The Saurus were brought down to 18 models by the Chosen and the Warriors regretted not charging in (they opted not to so as to give the Lord a chance to Dwellers the Slann but the Winds of Magic only gave me 3 dice).

Last Lizardmen turn and the Slann's unit charged the Knights' flank before the Slann proceeded to turn the Saurus' Flesh to Stone and cast Earth Blood on his unit. The Knights as a result killed only one Temple Guard, though they killed the Chief. They broke however and were caught by the Temple Guard. The Saurus and Chosen fought on as always but the Flesh to Stone stopped the Chosen doing much damage.

In the last turn the Warriors opted not to bother with the Saurus as there was an incredibly small chance they would break them. Instead the Lord used Awakening of the Wood on the remianing Chameleons, panicking them off the board, but failed a Dwellers on the Slann's unit.

Counting up there were 56pts in the difference, yielding a satisfying 10-10 draw after a great game.

This game has shown me some of the serious downfalls to the Eye of the Gods rules, such as the constant challenges allowing his character to go to the back, meaning I could not get rid of his Crown of Command to break the Saurus (unit Champion was killed every time he Regrew).

Second game of the evening was against Butler's Dwarfs. He had a Lord, BSB, Runesmith with Spellbreaker and Rune of Balance (steal my power dice), 30 Hammerers, 25 Ironbreakers, 20 Warriors, 20 Quarrellers, 10 Thunderers, a Cannon, a Grudge Thrower, and 2 Organ Guns. We rolled Meeting Engagement with me deploying first. I got +1T on the Chosen's roll, and Miasma, Enfeebling Foe, Withering, and Pit of Shades for spells. Deloyment below (Vanguarded up the left flank).

Dave failed to steal back the first turn so I got it. Knight and Chosen advanced full pace around the east of the centre building, and the Marauders and Shrine around the West. The Horsemen zoomed past the Dwarf Warriors to threaten the Thunderers' flank. The badly placed Chaos Warriors (*facepalm*) left the building and advanced. The Lord has only one spell he could cast and so irresistably Miasma'ed the Thunderers, reducing WS, BS, I, and M all to 1; two Warriors blew up in the magical feedback.

The Hellcannon got a good shot and took out an Organ Gun while the Shrine gave the Chosen +1AS and the Horsemen failed to kill any Thunderers with their axes.

The Dwarfs shuffled and started shooting. The Horsemen were wiped out by the Quarrellers, while the Organ Gun killed a Knight. The Thunderers killed a Marauder, but the Cannon failed to damage the War Shrine. The Grudge Thrower misfired but was fine.

The Marauders charged the Thunderers who fled leaving the Marauders hanging low; they failed to redirect into the Ironbreakers. Everything else advanced. The Wizard tried to Miasma the Quarrellers but it was dispelled. The Hellcannon killed a few Ironbreakers and the Shrine did something useless.

The Dwarfs repeated the attempts of the previous turn. A bunch of Marauders were killed as well as a Knight and a Chaos Dwarf.

The Knights charged the Hammerers expecting a magical backing. The Marauders charged the Thunderers again I think, but they must have failed because they weren't in combat. The Shrine failed a charge on the remaining Organ Gun. The Hellcannon got a shot on the Warriors now threatening the Marauders' flank and panicked them. The Shrine gave the Chosen +1A. Magic failed miserably leaving the Knights in a bad spot. Though they killed 7 Hammerers they were beaten back to just the command group, but managed to hold.

The Ironbreakers charged the remaining Marauders (about 27 at this rate). The Warriors and Thunderers rallied. Shooting did 3 wounds to the Shrine and killed a few Chosen more. The Marauders were beaten and broken in combat (and then caught by stunties) though they wounded the Runesmith and killed some Ironbreakers first. The Knights were killed outright, though they killed 6 Hammerers first.

The Shrine charged the Thunderers and the Chosen swung into the Organ Gun. Magic failed as usual but the Hellcannon managed to kill 7 Ironbreakers. In combat the Chosen killed the Organ Gun and overran into the Hammerers. The Shrine and Thunderers did no damage and tied the combat.

The Ironbreakers reformed in the Dwarf turn and the Warriors moved back in toward the action. Shooting did its worst to the Warriors but yielded only 1 wound. The Chosen Champion was killed by the Dwarf Lord but the Hammerers lost a lot of models, killing a few Chosen in return (~3). The Shrine fought the Thunderers to another stalemate.

The Hellcannon rampaged but didn't reach the Ironbreakers' rear. The Warriors continued their trek and failed magicking attempts. The Shrine continued to hold out against the Thunderers as neither side did wounds. The Chosen brought the Hammerers to 5 men as the Dwarf Lord and Chaos BSB fought to a stalemate.

The Ironbreakers hit the rear of the Shrine. Shooting continued on the Warriors with no kills. The Shrine was brought to its last wound but held on double 1's. The Chosen killed the rest of the Hammerers as the Dwarf Lord managed to slay the Chaos BSB, but the Lord broke.

The Hellcannon rear charged the Ironbreakers and the Chosen ran off the board after the Dwarf Lord. The Warriors stood back as their Lord opened a pit under the Cannons swallowing it up. In combat the Shrine killed the Runesmith and the Hellcannon's Thudnerstomp killed off the Ironbreakers. The BSB died defending his banner but the Thunderers held.

In the last acts of the game the Warriors charged and broke the Shrine, and the Grudge Thrower/Quarreller combo failed to kill or panic the Warriors.

This yielded a 14-6 victory to the Warriors of Chaos, a win I was incredibly happy with considering how bad my luck was (and how good Dave's was) in the early game.

I am happy with the list and won't change it just yet. It can be tough to do well against certain armies over having such small units, however they are also hard for opponents to take point from. I think the main armies I need to hope to avoid are Skaven, White Lion based High Elves, Khorne Daemons, and certain builds of Empire. Everything else is manageable, though there will be a lot of challenges. I look forward to the weekend and hope I can get a better result than Warpcon. Maybe I should buy new dice...

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