Now though, I mean just so much better. It looks sleek and dark, full of sharp edges but no absurd gigantic spikes. I'll search for more pictures to add here later.
I seriously suggest looking into it at some point. Wood elves are really hard to hit (as their players are wardancers). Vampires... well, all the undead are as slow as molasses but their specialty units can hit really hard. Although I once played as Tomb Kings and spent 3 turns with my quarterback just TRYING to pick up the ball.
Deployment:
Chaos
HE
Turn 1
HE
LSG1&2 move up to get in shooting range, PG1&2 and DP move up and to the right of the haunted mansion, Prince on a Dragon moves up behind the mansion. Eagles both fly up on the flanks. Magic: I get curse of arrow attraction on the KW (re-roll shooting vs. target) and take out a few.
Chaos
Knights and dogs marched forward to the left of the forest, TW with them. MGW and KW march forward. Magic: mages fail to do anything substantial. Shooting: left hellcannon misses, right hellcannon eats a few of its crew. Mages detach from the MGW and KW.
Turn 2
HE
GE2L on left charges dogs, GE1L on left charges Hellcannon. Prince on a Dragon flies over the Mansion but out of line of sight of the knights and the TW. Right GE3&4 fly up some more, PG move up, and DP move up waiting to try and pounce the Marauders. Magic: My life mage miscasts and kills a few LSG standing next to him. Shooting: take out a few more KW and my dragon, my STAR dragon opens fire on the TW and does nothing. CC: GE1L stalls the dogs, GE2L stalls the hellcannon (luckily its thunderstomp rolled a 1).
Chaos
Marauders charge PG2 but I didn't align them quite right and so PG1 was out of the picture for CC. Knights are stuck because the dogs are in the way so they turn around and try to go around the forest towards the TW and my dragon. KW charge my LSG but don't make it, getting a free round of arrows in the face (keep in mind I'm hitting on 4+ and wounding on 5+ and they get a 3+ AS). Magic: mages manage to get off some debuffs on my PG2, not good. Hellcannon on the right actually hits something but doesn't do too much damage. CC: Hellcannon on the left kills the GE1L, dogs actually beat the GE2L. PG2 lose combat and since they are -3 to leadership from the debuff, run. Luckily PG1 was right in front of the MGW that they ran into them first!
Turn 3
HE
GE3&4 charge the wizards. DP charge MGW. PG2 rally and come about to face the MGW. Prince on a dragon moves out of range of the knights and TW but still blocking their path. Magic: my life wizard miscasts again and killing himself and a few LSG (I never had him roll more than 3 dice at a time and he miscasted twice). I was able to get curse of arrow attraction on the KW again and shot more of them down (5 were left). CC: DP and PG destroy the Marauders and overrun them. Wizards are tied up with the GE.
Chaos
Dogs finally make their way around the forest. Knights and TW move up facing the Prince and PG1. KW finally charge my LSG2. Magic: nothing really happens. Shooting: the right Hellcannon eats the rest of its handlers (meaning it will soon rampage off) and the other fails to hit anything. CC: GE4R kills its wizard but GE3R gets killed by the wizard near the mansion. KW (all 5 of them) have about 50 billion attacks so they beat the tar out of my units of LSG2 who break, and barely don't get caught or get overrun.
Turn 4
HE
Ralley LSG2. GE3R (after overrunning the wizard) charges the dogs. PG1 and Prince charge TW. PG2 gets ready to fight the Hellcannon when it decides to flip out. Magic: I can't get anything off. Shooting: I kill off everything but 2 of the KW. CC: GE3R wins against the dogs, who run, the eagle overruns. Unit champion challenges Prince accepts and kills him. HOWEVER, because he is dead the dragon does not get to attack meaning I can't get overkill... TW beat up some PG and we actually draw combat.
