[Archive] 2500 point all comers

sam585:

This thread is basically a diary, blog, or whatever that shows the development of my LoA army. As you will see, my list and my opinions change as I gain more experience and fight more battles with my LoA army. From what I learned so far is that the LoA is a pretty tough army to master (save for playing a gunline in which case LoA is really really easy to use) and is additionally one of the toughest armies to figure out when designing lists due to how expensive our options are, how different unit choices work together, and how we really have to maximize on the effectiveness for each unit in both equipment, size, and use on the battlefield. So enjoy the read.

360- Sorcerer Prophet

Lvl 4 ,5+ Wardsave, Enchanted Shield, Dispell Scroll

My general, and magic support. He will stay back and keep the artillery   firing straight, buffing my Hobgoblins and Guard with hatred and in the best situation rebuffing people with ash storm for the -1 to hit and flammable

_______________________ Lord 360

235- 1 Bull Centaur Tauruk

Great Weapon, Black Shard Armor, Stubborn Crown, Opal Amulet, Flame Helm

My badass, str7 hitting rabble on 3s and all others on 4s -except nurgle Dps- keeps his Bull Centaurs from running, and an opal amulet to help keep him around a little longer will work to deal with chairiots, flying monsters, other monsters, and helping to keep the kdaaii from running off

210- 1 BSB, Great Weapon, Armor of Bazerak the cruel, Dawnstone

Solid armor save with re-rolls, and MR for the infernal gaurd unit to keep them from geting blown completely away from magic spam. Should bring the pain to most foes

Heroes 445

28 Infernal Guard with Greatweapons and FCMD

The power of my army, they will either be deployed 5/6 if they are fighting especially strong opponents, 7 or horde formation for rabble

33 Hobgoblins with Shields Musician

My throw away tarpit/anvil. I expect them to last and tie up portions of the board



10 Infernal Guard with Hellglaives+Musician

These warriors will provide some fire support to hopefully clear some chaff, provide flank charges, and protect war machines

Core 792.5

3 Bull Centaurs Greatweapons+FCMD, Gleaming pendant

Bodygaurd for the BC hero, should assist in bringing the pain with their great weapons even with their low attacks

Magmaa Cannon

All my artillery are doing is softening up my opponent and taking out especially strong monsters

Death Rocket +Hell Bound

Death Rocket +Hell Bound

__________________ Special -575

Kdaaii destroyer

My destroyer is going to work in tandem with the bull centaurs. If I can keep him under control I will use the Bcentaurs to hold a unit and the kdaai to smash into the flank. If I face an opponent who is chaff crazy, I will run the Kdaai in the middle and just let it rampage on the board

_____________________ Rare XXX

2497

Questions and comments are appreciated

sam585:


360- Sorcerer Prophet
Lvl 4 ,5+ Wardsave, Enchanted Shield, Dispell Scroll
My general, and magic support. He will stay back and keep the artillery   firing straight, buffing my Hobgoblins and Guard with hatred and in the best situation rebuffing people with ash storm for the -1 to hit and flammable
_______________________ Lord 360
235- 1 Bull Centaur Tauruk
Great Weapon, Black Shard Armor, Stubborn Crown, Opal Amulet, Flame Helm
My badass, str7 hitting rabble on 3s and all others on 4s -except nurgle Dps- keeps his Bull Centaurs from running, and an opal amulet to help keep him around a little longer will work to deal with chairiots, flying monsters, other monsters, and helping to keep the kdaaii from running off

210- 1 BSB, Great Weapon, Armor of Bazerak the cruel, Dawnstone
Solid armor save with re-rolls, and MR for the infernal gaurd unit to keep them from geting blown completely away from magic spam. Should bring the pain to most foes
______________________Heroes 445
28 Infernal Guard with Greatweapons and FCMD
The power of my army, they will either be deployed 5/6 if they are fighting especially strong opponents, 7 or horde formation for rabble

33 Hobgoblins with Shields Musician
My throw away tarpit/anvil. I expect them to last and tie up portions of the board

10 Infernal Guard with Hellglaives+Musician
These warriors will provide some fire support to hopefully clear some chaff, provide flank charges, and protect war machines
____________________ Core 792.5

3 Bull Centaurs Greatweapons+FCMD, Gleaming pendant
Bodygaurd for the BC hero, should assist in bringing the pain with their great weapons even with their low attacks

Magmaa Cannon
All my artillery are doing is softening up my opponent and taking out especially strong monsters

Death Rocket +Hell Bound

Death Rocket +Hell Bound
____________________ Special -575
Kdaaii destroyer
My destroyer is going to work in tandem with the bull centaurs. If I can keep him under control I will use the Bcentaurs to hold a unit and the kdaai to smash into the flank. If I face an opponent who is chaff crazy, I will run the Kdaai in the middle and just let it rampage on the board

_____________________ Rare XXX
2497

Questions and comments are appreciated


sam585
Today I tested this list against Bretonnians and it did quite well.

