Deployment
On my left flank I had deployed a unit of Warhounds, 2 Chariots (including my General in one), and two Spawn. Quite a lot, but I was faced off with a unit of 10 Cold Ones, a unit of 5 Dark Riders and a Cold One Chariot carrying the General. My centre had two units of Warhounds screening the large and one small unit of Horrors and a Spawn, set against two RBT's and 10 RXB's. The right flank looked pretty bad - only a Chariot, a Spawn and 12 Horrors set against an RBT, Hero on Dark Pegasus, LV4 Wizard on Dark Pegasus, 8 Shades and 5 Dark Riders.
Turn 1 (Me)
Even though I had most units, I still won the roll for first turn. Both left side Spawn moved 10" forward, keeping them in line. The middle Spawn moved up 8" towards one centre Bolt Thrower, and the right Spawn zoomed 12" straight towards the Cold One Chariot. The Warhounds moved up around 10" to 12" each, and I manoevred the Horrors and my General on Chariot into spellcasting LOS.
First turn magic was a total non-event. The power 12 D6S5 hits target at the Cold Ones was dispelled, and I managed to kill one Dark Rider on the right flank. I cast most of the spells, but I kept rolling 1's for the strength of hits, or missed altogether with Green and Indigo fire. Not memorable. No shooting because the spawn were out of range.
Turn 1 (Opponent)
The left sided Dark Riders charged the centre Warhounds, and the right sided Chariot charged the spawn. The Warhounds elected to flee (as I had intended), but I rolled 3 1's and they were run down! (a roll of four would have got me away). The Warhounds next to them amazing passed their 5 panic test after this, and the Dark Riders were left stranded in the middle of the battlefield next to them. The DE Chariot on the right flank caused 6 impact hits, but the Spawn amazingly survived, making up for the Warhounds. The rest of the DE army manoevred into shooting/charge range.
In magic, Black Horror was targeted at the righmost Horrors, but I dispelled that one with all my dice (rerolling the 1's naturally). A couple were fried by Doombolt but that was acceptable.
The DE shooting began, and I braced myself for some heavy losses. The small central unit of Horrors lost five models to 2 RBT's, and the central Warhounds lost two models to the RXB's (but passed a 5 panic test again!). The rightmost Horrors only lost a couple to quite a lot of shooting, so I was happy with that overall.
Turn 2 (Me)
The miraculously panicless Warhounds charged a Bolt Thrower but missed by 1/2 an inch, leaving them facing a mauling at the hands of Mr Greatweapon on Dark Pegasus next turn. Ah well. For 36 points they'd already been worth it. I charged my own Chariot into the flank of the Cold One Chariot in contact with the spawn (passing a fear test), and one of the left sided Spawn zoomed towards the centre unit of Dark Riders, causing them to flee behind a watchtower. I didn't want them recovering so I moved up my Horrors and another spawn into spellcasting/flame template range (or so I hoped..the spawn moved 2" and left itself in an awful position). This caused me to momentarily forget that I am meant to be a decent player, and I arsed about with the rest of my movement like somebody who was just starting the game.
The magic phase was pretty rotten. The Horrors did OK - the large unit fried 4 RXB's and the rightmost unit got 4 Shades but due to my bizarre movement I had left my general outside range or outside LOS to his intended targets. I killed a Cold One with Green Fire. Indigo Fire failed to wound a single Dark Rider. The unit I had intended to destroy had in fact not suffered a single casualty! I just knew that those Dark Riders would rally to cause me no end of grief later on.
Combat went well after a poor start. The Chariot impact only caused one wound on the Cold One Chariot, but the crew came through with another two wounds. The Cold One Chariot in turn failed to finish off the Spawn, broke and ran 14" straight across the table. I pursued with my chariot and rolled 14 also, running it down and leaving me in a nice position (If now totally outmatched on my right flank because of it).
Turn 2 (Opponent)
The Cold One Chariot with the general charged into the spawn which had moved 2" the turn previously. Not only that, but after it's unavoidable demise I could see the overrun would take the Chariot into my second Chariot on the left (I really made an arse of my movement btw!). The Hero on Dark Peg charged the hapless Warhounds and the Cold Ones milled around threateningly in the background - I'd be seeing them up close pretty soon. The Dark Riders rallied as expected, and moved right behind my large unit of horrors, just outside the likely Spawn charge range.
The magic phase killed another 2 Horrors in the centre, leaving the unit on 5 models. Further shooting by the remaining RXB's left it at 3 models 'strong'. On the right side, my Horrors dodged Bolts and Crossbow Bolts until the Dark Riders (who had by then flanked them) managed to drop another four with only 8 shots. The central RBT's killed 5 Horrors in the big unit, and it was losing power rapidly.