Chaos
Knights charge prince. Hellcannon on right charges forward into PG2. KW charge LSG2, stand and shoot killing one (champion is left). Magic: the last mage runs forward and proceeds to self-destruct by miscasting but fails to wound anyone. Shooting: the Hellcannon to the left doesn't shoot as everything is too close together now.
CC: PG2 beat up on the Hellcannon, win but the HC is unbreakable.
Khorne Lord on Juggernaut (KLG) challenges my Prince. Initiative order: Prince does 2 wounds on the lord, PG deal wounds into the TW, KLG fails to hurt the prince, TW beat up on the PG, dragon kills the lord. But the real kicker is that I still lose to static combat resolution by a lot. So much so that I need a 3 to keep my PG or Prince from running.
I make both rolls at a 3.
Turn 5
HE
DP charge knights, GE charges TW, LSG1&2 charge hellcannon right. Magic: nothing. Shooting: nothing.
CC:
PG and LSG1&2 kill the hellcannon.
Initiative order: prince kills knights, DP kill knights, PG kill TW, TW kill PG, remaining knights kill DP, dragon kills the rest of the knights. TW lose and run off.
At this point my opponent has a hellcannon with 1 crew left.
Result: victory High Elves!
What went right: some very lucky rolls for leadership, GE's are fantastic for redirecting movement. Between the eagles blocking the dogs and the dragon stalling the deathstar unit of knights and TW I was able to take out the rest of the army before getting steamrolled by his monster unit.
What went wrong: GE have stomp! Miscasted twice killing several LSG. I had to make some very lucky rolls for leadership.
I should probably had my Prince charge the knights in the first place so my DP could have flank charged the TW causing them to lose their combat resolution. Then again they still would have been stubborn...
While the star dragon is intimidating it didn't do anything that a GE couldn't have. So for almost 4 turns I had a 600 point distraction which could have easily been an archmage and more PG instead of a dragon... Or a dragon mage dodging things and hitting people with spells.
I like how this list functioned. The PG can take some serious damage and with curse of arrow attraction the LSG could actually dish out a good amount of firepower. I really do want to include a dragon but I also want to include an archmage and possibly some more PG.
I could drop the life mage, take a archmage with the book with life magic, drop the star dragon for a sun dragon...
Hmm I'll have to post more on this later.
Deployment:
Empire:
HE
Turn 1
HE
Marched forward the PG, SG, WL, GE. Magic: able to get a little life magic to boost the SG and toughen up the PG. Shooting: BT open up and take out all of the pistoleers. Unfortunately this is all the BT succeed at for the rest of the game...
Empire
Knights march forward, followed by the block of greatswords with the general. Magic: nothing really happens as this time I remember the anti-magic banner on my SG and was able to dispel everything that came my way. Everything else stays put and shoots at me. Empire Engineers are now fantastic as they allow you to re-roll artillery dice. Cannons and mortars lay into my LSG and SG, killing a few.
Turn 2
HE
GE charges the battery next to F3, PG, SG, and WL march up again. Shooting: BT fail to hurt the knights the other misses entirely. Magic: buffed up the SG with regen from life magic, mindrazor to the PG to accept the inevitable charge... CC: eagle wiffs its attacks, the engineer actually wounds it but it stays, tying up the engineer.
Empire
...which never happens. Empire sits tight, knights and greatswords move forward. Magic: this is where things got bad for me: remember that life mage in the F3? He irresistible force casts 'Dwellers Bellow' on my PG. I lose over half the unit and the archmage inside it. They resist panicking but the damage has been done... Shooting: Hochlands wound the other wizard, artillery kills off some LSG and some SG. CC: the eagle wounds, but so does the engineer thus ending the flight of the lone eagle.
Turn 3
HE
SG charge the greatswords, WL flank charge the unit of handgunners on the right with the attached wizard. PG wheel about to face the knights, LSG move up to help the PG. Shooting: wiff wiff goes the two bolt throwers with perfect line ups to flank shot a 6x3 unit of knights passing by, this was actually the second time they missed. At this point I had had enough of BT's. Magic: given that my mage had been brought down by the dwellers my life mage couldn't get anything off to save his life. CC: WL destroy the handgunners and mage then roll into the battery on the right. SG actually do a decent job at hacking up the greatswords. Of course returning hits whittle me down but I hold.
