Unnamed4000 Pts - Chaos Army
1 Archaon, Lord of the End Times @ 855 Pts
General
#Slayer of Kings [0]
#Armour of Morkar [0]
#Crown of Domination [0]
#Eye of Sheerian [0]
1 Steed of the Apocalypse @ [70] Pts
1 Exalted Chaos Champion @ 178 Pts
Mark of Khorne; Frenzy; Chaos Armour; Shield; Barding
Axe of Khorne [25]
1 Chaos Steed @ [0] Pts
1 Chaos Sorcerer @ 170 Pts
Mark of Chaos Undivided; Magic Level 2; Chaos Armour
Dispel Scroll [25]
Power Stone [25]
1 Chaos Sorcerer @ 186 Pts
Mark of Chaos Undivided; Magic Level 2; Chaos Armour; Barding
Power Familiar [50]
1 Chaos Steed @ [0] Pts
4 Chosen Chaos Knights @ 275 Pts
Mark of Chaos Undivided; Barding; Chosen Unit; Shield; Standard; Musician
1 Champion @ [20] Pts
5 Chaos Steed @ [0] Pts
9 * Chosen Chaos Warriors of Blood @ 305 Pts
Mark of Khorne; Frenzy; Chosen Unit; Great Weapon; Chaos Armour; Shield;
Standard; Musician
1 Champion @ [12] Pts
11 * Chaos Warriors of Blood @ 279 Pts
Mark of Khorne; Frenzy; Halberd; Heavy Armour; Shield; Standard; Musician
1 Champion @ [12] Pts
19 Marauders @ 165 Pts
Great Weapon; Standard; Musician
1 Chieftain @ [10] Pts
19 Marauders @ 165 Pts
Great Weapon; Standard; Musician
1 Chieftain @ [10] Pts
5 Marauder Horsemen @ 81 Pts
Flail; Musician
5 Warhorse @ [0] Pts
5 Marauder Horsemen @ 81 Pts
Flail; Musician
5 Warhorse @ [0] Pts
5 Chaos Warhounds @ 30 Pts
5 Chaos Warhounds @ 30 Pts
1 Chaos Chariot @ 120 Pts
Mark of Chaos Undivided
2 Chaos Steed @ [0] Pts
2 Chaos Warrior Crew @ [0] Pts
Halberd; Heavy Armour
1 Chaos Chariot @ 120 Pts
Mark of Chaos Undivided
2 Chaos Steed @ [0] Pts
2 Chaos Warrior Crew @ [0] Pts
Halberd; Heavy Armour
9 Chosen Chaos Warriors @ 260 Pts
Mark of Chaos Undivided; Chosen Unit; 2ndWeapon; Chaos Armour; Standard;
Musician
1 Champion @ [12] Pts
6 Chosen Chaos Knights of Blood @ 410 Pts
Mark of Khorne; Frenzy; Barding; Chosen Unit; Shield; Standard; Musician
1 Champion @ [20] Pts
7 Chaos Steed @ [0] Pts
1 Hellcannon @ 270 Pts
3 Hellcannon Crew @ [0] Pts
Heavy Armour
Casting Pool: 9
Dispel Pool: 10
Models in Army: 113
Total Army Cost: 3980
I got 0&1 for archaon(usefull), 1&5 from shadow and fire to other mages(shadow on foot character). In otherwords. Extremely good spell selection. Empire army(roughly):
Valter II
mage w/2 scrolls and reroll spell
25(?)xspearmen w/2 halberd detachment(8 strong)
25(?)xswordmen w/2 halberd detachment(8 strong)
2x10 handgunner
12xbasic knights w/steel standard
2xcannon
mortar
hotpot
5 huntsmen
So. I had nice forrest on my side(bit on left), hill on right. Hill and forrest(next to each other) were center-right. 2 buildings on his left(my POV), hill on bit right.
He deployed hotpot and knights+valten on his left, mage around there too, cannon bit right to buildings and spearmen block around there too. Both handgunner blocks around center. Swordmen on right. On hill was mortar. On right was second cannon. Huntsmens infiltrated behind forrest on right.
I deployed as follow(handy to have more units
In center were hounds screening chosen warriors(both of them, khorne on left). Then came non-chosen khorne warriors with marauder block(along with foot mage) behind them. Next to them, on right side and in hill, was hellcannon. Right to hill was charriot, marauder horsemen block and then khorne knights + hero. Left to hounds was forrest which hid behind other charriot and front of charriot was Archaon. Left to him another horsemen block(but bit south from archaon) screening undivined knights with sorcerer. I put Archaon there since I wanted him to deal with Valten. My priority wasn't so much as to kill empire, but rather ensure he doesn't kill too much of my stuff(scenario goal remember). Thus last thing I wanted was Valten running havoc among my line with his hideous Ghal Maraz. Archaon is only man in my army that could even remotely hope to deal with him. Especially when you concider his bodyguard of 12 knights...And beside it's only suitably heroic when generals fight together
So. Empire turn #1:
Knights advance at pretty much full speed. That's it. Then he remembered his huntsmen which came from the right(darn. Wouldn't have deployed khorne knights there if I had knewn of huntsmen but ah well. My stupidity anyway. He rarely if ever leaves them out of list so my mistake on not thinking anyway). No other movement. Magic. He rolls 7 for the reroll spell and I opt to try with 3 dice dispel. And roll double 1...And he got 3 rerolls.
