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My first WoC battle; 2000 against dwarfs
Topic Started: Dec 1 2008, 08:03 PM (232 Views)
mrtn
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Swashbuckling Moderator

I played my first game with the new armybook yesterday, at 2000 points against dwarfs.
Here's the list I used:

Quote:
 
1 Exalted Hero @ 178 Pts
    No Mark; General; Great Weapon
    Bloodcurdling Roar [20]
    Armour of Morrslieb [35]
    Favour of the Gods [5]

1 Sorcerer Lord @ 400 Pts
    No Mark; Lore of Death; Magic Level 4; Chaos Armour
    Enchanted Shield [15]
    Conjoined Homunculus [20]
    Rod of Torment [45]

    1 Daemonic Mount @ [50] Pts

1 Chaos Sorcerer of Nurgle @ 180 Pts
    Mark of Nurgle; Magic Level 2; Chaos Armour
    Stream of Corruption [20]
    Power Stone [20]

1 Chaos Sorcerer of Tzeentch @ 181 Pts
    Mark of Tzeentch; Magic Level 2; Chaos Armour; Barding
    Power Familiar [25]

    1 Barded Chaos Steed @ [16] Pts

23 Chaos Marauders of Slaanesh @ 174 Pts
    Mark of Slaanesh; Light Armour; Shield; Standard; Musician

    1 Chieftain @ [8] Pts

5 Marauder Horsemen @ 91 Pts
    No Mark; Spear; Throwing Axes; Shield; Musician

    5 Warhorse @ [0] Pts

13 Chaos Warriors @ 254 Pts
    No Mark; Option Qualifier; Chaos Armour; Shield; Standard; Musician

    1 Champion @ [12] Pts
          Chaos Armour

5 Chaos Warhounds @ 30 Pts

5 Chaos Warhounds @ 30 Pts

4 Chaos Knights of Tzeentch @ 270 Pts
    Mark of Tzeentch; Barding; Ensorcelled Weapons; Chaos Armour; Shield;
    Standard; Musician

    1 Champion @ [20] Pts

    5 Barded Chaos Steed @ [0] Pts

5 Chaos Knights @ 210 Pts
    No Mark; Barding; Ensorcelled Weapons; Chaos Armour; Shield; Musician

    5 Barded Chaos Steed @ [0] Pts

Casting Pool: 11

Dispel Pool: 6

Models in Army: 67


Total Army Cost: 1998


I used the general to lead the marauders, put the nurgle sorcerer with the warriors and the tzeentch sorcerer with the tzeentch knights.

Lessons learned: The range of Death magic isn't very good, I had two spells with 12" range, I'll probably try another lore next time.

Ld-based spells are useless against dwarves, I should have exchanged the Tzeentch one for Flickering Fire.

The combination of Cloying Quagmire and Treason of Tzeentch is great; the last turn I killed off more than half of his 25-strong unit of longbeards without even having to enter combat. :)

I can lower the number of marauders, with the MoS they still won't run for anything, and I can use the points for something else.


I refused his longbeard flank, and crushed the rest of his army with my knights. The result was a massacre; 2289 against 71 points. ^_^
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rag doll
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The Chosen
nice win,
looks like you slautered the stumpys. ^_^
Did you have any troubles vs shooting.
rag doll
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Killax
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Slaughterer of Khorne
Cheers mate!

Well I would like to know the same thing to! But the list looks good enough and WoC are quite awesome.

:lol:
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mrtn
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Swashbuckling Moderator

I didn't have too much trouble with shooting. The marauders walked right up to the cannon, but the first shot was too long (killing two), the next was a misfire, and the grapeshot (which was his last chance) killed four, so I still had a bunch of models when I charged him. Whereupon my general totally fluffed his attacks. :lol:
His organ gun killed a unit of hounds for me the first round, and was charged by my marauder horsemen the second.
His first unit of thunderers couldn't shoot anyone when I charged with everything I had, and the second unit was part of his badly managed right flank. As he had most of the terrain on his side of the table, he "had" to deploy his thunderers behind a unit of longbeards, which meant they had to spend the first half of the game just manuevering up on a hill that was in the way. The same unit of longbeards that never entered combat, and was halved by my spells...

Cheers. :)
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