2500 pts vs Warriors of Chaos
Posted: Thu Aug 19, 2010 11:50 pm
My List:
Dreadlord with Potion of Strength, Sword of Ruin, Null Talisman on COK
Lvl 4 with Dagger, Seal of Ghrond, Pendant - Dark Magic
Master BSB with Hydra Banner on COK
Lvl 2 with Scroll - Lore of Metal
Death Hag with Cauldron and Manbane
2 x 5 Harpies
2 x 5 Dark Riders with RXBs
1 x 19 Spears
1 x 24 Spears
9 x COK with Banner of Murder and Null Talisman
1 x Chariot
1 x Hydra
This battle was about testing the COK hammer. Basically the idea is to put the BSB and General in there and use the Cauldron to give it ward saves until the round it charges and then give it an extra attack. With the Hydra Banner that makes the unit very dangerous and can deal with any RNF unit of up to 30 models (doing enough wounds to remove steadfast) or completely wipe out any +1 AS unit of 10 - 12 models. The null talismans give it a 3+ ward vs magic when combined with the Cauldron blessing so it should be able to survive reasonably well and the Lord is designed to take out characters who might have thought they would be striking before my COKs.
The Warrior Army looked a bit like this
1 x Lvl 4 with the WOC Lore
1 x BSB
1 x 30 Warriors of Tzeench
1 x 30 Warriors of Khorne
1 x 7 Knights of Khorne
1 x 6 Knights of Tzeentch
1 x 40 Marauders
1 x Hell Cannon
4 x 5 Dogs
The opening 2 turns were about me dealing with the dogs which were seriously getting in the way and setting up for a COK charge. I got some luck and cast Final Transmutation on the Tzeentch block and killed 5. The harpies, after breaking a unit of dogs overran into the flank of the 7 Khorne knights - I slipped a wound through and he did 1 back which had me up by 1 with a flank charge, he broke and ran through another unit of mine which killed another knight.
Dark riders charged the Hell Cannon which held it up for a turn but they were all killed in the end. The Hydra took a charge from the 6 Knights to protect my COK's flank and held. The Hydra broke the knights after 4 rounds of combat suffering only 2 wounds.
The main action was in the centre where I finally got a chance to charge but failed to make the distance and next round the Tzeentch warriors charged me. I did 8 wounds to 3 which broke his steadfast and he failed his leadership roll - that killed the BSB and unit standard bearer. I held, reformed and charged the Khorne warriors next round. The Khorne warriors ranks had been thinned a little from a Soul Stealer and Pit of Shades, so my knights killed every single one of the rest of the unit before he could strike, which somewhat surprised my opponent.
The over-run, however left the COKs exposed to the Lvl 4 in the Maurauder block and he rolled 5/5 for winds of magic. That meant my unit took a Flickering Fire, Gateway and Treason which, even with 2 Null Talismans, left only the BSB and Lord left. By that time the game was over however and my Lvl 2 got Final Transformation off next round on the Maurauders and killed 13, panicking the unit which kept running off the board.
Final result was a 20-0 with no Warriors left on the board
A note on Magic - I put my Lvl 4 with the 24 Spearmen and take Dark Magic. I have found that the damage output is brutal. No more than 2 dice are required for any of our spells with the dagger as insurance for a poor roll. She rarely miscasts and dropped several black horrors which did bad things to S4 knighs (and killed the Hell Cannon ) I think people get caught up in the shiny new lores but Dark Magic makes the magic phase very reliable and low risk. Having said that I always take a Lvl 2 with Lore of Metal because Searing Doom scares the shizz out of knights and always draws a scroll or plenty of dispell dice.
Dreadlord with Potion of Strength, Sword of Ruin, Null Talisman on COK
Lvl 4 with Dagger, Seal of Ghrond, Pendant - Dark Magic
Master BSB with Hydra Banner on COK
Lvl 2 with Scroll - Lore of Metal
Death Hag with Cauldron and Manbane
2 x 5 Harpies
2 x 5 Dark Riders with RXBs
1 x 19 Spears
1 x 24 Spears
9 x COK with Banner of Murder and Null Talisman
1 x Chariot
1 x Hydra
This battle was about testing the COK hammer. Basically the idea is to put the BSB and General in there and use the Cauldron to give it ward saves until the round it charges and then give it an extra attack. With the Hydra Banner that makes the unit very dangerous and can deal with any RNF unit of up to 30 models (doing enough wounds to remove steadfast) or completely wipe out any +1 AS unit of 10 - 12 models. The null talismans give it a 3+ ward vs magic when combined with the Cauldron blessing so it should be able to survive reasonably well and the Lord is designed to take out characters who might have thought they would be striking before my COKs.
The Warrior Army looked a bit like this
1 x Lvl 4 with the WOC Lore
1 x BSB
1 x 30 Warriors of Tzeench
1 x 30 Warriors of Khorne
1 x 7 Knights of Khorne
1 x 6 Knights of Tzeentch
1 x 40 Marauders
1 x Hell Cannon
4 x 5 Dogs
The opening 2 turns were about me dealing with the dogs which were seriously getting in the way and setting up for a COK charge. I got some luck and cast Final Transmutation on the Tzeentch block and killed 5. The harpies, after breaking a unit of dogs overran into the flank of the 7 Khorne knights - I slipped a wound through and he did 1 back which had me up by 1 with a flank charge, he broke and ran through another unit of mine which killed another knight.
Dark riders charged the Hell Cannon which held it up for a turn but they were all killed in the end. The Hydra took a charge from the 6 Knights to protect my COK's flank and held. The Hydra broke the knights after 4 rounds of combat suffering only 2 wounds.
The main action was in the centre where I finally got a chance to charge but failed to make the distance and next round the Tzeentch warriors charged me. I did 8 wounds to 3 which broke his steadfast and he failed his leadership roll - that killed the BSB and unit standard bearer. I held, reformed and charged the Khorne warriors next round. The Khorne warriors ranks had been thinned a little from a Soul Stealer and Pit of Shades, so my knights killed every single one of the rest of the unit before he could strike, which somewhat surprised my opponent.
The over-run, however left the COKs exposed to the Lvl 4 in the Maurauder block and he rolled 5/5 for winds of magic. That meant my unit took a Flickering Fire, Gateway and Treason which, even with 2 Null Talismans, left only the BSB and Lord left. By that time the game was over however and my Lvl 2 got Final Transformation off next round on the Maurauders and killed 13, panicking the unit which kept running off the board.
Final result was a 20-0 with no Warriors left on the board
A note on Magic - I put my Lvl 4 with the 24 Spearmen and take Dark Magic. I have found that the damage output is brutal. No more than 2 dice are required for any of our spells with the dagger as insurance for a poor roll. She rarely miscasts and dropped several black horrors which did bad things to S4 knighs (and killed the Hell Cannon ) I think people get caught up in the shiny new lores but Dark Magic makes the magic phase very reliable and low risk. Having said that I always take a Lvl 2 with Lore of Metal because Searing Doom scares the shizz out of knights and always draws a scroll or plenty of dispell dice.