[Archive] Wolf - Magic Tournament Report

Wolf :

Introduction

This was a Warhammer Fantasy Battles Tournament consisting of four games, played over one day. The armies consist of 1500 points, in addition an Arcane Disciple who can choose from any of the 8 Magic Lore�?Ts within the Warhammer rulebook.  

Legion of Azgorh (Chaos Dwarf) My List

Lord - Sorcerer-Prophet �?" 355pts

Equipment:
Darkforge Weapon
Level 4 Wizard �?" Hashut
Charmed Shield
Obsidian Lodestone
Ironcurse Icon

Arcane Disciple �?" 0pts

Equipment:
Arcane Talisman
Level 3 Wizard �?" Shadow
Flying Carpet

Hero �?" Daemonsmith �?" 110pts

Equipment
Ensorelled Weapon
Level 1 Wizard �?" Metal
Channelling Staff

Core �?" Infernal Guard �?" 374pts

1 Deathmask

Equipment:
Pistol

19 Infernal Guard

Equipment:
Musician
Standard Bearer �?" Gleaming Pennant
19 Fireglaives

Special �?" Iron Daemon �?" 310pts

Equipment:
Hellbound

Special �?" Magma Cannon �?" 140pts
Rare �?" Hellcannon �?" 210pts

Battle 1 - (Chaos Dwarfs) vs High Elves

My opponent was running a full High Elf Cavalry army, which if I recall consisted roughly of the follow:

1 Prince
1 Battle Standard Bearer
1 Arcane Disciple �?" Heavens, Dispel Scroll
6 Dragon princes
9 Silver Helms
6 Reavers
6 Reavers
1 Frost Phoenix

As my first every game in a WHFB Tournament, this list was one of the tougher lists to face for the army I was running.  

Anyway the first Battle scenario was Dawn Attack.  We rolled off and my army was to set-up first, which by chance ended up all in the middle section of the deployment zone.  As a twist of fate my opponent rolled the same deployment.

The Legion of Azgorh get turn 1.

Movement: I moved my Iron Daemon up to press against his Silver Helms and pretty much everything remained in place.

Magic: I rolled 11 Dice for the winds of Magic, Casted Ash Storm on the Dragon Princes and the rest was either dispelled or I failed to cast.

Shooting: My real concern was been able to kill the Dragon Princes, my Magma Cannon would be unable to hurt them due to the 2+ ward against flaming also I didn�?Tt want my Iron Daemon too close were they would get an easy charge off.

I concentrated my Iron Daemon and Magma Cannon shots in to his Silver Helms killing 4.
  
My Hellcannon shot at his Dragon Princes killing 2, due to the fact his Frost phoenix was hidden behind a building.

High Elves turn 1

Movement:  My opponent moved his Silver Helms up near my Iron Daemon and circled his Reavers around my flank, he also for some reason reformed his revers in conga line.  His Frost Phoenix moved out aggressively near the front of my infernal Guard and also in front of his Dragon Princes.

Magic:  He rolled average and 6 diced the Comet spell which went off.  (Spoiler alert this changed the game as my army was castled in the middle).

The Legion of Azgorh turn 2.

Not much happened apart from my Hellcannon shoots at the Frost Phoenix I roll a HIT and then roll a 1 to wound

High Elves turn 2

Not much happened.

The Legion of Azgorh turn 3.

Movement:  This is my first of many mistakes of the game, I moved the Iron Daemon slightly towards the Silver Helms (I should have moved my Iron Daemon to face the frost Phoenix) , and moved my Infernal guard to face the frost phoenix to avoid a flank charge.

Magic:  Again I roll high for my magic and got 9 dice, I Cast Ash Storm on the Dragon Princes and it goes off.  My opponent decided to use his dispel scroll.  My second mistake of the game I decided to cast the larger version of Flames of Azgorh on the Frost Phoenix, which I rolled 6 dice and failed to cast a 25 (Not thinking of the double the scatter).

Shooting:  Magma & Iron Daemon kill the last of the Silver Helms and my Hellcannon shoots at the Frost Phoenix I roll a HIT and roll a 1 to wound

High Elves turn 3

Movement: Dragon Princes move up and the Frost Phoenix presses forward.

Magic:  Uneventful

The Legion of Azgorh turn 4.

Movement again I fail to do anything useful with my Iron Daemon and leave him in place to shoot Reavers.

Magic:  Roll 6 dice and again try to bubble Flames of Azgorh, which I fail to roll high enough.

Now my spolier alert I was talking about, the Comet hits, my opponent rolls conservative but still hits my infernal guard, Helllcannon, magma cannon and Daemonsmith.

I lose three infernal guard, he rolled to hit my magma cannon which causes a single wound.  Then I make the biggest mistake of the game I roll a Look out sir for my Daemonsmith on my Hellcannon and the Hellcannon take 3 wounds, my opponent rolls against my Hellcannon and causes another 2 wounds and the Hellcannon is dead :sick.

