Post by knight (M.I.A) on Mar 22, 2009 11:46:02 GMT -5
Well a little game between a friend and his Skaven (formerly my Skaven)
I decided to go with 2 Sorcerors of Tzeentch, 2 units of 10 warriors with full command, and 5 Knights with full command.
He had like loads of Slaves, Clanrats, and surprisingly he didn't use any Skyre gimmicks at all but other nasty stuff like Giant Rats and Rat Ogres.
My spells have been, I seem to be really lucky during this phase but suck at deployment and side choice...:
Sorceror 1:
Magic Fire of Tzeentch, Pandemonium
Sorceror 2:
Magic Fire of Tzeentch, Hellgate
After setting up I was a bit despaired as it looked much like a scene from '300'... 27 Chaos Warriors against like 150 Skaven?! (I didn't count either how many he had to begin with and hardly how many died in the progress of the battle.)
Turn1:
Since I had to go first I started carefully and relied on my magic and wanted to let the Skaven get in my range. I tried to cast Pandemonium. I was successful but he decided to try a ban and was successful. So my other Sorceror had nothing to fear and tried to cast Hellgate at a 15+ with 3 dice and failed. Both casters also casted Magic Fire of Tzeentch (7 with Strength 3, 2 with Strength 4) killing together 7 Clanrats.
The Skaven just advanced but couldn't get in range yet, so the next turn would the beginning of the Slaughter.
Turn 2:
A bit of movement and then magic: Pandemonium was casted sucessfully, Hellgate casted successfully with with Strength 11 Removing a complete block of Slaves from the table, also again 2 times Magic Fire (6 Strength 6, 2 Strength 2) killing 6 more Clanrats. Thinks started to look good already. The Knights assaulted the Stormvermin and the Champion challanged the Chieftain who decided that it was better for him to go to the last rank of the unit than to fight this nearly 13feet tall guy (steed included)... The Knights killing 11 Stormvermin, the Skaven fought back and could only wound twice but the armour of the knights was too much for them and nothing happened to the Knights. Now the horses would strike too: The Chaoshorses could only kill 1 more Stormvermin. After counting together the combat results it was quite clears why this block of Knights did cost me 250 points. Since the Stormvermin couldn't use the Chieftains Leadership due to the active Pandemonium. The Stormvermin decided to run but weren't fast enough for the Knights and were caught by the Knights. All this happened within 6" to a unit of Slaves and Clanrats. I don't have to say that they started to run as well as their unmodified Leadership is not really high and without their Chieftains they're nothing...
Well now to Skaven's turn... well since 1 of his unis was destroyed allready, another 2 were running and wouldn't most likely stop (due to Pandemonium he had only really small chances of banning as he would need 2*6 for this) Now it was his time for assaulting. He assaulted the 2 units of Warriors with nearly everything that was left. Overall he killed 3 Warriors and lost 8 Clanrats, 4 Slaves and some more Giant Rats. Some lucky events caused me to win this close combats (and also the fact that he couldn't ban the Pandemonium), so ... well they ran again but this time I could only catch up on the Slaves
After 2 turns it was already looking bad for the Skaven and after short analysis we decided that it wouldn't make much more sense to continue and that it would be a better idea to get out and meet some friends in the city for a drink.
Overall I can say that the Tzeentch magic is extremely powerful and especially against low Leadership Value and armies that don't have much magic capabilities the Pandemonium is extremely powerful. Also Hellgate is an extremely powerful spell, but it can depend between an overkill weapon or a little shaking. The Magic Fire is a good allround magic missile, but also depends a lot on your luck as it can go from 2-7 hits with Strength 2-7...
I decided to go with 2 Sorcerors of Tzeentch, 2 units of 10 warriors with full command, and 5 Knights with full command.
He had like loads of Slaves, Clanrats, and surprisingly he didn't use any Skyre gimmicks at all but other nasty stuff like Giant Rats and Rat Ogres.
My spells have been, I seem to be really lucky during this phase but suck at deployment and side choice...:
Sorceror 1:
Magic Fire of Tzeentch, Pandemonium
Sorceror 2:
Magic Fire of Tzeentch, Hellgate
After setting up I was a bit despaired as it looked much like a scene from '300'... 27 Chaos Warriors against like 150 Skaven?! (I didn't count either how many he had to begin with and hardly how many died in the progress of the battle.)
Turn1:
Since I had to go first I started carefully and relied on my magic and wanted to let the Skaven get in my range. I tried to cast Pandemonium. I was successful but he decided to try a ban and was successful. So my other Sorceror had nothing to fear and tried to cast Hellgate at a 15+ with 3 dice and failed. Both casters also casted Magic Fire of Tzeentch (7 with Strength 3, 2 with Strength 4) killing together 7 Clanrats.
The Skaven just advanced but couldn't get in range yet, so the next turn would the beginning of the Slaughter.
Turn 2:
A bit of movement and then magic: Pandemonium was casted sucessfully, Hellgate casted successfully with with Strength 11 Removing a complete block of Slaves from the table, also again 2 times Magic Fire (6 Strength 6, 2 Strength 2) killing 6 more Clanrats. Thinks started to look good already. The Knights assaulted the Stormvermin and the Champion challanged the Chieftain who decided that it was better for him to go to the last rank of the unit than to fight this nearly 13feet tall guy (steed included)... The Knights killing 11 Stormvermin, the Skaven fought back and could only wound twice but the armour of the knights was too much for them and nothing happened to the Knights. Now the horses would strike too: The Chaoshorses could only kill 1 more Stormvermin. After counting together the combat results it was quite clears why this block of Knights did cost me 250 points. Since the Stormvermin couldn't use the Chieftains Leadership due to the active Pandemonium. The Stormvermin decided to run but weren't fast enough for the Knights and were caught by the Knights. All this happened within 6" to a unit of Slaves and Clanrats. I don't have to say that they started to run as well as their unmodified Leadership is not really high and without their Chieftains they're nothing...
Well now to Skaven's turn... well since 1 of his unis was destroyed allready, another 2 were running and wouldn't most likely stop (due to Pandemonium he had only really small chances of banning as he would need 2*6 for this) Now it was his time for assaulting. He assaulted the 2 units of Warriors with nearly everything that was left. Overall he killed 3 Warriors and lost 8 Clanrats, 4 Slaves and some more Giant Rats. Some lucky events caused me to win this close combats (and also the fact that he couldn't ban the Pandemonium), so ... well they ran again but this time I could only catch up on the Slaves
After 2 turns it was already looking bad for the Skaven and after short analysis we decided that it wouldn't make much more sense to continue and that it would be a better idea to get out and meet some friends in the city for a drink.
Overall I can say that the Tzeentch magic is extremely powerful and especially against low Leadership Value and armies that don't have much magic capabilities the Pandemonium is extremely powerful. Also Hellgate is an extremely powerful spell, but it can depend between an overkill weapon or a little shaking. The Magic Fire is a good allround magic missile, but also depends a lot on your luck as it can go from 2-7 hits with Strength 2-7...