Empire
Knights charge the PG, general's block moves up. Magic: buffs all over the place and death negatives on me. Shooting: not much happens. CC: WL take out the battery, charge into the unit attached to the greatswords. Knights take out the PG and overrun into the SG.
We both know the game is over at this point given that my LSG are too far away to help, the knights were raised with life magic back to full health, the remaining SG were debuffed to T2. We fought the round of combat and I lost because of combat resolution. SG fled, WL held, knights killed SG and wheeled about to face the WL.
What went right: initially my BT did well, my eagle charged the battery, my mages kept my units alive via life buffs. I never rolled well for my power dice I think the best I got WITH the banner of sorcery was 6.
What went wrong: BT and LSG didn't do a thing to the knights. Archmage and PG DESTROYED by a spell. Also, PG cause fear! At no point during this or the previous game did anyone take fear tests before CC!
Result: HE got rocked (again)
Despite that I felt a little better about the game. I was never sure about the WL but now I'm pretty certain I won't continue using them. GE aren't useful unless you take them in groups. I'm done with BT's and SG. Not having cavalry is a tremendous liability, I can't close on anything or get quick flank charges.
While the terrain selection is actually very interesting and can add new and unique things to the battlefield, it became really tedious to set the whole thing up. Having no scenery at all we just cut out pieces of paper. After my third battle I really appreciated the amount of scenery on the board and how it could disrupt a gun-line or allow you to avoid combat with nasty units later.
Deployment:
Left to right:
Chaos
High Elves
Turn 1
Chaos
Marched everything forward, hellcannons peppered my SG and WL taking a few out. The Lord attempted to cast a few things but to no avail.
HE
BT opened into the dogs, causing them to flee. Eagle flew over to try and outflank something. PG, SG, and WL marched forward to the right of the mansion. Magic was uneventful despite the fact that I took the Book of Hoeth. LSG shot at something but didn't do much.
Turn 2
Chaos
Marched forward again, they probably could have charged me but the Marauders stayed put at the right of the mansion, knights came over the hill. Magic, Lord got of pandemonium, which was really bad. Not only could I roll well enough to cast, I couldn't roll well enough to dispel. Hellcannons shot a few things but didn't really do anything of note.
HE
Charges: SG into Marauders, WL into warriors, PG didn't really have enough room to get in there so I wheeled them about to try and face the oncoming knights. Magic: got off Mindrazor on the SG, then I tried to cast an offensive spell but rolling doubles of any sort causes a miscast because of Pandemonium. This was my first big mistake as I should have spent my time dispelling Pandemonium before anything else. I rolled my miscast table and got a 3, then I rolled a 1 to see if my wizard gets sucked into the Abyss (you needed to get a 4+ for it not to die). My wizard gets pulled into the Abyss AND a huge explosion kills off several of the PG who fail their ward saves causing a panic test which they (thankfully) passed. Shooting was uninteresting. Combat: my SG killed over half of the Marauders, the Marauders killed about 15 of my SG. I win, they flee and I chase them down... Leaving the unit completely exposed.
Turn 3
Chaos
Another block of warriors charge into my SG, knights charge my LSG, Lord charges my WL. Magic: the Lord could basically walk all over me now. He gets off Pandemonium again and then does something to my SG to make them weaker (I forgot, entirely, that I had the anti-magic banner). The hellcannons missed or ate a few of their handlers or something. Combat: LSG smashed by knights, SG smashed by warriors, the Lord challenges my Prince and my prince loses (but not before dealing 2 wounds to the lord) but static combat resolution causes the Lord to lose combat and then BARELY flee away from my WL.
