So we were painting our asses off trying to get our armies ready to
stomp eachother and we decided to play a small tryout teambattle to get
some feel on some of our units and to see the painted ones comming to use.
This will also be my first battle report so it will be a bit slacky and
the photography is crap since we had but one fugly ass lamp to light the
room that gave a sort of orange glow to everything. Anyway here we go
Also i want to say that i will not finish this in one go so it will get
updated with the pics, army lists and details as soon as i have time
(and find the cord to my camera-comp connection ^^)
PRE BATTLE
The match will be played on a table X" wide and Y" long.
The pointlimit is set to 1000p per team.
Team 1Team one combines two fairly strong shooter/magic armys.
Team one consists of Jonas' fearcausing Toomb Kings and Martins
triggerhappy High Fruits.(also known as High Elves)
Jonas' army of Tomb Kings X points
High Priest
+X
pharao thingy
+X
10 skeleton archers
15 skeletons
+shields
+command squad
Martin's army of High Elves X points
High Elf Wizard
+lvl 2
+Amuletthingy
+Dispell scroll
High Elf bolt thrower
+X
Lorthren Seaguards
+command
+X
Team 2Team 2 combines two magic strong melee armys.
A wierd combo of Anton's small green(worthless) nightgoblins and Emil's
fast chaos army with strong slow backupp.
Anton's Nightgoblin army X points
Goblin sorc
+lvl 2
+staff of powerdicestealing
20 nightgoblins
+shields
+command
+fanatic
20 nightgoblins
+shields
+command
+fanatic
20 nightgoblins
+bows
+fanatic
Emils Chaos army X points
Chaos Sorcerer
+lvl 2
+Mark of Tzeentch
5 Chaos Wolves
5 Chaos Wolves
5 Chaos Marauder Horsemen
+spears
12 Chaos Warriors
+Mark of Khorne
+Command
Before deployment
[left]
rolls were made for setting terrain,spells for the spellcasters, what
team deploys first and what team starts off and this is what everything
came down to:
Team 1 got their wanted hill and put their boltthrower on it.
Team 2 took the second hill and placed it to remove some LOS for the
bolt thrower.
The High Elf Wizard got crap spells(for this opposition) with a roll of
1,3 giving him the 5+ wardsave/stubborn and drain magic spells.
The Goblin Shaman got decent spells getting the Hand of Gork and Gaze
of Gork spells. The Chaos Sorcerer rolled great with a 3,6 but took down
the 6 to a 1 getting the cheap missile and pandemonium.
Team 1 was set to deploy first and got the +1 to the "to start the
game" roll but that wasn't enough.
(pic with the roll)
So team 2 got to start the battle (Woho!)
ROUND 1
Team 2Moovement:
Everything was mooved forward with the wolves as LOS protection.
(With everything I ofcourse don't include the goblin archers who failed
their animosity test...)
Magic:
The Goblin Shaman starts of great casting Hand of Gork with
irresistable force making the goblins(mid) moove an extra 4".
The Chaos Sorcerer doesnt wanna be worse so he manages to throw out a
pandemonium at force 14(13+tzeentch) c3=13 and a failed dispell at
d4=13 ("c/dX=Y" = cast/dispell with X dice at total result Y)
Team 1 doesn't like pandemoneum one bit so they use a dispell scroll to
force a dispell through.
shooting and combatparts were nonexistant
(pic of team 2
TURN END!!
team 1Moovement:
Lining up against the hedge prepairing to shoot down the incomming horde.
Magic:
Righteous Smiting c1=2 dispelled with d1=5
Righteous Smiting c2=12 successfull giving the skeles an extra round of
shooting on nightgoblins(mid) managing to kill one giving team 1 the FIRSTBLOOD!
Drain Magic cast on c2=8 with dispellattempt by !Anton! d3=7
Shooting:
mounted archers shooting out 2 wolves and the rest fail their
leadership test and runs of the table...
Seaguards and boltthrower shoot out the other five wolves.
combat: riiight...
ROUND 1 END!!
(picture inc.)
ROUND 2
team 2Moovement:
Marauder Horsemen sucessfully charged the skeleton archers(woho!)
Nightgoblin(mid) mooves up towards the Seaguards and throws out their
fanatic towards them. However with !Anton! rolling 3" it doesnt reach
its target and it is placed somewhere between the 2 units.
Everything else is mooving forward and the goblin archers takin up on
the hill to be able to shoot round 3. (Also not unexpected the
nightgoblins(west) failed their animosity and did what was expected of
them)
Magic:
Pandemonium sucessfully cast on c3=11(12) d4=7 xD
Gaze of Gork sucess but !ANTON! was out of range...
Shooting:
none
Combat:
marauders kill of 7 skeletons at a cost of 1 marauder.
TURN END!
(picture incomming)
team 1Moovement:
Pivoting out the horses a bit along with the skeleton group to shoot on
the chaos sorcerer.Seaguards backing up a bit towards the boltthrower
and the High Elf wizard mooving of the hill behind the hedges.
Magic:
Drain magic successfull c3=12 d-
Righteous Smiting dispelled c1=1 d1=4
Ressurection of skeleton archers were dispelled at c2=2 d5=19
Shooting: A quite bad shooting round for team 1 resulting in the
Seaguard killing 3 goblins(mid), The boltthrower killing 2
goblins(mid) and the 2 units of skeletons gettin one hit on a
sorc who saves the wound.
combat:
The Marauder Horsemen kill of the last 3 archers and are free to charge
on their next turn.
