Unnamed2000 Pts - Chaos Army
1 Exalted Chaos Champion @ 120 Pts
Mark of Chaos Undivided; General; Great Weapon; Barding
1 Chaos Steed @ [0] Pts
1 Exalted Chaos Sorcerer @ 419 Pts
Mark of Slaanesh; Magic Level 4; Lore of Slaanesh; Barding
Chaos Daemon Sword [85]
Talisman of Protection [15]
Sl1 - Blissful Throes [0]
Sl2 - Luxurious Torment [0]
Sl4 - Delectable Torture [0]
Sl5 - Enrapturing Spasms [0]
1 Chaos Steed @ [0] Pts
1 Chaos Sorcerer @ 190 Pts
Mark of Slaanesh; Magic Level 2; Lore of Slaanesh
Power Familiar [50]
Sl3 - Titillating Delusions [0]
Sl4 - Delectable Torture [0]
5 Chaos Knights of Pleasure @ 293 Pts
Mark of Slaanesh; Barding; Heavy Armour; Shield; Standard; Musician
War Banner [25]
1 Champion @ [20] Pts
6 Chaos Steed @ [0] Pts
12 Chosen Chaos Warriors of Pleasure @ 284 Pts
Mark of Slaanesh; Chosen Unit; Shield; Standard
5 Chaos Warhounds @ 30 Pts
5 Chaos Warhounds @ 30 Pts
19 Marauders @ 165 Pts
Great Weapon; Standard; Musician
1 Chieftain @ [10] Pts
19 Marauders @ 165 Pts
Great Weapon; Standard; Musician
1 Chieftain @ [10] Pts
12 Daemonettes @ 180 Pts
1 Chaos Chariot @ 120 Pts
Mark of Chaos Undivided
2 Chaos Steed @ [0] Pts
2 Chaos Warrior Crew @ [0] Pts
Halberd; Heavy Armour
Casting Pool: 9
Dispel Pool: 6
Models in Army: 84
Total Army Cost: 1996
Lizard army(roughly):
old blood, 6 attacks, great weapon, 1+ save, cold one, 4+ ward save against S5+ hits
scar veteran w/18" move, great weapon
army standard saurus w/some sort of burning blade
lvl 2 skink shaman w/cube and mark of old one, 1&3 for spells
3x10 skinks
2 unit of 19 saurus w/high saves
3 terradons
4 kroxigor
1 jungle swarm
For terrain important one was 2 hills, one on north and one on center-right. For deployment I put infantry(apart from daemonettes) on left, faster troops(apart one hound unit and exalted champpion) on right. Daemonettes were on center looking north, to go left or right as needed. Exalted champpion and unit of hounds were on left.
Lizards were bloody enough to go all on right, near my cavalry. For game lenght we rolled random game lenght and he went first.
Lizard #1:
Advance, magic nill.
Chaos #1:
Knights and charriot try to charge kroxigor's with old blood in them, charriot fell short, knights slam home. Hounds on right move to block saurus unit north of kroxigor's with army standard in them. Rest head toward lizards at full speed.
Magic phase. Game got dramatic turn of events. First spell was to make non-ASB scar veteran hack the unit, opponent failed to dispel so 1 saurus died. Then next 2 spells(both with 3 dices) were irresistable forces...End result. Knights became frenzied and kroxigors were unable to do anything...What's the odd of this one anyway?
No shooting so straight to combat. As predicted(after magic phase) knights made short work of kroxigor's. Champpion caused 2 wounds to old blood in challenge and every single kroxigor fell to blades of chaos. Sorcerer even saved only hit daemonsword caused to himself by talisman of protection
And rather obviously lone old blood autobroke. He ran 12", ending behind skink unit and I had high hopes of hitting skinks who were within 7-8" top. Of course I rolled 6 so turn wasn't complete success to me, especially as skinks passed panic test.
Lizard #2:
"Flying" scar veteran charged charriot which fled away, his former unit wheel/reform(don't remember which) to look at knights, other saurus block charges hound unit. Terradon's charge second hound unit which flee and are run down. Old blood rallied. Magic nill, shooting nill, combat saw death of hounds, obviously.
Chaos #2:
Knights into skinks, exalted into jungle swarm. Charriot fails to rally and runs 18" toward edge. Infantry advances toward lizards, magic saw use of cube(tried to force saurus looking at knight move inch forward instead of charging them). H2h. Skinks hacked apart, obviously, though sorcerer suffered 2 wounds(drat). I overran into old blood. Exalted champpion causes ONE wound to jungle swarm and wound caused back, break test passed.
Lizard #3:
Saurus #1 moves forward to take up charge of daemonettes, saurus #2 into rear of my knights, as did "flying" scar veteran(without him I wouldn't have even had that much worries). Magic nill, shooting nill, combat. Exalted champpion caused 1 wound...Drat. In knight combat old blood challenges, knight champpion accepts(wanted sorcerer to generate CR against infantry). Obviously champpion got sliced, though if he had rolled 1 on his armour save(caused by steed) oldblood would have died instead
Chaos #3:
Daemonettes charged into saurus #1 unit. Magic. Made saurus unit #2 head into nowhere. Combat. Daemonettes suffered hideous casualties and vanished. Poof. Overrun next to marauder unit(with sorcerer attached).
Lizard #4:
Sauruses into marauders, nothing else of importance. Combat. My sorcerer and army standard fought in challenge, wounds 1-0 in ASB's favour. 2 more marauder fell, 2 saurus fell to great axes. Lost by 1(bless outnumber) and held.
Chaos #4:
Last chance to avoid massacre defeat. Second marauder unit slammed into flank of saurus unit. However in combat I only killed 4 saurus, lost 4 marauders in return as well as 2 wounds to sorcerer and he held(even without ASB reroll).
Lizard #5:
Terradons, scar veteran and old blood all charged into marauders, 18 marauder fell, no return casualties, autobroke, both run down, game, set and match.
Massacre loss to chaos. "Flying" scar veteran + daemonsword + bad deployment + over eagerness costed me game, fun game though and opponent's face after 2 irresistable force was priceless