[Archive] 14.000 Points Legendary Battle - Battle Report starts at page 6 [DONE]

Malorndk:

@Hood: I’m glad you like the pictures and cannot wait for you to read the battle report. You will probably see many things you could have handled better in game, but we are a rather casual group. Feel free to give out pointers and criticism on our gameplay :slight_smile:

Malorndk:

[size=xx-large]Team Undead �?" Turn 3[/size]

Turn 3 was played from 22 to 02 at night. It�?Ts quite surprising the pictures aren�?Tt worse, although some of them are lacklustre.

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The Chariots finally charged the Infernal Fist of Fire, and did not suffer much from the quake. The hit hard and killed 9 of the 34 Infernal Guards, as well as one of the Khans (Vnar I believe). The 4 remaining Khans, the Battle Standard wielding Castellan and 25 great axes retaliated. I had forgotten that I had picked up an objective with the unit in turn one, but now, my dwarfs were slightly drunk and lost a point of weapon skill so they hit on 4�?Ts instead of 3�?Ts due to the ale keg objective xD
After combat resolution, only 4 chariots were left!



The two lone Spirit Hosts did what they do best. They moved up to the K�?Tdaii Destroyer and the Troll unit, and positioned themselves so that they prevented us from moving, but if we charged, we would get redirected away from Settra II, or simply get stuck with 325 points of K�?Tdaii Destroyer versus 45 points of Spirit Host.



This is arguably and insanely strong unit because it does something that nearly no one else in the game can do. We had prepared multiple answers to all the ethereal, which is way easier with 14.000 points as oppose to 2000, but still a single Spirit Host could be such an unavoidable annoyance when played right.



The War Sphynx prepared to assist Mannfred the following turn, and Mannfred suffered 2 wounds from the warriors during the close combat.



I have not touched much on the Objectives effects during the game, but the Skeleton bus with the Effigy of Usekph had channelled a lot of magic dice from the Arcane Ruins to aid Team Undead�?Ts Magic Phases. This came at a cost however. Over multiple turns, the immense unit lost enough rank and file troops, that it began to look killable if the K�?Tdaii could get to them. Sadly, Team Undead had a large bus of zombies, who took over the job of channeling magic dice. Dead zombies did not matter at all.



The Ghouls led by the level 1 Necromancer; Boris positioned themselves for an easy rear charge on the Bloodletters the following turn.





Movement Phase[/size]
On the rocky board, the movement phase was rather quick. The Crypt Horrors, Nagash, Neferata and the Vargheists were already in combat, and it was hard to manoeuvre the second line of troops (Bloodknights and Grave Guard unit) closer. The Vargulfs did prepare to hit the Chosen or mounted characters soon.



Magic & Shooting Phase[/size]

Team Undead got the maximum 24 power dice to our 14 dispel dice.

The Purple Sun collapsed on itself.
Nagash got healed up to full wounds again, and the Hierotitan regained a single wound.
Neferata got her reroll failed rolls to wound for her challenge with Drazhoath.
The Light Council cast Banishment and sent the Skullcannon back to the Realms of Chaos.
The bound spell from the Casket of Souls hit Valkia�?Ts Khorne Warrior unit, along with Khalida�?Ts archers and 3 Banshee screams. 7 Warriors died, but never underestimate Khorne Warriors ability to shred weak skeletons. We were still optimistic on killing Khalida and her unit.
A catapult destroyed itself in a misfire and another took 4 of the Glottkins 12 wounds.
Lastly, Nagash summoned 10 Hexwraiths close to the fireglaives wielding Infernal Guards�?�



Close Combat Phase[/size]

The Last of the Obsidian Slaves lost only three Black Orcs but they killed the remaining Vargheists. Normally, my Black Orcs are about as useful as third nipple on an elbow, so seeing them actually doing something was quite a pleasant surprise.



The Tomb Scorpion ate our last Deathshrieker Rocket Launcher and faced the Daemon Prince.



The Crypt Horrors finished the elderly Warrior unit and reformed, while Nagash smashed the War Shrine and faced the open flank of Hruz the Unbend. This did open a chance to shoot at Nagash in our next turn, so we hoped we could take out the Great Necromancer.



In the Challenge, Neferata got some good damage through, but the Lammasus special rule that nullified Magic Weapons was super good, because Cinderbreath�?Ts Blazing Body special rule forced her to reroll successful to wound rolls, due to her weapon losing its magical properties. She still got a wound through, but Drazhoath hurt her as well, so the stand still prevailed.





This was the end of Team Undead�?Ts third turn. Details are probably lost as we were getting tired and my notes are rather sloppy, but I think I got all of the important stuff. The desert board was looking like a 12-8 to Team Chaos, but the rocky corner was looking like a 19-1 to Team Undead unless we thought of something smart soon, or shot Nagash the following turn. Those magic phases were ridiculous! Mentally, we were exhausted. Playing a losing game for 10 hours straight is rough on your psyche, even in close group of friends without bad losers or egos.  Luckily, we found a daring plan. It did not have the best chances of success, but it could help us out in the rocky corner.

