Wednesday, 25 September 2013

Warriors of Chaos vs. High Elves, 1000 points

This was my first ever battle with the Chaos worshippers and (at least for this battle) they exceeded my expectations, although my opponent was very unlucky in his first turn - I'm sure the next battle will be a lot harder. Note that the High Elf army was chosen from the 7th Edition army book.


High Elves vs. Warriors of Chaos

Overview

 

High Elves

General: Kvothe

  • M Mage
    Level 1, Silver Staff, Lore of Metal
  • SoH 7 Swordmasters of Hoeth
    Full Command
  • LSG1 15 Lothern Sea Guard
    Full Command
  • LSG2 20 Lothern Sea Guard
    Full Command
  • GE Great Eagle
  • RBT Repeater Bolt Thrower

Warriors of Chaos

General: Khazgar

  • CS Chaos Sorceror
    Daemonic Mount, Lore of Fire, Dispel Scroll, Dawnstone, Scaled Skin
  • CW 17 Chaos Warriors
    Halberds, Mark of Khore, Standard, Musician
  • CH 5 Chaos Hounds
  • GC Gorebeast Chariot
    Mark of Khorne
  • SoK 3 Skullcrushers of Khorne
    Ensorcelled weapons

Deployment





     












The Elf mage set up with the rear Sea Guard unit and drew Glittering
Robe and Transmutation of Lead.

The Chaos Sorceror received Fulminating Flame Cage and Fireball.

Turn 1 - Warriors of Chaos

          














As the Chaos army surged forward, the Sorceror gestured at the Great
Eagle and bars of fire materialised out of thin air, wounding the beast
and holding it in place as it dared not touch its fiery cage.

Turn 1 - High Elves

          














As the High Elf army moved to counter the Chaos threat, the Mage
attempted to cast Glittering Robe on the Sea Guard which was
dispelled by the Chaos Sorceror.

Stung at the failure of his magic, the Mage miscast Transmutation of
Lead onto the Skullcrushers and the spell was cast with total energy.
A dimensional cascade opened up, dragging the Mage and 9 Sea
Guard into the warp!

Although shaken by the loss of their General, the Bolt Thrower shot
down four Chaos Warriors while a well-aimed arrow from the larger
Sea Guard regiment managed to wound a Skullcrusher.

Turn 2 - Warriors of Chaos


          














The Skullcrushers scented the blood of the Elves and, bellowing oaths
to Khorne, crashed into the Sea Guard regiment, whose arrows could
not wound them.

The Chaos Hounds bounded up the hill to take on the crew of the Bolt
Thrower as the rest of the Chaos Army rounded the central crag.

The Chaos Sorceror's attempt to cast a Fireball on the Swordmasters
was dispelled, but with an evil grin he immediately cast Flame Cage
which the High Elves' mystical defence could not block. Three warriors
died and as the rest turned to run two more charred bodies fell to the g
round until the spell finally ended.

The combat on the hill ended in a stalemate as neither the Hounds nor the Elf crew could wound their opponents.

Although a spear thrust managed to find a chink in the armour of one of
the Skullcrushers, the frenzied Khorne worshippers cut down 14 Sea Guard
in retaliation. As the survivors broke and ran, the victorious Skullcrushers
crashed into the remnants of the second Sea Guard unit.

Turn 2 - High Elves



                   













As all the fleeing elves rallied, the Great Eagle charged the Gorebeast
chariot in an attempt to buy some time for the Elf army to reposition itself,
but was cut down by the crew before it could attack.

The fight on the hill ended in a bloodbath as the Chaos Hounds dragged
down the crew of the bolt thrower and although the wounded Skullcrusher
was finally spitted on an Elf spear, the remaning two cut down the whole
of the decimated Sea guard unit.

Turn 3 - Warriors of Chaos




The remnants of the High Elf army bravely faced the onrushing Chaos
Horde but knew their doom was upon them! The Skullcrushers wiped
out the last of the Sea Guard as the Chaos Sorceror cut down the
remnants of the Swordmasters.

The High Elf army was defeated.

Blood for the Blood God! Skulls for the Skull Throne!

The Report is Copyright (c) 2014 Khazgar. All rights reserved.

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Snikrit's Ruse - Goblins vs. Beatmen

This battle was part of an ongoing campaign in our gaming group, played with preset armies at 1200 points apiece with 150 points of magic items chosen before the battle. The campaign rules allowed my General to cast two randomly determined spells.
The campaign is detailed on my other blog, www.waaaghkhazgarde.de in German.

  

Der Herrscher des Knockenwaldes vs. Waaagh Snikrit

Overview

Der Herrscher des Knockenwaldes

General: Prospero

  • B1 Beastlord
    Heavy Armour, Extra Hand Weapon, Scaled Skin, Ramshorn Helm, Chalice of Dark Rain
  • W Wargor
    Battle Standard
  • BS Bray-Shaman
    Level 2, Lore of Death
  • G1 35 Gor
    Full Command, extra hand weapon
  • B2 17 Bestigor
    Champion, Standard
  • G2 Ghorgor

Waaagh Snikrit

General: Khazgar

  • NGGS Nacht Goblin Great Shaman
    Level 4, Lore of da little Waaagh, Dispel Scroll
  • GW Goblin Warboss
    Giant Spider
  • GBB Goblin Big Boss
    Battle Standard, Spider Banner
  • G 26 Goblins
    Full Command, short bows, shields, three Nasty Skulkers
  • NG 26 Nacht Goblins
    Short bows, musician, standard, 2 Fanatics
  • SH 21 Squig Herd
    14 Squigs, 7 Herders
  • SC1 Spear Chukka
  • SC2 Spear Chukka              
  • AS Arachnarok Spider
  • F1 Fanatic
  • F2 Fanatic              

 

Deployment

  
          













The Bray Shaman set up with the Gor and the Beastlord and Wargor
with the Bestigor. The Goblin Big Boss joined the Night Goblin mob.

