Monday, April 3, 2017

Daemons of Chaos vs Beastmen, 30.03.2017

Points: 2000


Deployment: Dawn attack


Lists:

Daemons of Chaos:

  • Daemon Prince of Nurgle, general, level 3 wizard (Miasma of Pestilence, Curse of the Leper, Plague Wind)
  • Herald of Nurgle, BSB, level 1 wizard: Blades of Putrefaction
  • Herald of Nurgle, Greater Gift of 4+ Regeneration, level 1 wizard: Plague Wind
  • 30-man Plaguebearers, full command
  • 10-man Pink Horrors of Tzeentch, Blue Fire of Tzeentch
  • 5-man Chaos Furies of Nurgle
  • 5-man Flesh Hounds, Ambushers
  • 5-man Seekers of Slaanesh
  • 2x Burning Chariot
  • Skullcannon
I know Beastmen are infantry heavy, so I figured the Burning Chariots would take care of the little guys with Fire Throwers while the Skullcannon would take out any monsters.

Beastmen

  • Doombull: general, Heavy Armour, Shield, Ramhorn Helm, Dawnstone, Sword of Swift Slaying, The Other Trickster's Shard, Gnarled Hide
  • Bray-Shaman, Lore of Beasts, Wizard Level 1 (Wildform), Dispell Scroll
  • Bray-Shaman, Lore of Beasts, Wizard Level 1 (Wildform)
  • Bray-Shaman, Lore of Shadow, Wizard Level 2 (Pit of Shades)
  • Gorebull, BSB, Standard of Discipline
  • 30-man Gor Herd, full command, additional hand weapons
  • 20-man Gor Herd, full command, additional hand weapons
  • 2x Tuskgor Chariot
  • 2x 10-man Ungor Raiders, musician
  • 6-man Minotaurs, full command, Shard of the Herdstone
Minotaur death star with kitted out general. Wizards stand back and buff them with additional power dice from the Herdstone.

Deployment


I won the roll-off and deployed randomly. I managed to roll a lot of 6's, choosing to keep my army together in the center. The block of Plaguebearers is supported by the Prince and the two redirecters. The right is held by the Horrors with chariots (unassembled) in support, with the Skullcannon in the center, ready to shoot at the Minotaurs, whereever they would deploy.


Across, from left to right, two squads of skirmishers; the Minotaur train with Gors behind; two wizards alone by the Herdstone; Chariots represented by paint pots; and more Gors.


For the second time in our history, the Beastmen seized the iniative. Oh well, there goes the opportunity to shoot them up.

Beastmen, turn 1


Most things moved up, with the Minotaurs being in my face and buffed with Wildform (I managed to stop one). Pit of Shades killed two Plaguebearers.



Daemons, turn 1


I sneaked in the Furies in front of the Minotaurs, intending to delay them for a turn. Plaguebearers move up and do a Stream of Corruption, managing to inflict two wounds and kill two Plaguebearers with miscast. All the other buffs go into the Furies, hoping to inflict that last wound before they inevitably die.

On the far side, chariots line up but miss their shots. The Skullcannon missfires.

I rolled +1 Ward save for the storm.


Beastmen, turn 2


The Minotaurs, of course, charge in.


The wizards manage to blow up and inflict a wound on each of them, killing 2 Plaguebearers and buffing the Minotaurs with a Wildform again.


The Furies die to Impact Hits and Doombull attacks without even attacking. The Minotaurs overrun into the Plaguebearers.


Daemons, turn 2


The General takes the high ground, leaving options open for charging.
The Flesh Hounds arrive and threaten the wizards.
The Seekers charge into a unit of Skirmishers.
The Skullcannon missfires again. The Burning Chariots overshoot the Gors. The wizards are also fine. At least I managed to stay out of any charge arcs.


The Seekers overrun into the next group of archers.


The Minotaurs inflicts incredible amounts of damage to the Plaguebearers.


Beastmen, turn 3


Minotaurs grind down more Plaguebearers. I lose enough ranks to not be Steadfast and lose a lot to instability. Tuskgor chariots charges Skullcannon but does not manage to kill it.

Daemons, turn 3


At this point the shop was almost closing, so it was to be the last turn. And of course I was losing. I gambled everything into some desperate moves.

Triple charge the unit of Gors with Seekers, Hounds and Prince.
Charge the Tuskgor chariot in the woods. It flees but not far enough and gets chased down.
Charge a wizard with the other Burning Chariot but fail the distance.
Buff everything into the Plaguebearers. I actually did manage to cast Miasma (for -1 WS on the Minotaurs) and Curse of the Leper for +3 Toughness on the Plaguebearers.


Nevertheless, the Minotaurs won combat and the Plaguebearers and remaining Herald died to instability, suffering EXACTLY the number of wounds remaining.
The Gors actually managed to tie combat by killing the Seekers.
The Chariot died to the Skullcannon, but it was too little, too late. Major victory for the Beastmen!


Thoughts

  • The Minotaurs are even scarier than an Ogre GutBus, with a devastating charge (Impact Hits + Frenzy). I definitely should not have accepted their charge, instead either charging in or redirecting them away with the Furies instead of into the Plaguebearers.
  • The Herdstone is a great buff for the wizards. Perhaps two units of Flesh Hounds would have effectively threatened them. They just walked out of charge arc of the one Hound unit.
  • Shooting was... terrible. Skullcannon never fired (two missfires), Burning Chariots killed 2 Gors with shooting. I still think they were a right choice, as with a little luck they would have obliterated the enemy. Alas, it was not to be.

No comments:

Post a Comment