HE
PG charge warriors, WL charge a different unit of warriors. BT fail to do anything useful. Magic: (cries). Combat: draws across the board. I played them out just to see what would happen but at this point I admitted defeat.
Result: HE got rocked.
What went right: ...
What went wrong: I didn't dispel Pandemonium, I forgot about my magic banners, I chose the wrong targets to fight, I had no cavalry.
We decided to play one of the 'Battle Mission' scenarios and thought that the Space Marine mission, 'Last Defense' would be a neat one to try. Alas, my first attempt at this scenario was a complete failure, so I hoped my luck might change this time.
Mission: Last Defense
Points: 2000
Tyranids vs. Chaos Wolves
The mission sets up with 1 objective in the very center of the defender deployment zone. The victory condition is to hold this objective at the end of the game. Basically I had to wipe 2000 points of marines off of a single objective. No easy feat! My deployment is 6" away from his deployment zone which is a 24" circle around the objective. Marines can only hold Fast Attack and units that can deep strike in reserve, while the attacker is 'required' to hold all Heavy support and HQ's in reserve.
Seeing as how I would have to start the game without any of my big bugs on the table I opted to hold everything in reserve and walk everything on at the start of my turn...
So with that in mind here are the lists...
Chaos Wolves:
Wolf Lord on Thunderwolf with lots of uber stuff
Thunderwolf cavalry unit of 4 guarding the Lord
4 10 man Grey Hunter squads (2 squads with melta guns, 2 with plasma guns)
1 Long Fang squad of 5 with 2 heavy bolters, and 2 plasma cannons.
1 5 man squad of Wolf Guard Terminators
2 Drop Pods (useless in this mission)
2 Rhinos (useless in this mission)
1 Razorback with T.L. Lascannon (kinda useless)
1 Land Raider Redeemer
Tyranids (Me):
Swarmlord with 1 Tyrant Guard
3 Hive Guard
3 Zoanthropes
2 Lictors
20 Termagaunts
20 Hormagaunts with Toxin Sacs
1 Tervigon with Toxin Sacs
6 Warriors with Bonesword/Lash Whips
20 Gargoyles with Adrenal Glands
5 Raveners with Rending Claws
1 Mawloc
We rolled off for first turn and as I figured would happen the marines got first go... good thing I'm not deployed!
Turn 1 (CM):
Marines move a Rhino out with a Grey Hunter squad toward one board edge to possibly delay my advance. Otherwise nothing happened.
Turn 1 (Nids):
Everything walked on except the Mawloc and Lictors. I deployed with my force in 3 edges of the board hoping to take advantage of particular units against targets in which they can cause the most damage to. The Zoanthropes, Gargs, and Warriors on the right. Swarmlord and Hormagaunts down the center. Hive Guard, Termagaunts and Tervigon down the left. Shooting phase was fairly uneventful. Zoanthropes barely had range but 1 failed their psychic test and the other two failed to destroy the Land Raider even with my Str 10 AP 1 Lance gun! (I rolled a 1 & 2 on for my penetrating hit rolls). Despite the failed shooting from the Zoans I managed to destory one of the Redeemer Cannons. The Hive Guard opened up on the Rhino that had zoomed toward the board edge and caused it to explode killing 4 marines inside (Pat failed 4 of 4 armor save rolls). The rest of the army ran forward and my Raveners managed to charge the remains of the unit in the Rhino wiping them to a man with no casualties in return, consolidating into the crater left from the wreckage.
Turn 2 (CM):
The drop pods came roaring out of the sky with nothing inside them. 30 pt storm bolters! The Land Raider thundered toward my Zoans and Warriors with his juicy Terminators inside. The Thunderwolf Cavalry charged my Hormagaunts in front of my Swarmlord to drive the bugs back. Shooting was fairly ineffective as the Marines tried to focus down my Zoans with their big guns only wounding one once. The Terminators popped out and charged the Zoans killing 2 leaving one sole survivor which left his Terminators out in the open and unable to consolidate into nearby cover to gain the upperhand against my Warriors! The Thunderwolves and Lord tore into the gaunts killing 10, but not before my gaunts managed to kill 2 of the Thunderwolves and wound both the reamining wolf once and the Lord twice! 40 attacks that wound on 4+!!! The combat was nearly a draw and due to synapse I lost a few more gaunts.