Malorndk:

[size=xx-large]Team Chaos �?" Turn 3[/size]

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The Infernal Fist of Fire delivered in every way. They crushed the rest of the chariots and only had to sacrifice another Khan (Bashiuk I believe), but two other Khans (Ghrasha and Korc�?Tbai) were on one wound. Only the mean dirtbag Izit remained untouched which surely inflated his ego in the heat of battle.



While the lone Spirit Host did block the troll unit, it did not prevent the Doombull; Maltrax the Foul, from charging out of the unit, and into the flank of Settra II, Mortarch of Eternity. This was both good and bad. Him leaving the unit left them vulnerable against flaming attacks, but then again, the trolls did not have many opportunities of impacting the game due to their deployment. Maltrax the Foul was an absolute beast in combat and carried the Blackened Plate granting him a 2+ ward save against flaming attacks, which was all Settra II had. It was basically the classic K�?Tdaii Destroyer counter, where a cavalry hero with Dragon Bane Gem charges the Destroyer and locks it in combat for ages. Only difference here was that Maltrax the Foul could potentially kill Settra II if given the time! In the first round of combat, Settra II lost 4 of his 9 wounds!



The rest of the troll unit stood and looked dumb, but Throgg the Troll King left the unit to hunt some Screaming Skull Catapults



The Legion of the Blood Realm hit the massive horde of spear wielding skeletons, who also had a Necrotect. The Bloodletters had already taken out the Horse Archers last turn, and they continued in impressive fashion, by killing 15 skeletons! Khorne was pleased by their performance!



I have not mentioned the Necropolis Knights a lot. They appeared close to the last Dreadquake Mortar by turn two, but the Glottkin used his massive base to block any attempt for them to not get charged the following turn. Team Undead rationalised (correctly) that they should not charge the Glottkin in their own turn, as he would smash them, reform and march into the desert. Instead, they just stood idle and waited patiently for the Glottkin to waste another turn that would not let him closer to important stuff. The Glottkin charged and absolutely wrecked the three Necropolis Knights in epic fashion.



We could not do anything with the K�?Tdaii Destroyer, but we got the Beasts of Nurgle into position to remove that blasted Spirit Host next turn. Meanwhile, Archaon Everchosen and his Skullcrushers charged, destroyed and overran a Tomb Scorpion, which let them into a Catapult, and as importantly, far away from threats <3



Movement Phase[/size]
The Daemon Prince charged the Tomb Scorpion, which had just destroyed our last Deathshrieker Rocket Launcher.

Valkia and her three remaining dual wielding Khorne Warriors assaulted the Obsidian Fortress with Khalidas unit again with big expectations. They still needed to kill 22 Archers, 3 Banshees and High Queen Khalida herself�?� Then again: Never ever underestimate Khorne Warriors!



In lack of better options, I decided to charge my lone Taruk into ranked up Grave Guards, with Necrotect, BSB Wight King, Krell �?" Mortarch of Despair and Vlad von Carstein �?" Mortarch of Shadows. That was rather stupid, and showed that I was tired, fatigued and desperate. The cunning general had taken a march test, pivoted on the spot, and moved 14 inches away. Mistake from Team Chaos but no catastrophe.



The Last of the Obsidian Slaves prepared themselves for a combo charge from two thunder stomping Vargulfs�?�



�?� while the Chosen sacrificed themselves by positioning to redirect the Blood Knights away from the rest of the battle.



Magic Phase[/size]
Team Chaos got 19 power dice to Team Undead�?Ts 16 dispel dice.

Zanklai�?TOtory the Deathsinger got Soulblight through on Neferata (-1 strenght & toughness until start of casters next magic phase).
Drazhoath the Ashen cast Breath of Hatred, which was dispelled.
Hruz the Unbend cast Breath of Hatred, which was dispelled.
Hruz the Unbend cast Ashstorm, which was dispelled�?�
Zanklai�?TOtory the Deathsinger set our daring plan in motion, and cast Summon Arcane Fulcrum!



As the reader, you are probably rather confused right now, and rightly so. Nowhere have I presented these rules before as they would take a long time to write up, and my gaming group has the relevant rules printed in the Games Workshop release: �?oThe End Times: Khaine �?" Book 2.�?� This is the book that turned a lot of the fans sour on the whole End Times series, not only because the fluff sees the unity between Dark, High and Wood Elfs, while Ulthuan and Naggaroth is razed and sunk into the ocean, but also because the following rules rewrote the entire magic phase in a weird way. I will not go into details, but my group read the rules, shook our heads, and took the only useable part: Summon Arcane Fulcrum, which every wizard above level 2 has access to, but which can only be attempted to cast once per magic phase.