The sorcerer prophets magical support was useful, and I feel that their cost is justified due to how powerful the spells in Lore of Hashut are compared to metal/death/fire.

The Tauruk hero is an absolute all star, being amazingly difficult to kill, and making my Bulls Stubborn, his CC punch is just a plus. In my 2 games he and the centaurs were able to hold 2 knight buses after receiving the charge, and in the other game dishing out plenty of pain to help out my hobgoblins.

Infernal Guard with Great Weapons never saw any meaningful combats, only taking out 1 knight bus in both games. I will likely drop 1 of them and pick up the +1 movement banner to help get them into the fight faster.

The Infernal guard with fireglaives I have very mixed feelings on this unit. Will have to play more games to really get a good sense on their functionality.

The Hobgoblins however are amazing. Over 30 I feel is required to hold up the hard hitting units, and they did get hit hard on the second game suffering 12-13 wounds during one CC round but were still steadfast. Additionally the rank bonuses they can add into a combat also is a very great positive even if they have poor damage output versus knights and other high armor save units.

My one Magmaa cannon preformed decently; however, being only str 5 it was having a hard time killing the knights with 2 up saves and then ward saves. Im sure the damage it can inflict on lighter armored opponents will be just horrendous.

The rockets also faced the same issue as the magma cannon in that they couldn't deal with all the high armor. But assisted in sniping trebuchets and causing panic tests on the Knights so not that bad in my book, probably will be even better vs armies like Ogres and Orcs due to them having ld7.

Lastly, the K'daaii is amazing. Even though it got tied up with a flame helm hero both games it was still capable of killing said hero partly due to good rolling and just being an absolute monster in CC.
I feel that its going to be a common issue that my K'daaii will find itself in (fighting a 2++ ward) and ultimately i need to work better at protecting him from said hero.

So all in all im happy with how this list performed; hopefully I can get more games in soon so I can further fine tune it. Questions and comments are also greatly appreciated.

ThorAxe:

I personally am not sold on units of ten with fire glaives. I find that a decent sized unit of gobbos (30) with bows and shields performs a similar role: chaff removal that can be pressed into combat depending on how the battle unfolds.

As a throwaway goblin unit, I find that a unit of 20 with shields and a musician are awesome. They hold up against monsters well enough, due to monsters needed to cause 16 wounds to break steadfast, and general’s leadership makes breaking them hard, and throwing weapons makes the unit great against annoying fast things sneaking behind the lines, while being able to stand up in combat due to having actual ranks. Being next to war machines (being chaos dwarfs) means they will not animosity. Also, they fit in a watchtower should you play that scenario, and being able to throw knives twice a turn (your shooting phase, always get stand and shoot due to quick to fire) can whittle down smaller units. Something to consider as a replacement for some unit.

No ward saves on the dwarf characters is dangerous. They are generally the ones either being challenged by strong combat characters, getting sniped at by spells, or eating most of a monster’s attacks. Might want to put a ward save on them, or the seeds of rebirth at the very least.

I feel that the solution to the problem of the K’daii fighting characters with a 2+ to flaming attacks is the Taur’ruk. I try to keep the two somewhat close to one another, gauge the movement of the enemy’s characters, and slam the Taur into units with characters I assume are hiding said characters. It will come with practice.

Brets are not exactly the army I would use to gauge my list. Not that the army is bad (some extremely powerful, almost game breaking units and combos), but it is currently the oldest.

Heavygear:

I personally am not sold on units of ten with fire glaives.  I find that a decent sized unit of gobbos (30) with bows and shields performs a similar role: chaff removal that can be pressed into combat depending on how the battle unfolds.  

