Hey yāall. So I had my first battle, both with the new rules, as well as my fledgling chorf army, yay! I chose a wonderful opponent for a first time outing: my former British #1 ranked Sylvan elf player brother, who has been deeply involved with super competitive tournament scenes, as well as some guys with hideous WAAC mentalities
We were playing a standard kind of battle line scenario, with a diagonal setup of terrain that weād promised to test out for a tournament thatās coming up. Iām posting our lists in the bottom.
Iāll base my comments off his succinct and rather accurate battle report here:
So right off the bat I make a major deployment mistake, essentially putting my artillery right up against the deployment edge. Good call, Anders Got charged by fresh wild riders turn 1.
No comments here, I did my best to salvage the wild-riders-behind-your-lines situation. Not a nice situation to have turn 1.
It may have been a better idea to pelt his wardancers with shooting and magic missiles, but I hoped to wipe them out and reform to face the treeman. Here came the biggest point of contention imo: the Hellshard champion challenged and subsequently got gutted. My brother then convinced me that the d6 hits should be distributed to the wardancer unit and not the dancer hero. Iām not so sure about that, but thatās how we played it.
Hereās where it all got a bit f*cky. I rolled box cars on my terror test, and as we read it, the game is basically over, cause he can charge my fleeing IG with his scouts standing behind them.
We keep playing for funsies and his Shadowdancer turns into a literal whirlwind of death, lord Hashut almighty preserve us! 13 wounds delivered
His final thoughts. It should be mentioned that my brother is a big fan of 9th age, and is quite overtly negative towards systems that he considers inferior (such as this one, as is evident by his choice of words). Canāt lie, it gets a bit grating, but what can you do.
I think I will modify my list away from the turtle bunker artillery style and possibly take some points away from the characters section.
The 10 man hobgoblin units are not viable without the overseerās standard - they run away from a stiff breeze, it would appear.
Iād really like to try bull centaurs, so Iām getting some of those soon.
Infernal Guard with fireglaives were amazing. So difficult to shift, and packs a punch, boy Iāll tell ya - especially with daemonic vessel active.
Mantle of Stone is a really good item, but takes away from other defensive gear, so youāre still very much susceptible to poison and other attacks that ignore toughness. Iniative saves - forget about it.
I didnāt get to see neither mortar nor rocket in action. The rocket got to shoot once, and despite dual re-rolls, still missed, soā¦ meh
A magma cannon stuck to an iron daemon seems to be a good choice for artillery, Iāll have to look into that.
Lists:
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CD 1200 v. 2 [1200 pts]
Warhammer: The Old World, Chaos Dwarfs
++ Characters [527 pts] ++
Sorcerer-Prophet [305 pts]
- Hand weapon
- Heavy armour
- Be a Level 4 Wizard
- On foot
- Talisman of Protection
- Mantle of Stone
- Armour of Meteoric Iron
- Daemonology
Infernal Seneschal [137 pts]
- Darkforged weapon
- Heavy armour
- Naptha bombs (not pistol)
- Standard Bearer
- Mantle of Stone
- Charmed Shield
Daemonsmith Sorcerer [85 pts]
- Hand weapon
- Heavy armour
- On foot
- Dark Magic
++ Core Units [368 pts] ++
15 Infernal Guard [308 pts]
- Fireglaives
- Heavy armour
- Shield
- Deathmask [Hellshard]
- Standard bearer [Ashen Banner]
- Musician
10 Hobgoblin Cutthroats [30 pts]
- Hand weapons and shortbow
10 Hobgoblin Cutthroats [30 pts]
- Hand weapons and shortbow
++ Special Units [120 pts] ++
1 Deathshrieker Rocket Launcher [120 pts]
- Demolition Rockets
- Infernal Incendiaries
- Hand weapons
- Heavy armour
++ Rare Units [185 pts] ++
1 Dreadquake Mortar [185 pts]
- Dreadquake Mortar
- Hand weapons
- Heavy armour
- Ogre Loader
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Snipe and dance 3 [1200 pts]
Warhammer: The Old World, Wood Elf Realms
++ Characters [336 pts] ++
Shadowdancer [165 pts]
- Spear of Loec
- Level 1 Wizard
- Lore Familiar
- An Annoyance Of Netlings
- Illusion
Waystalker [171 pts]
- Default Weapons
- Arcane Bodkins
- Bow of Loren
- A Muster Of Malevolents
++ Core Units [305 pts] ++
5 Glade Riders [105 pts]
- Hand weapon
- Cavalry Spears and Asrai Longbows
- Hagbane Tips
- Reserved Move USR
5 Glade Guard [65 pts]
- Hand weapon and Asrai Longbows
- Arcane Bodkins
9 Deepwood Scouts [135 pts]
- Hand weapon and Asrai Longbows
- Hagbane Tips
++ Special Units [314 pts] ++
7 Wardancers [118 pts]
- Hand weapon
- 6 Additional hand weapon
- 1 Throwing Spear
7 Wild Riders [196 pts]
- Hand weapon and Hunting Spear
- Light armour
- Shields
++ Rare Units [245 pts] ++
Treeman [245 pts]
- Forest Spites [A Befuddlement Of Mischiefs]