[Archive] Magestorm part 2

Vogon:

Magestorm part 2

Game last night against some high elves in the Magestorm campaign.

This was my second game in the campaign but unfortunately I forgot my camera last time (it was against Orcs backed up with a Beastman Great Shaman) which I won. Though as my (Black) Orc Great Shaman died I didn�?Tt get any bonuses.

I�?Tve used the same list from the practice game in all my games so far and it�?Ts been pretty effective.

See here
http://www.chaos-dwarfs.com/forum/showthread.php?tid=14486

As the �?oDespoiler�?� faction won overall last week I got a nice little bonus for this game. Each turn the first spell that failed to cast I got an extra dice to throw at it and the same for dispelling. However if a 1 was rolled for either it caused a miscast immediately.

My opponent last night took the following (approximately)

Magestorm Wizard
Level 3 Arch Mage (High Magic)

Army
Level 2 Mage (High Magic)
Prince (Heavy Armour, Lion Cloak, Enchanted Shield, Sword of Might)
20 Archers Full Command
20 Spearmen Full Command
20 Swordmasters Full Command

Meeting engagement was rolled and out of both armies the only thing that was held in reserve was my Taur�?TRuk.

I didn�?Tt manage to remember to take a photo of the set up but one of the main things was the fact there was a Wizard�?Ts Tower right in the centre of the board. Both of us set up with our Magestorm wizards out there on their own within 3 inches of the tower. He rolled a 6 to go first and his first move was to take the tower with his wizard.

He moved everything forward and then cast Walk Between Worlds to move his Swordmasters about 2 inches from the flank of my Bull Centaur Renders.

Shooting was ineffective, he launched his arrows at my Magma Cannon but did no damage. On to my turn

My first order of business was to charge the tower with My (Black) Orc Great Shaman.
I then moved the Bull Centaurs well out of reach of the Swordmasters and brought the Taur�?TRuk on behind them.

Magic and I rolled a reasonable 8 dice so as I�?Td charged the building I attempted Fists of Gork. Oh no, Snake eyes! Fortunately the Despoiler bonus let me throw another dice at it and got a 6 so cast. Unfortunately seeing his Archmage as very vulnerable he dispelled it. I then cast foot of Gork with the rest of my dice and got it irresistibly. As my Taur�?TRuk was a bit close to the Swordmasters I decided to aim for the Spearmen and rolled a hit. 13 died and then Gork got bored and wandered off.
The miscast was Calamitous Detonation which caused a wound on my Shaman but as he was in base contact with the building the Archmage inside took D6 strength 10 hits with naught but a 6+ ward to protect him. He died :slight_smile:

Shooting my Fireglaves shot at the now much reduced spearmen causing a couple of wounds and then they fled.

The Magma Cannon took aim at the Swordmasters catching 9 plus my Taur�?TRuk under the template. Fortunately his high toughness saw him straight and 8 swordmasters burned to death.

Here�?Ts a picture at the end of the first game turn.


Onto the second turn declared charge with his Swordmasters on my lonely orc shaman and I decided to flee rather than face a full unit with a prince in it. He then rallied his fleeing spearmen.

Magic and he cast hand of glory on his archers boosting their BS by 2 and I stopped his other spells.

Shooting and he (only just) managed to kill my Orc Shaman with his boosted archers. Despite the whole unit shooting he only managed to cause 2 wounds on the T5 Orc but without any sort of ward save he was stuffed.

My turn 2 and I declared Charge with my Bull Centaurs on his few remaining spearmen who held.

After rolling just three for the winds of magic I didn�?Tt bother attempting any spells from my level 1 Daemonsmith as I didn�?Tt want to risk anything while stood next to the Magma Cannon. Shooting and my fireglaves were not in range of anything but my Magma Cannon wiped out a bunch more Swordmasters now they were safely away from my Taur�?TRuk.
Combat and my Bull Centaurs defeated and chased down the spearmen and thundered straight into the flank of the archers :slight_smile:

Photo at the end of turn 2

His turn three and he declared charge on my Infernal Guard with his Swordmasters but failed to make it.
With no magic user or unengaged archers we went straight onto combat. He managed to cause one wound on my Bull Centaurs and I caused a few in return but they passed their break test and turned to face.

