Post by rangerdave on Aug 5, 2010 21:19:41 GMT -6
Played Scott's Dark Elves tonight.
Review follows.
Tonight, I took this:
Lvl 4 tzeentch on disc, 1+ armor, 3+ ward, blood of tzeentch
Exalted of Nurgle, bronze armor, stubborn helmet, stream of corruption
Exalted BSB of Tzeentch, 2+ armor, 4+ ward, flail
23 warriors of tzeentch, full command, rapturous standard
2 x 5 marauder horsemen, flails, mus, lt armor, axes
1 x 5 hounds
2 chariots
11 knights of nurgle, full command, banner of rage
hell cannon
He played DEs
Lvl 4 sorceress, dark elf magic, pendant of craptastic ward save
Lvl 2 sorcerress, lore of metal
Dread lord, 1+ rerollable armor, crimson blade
big unit of crossbows
sizable unit of corsairs with frenzy banner (a decent combat unit that still died to warriors)
1 unit of dark riders
2 rbts
2 hydras
black guard
cauldron, bsb
Tzeentch warriors definitely held the line better than Khorne warriors. Right now, I'm sticking with Tzeentch. His dreadlord also had the stubborn item and with his 1+ rerollable armor and ld 10, he'd hold up my warriors until the end of turn 6 at which point they finally had to break test and fled. Still, they had run down a hydra, taken out his corsairs, and tangled (unsuccessfully) with the lord for several turns. The parry save was big many times.
Horsemen died fast but absorbed shooting and got in the way. I consider them sacrifices so no big deal.
Hounds screened a little bit, absorbed some shooting, panicked and fled.
BSB had more crap rolls, botching armor and then botching ward with good chances to pass both. He died, which really hurt.
Exalted held the knights steady. The knights ran down the other hydra, took out some crossbowmen, and then failed a swift reform, so they ate a lot of shooting. 1 remained and got into combat with the unit of crossbowmen which had by then suffered casualties. He almost broke them but would die when the cauldron gave the crossbowmen killing blow. Big loss, 555 points. Shooting was their bane, even with Nurgle mark.
Chariots combo charged his black guard, rolled double 6's for impact hits, and flat out wrecked them. 1 found itself in contact with the lord, though, who destroyed it. The other would die to shooting before he saw more combat.
Hellcannon did modest damage with shooting. Misfired once but just rampaged. It did disable his last RBT at the game's end, which helped my lord stay alive.
The lord did a good job. Tzeentch is now such a cheap lore and with +5 to cast, it's really reliable. Pandaemonium caused him some trouble, forcing him to dispel it or wait until his phase to dispel it when he failed during mine. Flickering fire wiped his dark riders and eventually got his lvl 2 sorcerer. I got gateway off several times but never rolled the big 11-12 (I've never done that ). At the end I rolled 9 str 2 attacks on his sorceress, which was great since I could actually get past that pendant, but I only got 1 wound out of the 9 dice.
We had a topsy turvy dice game, with the dice going back and forth, good rolls and bad rolls for both of us. It was fun. He won in the end, his shooting taking its toll. If my BSB had survived I could have dealt with his shooting much better, but he didn't. And so it goes.
I like this list for the most part. It's competitive but not overdone. The last two games (I demolished Tomb Kings to a model), the knights wrecked whatever they got into. Tzeentch lore is paying off.
Review follows.
Tonight, I took this:
Lvl 4 tzeentch on disc, 1+ armor, 3+ ward, blood of tzeentch
Exalted of Nurgle, bronze armor, stubborn helmet, stream of corruption
Exalted BSB of Tzeentch, 2+ armor, 4+ ward, flail
23 warriors of tzeentch, full command, rapturous standard
2 x 5 marauder horsemen, flails, mus, lt armor, axes
1 x 5 hounds
2 chariots
11 knights of nurgle, full command, banner of rage
hell cannon
He played DEs
Lvl 4 sorceress, dark elf magic, pendant of craptastic ward save
Lvl 2 sorcerress, lore of metal
Dread lord, 1+ rerollable armor, crimson blade
big unit of crossbows
sizable unit of corsairs with frenzy banner (a decent combat unit that still died to warriors)
1 unit of dark riders
2 rbts
2 hydras
black guard
cauldron, bsb
Tzeentch warriors definitely held the line better than Khorne warriors. Right now, I'm sticking with Tzeentch. His dreadlord also had the stubborn item and with his 1+ rerollable armor and ld 10, he'd hold up my warriors until the end of turn 6 at which point they finally had to break test and fled. Still, they had run down a hydra, taken out his corsairs, and tangled (unsuccessfully) with the lord for several turns. The parry save was big many times.
Horsemen died fast but absorbed shooting and got in the way. I consider them sacrifices so no big deal.
Hounds screened a little bit, absorbed some shooting, panicked and fled.
BSB had more crap rolls, botching armor and then botching ward with good chances to pass both. He died, which really hurt.
Exalted held the knights steady. The knights ran down the other hydra, took out some crossbowmen, and then failed a swift reform, so they ate a lot of shooting. 1 remained and got into combat with the unit of crossbowmen which had by then suffered casualties. He almost broke them but would die when the cauldron gave the crossbowmen killing blow. Big loss, 555 points. Shooting was their bane, even with Nurgle mark.
Chariots combo charged his black guard, rolled double 6's for impact hits, and flat out wrecked them. 1 found itself in contact with the lord, though, who destroyed it. The other would die to shooting before he saw more combat.
Hellcannon did modest damage with shooting. Misfired once but just rampaged. It did disable his last RBT at the game's end, which helped my lord stay alive.
The lord did a good job. Tzeentch is now such a cheap lore and with +5 to cast, it's really reliable. Pandaemonium caused him some trouble, forcing him to dispel it or wait until his phase to dispel it when he failed during mine. Flickering fire wiped his dark riders and eventually got his lvl 2 sorcerer. I got gateway off several times but never rolled the big 11-12 (I've never done that ). At the end I rolled 9 str 2 attacks on his sorceress, which was great since I could actually get past that pendant, but I only got 1 wound out of the 9 dice.
We had a topsy turvy dice game, with the dice going back and forth, good rolls and bad rolls for both of us. It was fun. He won in the end, his shooting taking its toll. If my BSB had survived I could have dealt with his shooting much better, but he didn't. And so it goes.
I like this list for the most part. It's competitive but not overdone. The last two games (I demolished Tomb Kings to a model), the knights wrecked whatever they got into. Tzeentch lore is paying off.