Lesson learnt the hard way, I should have put all the wounds on the Magma Cannon as the combats were starting to roll in and the cannon could only hurt Reavers, this mistake changed the dynamic of the game.

Shooting: My infernal shoot at his Dragon princes and he has 3 Dragon prince left, Magma and Iron Daemon fail to kill anything.

High Elves turn 4

Frost Phoenix goes in to my Magma Cannon kills it and reforms to face the rear of my infernal guard.

The Dragon Princes don�?Tt move and his Reavers chaff up my Iron Daemon.

Magic:  My opponent cast the larger version of the comet right on my iron Daemon.

The Legion of Azgorh turn 5.

Movement I engage the boiler and get my Iron Daemon out of dodge, this stops my Iron Daemon from been able to shoot at any targets.

Magic:  Was a wash.

Shooting: My infernal shoot at his Dragon princes and he has 1 Dragon prince left

High Elves turn 5

Charges:  his Frost Phoenix goes in to the rear of my infernal guard wins combat and runs them down and the Reavers don�?Tt move.

Magic:  Comet comes down misses my Iron Daemon, however kills a unit of Revers.

GAME �?" High Elf victory and well deserved.

I will post a report on the reamining three Battles later.

Thoughts? :hat off

ThorAxe:

Curious as to what an arcane disciple’s rules are. Depending on rules, I would leave high wizard level to him, make a daemon smith general, and run a large army. This arcane disciple intrigues me

Wolf :

Curious as to what an arcane disciple's rules are.  Depending on rules, I would leave high wizard level to him, make a daemon smith general, and run a large army.  This arcane disciple intrigues me

ThorAxe
Rules as requested below:

Arcane Disciple

Equipment:

Hand Weapon, Arcane Talisman.
Arcane Talisman - The Arcane Talisman grants it�?Ts bearer a Ward Save of 5+. In addition, the bearer may re-roll a Channel roll of a 1.

Special Rules:

Devout Follower - The Arcane Disciple is a Devout Follower of one of the winds of Magic. You must select one of the eight types as follows:

Self Preservation - If charged, the Arcane Disciple may choose to flee as a charge response, but does not have to. If a flee is declared, it is made with the Swift stride rule. In addition, the Arcane Disciple automatically rallies at the beginning of their next turn.

Level 3 Wizard - The Arcane Disciple is a Level 3 Wizard, and as such generates 3 spells from the Lore available to them.

Trusted By None - The Arcane Disciple id treated as a unit of one model. No Character may join the Arcane Disciple to make a unit, but the Arcane Disciple may benefit from the Look Out Sir rule if within the appropriate distance of an appropriate unit.

Note: The Arcane Disciple should be mounted on a 20 x 20 mm or a 25 x 25 mm base, depending on your army.

M WS BS S T W I A Ld
4 2 2 3 4 3 4 1 8

The Lore of Fire

Generates spells from this Lore. In Addition to the Equipment Listed, a Disciple of the Lore of Fire also has the Feedback Scroll.

The Lore of Beasts

Generates spells from this Lore. In Addition to the Equipment Listed, a Disciple of the Lore of Beasts also has The Terrifying Mask of EEE! And Sword of Swift Slaying.

The Lore of Metal

Generates spells from this Lore. In Addition to the Equipment Listed, a Disciple of the Lore of Metal also has the Forbidden Rod and Channelling Staff.

The Lore of Light

Generates spells from this Lore. In Addition to the Equipment Listed, a Disciple of the Lore of Light also has a Power Scroll and the Sceptre of Stability.

The Lore of Life

Generates spells from this Lore. In Addition to the Equipment Listed, a Disciple of the Lore of Life also has the Wand of Jet and a Scroll of Shielding.

The Lore of Heaven

Generates spells from this Lore. In Addition to the Equipment Listed, a Disciple of the Lore of Heaven also has the Earthing Rod and a Dispel Scroll.

The Lore of Shadow

Generates spells from this Lore. In Addition to the Equipment Listed, a Disciple of the Lore of Shadow also has the Arabyan Carpet.

The Lore of Death

Generates spells from this Lore. In Addition to the Equipment Listed, a Disciple of the Lore of Death also has the Sword of Striking and a Healing Potion.

MadHatter:

Apart from the stuff you pointed out yourself I’d say to many wizards for to few dice. The magmacannon doesn’t really need it’s reroll so perhaps drop the Daemonsmith?

If your going shooty against HE you could run 2 Deathshriekers with a lvl 4 of Hashut between them and cross your fingers for Ashstorm and Dark Subjugation. Ideallu lower the generals leadership by 2 at turn 2, ashstorm. Target demolition rockets at their monsters and regular blasts on their large units, wrecks 'em horribly :slight_smile: