Parkerbrum:
Good stuff keep it coming.
CopperPot
Thank you kindly, will do. seems a lot of people are viewing this but not posting so thank you very much for doing so!
GAME 6:I played a WOC army last night, his list was (roughly)
Tzeentch lord on disc, crown of command, 2+ fire ward, flail, shooty gift
Mounted bsb of tzeentch
2x lv2's of Tzeentch, one mounted, one on foot
2x 18 warriors of Tzeentch
8 knights of nurgle with banner of rage
hellcannon
2x war shrines
So a heavily armoured, small-ish force with some heavy hitters floating around. I took the list shown above.
Magic saw him roll flickering fire twice and pandemonium for the foot slogger and call to glory for the mounted guy. Footy as he'll become known was able to steal my spells... which were:
Spirit leech, plague of rust, searing doom, enchanted blades and 5+ scaly skin.
I gave up on the option of final transmutation, don't ask me why I did this because in hindsight I have no logical reason at all - epic fail on my part. This won't happen again...
The table saw two buildings fall between us 12" in from each flank and a marsh filled with fymir 18" in which claimed a whole warrior all game.
DEPLOYMENT:
Shrine-Cannon-Warriors-knights-warriors-shrine-lord on disc
vs
Gobbo's-Cannon-Blunders-Blunders-K'daai-Centaurs
My two shriekers went behind the right sided unit of blunders, with the smith looking after them. The khan went in the left unit of Blunders and lord in the other. BSB and mounted sorcerer (mounty)go in the knights and footy with the leftmost warriors.
I don't often win first turn, so it was no surprise when I went second!
WOC T1: The lord presents himself to the bull centaurs but forgets to wail at them, the army advances to around 15.5" away from my blunders (not seen that before ;)) and the shrines get MR3 and +1 attack on the knights - oh boy. My one unit of 20 BB's loses two to the cannon and my favourite moment of the whole game came when footy flickered my khan with 6 str 7 zaps, he lost one wound. He he...
CD T1: Both the centaurs and the K'daai could charge the chaos lord, I plumped for the K'daai not thinking about the 2+ ward. The cannon and both shriekers fire, all 3 scatter. The k'daai out-do themselves, saving all the the s7 lords wounds and winning combat! My opponent reveals the crown of command and my heart sinks, then he rolls a 10! Wooooooo! Pursue please:) then he goes and rolls a 9 to my 7. Damn.
WOC T2:
The lord rallies. Left shrine moves up to 10" from the hobgobs, magic ends quickly as both casters fail to cast, footy directs his warriors into range of the 18 BB's and the angry knights take the bait of my khan who has moved out to angle them awkwardly, funnily enough he died, with all their bonuses and his mighty 4+ armour save who'd have thought that possible, the knights hit the side of footy's unit and stopped.
CD T2: The hobgoblins charge the shrine and run it down through combat res, the K'daai sigh and charge the lord again. Smithy leeches the life from footy. The blunderbuss are both in range, the 18 roll a single shot and down 1 warrior, the 21 don't even scratch the shrine - their only target. My war machines... well they all scatter again with 3 warriors falling. Oh dear. The K'daai take one wound, lord hangs around this time.
WOC T3: Footy takes his warriors into the cannon, the knights charge the 18 BB's (I should have fled), rightshrine charges the Prophets unit without damage from the stand and shoot. The WOC hellcannon gets a direct hit on the centaurs and they run away having lost one of their number, oh wait, I have gleaming pennant - not in this list you don't, that's changing back! The knights run down the last of the BB's, my cannon holds vs the warriors and the shrine passes it's re-rolled LD test. This isn't going well. The k'daai lose 2 wounds but don't disintegrate further.
CD T3: Yeah the centaurs didn't like that much, they just fled the board - thanks for coming. On the plus side the warriors are ran down by my hellcannon and the shrine goes down to the prophets BB's who reform to 5 wide for the charge of the Tzeentch warriors. Magic saw my dice all go into spirit leech (all 4 of them) to the result of 1,1,1,1. The machines all scatter wide again... Quick turn! The K'daai go down to 3 but wound the lord!
WOC T4: K'daai fail their first T-test, then wound the lord again, unfortunately it's now a 1 on 1 fight - pity. The warriors charge the prophets unit, the stand and shoot sees another '1' for shooting (my 3rd from 3 shots) and 1 warrios falls, the bsb charges one shrieker and destroys it. The warriors and BB's happy slap but nothing more.
CDT4: All this time by the way the hobgoblins have been taking 3 wounds off the hellcannon from range, that's as good as it got but I was very proud of the lads. Smithy sacrifices himself infront of the knights who were now a 5 after struggling with some dangerous twigs in a forrest. Magic sees the warriors in combat with the prophet lose their 2nd notch of armour to plague of rust and scaly skin applied to the BB's armour - handy. The prophet runs a huge 9" to mow them down. War machines scatter, except the hellcannon which got my only HIT of the game against the lone bsb, who was trusting Tzeentch alone to save him - it didn't end well for him...
WOC T5: And this is where it ended. In fairness nothing else major from either side would have died in the following turns so we called it after this moment. The knights had a rear charge against the Prophet and 14 BB's. I was going to be up 2 on the roll-off but down a dice, my logic being that fleeing would see me rally in my turn, magic up and win the combat turn 6. He ran me down. We played it out to see what would happen with the charge (I have a 1+ armour save don't forget) and from 13 wounds caused from the knights in total I saved 3. Yep that's 10 rolls of 1 and 2.
The points scored showed a victory of 700 to the WOC.
Good game all told and things would have been very different if some key rolls hadn't gone against me, I've made these conclusions based on this game:
- I want a 2nd Khan, he doesn't even need to have kit, he just needs to die to break up attacks so they are more piecemeal.
- I also want a magma cannon. The shriekers just scattered even with smithy with them and I think 1 is plenty to fill the purpose.
- I think smithy has played his last game for me for a while. He's a very expensive model for what he does, yes today he leeched footy, fair play to him, but other than that he had no effect on the game other than performing the role of a khan in turn 4.
- The centaurs really need the gleaming pennant back. Really.
- Final transmutation, if it's an option, it's in.
- Shoot war machines at MR3 knights, now write 100 times till learnt
I will therefore post the list for the next game shortly but my fingers have tired of typing right now. Let me know your thoughts.
Record after game six = 4 - 0 - 2