As a throwaway goblin unit, I find that a unit of 20 with shields and a musician are awesome.  They hold up against monsters well enough, due to monsters needed to cause 16 wounds to break steadfast, and general's leadership makes breaking them hard, and throwing weapons makes the unit great against annoying fast things sneaking behind the lines, while being able to stand up in combat due to having actual ranks.  Being next to war machines (being chaos dwarfs) means they will not animosity.  Also, they fit in a watchtower should you play that scenario, and being able to throw knives twice a turn (your shooting phase, always get stand and shoot due to quick to fire) can whittle down smaller units.  Something to consider as a replacement for some unit.

No ward saves on the dwarf characters is dangerous.  They are generally the ones either being challenged by strong combat characters, getting sniped at by spells, or eating most of a monster's attacks.  Might want to put a ward save on them, or the seeds of rebirth at the very least.

I feel that the solution to the problem of the K'daii fighting characters with a 2+ to flaming attacks is the Taur'ruk.  I try to keep the two somewhat close to one another, gauge the movement of the enemy's characters, and slam the Taur into units with characters I assume are hiding said characters.  It will come with practice.

Brets are not exactly the army I would use to gauge my list.  Not that the army is bad (some extremely powerful, almost game breaking units and combos), but it is currently the oldest.

ThorAxe
Our store held a primer for the upcoming Buckeye Battles Tournament. The current champion Justin Burgy played Brets. He won the tournament.

http://www.dungeonofdroz.com/buckeye-primer.html

It's not the army book. It's the player.

sam585:

I personally am not sold on units of ten with fire glaives.  I find that a decent sized unit of gobbos (30) with bows and shields performs a similar role: chaff removal that can be pressed into combat depending on how the battle unfolds.  

As a throwaway goblin unit, I find that a unit of 20 with shields and a musician are awesome.  They hold up against monsters well enough, due to monsters needed to cause 16 wounds to break steadfast, and general's leadership makes breaking them hard, and throwing weapons makes the unit great against annoying fast things sneaking behind the lines, while being able to stand up in combat due to having actual ranks.  Being next to war machines (being chaos dwarfs) means they will not animosity.  Also, they fit in a watchtower should you play that scenario, and being able to throw knives twice a turn (your shooting phase, always get stand and shoot due to quick to fire) can whittle down smaller units.  Something to consider as a replacement for some unit.

No ward saves on the dwarf characters is dangerous.  They are generally the ones either being challenged by strong combat characters, getting sniped at by spells, or eating most of a monster's attacks.  Might want to put a ward save on them, or the seeds of rebirth at the very least.

I feel that the solution to the problem of the K'daii fighting characters with a 2+ to flaming attacks is the Taur'ruk.  I try to keep the two somewhat close to one another, gauge the movement of the enemy's characters, and slam the Taur into units with characters I assume are hiding said characters.  It will come with practice.

Brets are not exactly the army I would use to gauge my list.  Not that the army is bad (some extremely powerful, almost game breaking units and combos), but it is currently the oldest.

ThorAxe
In my meta, character vs character fighting or even RnF vs Character fighting rarely happens. But I could always drop the fireglaives for more points to get some wardsaves and another unit of hobgoblins which I will likely do.

Catching the flamehelm hero was a no go since it was a flying Pegasus, I could counter charge it but when that situation arose the K'Daaii was  
already quite dead, perhaps a lone khan on the other flank of the Kdaaii could assist in protecting it somewhat.

Additionally, Brettonians being an old book is somewhat a benefit, seeing how so much is lost instead of gained from getting a new book, additionally having an army wide wardsave which increases on the str of the atk, being all mounted, and having 2+ AS everywhere I feel is somewhat of a bane to our armies main str, our warmachines. I personally would not want to fight brets/mounted empire/ and the disco circus WoC list with Chaos Dwarfs.

sam585:

So tried a 1600 doubles game yesterday. And saw first hand the horror of the Kdaaii being led around by ogre cats and massed poison fire.

Thus, I feel that I will try a new list tomorrow and see how it functions in a 2500 point game.