The Bray Shaman got Doom and Darkness and the Purple Sun of Xereus,
the Goblin Warboss Pann's Impenetrable Pelt and Gehennas Golden Hounds
and the Goblin Shaman Itchy Nuisance, Gork'll Fix It, Curse of the Bad
Moon and Sneaky Stabbin'.

The wooded hill on the right flank was impassable.

Turn 1 - Der Herrscher des Knockenwaldes

          














Bellowing in anger and rage, the entire Beastman army surged towards
the Goblin horde. The Bray Shaman attempted to cast the Purple Sun
of Xereus but the spell was instantly countered by the Night Goblin
Shaman's Dispel Scroll.

Turn 1 - Waaagh Snikrit

          














The Goblin Warboss held up his sword to order the advance (from a
safe position in the rear), but before he could sweep his blade down a
huge scrap broke out on the right flank. One of the Goblins had shot an
arrow at the Squigs (jus' fer' fun) and the maddened squig bit one of the
herders in half as three other squigs ran back to their caves, swallowing
the unlucky Goblin archer whole as they ran past!

Distracted by the outstanding display of Goblin discipline in front of him,
the Nacht Goblin Shaman managed to cast Itchy Nuisance on the Gor
(-1 to M and I) but lost his concentration as he tried to send the Curse
of the Bad Moon towards the Beastmen.
As the Night Goblins raised their bows, the Beastmen called on the
power of the Chalice of Dark Rain and the battlefield was almost obscured
by a muddy deluge. The aim of the Night Goblins was however still true and
four poison arrows struck the monstrous form of the Ghorgon! The Spear
Chukkas were however less successful as one spear went completely wild
and the other machine exploded in a shower of splinters.

Turn 2 - Der Herrscher des Knockenwaldes

                














Howling in pain, the Ghorgon charged the Night Goblins who had
had the effrontery to shoot at him, but the cave dwellers held their
nerve and the beast died in a hail of poisoned arrows.

The Bray Shaman tried to cast the Purple Sun again but it was this
time dispelled by the Night Goblin shaman and the Beastman didn't
have enough power for Doom and Darkness.

Turn 2 - Waaagh Snikrit



           













The Night Goblin herders couldn't hold back the squigs any more and
they charged directly at the Gor as the Arachnarok Spider attacked the
Beastmen from the flank.

The Night Goblin Shaman practically overdosed on power mushrooms
as he first cast Sneaky Stabbin' on the Arachnarok, then Itchy Nuisance
on the Bestigor and finally a boosted Curse of the Bad Moon! Unfortunately
(for me) the magical vortex failed to reach its target and stopped just in
front of the Beastman herd.

Five Bestigor fell to poisoned arrows as the Squigs and the Arachnarok
began to maul the Gor. The squigs ate the Bray Shaman alive and chomped
their way through 6 Gor as the Arachnarok and its crew cut down no less
than 12 Beastmen. The Gor were able to kill 6 Squigs in return but only
remained in the fight due to their superiority in numbers.

Turn 3 - Der Herrscher des Knockenwaldes

















Facing the annihilation of his herd, the Beastlord charged the Squigs
out of the ranks of the Bestigor as the Curse of the Bad Moon moved
off the battlefield (much to the relief of everyone).

The Beastmen cut down the remaining Squigs, all but one of the herders
and even managed to wound the Arachnarok, but lost the combat heavily
as 12 more Gor fell. The last rank of Gor bravely stayed in the fight but the
Beastlord turned tail and ran!

 

Turn 3 - Waaagh Snikrit

          














Drawing on the power of the Mystical Monument, the Goblin Warboss
cast Gehenna's Golden Hounds on the Beastlord and the ravening beasts
wounded the Beastman twice. The Night Goblin Shaman cast Itchy
Nuisance on the Bestigor but only reduced their Movement and Initiative by one.

This time all the Goblin arrows and spears went wild.

The Gor managed to kill the last Goblin herder and wound the spider
again before all but two of their number were cut down by the Arachnarok
The last two Gor fled!

Turn 4 - Der Herrscher des Knockenwaldes





The last Gor fled from the field as the severly wounded Beastlord
rallied. Desperate to save something from the battle, the Wargor
bearing the Battle Standard charged the Arachnarok which promptly
bit his head off before the Beastman could even react!

Turn 4 - Waaagh Snikrit

          














The Shaman afflicted the Bestigor Herd with Itchy Nuisance again as
four more of their number fell to Goblin arrows.

Turn 5 - Der Herrscher des Knockenwaldes



          













The Beastlord and the Bestigor charged the Goblin lines but were too
far away - but close enough to trigger the Fanatics who unfortunately
stopped just in front of the Night Goblins.

Turn 5 - Waaagh Snikrit 
















The Goblins and the Arachnarok charged the decimated Bestigor in the front and the rear.

Tired of shooting and wanting to get stuck in to the Beastmen (and seeing that they massively outnumbered their enemies), the Night Goblins blithely charged the Beastlord, straight through one of their fanatics! Seven goblins fell in the death throes of the maddened Goblin. The other Fanatic careened straught through the melee around the Bestigor and left three crushed Beastmen and one dead Goblin in his wake.

The Night Goblin Shaman cast Itchy Nuisance and Gork'll Fix it on the Beastlord.

The Bestigor were all cut down by the Arachnarok and the Nasty Skulkers. Resolving to sell his life dearly, the heavily armoured Beastlord prepared to cut down as many Goblins as he could but a poisoned blade found a chink in his armour and he fell in front of the triumphant Goblins.

The Goblin army was triumphant!

Waaaaaagh!
           
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