Battle Report No.3

Empire (3250) vs. Chaos (3000)

Well, i promised a report on this so here goes...

we played 3000 tzeentch (me) vs 3250 empire ('im)--trying to even it up a little--should have given him 500 pts

my army: comments welcome units 1@2 2x5 harpies

unit 3 5 dragon ogres w/ LA, DHW, standard bearer w/ban of might, tzeentch general on barded chaos steed, shield, chaos runeblade, armour of protection, black amulet tzeentch master sorcerer on barded chaos steed, lance, chaos armour, dispel scroll x2

this is obviously my kick butt unit

unit 4 12 centaurs w/bows

throw away

unit 5 17 beastmen w/ standard bearer w/valorous standard

throw away

unit 6 sorcerer lord on disk w/golden helm, regeneration, death sword, skull staff

steam tank killer

unit 7 10 pink horrors (pop, pop, fizz,fizz)

throw away

his army (approx): comments needed unit 1 30+halberdiers w/standard general w/ boots of flight, daemon slayer sword, black amulet champion w/van horstmanns speculum battle standard bearer with banner of defiance hero w/ talisman of ravensdark, and ?

unit 2 4 white wolves w/standard--battle banner hero w/ orb of thunder and battle stone

unit 3 5 ogres with extra weapon

unit 4 10 flaggelents

unit 5 supreme patriarch riding giant scorpion, w/staff of volans, wand of jet, dispel scroll, golden helm

unit 6 amethyst wizard champion on barded steed, w/ ring of volans

war machines allied dwarf bolt thrower w/rune of disguise helblaster great cannon steam tank war wagon

we generated terrain randomly and got 1 steep hill , 3 other hills and a large forest the forest, steep hill and two of the other hills were all pretty much in the middle of the battle field with the last hill back in his deployment area.

the game went 5 turns and he went first

turn 1 empire steam tank and white wolves run up middle of field, followed by the ogres and halberdiers,war wagon moves up right flank, flaggelents move up left flank and into forest(where they spent the majority of the game) amethyst mage joins crew of helblaster

due to deployment and unfriendly terrain the war machine have nothing to shoot at

magic he casts scarlet scimitar, sanguine swords, orb of thunder, and he uses ring to cast grey wings on war wagon into sorcerer lord--i let it go. i get nothing off. his staff and wand are fine.

chaos turn 1 centaurs move up towards steam tank and white wolves, everyone else just jiggles their position a little to get ready for later battles.

centaurs kill 2 white wolves

sorcerer lord beats, breaks, and runs down war wagon suffering no wounds himself

magic--he uses wings of fire to send patriarch into a harpy unit, he casts amaranth on general, i cast dark magic moving cloud of death spell toward helblaster crew

empire turn 2 steam tank kills several centaurs, white wolves, ogres, hal, flag all move forward, helblaster crew moves out of way

cannon misfires--harmless

patriarch kills one harpy with one of the swords spells and they run but are not caught

magic he wings of fire into fleeing harpies, i total power soul drain on halberdiers killing the battle standard and 7 rnf

chaos turn 2 sorcerer lord charges steam tank, centaurs charge white wolves, harpies charge patriarch

centaurs (in one rank-remember they are a throw away) kill one white wolf and they retaliate by killing 2 centaurs (battle stone) and rolls a 5 for battle banner--we break but are not caught.

sorcerer lord manages to do nothing to the steam tank, and the harpies get 2 killed by sword spell and hth,they break and are not caught. magic--i total power soul drain on halberdiers again, killing the champion and 5 rnf(my master sorcerer has lots 'o wounds now) (i have boon of tzeentch so we cycle through magic deck quick)

empire turn 3 white wolves charge centaurs who run off the field and everyone moves up steam tank does one wound to dragon ogres

cannon and helblaster both shoot sorcerer lord who shrugs off 22 helblaster hits (str4) and a direct hit by the cannon--he takes one wound. magic--he wings of fire patriarch off to the side in hopes of using burning head on beastmen, staff of volans and wand of jet both lose power

chaos turn 3 dragon ogres and pink horrors both occupy central hill , sorcerer lord charges steam tank, beastmen charge white wolves who elect to flee (bad move in my estimation) but are not caught. sorcerer lord uses 1 gift to get +1 attack,passes the eye of god test and does 4 wounds to the steam tank.(about time!) magic--nothing special

empire turn 4 ogres charge pink horrors but are too far away, white wolves rally, flaggelents come out of forest(had a nice nature walk),patriarch joins white wolves. steam tank rolls a 1 and doesn't malfunction does two wounds to dragon ogres cannon misfires and is destroyed magic--i soul drain on halberdiers again killing 6 rnf, mental duel takes amaranth away from mage

chaos turn 4 (the beginning of the end) dragon ogres charge ogres, pink horrors wheel to face flaggelents, beastmen move toward white wolves, sorcerer lord charges steam tank and destroys it, dragon ogres w/general and master sorcerer destroy ogres losing 1 dragon ogre magic--pink horrors kill 2 flaggelents with blue fire of tzeentch

empire turn 5 general charges sorcerer lord (boots of flight) shoot at dragon ogres with bolt thrower--hits does 2 wounds, general and sorcerer lord stand off with 1 wound each magic--he kills a beastman, i total power moving cloud of death to kill bolt thrower crew

chaos turn 5 dragon ogres charge halberdiers who flee and are run down, neither pink horrors or beastmen are in range as the empire cowards had refused to move. sorcerer does 1 wound to general who fails to wound in return--then the disk finishes him off! magic--pink horrors kill another 2 flaggelents

i get 2 pts for battlefield, he gets 1

final score--25-6 chaos victory

i had planned on him killing both the beastmen and the pink horrors also so it would be a closer game, but he refused to close with them with the white wolves/patriarch and flaggelents--oh well

his list is getting better but unfortunately he doesn't really like knights and is limited in the mini's he has. i also can't convince him to get more war machines as the ones he has rarely do anything but blow up. he still needs tactical work--we spent an hour or so after game going over what needed to be done for him to have a better showing. although the terrain did hurt him a little as well as me getting total power so much--i personally love dark magic because it is so nice to hit someone with a power 3 dark magic spell. and the exchange ability usually comes in handy as well. i also held escape, rebound, and destroy spell in my hand for almost the entire game--they never got used.

regards, dragonogre