Once cast, a fulcrum is placed within 6�?� of the caster and 1�?� away from everything. This now counts as a building, and the caster is removed from his previous position and now garrisons this building alone. If the wizard leaves or is slain, the fulcrum is removed. While the fulcrum is active, the wizard (and his ridden monster) gains a 3+ ward save and immunity to the special rule Multiple Wounds.

Our daring plan was to summon a fulcrum and get Zanklai�?TOtory out of the battle with Neferata. The fulcrum would be placed between Nagash and Hruz the Unbend, and block Nagash�?Ts charge path the following turn. If Nagash charged, Zanklai would probably survive, due to 3+ ward save and immunity to Nagash�?Ts Multiple Wounds (D3). This would mean Nagash failed to assault a building, and push him 1�?� away and out of combat, to suffer our next shooting phase as well (the same thing that just happened to Valkia�?Ts unit against the Obsidian Fortress). Our next turn would let Zanklai�?TOtory fly to safety on his Lammasu, and allow Hruz the Unbend to try to repeat his feat and summon the fulcrum again. If this had worked perfectly, Drazhoath had had a chance to follow suit. For each time this would have succeeded, we would have saved 700 points of spellcasting character on a flying monster, had blocked Nagash for a turn, while keeping Neferata in place, but still allowed warmachines to hammer on Nagash.

Plans are cool in theory, but hard to pull off. At least we got Zanklai�?TOtory out of there, and saved Hruz the Unbend for now.


Notice: This picture is actually from next turn where Nagash charges. That is why he isn�?Tt 1�?� away from the fulcrum.

Shooting Phase[/size]
We did not kill Nagash. Disappointment all around. One wound dealt to a Catapult. What is happening to our artillery?

Close Combat Phase[/size]

With the Lammasu; Uzroth�?Tkulon out of the combat, Neferata�?Ts dagger again became Akhmet-kar, the Dagger of Jet. It punched through Cinderbreath�?Ts blazing body and permanently lowered the strength, toughness and attack from the Bale Taurus and its master. Drazhoath held.

The Daemon Prince smashed the animated construct and as the Tomb Scorpion collapsed, he looked towards his former brethren the Sons of Rage, and considered coming to aid the Chosen against the approaching Blood Knights.



The Tauruk; Baizrack had bottomed his Potion of Toughness as he hit the Grave Guards, he found himself in close combat with Vlad von Carstein who straight up butchered his sorry butt. This unit had some intense synergies going on, with stacking auras, banners, Necrotect hatred and just overall badassness. We had not realised how dangerous this unit was until now and we were glad that they had been stuck behind both Nagash and Neferata for 2 turns and not seen any combat.

Valkia and her command group assaulted the Obsidian Fortress. After crumbling and everything, these 4 spectacular warriors had just destroyed 21 skeleton archers! A single archer prevailed and allowed Team Undead to raise fallen skeletons around it. We were so close to get the 330 points from this blasted unit. If we got Khalida and the three Banshees as well, we would rack in 980 points! Holy Hashut that would be appreciated the circumstances considered.

Halfway point! Turn 3 was completed, it was two o�?Tclock and we hit the bed for 6 blissful hours, where our brains where not constantly making decisions and figuring out potential outcomes of things. Team Chaos was still doing damage control. Our shooting sucked. It felt like a 18-2 or 19-1 overall, unless things started to change rapidly the next day. Team Chaos hoped to achieve a draw. Even a small win seemed unlikely by now.

PS: The picture quality should pick up again as the sun returned with its natural light. The quantity will still be lower than than the first couple of turns, as focus was now on completing the battle more than documenting the epic scale.


The day that a Chaos Dwarf looked down upon Nagash, Surpreme Lord of the Undead!

Abecedar:

Loving this. I’m enjoy living vicariously through your massive battle.

Helblindi:

Same here! Very inspiring, and some truely epic photos, like the last one!

Malorndk:

@Abecedar & Helbindi: Awesome! Glad you like it. The good pictures are take with a decent camera on tripod with directional lighting which turned out rather well. But I knew from experience, that more cameras was a good idea, as the responsible person also had to play. I practically fired away on my smartphone which worked really well with natural lights but produced the worse pictures during night. For the sake of this report, I would rather have some bad quality photos in between to document what my brother did not get with the good camera, than just leave text bombs and your imagination to do the work.

PS: Abecedar: “vicariously” xD

With English not being my native language, that word made me hit up an online dictionary. Danish is (in comparison to English) an inferior and waaaay smaller language, with less words, meanings and a lot of words that can mean 5 completely different things. Sometimes a get a little jealous when I see words such as vicariously being used <3

Malorndk:

[size=xx-large]Team Undead �?" Turn 4[/size]

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In the desert, we could only watch, as the Warsphynx and Arkhan the Black combo charged the Khoner Warriors to assist Mannfred von Carstein.  They absolutely demolished them and ran them down into the middle of the desert.