The new list shall include:

Sorc Prophet lvl 4 of Hashut -370
power stone, enchanted shield, talisman of preservation
(I gave my sorc prophet a powerstone to help out in those really low PD magic phases which happened to me a lot in my 1600 double games I consistently pushed my opponents dispel scroll with Flames of Azgorh in the early game, but couldn’t capitalize it in later phases due to lady luck)

Demonsmith -95
Lore of fire
Dispel Scroll
(This added demon smith will definitely up my shooting game, and assist in taking out enemy chaff)

Castellen BSB 210
Armor of the cruel, dawnstone, great weapon

Bull Centaur Tauruk 230
Greatweapon, Blackshard Armor, Charmed Shield, Dragon Bane Gem, crown of command (Realized in previous list he was illegal with crown+ironcurse)

28 Infernal Guard fcmd+greatweapons, banner of swiftness

30 hobgoblins banner+musician
bows/shields

20 hobgoblins+ musician
bows/shields

4 Bull Centaurs FCMD+ Gleaming Pendant
Greatweapons+shields (I am worried about massed poison/small shooting picking off my bulls before they get into something. Skink swarms and massed W/elf poison seems to be on the rise so the 2+ armor will help)

Magma Cannon
Rocket
Rocket

and a Hellcannon is replacing the K’daaii
(I have decided that the Hellcannon can in a way gives my army better synergy as a whole. If I am facing combat armies/hordes it can sit back and shoot and reliably hit things with my rerolls. If I am facing a gunline myself I can deploy it outside my LD Bubble and try to rampage it down toward the enemy)

I believe this list is not @ 2500 exactly so figure + or - a Infernal Guard.

ThorAxe:

Yeah, good players can ruin the K’daii. Need to take advantage of the high movement (and passing frenzy/march block checks) to help mitigate enemy tactics. Always felt it was a good distraction unit at the very least. Unsure if the hellcannon does the same thing quite as effectively, but depends more on your tactics.

If you have the extra points, give the daemonsmith a dragonhelm. Extra bit of armor really helps against massed bow fire, and watching him shrug off khorne cannon shots is funny to see. Seeds of rebirth are also really nice if you have the points, as it essentially gives you an additional 6+ save against things like cannons, while your armor gives him a 2+ ward against the flaming attacks that would negate the regen. I find that the smith also benefits from having a pistol more than the other characters, as he can help shoot off chaff that are trying to go for the war machines when his reroll isn’t needed, and stand and shoot helps against charging fast cav.

sam585:

Well good news is I tested my new hell cannon list vs a dwarf gunline! And I found the missing element of my 2500 point force… Hobgoblin Khans. Why Khans you may ask?

Well IF I had the Khans it would cause my dwarf opponent ( who ran x2 groups of quarrellers, 2 cannons, and a organ gun and sat back) To have more threatening targets then just the hell cannon and my artillery, it also gives me another tool to kill his artillery with instead of just shooting them with my rockets, which tho are semi-reliable a khan in CC is way better if he can manage to get there.

It is only unfortunate that I cant outfit my khans with spears due to that causing me to lose the magic items on my other heroes.

Additionally, I switched out the great weapons on my infernal guard and I am going to run a group of 33 with hand weapons and the razor standard, after testing great weapons  I realized 6x5 formation does not really facilitate their str6 use since I am getting only 13 atks a turn. If it was 2 each the they would be amazing.

Lastly, I NEED TO STOP BEING STUPID WITH MY CENTAURS! I set them up 2x4 formation and took a charge from hammerers, and for some dumb reason I decided to make way with the tauruk, while the champion challenged. The Tauruk took 2 wounds the first round. The hellcannon then failed its rear charge into the hammerers, and then the hammerers killed the Tauruk and broke the centaurs. I simply must use the Bull centaur unit at least in this situation where they are fighting str 5/6 troops as a road block, and always always ALWAYS keep the Tauruk  in the back row safe from harm and giving out his stubborn. If I would have done that, then I am very certain the Hellcannon would of made its second charge, demolished the hammerers with Tstomp and allowed me to take out my opponents entire left flank. Instead the centaurs broke, hammerers ran, hellcannnon gets shot to death, and infernal guard get surrounded, total wipe out.

So without further ado here is the new list with pictures:

360- Sorc Prophet

Dispell, Enchanted Shield, Talisman of Endurance

Lvl 4 of Hashut

________________________ Lords-- 360

95- Demonsmith Lvl 1 Fire

190- Castellen BSB

Talisman of Preservation, Flamehelm, Greatweapon, BSB

225- Bull Centaur Tauruk

Blackshard, Greatweapon, Stubborn Crown, Charmed Shield

XX- Khan on Wolf

XX- Khan on Wolf

________________________ Heroes-- 624

473- 33 Infernal Guard – FCMD

Razor Standard

151.5  – 31 Hobgoblins

Shields, Banner+Musician

114- 20 Hobgoblins

Bows, Shields, Musician

________________________Core–734

230- 4 Bull Centaurs FCMD

Greatweapons, Gleaming Pendant

XXX- Rocket

XXX- Rocket

XXX- Magma cannon

________________________Special–575

XXX- Hellcannon

Total – 2497.5

Additionally here are a few faces to put the army to. Though im running them as chaos dwarves, they are actually a mix of new Dwarf models, with Warbear Bull Centaurs and humans as hob goblins. The story for this mixmatched bunch is that these are actually a very technologically advance group of Norse Dwarves who are out for vengeance, thus they hired human cut throats and other barbarians to assist them in tracking down and fighting their hated foes.



Here is a Tauruk modeled with a Scibor Warbear, Finally found a use for these great models.



And following the four warbear (bullcentaur) body guard



Here is my Dwarf warrior (infernal guard) unit. Though the majority are armed with Greatweapons, I will just politely inform my opponent that they are indeed hand weapons and shields.



Quick shot of a Human marauder (Hobgoblin Khan), Dwarf Ancestor tank (Hell Cannon) and a lightning gun (Magma Cannon), and a few other human allies (Hobgoblins)



Lastly a full army shot, wish them luck in the tournament on saturday, updates to follow after :hashut

GDD:

Could you go more in depth about your combat blocks, and how you feel about them?
Goblin tarpits, GW m4 dwarfs(are they a good solution for our core?)

What about fireglaives? 17 points a bloke, but they do get to participate in another phase…

sam585:

Could you go more in depth about your combat blocks, and how you feel about them?
Goblin tarpits, GW m4 dwarfs(are they a good solution for our core?)

What about fireglaives? 17 points a bloke, but they do get to participate in another phase..

GDD
I just switched up the list so sorry ;)

BUT, firstly, my goblins are here for two purposes. The first is to provide my army a cheap solution to being able to move and shoot in multiple directions. If im fighting woodelves or lizardmen with scouts these units will deploy on the flanks and deal with those pesky scouting skirmishers with throwing knives and bow shots. Since those units are always kept in relatively small unit sizes anyway their crappy BS skill should be made up for in the amount of shots and they only need 2-3 kills.

The second is to give my force extra drops and units that can actually survive and hold up other units in CC so that I can either get a flank charge with my centaurs/hell cannon, or just hold them up and hopefully throw a wrench in my opponents plans.

The infernal Guard, my original plan with using them as a G.W unit was to be a group of hard asses with some bite. But I believe that a horded group with razor standard will outshine them in CC. Mainly due to the increased save and extra attacks. Additionally they last longer with HW+Shield and we get more bodies. The BSB with the GW for me at least was getting all the kills anyway with his superior WS. Thus I feel that HW+Shield infernals will perform as well if not better then a smaller unit of internals with GWeapons.When up against Ogre ironguts (wounding on 4s with no saves) Elves (Wounding on 3s with generally no saves unless calv) and perhaps even chaos warriors, not that they can kill alot of nurgle warriors, but they will likely be able to grind them down whereas G.W guard will just get slaughtered turn 1. Though I am a real fan of swiftness banner I am going to try infernal Guard without it at this tourney. This unit will mainly function as my main combat block that I will likely send face first into a weakened gutstar/enemy lord block.

Lastly fireglaives are just so expensive no matter what the unit size is. If they were only 3 points and had a 24" range, id argue that fireglaives would be a no brainer for our core giving us a good amount of shots before combat and additionally having a block of warriors tough enough to fight back against whatever reached them (Think great weapon quarrelers which are amazing). But instead we have a unit that is extremely less survivable (in the sense of the wounds the unit has as a whole) and cant really hit anyone/thing in an amount that would matter. Small units one can argue can deal with chaff, but a unit of 20 hobs are cheaper, can stand up in combat, have just as good a chance at hitting them, and will have a lot more shots per turn.

I ultimately think Goblin tar pits (at least 2) and either 30+ Infernals with hand weapons with razor standard are one of the best options we have for core. Infernal Guard in a unit of 30+ you are only paying roughly 1.3 points more per model for that all important armor piercing versus 5point great weapons, 6point halberds, or 8point short range (but admittedly devastating weapons).

