Re: Dumbledore's Army (Link to report with LOADS of pictures)
Yesterday I got to play the OnG player's WoC army with the same 2k LM list that I used previously. Last game with his OnG I had played honestly quite boringly, being ultra defensive after not realising quite how chaotic OnG are. I therefore decided to be an ultra aggressive lizard this game, throwing things right in schvantselot's little face.
My list was:
- Slann, BSB
Knows Lore, Extra dice, Enemy drops 6's, Immune to Physical
Warbanner, Bane head, 2 Dispel Scrolls
- Skink Priest, lvl 2, EotG
Extra spell, Wardrums
- Scar Vet, Cold One, Light Armour
Burning Blade of Chotec, Enchanted Shield
- Scar Vet, Light Armour, Shield, Great Weapon
Charm of the Jaguar Warrior
10 skink skirmishers
10 skink skirmishers
12 saurus warriors, spears, musician
3 terradons
3 terradons
5 cold one cavalry, standard, musician
salamander, extra handler
I'm not sure of his exact list but he can post it if it's really needed.
"Left" and "right" shall be from the perspective of my board edge.
I had left to right:
terradons behind a wood, skinks, saurus with scar vet on foot, salamander behind a wood, engine by a wood so that it is out of sight of the hellcannon, skinks, slann floating solo, terradons and cold ones with mounted vet.
He had left to right:
Tzeench lvl4 on disk, marauder horsemen, knights, hounds, hellcannon, two spawn, 20 marauders with a lovely filler and a tzeench lvl2, marauder horsemen and 12 chaos warriors, another 20 marauders with a nurgle lvl2, his khorne hero general on a chariot.
He got gateway on his lvl4 while I got forked lightning as the only damage spell on the engine. I chose shadow on my slann rather than metal so that I could be really aggressive with the units.
I deployed wide. I pretty much always deploy wide, with all of my force in one place.
http://www.youtube.com/watch?v=q9IeARuT0uo End of Deployment
My turn one: on the left I moved up with my terradons to threaten any advance. My skinks and salamanders all gathered into a wood so that they could later be a pain to his advance. I wanted to hold up his knights for as long as possible and hopefully tie up his hellcannon and lvl 4 as well while my slann, engine and cold ones munched the right flank. The saurus unit ponderously progressed to support the right flank. My right flank moved up, trying to keep the cold ones and slann in cover behind the hill somewhat. I moved the terradons far up between the building and the board edge to threaten his juicy marauder horsemen. In the magic phase I used charm and then steed of shadows to catapault my great weapon scar vet to the far right flank in order to threaten his chariot. No real damage was done as he dispelled most things.
I got extremely lucky as his hellcannon failed its test, moving to my terradons on the left flank, blocking in his knights and preventing any shooting that turn. He moved up across the board and killed two handlers and took a wound off my salamander with flickering fire. His general on chariot was a little behind his lines.
http://www.youtube.com/watch?v=OoQxBKd0OVc End of Turn One
I bombed his marauder horsemen on the left flank as my terradons moved into position to marchblock his knights. The skink unit downed the horsemen to a single brave soldier and his steed. The other terradon unit dropped rocks on the nurgle lvl2's marauder unit as it swooped in behind them. My skinks moved out of the way so that my cold ones could move in position to magically charge the marauders with unseen lurker. I thought that my cold ones and scar vet would muller the marauders with my twenty attacks on the charge, but not enough damage was done and his unit held with static combat res, killing one cold one after I reasonably heavily thinned his ranks. the rest of my magic was not hugely fruitful. I killed one or two of the horsemen on the right flank and my attempts to magically propel my scar vet on foot into his chariot were thwarted.
