Greetings!
Game 3 - Spencer - Tzeentch Warriors - Meeting Engagement
In the third game I had a great pleasure to play against Spencer and his Tzeentch Warriors. I have never played against Spencer before but I know he finished 8th on CanCon 2014! We played Meeting Engagement scenario with no modifications to the rules from the rule book. Warriors of Chaos are always a tough opponent and this time the challenge was to try and win against he following army list:
Warriors of Tzeentch - Army List
Chaos Lord, Disc of Tzeentch; Mark of Tzeentch, Talisman of Endurance; Hellfire Sword; Enchanted Shield; Third Eye of Tzeentch; Flaming Breath; Soul Feeder
Battle Standard Bearer, Barded Chaos Steed; Mark of Tzeentch; Shield; Talisman of Preservation; Warrior Bane
Chaos Sorceror, Level 2, Disc of Tzeentch; Mark of Tzeentch, Opal Amulet; Charmed Shield; Ruby Ring of Ruin; Chaos Familiar - Lore of Metal
Chaos Chariot, Mark of Tzeentch
Chaos Chariot, Mark of Tzeentch
5 Marauder Horsemen, javelins, flails, Standard, Mark of Tzeentch
5 Marauder Horsemen, javelins, flails, Standard, Mark of Tzeentch
5 Marauder Horsemen, javelins, flails, Standard, Mark of Tzeentch
5 Marauder Horsemen, javelins, flails, Standard, Mark of Tzeentch
18 Chaos Warriors, halberds, Full Command; Banner of Swiftness; Mark of Tzeentch
8 Chaos Ogres, great weapons, Full Command, Mark of Tzeentch
Chaos Spawn, Spawn of Tzeentch
It is a rare occasion to see a mono god army these days. However, Spencer showed that such a force can still be an army to be respected and in the hands of a good player it can go high in a tournament. Let's have a closer look at his choices:
Chaos Lord - The hardest hitting model in the entire army. His Hellfire Sword does d3 wounds, allows no armour save but these attacks are flaming. Great for hunting down monsters or lone characters. However, additional effect that the slain foes can explode and inflict further damage can potentially be deadly for rank and files too. The fact he flies makes him very hard to contain. My plan was to slow him down with units with champions (if he attacks them) and make sure any pursuit/overrun moves he has do not lead to new combats. If I could get him into combat with Dragon Princes or Star Lance hero then with 2++ against his flaming attacks I have a chance to hold him for longer. The fact that ha has "only" 4++ ward save (with re-rolls to 1's) makes it actually possible to hurt him by Searing Doom for instance.
Battle Standard Bearer - another well protected character with 1+/3++ saves. Good in combat too so that he can dish out a few more wounds against the enemy. I was curious where is he going to be, however. He can join any unit but due to being cavalry he can stand out from the warriors. Fortunately for Spencer, I have no cannons!
Chaos Sorcerer - provides some ranged weapons for the army in the form of ruby ring and spells. I forgot to ask why Spencer favours lore of metal instead of lore of Tzeentch. Both have some good spells to help the army so I guess it is all about personal preference. Another flying character that can potentially escape my attention and be hard to catch.
Chariots - very dangerous against my small units, fortunately slower than cavalry and relatively vulnerable to missile fire and magic missiles. I had to deal with them in the first place as otherwise they can be very, very dangerous, either as single models or a support for other units.
Marauder Horsemen - it is great to see so many fast cavalry units and I think they are very useful for WoC army. There are 4 cavalry units against 4 of mine but the problem might be that only 2 of mine are actually fast cavalry. But I was happy to have bows in that match up. I was very eager to see which support troops would prevail as both sides had their own advantages. Taking care of them would also be a priority. I need clear field to manoeuver.
Warriors - not that slow thanks to Banner of Swiftness. In one-on-one combats they have the upper hand against any of my small units so the trick was to lead to the situations where I could have 2-3 units against this one. I had to isolate them though as any support from characters, chariots or even fast cavalry means I am in trouble.
Ogres - another units that is not that popular among WoC players but has some hard hitting potential. If used in cooperation with characters or Warriors they can be very dangerous and they will definitely inflict casualties if charged from the front. One should not forget about their impact hits too!
Chaos Spawn - quite annoying little bugger. Not that easy to shoot down, unpredictable in the combat and Tzeentch one also has some breathing attack. May interfere with my movement phase too so I needed to look for the opportunity to eliminate it.