GDD:

I just switched up the list so sorry ;)

sam585
Part of the reason why I asked! I agreed with your previous list alot,
so I was intrigued when you suddenly went sword and board!
BUT, firstly, my goblins are here for two purposes. The first is to provide my army a cheap solution to being able to move and shoot in multiple directions. These units will deploy on the flanks and deal with those pesky scouting skirmishers with throwing knives and bow shots.

The second is to give my force extra drops and units that can actually survive and hold up other units in CC so that I can either get a flank charge, or just hold them up.

sam585
That right there is a great hobgoblin summary in general.
Agree on all that.
The infernal Guard, my original plan with using them as a G.W unit was to be a group of hard asses with some bite. But I believe that a horded group with razor standard will outshine them in CC. Mainly due to the increased save and extra attacks. Additionally they last longer with HW+Shield and we get more bodies. The BSB with the GW for me at least was getting all the kills anyway with his superior WS. Thus I feel that HW+Shield infernals will perform as well if not better then a smaller unit of internals with GWeapons.

Lastly fireglaives are just so expensive no matter what the unit size is.

I ultimately think Goblin tar pits (at least 2) and either 30+ Infernals with hand weapons with razor standard are one of the best options we have for core.

sam585
I would generally be scared of cavalry with that core setup,
just because I have less reliable ways to kill it.

Also movement 3 hordes are a bit unwieldy (which hordes seem to be).
It's a big target!

Thank you so much for explaining your thoughts! Looking forward to
hearing from you after you've tested the list :cheers

sam585:

Thank you Herby for the kind comments.

And no problem GDD I am happy to explain my army any time.

I did two test games against a WoC army.

The army he had –
1 Unkillable lord
1 demonic mounted bsb of nurgle using charmed shield and MR (3)
1 Festus
1 lvl 2 shadow with dispell
24 Warriors of Nurgle with greatweapons
2 chairiots
5 hounds
2 chimeras both regen+flaming breath
1 hellcannon.

I used my upcomming tournament army.

First game, I decided to try to shoot the chimeras to death and chaff up the warrior block/hell cannon. Needless to say my magic was off target and my warmachines all missed/misfired.

I conceded by bottom of 2 (he charged both chimeras, and lord into my infernal block).

I then realized that just castling and not moving at all WILL NOT WORK!

We immediately played a new game same lists.

Deployment was like this, for unit placement.
                            HILL
             ( [warmachines][hellcannon] )
[Khan][hobs][Khan]   [hobs] [Bcentaurs]

[Chimera] [Chimera] [Hellcannon] [dogs] [Chairiot][Chairiot]
        

sam585:

Once again some minor tweaks. Dropped the champion in the infernal unit, and switched the wardsaves on the sorc prophet freeing up points in my hero section so that I could give one of my khans fear so that he can now chaff terror causing units reliably, and gave the other khan a spear! Im a little scared of the bsb only being 3+/5++ but he should be able to stand up reliably in engagements with weakened combat units.

375- Sorc Prophet
Dispell, Enchanted Shield, Talisman of Preservation
Lvl 4 of Hashut
________________________ Lords-- 375
95- Demonsmith Lvl 1 Fire

175- Castellen BSB
Talisman of Endurance, Flamehelm, Greatweapon, BSB

225- Bull Centaur Tauruk
Blackshard, Greatweapon, Stubborn Crown, Charmed Shield

XX- Khan on Wolf
Fearing causing sword

XX- Khan on Wolf
spear!
________________________ Heroes-- 613

461- 33 Infernal Guard – Banner+Musc
Razor Standard

151.5  – 31 Hobgoblins
Shields, Banner+Musician

114- 20 Hobgoblins
Bows, Shields, Musician
________________________Core–726.5

230- 4 Bull Centaurs FCMD
Greatweapons, Gleaming Pendant

XXX- Rocket

XXX- Rocket

XXX- Magma cannon
________________________Special–575

XXX- Hellcannon

Total – 2499.5

Spencer:

hi sam

your taur’ruk can’t wear at the same time a shield and a great weapon!

sam585:

I know spencer, the Charmed shield is for that lucky/cunning opponent who fires a cannon/stonethrower directly at him since he is not getting a look out sir from the unit he can at the least charm shield 1 of them. And so long that I do not put him directly into base to base he should not ever be hit in CC anyway :stuck_out_tongue:

sam585:

So the tournament was 3 battles no comp.