Combat was going to be quick and painful surely? Things started as expected when the Cold One Chariot with General whacked the Spawn into another dimension, following through onto the flank of my second chariot. However, the much-lauded Hero on Dark Peg failed to roll a three with his attacks, but the Pegasus killed a Hound. My remaining two attacks (3 Warhounds left, but only 2 left in combat) completely failed to hit. The combat was a draw because I outnumbered him! Result.
Turn 3 (Me)
The poor Hero on the Peg found himself flank charged by the rampaging chariot which had run down the Cold One Chariot on my previous turn.
I couldn't countercharge the DE general on his Chariot with my own because I was not in charge arc, so I moved backwards outside 6", but still within Leadership range (had a feeling I might need it) and within charge arc of the whole left flank. I wanted to cover the eventualities of the second Chariot surviving or maybe even the Spawn surviving the Cold One's charge next turn. The leftmost Spawn moved up to block the charge of the Cold Ones who now couldn't be stopped outside the magic phase. Where the hell was Blue Fire when I most needed it? The horrors looked spent as far as magic goes, so I got ready for combat with the remainder.
Magic had so far been disappointing, and that had to change now. It wasn't to be though and once again I managed very little - 1 Cold One died to the Horrors S4 hits, leaving them down a rank. Perhaps that wasn't so bad, but I could have used more. Casting was no problem, but a combination of poor movement of the General and constantly rolling low for the number and strength of hits had meant the DE army was practically untouched.
I killed a Shade with a Spawn breath weapon, but they passed their panic test. The other Spawn fell narrowly short with their fire.
Combat. My Chariot caused a single wound on the Dark Pegasus and Rider. That's impact hits and the crew and steeds. He in turn mauled two of the three remaining Warhounds, but I won combat through outnumbering. He passed his 7 break test. Impact hits and the DE general crushed my second chariot without needing any crew or mount attacks (remeber it had overrun the following turn, so impact hits against my chariot even though it was my turn). Why can't my chariots do that? He chose not to overrun into the flank of the large Horror unit because it was his turn next and he could think about it some more. This is the first time I've ever seen a unit overrun twice in succession btw - that should tell you something about how badly I had messed up my movement two turns ago.
Turn 3 (Opponent)
Cold Ones charge the Spawn, but I'm confident it'll hold. The Dark Riders (the ones which rallied) attempt to tie up the large Horror unit but fail their fear test to charge in the rear. Similarly, the right flanking Dark Riders also fail their charge when they would almost certainly have wiped out the remaining right sided horrors. The 5 remaining RXB's attempt to charge into the Warhound/Chariot/DE Hero on Peg combat, but the remaining hound eventually fails a panic test (charged in flank by unit with US5+), leaving them short. Good job lads! (The single hound can never rally, but it's been a long time since I've had a 36 point unit do so much for me in a battle).
All eyes on the DE General. My opponent thinks about it some more, then decides to move the Chariot into my right corner. He's not confident about the Cold Ones finishing the Spawn in one turn, so he doesn't charge the large Horror unit in the flank (because I'd be able to countercharge either him or the Cold Ones with my own General's Chariot if any of them fail to put away the opposition). Although this is a 'safe' decision, it's not the one I'd have made.
Magic, and something strange happens. In numerous games I can't recall the DE Sorceress failing to cast a spell, but in this turn she goes for a big casting of Dominion on the Chariot in combat with the Hero on the Peg. Two ones, three on the miscast table, and she blows herself off her perch (on top of a mountain peak) into the middle of the battlefield. The fact that she cannot cast again unless she rolls a 6 at the start of her magic phase is a major bonus.
Shooting causes a few more casualties on Horrors. The 'big' unit is now only 11-strong, and both units of 12 at game start are now two and one models. In many ways, my decision to spread them out has worked because the main unit is still combat worthy and semi-useful in magic. The other two are practically finished, but they have to be completely finished off and even then they'll only have cost me 360 VP's overall.
Combat, and the Cold One's manage the three required wounds on the Spawn, allowing them to career into the front of the 11 Horrors. My Warriors on the Chariot finish off the DE Hero, but the Pegasus stands around just to annoy me intensely.
Turn 4 (Me)
It's hard decision time, but to be honest the decisions are already made. I'll never pass up the chance of a massacre even if it means I'll lose heavily if things go wrong. Turn 4 is therefore not difficult (as usual - turn 4 tends to be the turn in which I win utterly or lose horribly).
General on Chariot charges, passing a 9 fear test with an unsure roll of 9. (I did not enjoy rolling that btw!). The Cold Ones pass their panic test in turn.
The two remaining central Horrors charge the 5 remaining RXB's. They fail their fear test but that hardly matters. My remaining unwounded Spawn charges the Dark Riders (the central unit which rallied earlier but failed a fear test last turn, leaving them in such a piss-poor position). They flee right off my table edge. I move my other remaining Spawn (the one with one wound left on the right flank), in the hope of catching the miscasting Sorceress. I miss her by 2", but it would have been unfair on my opponent had I got her.
