I got distracted by a Brettonian concept army, which I'm still working on, but I'm slowly coming around to the dragon again. The big change in the meta is the new warriors book, which beyond new warrior lists I might face, I think people are more likely to bring cannons and metal magic to deal with warrior lists - neither is good for a dragon. So while the meta just got harder, I still think this is viable.
I decided to give the massed shooting a try as well as add in some anti-magic elements. I also put the level one on metal magic, just as another resource to deal with all the monstrous cav running around.
I was able to grab a game vs a new warriors list - so I got to try out an upgraded list as well as see some of the toys warriors can now bring to bear.
TigersDreadlord on Dragon w/ sea dragon cloak, Blood Armor, Soulrender, Pendant of Khaeleth, Ironcurse Icon
Master BSB on Dark Pegasus w/ heavy armor, shield, sea dragon cloak, Crown of Command, Dragonhelm, Luckstone
Sorceress[METAL] on Dark Pegasus, Dispel Scroll, Whip of Agony
Sorceress [DEATH], lv 2, Seal of Grhond, Scepter of Stability
22 Repeter Crossbowomen w/ shield, full command
10 Repeater Crossbowomen w/ musician
5 Dark Riders w/ repeater crossbows
5 Dark Riders w/ repeater crossbows
5 Harpies
5 Harpies
5 Cold One Knights w/ banner, Banner of Eternal Flame, champion, Ring of Hotek
Hydra
Hydra
Warriors of ChaosDeamon Prince w/ Mark of Nurgle, Charmed Shield, Scaly Skin (+2 AS), Souldfeeder (regain wounds)
BSB w/ mark of Tzeench, enchanted shield, Talisman of Protection
25 Warriors, shields, full command, warbanner
10 Maruaders, champion
10 Maruaders, champion
10 Maruaders, champion
Gorebeast Chariot, mark of Khorne
Gorebeast Chariot, mark of Khorne
Warshrine, mark of Tzeench
5 Knights, enscorcelled weapons, mark of Khorne, Banner of Eternal Flame
Hellcannon
Hellcannon
Setup and Deployment:I had choice of sides, and though there wasn’t much difference I chose the side without the impassible rocks, possibly forcing a split of the opposing forces.
My chaff went down pretty standardly while he placed his marauders around the shrine, after which everything pretty much went centrally. I had to place my characters before his, and no idea where the prince was going, I thought I’d try to bring the dragon to bear either on the knights or chariots. His prince went to the opposite side – I wasn’t’ sure if he was avoiding the dragon or going after my shooting, but either way, I was pleased.
For spells I got Searing Doom, Doom and Darkness, and Caress while my opponent got Plaugewind (T test vortex), Fleshy Abundance (Regen), Rancid Visitations (MM causing d6 S5 hits repeats if fail a T test), and Curse of the Leper (+/- d3 toughness). His magic worried me a bit, especially with all the T tests on my squishy T3, but hoped my new anit-magic would keep me safe.
Tiger turn 1:The eastern riders advanced out of the prince’s line of sight, while the two units of crossbows advanced just a bit to get in range. The knights started moving laterally across the field, their main objective to get near the prince and hope he cascades himself into the void. Otherwise I was a little cautious, advancing just enough to force some frenzy checks from the chariot and knights, but also close enough the dragon could start charging things – with two hellcannons around, I didn’t want him unengaged. The harpies simply redeployed to the center, staying in reserve for later.
Magic was 2v1 and he dispelled my attempt at Power of Darkness.
I threw some shooting into the Prince, simply to make sure that, yes, he was sitting on a 1+ armor save (if he wasn’t my plan would have been to try and fill him full of bolts). Otherwise, only three marauders fell to the rest of the shooting.
Chaos turn 1:The chariot and knights both charged, but thankfully didn’t roll the 11+ needed. The prince advanced aggressively, looking to get into the flank of my shooting and the infantry moved up as well.
Magic was 5v5 and I let a Curse of the Leper (2v0) off on my large block of crossbows for -1 T, but dispelled Rancid Visitations on the same unit (2v4), saving one die to oppose the shrine, but it failed to cast.
The first hellcannon took aim at my knights, catching the BSB as well, but misfired consuming its dwarven crew. The second hellcannon took the same target but the shot veered 10” north.