First battle was against beastmen, and due to the scenario rules if I lose my highest ranking wizard its a bonus 150points. I miscast rolling 3 6s on 4 dice and am sucked into the warp hemorrhaging 560 points to my opponent. 9-11 loss BUT i could live with that. Everything else I did more or less pretty well. Rockets sniped all of his chairiots when they were in the end zone about to get my artillery and they managed to kill the hell cannon but that was mostly because I derped on monster+handler rules.

Second battle was my Chaos Dwarves vs 60 thunderes, Grim Burlukson 3 bolt throwers, 2 organ guns, 2 cannons, and an anvil. I played aggresively (or as aggressive as I could) taking the entire game to get into him, and surprisingly taking out a unit of Thunderers and Grim on the bottom of turn 6 getting me a 10-10 draw.

And here was the most exciting game of the day Chaos Dwarves versus Ogre Kingdoms.

He ran:

Tyrant with 4++ and Greatweapon

Fire Belly with Flaming breath

BSB with Greatweapon and somesort of armor/ never attacked him

8 Bulls

10 Iron Guts

6 Lead Belchers

2 Mournfang

2 Mournfang

2 Cats

1 Ironblaster



Rules were to move one piece of terrain before deployment, I move a hill to one side of deployment.

I won the roll, plop all my war machines on hill, Infernal in center, hobs on flanks, centaurs on farthest flank, and khans on the sides.

I get ash storm, hell hammer, Flames of Azgorh, Hatred, and fireball.

He deploys his ogres with IG and Bulls center. Mourn fangs were positioned to get in flank charges and cats for chaffing.

He just gets a couple of lore of fire spells.



Movement- Reform Goblins on my right flank to deal with the scouting ogres. I reform 2 wide, this will cost me the unit later. Khans move up for chaffing. Centaurs shift slightly.

Magic- I fail to cast flames with 4 dice.

Shooting- My 20 hobs that moved up take some shots at the mournfang they miss, all my other war machines miss.



Movement- Scouts charge hobs, I stand and shoot reaction doing 1 wound, Sabertusk fails charge on Khan on the right flank. Everything else rushes up.

Magic- He kills my lvl 1 with the ruby ring of ruin…

Shooting- Nothing substantial but the Leadbelchers take one infernal gaurd.



Movement- Operation chaff begins, though not that effectively, from where I was standing it looked a lot better. I thought the Bull unit would have been blocked and not be able to charge my centaurs because of the rock but I was wrong by about a slight inch. It does not show, but the Hellcannon did move up just slightly and out of the arc range for a flank charge next turn.

Magic- I 6 dice flame of Azgorh, he scrolls it.

Shooting- Flame Cannon does 4 wounds to the Ironguts. Throwing knives do no wounds, Rocket Launcher hits the Ironblaster but only does a wound.



Movement- Basically everything charges.

Magic- Nothing

Shooting- I stand and shoot with my 31 hobs and kill an ogre!

CC- Ogre Scouts steam roll my hobs on the right artillery are now completely exposed. The mounrfang steam roll the Khan on the right, the other Mournfang are held up by the unit of 20, which was reduced to 10, The centaurs take a viscous beating from the STR7 Tyrant, but are stubborn. The Ironguts and Leadbelchers do about 4 impact hit wounds, then procede to kill another 8 or 9 Infernal Gaurd, they return damage and do a few wounds nothing substantial the important thing is that they hold.



Movement- Hellcannon gets the flank charge.

Magic- Ashstorm is dispelled but get hatred on the Infernals

Shooting- I fire the flame cannon and the demolishion rocket at the Scouts and wipe the unit out. The other Rocket hits a mournfang with a demolition round killing 1 mournfang and causing the other to panic.

CC- Mournfang wipe out the other goblins and reform. Bulls with tyrant kill another 2 centaurs and then the Tyrant rips my Tauruk in half. They break but are not pursued. The infernal Gaurd with Hellcannon however bring the pain, winning combat, denying steadfast, and then running both units down. Infernal Gaurd are reduced to roughly 14 or 15 (I made a stupid amount of parry saves). Hellcannon gets way down field, and the infernal guard get out of position to be charged by the tyrants unit.



Movement- Everything charges the Hell Cannon. The two Mournfang charge my Infernal Guard. Tyrant repositions his unit.

Magic- nothing

Shooting- Nothing

CC- Mournfang Kill the BSB, but my unit inflicts 1 wound, win combat, and cause the Mournfang to break they do not catch.



Movement- Infernal Guard just move up preparing to charge the Mournfang when they rally.

Magic- 6 dice Flame of Azgorh, and practically delete the bulls unit, they panic and run.

Shooting- Magma finishes the last surviving bull.

CC- nothing



Movement- Mournfang rally, Tyrant Rallies.

Magic- nothing.

Shooting- nothing

CC- nothing



Movement- Charge into Mournfangs with remaining Infernal Guard

Magic- Ashstorm on Tyrant to prevent him from charging.

Shooting- I shoot everything at the tyrant, and manage to kill it with the last rocket.

CC- Infernals win combat and Mournfang run off the table.



Movement- nothing

Magic- nothing

Shooting- nothing

CC- He Finally kills the Hellcannon and reforms everything he has left.



We end the Game after I 6 dice the big flame of Azgorh killing his Ironblaster and Mournfang. Point difference was about 1200-1500 points giving me a 16-4 win.

Overall thoughts – I am going to drop the lvl1 for some more defense on the bsb. The good players (my Ogre opponent regularly gets into top 3 in these tournaments and the dwarf gunline player) target my characters it seems so the mask of the furnace shall be welcomed that and I totally forgot I gave him a 5+ Wardsaves in all my games what a fail.

Unit Specific Thoughts–

Sorcerer Prophet- Besides that one miscast, I love my Sorc Prophet hes amazing, not changing a thing.

BSB- Needs mask of the furnace, and perhaps hand weapon and shield Im starting to think giving him a GW is to risky.

Tauruk- Did what I wanted him to do most games, only died to a ridiculous amount of shooting.

Khans- Amazing wish I could get more, will position them better next time.

Infernal Guard- Performed amazingly, keeping this setup, might try to increase its size, horded every match and they never broke. Game 1 they wiped out a Gor unit, Game 2 they got me the draw versus the dwarves after being reduced to just over 10. And they performed spectacularly in the Ogre game.

Hobs- Same, but broke all the time will actually take off bows the throwing knives are good enough.

Bullcentaurs- Great, still need to use them better might get another centaur if i can find the points.

Rockets- I been hating these for a while, but they redeemed themselves to me in my last game. The demolisher rounds are very useful.

Magmaa- 2 would be nice but 1 is still ALRIGHT.

Hellcannon- Performed spectacularly never leaving home with out, feels way better then a Kdaaii.

Conclusion- Im happy with my list, will make some very minor tweaks, and lastly I won best overall earning a 75 dollar gift card! Hopefully I get some more games in will be posting more stuff as it happens. Thank you for reading, Questions and Comments welcomed!

ThorAxe:

I would suggest keeping bows on at least one unit of hob goblins. Should you fight Warriors of chaos with a daemon prince with a charmed shield (and pretty much all of them have one these days…) bows are helpful for plinking off charmed shield so that the rockets or hellcanon and finish him, and remove things like dogs, cats, and fast cav trying to get around lines. Most of this could also be accomplished by a khan (vanguard, then march to use throwing knife to break charmed shield, khans with spears can win against chaff pretty easily), but multiple khan are also pretty pricy.

Seems odd that the daemonsmith died to shooting/magic missile. You do remember that he has a 2+ look out sir for war machines, right? Tamurkhan states that he gets a look out sir as if he were within a unit of 5 or more for the look out sir roll. Regardless, dropping him will give you the items and models you would want, maybe an extra khan as well

MadHatter:

Really enjoyed this battle report, took some notes to remember from when I can field bigger lists myself, I’ll also skip destroyer for hellcannon. :slight_smile:

Grimbold Blackhammer:

I like your list and congratulations on the win! I always struggle against Ogres so it’s good to see you weathered the storm.

sam585:

Seems odd that the daemonsmith died to shooting/magic missile.  You do remember that he has a 2+ look out sir for war machines, right?  Tamurkhan states that he gets a look out sir as if he were within a unit of 5 or more for the look out sir roll.  Regardless, dropping him will give you the items and models you would want, maybe an extra khan as well

ThorAxe
Right but I do not believe he gets the same sort of benefit from regular shooting/magic missiles for he is not really in a unit and look out sir is just for templates.

And as I do agree on that hobgoblin setup with bows, I have played now about 10 games with my goblins and in those 10 games the the only kills I was able to get was 1 chaos hound, so I am looking at it from the perspective that I never really had bows anyway :P.

And thank you Grimbold!