The only other movement of consequence is when I move my remaining unit of Warhounds (remember I had three units - the left flanking unit spent all game backing up away from the Cold Ones), away from the DE Generals Chariot as far as I could go. Magic, and now it REALLY, REALLY, REALLY needs to happen. I draw out a dispel die with the Coruscation of Fire from the two Horrors in contact with the RXB's. I then try the 'turn into Horror' bound spell on the Cold Ones, but that is dispelled on two dice. In an unlikely attempt to draw out another dispel die, I try Green Fire on a Bolt Thrower crew. My opponent is quite unimpressed by this, and as usual they both miss each other completely.
Still 7 dice left, but I'm now only interested in Orange fire for the Lord. The two dice my opponent has left is unlikely to stop me, so I throw 5 at it and roll 20 (after rerolling the obligatory double 1's). He needs to roll double 6 or I'll be rerolling all my missed attacks and wounds. He rolls a 6 and 1, so the Tzeentch Lord is in 'uber combat' mode at last. Chariot strikes home, scoring the usual 3 Impact hits plus 1 for scythes. I only kill one Cold One after wounds and armour saves. The Lord is challenged by the Cold One Champion, and after missing with 2 original hits, he rerolls and scores 4 wounds. One is saved by the armour, but the Cold One Champion is still mangled into dust. I fail to cause any wounds with the crew or steeds. The remaining Cold One Riders on the front of the Horrors manage to kill three, but I've won combat by a decent margin. When totalled up, I score 9 CR to 5, leaving the Cold Ones on a 4 break test, which they thankfully do not make. They run like hell, and the victorious Tzeetch Lord runs them down, ending up close to the Warhounds that had moved earlier in the turn...
I pursue with the Horrors also, because I'm unsure if the DE general's chariot is in range of my general's chariot. In any event, the roll a 4 pursuit roll and completely fail to block any such manoevre if it is in range.
The only other combat was the Central horrors against the 5 RXB's. I lose that one unsurprisingly, and the unit pops with a 10 LD roll. Only one model left, so that's not too bad I suppose!
Turn 4 (Opponent)
He's probably lost after the last turn, but can still rescue a decent result if things go well. The DE General on Chariot charges the unit of Warhounds which tried their best to avoid him. No problems, just don't roll below 5 and I'll get away. 1,1,2 = 4.
The DE general runs down the slow-to-react hounds (twice in one game?), but much more important was the fact that the Tzeentch Lord was within 4" of their final position. One roll of eleven later and my General's Chariot is running like hell through panic. Bad.
My right flank dissapears altogether same turn, but the remaining DE on that flank can hardly be called a combat worthy force either. I mark that side down as a draw.
Magic doesn't happen because of the bad miscast last phase.
Shooting kills some more Horrors.
In combat, the charging RXB's lose heavily to my Chariot. I could have predicted that outcome, and I'm not sure what my opponent was hoping for.
Turn 5 (Me)
All eyes on Mr Tzeentch. Can he rally? The first die I see is a 6, but the second is a 3 and I get my composure back. Too close! Especially considering it was a bloody unit of Warhounds costing 36 points which caused the problem in the first instance. Things are still bad though - the DE generals chariot is in charge range and I know my opponent will be gunning for me next turn.
Consolidate(?) my position, throw a few spells around with little effect, but make damn sure of Orange Fire.
Turn 5 (Opponent)
Looking at the battlefield, there isn't an awful lot left on either side. If the DE general can destroy my chariot beneath me, then I'll probably autobreak. Thing is, I'm a Chaos Lord, and he's a DE hero. I'm not too concerned, but the game is summed up perfectly on one roll when the Cold One Chariot fails it's stupidity test, shambling forward into the fantastic postion of being flanked by my Horrors and charged by my Generals Chariot in my final turn.
We don't bother with the final turn, and I give my opponent a draw.
Absolutely superb game, played in a great spirit. Some of the stuff that happened might seem outrageous, but believe it or not that is usually what happens with us. If this is indicative of what Chaos lists can be like, then I'm a convert.
Notes on the army :
Hard to tell obviously. There's little doubt that Tzeetch 'Warrior Mages' are a bit special, but you can fall into the trap of using them as spellcasters first and warriors second. I've done this with other characters (Necrarchs are obvious examples), and the situation seems worse when you mount them on chariots for some reason.
Staff of Change is probably broken. If not, it's damned good - the best MI any race has.
Horrors are suprisingly resiliant. In 12's they will fall apart vs shooty types but that's obvious enough. They really aren't all that bad in hth - the 5+ ward save sees to that. Many units would kill for such a save against some troops.
Spawn are good. Very good. I'm not sure if Tzeentch Spawn are worth the 15pt upgrade for a pretty ineffectual breath weapon (you need to see it in action - or inaction - to believe it). Slannesh Spawn with 3d6 movement could be a bit special, as could Khorne with S5. The most important thing is to remember they are an unbreakable unit with a high toughness so they might just hold up charging units like Cold Ones or Chariots.
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