The Battle for Eclipse Tower
Lists:
WOC:
Level 4 - Tzeentch, Puppet, Golden eye, Roar, disc, I10 sword
Level 2 - Tzeentch, Blood of Tzeen, Talisman of Pro
BSB - MOT, Banner of the Gods
49 Chaos Marauders of Tzeentch - FC, LA, Shields
20 Chaos Warriors of Tzeentch - FC, Warbanner
19 Chaos Warriors of Nurgle - FC, GW, Festering Shroud
Hellcannon
Chaos Giant of Slaanesh
TK:
Tomb Prince - Armour of Destiny, GW
LHP - Scroll
LHP - Book of Ashur, Ironcurse, Lore of Death
21 Archers - Std
20 Archers - Std
6 Chariots - Flaming
6 Necropolis Knights - Std, Mus
38 Tomb Guard - FC, Banner of Swiftness
Casket
Hierotitan
Spells:
level 4 - baneful transformagation, call to glory, pande, gateway
level 2 - curse of the leper, glorious rot
hiero - cursed blades, protection, smiting, desiccaiton
death - doom, sun, caress, soulblight
Deployment:
TK 1
Purple sun goes off towards the Hell cannon killing 2 crew.
Soulblight onto the Warriors in the building IF, power drain - carress of laneth is the only spell I end up with left!
2 dead warriors in building from shooting.
WOC 1
Pandemonium goes through, gateway onto the Tomb Guard fails to dispel by 1. Lose 7 models.
Hellcannon onto Tomb Guard but misfires causing a S10 hit on the template. 8 croak it. Hellcannon can no longer fire.
TK2
Caress of laniph kills the level 4 miscasting and killing 8 TG.
Shooting kills 4 warriors in the watchtower.
WOC 2
Hellcannon applies pressure to the Tomb Guard flank whilst the Marauder block carefully advances.
Magic fails to do anything forthcoming. Purple Sun fizzes out.
TK3
Necropolis knights charge into warriors. Chariots into the flank of marauders.
Cursed blades on NK.
Desiccation on hellcannon.
Shooting kills another warrior in the watch tower.
In combat the Necroknights are left with 3 models.
Marauders pass Break test and reform.
WOC3
Hellcannon charges Hierotitan and takes a wound from difficult terrain.
Dispel and Scroll magic phase.
Knights take 2 wounds from festering shroud.
HT and HC deal a wound each to draw a combat.
Knights are destroyed and warriors reform to face East.
Chariots and Marauders keep dishing out pain and the chariot loses one model.
TK4
TG charges building.
Magic - cursed blades on TG
Dess on Hellcannon
Shooting - 1 nurgle warrior dead
Combat leaves 1 chariot left on 2 wounds.
Prince fluffs all attacks and Tomb Guard perform poorly pushing me out of the building.
WOC 4
Giant advances on Tomb Guard, Warriors of Nurgle face South.
Remaining chariot falls to Rot glorious rot in the magic phase.
Hierotitan wounds Hellcannon.
Brother rolls a 6 ending the game.
Result – WOC Victory
In conclusion the list performed well, would have been much better provided I didn't miscast on two dice on turn 1. Really missed not having options for the level 4 death priest in the later game, doom and darkness could have really come in handy.
My own debrief:
Deployment – Plan was to capture the tower late game with the Tomb Guard. Chariots and Necroknights to hold up blocks. I was really banking on lore of death to help me get rid of the Hellcannon.
Turn 1 – Solid start to the game although purple sun not taking out the Hellcannon was just plain unlucky and then backing that trend up with rolling boxcars for soulblight was just terrible! Oh the pain!
Turn 2 - Another miscast but at a appropriate cost this time taking out the enemy level 4 wizard. I perhaps should have used the Knights here instead to immediately start hammering away at the warriors in the building rather than going for the turn 4 capture with the Tomb Guard.
Turn 3 – Big mistake here on my part, I should have combined my combats and put the chariots into the flank of the warriors, I’m confident I would have dished out enough hurt to either break them or destroy them allowing both units a good chance at overrunning into the Marauders.
Turn 4 – The push for the tower ultimately failed. The prince rolled 2 x 1’s and a 2 so there was no love there and I think the Tomb Guard themselves even with 5+ KB only managed a measly 3 wounds.
Game over.
Had the game progressed and I had managed to get into the tower I would have no doubt been counter attacked by the second unit of warriors. At this stage I think they had barely two ranks left so with a bit of shooting and magic I’m confident I could have secured the watch tower. However none of this matters now!
Unit breakdowns:
Tomb Prince - Armour of Destiny, GW
Didn’t do anything notable of the whole game, the WS boost didn’t even matter for the Tomb Guard. Can’t be judged on a single game though however.
LHP - Scroll
LHP - Book of Ashur, Ironcurse, Lore of Death
Great magic setup.
21 Archers - Std
20 Archers – Std
Standard core choices for me currently.
6 Chariots – Flaming
I need to play around with the chariots a lot more. I’m dirty on them for a number of reasons, firstly I snapped one of the crew members in half. Secondly I should have slammed them into the warriors flank. I think armour just puts me off attacking anything.
6 Necropolis Knights - Std, Mus
Love the knights even though I used them very poorly this game.
38 Tomb Guard - FC, Banner of Swiftness
I’m sure I can get use to having these guys in a list, good sized unit but once again this battle report doesn’t do a whole lot to showcase them as anything but expensive bone shields.
Casket
Hierotitan
Standard rare choices. Hierotitan really put the pressure on the opponent by boosting spells and making those easy 2 dice dispels becoming spells that required 3 dispel dice to get rid of.
Next game could either be a 2500 point or a 1500 point depending on if I enter a local campaign which would be interesting as I don’t mind the smaller games at all.
Thoughts and comments appreciated.
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