Shooting. One cannonball smashed left charriot, second cannonball failed to hit charriot. Mortar hit middle of hellcannon and killed 2 crew(with help of rerolls). Hotpot failed to do anything. Handgunner #1 shot at hellcannon and 4 barely were in range. One hit into crew but failed to wound. Untill he used last reroll and killed last remaining crew...GULP! Second handgunner block didn't reach anything.
Chaos #1:
Hellcannon rampaged into flank of khorne warriors(the non-chosen ones). Not hard since they were ~0.5" from it...OOOPS! This also slowed marauders into grind. These instantly got role to eventually draw hellcannon and let more important chaos warriors(which were on other side of khorne block) run like hell from the cannon. After sorcerer from said marauder block joined the undivined block(okay, first warriors moved, then mage).
On left flank Archaon spied hated Valten and decided to crush Imperial moral once and for all. Charge into block. Alone. Marauder horsemen there moved past him while chaos knights moved bit left. Rest of horde ran toward empire lines as fast as they possibly could.
Magic. Fireball killed 2 halberdier from leftmost detachment from spearmen. Irresistable force conflaragation of doom caused 13(or was it 14) hits into spearmen ending up with many many casualties(okay let's be precice. 7). Orange fire(the reroll all, tzeentch best spell) was scrolled.
No shooting(obviously since hellcannon was rampaging). Combat. The said hellcannon killed 2 warriors(which desperatly tried to use hand weapon and shield. Need to ensure unit doesn't fall below 6 for as long as possible). And in big combat Archaon unleashes full force of the Slayer of The Kings(oh really...With me being -4 to start with, -5 if he has warbanner...) and drops Valten stone dead(4 wounds). Of course special ability gets him back up. I lost regardless but Crown of Domination kept him there. He lapped around with 1 knight.
Empire #2:
Halberd detachment(the hurt one) tries to charge horsemen. Close call but dice roll said didn't make it. No other charges. Huntsmen go to draw khorne knights. Magic. Miscast ended that one(phew). Shooting. Cannonball #1 smashed second charriot. Cannonball #2 failed to get into flank of undivined knights(fell short). Handgunners try to pepper hound unit but together only kill 2(wtf?) which ran. Combats. Hellcannon continued through poor warriors but only one fell. In big combat Archaon dropped Valten down, again, and lost again, and once again only crown of domination kept him place(this is getting too close!). He suffered wound from the Slayer of The Kings.
Chaos #2:
Sorcerer from undivined knights charged the knight block(just to ensure that +1 for flanking doesn't stay). Khorne knights into huntsmen(hold). Horsemen block into detachment(hold). Undivined knights move further to left and now look into flank of knights(hold on there Archaon! Be a hero you are supposed to be!). Rest of army heads toward enemy, again. Hounds rallied(and prepared to be yet another hellcannon bait). Magic. Second scroll was drewn, that's it for now. Combats. Khorne knights did short work(no really!) of huntsmen and overrun past the table edge. Marauder horsemen made short work of several halberdiers but rest held...Drat. Archaon once again dropped Valten down(again...) and suffered second wound(what's up with that ward save? 2 rolls, 2 fails...). Combat was lost, again, though sorcerer didn't suffer wound. Both held as well. Knight lapped into flank of sorcerer.
Empire #3:
No charges, again. One halberd block on right prepared to draw the khorne knights. Second near spearmen turned to look at horsemen. Magic. Spell was scrolled(I'm not taking my chances, not anymore! Last time I though dices would be enough it costed me my hellcannon which is now eating through my poor khorne warriors...). Shooting. He managed to kill 2 undivined chosen knights and not much else. Hounds next to handgunners were reduced to 2 though they held. Combat. He managed to wound the sorcerer but Archaon, yet AGAIN, dropped Valten who only rose up back up(anybody else agrees that's just infernal special ability?). And by the way. Sword of The Kings caused 2 wounds of which I saved only 1. Now I'm down to 1 wound. Will Sword kill me before Valten dies? Oh and my characters held in combat juuuust fine.
Chaos #3:
Undivined knights charged into flank of empire knights(NOW we are talking!). 2 hounds charged into handgunners. Khorne knights moved and prepared to charge the halberdier detachment ahead(want to get into thick of combats soon). Horsemen block on right used fast cav ability and moved into flank of swordmen unit that had moved next to them(I have da plan). Khorne chosen warriors start to be close to spearmen). Hound unit moved between marauder block and hellcannon(which was still fighting against warriors since it had trouble hitting them). Magic. I cast conflaragation. Didn't do much though. 2 halberdier from second spearmen detachment fell. Orange fire dispelled(I deliberatly casted it now). I then powered up unseen lurker and the horsemen crashed into flank of swordmen. MWAHAHAHA! That should hold them for a while and then chosen undivined warriors are charging them anyway.