Tiger turn 2:The dragon was now spoiled for targets, but decided to take out the artillery since I figured they were the most dangerous. I had wanted to charge the western one since I figured the eastern one wouldn’t be firing anymore without its crew, but then changed my mind since the crewless cannon was an inch closer (which ended up mattering since I rolled exactly what I needed). The knights charged one unit of marauders, hoping to break them and pursue into the shrine, while the dark riders charged the other two units of marauders. The hydras moved up to make use of their breath weapons while the crossbows advanced to shoot them as well. One unit of harpies stayed in reserve, but out of range of the prince while the other unit moved to redirect the gorebeast chariot. Finally, the BSB moved to intercept any warriors still standing, figuring he could hold them and the hydras could come in the following round to help clean up.
Magic was 7v6 and the flying sorceress cast Power of Darkness for a gain of one die and then her Searing Doom was dispelled (3v2). The death sorceress cast Power of Darkness for a gain of 2 dice and cast a long range Caress (4v0) on the BSB, but I rolled 5 for a net of no hits. Finally Doom and Darkness on the warriors was dispelled (3v4).
The hydras breathed for a total of 27 hits, 19 wounds, and 12 kills; 44 bolts brought down another three. The small unit of crossbows shot at the shrine, but none wounded.
In combat, without the crew to soak wounds, the dragon and rider put three on the hellcannon and the dragon took one in return. In a display of failure, the knights only killed three marauders and they held steadfastly, while the southern riders killed 3, overran into the remaining marauder combat and helped kill 8 of them; the last two were run down. All this marauder death unnerved the shrine, which failed its panic and ran from the knights (who were the closest unit).
Chaos turn 2:The prince charge the flank of the large unit of crossbows, the warriors charged the BSB, and even though I had intended to redirect the chariot, I had once again placed the harpies too far away, allowing the chariot to barely wheel past them and into the hydra! The shrine rallied, the marauders did not, and the knights and chariot moved into prime flanking positions.
Magic was 7v7 and six dice go into casting Plaugewind down the crossbowomen line, but the vortex distance misfired, starting on the prince and moving southeast (still hitting and killing two elves). The resulting miscast saw the prince lose three levels of magic and all spells except for Fleshy Abundance.
The hellcannon aimed for the unengaged hydra but veered again.
In combat the crossbow champion bravely challenged and was struck down; I was still steadfast and within BSB range. Immediately after, the BSB had to slide out of range to accept his BSB’s challenge. I couldn’t get past the 3+ ward, but he put two wounds on me; I’m stubborn and fine, but pretty sure she’s toast next round. The knights, shamed by their previous performance, killed six marauders and let the last flee, instead reforming to look at the warriors. The dragon finished the hellcannon and after a bit of consideration, decided to help the BSB as well. The chariot only put three wounds on the hydra, easily broke her, failed to catch, but slammed into the other hydra.
Tiger turn 3:The dragon and knights charge the warriors, the hydra rallies, and I block off the chariot and knights with harpies (being extra careful this time) so that the dragon wouldn’t get a nasty surprise in her rear. The dark riders run around, almost without purpose at this point.
Magic is 9v6 and I gain one die with Power of Darkness. The Searing Doom is dispelled (4v6) and since I’m out of range for any Caress Targets, I attempt to cast Doom and Darkness on the warriors, using only four dice since I want to avoid a miscast, but fail to roll the 8+ I need!
All my shots aimed at reducing the fleeing marauders below 25% fail.
In combat, I opt to fight the warriors first, (foolish since the hydra will likely need the BSB and she’s about to die). To my surprise, his BSB whiffs; my BSB cannot get anything either. My knights and dragon kill 6 warriors, leaving him with five models left; his warrior kills a single knight. At this point I’m a little concerned as my lord is out of base to base so cannot attack, but I have three cold one attacks… which all miss. I hold my breath as I thunderstomp and get only two hits. Both wound and he only makes one! With only four models, he’s no longer steadfast, breaks, and is run down by the BSB and knights. Between a poor round of impacts and attacks for him and amazing regeneration by me, the hydra only takes a single wound, causes one in return, holds, and reforms. The prince start whomping on crossbowomen, but I hold on steadfast.
Chaos turn 3:The chariot and knights slam into the harpies destroying them easily and overrunning. The hellcannon targets the fast cav, veers off only 2”, killing three and causing them to run. The hydra has another amazing round, taking only one wound and causing three. The crossbowomen are looking a little depleted and he might take me under steadfast, so the sorceress challenges and is cut down, but I’m able to stick on steadfast.
Magic was 11v7, and the Regen spell was cast irresistibly causing a small detonation, with one dead elf and one wound on the prince.