His unadulterated luck with warmachines against me stayed strong as his hellcannon shot at my engine with precision aim only to explode gloriously, pummeling schvant's nearby units with loads of high strength hits. Only his warhounds were hurt severely and I am glad to say that they were cooked to the consistency of a fine mist and evaporated along with the hellcannon. His chaos warriors countercharged my cold ones in the flank. I silently crossed every finger and toe on my body, hoping that my cold ones would hold, as that would leave me in position to charge his warriors in the flank with my engine. Due to my scarvet things actually went quite differently. He was on the flank of the unit charged by warriors and issued a challenge, preventing the warriors from hitting him. My four remaining cavalry cut down a fair few marauders while my scar vet enjoyed slicing and dicing the poor champion that took up his call and in the end had overkill to spare. The marauders and warriors both then broke (even though they had not lost by any huge margin), with the marauders running into the terradons placed behind them. Schvant's lvl4 grew tired of his knights being marchblocked and so spewed out a vast torrent of flickering fire at my terradons, leaving only a gently smoking pile of ash. On the left flank he charged his last marauder horseman and a spawn at some skink skirmishers. The poor horseman got a poisoned blowpipe in the eye only for the spawn to roll 7 attacks, chop the skinks furiously and then run them down. The right flank's marauder horsemen charged my salamander, who fled well out of reach.
http://www.youtube.com/watch?v=NVWdAjcJDzI End of Turn Two
My salamander rallied. My engine charged the fleeing chaos warriors in order to force them to flee once again further from combat into a wood. The engine fell short as predicted, now well placed to burning alignment about three or four enemy units. My terradons swooped over the chariot and landed the other side of him past a wood while my cold ones charged the frenzied chaos general and his chariot in the flank. My slann surveyed the battlefield from his throne, serenely floating high on the hilltop. He saw his skink priest attendant fry the last remaining horseman unit with a bolt of lightning, halving their numbers as the arcane fire of burning alignment gently cooked some marauders, lightly sautéed some chaos warrios and took a few wounds off of the chariot and hero. The slann was pleased at this and decided flex his own magical prowess, summoning the opening of a dark pit under the fleeing feet of the chaos warriors. They proved too nimble, and few fell in. Schvant's extended and intensive program of ballet lessons in the chaos wastelands had paid off, damn him. The exalted champion of chaos, blessed by khorne and mounted on a brutal chariot, challenged my saurus scar veteran, anointed of the old ones, to a fight to the death. The two of them then enjoyed a mild pillow-fight together, fighting like a pair of old babooshka ladies with dusty little handbags. Combat res, however, was on the side of the old ones. The chaos general's nerve was broken and he fled through the forest, only to be caught by my waiting terradons.
Sheridan rallied his remaining chaos warriors and charged his skink-killer of a spawn into my salamander while his knights finally progressed towards the fray without hindrance. His lvl4 also moved towards my forces and cast the notorious gateway spell on my engine, only to... miscast, only to... have it cast irresistibly and then forget the spell! Many S10 hits later and my engine had lost three wounds while the priest had lost one. The spawn chopped up the salamander, once again rolling for 7 attacks and running down the two remaining handlers.
http://www.youtube.com/watch?v=McuQvpGiaCA End of Turn Three
I charged my engine and cavalry into his marauders (each would only just have been in range, the cavalry probably were out) and my terradons into the flank from the side. I was not sure of how the rules worked up but we just agreed that as the marauders fled the terradons flew past into his spawn and the engine and cold ones fell short. I lost one terradon yet the unit held. My skink priest opened the magic phase by cooking a couple of knights with burning alignment and then attempting to cast forked lightning on three dice, but miscast, ending the magic phase and imploding his own little skull.
He rallied his marauders and turned them to face my crippled ancient stegadon. He moved his knights up to threaten my stegadon's flank if it charged the marauders. His magic was ineffective as I had nearly as many dispel dice as he had power dice, not to mention that his lvl4 was in range for becalming cogitation.
http://www.youtube.com/watch?v=ebgllrre0rU End of Turn Four
We played the next turn as the last. I charged his marauders with my priestless stegadon, sadly resulting in few impact hits. Their combat res plus a couple of kills on the skink crew forced my crippled stegadon to flee and get cut down. My cavalry meanwhile charged the spawn still in combat with the terradon and cut it to shreds, only to overrun a measly 4" in 3D6 (2" more and they would have hit the knights in the flank).
Schvants then charged the cavalry in the front with chaos knights, in the scar vet flank with a spawn and in the other flank with the marauder unit. After some furious combat my cavalry held. The one same spawn once again rolled 7 attacks, but they proved futile against my veteran's 0+ save. I lost two more cavalry as the scar veteran annihilated the spawn. We called it game there.