My turn 3
No movement and my one attempt at casting a spell failed.
Shooting and the rest of the Swordmasters were seen off by the Magma Canon leaving just the Prince who also took a wound.

Combat and the Bull Centaurs and the Archers continued to trade blows. Once again 1 wound done on the Bulls for three in return and they still passed their break test.

Turn 4

His prince declares charge on my Infernal Guard who hold.

Straight into combat.

The Bull Centaurs kill another three elves to no wounds in return but still those damned archers hold.
This could go very badly for someone.


I declare a challenge with my IG champion who dies an ignoble death but thanks to the rest of the unit not taking too many hits the combat is drawn.

My turn and I move my Fireglaves down the hill to hopefully charge into the combat next turn then straight onto combat. The Bull Centaurs kill another three elves to no wounds in return, I think I see a pattern forming.
The Prince kills a couple of dwarfs but I fail to get past his armour and he passes his break test.

Turn 5
The Archers take the final wound off the musician but I manage to kill 4 in return. Finally they break, flee and are chased down.

The Prince fluffs all his attacks and I manage to get a wound on him as well. He too fails his break test and runs. I chase but end up an inch behind him.

My turn and my Taur�?TRuk declares a charge on the prince who then flees back through the unit of IG but passes his Dangerous terrain test.

Magic and I finally get Flamestorm off with my Daemonsmith and it doesn�?Tt scatter :) The Prince loses his final wound and there are no more elves on the table.

Another win for the Chaos Dwarfs and the Despoilers.

On the whole I think the High Elf player put too many eggs in the Swordmaster basket. He was obviously attempting to use them to take out my Bull Centaurs by using walk between worlds but once the simply moved out of range they were a sitting duck for the magma cannon which is just deadly against lightly armoured T3 troops.
The loss of My (Black) Orc Great Shaman was once again a bit of a blow as despite I didn�?Tt get to roll on the bonus table for him after the battle but at least the Archmage had to roll on the injury table (-1Ld). I know I should try to keep him out of harm�?Ts way but that wizard�?Ts tower was just too tempting.

Vogon:

Sorry for the delay in posting but it has been a frantic few weeks (and not hobby related at all :frowning: )

Well last week I managed a win against the store managers wood elves but due to various things going on I didn�?Tt get a chance to post a battle report.

It was probably the closest game I�?Tve had to date during this campaign and managed the win based on my Orc Shaman rallying in my final turn.

Anyway Thursday night The Dwai Zharr were back in action for a game of Triumph and Treachery Vs. Skaven and Orcs.

Oh my god that was fun.

As I had not up until this point lost a game I was still at 1000 points + the magestorm wizard but my opponents who had both had a smattering of wins and losses had 1100(Skaven) and 1250(orcs) plus their associated magestorm wizards.

So the campaign is split up into factions, Destroyers, Despoilers, Protectors and Crusaders and last night I was facing off against two from the Destroyers (I�?Tm in the Despoilers faction) in a game of Triumph and Treachery.

Now it was theoretically advantageous for them to team up against me and wipe me off the map as I was in an opposing faction when the game type was rolled as the artefact one I thought it might be an idea to try to keep out of trouble and castle on the hill with the chapel and place the magma cannon next to it the Fireglaves in the chapel and everything else gathered round them in their 12�?� deplotment zone.

You can see the deployment here.



First Turn and the Skaven player went first. He declared me as his opponent for that phase and then the Doom wheel set off towards the artefact and the two big blocks of skaven set off across the board towards the orcs which seemed to him to be the more immediate threat.

Magic and he declared the orcs as his opponent and attempted to cast Wither on them but it was dispelled he also attempted to cast wither but failed ending his magic phase.