Tiger turn 4:I spent a moment deciding between the hellcannon and knights, but reasoned I could deal with the latter with magic but had few ways to deal with the demonic artillery, so the dragon off the dragon went. The dark riders rallied, while the other unit and crossbows moved to take some shots at the knights. I reasoned the knights could handle the shrine and prevent the dragon getting rear-ended. The BSB was staying near the hydra, but with only one wound left, was mostly trying to stay out of trouble.
Magic was 10v6 and with only one spell I threw 8 dice at large Searing Doom, figuring we were now even on levels, and two extra dice should be enough to ensure success while minimizing the chances for miscast. I rolled low, he rolled high and it was dispelled…
Two dozen bolts couldn’t find their way past chaos armor.
The hydra took two more wounds but couldn’t cause one. The dragon took a wound, put three wounds on the hellcannon of which two were saved by crew acting as human shields (err.. dwarven shields). The prince surprisingly only killed six soldiers, leaving five who stayed on steadfast.
Chaos turn 4:The chariot spun a bit looking for targets while the knights started to bear down on the crossbows. The shrine crashed into the knights, killed two, the standard died while breaking, and the champion escaped. The prince killed the remaining five elves he was still engaged with. The dragon and rider only managed only two wounds, but the last dwarf didn’t feel sacrificing himself. The hydra and chariot were both at one wound remaining; his high strength attacks went first but failed to produce, while the hydra managed to get two wounds through.
Magic was 11v6, and the prince got the Regen spell off on himself.
Tiger turn 5:I considered charging everything I could into the remaining gorebeast chariot, but it had all five wounds left, and it wasn’t worth risking the flying sorceress (all three wounds, but only T4), the one wound hydra, the one wound BSB, and the T3 riders and harpies. Instead, I simply played the avoidance game, while the crossbows, resigned to their fate simply stood and fired at close range, bringing down one knight.
Magic 5v4 and Power of Darkness didn’t increase the net total. I threw five dice at upgraded Searing Doom reasoning I’d need to roll high to beat his four dice; I failed to meet the casting value.
In combat the dragon finished off the hellcannon and reformed looking to center.
Chaos turn 5:The chariot spun again, looking for a target. The shrine charged the dragon and they traded a wound. The knights charge the crossbows, losing two to the stand and shoot, the deamon prince joined them; together no elf was left standing, the knights overran, and the prince looked to the middle. Magic was something and the regen spell was cast again.
Tigers turn 6:I played avoidance and tried to get the last two knights, but no none fell to bolts. Magic was 10v6 and I gained two dice with Power of Darkness. Still playing safe, I only threw nine dice at upgraded Searing Doom, which was irresistibly dispelled.
In combat I beat the shrine and would have let it escape, but since I wanted to see how to dragon went against the prince in practice (theory favors the prince), so I ran down the shrine.
Chaos turn 6:The chariot and shrine charged the dragon. Three impact hits were divvied one to the dragon which failed to wound, and two the rider which were saved by armor. In the challenge, the prince only did one wound to the dragon, I couldn’t get past the prince’s armor, but I passed the ld 7 break check.
Postgame:We didn't count points, but he only had his prince, knights, and one chariot left (1500 VPs?), while I had lost only one unit of harpies, all my crossbows, and one mage (600 VPs?). So a pretty solid win, though it would have been much different if I had second turn and/or the hellcannons had better shooting.
I really like the Seal – an extra dispel die every round really takes the edge off of not having the level 4. Overall, I like the magic setup, but I think I need a new strategy as to how I utilize the mages. I don’t think the crossbows did anything that the spears couldn’t do, but perhaps it would have been different if they hadn’t been targeted by the prince. I'll need a few more games before I can give them a solid evaluation.
With two hellcannons, a warshrine, and an assist with the warriors, the dragon definitely earned her points this game. Once again, I can’t be as cavalier with the harpies redirection as I am – perhaps this time it will sink in.
For the warrior list – very strong. With the a few very notable exceptions, I think the new warrior book is pretty balanced and I think I was facing some of the more dangerous options. There are few good answers many people have for hellcannons and it’s dangerous to ignore them. The gorebeast chariots are amazing – 5W and T6 for the amount of points is a great buy. The deamon prince though - utterly broken – I’m not sure what GW was thinking with this guy. Everything he has isn’t terrible in isolation – 1+ AS, T5, 5+ ward, nurgle plus 9WS, unbreakable, flight, regain wounds; but put it all together and you have something that few people have an answer for except for a cannon to the face; if he came down the center, I’m not quite sure what I’d do – I think he grinds out the dragon, though it’d take a few turns. Then again, looking at my setup with a large model that’s difficult to take out, I suppose I shouldn’t throw rocks.