Combats. Horsemen hit swordmen and hit them hard. Several swordmen fell and rest didn't see that if they DON'T run they likely kick butt with the horsemen and instead opted to flee
Empire #4:
Things were getting just wee bit desperate now. On left halberdier detachment charged rear of horsemen. Shooting. Cannon on right(straight next to khorne knights, oops!) guessed 0", rolled 2"(this ain't good) so only missed first knight in line and then proceeded to roll 10" which meant all par the 1(which was hit anyway since hero passed the look out sir roll). No 1's to wound and I was suddenly missing my 7 chosen knight of khorne...This is bad, very very bad! Not much of other shooting that I can remember.
Combats. Handgunners killed last dog(good dog!), horsemen broke the halberdiers and crashed into handgunners though this required reroll from their mark of undivined, which was due to scenario(I'm liking these horsemen! You are heroes! Keep it up and you will become chaos warriors!). Halberdier detachment broke the horsemen which ran. And the big combat. Chosen knights killed 2 knights, steeds killed another. Sorcerer killed 1 more. Archaon dropped the Valten though this time it got awfull close(got 6 hits(plus another into himself which failed to wound) which generated ONE wound...If Valten could pass his 5+ ward save Archaon would be in deep doo doo, facing his 6 ghal maraz attacks! Luckily he failed to roll that). Then to opponent's horror he failed the LD check to get back up! VALTEN WAS KILLED! Rather obviously this was end of combat. 5 casualties + standard + flank vs his standard. I pursued with all and due to knights being on their flank move was toward empire line. With spearmen conviniently showing their flank to spearmen. Now the battle was rolling up
Chaos #4:
Knights charged into flank of spearmen(they opted to hold, otherwise I would just run over them most likely). Archaon moved toward north and next to wizard. Khorne hero charged the halberdier detachment(now things are rolling!). Not much else. Magic. Red fire burned the empire wizard, orange fire dispelled(he wanted to avoid rerolled ward save vs cannon most likely). Conflaragation did something minor. Finally steed of shadows, using power stone since rest of spells drew power dices to 1 only sent sorcerer alone into right cannon(hopefully he doesn't break and thus hold them from shooting at khorne hero). Combats. Chosen knights fail up big time and only killed 1 spearmen...Drat. Atleast I still won(flank, standard, casualty vs standard and US) though they held. Horsemen ran through handgunners and killed them and crashed into mortar. Khorne hero whufled(is that even a word) and killed only 2 halberdiers. Sorcerer failed to cause wounds, neither did enemy and I held.
Empire #5:
He was just shooting at my forces desperatly trying to get rid of some expensive stuff and get some vp's. Hotpot hit top of mounted mage but failed to wound(phew). Cannon in center fell short of Archaon(phew). Combats. Sorcerer against cannon crew suffered a wound and run, without killing single crewmember. Atleast he prevented them from shooting. Mortar crew was killed. Khorne hero broke the halberdiers but pursuit wasn't long(good) but enough to outrun the halberdiers(even better). And chosen knights decided to make up for last round and hit with everything(that's 7 S5 hits) which generated 6 wounds which in return killed 5 spearmen. Horses got bloodraged as well and killed another. Spearmen broke and was outrun.
Chaos #5:
I opted to not be coward and charged halberdier detachment ahead with Archaon. KILL 'EM ALL! Mounted sorcerer moved next to hotpot(and well within minimum range). Khorne hero prepared to charge cannon on right. Chosen knights and horsemen prepared to do same on center cannon. In magic orange fire dispelled(10 and he had only 2 dice...Bugger). Fire ball and conflaration burned the hotpot in place(take that!). Combat. Archaon swung and dropped Halberdiers stone dead(mwahaha). Only one minor detail. One 1 to hit was rolled.
No prob. I need 4+ to wound myself. 4...Suddenly I remembered battle report in latest white dwarf. Ah well. 3+ ward save. Not too to fear.
I rolled the dice...
It bounced and came to rest...
2...
Archaon was killed...
By his own sword...
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRGGGGGGHHHHHHHH!
Maybe I didn't scream as loud as the chaos player in battle report but I certainly tried to!
Empire #6:
Draw was certain, could they snatch up victory? All he had left were 2 cannons.
One grapeshotted into chosen knights(he needed to kill 1 to get half vp's from there). 2 wounds were caused, one 2 was rolled for saves...Bugger.
Second grapeshotted into unhurt khorne hero. Several wounds were caused(gulp!), 1 wound caused(drat. Half vp's!).
Chaos #6:
I crushed the cannon crews and with that game ended.
Then it was time to calculate casualties inflicted upon chaos horde. Lots and lots of units at half size, lots dead, Archaon dead...
And the vp score was...
Empire score: 1980!
Empire fell short of victory by 20 points! That was TOO close for comfort. Had he killed the khorne hero with that grapeshot or get that horsemen block below half strenght or anything he would have won he game...
That was definetly close game. Scenario was definetly fun one and I would suggest anybody try it atleast for once. It was made even more fun by the Climatic combat between Valten and Archaon. I could just imagine Archaon hacking madly at the Valten screaming DIE DIE DIE DIE DIE!!!!!! He must have got pretty damn frustrated at the end