The Ghouls had miserable dice, and failed an almost secured rear charge xD



This left the Legion of the Blood Realm free to go crazy on the horde of spear wielding skeleton, killing another 22 models and reducing them to 13! Two combat phases took this unit from 50 to 13 models! Khorne was ecstatic <3

Archaon and the Skullcrushers destroyed a catapult and overran into the desert, finally safe from harm, while Maltrax the Foul reduced Settra II to 1 wound! Such a gorgeous bull beast. The soldiers from the Infernal Fist of Fire looked on in amazements. Had Doombulls been the equivalent of Daemon Princes of Hashut all along?



Movement Phase[/size]
The Vargulfs hit the Black Orcs, while the Blood Knights clashed into the Sons of Rage. The Chosens were probably doomed, but with matching initiative, could they take some Blood Knights to their graves?



The summoned Hexwraiths moved through the Pride of the Black Fortress, killing five fireglaives wielding Infernal Guards on their way.



The skeletons with 5 Cairn Wraiths in the front rank charged Throgg the Troll King, who decided to skip the fight and ran towards the desert. The unit redirected their charge towards the Chaos Ogres of Nurgle who also chose to run due to a lack of magic weapons. They ran through the Infernal Guards, but the Chaos Dwarfs does not consider fleeing allies as a losing battle, unless it�?Ts other Dawi Zharr.



The two lone Spirit Hosts charged the troll unit and the K�?Tdaii Destroyer and held them in place.

And lastly; Nagash assaulted the fulcrum. I believe Team Undead expected him to win combat and overrun into Hruz the Unbend, while staying close to his magic boost from the Hiero Titan�?Ts aura. This was a fair probability and probalblt the right decision, but move could have been a pivot into a march towards Ashcannoth �?" The Blue Beast. Getting Nagash within 12�?� would prevent the Hellcannon from aiming at him, thus removing the threat from the last flaming warmachine that could see him.

Magic & Shooting Phase[/size]
Team Undead got 24 power dice to Team Chaos�?T 11 dispel dice.

A level 4 Necromancers gets an Irresisteble Invocation of Nehek through, but looses both Invocation of Nehek and Hellish Vigor in a Power Drain miscast.
Vlad von Carstein rolls a triple 1 on three dice with his Invocation of Nehek, and has broken his concentration for the rest of the turn.
Nagash gets the Harbringer through, and summons a Vampire Lord, with Potion of Strenght and the Sword of Bloodshed (+3 attacks) behind the Hellcannon; Ashcannoth. We did not know his magic items yet, but the ability to customize the spell result to solve your challenges is extremely versatile and usefull.



Two Screaming Skull Catapults misfired this turn. This was going rather well everything considered. New day �?" new luck?

The bound spell from Casket of Souls, along with the Banshees kills the remaining Khorne Warriors, leaving Valkia alone in the gore.



Overall, this turn did not punish us hard. A light in the darkness! One less magic phase to endure!

Close Combat Phase[/size]

Drazhoath lost some wounds in his challenge, while the Blood Knights and Vargulfs erased both the Black Orcs and the Chosens. Drazhoath held, but was losing wounds fast to nefarious Neferata.

The real battle this turn was between Nagash and Zanklai�?TOtory the Deathsinger atop both his Lammasu; Uzroth�?Tkulon and his summoned arcane fulcrum. Zanklai used all the options he had. The Blood of Hashut was thrown at Nagash, while Uzroth�?Tkulon used his magical breath attack as well. Nagash swung wildly with Zefet-nebtar, the Mortis Blade, but it clashed against both a Charmed Shield and the innate ward save from the fulcrum.



After this display of power Nagash, Zanklai�?TOtory and Uzroth�?Tkulon came away unscathed, which surprised us all. Nagash had failed his assault, were pushed an inch back and could be targeted in our next shooting phase, while the lucky Sorcerer-Prophet could fly away to safety. The daring plan had been successful!



Can you guys feel it too? The luck is turning. We are still losing mightily, but maybe we can change that over our last three turns? We hoped to play a tight game and achieve a draw, but we needed the luck of the dice as well as high risk- high reward plays.

PS: Updates are coming in at a decent rate right now. The early turns had a million pictures and were hard to write, while the later turns is way faster and easier to make, due to lack of pictures and that you now the units, battlefield, plans and tactics.

Abecedar:

Quick question about Khorne the Blood God. Does he really rejoice when his followers chop up skeletons… You know No blood is spilled

Malorndk:

@Abecedar: “Skulls for the Skull Throne!” xD

Malorndk:

[size=xx-large]Team Chaos �?" Turn 4[/size]

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Kodhir the Violent and his Red Legion of the Blood Realm took out another 10 skeletons! 3 to go! Even with the Ghouls coming in next turn, we should get the points. The cunning general would have reformed the Bloodletters and turned them around, as the 3 skeletons should die and the Ghouls would lose their rare charge bonus. We did not think of that, but a minor mistake overall.



The Beasts of Nurgle charged in and removed the lone Spirit Host blocking the K�?Tdaii Destroyer



Maltrax the Foul cracked the skull of Settra II, who surely had not earned his title; Mortarch of Eternity. The blessed bull feeded it�?Ts blood rage and gained a point in strength.



With a rare act of courage, Khan Izit and Khan Ghrasha charged from the rank of the Infernal Fist of Fire towards the lone Spirit Host in battle with the trolls. Ghrasha was wounded and didn�?Tt complete the charge, but brave Izit hit the flank of the Spirit Host and swung his Sword of Striking well enough to take 3 of its 4 wounds. The Spirit Host retaliated in epic style, and butchered brave Izit. Izit had done enough however, and secured the crumple of the Spirit Hosts last wound, thus freeing the trolls to move yet again. He would be remembered as a martyr if the Legion of Azgorh survived the battle.



The rest of the unit on the desert board (the Glottkin, the Infernal Fist and Archaon with his Skullcrushers) made a big circular positioning, encircling Arkhan the Black and Mannfred von Carstein in a way, that they could not fly over our units due to the range, but risked a charged if they did not back up slightly. We probably would not get to them in time, but they could not du any harm either. If they charged we would kill them.



Archaon and his Skullcrushers has finally reached the desert board. One wound might not be a lot, but it is enough!

In the shooting face, Zhataras the Bloody aimed our surviving Dreadqukae Mortar, and took out the War Sphynx in one shot! We could feel it. The luck had turned. Chaos would reign surpreme (or perhaps equally if we did well enough�?�)!

Movement Phase[/size]

Uzroth�?Tkulon carried Zanklai�?TOtory the Deathsinger away from Nagash and landed neatly in front of 8 Horsemen and 2 Light Liches who would not dare to charge him. The Mortis Engine could not see him, so no counter charge were possible.



The Daemon Prince chose sacrifice himself, by further blocking and redirecting the Blood Knights and Valkia solo assaulted the Obsidian Fortress. The Ogres even decide to run off the table edge. Cowards! No pictures for now though and no more movement, as everything is either dead or locked in combat xD



Magic & Shooting Phase[/size]

Team Chaos got 12 power dice to Team Undead�?Ts 13 dispel dice.

With more dispel dice than power in this turn we did not expect much, and could not get Hruz the Unbend to safety on an Arcane Fulcrum, but he somehow got Ashstorm through on Nagash, making him worthless the following turn.

All of our artillery on the rocky board was gone except Ashcannoth �?" the Blue Beast. It aimed at Nagash, and scattered 2 inches. Nagash was still directly under the hole. We wounded Nagash and he did not pass his 4+ ward save. With shaky hands we rolled the Multiple Wounds (D6) dice and got a 6! Nagash does have 7 wounds, but the Hellcannon fires flaming attacks, and Ashstorm had just made Nagash Flammable, so the 6 wounds multiplied into 12 wounds! His reign had ended! We had slayed the Great Necromancer. No more ridiculous summonings! Divine intervention from Hashut, and possibly Khorne!

NAGASH WAS UNDONE!!!

Never had I ever felt such a rush of relief during a wargame. We were jumping and screaming and shaking for many minutes. 14 hours of ingame playtime had we been struggling and made damage control, uphill decisions. This was waaaaay better than sex ladies and gentlemen :wink:



My most precious model right now. This was his first battle. I knew the Sonic blue color scheme would bring me glory!

Close Combat Phase[/size]

Drazhoath got taken down to three wounds in his challenge, while Valkia killed the champion and left 2 archers�?�

Light headed and happy, Team Chaos looked upon the battlefield. We were still losing, but Turn 4 had been magnificent and much needed. The Desert felt like a 13-7 to us, but the rocky board was still something like 17-3 to Team Undead, and this is where most of the points where. We had to continue our High Risk �?" High Reward playstyle, and it was paramount that we secured some victory points from the units we had bashed on for hours.



Getting such an intimidating model as Nagash off the table was such a stress release <3

Admiral:

Hahahaha! Killed by an asscannon! Way to go for the great lord of Undeath. :smiley:

Amazing battle report. Keep the steam up!

Abecedar:

Truly epic moment. Many Thanks again for sharing

Darkmeer:

And an asscannon FTW. Seriously, that was epic to see. I’ve heard nothing but horror stories from and about Nagash (I read many forums), to see him laid low in that manner had to have been extremely rewarding.

Great work and I hope this battle report shows Team Chaos successful!

TheHoodedMan:

Finally I could read through this - how magnificent!

Alone the battlefield and to see the CD force and the obsidian towers and walls on the table, superb. There were some fantastic scenic shots in between, really mirroring the dark midst of a bloody battle.
I like the style of the undead forces, too. Paintjob on the chars  is especially well done. Other favorites are the bull centaurs and the troll unit.

There were so many good decisions on both sides, it is so great! It ist extremely difficult for the expensive chaos/CD units against that overwhelming amount of units on the undead side.  Only ridiculous amounts of chaos hounds and wolf riders could prevent being deployed out and bringing so much chaff is not the sense of such a game.

Also necromantic magic is not controllable, even without Nagash. With him every magic phase is devastating. Maybe the chalice would have reduced the undead possibilities a little, but not game deciding (or have I overread the chalice?).

Bullcentaurs: There is not much to say. I love the Renders and your classic models are so great to behold. But only the Taurukh did some great feats in my games, never the rank and file.

Certainly I was relieved that you could destroy the Lord Necromancer, that was more than was to expect! The charge of Khan Izit was a sign of the Chaos gods! Now move on, I hope you turned the tides :cheers!

Carcearion:

HaHa! All Glory To Chaos! Death To The Dead! The day may yet be ours!

awesome battle report, I’ve been on the edge of my seat reading it the whole way through!

Unzul:

Go Team Chaos! GOOOO!!!

Malorndk:

@Unzul, Carcearion & Abecedar

Glad you like it guys! Keeps me motivated to finish this mad report <3

Hahahaha! Killed by an asscannon! Way to go for the great lord of Undeath. Big Grin

Amazing battle report. Keep the steam up

Admiral
The steam had to take a dive as I had 1 year birthday for the newest beardling, 10 year anniversary, 5 years married and the wife’s birthday. These events demanded my full attention, but I will still try to get this done before Christmas!
And an asscannon FTW.  Seriously, that was epic to see.  I’ve heard nothing but horror stories from and about Nagash (I read many forums), to see him laid low in that manner had to have been extremely rewarding.  

Great work and I hope this battle report shows Team Chaos successful

Darkmeer
It doesn’t get more Chaos dwarfish, than the combo of spellcasting dwarf a top a big bull who curses the Great Necromancer right before a daemon shots hellfire from its ass and incinerate him. It was perfect!!!
Finally I could read through this - how magnificent!

Alone the battlefield and to see the CD force and the obsidian towers and walls on the table, superb. There were some fantastic scenic shots in between, really mirroring the dark midst of a bloody battle.

I like the style of the undead forces, too. Paintjob on the chars  is especially well done. Other favorites are the bull centaurs and the troll unit.

There were so many good decisions on both sides, it is so great! It ist extremely difficult for the expensive chaos/CD units against that overwhelming amount of units on the undead side.  Only ridiculous amounts of chaos hounds and wolf riders could prevent being deployed out and bringing so much chaff is not the sense of such a game.

Also necromantic magic is not controllable, even without Nagash. With him every magic phase is devastating. Maybe the chalice would have reduced the undead possibilities a little, but not game deciding (or have I overread the chalice?).

Bullcentaurs: There is not much to say. I love the Renders and your classic models are so great to behold. But only the Taurukh did some great feats in my games, never the rank and file.

Certainly I was relieved that you could destroy the Lord Necromancer, that was more than was to expect! The charge of Khan Izit was a sign of the Chaos gods! Now move on, I hope you turned the tides Cheers!!

TheHoodedMan
Good to hear from you Hood! Awesome reply <3

The report is so big that details will get skipped over. One of those is the Chalice. I brought Chalice and used it en every single magic phase. My gaming group has no problem with the Forgeworld FAQ that allows the activation during cast (after your roll but before the opponent) but I simply haven’t kept track of this or mentioned it at all. Another example is The Reign of Chaos effect from the Daemon book, who I mentioned in our first phase, but which has not been worthy to mention afterwards due to low impact. Team Undeads Screaming Skulls aren’t narrated closely, even though both catapults, Chalice and the Reign of Chaos effect played some role.

Yeah Bull Centaurs tend to disappoint. The same with my Black Orcs. Both unit should pack some punch, but more often than not, they don’t deliver. Now this is partially my fault, as I’m not prioritizing the Breath of Hatred buff which makes great weapon wielders immensely more powerful.