Turn 2 (Nids):
More running/charging! Lictors and Mawloc appeared right near the marine bastion. The lictors popped out and managed to kill a marine with their flesh hooks while staying out of line of sight of the majority of the marine force. The Mawloc popped out and hit a full Grey Hunter squad but only managed to wound 5 (I needed a 2+ and rolled 5 ones). Pat then proceeded to roll all but one cover save. :( Epic fail Mawloc! The Hiveguard started their turn out of synapse and had to fire at the nearest drop pod which exploded and took a few gaunts nearby it with the ensuing flames. The Tervigon opened up on the clustered marines in the bastion killing 2. The raveners charged the bastion and only killed 3 due to poor rending rolls while they lost 2 to the marine counter attack. The lone Zonethrope fought on valiantly but died to the terminators but not before my warriors managed to charge and wipe 4 of them from the table losing only 1 in return. The Swarmlord was unable to charge the Thunderwolf cavalry due to the 'pile in' rules and opted to move closer to the objective while staying in cover. The Gargs dared a risky assault to draw some gunfire away by shooting and charging the nearest Grey Hunter squad, downing 2 with Fleshborers, and 2 more in cc. However I only managed to roll a 5 on my difficult terrain for my charge and only got 4 Gargs into cc while his unit managed to wipe them clean due to the Gargs being out of synapse at the end of combat. I lost the whole unit while his Marines managed to catch them in a sweeping advance. The Hormagaunts were wiped clean by the Lord while his lone guardian was dispatched as well. The Lord opted to flee from the might of my Swarmlord and consolidated toward the Warriors who were giving a classic beat down against the Terminators.
Turn 3 (CM):
More shooting from the marines at the Mawloc. It died after almost all the marines torn into it with meltas, plasma, and bolter fire. It eventually died as the Lord charged it and caused the last wound. The Raveners fared a bit better killing a few more marines but losing another 2 in return. The Warriors cleaned the Terminators off the map and advanced toward the bastion once more. The Land Raider turned and fled while blasting away at the Warriors causing a few more wounds.
Turn 3 (Nids):
Gaunts run more but are still out of range to charge. Tervigon moves to try and use Dominate to bring the Hive Guard back into Synapse range but fails, while the Guard however miraculously make the check with a Ld 7 and act normally firing a few remaining shots at the Razorback blowing it into bits of metal. The Terivgon opened up again at the marines in the bastion but scattered off target. The Warriors advanced and ran, while the Swarmlord did the same! The Lictors and Raveners charged another squad of Grey Hunters killing 4, while suffering a few wounds in return.
More epic report to come.... I am getting tired at typing....
Who will win the epic struggle??
EDIT: Battlereport continued due to J's 2nd comment.... We can't allow that to happen!!!
Turn 4 (CM):
At the start of turn four here was a quick rough list of what remained...
CM:
Nids:
The start of the marine turn went as follows...
Land Raider zoomed around the bastion to open fire on the gaunts before they could assault flaming about 5 with fire! Drop pod fired at gaunts killing another. The Long Fangs and plasma Grey Hunters eyed the unwounded Tervigon and saw that if it was allowed to live it could potentially charge the Land Raider and threaten the expensive beast, so they opened fire with everything and managed to wipe it clean from the table. This resulted in a psychic backlash killing about 7 more gaunts split between the two squads. The assault phase was more for the Nids though with the remaining melta squad being reduced to a single sole survivor by the remaining Ravener and Lictors. The Ravener was finally wiped clean from the retaliation though.... The plasma squad and long fangs stationed a floor above watched in horror knowing full well they were next! The Lord charged the Warriors and things looked bleak for the lord knowing full well that with only 1 wound left and the Warriors Lash Whips forcing him to strike at initiative 1 could spell doom for him. I awaited with baited breath as I rolled my attacks (6 in total). 5 were hits.... YES!.... now I needed only 4+ to wound thanks to toxin sacs!!!!..... the roll was........!!!!!........ two 1's, two 2's, and a 3........... The lord survived and proceeded to kill the remaining warriors. Pat was laughing hard at this point... the Lord was unstoppable!!! I however only smiled knowing that eventually if he wanted to win he would have to face the true cc master... the Swarmlord!!!
