Day of the Assassin


1500pts, Pitched Battle scenario, 5 Turns.

Me: So, today I would be facing my friend's growing Dark Elf army with my Chaos force. I really was looking forward to this as it would be my first opportunity to bring out my new units, namely 2 units of 5 Marauder Horsemen. Let's hope they do my money proud!

Aaron: Hehe, my first chance to bring out my Dark Elf army against 'Shawn' (that's not his real name, people) and his Slaaneshi followers. I'm a devout follower of Khaine, and I frown upon those Elves who have sided with Morathi and her multi-gendered god, so now it's my chance to get some revenge for the Druchii.

Ryan knows pretty much everything that I have in my army, except for one thing - the Assassin I bought yesterday and spent all night painting up for this battle. He's always boasting about his characters, is 'Shawn', and so today I'll put an end to all that.

Or, at least that's the plan.


Army Lists

Dark Elves

Noble (General), (Pelorgir) Heavy Armour, Shield, Blade of Ruin = 126

Sorceress of Death, (Winifred the Wicked) Level 2, Dispel Scroll, Seal of Ghrond = 180

Assassin, (Arostir, Master Assassin) Additional Hand Weapon, Touch of Death = 159

16 Dark Elf Warriors, Full Command, Repeater Crossbows, Shields = 217

5 Dark Riders, Musician = 97

5 Dark Riders, Musician = 97

15 Executioners, Full Command, War Banner = 220

5 Shades = 70

5 Cold One Knights Full Command, Banner of Murder = 235

RBT = 100

Chaos

Exalted Champion (General), (Dakar the Cruel) Whip of Pleasure, Mark of Slaanesh = 170

Sorcerer of Shadow, (Baras) Level 2, Dispel Scroll, Spell Familiar = 160

12 Warriors, Chosen, Full Command, Shields, Mark of Slaanesh = 302

12 Warriors, Full Command, Additional Hand Weapons Mark of Slaanesh = 254

20 Marauders Full Command, Great Weapons = 165

6 Warhounds = 36

5 Marauder Horsemen, Throwing Axes, Musician = 91

5 Marauder Horsemen, Throwing Axes, Musician = 91

Chariot = 120

Spawn, Mark of Slaanesh = 75


Deployment and Setup:

There were ruins on either side of the battlefield, closer to the Chaos army. The rest of the table is mostly clear with a hill and a tower in the Druchii deployment zone.

Me: From left to right I had Marauders, Marauder Horsemen, Chosen Warriors with the Sorcerer, my Chariot, more Warriors with the Exalted Champion, (the Warhounds screening the Warrior unit with EC) the Spawn, and then on the other side of the ruins and facing Aaron's Dark Riders, the second unit of Marauder Horsemen.

Aaron: From left to right I had my Cold Ones, with Shades scouting in the ruins ahead of them, then a tower and a hill that harbored my RXB's and my RBT. Then there was my Sorceress, Winifred the Wicked, and the Executioners with the Noble. They were flanked by both units of Dark Riders (1 was further out on the flank to face Ryan's horsemen). His warriors, complete with Exalted Champion, were lined up quite well to my Executioners and the Assassin hiding within their ranks.

Chaos won the roll to go first. In the way of spells, the Chaos Sorcerer had Steed of Shadows, Shades of Death and Pit of Shadows (could they get more creative in naming these spells?) and Winifred had Wind of Death and Steal Soul.

The Plan:

Me: The plan is, get into combat without being destroyed by Elven shooting and then chop them up. I'm hoping that I can counter the Elven speed with my own, but aside from that I'll just see what happens and react to it as well as I can.

Aaron: My entire plan revolves around the Assassin. With an additional hand weapon and Killing Blow I think he'll get the job done well! You've probably noticed that the list itself is quite weak, but if I can hinder the Marauders then trap them with my Knights, they are gone. If I get my good shots the Chosen unit will be gone. If I get enough Overkill with my Assassin then the other Warriors are gone. Then everything else can just be mopped up. We'll see how it goes!

Chaos Turn 1:

With a low rumble, the Chaos army began their long, slow march forwards. The Marauders marched on, ignoring the presence of the Shades in the ruins. On the other flank, I raced forwards with my Marauder Horsemen, hoping (and failing) to get into range of the Dark Riders so they could hurl their axes. Baras tries to cast Pit of Shades on the Executioners, but he miscasts - luckily, he only loses all his power dice for this turn, and I only had 1 left anyway.

Dark Elf Turn 1:

The Shades sprinted out from the ruins and trained their crossbows on the advancing Marauders. Both Dark Rider units shifted into better positions, as Winifred attempts to cast her first spell of the battle - Wind of Death. However, at this stage her power is insufficient and the spell dissipates before her eyes. The Reaper Bolt Thrower wipes out 3 of the Marauder Horsemen that were moving to threaten the machine, they hold but the way has been cleared for the Crossbowelves to shoot at the Chosen Warriors. Despite having millions of shots, the Druchii warriors fail to get past the Warrior's armour even once. The Shades, shooting at a defenseless enemy, bring down 2 Marauders.

Chaos Turn 2:

The remaining Marauder Horsemen charge the Crossbowelves in a vain attempt to silence their crossbows. On the other side of the battlefield, the other Horsemen assault the Dark Riders. Only 1 of the Horsemen is brought down by the RXBs. The Spawn slithers it's way towards the unengaged Dark Riders, and the Warhounds race off to aid it.

