Brood Brother |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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Ok, a quick mini batrep where the Forces of Tzeentch met the Forces of Khorne in a turf war over a ruined Imperial city on a world somewhere near you.
I wanted to try out as many of the updated units in one army, so originally I was going to try Slaanesh with Tzeentch allies, but ended up reversing that combo. ?I faced OzT who in a show of originality used exactly the same army as last time 
So, on my side Warp Palace (trying with new Flier rules and as a Floater), Magnus, LoC, 1000 Sons, Daemon Horde, Doom Wings, Dreadclaw, Doom Wheel, Decimator, with misc bits and a Reaver, accompanied by a House Devine Knight company (Subjagator leading 6 Hell Knights) as allies. ?OzT had Angron, LoB, World Eaters, Daemon Horde backed up with lots of Daemon Engines, LRs, a Banelord and accompanied by Magnus, some Doom Wings and other misc stuff.
1st Turn - Initiative Tzeentch.
About 90% of the Khorne army charged and the remainder advanced. ?A lot of the Tzeentch army also surged forward, but had some First Fire and more advance units. ?Each side quickly captured 4 objectives. ?

The Khorne force managed to engage some Hell Knights with their Speeders, and the Decimator could only knock out one of the Skimmers before they engaged the Knights. Somewhat remarkably one of the Slaanesh war engines beat off 2 Land Speeders in CC, but another succumbed. ?
Luckily Magnus was wayward on the Khorne side. ?The Tzeentch shooting was much more effective. ?The Hell Knights in the centre pummelled the LoB (destroyed the Hull fire throwers and stripped 3 cards!). ?Many Khorne engines were destroyed and the Minotaurs suffered heavy casualties from Bolts of Change (warp Palace & LoC) and missile fire. ?The Doom Wheel was only able to down 2 Void Shields on the Banelord.
Tzeentch 26 Khorne 20
Turn 2 - Initiative Khorne.
A similar tale to last turn, with much of the Khorne army moving forward. ?The Tzeentch Daemon horde and Automatons trudged forward, but much of the remainder of the army hunkered down. ?Khorne Juggers and Minis assaulted the objective on the far laft held by a detachment of 1000 sons. ?The Tzeentch army had to decide whether to try and destroy the Banelord, or take out the Lord of Battles, both of which were threatening another objective.

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In the open field, the Hell Knights received some assistance from an unlikely source as Rhinos sped to their "rescue". ?Meanwhile the Doom Wings finally engaged after circling each other.
The Tzeentch forces decided to try for the Banelord. ?A nearby Cahmpion misses both shots, the Hell Knights paid for last turns largesse by only knocking down one shield, and the 1000 Son detachment got the Banelord down to 2 Shields. ?The Decimator cleaned up a CSM and finally knocked down the last 2 shields with its' Defense Laser. ?Now the Banelord faced a Reaver armed with 2 Volcano Cannon and a Warp Missile....the Reaver unloaded everything.....and did no damage. ?Magnus fired but his shot was wayward and only destroyed the Doomburner.....The Banelord had soaked it all up and was unbowed. ?Bad Magnus meanwhile killed another Knight, and the Tzeentch Daemon Prince and Subbie held up the left.
The Doomwings split (1-1) and the Juggers cleaned out the last of the 1000 Sons on the left, but a lone Rhino meant the objective was still contested. ?Many Tzeench Trolls died in the centre, and the last Hell Knight on the right again survived close combat.
Banelord opened up with everything, killing a Knight and a bunch of Minotaurs with its' Havoc missiles. ?The Doom Wheel then unloaded on the Banelord and cracked the armour on both its leg and the reactor, finally destroying the Khorne Titan. ?In return, the Khorne marines managed to finally down the last Hell Knight in the open to break the Household.
Tzeentch 33 Khorne 30 ?(time called - draw)
Post Op:
That was cool. ?We'd taken 3 hours for 2 turns, hit 10:30 and figured there were probably another 2 to go, so called it there. ?OzT was down to maybe 4 Rewards, and I still had 12. ?He would have had an outside chance of snatching victory in turn 3, but if he failed I probably would have worn him down in 4....pretty close. ?We also decided 4K is a better idea for night games 
The new Decimator is pretty decent. ?It worked well and seems nicely balanced. ?The Doom Wheel is also much improved, and as the unit that FINALLY managed to knock over the Banelord certainly earned its' keep....it was absolutely the last thing I had to throw at the Titan so the suspense was certainly there. ?We did think that perhaps Deathroller could be beefed up so it was more like the Trygon effect, but it works ok as is.
I have grown to like the Warp Palace too. ?It still works ok with the new Flier rules and isn't a bad alternative to a ?LoC. ?The Knight household was great...makes taking Slaaneshi knights viable IMO. ?You can now be moderately agressive with the Knights knowing you wont give up a bunch of points too easily. ?It is still a fairly fragile company though and worth plenty of VPs so there is risk to balance the reward (and they are still outclassed by the Imperials). ?Against a 5+ to hit army like Chaos they work quite well too....Glamour certainly helped a lot.
_________________ Fire bad, tree pretty - Buffy
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