Shooting and I was the target this time. He restrained from shooting with his Doomwheel as his own units were closer than mine were but then killed 2 IG with his unit of Jezails. He attempted to shoot with his Warp Lightning cannon but I had the Sabotage card so he couldn�?Tt.

Orcs went next and the big unit of savage orcs with all the characters in stormed forwards towards the objective. His spiders marched through the ruins towards the skaven and moved his boar boys over a bit.

He after a very low dice pool roll he cast the curse of Anraheir on the doomwheel and that was it.

Obviously no shooting and no combat at this stage.

Finally I get a go.

I attempt to march my Bull Centaurs forwards but he has a card that prevents them marching so they move at normal rate. Magic and I roll 7 for my casting pool and immediately throw 6 at the big version of foot of gork as the only spell I have in range of anything. It is cast (but not irresistibly) and I target the big unit of storm vermin. The foot scatters and catches a warpfire thrower but then Gork gets bored and wanders off.

Shooting and I take aim once again at the storm vermin and manage to kill a measly 4 after a poor roll on the artillery dice.



Still that was the end of the phase and I get a victory token for killing the warpfire thrower.

Turn 2

Skaven goes first again and in his movement phase he calls the orcs his opponent and declares a charge with his skaven clan rat unit containing both magic users on Orc�?Ts the spider riders who elect to hold. The doomwheel passes its dangerous terrain test and realising only the general can grab the artefact turns round and heads my way.

I don�?Tt recall any magic happening but I do remember the shooting. Another two IG taken by the jezails and then the Warp lightning cannon decimates the rest of the unit leaving just 7 left. Thankfully they pass their LD and stay in the battle.



Combat and orc player uses a Triumph and Treachery card on the Clan rats robbing them of their rank bonus and therefore LD bonus. First off they failed their fear test as there was a giant spider in the front rank. They still manage a couple of wounds but the return attacks did a lot of damage they fled and were chased down with the spiders then hitting the flank of a very large unit of slaves.

Then it�?Ts my turn and I attempt and fail a charge on the doomwheel after rolling thee 1s for the charge distance with my Bull Centaurs. I then move the remaining IG and Orc Shaman up to get the Shaman in range of more stuff.

My magic phase and I roll snake eyes (Oh great dice gods have you forsaken me?) so I decide to use Hand of Gork to get my Bull Centaurs out of range of any shooting from the Doomwheel.

I shot at the Savage Orcs with the magma cannon but only managed to kill a couple thanks to their ward save with none of my guys in combat it was on to the Orc turn 2

And here�?Ts where I realised my mistake. The only unit on the table not assembled and painted was the Orc player�?Ts Savage Orc Boar Boys and I�?Tll admit I didn�?Tt really notice them until they declared charge on the flank of my Bull Centaurs who I�?Td just magically moved to what I thought was safety and to hopefully set up a charge for my next turn. Their charge was through some difficult terrain and one orc failed the test and died on the way into combat so that at least meant he�?Td lost his rank bonus.

See Picture.



Still could be worse couldn�?Tt it? Oh yes magic and the wily old Orcs declared their opponent to be the Skaven and then used their Beasmen Shaman to cast Wyronn�?Ts Wildform and Savage Beast of Horros on the Boar Boys in combat with my Bull Centaurs (which the skaven player obviously let through) and I could do nothing to stop him.

No shooting and then onto combat.

After a surprisingly lengthy deliberation about who to declare as his opponent in combat realising that the only thing in my unit he could actually hit was the Taur�?TRuk compared to potentially wiping out all the skaven slaves he decided to go for me aferall.

I promptly declared a challenge which his unit champ declined. As I had the higher initiative (unusual for a dwarf army) I went first and managed to hit and wound 4 and then after playing a card that meant he had to reroll saves he had 4 dead on his hands. Despite all the buffs he managed only one wound giving me the win and consequentially losing his frenzy into the bargain.

Turn 3

And it�?Ts the Skaven�?Ts turn again



He declared his opponent as me for the movement phase and as the Orc player had declared me his opponent for the last combat phase the spiders had to back off an inch leaving the slaves free to move (run away?) which they did moving up around the far end of the board I think to attempt to charge the big unit of orc savage boys in the back next turn.