ROUND 2 END!
(pic)
ROUND 3
team 2Moovement:
The Marauders declare a charge against the High Elf Wizard and would
have reached their target if not for Antons fanatics. With !ANTON!
rolling awesome yet again his fanatic plows right through the Marauder
Horsemen rolling a 6/6 possible hits wiping the unit. With wiping of a
unit within 6" the Nightgoblins(mid) has to take a test and !ANTON!
fail the roll yet again having his unit run 2d6 = 11 off the board.
Also the very same turn !ANTON! manages to yet again fail an animosity
test and this time it includes his hero because he put it in with the
Nightgoblin archers(east) the previous turn.(At this part i left the
room for a moment just to put up on facebook how much Antons teamwork
was aiding our future victory chances)
But this is not all! For once he gets to moove properly with his
Nightgoblins(west) and manages to get in range with fanatics on the
mounter skeletons but with a roll of 4" he doesnt reach his target this
time either. (What a surprise!)
At the very least the Chaos Warriors take a chance and moove up towards
the seaguard hoping to do some dmg in round 4 having the Sorc joining
their ranks.
Magic:
Having the shaman incapacitated the Chaos sorcerer ends pandemonium and
tries to fire of Flickering Fire of Tzeentch which is dispelled easily.
Shooting:
none
Combat:
Well... there would have been... <3 fanatics?
TURN END!
team 1Moovement:
nothing much a small moove here and there nothing of significance
Magic:
Righteous Smiting sucessfully cast c2=11 giving an extra round of
shooting taking out 1 goblin(west).
Drain Magic sucessfully cast on c3=13 d3=12.
Other tries were dispelled.
Shooting:
2 Nightgoblins(west) killed and 1 Nightgoblin archer(east) killed
The bolt thrower shoots into the ranks of the chaos warriors and hits
but rolls a 1 to wound leaving the warriors unharmed.
Combat:
none
ROUND 3 END!!
ROUND 4
team 2Moovement:
Chaos Warriors + Sorc. charge the Lorthren Seaguard.
Fanatic(west) Anton manages a nice roll and the fanatic plows through
the mounted skeleton archers and they are wiped out with another roll
of 6 attacks.
Magic:
Chaos sorc. charging and goblin shamans suck so we decided not to throw
anything.
Shooting:
The goblin archers fire upon the crew and boltthrower but manages to
hit the boltthrower leaving the entire unit unharmed.
Combat:
The Chaos Warriors massacre the Seaguards and kill of 7 with the rest
fleeing of the board. With a crap roll the Warriors pursue only 3" not
reaching the boltthrower.
TURN END!
team 1Moovement:
Skeleton unit with pharao charges the Nightgoblins(west) who cant flee
but rolls double 6s for the test so will only hit on 6s in the
following combat.
The wizards moove up to throw missiles,rocks,shoes and everything they
have at the Nightgoblin archers(east) and their leader to make them
flee.
Magic:
dispelled the wardsaves
Righteous Smiting sucessfully cast on skeletons in melee striking an
extra time killing 2 goblins.
Magic missile sucessfully cast killing of 6 goblins forcing a panic
test. With a roll of 4 the goblin group holds giving Team 2 a chance to
stay in the game.
Shooting:
The boltthrower shoots at the Nightgoblin achers(east) and kill 1 xD
Combat:
The skeletons kill of 6 Nightgoblins and the goblins flee and are
overrun by the skeletons.
ROUND 4 END
ROUND 5
team 2Moovement:
Fanatics run into hedges or off the board only managing to kill one
chaos warrior before all of them being removed.
Chaos Warriors charge the boltthrower and crew.
Nightgoblin archers turn around and for a fireingline to shoot at team
1s heroes.
Magic:
Gaze of Gork successfully wounds the mounted priest who saves on his 6+
wardsave.
Shooting:
the Nightgoblin archers(east) manage 3 hits and 0 wounds on the priest.
combat:
The Chaow Warriors kill off the crew and boltthrower preparing to run
into the middle for the last round...
TURN END!
team 1Moovement:
skeletons moove towards the priest and enemy units
Magic:
Everything was dispelled exept Drain magic
shooting:
The skeletons shoot down 3 of the remaining Nightgoblin archers.
combat:
none
ROUND 5 END
ROUND 6
team 2Moovement:
The Chaos Warriors run towards the enemy...(woho..)
not rly much to moove...
Magic:
Flickering Fire of Tzeentch dispelled with c2=7 d3=11
Gaze of Gork sucessfull with c3=11 d2=8 once again wounding the priest
who once again saves with his 6+ wardsave.
shooting:
All the goblins shoot and miss or fail to wound the priest.
combat:
none
TURN END!
team 1Moovement:
none
Magic:
All spells dispelled exept Drain Magic
shooting:
0 resulting wounds from the skeletons shooting.
combat:
none
ROUND 6 END
GAME ENDOUTCOME
Counting together all the points we end up with:
Team 1: 535 pts
Team 2: 510 pts
Which equalls a draw
which is rather fitting for a tryout battle!
Hope you endured reading this and ill make sure to do better reports in the future when i get the camera working properly and dont forget to write a lot more stuff down.
GL in the real battles! // EMIL