Malorndk:

[size=xx-large]Team Undead �?" Turn 5[/size]

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The Ghouls finally completed their rear charge on the Red Legion of the Blood Realm, but once the combat had been solved, the Bloodletters had killed the last of the spear wielding Skeletons, and Kodihr the Violent had slain the level one Necromancer; Boris. Kodihr and 2 Bloodletters stayed alive. The Red Legion of the Blood Realm had gained us 660 Victory Points, while only costing 485 points themselves, including Kodihr the Violent who still might survive and preserve his 195 points. If this happened, we would have traded 290 points for 660, which is exceptional by any standard. We were happy!

Aside from that, Arkhan and Mannfred backed slightly, but nothing else happened in the desert.



Movement Phase[/size]

The duo of Vargulfs charged into Drazhoath�?Ts flank. He was in a challenge, but they still made some combat resolution.  And if Drazhoath ran, it would be nearly impossible for him to not get caught.



The Blender Lord and the Blood Knights charged the redirecting Daemon Prince. While the Grave Guard unit with Krell, Vlad, BSB and Necrotect prepared to kill Hruz the Unbend and his Bale Taurus Ta�?TInroth.



And the summoned Vampire Lord charged Ashcannoth �?" the Blue Beast, who had just annihilated his creator Nagash.



I have not mentioned this yet, but Team Chaos rallied Throgg the Troll King last turn, so a single Cairn Wraith charged out from the skeleton bus with a wraith front line, which send Throgg fleeing again xD



The rest of the unit advanced, but would probably not see much action in its last turn



The rest of the movement phase was pretty chill. The summoned Hexwraiths moved through the Pride of the Black Fortress, killing 7 of the fireglaives wielding Infernal Guards.



The Crypt Horrors slowly advanced.



Notice: The Obsidian Fortress has 6 models left in it (3 Banshees, Khalida and 2 skeletons) but we forgot to remove models during the game from this unit, as we just kept track on paper.

Lastly, Zanklai�?TOtory the Deathsinger was somewhat surrounded, as well as non-marching undead units could. I couldn�?Tt figure out exactly what they wanted to achieve, but if I charged the Horsemen, they would have plenty of counter charges ready.



Magic & Shooting Phase[/size]

Team Undead got 20 power dice to Team Chaos 14 dispel dice.

The Arcane Ruin continued to give Team Undead the upper hand along with Casket of Souls.

Team Undead got their �?oreroll failed to hit�?� bubble going around their center, and forced a Banishment through on Zanklai�?TOtory. His Lamassu; Uzroth�?Tkulon was reduced to 1 wound.

The rest of the Magic Phase was dispelled or simply bad dice. We could really feel the lack of Nagash on the battle field <3

The 3 Banshees finally screamed Valkia the Gore Queen back to Khorne, but we had a final plan to grab all the points in the characters and unit.



Close Combat Phase[/size]

In revenge of their fallen master, the Mortarchs went to work on the Dawi Zharr leaders. Neferata gutted Drazhoath the Ashen and butchered Cinderbreath, while Lord Krell and Vlad von Carstein obliterated Hruz the Unbend and Ta�?TInroth in a single phase!

The summoned Vampire Lord drank his Potion of Strength and hit the Hellcannon with the Sword of Bloodshed (+3A). The Blue Beast survived with a wound, but we knew it would soon fall.

Lastly, the Daemon Prince and Blender Lord went into a challenge. The Blender Lord suffered 2 wounds but took 3 from the Daemon Prince.



We did lose a lot of points this turn, but it still felt okay, as we where playing proactive now instead of reactive. We had some good plans that could reduce the beating we were receiving.



Malorndk:

[size=xx-large]Team Chaos �?" Turn 5[/size]

[/size]

The Hellcannon decided to go crazy, pivot 180 degrees on the spot an run towards a single Tomb Scorpion, effectively taking it out of the game as far as impact goes. Afterwards, Maltrax the Foul joined the Trolls again, but the migthy Troll King could not rally�?�



The Trolls, Infernal Fist, Skullcrushers, Archaon and Glottkin positioned and covered every possible movement that would have allowed Mannfred and/or Arkhan to relocate to the rocky board.





We also moved the K�?Tdaii Destroyer all the way up to the skeleton bus that held an objective, so that turn 6 would let us deny a good amount of points



The Ghouls did take out the Red Legion of the Blood Realm, but their Herald, Kodihr the Violent refused to go down. Khorne still had his back!



The biggest opportunity or game chancer came from the Magic Phase. We rolled a good Reign of Chaos result and had a streak of good dice. On the dessert board, this killed the Tomb Scorpion that the Hellcannon had moved towards, but more importantly, it took of FIVE wounds on Mannfred von Carstein, getting him dangerously low. We could not kill him in this turn, but a sweet opportunity for 650 victory points presented itself for turn 6,



�?�As we turn our attention towards the rocky board I will quickly and publicly say, that the Glottkin was extremely cool to look upon, but he is very hard to get good pictures off, due to his size. This does not do the model or paint job justice, but hey, it is better than no pictures at all <3



Movement Phase[/size]

You cannot tell from the above picture, but just to the right of the frame were the Casket of Souls. Zanklai�?TOtory the Deathsinger wanted to charge it, destroy it, and overrun off the table edge, so he was safe for Team Undeads last turn, but could still go ham with his spells in his own last turn. He needed to roll 5+ on 2 out of 3 dice. He rolled four, and could not reach it. We decided not to redirect into the Horsemen, so our last threat on the rocky board were in prime position to be slaughtered next turn.