In the compulsory moves he pointed his Doomwheel at my few remaining IG and tore straight into them.

As he had no magic users left he went straight onto shooting the Doomwheel killed one IG and the jezails missed the Orc Shaman thanks to long range and single character on foot. The Warp Lighting Cannon was also aimed at the shaman but the shot sailed over his head and hit the Magma Cannon taking two wounds from it.

Combat and my Poor IG stood firm in the face of the Doomwheel and only took 1 wound from the impact hits. The skaven crew failed to do any wounds and then I managed one in return. So he won by one but I passed my LD test comfortably.

Then it was my turn next.

I couldn�?Tt really move anything so I moved straight onto magic and once again I attempted the big version foot of Gork and threw 6 dice at it. It cast on lots and wasn�?Tt dispelled so away I went.

To cut a long story short it killed all remaining storm vermin, two of the three jezails and 15 of the slaves before I rolled a 2 and the spell ended.

I then cast Gaze of Mork at the doomwheel but failed to do any damage.

Shooting I shot at the savage orcs with the magma cannon killing 4 of them.

Combat and I declared the orcs my opponents (causing the Doomweel to back off an inch) and Once again declared a challenge with my Taur�?TRuk and this time the unit champ accepted. I despatched him easily but the combat was a draw.

Orcs turn and the big unit of savage orcs with the general grabs the artefact!

The spiders turn around to face the flank of the skaven slaves readying for a charge.

Magic and once again The orc player declares the skaven player as the opponent and casts a load of boost spells on the Boar Boys.

Combat and My Taur�?TRuk kills another 3 and the last guy fails to wound, but despite everything he stays put.

Turn 4 (after all that is it still only turn 4?)

I go first :slight_smile:

My first port of call is to declare charge on the Doomwheel with my last few IG figuring it�?Ts better to charge than get charged, and at an inch away even Chaos Dwarfs cant fail that one.

Magic and another rubbish roll for casting pool so I gave hand of Mork a go with the two dice I had and used it to move the Magma Cannon to a better vantage point to shoot at the Savage Orks, which I duly attempted but the Orc player played an �?oItching Powder�?� card which prevented my warmachine from shooting.

Combat and I declared the Skaven as my opponent, the last remaining Savage Orc Boar boy backed off an inch and the Doomwheel Rolled for the impact hits (D3). As I was down to my last three guys I lost the musician to the impact hits but no other wounds I then did a single wound back and thanks to the banner and charging I won by two. I used a card to bump it to three and the doomwheel turned and fled. Unfortunately the IG just couldn�?Tt keep up and it escaped.

Skaven player and there is little he can do, he moved his skaven slaves to threaten the flank of the Savage orcs and then used his last remaining jezail to pick of the unit champion of my IG and the banner bearer passes his panic check and then it�?Ts onto the Orc player.

The Spider Riders charged the flank of the Skaven Slaves again and backed up his unit of Savage Orcs to make off with the Artefact and the lonely Savage Orc Boar Boy finally free of combat moves round to the rear of the Bull Centaurs. In his magic phase he uses Wyronn�?Ts Wildform on his spider Riders and gets irresistible force. The resultant miscast causes a single wound on the shaman and drains the rest of the dice from the magic pool.

Combat and the Skaven slaves fail their fear test and do no damage to the spiders, the spiders then killed a few and the slaves then failed their break test and scattered. With the last roll of the game (the store was closing) the scattering slaves did one wound on the spiders and the armour save was failed.

So the Orcs won and counting up the tokens I had come second with the skaven bringing up the rear.



As I had neither won nor lost I was given the opportunity to roll to see if I got a boon, which ended up being a 5+ ward save for my Black Orc Shaman.

All in all a decent result but I knew that with the game type being seize the artefact there was no way I was going to win having a lowly level 1 Daemonsmith as my general.

Cheers

Vogon