Warhammer 1500 Warriors of Chaos vs Terry’s Empire

On Monday I led my Warriors of Chaos against Terry’s Empire army. Truly magic is a fickle mistress. I have written up the complete battle report including images of each round (created in Battle Chronicler).

Warriors of Chaos vs. Empire

Overview

Location: Bedford Gladiators
Date played: 22 June 2009

Warriors of Chaos

General: John

  • E Exalted Hero
    Mark of Tzeentch, Barded Steed, Shield, Book of Secrets & Dispel Scroll
    191 points
  • S Sorcerer
    Level 2, Mark of Tzeentch, Barded Steed & Rod of Torment
    201 points
  • M1 5 Marauder Horsemen
    Musician, Throwing Spears & Shields
    81 points
  • F 5 Marauder Horsemen, Flail Horsemen
    Musician, Mark of Khorne, Flails & Light Armour
    116 point
  • C1 5 Chaos Knights
    Banner, Musician & Warbanner
    255 points
  • W1 5 Warhounds
    30 points
  • W2 5 Warhounds
    30 points
  • C2 20 Chaos Marauders
    Command, Shields
    120 points
  • M2 5 Marauder Horsemen
    Musician, Throwing Spears & Shields
    81 points
  • C3 18 Chaos Warriors
    Command, Shields & Banner of Wrath
    363 points
  • Total: 1468 points

Empire

General: Terry

  • W1 Warrior Priest
    Barded Steed, Enchanted Shield & Sword of Might
  • W2 Warrior Priest
    Great Weapon & Doomfire Ring
  • B Battle Wizard
    Level 2, Ring of Volans & Dispel Scroll
  • H 10 Handgunners
    Marksman with Hochland Long Rifle
  • S1 20 Spearmen
    Command
  • K 6 Knightly Order
    Command
  • S2 Steam Tank
  • C Cannon
  • M Mortar
  • F 21 Flaggellant Warband
    Prophet of Doom

Deployment

I won the roll for choice of sides and decided immiedatly to deny the Empire the hill. My deployment was intended to use my Infantry blocks to secure the centre, forcing Terry to use his resources to counter them, while my Cavalry advanced on both flanks. When deployment was complete I thought I had a strong position to build from.

Turn 1 – Warriors of Chaos

I advanced my infantry forwards hoping that I could get my magic within range of his Handgunners. On the left flank my Flail Horsemen and Chaos Knights positioned behind the hill, the Flail Horsemen had a good angle around the side on the Empire Knights who would need to reposition to stay safe.

In the magic phase I managed to draw some of Terry’s dispel dice out on a 18″ magic missile which was out of range, if I had cast anything else before it he would of known. My Exalted Hero successfully cast Burning Gaze on the Handgunners and killed 7. My Sorcerer then miscast attempting to cast Treason of Tzeentch and wounded himself.

Turn 1 – Empire

The Empire Knights advanced onto the hill, which I feel was a mistake as it ensured I could double charge them and if they fled continue into the Steam Tank. The Steam Tank positioned to fire its cannon and the Flagellants advanced.

In the magic phase the Warrior Priest in the Spearmen attempted to Hammer of Sigmar on the Hochland armed Marksman which I dispelled. I used my dispel scroll to stop the Fiery Conflaguration cast from the Ring of Volans. The Battle Wizard attempted to cast Burning Gaze and failed then cast Fiery Blast and failed to harm any Chaos Warriors. Finally Terry used the Warrior Priest in the Knight unit to cast Unbending Righteousness on himself which I failed to dispel with my final dice, this meant the unit was now unbreakable.

In the shooting phase the Mortar targetted my Marauders, the shot initially missed but scattered onto the centre of the unit. The 16 hits and 4 partials led to 12 of the Marauders dieing! The cannon and steam tank both fired at my Chaos Warriors in such a way that they could hit my Exalted Hero, both shots hit the unit and the Hero failed the look out sir! roll for the cannon. Fortunately for me the cannon ball did not wound my Hero, but the two shots did manage to kill 6 more Warriors.

Turn 2 – Warriors of Chaos

I took the opportunity to double charge the Empire Knights with my Chaos Knights and Flail Horsemen. They killed 4 of the Empire Knights who held due to combat resolution.

In The centre I moved my Horsemen up hoping to tempt a charge from the Steam Tank or Spearmen (which I would flee from). My other Horsemen unit moved into position to force the Flagellants to charge at them towards the forest. The Warriors unit moved up the centre towards the Handgunners and Spearmen.

Turn 2 – Empire

The Flagellants charged at my Horsemen who fled, unfortunately the failed charge didn’t take them far enough to set up a flank charge with my Marauders. Terry wisely ignored the temptation to chase the other horsemen unit and instead used the cannons grapeshot and steam tanks steam gun to kill them.

During the magic phase the Warrior Priest gave up his unbreakable prayer in the hope of using Soulfire to badly damage my Knights but it was dispelled. Somehow my Chaos Knights managed to cause no damage during the combat phase, but the Empire troops also failed to hit home. I won on combat res due to outnumber and warbanner, and as my fear causing chaos knights outnumbered the Empire troops they needed to roll insane courage not to flee, which they did not. My two units did not manage to catch the fleeing Knights, but my Chaos Knights did impact into the Steam Tank.

Turn 3 – Warriors of Chaos

The first mistake I made this round was to charge the Flail Horsemen into the fleeing Knights rather than the cannon (or potentially both at once), although it still ensured that the Knights and Warrior Priest left the table before they could rally. Also on the left flank, my Chaos Knights succeeded in causing two wounds on the Steam Tank, this was actually better than ‘average’ but likely wouldn’t be enough to survives its grinding next turn. My Exalted Hero took his chance and charged into the Mortar, he fluffed his attacks and only killed 2 and the remaining crewman held. The Warrior unit he left continued forwards. On the right my Horsemen rallied and immiedatly repositioned to draw the Flagellants further off course.

Turn 3 – Empire

On the right, the Flagellants again charged after the Horsemen, who yet again fled from their reach. In the centre the final Mortar crewman was felled by my Hero, and on the right the Empire secured the upper hand. The Steam Tank risked generating 4 dice, this gave it a 1/3 chance of damaging itself but virtually ensured that it would win convincingly otherwise, putting all that Steam into grinding generated 8 hits and removed 4 of the Knights. The lone survivor was unable to cause it extra harm and promptly fled. The Cannon pivoted on the spot and again used its grapeshot to rake one of my units, this time it was my Flail Horsemen of whom only 2 survived.

Turn 4 – Warriors of Chaos

Hoping to earn some victory points, I threw what was left of the Marauders into the flank of the Flagellant unit. The combination of martyring and casualties was likely to remove 4-6 a turn which was sufficient to remove it by the end of the game. In the centre positioned my units to charge the Spearmen, except the hounds who positioned to finish off the handgunners. Here was another costly mistake, instead of moving my Hero back into the protection of the unit I positioned him to the Spearmen’s side.

Turn 4 – Empire

The Spearmen charged into the front of the Chaos Warriors unit. In the melee the Warrior Priest succeeded in slaying the Warriors Champion, and the Warriors killed 3 Spearmen and wounded the Wizard. The Spearmen won the combat by 1 combat res and the Warriors passed the break test. The Steam Tank wheeled upon the spot.

It was the shooting that exploited my error last turn, Terry aimed his Cannon at my Hero (who had already been wounded by my Wizard’s miscasts) and grapeshot him. I failed the 3+ armour save and he was killed.

Turn 5 – Warriors of Chaos

The position at the beginning of turn 5 was a difficult one for me, but I knew if I could break the Empire Spearmen block it would give me a good chance of taking a draw. I charged the Flail Horsemen into the Cannon, they wiped out the crew and continued onto the Steam Tank as intended (I thought it was worth sacrificing them to ensure the Steam Tank could not affect the Spearmen combat for 3 rounds of combat. The Marauder Horsemen positioned to charge the rear of the remaining Flagellants, hoping to ensure I could finish them and claim the full VPs.

My Warhounds charged the Handgunners and killed them both, they then continued into the side of the Empire Spearmen which I hoped would be enough to ensure victory. Somehow, even though I had the flank, the Spearmen gained no ranks and I had 6 Chaos Warriors attacking a Spearmen unit I failed to win the combat. I again lost by 1CR and this time failed my break tests. The Spearmen pursued and ran down the Chaos Warriors, and ended up positioned to charge into the Horsemen behind the Flagellants. This combat was the point where the Empire victory was ensured.

Turn 5 – Empire

The Steam Tank generated 2 steam points and ground the two Flail Horsemen to death. The Spearmen charged the Horsemen who could not flee without being destroyed and wiped them out. The Spearmen then overran into the Chaos Marauders and between them and the Flagellants killed them all.

Turn 6 – Warriors of Chaos

My fleeing Hounds failed to rally. I positioned my other hound unit safely behind the hill.

The final victory point tally was Empire 1750 – 750 Warriors of Chaos.

The game was enjoyable and interesting to play. Although the magic and infantry I fielded probably detracted a little from the effectiveness of the list, I still had ample resources to face my opponent. Even the poor luck with the magic, which cost me my 200pt Sorcerer and a wound on my 200pt Exalted Hero in the first two turns alone didn’t cost me the game. I made too many mistakes with positioning units and Terry spotted them and took advantage. These errors weren’t enough to cost me the win, but they were enough to turn a draw into a loss.

Ultimately the game was most useful for reminding me that a good army isn’t one with a couple of tricks (Infernal Gateway spamming, Deathstar Units etc). A good army gives a good general the ability to win or draw even when luck goes against them. A good army used well can ‘degrade with style’ to borrow a web design phrase. This means that even when some units die or fail to achieve their job the rest of the army can still perform effectively without them.

This entry was posted on Thursday, June 25th, 2009 at 09:51 and is filed under Wargaming. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

6 Responses to “Warhammer 1500 Warriors of Chaos vs Terry’s Empire”

  1. Mark Says:

    Excellent stuff.

    Having sat and watched the game I can say you have exactly captured what was going on. It was fun to watch and fun to read about it too.

    Something odd going on the your turn 2 though – the Steam Tank disappears from the picture. Program glitch?

  2. John Says:

    I must have deleted the Steam Tank in error when creating the report, I’ve updated the images to include it again.

  3. Waaargh Says:

    Very nice bat rep. I get to see what happened and you tell it in a personal way.

    It is a little difficult remembering what each unit is. Maybe you can give some units 2 letters instead of one in future bat reps… CK for chaos knights and CW for chaos warriors, etc.

  4. John Says:

    Thank you for the feedback. I’ve just checked and Battle Chronicler does allow me to enter custom tags to units so I will do as you suggest in future.

  5. Herminard Says:

    Good stuff!

    Just stumbled upon this over at TWF. Good effort! Fun to see “big” non-lord games.

  6. Kylie Batt Says:

    ??-????? ??? ????????. ?????????? ???????? ????? ?? ??? ?????? ? google.com…

    ?????????? On Monday I led my Warriors of Chaos against Terry’s Empire army. Truly magic is a fickle mistress…..

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