Baras gets Irresistible Force for Pit of Shades on the Executioners, and 4 fall into the dark pit, never to return. The Elves' movement is unaffected however. On to the first combat phase of the game, and the Marauder Horseman kills one RXB (well, actually it was his horse) but he is slain in return. On the far right flank, my Horsemen kill 2 Dark Riders, who flee only to be run down mercilessly. The Horsemen get a little overzealous however, and run off the board.

Dark Elf Turn 2:

The Dark Riders who are still alive charge the Spawn and the Warhounds, passing their Fear test. Winifred's spells draw out the Chaos army's only Dispel Scroll - maybe I'll start getting some spells off now. From all my shooting, only 3 Chosen Warriors and 4 Marauders have fallen. But the Combat phase is better - a Dark Rider and 2 horses kill the Spawn outright, and the Warhounds flee with the Dark Riders in hot pursuit. Well, not that hot. they only pursue 4".

Chaos Turn 3:

The Warhounds rally as the Chaos army races forwards, and the dogs rejoin the lines. Baras again casts Pit of Shades, this time on the RXBs, killing 4 yet again but the unit is fine in terms of movement. Tricksy elves, they are.

Dark Elves Turn 3:

The Cold One Knights make good use of the Banner of Murder, charging into the Marauders with the Shades following their example and charging from behind. The Executioners charge the Warriors containing the Exalted Champion and the Dark Riders charge the reformed Warhounds. Time to execute (no pun intended) my master plan.

2 more Chosen Warriors fall from my shooting, which really has been disappointing lately. So many shots, and yet, so few casualties.

Anyways, Arostir leaps forth from the Executioner regiment, swinging his deadly blades at Dakar and killing him before he could even raise his shield to defend himself. The Noble Pelorgir then takes down a further 2 Warriors, as a single Executioner falls to the axes of the Warrior Champion. The unit of Warriors holds however. seemingly determined to annoy Arostir and Pelorgir. Not a smart idea.

Elsewhere the Dark Riders are struck by Rubber Weapon Syndrome and fail to kill a single Warhound, and in return the dogs bark and spit at the horses.

On the left flank, the Marauders are brutally crushed by the Cold One Knights - 4 being spitted on their lances, before fleeing only to be run down by the monstrous lizards. I had been very lucky with my Stupidity tests, and for that, I praise the dice gods.

Chaos Turn 4:

Wow. Azza's third turn really did hurt! My Exalted Champion and general had fallen at the hands of a certain sneaky assassin, and the Marauders had been utterly destroyed by the Knights. I decided that it didn't have to be all bad, and so I started declaring my charges. The Chosen Warriors charged the RXBs who had been shooting at them the entire game, as the Chariot charged the Sorceress. Azza couldn't risk fleeing the poor lady, because she was so close to the board edge she would probably disappear anyway. The Marauder Horsemen work their way back into the game.

The warriors bring down 2 of those annoying Repeater Crossbowelves, and they flee off the board, hee hee! The Warriors then overrun into the RBT.

The sorceress was quickly made into nothing more than a slimy patch for the Chariot to roll over.

And then, it's back to the combat where my Exalted Champion should be munching up Elves, but instead is being trampled by their foul pointed feet. The creature responsible for that kills yet another of my Warriors, as the Noble and his no-armour-saves weapon takes down 2 more. 3 Executioners are slain in a true moment of brilliance by the Warrior Champion - he will be rewarded for his deeds. He'll be the new champion of the army if Dakar is really dead.

But alas, the Warriors flee, and are run down by that damned Assassin. The Executioners follow after him. nothing more than running-buddies really ;).

Dark Elf Turn 4:

The Assassin joins the Shades as they race towards the Warriors who are hacking up the RBT. that Sorcerer is next on Arostir's hitlist, and he doesn't intend to fail. The Executioners turn to face the Chariot, and the Cold Ones return from their Marauder-butchering.

Ryan's warriors promptly destroyed the RBT, but no matter, the Sorcerer's life would be an adequate price to pay for destroying a perfectly good machine, don't you think?

The Dark Riders flee before the might of the, er, Warhounds, but they can't catch them today.

Chaos Turn 5:

The Sorcerer left his unit as it turned to face the Shades and ran around in front of the Chariot. I've already had 1 character killed by that Elf, and I'm not about to let another fall into the same trap! The Marauder Horsemen run down the fleeing Dark Riders, and good riddance :D. Both them and the Chariot turn to face the Executioners - they are going to pay!

The Sorcerer manages to cast Pit of Shades yet again, and 2 more Executioners die and they are moving at half speed next turn, which means no charges for them. Hoorah!

Dark Elf Turn 5:

The Shades and the Assassin charge right into the Warriors. Sorcerer or no Sorcerer, it made no difference - minors would still suit Arostir's purpose fine. What was his purpose? Er. to kill things. The Executioners are left with nothing to do, as are the Cold One Knights. As the Shades and the Assassin are affected by Rubber Weapon Syndrome and kill not a single Warrior, and in return the Shades flee.

Great, Victory Points to Ryan and this is going to be a close one.

Final Tally:

Chaos: 971

Druchii: 955

Result: Draw!

Post-Battle Notes:

Me: Wow. How I held Azza to a draw, and a draw in my favour, is beyond me. I thought I was going for a solid defeat here, but somehow my Chaos army rose to the occasion and survived the assault of the Druchii. Big ups to Azza, great performance there - at least now I know what he was smiling about before the battle. Just so everyone knows. I am making it my new Champion's (The leader of the Chaos Warriors, who actually just lay on the ground being smart when the Executioners ran over him) mission to kill that Assassin.

Aaron: Well, what do you know. My Assassin worked perfectly (until the final turn, of course). If it wasn't for the cowardly tactics employed by the Chaos Sorcerer, I would have had his skull too.

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