As usual against Warriors who are designed to carry the fight to the enemy I wanted to deploy further back, soften the enemy with magic and missile fire and use the opportunity that I have more units to arrange favourable combats. The trick was that we didn't know which units are going to enter the battle field and which were to be kept in reserves. I won the roll-off and I had to deploy my entire army first.
Deployment
Deployment of the armies - both forces have some units in reserves
Reavers on the right flank had a tough job to delay 4 enemy regiments
Deployment of the armies after vanguard moves
Both units of Dragon Princes ended up in reserves which was a little bit problematic as I needed them ready to charge right from the start. On the other hand, Spencer's Lord, two units of marauders and a chariot also ended up in reserves.
I didn't move my reavers on the right flank during vanguard phase in order to be able to charge marauder horsemen. However, my plan was ruined when Spencer skilfully rolled a 6 and stole the initiative!
Chaos Sorcerer had following spells:
Enchanted Blades of Aiban, Glittering Robe, Final Transmutation
Warriors of Tzeentch - Turn 1
All might of the Warriors of Tzeentch has assembled
Reavers seemed to be hard pressed
The reinforcements have arrived
Warriors of Tzeentch seized the initiative and moved towards the Elves occupying the nearby hill and assembled in the defensive formation. Timely arrival of the reinforcements, led by the army general himself, put even more pressure on the elven army. They had very little time to react.
Outcasts - Turn 1
Elves remain calm and fight back
Elves had to react quickly before the enemy could consolidate the battle line and the units which arrived as reinforcements joined the rest of the army. Ellyrian Reavers in the South charged the opposing marauders and forced them to flee despite the presence of the battle standard bearer. Elven fast cavalry slammed then into another unit of the marauders while heavy cavalry arrived at the rear of the enemy formation.
In the centre the Elven fire base (including the Loremaster and his various magic missiles!) first shot at some Ogres and then eliminated one of the chariots. That was enough of the fireworks for big lads and they turned and fled to safety!
In the North, White Lions and Swordmasters prepared for the inevitable combat.
Warriors of Tzeentch - Turn 2
And moving forward on the South
Warriors of Tzeentch in a double pincer manoeuvre
Chaos Lord leads the charge and charioteers follow. In between impact hits, Lord attacks and Hellfire effect, not a single Chracian survives and both overrun. Luckily for the nearby Sea Guard the momentum carries the Lord past them while much heavier chariot does not reach their ranks at all.
On the South Reavers face the spawn and despite defensive position they lose combat and are forced to retreat. Their companions draw combat with marauders. In the meantime, the Chaos Sorcerer uses his magical ring to burn a few Archers alive but the survivors grimly hold the line.
Outcasts - Turn 2
Chaos Lord - a little bit too far to pose immediate threat this time
Elves fight back to prevent encirclement
As the chariot passed the Swordmasters, warriors of Hoeth decided to scare away the marauders who predictably fled from the charge. Sea Guard reformed and created a hedgehog formation to receive the charge from the chariot. BSB was sent to join the archers and keep the battle standard high.
Dragon Princes charged the marauders engaged in combat with the reavers and killed them all, panicking nearby companions of the chaotic tribesmen.
(Edit: I cannot remember who got the Sorcerer but I am pretty sure I tried some magic missiles and some shooting at him )
Warriors of Tzeentch - Turn 3
Great Eagle - as usual taking one for the team
Warriors of Tzeenth persistently push forward!
As predicted the chariot charges Sea Guard and tramples a few brave warriors but the unit holds fast. The Lord surfs around the Elven lines and positions himself to attack soon. In the meantime, his BSB leads the warriors into the attack and storm through poor eagle into the nearby Swordmasters.
Outcasts - Turn 3
The whole regiment and battle standard bearer perish!
Sea Guard on the North kept fighting hoping that the Swordmasters will finally help them. They held this time but they also knew they have to keep fighting a little bit longer.
The shooters aimed at the marauders and destroyed one unit entirely. Then the ground started to shake as elven cavalry picked up the momentum to charge the enemy.
First Ellyrian Reavers attacked the exposed flank of a wounded Spawn and killed the abomination. Next, their companions charged the ogres to distract them but the brutes were again unnerved by the way elves hunted down chaotic minions and fled. This time, however, they also panicked some horsemen too.
Finally, Dragon Princes stormed into the rear rank of the Warriors of Tzeentch, while Larry the Loremaster led his White Lions to the flank of their foe. One of the Nobles gulped his potion and he hit with unnatural strength. However, weaver of fates protected his children and their magical aura of protection deflected the hits! Despite that, the attack was so powerful that even Warriors of Chaos could not hold against it and were run down in pursuit, their battle standard held high as a trophy.