Magic Phase[/size]

Both teams got 15 dice.

We tried to kill Mannfred down on the desert board, but it did not work. The Reign of Chaos took out 5 of the summoned Hex Wraiths and took 2 wounds on a Vargulf. We could not do much damage aside from this, but we got Zanklai�?TOtory to somewhat safety, by summoning his Arcane Fulcrum yet again.

He had enough range to get on the far side of the Horsemen, using them as a charge block against deadlier foes. With a 3+ ward save and Uzroth�?Tkulon�?Ts innate Magic Resistance, we had 2+ ward save against the incoming spells, which gave us a good chance to preserve points and the opportune positioning for a last turn magical barrage.



Shooting Phase[/size]

Our shooting phase was down to one Dreadquake Mortar, as one Hellcannon had lost control and the other was getting its ass manhandled by a summoned Vampire Lord with 8 attacks.

Remember how I said we had one last shot at getting good points from Khalida and her Banshees? This was it! We fired the Dreadquake into the Obsidian Fortress, which set in motion a good series of uncommon rules which some of you might have never encountered while playing.

  1. If a building is hit by a template, disregard the template and make D6 hits instead, allocated as shooting (We rolled 5 and allocated it to 3 banshees, Khalida and one of the remaining 2 archers).

  2. If less than 5 rank and file models is left in a unit, the characters do not get a look out sir roll.

In short, this means it is always bad to fire templates into buildings if a big infantry unit occupies it. If a unit of monstrous infantry like Ogres are hit by a catapult while in a building however, each of the hit Ogres is considered �?odirectly under the centre of the template�?� and thus suffers a high strength hit with Multiple Wounds (D6).

This is exactly what happened here, Khalida and all her 3 Banshees received a S10 Hellbound Multiple Wounds (D6) hit from our bellowed Dread Quake Mortar. High Queen Khalida perished. Her Ethereal Banshees perished under the magical inferno of our Hellbound wonder boy. 600+ points was cashed in with this deciding shot and a sole skeleton had to be killed in the last turn for another 300+ points.



For the psychological warfare we insisted that Team Undead removed everything but a lone archer over the front gate. We had sacrificed a lot of models, shooting and attention to accomplish this so seeing our opponent removing 49 archers and 4 characters felt good!

Close Combat Phase[/size]

Not a lot of combat left in the game overall. Ashcannoth - The Blue Beast was finally wrecked by the summoned Vampire Lord and the Blender Lord took out the Daemon Prince and reformed the Blood Knights



This did not feel like a massacre anymore. IF Zanklai�?TOtory survived AND Mannfred died we would probably end up with a 13-7 loss. 13-7 was still a loss, but not the slaughter turn 1-3 had indicated. More importantly, this was way more fun. We applied good pressure, made them sweat a little and had some good, proactive moves, instead of the constant uphill damage control.

Malorndk:

[size=xx-large]Team Undead �?" Turn 6[/size]

This turn was really short, so I will not break it up in phases.

The Hexwraiths charged into the Pride of the Black Fortress in an attempt to kill their Infernal Castellan; Anzar the Deadly. His hat turned out to be a Trickster’s Helm and they could not get any points from him.

Mannfred von Carstein backed out of charge ranges, while Arkhan the Black tried to bait out a charge from Archaon, which Arkhan would likely survive, for a chance to take Archaon’s last wound. Of course we did not fall for that xD



This is probably one of this report’s better pictures of Arkhan the Black. I always loved the 5th edition Arkhan the Black so that is who I got. In the Tomb King rules he can be mounted in his flying chariot and as we wanted to avoid 3 of the same monsters, we agreed that the winged chariot could proxy for his Dread Abyssal mount.

Still high on Khorne�?Ts glory, Kodihr the Violent survived the onslaught of the Ghouls! 1 more close combat phase to survive <3



The undead in the rocky cornered positioned close to Zanklai�?TOtory�?Ts Arcane Fulcrum. The last skeleton archer abandoned the Obsidian Fortress. During the Magic Phase (24 vs 13 dice) we somehow managed to stop everything aside from the Banishment targeting Zanklai�?TOtory on his fulcrum. With a 2+ ward save, both Zanklai�?TOtory and his Lammasu; Uzroth�?Tkulon pulled through unharmed. A very reassuring last turn. We did not lose any points, and had some opportunities for last turn.