Turn 4 (Nids):
Movement saw the gaunts advancing up onto the objective with the Swarmlord. The gaunts opened fire at the Lord hoping to kill hive but failed to do so. The Hive Guard opened fire on the Land Raider and to no surprise caused no damage. The Lictors climbed the steep bastion to the very top where the Long Fangs awaited, killing 3 and taking no wounds. The Swarmlord followed suit and wiped the rest of the Long Fangs. Right now my whole victory relied upon my Swarmlord and Lictors being able to wipe the rest of the marines before time ran out!
Turn 5 (CM):
The plasma marines opened fire on the swarmlord and managed to kill the tyrant guard with plasma while the Land Raider popped a few shots at the Swarmlord failing to cause any damage. They then proceeded to charge the remaining Lictors and wipe them clean! They managed to not engage the Swarmlord and then consolidated down to the objective where their Lord rallied their sole survivors.
Turn 5 (Nids):
To win I had to kill every last marine..... that wasn't going to happen unless we went to turn 6. So I proceeded to target his lord knowing full well that he had caused me enough pain. The Hive Guard fired at the Land Raider but again nothing happened.... With primal fury the Swarmlord unleashed his Psychic Scream and Leech Essence psychic attacks killing another marine before he charged the Lord! Now the duel of the battle was in progress... To compare the two let us loot at various stat lines....
Wolf Lord
WS 6, S 6, T 5, W 1 left out of 3, A 4 (base) + 1 (2 CC weapons), +1 (counterattack)... He also has an ability that allows him to gain 1 attack for every wound he causes in the previous assault phase. In some instances he was swinging with 10ish attacks, Initiative 5, Save of 2+ with a 5+ invulnerable.
Swarmlord
WS 9, S 6, T 6, W 5, A 4, Initative 6, Save of 3+. However here is where Swarmlord is soooo damn good... He was built to provide synergy to the surrounding broods while being a character and elite infantry killer. With his 4 boneswords he gets a 4+ Invulernable in CC, ignores armor saves, causes instant death for every unsaved wound caused, as well as forcing your opponent to 're-roll' successful invulnerable saves!!!
The fight: I struck first with I 6, and proceeded to hit with all my attacks, and wounding with 3. His saves.... didn't happen this time... Dead Wolf Lord!!! The Swarmlord now turned to look at the Grey Hunters left standing....
At the end of turn 5 we rolled for another turn... and we got a 5... therefore we go on to turn 6.
Turn 6 (CM):
Pat was still smiling thinking he had a chance.... The Hive Guard were too far to contest the objective and weren't a threat to his Land Raider so he focused all his fire at the Swarmlord.... The Land Raider and Grey Hunters opened fire with a Multi-melta, 2 plasma guns, an Assault cannon, and numerous bolters..... in the end..... no wounds were caused!!!! (lots of 1's to wound were rolled)... Pat sighed, knowing full well what awaited him next....
Turn 6 (Nids):
The Hive Guard opted to fire at the Drop Pod instead to kill it and succeeded.... The Swarmlord with his wrath charged the remaining 5 marines.... with his Psychic attacks he killed 2 leaving 3 for his blades which were dropped like flies. The Swarmlord bellowed with rage and surveyed the carnage...
We rolled for another turn... a 2.... END OF GAME
Result: Tyranid Victory...
Survivors:
Thoughts from the battle: