The Host of Tor Cyroc: Army Blog-QCR Prep
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The Host of Tor Cyroc: Army Blog-QCR Prep
I have been an avid reader of this site since I got back into Warhammer about a year ago. I found the army blogs by Curu and Seredain really inspiring and I wanted to start one of my own.
I'm in the midst of an escalating campaign with about 16 players at my local gaming group, and will be starting up the new book at the 2000 point level. I'll be posting up some battle reports and fluff from the campaign and also designing and re-designing my army list as the campaign escalates.
My 2k list is below:
Lords:
Dragonlord Gwydion on Frost Dragon Jormungandr-counts as Annointed on Frost Phoenix
(StarLance, Great Weapon, Charmed Shield, Golden Helm)
Heros:
Zehava (Lvl 2 with Book of Hoeth)
MaarkenLvl 1 (Dispel Scroll)
Chaynal Warden of Tor Ynair Noble BSB
(Dragon Armor, Enchanted Shiled, Sword of Might , Dawnstone)
Core:
5 Reavers w/ bows
5 Reavers w/ bows
26 Sea Dragons(LSG) with Full Command
Special:
20 SM w/ FC Banner of WDragon
Rare:
Smergol Flamespyre Phoenix
The general tactics are as follows:
Magic: Going with High Magic on both for the time being, I have considered Metal and Beasts on the lvl 1 for the signatures
Deployment:
Depending on opponent, for infantry heavy armies(my local shop has skaven, O&G, Beastment, VC) I use the flamespyre to soften up large blocks while the general hunts monsters or supports the two infantry blocks.
Against armored opponents or OK I will use the general and flame phoenix as a hammer against isolated units and count on the LSG and reavers to set up favorable combats for the Sword Masters
I have been contemplating a few different lists, including dropping the scroll caddy mage, and with a little reshuffling adding a 9-man hunter pack of lions for monster hunting and flank charging. Another option is to drop the Annointed and all the heros and replace them with a lore master and a dragon mage. List looks something like this:
Loremaster(Book, ToP)
Dragon Mage(Lvl 2 DA, ES, Golden Helm)
2x5 Reavers with Bows
26 LSG w FC
17 SM w FC and BoWD
Flame Phoenix
Frost Dragon
I'd welcome any comments and thoughts.
-Vesp
I'm in the midst of an escalating campaign with about 16 players at my local gaming group, and will be starting up the new book at the 2000 point level. I'll be posting up some battle reports and fluff from the campaign and also designing and re-designing my army list as the campaign escalates.
My 2k list is below:
Lords:
Dragonlord Gwydion on Frost Dragon Jormungandr-counts as Annointed on Frost Phoenix
(StarLance, Great Weapon, Charmed Shield, Golden Helm)
Heros:
Zehava (Lvl 2 with Book of Hoeth)
MaarkenLvl 1 (Dispel Scroll)
Chaynal Warden of Tor Ynair Noble BSB
(Dragon Armor, Enchanted Shiled, Sword of Might , Dawnstone)
Core:
5 Reavers w/ bows
5 Reavers w/ bows
26 Sea Dragons(LSG) with Full Command
Special:
20 SM w/ FC Banner of WDragon
Rare:
Smergol Flamespyre Phoenix
The general tactics are as follows:
Magic: Going with High Magic on both for the time being, I have considered Metal and Beasts on the lvl 1 for the signatures
Deployment:
Depending on opponent, for infantry heavy armies(my local shop has skaven, O&G, Beastment, VC) I use the flamespyre to soften up large blocks while the general hunts monsters or supports the two infantry blocks.
Against armored opponents or OK I will use the general and flame phoenix as a hammer against isolated units and count on the LSG and reavers to set up favorable combats for the Sword Masters
I have been contemplating a few different lists, including dropping the scroll caddy mage, and with a little reshuffling adding a 9-man hunter pack of lions for monster hunting and flank charging. Another option is to drop the Annointed and all the heros and replace them with a lore master and a dragon mage. List looks something like this:
Loremaster(Book, ToP)
Dragon Mage(Lvl 2 DA, ES, Golden Helm)
2x5 Reavers with Bows
26 LSG w FC
17 SM w FC and BoWD
Flame Phoenix
Frost Dragon
I'd welcome any comments and thoughts.
-Vesp
Last edited by vespacian1 on Fri Jun 05, 2015 4:03 pm, edited 27 times in total.
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Re: The Dragonlord of Tor Cyroc's Host: Army Blog
Game 1:
Played a 2 vs 2(2000 pts per player) the day after the book came out with some heavy proxying, my side had:
HE:
Annointed on FP(Star Lance, GoldenHelm, CS, Great Weapon)
Lvl 2 with Book
26 LSG w FC
2x5 Reavers
17 SM w/ FC and Gleaming Pennant
Flame Phoenix
Frost Phoenix
Lizardmen:
Slann Loremaster(Life), Extra Power Dice, Cube of Darkness w/ TG
ScarVet BSB Great Weapon 4+ ward w/ Saurus
21 Temple Guard FC EternalFlame
29 Saurus FC
Salamander
3 Terradons
2 x 6 Chamaelons
2x10 Skinks w/ blowpipes
They had:
OK:
Tyrant 4+ ward, Toughness 6 Great Weapon w/Iron Guts
Bruiser BSB (Runemaw) w/ IronGuts
Butcher lvl 2 w/ Bulls
6 Leadbelchers
7 IronGuts
7 Bulls
Ironblaster
4 Mournfang
O&G:
Lvl 3 on Arachnarok
Lvl 2 on foot
BSB on foot(all on foot characters in NG unit)
50 Night Goblins with nets
8 Trolls
Doomdiver
Bolt Thrower
Giant
2 x 10 Goblin Wolf-riders
Snotling Pump Wagon
Deployment: We had a blind deployment, and the good side went with a castle of sword masters and Temple Guard flanked by saurus and sea guard. On our left flank we had the Frost Phoenix and Annointed, and on our right we had the 2 units of reavers, the Flame Phoenix, Salamander and Terradons. Chamealons took up post in two buildings on each side in the middle of the field. They had formed battle line with their war machines centrally located at the back of the board, the mourn fangs and giant holding their right flank and the arachnarok holding their left. Their Gutstar, Trolls, Bulls, and NG were all centrally located. And the bad guys won first turn
Turn 1:
The bad guys started the turn by charging the chameleons with his mournfangs on our left, and my reavers on my right with his wolf riders. Reavers fled, chameleons s&s. Magic yielded troll guts on the gutstar, and an attempt at the large template spell by the lvl 3 night goblin stopped by the Slann. Shooting yielded a misfire from the iron blaster and doom diver, and a miss from the bolt thrower(all shot at the fire phoenix), leadbelchers wiped out one of the units of reavers.
Our turn started out with a dual charge on the giant with the anointed and the other frost phoenix. The sally, terradons and fire phoenix moved up in preparation of hosing down the large infantry block and to draw out the fanatics. Fanatics moved forward 2 inches each. Magic saw throne, shield of thorns and flesh to stone go up on the anointed. Shooting saw pretty much everything go on the arachnarok, with one lucky wound going through on the shaman. Combat saw the two phoenixes kill the giant before it could strike back, the annointed overran into the trolls, and the frost phoenix decided to overrun to get out of charge arcs.
Turn 2-4:
Turn 2 saw the night goblins animosity charge through their own fanatics, killing half the unit. Magic was ineffective, stopped by the slann. The leadbelchers took two wounds off the frost phoenix, and the troll annointed combat ground on with a troll dying.
Good turn saw some repositioning with Saurus moving up to block mourn fangs, and lothern moving out to block the arachnarok along with a skink speed bump. Fire phoenix wake of fired the bull unit, and repositioned along with the frost phoenix for key central charges in the following turn. Magic saw the same buffs go up on the anointed, and the high mage getting soul quench off on night goblins, which along with various shooting brought the unit down to about 25%.
Evil turn saw the night goblin characters bail from the unit, the arachnarok charge the speedbump skinks, and the ogre tyrant charging out of the iron guts unit to flank the annointed. Pump wagon charged the frost phoenix. Magic was stopped by dispel scroll and dice. Shooting saw the iron blaster lose its cannon to misfire, and the doom diver take 2 wounds off the fire phoenix. Combat saw the speedbump skinks annihalated with an overrun by the spider into the sea guard. Frost phoenix did 2 wounds to the pump wagon which held. In the main show, the anointed and frost phoenix managed a total of 5 wounds, finishin g off the back rank of trolls. With flesh to stone up, the tyrant and trolls failed to wound, losing the combat by 3 and fleeing on a re-rollable 6. The anointed pursued and caught the tyrant, and the trolls headed for the table edge.
The rest was just a formality, as the sword masters charged and annihalated the night goblin unit, and the unit of bulls with butcher behind it, reforming to face the arachnarok, which took 2 turns to eat the sea guard only to be charged and gutted by the sword masters. On the other flank the saurus with scar vet managed to charge the mourn fangs, the scar vet cutting one mournfang down each turn to eventually break the unit. In the center, the frost phoenix killed the pump wagon and pulled off a combo charge on the gut star with the earthblood buffed temple guard. The BSB went down on the charge, and the unit broke and was run down.
Barring some clean up, they were tabled by the beginning of turn 5. Clearly the Lizardmen/HE combo allowed some lists that wouldn't have been competitive stand-alone, but synergized well. Additionally, the misfire rolls they got were absolutely abysmal. On averages I should have lost at least one phoenix in the first round. The phoenixes were the MVPs, responsible for killing over 1500 points of the enemy army, and absorbing almost all of their shooting throughout the game.
Played a 2 vs 2(2000 pts per player) the day after the book came out with some heavy proxying, my side had:
HE:
Annointed on FP(Star Lance, GoldenHelm, CS, Great Weapon)
Lvl 2 with Book
26 LSG w FC
2x5 Reavers
17 SM w/ FC and Gleaming Pennant
Flame Phoenix
Frost Phoenix
Lizardmen:
Slann Loremaster(Life), Extra Power Dice, Cube of Darkness w/ TG
ScarVet BSB Great Weapon 4+ ward w/ Saurus
21 Temple Guard FC EternalFlame
29 Saurus FC
Salamander
3 Terradons
2 x 6 Chamaelons
2x10 Skinks w/ blowpipes
They had:
OK:
Tyrant 4+ ward, Toughness 6 Great Weapon w/Iron Guts
Bruiser BSB (Runemaw) w/ IronGuts
Butcher lvl 2 w/ Bulls
6 Leadbelchers
7 IronGuts
7 Bulls
Ironblaster
4 Mournfang
O&G:
Lvl 3 on Arachnarok
Lvl 2 on foot
BSB on foot(all on foot characters in NG unit)
50 Night Goblins with nets
8 Trolls
Doomdiver
Bolt Thrower
Giant
2 x 10 Goblin Wolf-riders
Snotling Pump Wagon
Deployment: We had a blind deployment, and the good side went with a castle of sword masters and Temple Guard flanked by saurus and sea guard. On our left flank we had the Frost Phoenix and Annointed, and on our right we had the 2 units of reavers, the Flame Phoenix, Salamander and Terradons. Chamealons took up post in two buildings on each side in the middle of the field. They had formed battle line with their war machines centrally located at the back of the board, the mourn fangs and giant holding their right flank and the arachnarok holding their left. Their Gutstar, Trolls, Bulls, and NG were all centrally located. And the bad guys won first turn
Turn 1:
The bad guys started the turn by charging the chameleons with his mournfangs on our left, and my reavers on my right with his wolf riders. Reavers fled, chameleons s&s. Magic yielded troll guts on the gutstar, and an attempt at the large template spell by the lvl 3 night goblin stopped by the Slann. Shooting yielded a misfire from the iron blaster and doom diver, and a miss from the bolt thrower(all shot at the fire phoenix), leadbelchers wiped out one of the units of reavers.
Our turn started out with a dual charge on the giant with the anointed and the other frost phoenix. The sally, terradons and fire phoenix moved up in preparation of hosing down the large infantry block and to draw out the fanatics. Fanatics moved forward 2 inches each. Magic saw throne, shield of thorns and flesh to stone go up on the anointed. Shooting saw pretty much everything go on the arachnarok, with one lucky wound going through on the shaman. Combat saw the two phoenixes kill the giant before it could strike back, the annointed overran into the trolls, and the frost phoenix decided to overrun to get out of charge arcs.
Turn 2-4:
Turn 2 saw the night goblins animosity charge through their own fanatics, killing half the unit. Magic was ineffective, stopped by the slann. The leadbelchers took two wounds off the frost phoenix, and the troll annointed combat ground on with a troll dying.
Good turn saw some repositioning with Saurus moving up to block mourn fangs, and lothern moving out to block the arachnarok along with a skink speed bump. Fire phoenix wake of fired the bull unit, and repositioned along with the frost phoenix for key central charges in the following turn. Magic saw the same buffs go up on the anointed, and the high mage getting soul quench off on night goblins, which along with various shooting brought the unit down to about 25%.
Evil turn saw the night goblin characters bail from the unit, the arachnarok charge the speedbump skinks, and the ogre tyrant charging out of the iron guts unit to flank the annointed. Pump wagon charged the frost phoenix. Magic was stopped by dispel scroll and dice. Shooting saw the iron blaster lose its cannon to misfire, and the doom diver take 2 wounds off the fire phoenix. Combat saw the speedbump skinks annihalated with an overrun by the spider into the sea guard. Frost phoenix did 2 wounds to the pump wagon which held. In the main show, the anointed and frost phoenix managed a total of 5 wounds, finishin g off the back rank of trolls. With flesh to stone up, the tyrant and trolls failed to wound, losing the combat by 3 and fleeing on a re-rollable 6. The anointed pursued and caught the tyrant, and the trolls headed for the table edge.
The rest was just a formality, as the sword masters charged and annihalated the night goblin unit, and the unit of bulls with butcher behind it, reforming to face the arachnarok, which took 2 turns to eat the sea guard only to be charged and gutted by the sword masters. On the other flank the saurus with scar vet managed to charge the mourn fangs, the scar vet cutting one mournfang down each turn to eventually break the unit. In the center, the frost phoenix killed the pump wagon and pulled off a combo charge on the gut star with the earthblood buffed temple guard. The BSB went down on the charge, and the unit broke and was run down.
Barring some clean up, they were tabled by the beginning of turn 5. Clearly the Lizardmen/HE combo allowed some lists that wouldn't have been competitive stand-alone, but synergized well. Additionally, the misfire rolls they got were absolutely abysmal. On averages I should have lost at least one phoenix in the first round. The phoenixes were the MVPs, responsible for killing over 1500 points of the enemy army, and absorbing almost all of their shooting throughout the game.
Last edited by vespacian1 on Mon May 13, 2013 1:21 am, edited 2 times in total.
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Re: The Dragonlord of Tor Cyroc's Host: Army Blog
Army Fluff:
(Just a little back-story on the army's characters)
Gwydion unconsciously reached back and touched the bundle for the 1000th time, reassuring himself that it was there. He still couldn't fully believe they had found it, Lathrain, the sword of Caledor himself. When he had been sent for almost two years ago by Prince Imrik to begin his quest for the sword, he thought he would return home in failure, if at all. Few elves had ever returned from quests in Lustria, and the scraps of information about the great sword his ruling prince had were hearsay at best.
He felt his hand clench on the pommel at the thought of the men he'd lost. An entire regiment of his Sea Dragons had been wiped out during an ambush of the diminutive lizard men armed with poisoned darts. He had to hold his old friend Ashiron down as the regiment's Sea Drake convulsed violently from the virulent poisons, despite Rohannon's ministrations Ashiron never recovered. He drew the weapon and laid it across his saddle horn as Jormungandr continued to flap lazily above the fleet. The golden blade rippled in the sun the tracery of the runes covering it blazed like sun fire. If Gwydion doubted the blade's provenance he had only to feel the tug from his own weapon Ceyl to know they had been forged by the same man in the same forge. There was a kinship between the artifices of the great Caledor, as if a piece of the Dagontamer's soul had been imbued into each of his constructs.
He was snapped from his reverie by a low growl in Jormungandr's cavernous chest, his eyes skipping from his fleet to the horizon immediately. In the distance where the rocky sheltering arm of Tor Ynair(Cyroc)s natural harbor blocked the view of the port a great cloud of smoke could be seen. Gwydion's eyes narrowed, although he had sent word of his return, he doubted most seriously that his wife Melisande had made use of the ancient fire pits which had been lit during times of celebration in a bygone era. A sense of foreboding filled Gwydion as his son's own dragon Breag swooped into his view, "What do you make of that smoke Father?", his son's voice , magically enhanced seemed to originate within his head. Gwydion was about to reply when a black shape burst from the cloud of smoke and arrowed to the northeast. Urgency filled his voice as he responded, "Make haste to Tor Cyroc, I will pursue our enemy.". With that he turned his thoughts to the mind of his dragon: Fly my old ally, for a dark foe attempts to flee your wrath. Jormungandr's response held the fury of an erupting volcano, They shall not escape us.
Gwydion's shoulder ached from repeated use of Ceyl and he could feel anxiety gripping his heart as Jormungandr's wings beat them closer to Tor Cyroc. The plume of smoke which had warned him earlier was gone and a grey haze hung in the air over his ancestral fortress. The only thing giving him comfort was the weight of the two dragon eggs in the satchel at his back. He had reclaimed them from the cold dead hands of the dreadlord who had led the raid, after Jormungandr had crushed the spine of his manticore. The druchii had led many unsuccesful attempts to steal dragon eggs over the millenia, Tor Cyroc's proximity to one of the few known dragon nests made it a tempting target. In spite of his succesful pursuit Gwydion still felt panic nag at him, Melisande and her dragon would not have allowed those eggs to be taken without a fight, he only hoped she had survived. As they drew closer Gwydion could make out the scars of the battle on the walls of the keep clearly, including the smashed secondary gate by which the druchii had gained access. Tor Cyroc had been built at the base of the mountain, guarding the only land access into the cave system. With the core of Tor Cyroc’s army campaigning in Lustria, the city had been relatively poorly defended. Even still, the number of dark elf dead paid tribute to the tenacity of the defenders.
Gwydion’s heart sank as Jormungandr cleared the outer walls and he could finally see the main courtyard and inner gate. He could easily make out the giant silvery blue bulk of Melisande’s dragon Nimithril(redo), a huge gaping would could be seen in the beast’s flank, and no movement could be discerned. The dragon’s body was surrounded by druchii dead, their bodies burned and slashed beyond recognition, but the defenders had failed to hold the inner doors, which had been smashed to kindling.
(Just a little back-story on the army's characters)
Gwydion unconsciously reached back and touched the bundle for the 1000th time, reassuring himself that it was there. He still couldn't fully believe they had found it, Lathrain, the sword of Caledor himself. When he had been sent for almost two years ago by Prince Imrik to begin his quest for the sword, he thought he would return home in failure, if at all. Few elves had ever returned from quests in Lustria, and the scraps of information about the great sword his ruling prince had were hearsay at best.
He felt his hand clench on the pommel at the thought of the men he'd lost. An entire regiment of his Sea Dragons had been wiped out during an ambush of the diminutive lizard men armed with poisoned darts. He had to hold his old friend Ashiron down as the regiment's Sea Drake convulsed violently from the virulent poisons, despite Rohannon's ministrations Ashiron never recovered. He drew the weapon and laid it across his saddle horn as Jormungandr continued to flap lazily above the fleet. The golden blade rippled in the sun the tracery of the runes covering it blazed like sun fire. If Gwydion doubted the blade's provenance he had only to feel the tug from his own weapon Ceyl to know they had been forged by the same man in the same forge. There was a kinship between the artifices of the great Caledor, as if a piece of the Dagontamer's soul had been imbued into each of his constructs.
He was snapped from his reverie by a low growl in Jormungandr's cavernous chest, his eyes skipping from his fleet to the horizon immediately. In the distance where the rocky sheltering arm of Tor Ynair(Cyroc)s natural harbor blocked the view of the port a great cloud of smoke could be seen. Gwydion's eyes narrowed, although he had sent word of his return, he doubted most seriously that his wife Melisande had made use of the ancient fire pits which had been lit during times of celebration in a bygone era. A sense of foreboding filled Gwydion as his son's own dragon Breag swooped into his view, "What do you make of that smoke Father?", his son's voice , magically enhanced seemed to originate within his head. Gwydion was about to reply when a black shape burst from the cloud of smoke and arrowed to the northeast. Urgency filled his voice as he responded, "Make haste to Tor Cyroc, I will pursue our enemy.". With that he turned his thoughts to the mind of his dragon: Fly my old ally, for a dark foe attempts to flee your wrath. Jormungandr's response held the fury of an erupting volcano, They shall not escape us.
Gwydion's shoulder ached from repeated use of Ceyl and he could feel anxiety gripping his heart as Jormungandr's wings beat them closer to Tor Cyroc. The plume of smoke which had warned him earlier was gone and a grey haze hung in the air over his ancestral fortress. The only thing giving him comfort was the weight of the two dragon eggs in the satchel at his back. He had reclaimed them from the cold dead hands of the dreadlord who had led the raid, after Jormungandr had crushed the spine of his manticore. The druchii had led many unsuccesful attempts to steal dragon eggs over the millenia, Tor Cyroc's proximity to one of the few known dragon nests made it a tempting target. In spite of his succesful pursuit Gwydion still felt panic nag at him, Melisande and her dragon would not have allowed those eggs to be taken without a fight, he only hoped she had survived. As they drew closer Gwydion could make out the scars of the battle on the walls of the keep clearly, including the smashed secondary gate by which the druchii had gained access. Tor Cyroc had been built at the base of the mountain, guarding the only land access into the cave system. With the core of Tor Cyroc’s army campaigning in Lustria, the city had been relatively poorly defended. Even still, the number of dark elf dead paid tribute to the tenacity of the defenders.
Gwydion’s heart sank as Jormungandr cleared the outer walls and he could finally see the main courtyard and inner gate. He could easily make out the giant silvery blue bulk of Melisande’s dragon Nimithril(redo), a huge gaping would could be seen in the beast’s flank, and no movement could be discerned. The dragon’s body was surrounded by druchii dead, their bodies burned and slashed beyond recognition, but the defenders had failed to hold the inner doors, which had been smashed to kindling.
Last edited by vespacian1 on Sun May 12, 2013 3:24 am, edited 1 time in total.
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Re: The Dragonlord of Tor Cyroc's Host: Army Blog
![Image](http://farm4.staticflickr.com/3772/9250732043_4346183802.jpg)
Dragonlord by Trojan2014, on Flickr
Gwydion, Dragonlord of Tor Cyroc
![Image](http://farm4.staticflickr.com/3809/9253513892_6592f45757.jpg)
Smergol by Trojan2014, on Flickr
Smergol, Flamespyre Phoenix
Last edited by vespacian1 on Wed Jul 10, 2013 2:57 am, edited 1 time in total.
Re: The Dragonlord of Tor Cyroc's Host: Army Blog
Do you mean golden crown of something by golden helm, a lv2 mage can only take fifty points of magic items so can't take book of hoeth and is your bsb protected enough with a 3+ rerollable
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Re: The Dragonlord of Tor Cyroc's Host: Army Blog
Good catch on the book, I didn't notice that. I'll probably give Him a 6+ ward and ring of fury.
As far as the bsb, I thought abt merwyrm shield and sword of might, not sure what to do with the remaining 20 pts, maybe potion of strength...
As far as the bsb, I thought abt merwyrm shield and sword of might, not sure what to do with the remaining 20 pts, maybe potion of strength...
Re: The Dragonlord of Tor Cyroc's Host: Army Blog
against strength 3 or lower units he's better off as he is. the same with both set ups for strength 4 and the merwyrm shield is best for strength 5 and above. I wonder if it would be best to mount him maybe swapping the sea guard for 9 silver helms with shields and 13 archers. If you don't do that you can drop a sea guard as you're 12 over core requirement. I know that seredain tried a large unit of swordmasters with banner of the world dragon and didn't like it so you might want check out his blog.
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Re: The Dragonlord of Tor Cyroc's Host: Army Blog
Alright, so I had to finish out my last campaign round with the old book for sake of consistency, hence the brief lapse in the blog. Had a couple 1750 games(old book) with the coven of light, 1 win against beastmen, 1 loss against our dark brethren. I have a 2k with the new book this coming week, and after daid13's comments I've retooled the list to below:
Lords:
Archmage Zehava (Lvl 4 with Book of Hoeth and 5+ ward)
(Thoughts: Runs with the sword masters for banner protection, and to buff them with ward saves, making this unit relatively survivable against ranged attacks, and extremely deadly in combat. I'm fairly confident in the high magic choice, but am considering shadow and life as alternatives)
Heroes:
Chaynal Warden of Tor Ynair Noble BSB
(Dragon Armor, Enchanted Shiled, Sword of Might , Dawnstone)
(Thoughts: Also with sword masters, he has a 3+ rerollable and whatever buffed ward Zehava can manage for him, usually a 4+)
Core:
5 Reavers w/ bows and spears
5 Reavers w/ bows and spears
(Thoughts: Standard redirectors here, kept the spears for flexibility in charging small chaff and war machine crews)
25 Sea Dragons(LSG) with Full Command
(Thoughts: Would consider replacing these with cavalry, but don't have the models painted yet. I do like the ranged chaff destruction they bring in early turns. They can also successfully pin most monsters/mc for one critical phase allowing for countercharges)
Special:
19 SM w/ FC Banner of WDragon
(Thoughts: to be honest I'm drawn to these mainly because of the damage out put, 3x7 ranks dishes out 28 st 5 attacks, even without rerolls these guys usually hit on 3s. I've seen them destroy entire elite units in one round. Hopefully the Mage can consistently get some decent wards up on them.)
15 WL w FC
(Thoughts: I need to find room for flame banner on these, as they are my monster hunters. I see this unit being useful against most lists, and I'm hoping that their cloaks will see them into combat. I see walk between worlds being used on this unit often to get the jump on an unsuspecting monster)
Rare:
Smergol Flamespyre Phoenix
(Thoughts: this unit has proved to more valuable as a distraction than in damage output, but as my meta has lots of 4+ ranked units, I think he'll continue to find a home. Got a walk between worlds off with him and two wakes removed almost 20 models in one turn.)
Breag Frost Dragon(Frost Phoenix)
(Thoughts: coming soon...
Long term I am thinking about using a phoenix guard unit as my mage bunker, but as SMs and WLs are all I have painted I am stuck with this configuration for now. I figure the mage is good for a couple of spells a turn giving the characters some solid ward saves. Might try to sneak the ironcurse icon in there somehow. Later today I'll post up my thoughts for each unit(sorta like Curu has in his blog).
I'd love to hear your thoughts.
Lords:
Archmage Zehava (Lvl 4 with Book of Hoeth and 5+ ward)
(Thoughts: Runs with the sword masters for banner protection, and to buff them with ward saves, making this unit relatively survivable against ranged attacks, and extremely deadly in combat. I'm fairly confident in the high magic choice, but am considering shadow and life as alternatives)
Heroes:
Chaynal Warden of Tor Ynair Noble BSB
(Dragon Armor, Enchanted Shiled, Sword of Might , Dawnstone)
(Thoughts: Also with sword masters, he has a 3+ rerollable and whatever buffed ward Zehava can manage for him, usually a 4+)
Core:
5 Reavers w/ bows and spears
5 Reavers w/ bows and spears
(Thoughts: Standard redirectors here, kept the spears for flexibility in charging small chaff and war machine crews)
25 Sea Dragons(LSG) with Full Command
(Thoughts: Would consider replacing these with cavalry, but don't have the models painted yet. I do like the ranged chaff destruction they bring in early turns. They can also successfully pin most monsters/mc for one critical phase allowing for countercharges)
Special:
19 SM w/ FC Banner of WDragon
(Thoughts: to be honest I'm drawn to these mainly because of the damage out put, 3x7 ranks dishes out 28 st 5 attacks, even without rerolls these guys usually hit on 3s. I've seen them destroy entire elite units in one round. Hopefully the Mage can consistently get some decent wards up on them.)
15 WL w FC
(Thoughts: I need to find room for flame banner on these, as they are my monster hunters. I see this unit being useful against most lists, and I'm hoping that their cloaks will see them into combat. I see walk between worlds being used on this unit often to get the jump on an unsuspecting monster)
Rare:
Smergol Flamespyre Phoenix
(Thoughts: this unit has proved to more valuable as a distraction than in damage output, but as my meta has lots of 4+ ranked units, I think he'll continue to find a home. Got a walk between worlds off with him and two wakes removed almost 20 models in one turn.)
Breag Frost Dragon(Frost Phoenix)
(Thoughts: coming soon...
Long term I am thinking about using a phoenix guard unit as my mage bunker, but as SMs and WLs are all I have painted I am stuck with this configuration for now. I figure the mage is good for a couple of spells a turn giving the characters some solid ward saves. Might try to sneak the ironcurse icon in there somehow. Later today I'll post up my thoughts for each unit(sorta like Curu has in his blog).
I'd love to hear your thoughts.
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- Posts: 278
- Joined: Sun May 27, 2012 11:11 pm
Re: The Dragonlord of Tor Cyroc's Host: Army Blog
So I had a 2k game with the new book this past week, unfortunately I am getting a little tired of the scenario based campaign games, for reasons that will become clear in a second.
We played a siege scenario, with myself as the defender. I took a slightly modified 2k:
Lords/Heros:
Archmage lvl 4: Book, 5++
Noble BSB: Enchanted Shield, Dawnstone, Sword of Might, Dragon Armor
Noble: Shield of the Merwyrm, Anti-Heros
Level 1 Life Mage: Scroll
Special:
20 Swordmasters champion, standard, BotWD
15 White Lions champion standard
Core:
25 Lothern Seaguard champion, standard
Relief Force:
10 Reavers with Musician
Frost Phoenix
He had roughly:
Lvl 4 sorcerer lord on steed(with knights)
Lvl 2 sorcerer(with unmarked warriors unit)
BSB(with nurgle warrior unit)
3 skullcrushers
18 nurgle warriors
18 warriors
5 dogs
5 nurgle knights
Not sure how many are familiar with siege, but the most fun part for the defender are the starvation rolls: every model in your defending force rolls a dice and on a 5+ they take a wound with no armor saves allowed. 13 seaguard, 8 white lions, and 8 swordmasters later I was down 400 points and half my boots before we even started swinging. A brief synopsis of the game:
Turn 1: He charges with everything, my sword masters archmage and bsb lose to a nurgle warrior unit(had +3 T Fleshy Abundance IF'd on it) and run, causing the bsb to die and me to lose the gate. My lions managed to kill 2/3 skullcrushers and send them running off the board, and his knights obliterated one of my small seaguard units and occupy the tower to the right of the gate.
At this point with only 8 lions, 7 sea guard, a noble, a fleeing archmage and a lvl 1 life against 36 warriors, two sorcerers, 5 knights and a bsb I knew my only chance was to try to retake the gate and get my unit of reavers through(this results in an auto-win for defenders).
Unfortunately my forces were not up to the task of dislodging 10 nurgle warriors with bsb from the gate, and despite multiple soul quenches, a fiery convocation, and my phoenix attempting to dislodge them the game ended with a solid win for WOC.
To be honest, I think this game was over after the first turn, devastating starvation rolls and a solid turn 1 for my opponent made achieving scenario objectives next to impossible.
A few takeaways:
The noble with merwyrm shield was tough as nails. Took on a skull crusher champ and then the general/knight unit singlehandedly and only went down in turn 5(10 consecutive combat phases).
High magic is a great lore, I didn't actually get to operate with it in its deathstar unit as intended, but I was able to cast with impunity.
Nurgle warriors are not fun, almost everyone hits them on 5+(except swordies and characters). I'm just glad he didn't take a demon prince.
Phoenix guard would have been an ideal choice for this scenario, and I think in general, so I am furiously assembling them.
Stay tuned for an updated 2k and 2500 pt list that I should be playing a game with this week.
We played a siege scenario, with myself as the defender. I took a slightly modified 2k:
Lords/Heros:
Archmage lvl 4: Book, 5++
Noble BSB: Enchanted Shield, Dawnstone, Sword of Might, Dragon Armor
Noble: Shield of the Merwyrm, Anti-Heros
Level 1 Life Mage: Scroll
Special:
20 Swordmasters champion, standard, BotWD
15 White Lions champion standard
Core:
25 Lothern Seaguard champion, standard
Relief Force:
10 Reavers with Musician
Frost Phoenix
He had roughly:
Lvl 4 sorcerer lord on steed(with knights)
Lvl 2 sorcerer(with unmarked warriors unit)
BSB(with nurgle warrior unit)
3 skullcrushers
18 nurgle warriors
18 warriors
5 dogs
5 nurgle knights
Not sure how many are familiar with siege, but the most fun part for the defender are the starvation rolls: every model in your defending force rolls a dice and on a 5+ they take a wound with no armor saves allowed. 13 seaguard, 8 white lions, and 8 swordmasters later I was down 400 points and half my boots before we even started swinging. A brief synopsis of the game:
Turn 1: He charges with everything, my sword masters archmage and bsb lose to a nurgle warrior unit(had +3 T Fleshy Abundance IF'd on it) and run, causing the bsb to die and me to lose the gate. My lions managed to kill 2/3 skullcrushers and send them running off the board, and his knights obliterated one of my small seaguard units and occupy the tower to the right of the gate.
At this point with only 8 lions, 7 sea guard, a noble, a fleeing archmage and a lvl 1 life against 36 warriors, two sorcerers, 5 knights and a bsb I knew my only chance was to try to retake the gate and get my unit of reavers through(this results in an auto-win for defenders).
Unfortunately my forces were not up to the task of dislodging 10 nurgle warriors with bsb from the gate, and despite multiple soul quenches, a fiery convocation, and my phoenix attempting to dislodge them the game ended with a solid win for WOC.
To be honest, I think this game was over after the first turn, devastating starvation rolls and a solid turn 1 for my opponent made achieving scenario objectives next to impossible.
A few takeaways:
The noble with merwyrm shield was tough as nails. Took on a skull crusher champ and then the general/knight unit singlehandedly and only went down in turn 5(10 consecutive combat phases).
High magic is a great lore, I didn't actually get to operate with it in its deathstar unit as intended, but I was able to cast with impunity.
Nurgle warriors are not fun, almost everyone hits them on 5+(except swordies and characters). I'm just glad he didn't take a demon prince.
Phoenix guard would have been an ideal choice for this scenario, and I think in general, so I am furiously assembling them.
Stay tuned for an updated 2k and 2500 pt list that I should be playing a game with this week.
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- Posts: 278
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Re: The Dragonlord of Tor Cyroc: Army Blog...2k Siege BR up
So a 2k battleline report, against my friends lizardmen:
Armies:
High Elves:
Lords/Heros:
Zehava: Archmage with book, Talisman of Endurance(High)
Chaynal: BSB w Dragon Armor, Shield of Merwyrm, Sword of Might
Core:
25 Lothern Seaguard Full Command
2x 5 Reavers with musos
Special:
19 Swordmasters FC, Banner of the World Dragon
15 White Lions FC
Rare:
Smergol Flame Phoenix
Jormungandr Frost Phoenix
Lizards:
Lords/Heros:
Slann: Dispel Scroll, Extra Spell Item
Skink Chief w/ Warspear on Ancient Stegadon
Core:
25x Saurus FC
18 skinks FC and 3 Kroxigors
10x Blowpipe skinks
10x Blowpipe skinks
Special:
24x Temple Guard FC
6 Chameleons w/ brave
Deployment:
We rolled up a decent amount of terrain, 3 forests(two are next to each other on the right of the LM lines), a swamp, an altar of khaine, and a couple of barricades(one isn’t pictured because it was behind LM lines and didn’t play a part in the battle. He let me deploy first so he’d get the +1 to first turn. I want with a pretty classic battle line anchored by phoenixes and reavers. I felt like I was down a little on deployment as my white lions were out of position for their ideal target, the ancient stegadon. HE got first turn and vanguarded the reavers as pictured.
![Image](http://farm4.staticflickr.com/3741/9120111289_eea3eef3c9.jpg)
Turn1 by Trojan2014, on Flickr
HE Turn 1:
The elves moved their line up cautiously, and made a bold move with the flame phoenix to threaten the lizards flank. Winds were relatively weak with a roll of 7, Zehava threw 6 dice at fiery convocation, only to have it scrolled. Shooting did nothing of consequence.
![Image](http://farm4.staticflickr.com/3792/9120110619_34d843c6cf.jpg)
EHETurn1 by Trojan2014, on Flickr
LM Turn 1:
My opponent was clearly terrified of the wake of fire affect and shifted his entire right flank to deal with the flame phoenix. The saurus block pulled back out of range and the stegadon and skinks surrounded the bird to poison it to death.(I think this was my first major tactical mistake, I could have been more conservative with the bird, and parked it in or on my side of the woods)
A fairly weak magic phase had my opponent throw 6 dice at final transmutation on my swordmasters, which I was unable to dispel. Fortunately only 2 swordmasters fell. In shooting the two skink units and stegadon managed to bring down the flame phoenix, and I forgot the resurrection for the rest of the game(given that it was brought down turn 1, this could have actually made a pretty big difference). The other skink skirmishers managed to bring down 3 reavers, who passed their check, and the front rank of the skrox unit managed a cheeky wound on the frost phoenix.
![Image](http://farm4.staticflickr.com/3710/9122334316_b78f387d1c.jpg)
ELMTurn1 by Trojan2014, on Flickr
HE Turn 2:
The frost phoenix made a charge on the Slann’s unit of Temple Guard. The seaguard failed their stupidity check from final transmutation and stumbled forward a couple of inches drooling profusely. The two reaver units moved up to protect the flanks of the frost phoenix, and the swordmasters and white lions moved up to threaten flanks and be within charge range next turn. Magic saw fiery convocation go off on the skrox unit, killing all but a few skinks and wounding a krox. Apotheosis also went off on the frost phoenix restoring it to full wounds. Shooting picked off a saurus warrior. In combat, the frost phoenix took a wound and dealt back 8 in return(hooray for rolling 6 on thunderstomp). Temple Guard held.
![Image](http://farm8.staticflickr.com/7355/9122334124_21c6e0b0ec.jpg)
EHETurn2 by Trojan2014, on Flickr
LM Turn 2:
The saurus declared a charge on the full reaver unit, which fled successfully. The skrox unit charged the other reavers, who lost 1, and ran behind my lines. I am a little fuzzy on how my placement of the unit ended up giving the skrox the overrun on the frost phoenix( I think I argued this, but let him have it), but he failed the overrun needing a 4 and getting a 3. In magic, he rolled snake eyes, I channeled and nothing happened. He leveled all his shooting at the swordmasters, but between heavy armor and a 4+ ward they survived unscathed. In combat, the phoenix did 4 wounds(boo 1s on thunderstomp), took none in return and the lizards held.
![Image](http://farm8.staticflickr.com/7445/9120109075_32a2029591.jpg)
ELMT2 by Trojan2014, on Flickr
HE Turn 3:
Needing a 4 to make it into the Temple Guard, my swordmasters rolled a 3! In consternation I then made the second major tactical mistake of the game and positioned my reavers to chaff the saurus, and my seaguard reformed to steadfast chaff the ancient steg. Unfortunately, the units were positioned such that the saurus could overrun from the reavers to the seaguard, which I didn’t notice at the time. Magic saw a soul quench and the remains in play fiery convocation finishing off the skrox unit, and an apotheosis go off on the phoenix. Shooting saw me take a wound off the skink chief on top of the stegadon. Combat saw the phoenix continue to massacre temple guard.
[![Image](http://farm8.staticflickr.com/7448/9120108935_ebcc6c6c93.jpg)
EHET3 by Trojan2014, on Flickr
LM Turn 3:
As previously mentioned the lizards charged my seaguard with the stegadon, the reavers with the saurus. Magic saw final transmutation of lead go off on the swordmasters, bringing down 6, and enchanted blades go off on the saurus. Shooting saw the last reaver go down. The saurus blew threw the reavers, and with the stegadon managed to slaughter about 15 seaguard, breaking the unit. His steg caught the seaguard and his saurus managed an overrun into my swordmasters(can you overrun twice in one phase? Can you overrun if the opponent you beat wasn’t wiped out?). Combat saw the last of the temple guard wiped out, slann passed his breaktest.
![Image](http://farm4.staticflickr.com/3832/9122336492_872419388a.jpg)
ELMT3 by Trojan2014, on Flickr
HE Turn 4:
The lions backed up for I don’t know what reason(I should have turned them towards the main combat). Magic saw drain magic go off on the saurus(should have left this up for BotWD saves on swords). In combat, the bsb and swords managed to kill a few saurus, taking no wounds in return, winning the combat, and forcing the saurus to flee. The swords failed to catch them by 1 inch. The frost phoenix managed 4 wounds on the slann, who passed his break test again!
![Image](http://farm6.staticflickr.com/5546/9120110969_4f81075665.jpg)
EHET4 by Trojan2014, on Flickr
LM Turn 4:
Saurus rallied, steg charged the rear of the swordmasters and the skink surrounded the white lions. In magic the slann got off one last final transmutation, killing 8 white lions! He also cast enchanted blades on the stegadon, which I cheerfully allowed. In shooting, the skinks failed to get through the lion pelts. In combat, I revealed the Banner and managed to save all but one wound from impact against the swords(he had a warspear). He then focused all of his attacks and thunderstomps on the bsb, managing to bring him down. The swords did 4 wounds back to the stegadon, leaving it with one wound left. The frost phoenix ate the slann and repositioned for a flank charge on the saurus.
![Image](http://farm6.staticflickr.com/5466/9122334814_fe075792af.jpg)
ELMT4 by Trojan2014, on Flickr
HE Turn 5:
This turn should be better known as the turn the dice gods abandoned me. My lions charged the skinks who fled, and were caught, leaving the lions in the mist wreathed swamp. At the end of the phase I rolled for the initiative test, failing it on a 6 and then rolling a 6 to lose the entire unit to the swamp, awesome! The frost phoenix charged the saurus. Magic saw me spam drain magic and apotheosis for no affect, but boosting wards. In combat, my swordmasters, out of 13 attacks failed to take the last wound off of the stegadon and lost some for their trouble. The frost phoenix continued munching on saurus.
![Image](http://farm3.staticflickr.com/2838/9120110409_d6ce70ab52.jpg)
EHET5 by Trojan2014, on Flickr
LM Turn 5:
Pretty much straight to combat, the swordmasters once again failed to take the last wound off the stegadon, and got killed to a man. The archmage outran the stegadon somehow. The frost phoenix won combat, and pursued and caught the saurus.
![Image](http://farm6.staticflickr.com/5484/9120110043_5f8ab84390.jpg)
ELMT5 by Trojan2014, on Flickr
HE/LM Turn 6:
The archmage rallied, and managed fiery convocation on the larger skink unit(in retrospect I should have thrown this at the steg in a last ditch effort to bring it down), and soul quench was dispelled. The frost phoenix moved to block the stegadons charge on the archmage. The stegadon thought better of charging the phoenix, and tried to bring down the archmage with shooting. His 3+ boosted ward proved sufficient to prevent his death from a hail of poison darts, and with that the game was finished.
![Image](http://farm4.staticflickr.com/3795/9120104765_9c58d560b3.jpg)
ELMT6 by Trojan2014, on Flickr
After points were added up I had a 125 point margin of victory, so technically a draw. I feel like I made a couple medium-sized errors in this game, and suffered some pretty horrendous luck on a couple of occasions as well. All in all, pretty happy with how the army performed, my highlights:
High Magic: Solid lore, I think the fiery convocation can be a game changing spell. I do feel that against certain opponents(WoC) this lore will end up taking a back seat, which is why I’m leaning towards shifting to either a loremaster or a lvl 2 in my 2500 pt.
Frost Phoenix: What can I say 24 temple guard, 15 saurus and a slann. This guy was totally unstoppable. This experience has made me consider the anointed on frost phoenix again. What this thing could accomplish with a rider on top is scary Admittedly I wasn’t facing a gun line so I am reserving judgement.
Armies:
High Elves:
Lords/Heros:
Zehava: Archmage with book, Talisman of Endurance(High)
Chaynal: BSB w Dragon Armor, Shield of Merwyrm, Sword of Might
Core:
25 Lothern Seaguard Full Command
2x 5 Reavers with musos
Special:
19 Swordmasters FC, Banner of the World Dragon
15 White Lions FC
Rare:
Smergol Flame Phoenix
Jormungandr Frost Phoenix
Lizards:
Lords/Heros:
Slann: Dispel Scroll, Extra Spell Item
Skink Chief w/ Warspear on Ancient Stegadon
Core:
25x Saurus FC
18 skinks FC and 3 Kroxigors
10x Blowpipe skinks
10x Blowpipe skinks
Special:
24x Temple Guard FC
6 Chameleons w/ brave
Deployment:
We rolled up a decent amount of terrain, 3 forests(two are next to each other on the right of the LM lines), a swamp, an altar of khaine, and a couple of barricades(one isn’t pictured because it was behind LM lines and didn’t play a part in the battle. He let me deploy first so he’d get the +1 to first turn. I want with a pretty classic battle line anchored by phoenixes and reavers. I felt like I was down a little on deployment as my white lions were out of position for their ideal target, the ancient stegadon. HE got first turn and vanguarded the reavers as pictured.
![Image](http://farm4.staticflickr.com/3741/9120111289_eea3eef3c9.jpg)
Turn1 by Trojan2014, on Flickr
HE Turn 1:
The elves moved their line up cautiously, and made a bold move with the flame phoenix to threaten the lizards flank. Winds were relatively weak with a roll of 7, Zehava threw 6 dice at fiery convocation, only to have it scrolled. Shooting did nothing of consequence.
![Image](http://farm4.staticflickr.com/3792/9120110619_34d843c6cf.jpg)
EHETurn1 by Trojan2014, on Flickr
LM Turn 1:
My opponent was clearly terrified of the wake of fire affect and shifted his entire right flank to deal with the flame phoenix. The saurus block pulled back out of range and the stegadon and skinks surrounded the bird to poison it to death.(I think this was my first major tactical mistake, I could have been more conservative with the bird, and parked it in or on my side of the woods)
A fairly weak magic phase had my opponent throw 6 dice at final transmutation on my swordmasters, which I was unable to dispel. Fortunately only 2 swordmasters fell. In shooting the two skink units and stegadon managed to bring down the flame phoenix, and I forgot the resurrection for the rest of the game(given that it was brought down turn 1, this could have actually made a pretty big difference). The other skink skirmishers managed to bring down 3 reavers, who passed their check, and the front rank of the skrox unit managed a cheeky wound on the frost phoenix.
![Image](http://farm4.staticflickr.com/3710/9122334316_b78f387d1c.jpg)
ELMTurn1 by Trojan2014, on Flickr
HE Turn 2:
The frost phoenix made a charge on the Slann’s unit of Temple Guard. The seaguard failed their stupidity check from final transmutation and stumbled forward a couple of inches drooling profusely. The two reaver units moved up to protect the flanks of the frost phoenix, and the swordmasters and white lions moved up to threaten flanks and be within charge range next turn. Magic saw fiery convocation go off on the skrox unit, killing all but a few skinks and wounding a krox. Apotheosis also went off on the frost phoenix restoring it to full wounds. Shooting picked off a saurus warrior. In combat, the frost phoenix took a wound and dealt back 8 in return(hooray for rolling 6 on thunderstomp). Temple Guard held.
![Image](http://farm8.staticflickr.com/7355/9122334124_21c6e0b0ec.jpg)
EHETurn2 by Trojan2014, on Flickr
LM Turn 2:
The saurus declared a charge on the full reaver unit, which fled successfully. The skrox unit charged the other reavers, who lost 1, and ran behind my lines. I am a little fuzzy on how my placement of the unit ended up giving the skrox the overrun on the frost phoenix( I think I argued this, but let him have it), but he failed the overrun needing a 4 and getting a 3. In magic, he rolled snake eyes, I channeled and nothing happened. He leveled all his shooting at the swordmasters, but between heavy armor and a 4+ ward they survived unscathed. In combat, the phoenix did 4 wounds(boo 1s on thunderstomp), took none in return and the lizards held.
![Image](http://farm8.staticflickr.com/7445/9120109075_32a2029591.jpg)
ELMT2 by Trojan2014, on Flickr
HE Turn 3:
Needing a 4 to make it into the Temple Guard, my swordmasters rolled a 3! In consternation I then made the second major tactical mistake of the game and positioned my reavers to chaff the saurus, and my seaguard reformed to steadfast chaff the ancient steg. Unfortunately, the units were positioned such that the saurus could overrun from the reavers to the seaguard, which I didn’t notice at the time. Magic saw a soul quench and the remains in play fiery convocation finishing off the skrox unit, and an apotheosis go off on the phoenix. Shooting saw me take a wound off the skink chief on top of the stegadon. Combat saw the phoenix continue to massacre temple guard.
[
![Image](http://farm8.staticflickr.com/7448/9120108935_ebcc6c6c93.jpg)
EHET3 by Trojan2014, on Flickr
LM Turn 3:
As previously mentioned the lizards charged my seaguard with the stegadon, the reavers with the saurus. Magic saw final transmutation of lead go off on the swordmasters, bringing down 6, and enchanted blades go off on the saurus. Shooting saw the last reaver go down. The saurus blew threw the reavers, and with the stegadon managed to slaughter about 15 seaguard, breaking the unit. His steg caught the seaguard and his saurus managed an overrun into my swordmasters(can you overrun twice in one phase? Can you overrun if the opponent you beat wasn’t wiped out?). Combat saw the last of the temple guard wiped out, slann passed his breaktest.
![Image](http://farm4.staticflickr.com/3832/9122336492_872419388a.jpg)
ELMT3 by Trojan2014, on Flickr
HE Turn 4:
The lions backed up for I don’t know what reason(I should have turned them towards the main combat). Magic saw drain magic go off on the saurus(should have left this up for BotWD saves on swords). In combat, the bsb and swords managed to kill a few saurus, taking no wounds in return, winning the combat, and forcing the saurus to flee. The swords failed to catch them by 1 inch. The frost phoenix managed 4 wounds on the slann, who passed his break test again!
![Image](http://farm6.staticflickr.com/5546/9120110969_4f81075665.jpg)
EHET4 by Trojan2014, on Flickr
LM Turn 4:
Saurus rallied, steg charged the rear of the swordmasters and the skink surrounded the white lions. In magic the slann got off one last final transmutation, killing 8 white lions! He also cast enchanted blades on the stegadon, which I cheerfully allowed. In shooting, the skinks failed to get through the lion pelts. In combat, I revealed the Banner and managed to save all but one wound from impact against the swords(he had a warspear). He then focused all of his attacks and thunderstomps on the bsb, managing to bring him down. The swords did 4 wounds back to the stegadon, leaving it with one wound left. The frost phoenix ate the slann and repositioned for a flank charge on the saurus.
![Image](http://farm6.staticflickr.com/5466/9122334814_fe075792af.jpg)
ELMT4 by Trojan2014, on Flickr
HE Turn 5:
This turn should be better known as the turn the dice gods abandoned me. My lions charged the skinks who fled, and were caught, leaving the lions in the mist wreathed swamp. At the end of the phase I rolled for the initiative test, failing it on a 6 and then rolling a 6 to lose the entire unit to the swamp, awesome! The frost phoenix charged the saurus. Magic saw me spam drain magic and apotheosis for no affect, but boosting wards. In combat, my swordmasters, out of 13 attacks failed to take the last wound off of the stegadon and lost some for their trouble. The frost phoenix continued munching on saurus.
![Image](http://farm3.staticflickr.com/2838/9120110409_d6ce70ab52.jpg)
EHET5 by Trojan2014, on Flickr
LM Turn 5:
Pretty much straight to combat, the swordmasters once again failed to take the last wound off the stegadon, and got killed to a man. The archmage outran the stegadon somehow. The frost phoenix won combat, and pursued and caught the saurus.
![Image](http://farm6.staticflickr.com/5484/9120110043_5f8ab84390.jpg)
ELMT5 by Trojan2014, on Flickr
HE/LM Turn 6:
The archmage rallied, and managed fiery convocation on the larger skink unit(in retrospect I should have thrown this at the steg in a last ditch effort to bring it down), and soul quench was dispelled. The frost phoenix moved to block the stegadons charge on the archmage. The stegadon thought better of charging the phoenix, and tried to bring down the archmage with shooting. His 3+ boosted ward proved sufficient to prevent his death from a hail of poison darts, and with that the game was finished.
![Image](http://farm4.staticflickr.com/3795/9120104765_9c58d560b3.jpg)
ELMT6 by Trojan2014, on Flickr
After points were added up I had a 125 point margin of victory, so technically a draw. I feel like I made a couple medium-sized errors in this game, and suffered some pretty horrendous luck on a couple of occasions as well. All in all, pretty happy with how the army performed, my highlights:
High Magic: Solid lore, I think the fiery convocation can be a game changing spell. I do feel that against certain opponents(WoC) this lore will end up taking a back seat, which is why I’m leaning towards shifting to either a loremaster or a lvl 2 in my 2500 pt.
Frost Phoenix: What can I say 24 temple guard, 15 saurus and a slann. This guy was totally unstoppable. This experience has made me consider the anointed on frost phoenix again. What this thing could accomplish with a rider on top is scary Admittedly I wasn’t facing a gun line so I am reserving judgement.
Last edited by vespacian1 on Wed Jun 26, 2013 1:48 pm, edited 6 times in total.
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Re: The Dragonlord of Tor Cyroc: Army Blog...2k Siege BR up
And if someone can show me how to embed the images(they're on my flickr account) I'd greatly appreciate it. I've pasted the links in.
Last edited by vespacian1 on Wed Jun 26, 2013 3:52 am, edited 1 time in total.
Re: The Dragonlord of Tor Cyroc: Army Blog...2k Siege BR up
Usually, photo hosting services give you a range of ways to copy and paste your photos into your post. The easiest is to use the Img code format, I know on photobucket you select the picture, an option pops up with one being copy and you can use the url, Img or other options. The Img works best here from my experience. Haven't used Flickr, but I'm sure it's a similar process.
For instance:
![Image](http://i1221.photobucket.com/albums/dd480/nwclements3/HE-WIP17_zps0bfdb2ec.jpg)
Came from this [*img]http://i1221.photobucket.com/albums/dd4 ... fdb2ec.jpg[/img] - minus the random star at the beginning.
For instance:
![Image](http://i1221.photobucket.com/albums/dd480/nwclements3/HE-WIP17_zps0bfdb2ec.jpg)
Came from this [*img]http://i1221.photobucket.com/albums/dd4 ... fdb2ec.jpg[/img] - minus the random star at the beginning.
My Plog - Tele's Torpid Painting Log
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Re: The Dragonlord of Tor Cyroc: Army Blog...6/25 BR up
Managed to figure out the picture thing, updated!
Comments and criticism welcome.
Comments and criticism welcome.
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- Posts: 278
- Joined: Sun May 27, 2012 11:11 pm
Re: The Dragonlord of Tor Cyroc: Army Blog...6/25 BR up
Below is a narrative-style battle report as part of our escalating summer campaign. A 2k battle vs a beastmen army, please read and enjoy:
High Elves:
Lords/Heros:
Zehava: Archmage with book, Talisman of Endurance(High: Walk between worlds, fiery convocation, drain magic, soul quench)
Chaynal: BSB w Dragon Armor, Shield of Merwyrm, Sword of Might
Core:
25 Lothern Seaguard Full Command
2x 5 Reavers with musos
Special:
19 Swordmasters FC, Banner of the World Dragon
15 White Lions FC
Rare:
Smergol Flame Phoenix
Jormungandr Frost Phoenix
Beastmen:
Doombull: Sword of Striking, Dawnstone 2+
Gorbull: General, 1+
Wargor: BSB, Luckstone
Lvl 2 Shaman: Beasts(Amber Spear, Wysanns), Opal Amulet
60 Gors, FC, War Banner
40 Bestigors, FC, Banner of Discipline, GWs
2 Razorgors
…Gwydion leaned against Jormungandr, allowing his exhaustion to show for a brief moment in front of his closest family. A moment later it was gone, and his gaze turned towards the map on the hastily prepared command post’s table. “I have received word from Zah Rah that the majority of our forces held at the sky fortresses, we have turned the tide of this advance and will crush the warped scum in the caves behind us.”
Zehava turned an eye toward the horizon, and then glanced at the Reaver scout standing nervously at the periphery of the command post. Zehava beckoned the elf forward, “Tell my father what you told me.” The scout stepped forward resolutely and quietly informed the Dragonlord of what he had seen, “We were the rearguard in the retreat from the sky fortress, although our Lion Hunters and Swordmasters took heavy casualties, Jormungandr and our reavers managed to cover the retreat of the Sea Dragons and the Archmage. The Chaos warband took heavy casualties taking the fortress as expected, and have spent their time occupying it. The last thing we heard as we left the valley was the sound of beastmen horns. A sizeable force follows us.” Zehava clasped his hand on the Reavers shoulder and pointed to the cave mouth, “I will hold them here father, in the caves, funnel them into an ambush.”
Gwydion took one more long look at the map, seeing the truth in his son’s words. Although he hadn’t been able to supervise his vanguard’s organized retreat, he had been putting his time to good use. He and the other leaders had organized a series of traps and redoubts along the path to the sigil, the vastly outnumbered defenders had made the forces of disorder pay in blood for every inch of ground they had covered. His gaze was drawn over his son’s shoulder, to a shimmer on the horizon, and a hint of amusement tweaked his mouth into a brief smile. “You have shown your skill at dealing with the beastmen before my son, this time I will leave you with Jormungandr and a new ally to smash the warped ones. Meet with me in 3 days times at the other side of the mountains, I will join you in battle then.”
…The fact that his ears were still ringing was the first hint that Zehava was still alive. He slowly blinked his eyes open and harsh sunlight forced him to close them again. In his mind he could still see the massive beastman’s axe, as if in slow motion, parting the layers of his magical shield before he lost consciousness. The feedback of his ward being shattered must have caused him to pass out. “I told you to hold the warband in the caves, not become a martyr Zehava.” Zehava tilted his head to the side, enough to see his father sitting in a camp stool on the other side of the tent, sorting through maps at his desk. “When I lost consciousness we were…” “…winning, yes you won a convincing victory, an empty one had that axe split your skull. Chaynal tells me you could have pulled back and finished them with magic instead of sounding the charge, what were you thinking?”
His father turned, his eyes piercing Zehava with an inquisitive stare. Zehava’s mind raced, his father’s penetrating stare forcing him to justify his actions. “The winds in the cave were fickle father, I did not feel confident that I could wipe out the beastmen forces without engaging them in combat. In the opening stages of the engagement I managed to overpower their shaman, engulfing their elites in flames from which they never really recovered. My opponent had deployed centrally, hoping to use his overwhelming numbers to turn the center chamber of the tunnel into a killing ground. I executed a classic envelopment, with my Sea Dragons(LSG) Reavers and Smergol(flame phoenix) surging forward on the right, and my other Reaver squad and Jormungandr(frost dragon(phoenix)) pushing forward more cautiously on the left. I held the center with the Swordmasters and Lion Hunters.
![Image](http://farm6.staticflickr.com/5456/9253377208_068123f440.jpg)
1 by Trojan2014, on Flickr
The beastmen responded slowly, their massive gor unit held up by a rampaging squig and troll(the scenario dictated random trolls and squigs which were enemy models to both sides) which they quickly dispatched. Smergol took a charge from a razorgor in his flank and successfully destroyed the creature and a squig which had been drawn to the noise of combat.
Our forces made another cautious move forward, the pincer movement drawing the large beastmen blocks forward while my fiery convocation continued to punish the elites. I successfully bombarded the hulking minotaur(doom bull) with magical bolts, but he shrugged them off like so much rain. The Reavers on the right moved up to disrupt the advance of the two combat blocks and our arrows brought down a few of the beastmen warriors.
![Image](http://farm4.staticflickr.com/3715/9253377236_0d3192ca46.jpg)
2 by Trojan2014, on Flickr
The magical and mundane bombardment incentivized the beastlord to push his troops forward, with the elites moving forward aggressively, their flanks protected by the minotaur lord and large gor herd. The remaining razorgor made an aggressive assault on my left flank reavers, who elected to withdraw from the battle. The shaman augmented his troops to help defend them against their constant fiery torment, but more perished to the flames.
Seeing an opportunity to strike the beastlord and his singed bodyguard, I hurled our center and left flank forward while Smergol and the remaining reavers on our right occupied the large gor unit led by their battle standard bearer. Smergol devastated their unit with flaming attacks while the reavers moved to draw them off. Combat saw the Lion Hunters and Jormungandr mortally wound the minotaur lord, easily bringing him down as he turned to flee. The combined charge of my bodyguard and Sea Dragons wiped out the beastlord’s remaining elite bodyguards, his horse-like legs easily carrying him beyond our ability to pursue.” Zehava winced slightly remembering the heavy blows the beastlord had rained down on his magical shield, it had begun to buckle in places.
His father’s furrowed brow brought him back to the present, “Having outdistanced our infantry, the beastlord broke off his flight and turned to direct his remaining troops. His last infantry block, still almost 50 strong, drove off our remaining reavers and engaged the flank of the Sea Dragons who were still pursuing the beastlord. The shaman, seeing the devestation wrought by Smergol flung a glowing spear of magic energy at the phoenix, which failed to harm him. In frustration the shaman turned his efforts towards enhancing the remaining beasts as they assaulted the Sea Dragons. Outnumbered 2 to 1 the Sea Dragons took heavy casualties and began a fighting withdrawl, they would fight no more that day.
![Image](http://farm3.staticflickr.com/2868/9253376422_c0db430c5b.jpg)
3 by Trojan2014, on Flickr
At this point the remaining infantry unit found itself woefully out of position with its flank exposed to myself and my bodyguard. I hesitated, but I could not let the leaders of the beastmen survive the engagement, Jormungandr took flight and engaged the shaman while the lion hunters and my faithful swordmasters charged the battle standard bearer’s horde of gors. In preparation for the combat I carefully removed the magical enhancement of the shaman, leaving the beastmen unprepared. My swordmasters spun swiftly into action, reaping a bloody tally of beastmen, as the massive axes of the hunters split beastmen like kindling. Nearly half the unit was gone in an instant, but my attention was drawn out of the corner of my eye to the battle standard bearer, his massive axe raised over his head, leaping at me from the ranks of his unit…and that’s the last thing I remember…”Zehava trailed off.
His father stood from his stool, the exhaustion of a few days passed gone now. He placed his hand on Zehava’s shoulder, “Jormungandr brought me the severed head of the beastlord, apparently your bodyguard avenged your ‘death’ by butchering every beast they could find in the caverns. Just…take heed next time, I can deal with a beastlord and unit of infantry, I need my mages alive if we are to win this fight.” Zehava nodded, content to rest for now, he had led their rearguard for weeks to mixed results. He had earned some rest.
High Elves:
Lords/Heros:
Zehava: Archmage with book, Talisman of Endurance(High: Walk between worlds, fiery convocation, drain magic, soul quench)
Chaynal: BSB w Dragon Armor, Shield of Merwyrm, Sword of Might
Core:
25 Lothern Seaguard Full Command
2x 5 Reavers with musos
Special:
19 Swordmasters FC, Banner of the World Dragon
15 White Lions FC
Rare:
Smergol Flame Phoenix
Jormungandr Frost Phoenix
Beastmen:
Doombull: Sword of Striking, Dawnstone 2+
Gorbull: General, 1+
Wargor: BSB, Luckstone
Lvl 2 Shaman: Beasts(Amber Spear, Wysanns), Opal Amulet
60 Gors, FC, War Banner
40 Bestigors, FC, Banner of Discipline, GWs
2 Razorgors
…Gwydion leaned against Jormungandr, allowing his exhaustion to show for a brief moment in front of his closest family. A moment later it was gone, and his gaze turned towards the map on the hastily prepared command post’s table. “I have received word from Zah Rah that the majority of our forces held at the sky fortresses, we have turned the tide of this advance and will crush the warped scum in the caves behind us.”
Zehava turned an eye toward the horizon, and then glanced at the Reaver scout standing nervously at the periphery of the command post. Zehava beckoned the elf forward, “Tell my father what you told me.” The scout stepped forward resolutely and quietly informed the Dragonlord of what he had seen, “We were the rearguard in the retreat from the sky fortress, although our Lion Hunters and Swordmasters took heavy casualties, Jormungandr and our reavers managed to cover the retreat of the Sea Dragons and the Archmage. The Chaos warband took heavy casualties taking the fortress as expected, and have spent their time occupying it. The last thing we heard as we left the valley was the sound of beastmen horns. A sizeable force follows us.” Zehava clasped his hand on the Reavers shoulder and pointed to the cave mouth, “I will hold them here father, in the caves, funnel them into an ambush.”
Gwydion took one more long look at the map, seeing the truth in his son’s words. Although he hadn’t been able to supervise his vanguard’s organized retreat, he had been putting his time to good use. He and the other leaders had organized a series of traps and redoubts along the path to the sigil, the vastly outnumbered defenders had made the forces of disorder pay in blood for every inch of ground they had covered. His gaze was drawn over his son’s shoulder, to a shimmer on the horizon, and a hint of amusement tweaked his mouth into a brief smile. “You have shown your skill at dealing with the beastmen before my son, this time I will leave you with Jormungandr and a new ally to smash the warped ones. Meet with me in 3 days times at the other side of the mountains, I will join you in battle then.”
…The fact that his ears were still ringing was the first hint that Zehava was still alive. He slowly blinked his eyes open and harsh sunlight forced him to close them again. In his mind he could still see the massive beastman’s axe, as if in slow motion, parting the layers of his magical shield before he lost consciousness. The feedback of his ward being shattered must have caused him to pass out. “I told you to hold the warband in the caves, not become a martyr Zehava.” Zehava tilted his head to the side, enough to see his father sitting in a camp stool on the other side of the tent, sorting through maps at his desk. “When I lost consciousness we were…” “…winning, yes you won a convincing victory, an empty one had that axe split your skull. Chaynal tells me you could have pulled back and finished them with magic instead of sounding the charge, what were you thinking?”
His father turned, his eyes piercing Zehava with an inquisitive stare. Zehava’s mind raced, his father’s penetrating stare forcing him to justify his actions. “The winds in the cave were fickle father, I did not feel confident that I could wipe out the beastmen forces without engaging them in combat. In the opening stages of the engagement I managed to overpower their shaman, engulfing their elites in flames from which they never really recovered. My opponent had deployed centrally, hoping to use his overwhelming numbers to turn the center chamber of the tunnel into a killing ground. I executed a classic envelopment, with my Sea Dragons(LSG) Reavers and Smergol(flame phoenix) surging forward on the right, and my other Reaver squad and Jormungandr(frost dragon(phoenix)) pushing forward more cautiously on the left. I held the center with the Swordmasters and Lion Hunters.
![Image](http://farm6.staticflickr.com/5456/9253377208_068123f440.jpg)
1 by Trojan2014, on Flickr
The beastmen responded slowly, their massive gor unit held up by a rampaging squig and troll(the scenario dictated random trolls and squigs which were enemy models to both sides) which they quickly dispatched. Smergol took a charge from a razorgor in his flank and successfully destroyed the creature and a squig which had been drawn to the noise of combat.
Our forces made another cautious move forward, the pincer movement drawing the large beastmen blocks forward while my fiery convocation continued to punish the elites. I successfully bombarded the hulking minotaur(doom bull) with magical bolts, but he shrugged them off like so much rain. The Reavers on the right moved up to disrupt the advance of the two combat blocks and our arrows brought down a few of the beastmen warriors.
![Image](http://farm4.staticflickr.com/3715/9253377236_0d3192ca46.jpg)
2 by Trojan2014, on Flickr
The magical and mundane bombardment incentivized the beastlord to push his troops forward, with the elites moving forward aggressively, their flanks protected by the minotaur lord and large gor herd. The remaining razorgor made an aggressive assault on my left flank reavers, who elected to withdraw from the battle. The shaman augmented his troops to help defend them against their constant fiery torment, but more perished to the flames.
Seeing an opportunity to strike the beastlord and his singed bodyguard, I hurled our center and left flank forward while Smergol and the remaining reavers on our right occupied the large gor unit led by their battle standard bearer. Smergol devastated their unit with flaming attacks while the reavers moved to draw them off. Combat saw the Lion Hunters and Jormungandr mortally wound the minotaur lord, easily bringing him down as he turned to flee. The combined charge of my bodyguard and Sea Dragons wiped out the beastlord’s remaining elite bodyguards, his horse-like legs easily carrying him beyond our ability to pursue.” Zehava winced slightly remembering the heavy blows the beastlord had rained down on his magical shield, it had begun to buckle in places.
His father’s furrowed brow brought him back to the present, “Having outdistanced our infantry, the beastlord broke off his flight and turned to direct his remaining troops. His last infantry block, still almost 50 strong, drove off our remaining reavers and engaged the flank of the Sea Dragons who were still pursuing the beastlord. The shaman, seeing the devestation wrought by Smergol flung a glowing spear of magic energy at the phoenix, which failed to harm him. In frustration the shaman turned his efforts towards enhancing the remaining beasts as they assaulted the Sea Dragons. Outnumbered 2 to 1 the Sea Dragons took heavy casualties and began a fighting withdrawl, they would fight no more that day.
![Image](http://farm3.staticflickr.com/2868/9253376422_c0db430c5b.jpg)
3 by Trojan2014, on Flickr
At this point the remaining infantry unit found itself woefully out of position with its flank exposed to myself and my bodyguard. I hesitated, but I could not let the leaders of the beastmen survive the engagement, Jormungandr took flight and engaged the shaman while the lion hunters and my faithful swordmasters charged the battle standard bearer’s horde of gors. In preparation for the combat I carefully removed the magical enhancement of the shaman, leaving the beastmen unprepared. My swordmasters spun swiftly into action, reaping a bloody tally of beastmen, as the massive axes of the hunters split beastmen like kindling. Nearly half the unit was gone in an instant, but my attention was drawn out of the corner of my eye to the battle standard bearer, his massive axe raised over his head, leaping at me from the ranks of his unit…and that’s the last thing I remember…”Zehava trailed off.
His father stood from his stool, the exhaustion of a few days passed gone now. He placed his hand on Zehava’s shoulder, “Jormungandr brought me the severed head of the beastlord, apparently your bodyguard avenged your ‘death’ by butchering every beast they could find in the caverns. Just…take heed next time, I can deal with a beastlord and unit of infantry, I need my mages alive if we are to win this fight.” Zehava nodded, content to rest for now, he had led their rearguard for weeks to mixed results. He had earned some rest.
Last edited by vespacian1 on Wed Jul 10, 2013 2:34 am, edited 2 times in total.
Re: The Dragonlord of Tor Cyroc: Army Blog...6/30 BR v Beastmen
Your enemy can't focus all their thunderstomp attacks onto your BSB, it is simply applied against one unit in base contact. If the BSB is in a unit, then the stomps go against his unit. If the unit has at least 5 rank and file models (not including the champion), all the hits are applied against rank and file. If the unit has fewer than 5 rank and file models, you distribute it as you would against normal shooting attacks.
This is a pretty big deal, because if you continue to play the way you did, then every time your BSB's unit comes into contact with an enemy monster, the monster is practically going to auto-kill him.
Finally you were right about overruns. An overrun counts as a pursuit and follows all rules for a pursuit, and you cannot pursue more than once per combat phase (you automatically restrain and get a reform after the second combat).
This is a pretty big deal, because if you continue to play the way you did, then every time your BSB's unit comes into contact with an enemy monster, the monster is practically going to auto-kill him.
Finally you were right about overruns. An overrun counts as a pursuit and follows all rules for a pursuit, and you cannot pursue more than once per combat phase (you automatically restrain and get a reform after the second combat).
Ah, Floorhammer. A time honored tradition. Sadly, I no longer play since my brother tripped and right-angled the spears of a 15-man regiment.
-Original Dragon Prince, July 2011
-Original Dragon Prince, July 2011
Re: The Dragonlord of Tor Cyroc: Army Blog...6/25 BR up
So far I like the narrative style, keep it up. One thing I would STRONGLY recommend is more line breaks and paragraphs. It's much easier on the reader, makes the difference between a wall of text and a story.
vespacian1 wrote: …Gwydion leaned against Jormungandr, allowing his exhaustion to show for a brief moment in front of his closest family. A moment later it was gone, and his gaze turned towards the map on the hastily prepared command post’s table. “I have received word from Zah Rah that the majority of our forces held at the sky fortresses, we have turned the tide of this advance and will crush the warped scum in the caves behind us.” Zehava turned an eye toward the horizon, and then glanced at the Reaver scout standing nervously at the periphery of the command post. Zehava beckoned the elf forward, “Tell my father what you told me.”
The scout stepped forward resolutely and quietly informed the Dragonlord of what he had seen, “We were the rearguard in the retreat from the sky fortress, although our Lion Hunters and Swordmasters took heavy casualties, Jormungandr and our reavers managed to cover the retreat of the Sea Dragons and the Archmage. The Chaos warband took heavy casualties taking the fortress as expected, and have spent their time occupying it. The last thing we heard as we left the valley was the sound of beastmen horns. A sizeable force follows us.” Zehava clasped his hand on the Reavers shoulder and pointed to the cave mouth, “I will hold them here father, in the caves, funnel them into an ambush.”
Gwydion took one more long look at the map, seeing the truth in his son’s words. Although he hadn’t been able to supervise his vanguard’s organized retreat, he had been putting his time to good use. He and the other leaders had organized a series of traps and redoubts along the path to the sigil, the vastly outnumbered defenders had made the forces of disorder pay in blood for every inch of ground they had covered.
His gaze was drawn over his son’s shoulder, to a shimmer on the horizon, and a hint of amusement tweaked his mouth into a brief smile. “You have shown your skill at dealing with the beastmen before my son, this time I will leave you with Jormungandr and a new ally to smash the warped ones. Meet with me in 3 days times at the other side of the mountains, I will join you in battle then.”
Ah, Floorhammer. A time honored tradition. Sadly, I no longer play since my brother tripped and right-angled the spears of a 15-man regiment.
-Original Dragon Prince, July 2011
-Original Dragon Prince, July 2011
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Re: The Dragonlord of Tor Cyroc: Army Blog...6/30 BR v Beastmen
An excellent point, and thank you for the feedback. I personally enjoy writing them more in the narrative style, so anything that makes it more readable/engaging for the community I'll implement.
I'm hoping that people will start getting into it more, doing these past 2 reports has made me realize how much time you guys put into making a batrep.
I'm hoping that people will start getting into it more, doing these past 2 reports has made me realize how much time you guys put into making a batrep.
Re: The Dragonlord of Tor Cyroc: Army Blog...6/30 BR v Beastmen
I hate to complain (well hate might be a little strong) but I think your title is a little decieving. Your not really running a dragon lord. You're running a magic list with a a frost Phoenix. Not that there s anything wrong with that. Its just an observation.
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Re: The Dragonlord of Tor Cyroc: Army Blog...6/30 BR v Beastmen
That's a fair point, the thread initially started off as my general army list thread but got hijacked by this escalating campaign I'm in. We've only just finished the 2k pt level, and are moving on to 2.25k this month. Ultimately my general will be either an annointed on frost dragon or prince on star/moon dragon, and the characters title is Dragonlord of Tor Cyroc.
Thank you for reading, and I promise my next game will feature an annointed riding a frost dragon.
Thank you for reading, and I promise my next game will feature an annointed riding a frost dragon.
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- Posts: 278
- Joined: Sun May 27, 2012 11:11 pm
Re: The Dragonlord of Tor Cyroc: Army Blog...6/30 BR v Beastmen
So now that I have about a half a dozen games under my belt with the new book at 2k I figured I'd review the units based on their performance, and then post up my 2.25k for your review:
Archmage: This guy really shined in this game, but expectations need to be adjusted by 2 things: 1)My opponent underestimated the devastation of fiery convocation and should have used his scroll on it first turn. 2) My opponent only took a lvl 2, giving me a +3 advantage when casting. I find myself not using walk between worlds as much as I thought I would. Either the unit that I want to use it on is out of range, or it’s in range and I don’t want to disrupt my formation. This spell is more situational than I originally hoped.
BSB: Solid build, not crazy expensive points-wise. I might drop the dragon armor in favor of heavy due to redundancy in combat from the shield, but the boosted ward vs templates is a nice occasional use.
LSG: Core requirement, ultimately I’d like to change out some or all of these fellows for a silverhelm unit. As it is they are an expensive chaff-clearer/charge-blocker of last resort. The only time they have really paid for themselves was holding steadfast against a charging arachnarok just long enough(2 combat rounds) to give me time to reposition and charge it. Until I get silverhelms I am contemplating breaking this unit up into smaller units(2x15 or 3x10) to have a MSU approach to infantry redirection and for deployment advantage. Thoughts?
Reavers: Core requirement, I like their feigned flee, a major advantage over eagles. Unfortunately, I still use them like eagles mostly, in which case they are just a more expensive loss. I think I will dial in their use over time, love the vanguard move.
Swordmasters: Mixed feelings here, I love the damage output potential, and with a high mage and the banner of the world dragon they are relatively survivable. Unfortunately, with both my characters and as my largest unit on the field, they attract a lot of attention. Ultimately, I think I will run a smaller unit of swords as a secondary unit(maybe 5x3) and transition the characters into a unit of phoenix guard.
Lions: Always solid. The 5x3 is just the right size IMO, large enough to take a beating but small enough to not attract too much attention or cost too much.
Flame Phoenix: I’ve posted my thoughts on this unit in other parts of the forum, but I have had a lot of success with the firebird. He takes a lot of heat off the rest of my army. He has also killed 30+ models in a couple of games from fly-overs. Now that being said, I can see a couple of match-ups where he would struggle to find good targets(WoC, Ogres, VC Monster Mash). In those games he becomes a chaff killer, for which he is over-priced. But for now he stays.
Frost Phoenix: Really fantastic, survivable, deals out a decent amount of damage, mobile. I’m tempted to take 2, but I like the flexibility the flame phoenix brings(my meta has a lot of horde armies). He’s been so good in fact, that I want to try out a mounted version, which brings me to my next post: 2250 and 2500 pts.
Archmage: This guy really shined in this game, but expectations need to be adjusted by 2 things: 1)My opponent underestimated the devastation of fiery convocation and should have used his scroll on it first turn. 2) My opponent only took a lvl 2, giving me a +3 advantage when casting. I find myself not using walk between worlds as much as I thought I would. Either the unit that I want to use it on is out of range, or it’s in range and I don’t want to disrupt my formation. This spell is more situational than I originally hoped.
BSB: Solid build, not crazy expensive points-wise. I might drop the dragon armor in favor of heavy due to redundancy in combat from the shield, but the boosted ward vs templates is a nice occasional use.
LSG: Core requirement, ultimately I’d like to change out some or all of these fellows for a silverhelm unit. As it is they are an expensive chaff-clearer/charge-blocker of last resort. The only time they have really paid for themselves was holding steadfast against a charging arachnarok just long enough(2 combat rounds) to give me time to reposition and charge it. Until I get silverhelms I am contemplating breaking this unit up into smaller units(2x15 or 3x10) to have a MSU approach to infantry redirection and for deployment advantage. Thoughts?
Reavers: Core requirement, I like their feigned flee, a major advantage over eagles. Unfortunately, I still use them like eagles mostly, in which case they are just a more expensive loss. I think I will dial in their use over time, love the vanguard move.
Swordmasters: Mixed feelings here, I love the damage output potential, and with a high mage and the banner of the world dragon they are relatively survivable. Unfortunately, with both my characters and as my largest unit on the field, they attract a lot of attention. Ultimately, I think I will run a smaller unit of swords as a secondary unit(maybe 5x3) and transition the characters into a unit of phoenix guard.
Lions: Always solid. The 5x3 is just the right size IMO, large enough to take a beating but small enough to not attract too much attention or cost too much.
Flame Phoenix: I’ve posted my thoughts on this unit in other parts of the forum, but I have had a lot of success with the firebird. He takes a lot of heat off the rest of my army. He has also killed 30+ models in a couple of games from fly-overs. Now that being said, I can see a couple of match-ups where he would struggle to find good targets(WoC, Ogres, VC Monster Mash). In those games he becomes a chaff killer, for which he is over-priced. But for now he stays.
Frost Phoenix: Really fantastic, survivable, deals out a decent amount of damage, mobile. I’m tempted to take 2, but I like the flexibility the flame phoenix brings(my meta has a lot of horde armies). He’s been so good in fact, that I want to try out a mounted version, which brings me to my next post: 2250 and 2500 pts.
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Re: The Dragonlord of Tor Cyroc: Army Blog...6/30 BR v Beastmen
Here's the 2250, questions and comments welcome:
Gwydion Dragonlord of Tor Cyroc
Annointed on Frost Phoenix(Ogre Blade, Enchanted Shield, Dawnstone, Golden Crown, Dragonhelm,PoF)
Zehava
Lvl 2(6+ ward, DS) High
Chaynal
Noble(BSB, SoM, SoM, DA)
Maarken
Lvl 1(PowerStone) Metal/Life
5 Reavers w/ muso
5 Reavers w/ muso
30 LSG w/ FC
Lion Hunters: 14 White Lions FC
17 Swordmasters FC BotWD
Smergol: Flame Phoenix
Gwydion Dragonlord of Tor Cyroc
Annointed on Frost Phoenix(Ogre Blade, Enchanted Shield, Dawnstone, Golden Crown, Dragonhelm,PoF)
Zehava
Lvl 2(6+ ward, DS) High
Chaynal
Noble(BSB, SoM, SoM, DA)
Maarken
Lvl 1(PowerStone) Metal/Life
5 Reavers w/ muso
5 Reavers w/ muso
30 LSG w/ FC
Lion Hunters: 14 White Lions FC
17 Swordmasters FC BotWD
Smergol: Flame Phoenix
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Re: The Dragonlord of Tor Cyroc: Army Blog...6/30 BR v Beastmen
So I've just gotten my 7th round match-up for the campaign: daemons of chaos at 2250 points.
My opponent is a relatively new player with a limited collection, and intelligence from my allies has given me a general idea of his force:
"two tzeench demon blocks ... two units of flamers (VERY shooty skirmishers) a greater demon, screamers (heavy hitting flyers) and furies (flying skirmishers)"
Now that was his 2000 point list, so there's a potential for some change-up. I'm trying not to tailor my list as there's a 2k tournament coming up that I'd like to start honing my list for. That being said here's what I'm thinking about taking, questions and comments welcome:
Annointed(Giant Blade, OTS, enchanted shield, golden crown)Frost Dragon
Lvl 2(DS, 6+ ward) High magic
Noble BSB(SoM, SoM, DA)
30 LSG FC
5 Reavers spears and bows(muso)
5 Reavers spears and bows(muso)
15 WL FC Banner of Eternal Flame
22 SM FC BotWD(BSB and Mage are here)
Flame Phoenix
Total: 2246
My opponent is a relatively new player with a limited collection, and intelligence from my allies has given me a general idea of his force:
"two tzeench demon blocks ... two units of flamers (VERY shooty skirmishers) a greater demon, screamers (heavy hitting flyers) and furies (flying skirmishers)"
Now that was his 2000 point list, so there's a potential for some change-up. I'm trying not to tailor my list as there's a 2k tournament coming up that I'd like to start honing my list for. That being said here's what I'm thinking about taking, questions and comments welcome:
Annointed(Giant Blade, OTS, enchanted shield, golden crown)Frost Dragon
Lvl 2(DS, 6+ ward) High magic
Noble BSB(SoM, SoM, DA)
30 LSG FC
5 Reavers spears and bows(muso)
5 Reavers spears and bows(muso)
15 WL FC Banner of Eternal Flame
22 SM FC BotWD(BSB and Mage are here)
Flame Phoenix
Total: 2246
-
- Posts: 278
- Joined: Sun May 27, 2012 11:11 pm
Re: The Dragonlord of Tor Cyroc: Army Blog..7/13 BR 2.25 v DoC
Annointed(+3 S, OTS, 2+ armor, 2+ one time)FP
Lvl 2(DS, 6+ ward)
Noble BSB(SoM, SoM, DA)
Smergol
30 LSG FC
5 Reavers spears and bows(muso)
5 Reavers spears and bows(muso)
15 WL FC Boef
22 SM FC BotWD
Bloodthirster
Herald of Slaneesh(Miasma)
Herald of Tzneetch(Final Transmutation, and Transmutation of Lead)
Herald of Nurgle(Poison attacks spell)
4 Bloodcrushers
40 demonettes
25 Pink horrors(Bolt of Change)
4 flamers
Deployment:
Gwydion surveyed the battlefield from the air assessing the demonic forces as they poured out of the base of the mountains and into the mist wreathed valley his forces had chosen as their battleground. With a massive unit of slaneeshi demons led by a sorcerer on the left, a unit of khornate beasts in the center(with a nurgle sorcerer behind it) and two units of tzneetchi demons led by a tzneetchi sorceror on the right Gwydion landed behind his lines directing the swordmasters led by Chaynal and Maarken to stand off against the demonettes supported by one unit of reavers, while the lion hunters and Sea Dragons faced off against the monstrous khornate cavalry in the center. As he directed Smergol and the other reavers to the right a massive roar from the enemy’s lines drew his attention.
Winging its way over the mountains, Gwydion watched as a massive Bloodthirster of Khorne landed beside the juggernauts of his diety. The creature’s huge frame was wreathed in smoke and his glowing eyes settled on Gwydion. Gwydion could feel his heart-rate quicken as the beast’s stare bore down on him, and he could hear faint whispers on the wind. The demon hefted his enormous axe and pointed it at Gwydion, another earth-shaking bellow split the air. Gwydion leaned down in his saddle, “Looks like we have our work cut out for us today old friend, land opposite that creature, we shall return it to its god before this day is done.” With an ululating roar Jormungandr launched himself into the air and settled behind the Sea Dragons, mauling the ground with his foreclaws.
![Image](http://farm3.staticflickr.com/2862/9287743696_d33d9d648d.jpg)
ddep by Trojan2014, on Flickr
Turn 1:
Seeing the disposition of the chaotic forces Gwydion seized the initiative and moved his forces on the left of his line forward aggressively, while Smergol and the reavers on the right positioned themselves to harass the tzneetchian demons, a classic refused flank. Meanwhile he and Jormungandr moved forward cautiously, denying any early aggressive maneuvers by the greater demon. The sorcerous portal in the center of the battlefield began to glow diverting some winds of magic to boost the lion hunters(Wyssan’s Wildform) while Maarken carefully constructed magical wards around his swordmaster bodyguard(spammed apotheosis and drain magic for the ward save boost). Sporadic shooting from the reavers and Sea Dragons managed to bring down one or two slaneeshi demons.
![Image](http://farm8.staticflickr.com/7342/9287743644_0e551404e3.jpg)
dehet1 by Trojan2014, on Flickr
Gwydion narrowed his eyes as he watched the demonic forces react to his movements, in his prior engagements with chaotic forces they typically moved in a flood towards his army relentlessly attacking. The chaos line crept forward slowly, or moved back, ironically, in the case of the khornate demons. “There is a first time for everything,” he muttered under his breath. With four wizards in the opposing forces Gwydion braced himself for the magical onslaught, but Maarken’s Sapherian skills quenched the efforts of the evil magic users(failed to cast final transmutation on a terrible 6 dice roll, and dispelled bolt of change). The grotesque tzneetchian demons doused Smergol with magical fire, but the great phoenix continued on though wounded.
![Image](http://farm3.staticflickr.com/2820/9284967759_a942c6d8c5.jpg)
dedt1 by Trojan2014, on Flickr
Turn 2:
Gwydion decided to capitalize on the tentative movements of the evil forces and sieze the center of the field with his infantry. His reavers on the left moved to harass the demonettes movements, while Smergol blanketed the formation of tzneetch horrors with Asuryan’s fire killing a handful. He and Jormungandr shifted to the right flank hoping to draw the attention of the bloodthirster away from his infantry formations. Maarken reinforced his magical wards while the traitorous portal flung magical fire at the Sea Dragons, burning one to death. More shooting brought down another demonette and a horror.
![Image](http://farm6.staticflickr.com/5509/9284967965_eef223b506.jpg)
dehet2 by Trojan2014, on Flickr
Seeing the elves aggressive stance the demons finally sprang into action, the bloodthirster attempted a charge on the reavers, who predictably outdistanced him. The juggernauts created some attractive charge opportunities for themselves in the future. The horrors turned to face Jormungandr, their insane chanting and flailing drawing Gwydion’s attention. The slaneeshi sorcerer finally managed to overwhelm Maarken’s defenses, confusing the Sea Dragons with shadow magic(BS Miasma cast on Sea Dragons) while the horrors attempts were extinguished. The flamers attempted to repeat their success against Gwydion and Jormungandr but their warding magics protected them from harm.
![Image](http://farm4.staticflickr.com/3685/9284967985_6cb25ed9c1.jpg)
dedt2 by Trojan2014, on Flickr
Turn 3:
From the air Gwydion could see the battle unfolding, and knew that the bloodthirster could spell doom for his infantry’s efforts against the horde of demonettes and juggernauts. His only option was to offer himself as a distraction, he raised Ceyl to the sky, its azure blade catching the dim light through the mist, directing his mount on the offensive against the block of tzneetch led by their foul sorcerer. Smergol seized an opportunity and swooped down on the lone nurgle sorcerer, planning to cleanse his infestation with flame. Maarken continued his protective efforts and the portal burned two more of the Sea Dragons to cinders. One lucky Sea Dragon archer managed a noticeable wound on a juggernaut. Smergol predictably annihilated the adept of nurgle and repositioned himself to support the infantry. Gwydion and Jormungandr easily obliterated a half dozen of the horrors, the magical fire of their death posing no harm to their enchanged armor.
![Image](http://farm6.staticflickr.com/5545/9284967941_7fceab216c.jpg)
ddt3move by Trojan2014, on Flickr
It was the demons turn to spring into action, but their efforts were delayed by the brave reavers(left reavers fled from demonettes who failed their charge on the swordmasters, Juggernauts charged right reavers who fled, then failed their redirect roll on the Sea Dragons) in an uncharacteristic display of caution the Bloodthirster restrained his movements, repositioning himself behind Jormungandr, patiently waiting to take his first skull. The flamers repositioned themselves to thin out the ranks of the Sea Dragons. The chaos magic users successfully managed to slow Gwydion’s movements with a miasma of shadow but other attempts were contained by Maarken, the sorcerous portal enhanced the Sea Dragons again(Wyssans on the Sea Dragons). The flamers managed to kill 2 of the Sea Dragons with their magical fire, but their efforts also lent the Sea Dragons the ability to regenerate(passed the warp flame toughness test). In a ploy to slow down his movements the champion of the horrors issued a challenge, Gwydion’s honor did not allow him to refuse and he cut down the abomination with wide swings of his axe.
Turn 4:
The delaying tactics of the reavers had left the demonic legions just where Gwydion had planned and Chaynal signaled the attack. The swordmasters successfully engaged the demonettes, supported by a rear charge from Smergol. The Sea Dragons lent their weight of numbers to the lion hunters efforts, and both charged the juggernauts of khorne. Both reavers halted their feigned flight and turned to harass the flamers. Maarken successfully healed Smergol of his earlier wounds. As the units clashed the slaneeshi ranks revealed an inhuman speed and struck first, despite the weight of their attack, the ancient banner of the world dragon protected the swordmasters from the bulk of the damage(lost 3 swordmasters). The swordmasters giant blades sparkled in the mist as they struck, and led by Chaynal’s brave example they butchered fully a quarter of the unit, in addition to another handful torn apart by Smergol(killed 17 demonettes). Their link to their chaos gods weakened, another handful disappeared wailing into the warp(7 more lost to instability).
In the center the Sea Dragons and lion hunters surrounded the stamping juggernauts, finding holes in their dark brass armor. Two of the hulking beasts were smashed to the ground, before they could strike back. Three lion hunters were crushed beneath the great beasts feet. However, the overwhelming elven numbers broke the units link to khorne, and the remaining two monsters vanished into the warp. Continuing their delaying tactics the herald of Tzneetch stepped forward challenging Gwydion, and yet again the Dragonlord smashed his opponent into the dirt. As he did so, Gwydion could hear the bloodthirster’s laughter, the beast was close.
![Image](http://farm8.staticflickr.com/7384/9287743730_480e535553.jpg)
dehet4 by Trojan2014, on Flickr
The cowardly tzneetch tactic had worked, holding Gwydion in place long enough for the Bloodthirster to make good his charge. The two titans of the battlefield squared off, the ranks of horrors momentarily forgotten. The winds gusted strongly, and the Chaos gods attempted to help their beleaguered minions by summoning a unit of demons(12 bloodletters appear behind the lion hunters)The slaneesh sorcerer attempted to use his favored miasma on the swordmasters to even up the combat, but Maarken used an ancient scroll to stop him. The flamers wiped out one unit of reavers and prepared for the next.
With their ranks much depleted the demonettes only managed to bring down one swordmaster before being wiped out entirely and banished to their insane realm. The swordmasters reformed to face the new unit threatening their bretheren.
The two monsters met with a titanic clash, multiple blows from Gwydion and Jormungandr deflecting from the Bloodthirster’s brazen armor. In an attempt to pin the Dragonlord the beast directed his attacks at the frost dragon, dealing multiple deep wounds(two wounds to the frost dragon). Gwydion assessed the situation, and seeing that the Chaos forces had been reduced to less than ten Tzneetch infantry and the Bloodthirster he chose to withdraw from the combat.
As the Bloodthirster turned and saw the elven formations closing in on him he could feel his grip on the material world weakening, he watched as the tzneetch demons wavered and disappeared. He leapt forward, desperate to take his first skull, but as he closed on the elven ranks his will failed and he dissolved, a dark cloud all that remained of the avatar of khorne.
![Image](http://farm6.staticflickr.com/5445/9287743596_bcb78d9d89.jpg)
dhet5move by Trojan2014, on Flickr
Lvl 2(DS, 6+ ward)
Noble BSB(SoM, SoM, DA)
Smergol
30 LSG FC
5 Reavers spears and bows(muso)
5 Reavers spears and bows(muso)
15 WL FC Boef
22 SM FC BotWD
Bloodthirster
Herald of Slaneesh(Miasma)
Herald of Tzneetch(Final Transmutation, and Transmutation of Lead)
Herald of Nurgle(Poison attacks spell)
4 Bloodcrushers
40 demonettes
25 Pink horrors(Bolt of Change)
4 flamers
Deployment:
Gwydion surveyed the battlefield from the air assessing the demonic forces as they poured out of the base of the mountains and into the mist wreathed valley his forces had chosen as their battleground. With a massive unit of slaneeshi demons led by a sorcerer on the left, a unit of khornate beasts in the center(with a nurgle sorcerer behind it) and two units of tzneetchi demons led by a tzneetchi sorceror on the right Gwydion landed behind his lines directing the swordmasters led by Chaynal and Maarken to stand off against the demonettes supported by one unit of reavers, while the lion hunters and Sea Dragons faced off against the monstrous khornate cavalry in the center. As he directed Smergol and the other reavers to the right a massive roar from the enemy’s lines drew his attention.
Winging its way over the mountains, Gwydion watched as a massive Bloodthirster of Khorne landed beside the juggernauts of his diety. The creature’s huge frame was wreathed in smoke and his glowing eyes settled on Gwydion. Gwydion could feel his heart-rate quicken as the beast’s stare bore down on him, and he could hear faint whispers on the wind. The demon hefted his enormous axe and pointed it at Gwydion, another earth-shaking bellow split the air. Gwydion leaned down in his saddle, “Looks like we have our work cut out for us today old friend, land opposite that creature, we shall return it to its god before this day is done.” With an ululating roar Jormungandr launched himself into the air and settled behind the Sea Dragons, mauling the ground with his foreclaws.
![Image](http://farm3.staticflickr.com/2862/9287743696_d33d9d648d.jpg)
ddep by Trojan2014, on Flickr
Turn 1:
Seeing the disposition of the chaotic forces Gwydion seized the initiative and moved his forces on the left of his line forward aggressively, while Smergol and the reavers on the right positioned themselves to harass the tzneetchian demons, a classic refused flank. Meanwhile he and Jormungandr moved forward cautiously, denying any early aggressive maneuvers by the greater demon. The sorcerous portal in the center of the battlefield began to glow diverting some winds of magic to boost the lion hunters(Wyssan’s Wildform) while Maarken carefully constructed magical wards around his swordmaster bodyguard(spammed apotheosis and drain magic for the ward save boost). Sporadic shooting from the reavers and Sea Dragons managed to bring down one or two slaneeshi demons.
![Image](http://farm8.staticflickr.com/7342/9287743644_0e551404e3.jpg)
dehet1 by Trojan2014, on Flickr
Gwydion narrowed his eyes as he watched the demonic forces react to his movements, in his prior engagements with chaotic forces they typically moved in a flood towards his army relentlessly attacking. The chaos line crept forward slowly, or moved back, ironically, in the case of the khornate demons. “There is a first time for everything,” he muttered under his breath. With four wizards in the opposing forces Gwydion braced himself for the magical onslaught, but Maarken’s Sapherian skills quenched the efforts of the evil magic users(failed to cast final transmutation on a terrible 6 dice roll, and dispelled bolt of change). The grotesque tzneetchian demons doused Smergol with magical fire, but the great phoenix continued on though wounded.
![Image](http://farm3.staticflickr.com/2820/9284967759_a942c6d8c5.jpg)
dedt1 by Trojan2014, on Flickr
Turn 2:
Gwydion decided to capitalize on the tentative movements of the evil forces and sieze the center of the field with his infantry. His reavers on the left moved to harass the demonettes movements, while Smergol blanketed the formation of tzneetch horrors with Asuryan’s fire killing a handful. He and Jormungandr shifted to the right flank hoping to draw the attention of the bloodthirster away from his infantry formations. Maarken reinforced his magical wards while the traitorous portal flung magical fire at the Sea Dragons, burning one to death. More shooting brought down another demonette and a horror.
![Image](http://farm6.staticflickr.com/5509/9284967965_eef223b506.jpg)
dehet2 by Trojan2014, on Flickr
Seeing the elves aggressive stance the demons finally sprang into action, the bloodthirster attempted a charge on the reavers, who predictably outdistanced him. The juggernauts created some attractive charge opportunities for themselves in the future. The horrors turned to face Jormungandr, their insane chanting and flailing drawing Gwydion’s attention. The slaneeshi sorcerer finally managed to overwhelm Maarken’s defenses, confusing the Sea Dragons with shadow magic(BS Miasma cast on Sea Dragons) while the horrors attempts were extinguished. The flamers attempted to repeat their success against Gwydion and Jormungandr but their warding magics protected them from harm.
![Image](http://farm4.staticflickr.com/3685/9284967985_6cb25ed9c1.jpg)
dedt2 by Trojan2014, on Flickr
Turn 3:
From the air Gwydion could see the battle unfolding, and knew that the bloodthirster could spell doom for his infantry’s efforts against the horde of demonettes and juggernauts. His only option was to offer himself as a distraction, he raised Ceyl to the sky, its azure blade catching the dim light through the mist, directing his mount on the offensive against the block of tzneetch led by their foul sorcerer. Smergol seized an opportunity and swooped down on the lone nurgle sorcerer, planning to cleanse his infestation with flame. Maarken continued his protective efforts and the portal burned two more of the Sea Dragons to cinders. One lucky Sea Dragon archer managed a noticeable wound on a juggernaut. Smergol predictably annihilated the adept of nurgle and repositioned himself to support the infantry. Gwydion and Jormungandr easily obliterated a half dozen of the horrors, the magical fire of their death posing no harm to their enchanged armor.
![Image](http://farm6.staticflickr.com/5545/9284967941_7fceab216c.jpg)
ddt3move by Trojan2014, on Flickr
It was the demons turn to spring into action, but their efforts were delayed by the brave reavers(left reavers fled from demonettes who failed their charge on the swordmasters, Juggernauts charged right reavers who fled, then failed their redirect roll on the Sea Dragons) in an uncharacteristic display of caution the Bloodthirster restrained his movements, repositioning himself behind Jormungandr, patiently waiting to take his first skull. The flamers repositioned themselves to thin out the ranks of the Sea Dragons. The chaos magic users successfully managed to slow Gwydion’s movements with a miasma of shadow but other attempts were contained by Maarken, the sorcerous portal enhanced the Sea Dragons again(Wyssans on the Sea Dragons). The flamers managed to kill 2 of the Sea Dragons with their magical fire, but their efforts also lent the Sea Dragons the ability to regenerate(passed the warp flame toughness test). In a ploy to slow down his movements the champion of the horrors issued a challenge, Gwydion’s honor did not allow him to refuse and he cut down the abomination with wide swings of his axe.
Turn 4:
The delaying tactics of the reavers had left the demonic legions just where Gwydion had planned and Chaynal signaled the attack. The swordmasters successfully engaged the demonettes, supported by a rear charge from Smergol. The Sea Dragons lent their weight of numbers to the lion hunters efforts, and both charged the juggernauts of khorne. Both reavers halted their feigned flight and turned to harass the flamers. Maarken successfully healed Smergol of his earlier wounds. As the units clashed the slaneeshi ranks revealed an inhuman speed and struck first, despite the weight of their attack, the ancient banner of the world dragon protected the swordmasters from the bulk of the damage(lost 3 swordmasters). The swordmasters giant blades sparkled in the mist as they struck, and led by Chaynal’s brave example they butchered fully a quarter of the unit, in addition to another handful torn apart by Smergol(killed 17 demonettes). Their link to their chaos gods weakened, another handful disappeared wailing into the warp(7 more lost to instability).
In the center the Sea Dragons and lion hunters surrounded the stamping juggernauts, finding holes in their dark brass armor. Two of the hulking beasts were smashed to the ground, before they could strike back. Three lion hunters were crushed beneath the great beasts feet. However, the overwhelming elven numbers broke the units link to khorne, and the remaining two monsters vanished into the warp. Continuing their delaying tactics the herald of Tzneetch stepped forward challenging Gwydion, and yet again the Dragonlord smashed his opponent into the dirt. As he did so, Gwydion could hear the bloodthirster’s laughter, the beast was close.
![Image](http://farm8.staticflickr.com/7384/9287743730_480e535553.jpg)
dehet4 by Trojan2014, on Flickr
The cowardly tzneetch tactic had worked, holding Gwydion in place long enough for the Bloodthirster to make good his charge. The two titans of the battlefield squared off, the ranks of horrors momentarily forgotten. The winds gusted strongly, and the Chaos gods attempted to help their beleaguered minions by summoning a unit of demons(12 bloodletters appear behind the lion hunters)The slaneesh sorcerer attempted to use his favored miasma on the swordmasters to even up the combat, but Maarken used an ancient scroll to stop him. The flamers wiped out one unit of reavers and prepared for the next.
With their ranks much depleted the demonettes only managed to bring down one swordmaster before being wiped out entirely and banished to their insane realm. The swordmasters reformed to face the new unit threatening their bretheren.
The two monsters met with a titanic clash, multiple blows from Gwydion and Jormungandr deflecting from the Bloodthirster’s brazen armor. In an attempt to pin the Dragonlord the beast directed his attacks at the frost dragon, dealing multiple deep wounds(two wounds to the frost dragon). Gwydion assessed the situation, and seeing that the Chaos forces had been reduced to less than ten Tzneetch infantry and the Bloodthirster he chose to withdraw from the combat.
As the Bloodthirster turned and saw the elven formations closing in on him he could feel his grip on the material world weakening, he watched as the tzneetch demons wavered and disappeared. He leapt forward, desperate to take his first skull, but as he closed on the elven ranks his will failed and he dissolved, a dark cloud all that remained of the avatar of khorne.
![Image](http://farm6.staticflickr.com/5445/9287743596_bcb78d9d89.jpg)
dhet5move by Trojan2014, on Flickr
-
- Posts: 278
- Joined: Sun May 27, 2012 11:11 pm
Re: The Dragonlord of Tor Cyroc: Army Blog..7/13 BR 2.25k v DoC
Apologies in advance for the lack of pictures, I'll try to get them posted up ASAP.
I took:
Lord:
Dragonlord Gwydion(Annointed) on Frost Dragon
Ogre Blade, Golden Helm, Enchanted Shield
Heros:
Maarken Lvl 2: Dispel Scroll, 6+ ward
Chaynal BSB: SoM, Som, Dragon Armor
Core:
30 LSG FC(lvl 2 goes here)
5 Reavers(spears and bows)
5 Reavers(spears and bows)
Special:
15 Swordmasters Std/Champion
15 Lions Std/Champion(BSB goes here)
15 Swordmasters Std/Champion
Rare:
Flamespyre Phoenix Smergol
He took:
Lord on Steed
Sword of Striking, One-time Breath weapon
Tzneetch BSB on Disk:
3++
Lvl 2 Nurgle w/ chaos familiar
20 Nurgle Warriors, Std of Discipline
2x5 Dogs
2xNurgle Chariot
6x Slaneesh Ogres
5x Tzneetch Knights w/ blasted standard
3x Skull Crushers
Deployment:
![Image](http://farm8.staticflickr.com/7349/9442022918_f77f0f5f3f.jpg)
Deployment by Trojan2014, on Flickr
Note: This is just after his first turn move, but it's a good set-up shot as well since he moved straight ahead.
The stones in the middle are a bane stone, which helped a little throughout the game but didn't end up doing much in general.
I think we both did a decent job deploying, I knew he'd face off his bsb against me in an attempt to tarpit my annointed. I was happy with my ability to weight the left a bit. From left to right i had my reavers in front of Smergol(flame phoenix) with the unit one of swords then the white lions with Chaynal(BSB). Then my Seaguard with Maarken(lvl 2) the other unit of swords in front of them supported on the right by the second reavers with Gwydion(annointed) behind.
He had from my left to right, dogs in front of skull crushers, a chariot, nurgle infantry, another chariot. Knights led by lord, another unit of dogs in front of ogres and the bsb on disk.
Turn 1:
Chaos moves forward with all units, gets off poisoned blades on dogs, fails to cast the regen spell.
HE:
Flame phoenix moves up(stupidly not getting it far enough to avoid a charge from the skull crushers next turn), left reavers pull back(but should have pulled back a little further to get beyond dogs charge), reavers on right move up to block the passage between the bane stone and the scree slope. Right flank swords move up, left flank swords and lions pull back to keep distance from the chariots, LSG holds, Gwydion moves in behind lions and swords. Magic sees chain lightning go off on knight unit, one wound on general, one wound on chariot, 2 wounds on infantry. Shooting sees one knight go down and two dogs from left unit
Turn 2:
Chaos:
Dogs charge reavers and fail losing one to S&S, skull crushers charge flame phoenix which holds(didn't want it to run off the board, at the very least it would pull the skull crushers out of position for a few turns). Everything else moves up. Magic, irresistibly casts regen spell on his own unit, cascades, doesn’t lose wizard but kills a handful of infantry and puts a wound on the chariot. Skull crushers do 3 wounds to the phoenix and run it off the board pursuing almost to the table edge.
HE:
Gwydion charges infantry, right flank swords charge dogs lions fail charge on infantry. LSG move up to block knights from flanking lions, and left reavers move up to block the Gwydion's flank from the other chariot. Left flank swords move up to support once combats get resolved. Right eavers move around BSB to set up later charges. Mage gets off curse of midnight on infantry. Shooting sees nothing really. Combat, Gwydion challenges his mage and kills him, they stick. Right Swords slaughter the dogs and overrun into the ogres.
Turn 3:
Knights/lord and BSB(rear) charge LSG who stand. Chariot charges blocking reavers who take it. Other chariot charges white lions who take it. Skull crushers reform, dogs move up. No magic. Combat: Lord and knights and BSB kill 10 lsg, his champion challenged and my Sea Drake accepted and killed him, the unit held on rerollable steadfast 9. Right Swords do 7 wounds, take 5 in return ogres break and they catch them. Gwydion kills 7 infantry who stick on steadfast. Chariot kills 2 lions and gets hacked apart in return, lions reform. Reavers get annihilated by impact hits, chariot reforms for flank charge on Gwydion.
HE:
Lions charge infantry, left swords attempt charge on flank of lord, but fail due to lack of space. Right swords maneuver around the stone(should have reformed). Remaining reavers march over to shoot at dogs. Magic sees curse of midnight go off on knights/lord. Shooting sees dogs lose one and panic. Combat: Gwydion and lions slaughter the infantry, Gwydion reforms to face skull crushers, lions reform to face lord/knights. LSG lose another 10, hold on steadfast.
Turn 4:
Dogs continue to panic, skull crushers march up, the remaining chariot reforms to face the center of the field. No magic, in combat the lord/knights and bsb brought the seaguard down to 2 and the mage who fled and were run down by both units.
HE:
Gwydion charged the skull crushers, one sword unit attempted a charge on the bsb but failed leaving it open to a rear charge next turn from the chariot. Lions and the other sword maneuvered to be prepared for the lord in the coming turns. Gwydion took a wound off the skull crushers who stuck.
Turn 5:
Chariot charges the rear of the stranded swordmasters while the lord/knights and bsb reform(lord leaves knights at this point). No magic. In shooting the lord flames the lions with a magic item. My opponent says it’s a shooting attack which meant my lions received a 4+ save and only lost 1, bsb saved his wound. In combat Gwydion does one wound to the skull crushers who do a wound to him. They both stick. The chariot does 3 wounds to the swordmasters, who do one in return. Swordmasters successfully reform.
HE:
Lions managed to sneak a charge in on the knights(just around the edge of his lords base), the reavers charge the flank of the chariot while the unengaged swords move up for support. Gwydion finishes off a skull crusher, which break, but he fails to catch them. Reavers and swords manage to finish off the chariot and both reform. Lions killed off a knight and reformed to maximize contact.
Turn 6:
Lord and bsb charge the freshly reformed swords, crushers rally and turn to face Gwydion again. Lions wipe out the knights and reform. Bladelord challenges the bsb, lord kills a few swords, and bladelord dies. Swords hold on rerollable 8.
HE:
Gwdyion charges skull crushers again. Remaining units pull back to be out of panic range. Gwydion kills one more skull crusher, who fails to wound back and flees off the board. Lord/BSB slaughter remaining swords but are out of arc/range of everything else.
Final tally had me ahead by slightly over 600 points, a major victory by our club rules.
Thoughts:
I like the list, granted I haven’t played a gunline with it, at 2250 I don’t see an all-comers list having more than 3 cannons, which hopefully I can weather for a turn or two(there’s one empire player, and one dwarf player in our upcoming tournament). I understand that the lvl 4 might be a safer route, but the annointed’s versatility and grinding power against all but the most dangerous foes makes him a really great addition to the army. I believe he makes a more consistent impact than the lvl 4.
I’m loving the 3 units of elites, as seen from this game each is capable independently of dishing out a lot of damage. A charging unit of swords dealing out 21 attacks in the first round, striking before 90% of foes is nasty, and having 2 of these units means that one can really be a nasty line breaker while the other two move in support of one another.
Ultimately the LSG will be dropped for SHs(just bought them today), but for now they provide a decent tarpit and good de-chaffing/sneaking in wounds on tough opponents.
I know the flame phoenix is probably not ideal, but I’m sticking to my guns on this one. Against empire and dwarves, his fly-over is a legitimate threat to their hordes, and I’m hoping that one or two cannons might be aimed his way instead of the anointed.
So my last question is, what lore? I’m heavily considering high, life, metal and shadow.
High: I would mainly take this for the extra +1 to cast and drain magic as a way to even the playing field against lvl 4s which I will almost certainly play against. I don’t like its short range, and I don’t like that the lore attribute steers me towards putting him in a unit of elites.
Life: Lore attribute is a great addition with 3 characters and 2 phoenixes. About half the lore would be great, but on the off-chance I roll awakening/shield/throne my magic becomes virtually worthless.
Metal: The signature, is great and I’d take any of the remaining spells happily. My concern is that as a lvl 2, I’ll basically be 6 dicing searing doom hoping for an irresistible to get it past the lvl 4s out there. It’s almost worth it to try to get glittering robes bubbled off on all my elites, swordmasters and white lions with a 3+ save is ugly.
Shadow: Miasma is probably the best signature spell in the game for HEs as it can easily force units to hit elites on 5s. Enfeebling combined with frost phoenix is ugly, withering is always great. Mindrazor for seaguard or swordmasters. Pit and pendulum depending on opponent. I could see this lore really working well.
I’d really appreciate your feedback on the magic lore here, as well as any other feedback. I’m getting really stoked for the tournament(7 days and counting).
I took:
Lord:
Dragonlord Gwydion(Annointed) on Frost Dragon
Ogre Blade, Golden Helm, Enchanted Shield
Heros:
Maarken Lvl 2: Dispel Scroll, 6+ ward
Chaynal BSB: SoM, Som, Dragon Armor
Core:
30 LSG FC(lvl 2 goes here)
5 Reavers(spears and bows)
5 Reavers(spears and bows)
Special:
15 Swordmasters Std/Champion
15 Lions Std/Champion(BSB goes here)
15 Swordmasters Std/Champion
Rare:
Flamespyre Phoenix Smergol
He took:
Lord on Steed
Sword of Striking, One-time Breath weapon
Tzneetch BSB on Disk:
3++
Lvl 2 Nurgle w/ chaos familiar
20 Nurgle Warriors, Std of Discipline
2x5 Dogs
2xNurgle Chariot
6x Slaneesh Ogres
5x Tzneetch Knights w/ blasted standard
3x Skull Crushers
Deployment:
![Image](http://farm8.staticflickr.com/7349/9442022918_f77f0f5f3f.jpg)
Deployment by Trojan2014, on Flickr
Note: This is just after his first turn move, but it's a good set-up shot as well since he moved straight ahead.
The stones in the middle are a bane stone, which helped a little throughout the game but didn't end up doing much in general.
I think we both did a decent job deploying, I knew he'd face off his bsb against me in an attempt to tarpit my annointed. I was happy with my ability to weight the left a bit. From left to right i had my reavers in front of Smergol(flame phoenix) with the unit one of swords then the white lions with Chaynal(BSB). Then my Seaguard with Maarken(lvl 2) the other unit of swords in front of them supported on the right by the second reavers with Gwydion(annointed) behind.
He had from my left to right, dogs in front of skull crushers, a chariot, nurgle infantry, another chariot. Knights led by lord, another unit of dogs in front of ogres and the bsb on disk.
Turn 1:
Chaos moves forward with all units, gets off poisoned blades on dogs, fails to cast the regen spell.
HE:
Flame phoenix moves up(stupidly not getting it far enough to avoid a charge from the skull crushers next turn), left reavers pull back(but should have pulled back a little further to get beyond dogs charge), reavers on right move up to block the passage between the bane stone and the scree slope. Right flank swords move up, left flank swords and lions pull back to keep distance from the chariots, LSG holds, Gwydion moves in behind lions and swords. Magic sees chain lightning go off on knight unit, one wound on general, one wound on chariot, 2 wounds on infantry. Shooting sees one knight go down and two dogs from left unit
Turn 2:
Chaos:
Dogs charge reavers and fail losing one to S&S, skull crushers charge flame phoenix which holds(didn't want it to run off the board, at the very least it would pull the skull crushers out of position for a few turns). Everything else moves up. Magic, irresistibly casts regen spell on his own unit, cascades, doesn’t lose wizard but kills a handful of infantry and puts a wound on the chariot. Skull crushers do 3 wounds to the phoenix and run it off the board pursuing almost to the table edge.
HE:
Gwydion charges infantry, right flank swords charge dogs lions fail charge on infantry. LSG move up to block knights from flanking lions, and left reavers move up to block the Gwydion's flank from the other chariot. Left flank swords move up to support once combats get resolved. Right eavers move around BSB to set up later charges. Mage gets off curse of midnight on infantry. Shooting sees nothing really. Combat, Gwydion challenges his mage and kills him, they stick. Right Swords slaughter the dogs and overrun into the ogres.
Turn 3:
Knights/lord and BSB(rear) charge LSG who stand. Chariot charges blocking reavers who take it. Other chariot charges white lions who take it. Skull crushers reform, dogs move up. No magic. Combat: Lord and knights and BSB kill 10 lsg, his champion challenged and my Sea Drake accepted and killed him, the unit held on rerollable steadfast 9. Right Swords do 7 wounds, take 5 in return ogres break and they catch them. Gwydion kills 7 infantry who stick on steadfast. Chariot kills 2 lions and gets hacked apart in return, lions reform. Reavers get annihilated by impact hits, chariot reforms for flank charge on Gwydion.
HE:
Lions charge infantry, left swords attempt charge on flank of lord, but fail due to lack of space. Right swords maneuver around the stone(should have reformed). Remaining reavers march over to shoot at dogs. Magic sees curse of midnight go off on knights/lord. Shooting sees dogs lose one and panic. Combat: Gwydion and lions slaughter the infantry, Gwydion reforms to face skull crushers, lions reform to face lord/knights. LSG lose another 10, hold on steadfast.
Turn 4:
Dogs continue to panic, skull crushers march up, the remaining chariot reforms to face the center of the field. No magic, in combat the lord/knights and bsb brought the seaguard down to 2 and the mage who fled and were run down by both units.
HE:
Gwydion charged the skull crushers, one sword unit attempted a charge on the bsb but failed leaving it open to a rear charge next turn from the chariot. Lions and the other sword maneuvered to be prepared for the lord in the coming turns. Gwydion took a wound off the skull crushers who stuck.
Turn 5:
Chariot charges the rear of the stranded swordmasters while the lord/knights and bsb reform(lord leaves knights at this point). No magic. In shooting the lord flames the lions with a magic item. My opponent says it’s a shooting attack which meant my lions received a 4+ save and only lost 1, bsb saved his wound. In combat Gwydion does one wound to the skull crushers who do a wound to him. They both stick. The chariot does 3 wounds to the swordmasters, who do one in return. Swordmasters successfully reform.
HE:
Lions managed to sneak a charge in on the knights(just around the edge of his lords base), the reavers charge the flank of the chariot while the unengaged swords move up for support. Gwydion finishes off a skull crusher, which break, but he fails to catch them. Reavers and swords manage to finish off the chariot and both reform. Lions killed off a knight and reformed to maximize contact.
Turn 6:
Lord and bsb charge the freshly reformed swords, crushers rally and turn to face Gwydion again. Lions wipe out the knights and reform. Bladelord challenges the bsb, lord kills a few swords, and bladelord dies. Swords hold on rerollable 8.
HE:
Gwdyion charges skull crushers again. Remaining units pull back to be out of panic range. Gwydion kills one more skull crusher, who fails to wound back and flees off the board. Lord/BSB slaughter remaining swords but are out of arc/range of everything else.
Final tally had me ahead by slightly over 600 points, a major victory by our club rules.
Thoughts:
I like the list, granted I haven’t played a gunline with it, at 2250 I don’t see an all-comers list having more than 3 cannons, which hopefully I can weather for a turn or two(there’s one empire player, and one dwarf player in our upcoming tournament). I understand that the lvl 4 might be a safer route, but the annointed’s versatility and grinding power against all but the most dangerous foes makes him a really great addition to the army. I believe he makes a more consistent impact than the lvl 4.
I’m loving the 3 units of elites, as seen from this game each is capable independently of dishing out a lot of damage. A charging unit of swords dealing out 21 attacks in the first round, striking before 90% of foes is nasty, and having 2 of these units means that one can really be a nasty line breaker while the other two move in support of one another.
Ultimately the LSG will be dropped for SHs(just bought them today), but for now they provide a decent tarpit and good de-chaffing/sneaking in wounds on tough opponents.
I know the flame phoenix is probably not ideal, but I’m sticking to my guns on this one. Against empire and dwarves, his fly-over is a legitimate threat to their hordes, and I’m hoping that one or two cannons might be aimed his way instead of the anointed.
So my last question is, what lore? I’m heavily considering high, life, metal and shadow.
High: I would mainly take this for the extra +1 to cast and drain magic as a way to even the playing field against lvl 4s which I will almost certainly play against. I don’t like its short range, and I don’t like that the lore attribute steers me towards putting him in a unit of elites.
Life: Lore attribute is a great addition with 3 characters and 2 phoenixes. About half the lore would be great, but on the off-chance I roll awakening/shield/throne my magic becomes virtually worthless.
Metal: The signature, is great and I’d take any of the remaining spells happily. My concern is that as a lvl 2, I’ll basically be 6 dicing searing doom hoping for an irresistible to get it past the lvl 4s out there. It’s almost worth it to try to get glittering robes bubbled off on all my elites, swordmasters and white lions with a 3+ save is ugly.
Shadow: Miasma is probably the best signature spell in the game for HEs as it can easily force units to hit elites on 5s. Enfeebling combined with frost phoenix is ugly, withering is always great. Mindrazor for seaguard or swordmasters. Pit and pendulum depending on opponent. I could see this lore really working well.
I’d really appreciate your feedback on the magic lore here, as well as any other feedback. I’m getting really stoked for the tournament(7 days and counting).
-
- Posts: 278
- Joined: Sun May 27, 2012 11:11 pm
Re: The Dragonlord of Tor Cyroc: Army Blog..8/4 BR 2.25k v WoC
So I played a tournament this past weekend, 12 players all in my local club. I'll be posting up battle reports (with differing levels of detail, my note taking during tournament play is not very good!) and then talking about the army's performance, and what my next steps will be with the list. So to start here's a little fluff I wrote for the tournament and the opponent's list for Round 1:
The Host of Tor Cyroc
Lords(22.67%):
Gwydion, Dragonlord of Tor Cyroc riding Frost Dragon Jormungandr
Annointed(210)
Frost Phoenix(240)
Ogre Blade(40)
Enchanted Shield(5)
Golden Crown(10)
Potion of Foolhardiness(5)
Total: 510
Heros(13.33%)
Chaynal, Warden of Tor Ynair
Noble(70)
BSB(25)
Dragon Armor(10)
Reaver Bow(25)
Potion of Strength(20)
Great Weapon(4)
Total: 154
Maarken, Sapherian Adept
Mage(85)
Lvl 2 Upgrade(35)
Dispel Scroll(25)
Total:145
Core(25.33%)
Sea Dragons
30 Lothern Sea Guard(330)
Full Command(30)
Total: 360
5 Ellyrian Reavers(80)
Bows and Spears Upgrade(15)
Musician(10)
Total: 105
5 Ellyrian Reavers(80)
Bows and Spears Upgrade(15)
Musician(10)
Total: 105
Special(28.67%):
15 Swordmasters(195)
Standard and Champion(20)
Total: 215
15 Swordmasters(195)
Standard and Champion(20)
Total: 215
15 Lion Hunters(195)
Standard and Champion(20)
Total: 215
Rare(10%):
Smergol, Flame Phoenix(225)
Grand Total: 2249
Gwydion felt the weight of his thirteen-plus centuries as he finally turned his back on Lustria. He could see the fleet below and he could almost imagine the boats riding higher in the water, unburdened by the weight of the elves he’d lost in the campaign to protect the Sigil. His forces had met with success in general, but the death toll had been much higher than he could conscience. Just as he had settled back into his throne-saddle to contemplate his victories and defeats a flash of light from his flagship drew him from his reverie. Jormungandr had seen it too, and arrowed towards the boat, back-winging mere meters from the foredeck, the sweeps of his wings turning the wave peaks to icy cones as he prepared to land.
“What news?” Gwyidion asked, as he leapt to the deck. “High Prince Imrik’s scryer contacted me through the ether moments ago, he has a task for you father.” Zehava’s voice betrayed his concern. Gwydion could barely control his frustration, “I have been on campaign for Imrik for almost five years now, your mother’s soul rests uneasy, while I wreak vengeance on all the enemies of Caledor but the druchii”. The three men lowered their eyes and shuffled uncomfortably, unwilling to voice their own opinion. Gwydion sighed, shaking his head and looked at the horizon, after a few moments he spoke, “What task does the High Prince ask of me?”
“The great storm which we weathered as we left Lustria has blown a number of our allies and foes off-course in their return trips home from the campaign for the Sigil. Apparently the first boat crash-landed on the outer shores of Caledor yesterday, and a particularly noisome bunch of goblins have begun terrorizing the coastal towns. The aerial patrols have confirmed reports of dwarves, men and chaos scum landing sporadically along the southwestern shores of Ulthuan. The storm wrecked the majority of their fleets, each force isn’t overly dangerous, but in aggregate they pose a tremendous threat. Our fleet is the closest to the troubled region, and the High Prince hopes that our previous dealings with some of the generals may allow for a peaceful solution while the evil ones are exterminated.” Gwydion remembered the last council of commanders near the end of the campaign, and he was not as hopeful as the High Prince on the subject of peace. He looked to the horizon and could just make out the perpetual smoke clouds that obscured the peaks of Vaul’s Anvil, he sighed turning to his commanders, “Ready the troops, and alert Smergol, we fight to protect our homeland.”
Round 1:
Opponent: Brettonians
He had:
Prophetess lvl 4 with lore of life on a horse
8 questing knights with his general
8 knights errant with a paladin
50 men at arms led by a paladin
two trebs
10 bowmen with defensive stakes and flaming shots
8 realm knights with bsb
8 realm knights
5 mounted yeoman
![Image](http://farm6.staticflickr.com/5494/9534447360_3bf5aa8c81.jpg)
BretTourney by Trojan2014, on Flickr
Turn 1:
He was a relatively inexperienced player, so I coached him a little throughout the game. I made some cautious moves to set up later turns, and moved my reavers and flame phoenix forward aggressively on the left to go treb hunting.
He moved forward aggressively with his lances, leaving my infantry at an above-average distance for charge next turn, but putting him into easy range for upcoming turns.
Turn 2:
Knowing that the chance to charge a bret lance rather than be charged was too good to pass up, I went for it. My anointed and one of my swordmaster units made it in while my lions and other swordmaster unit positioned themselves to countercharge if unengaged knights decided to try to counter-charge. The flame phoenix waked the men at arms unit and positioned for a next turn charge on the 2nd treb, while the left reavers charged the 1st treb and destroyed it, failing a restrain and pursuing off the table.
The anointed reduced the unit by half, who broke and were cut down. The swords suffered serious rubber lance syndrome, removing 3 knights and taking 4 losses, ending the combat in a push.
In his turn the general’s unit charged the lions on the left, while the BSBs unit on the right attempted to charge off the reavers(looking for a reform most likely), but failed, leaving them dangerously open to a flanking swordmaster charge. The men at arms charged the swords in the flank, which set up a scary combat res situation for me.
In the magic phase his prophetess irresistibly cast dwellers on my unengaged sword unit reducing them by 9 models (ouch).
This was a key combat phase, as my left flank could easily crumble completely, and with a BSB his right was definitely prepared to survive for at least a turn or two. Fortunately the lions smashed the knights, losing 3 to his general, but killing 5 before the rank and file could attack. The remaining knights took another 2 lions down, but the combat ended at a push. The swords in combat with the men at arms made up for their earlier poor showing, killing 4 knights and 3 men at arms. Fortunately only 3 swords went down, so despite being flank charged the swords combat also ended at a push.
Turn 3:
My opponent had clearly planned on breaking those swords, so I took the opportunity and declared a long charge from the LSG unit on the rear of the men at arms and just made it. The unengaged swords charged, in an effort to hold up the bsbs unit long enough for my general to make it in. General reformed. The flame phoenix charged the remaining treb and wiped it out. The lions continued to hack apart the general’s unit, losing 3 but bringing it down to the general and one rank and file. The big swords/knights/men at arms/lsg fight went to the elves with the knights and paladin getting cut down and a full rank of ten men at arms killed in exchange for limited elven casualties. The men at arms managed to outdistance the pursuing units, bouncing just beyond the general’s combat. The right swords focused on the rank and file knights, killing 2, only taking one casualty in return.
On his turn his men at arms rallied, his mounted yeoman passed their terror check and charged the anointed in a vain hope to prevent it from charging next turn. The lions finished off the rank and file knights, and lost a few more to the general. The right swords continued killing rank and file, losing none to his return attacks. The anointed killed 4 of the yeoman and they ran off, he successfully restrained.
Turn 4:
In the interest of time we just skipped to combat in this phase, with my general rear charging the bsbs unit. The lions were unable to bring down the bretonnian general, but were still fighting bravely. The anointed and swords wiped out the bsbs unit to a man and chased the bsb down easily. Major victory to the elves, 20-0.
Game 2:
I didn’t take any pictures of this game unfortunately, it was my first civil war against a notoriously good player in our club.
Opponent:
He ran with:
5 silver helms FC
5 DPs FC
Mounted noble with 1+ rerollable(with DPs)
Foot bsb with sword of anti-heros(lions)
Lvl 4 archmage with BOH and life magic(lions)
11 archers, 18 archers
RBT
Frost phoenix
10 swords FC
20ish white lions with FC BotWD
5 reavers FC
Great eagle
Tiranoc Chariot
Turn 1:
To be continued...
The Host of Tor Cyroc
Lords(22.67%):
Gwydion, Dragonlord of Tor Cyroc riding Frost Dragon Jormungandr
Annointed(210)
Frost Phoenix(240)
Ogre Blade(40)
Enchanted Shield(5)
Golden Crown(10)
Potion of Foolhardiness(5)
Total: 510
Heros(13.33%)
Chaynal, Warden of Tor Ynair
Noble(70)
BSB(25)
Dragon Armor(10)
Reaver Bow(25)
Potion of Strength(20)
Great Weapon(4)
Total: 154
Maarken, Sapherian Adept
Mage(85)
Lvl 2 Upgrade(35)
Dispel Scroll(25)
Total:145
Core(25.33%)
Sea Dragons
30 Lothern Sea Guard(330)
Full Command(30)
Total: 360
5 Ellyrian Reavers(80)
Bows and Spears Upgrade(15)
Musician(10)
Total: 105
5 Ellyrian Reavers(80)
Bows and Spears Upgrade(15)
Musician(10)
Total: 105
Special(28.67%):
15 Swordmasters(195)
Standard and Champion(20)
Total: 215
15 Swordmasters(195)
Standard and Champion(20)
Total: 215
15 Lion Hunters(195)
Standard and Champion(20)
Total: 215
Rare(10%):
Smergol, Flame Phoenix(225)
Grand Total: 2249
Gwydion felt the weight of his thirteen-plus centuries as he finally turned his back on Lustria. He could see the fleet below and he could almost imagine the boats riding higher in the water, unburdened by the weight of the elves he’d lost in the campaign to protect the Sigil. His forces had met with success in general, but the death toll had been much higher than he could conscience. Just as he had settled back into his throne-saddle to contemplate his victories and defeats a flash of light from his flagship drew him from his reverie. Jormungandr had seen it too, and arrowed towards the boat, back-winging mere meters from the foredeck, the sweeps of his wings turning the wave peaks to icy cones as he prepared to land.
“What news?” Gwyidion asked, as he leapt to the deck. “High Prince Imrik’s scryer contacted me through the ether moments ago, he has a task for you father.” Zehava’s voice betrayed his concern. Gwydion could barely control his frustration, “I have been on campaign for Imrik for almost five years now, your mother’s soul rests uneasy, while I wreak vengeance on all the enemies of Caledor but the druchii”. The three men lowered their eyes and shuffled uncomfortably, unwilling to voice their own opinion. Gwydion sighed, shaking his head and looked at the horizon, after a few moments he spoke, “What task does the High Prince ask of me?”
“The great storm which we weathered as we left Lustria has blown a number of our allies and foes off-course in their return trips home from the campaign for the Sigil. Apparently the first boat crash-landed on the outer shores of Caledor yesterday, and a particularly noisome bunch of goblins have begun terrorizing the coastal towns. The aerial patrols have confirmed reports of dwarves, men and chaos scum landing sporadically along the southwestern shores of Ulthuan. The storm wrecked the majority of their fleets, each force isn’t overly dangerous, but in aggregate they pose a tremendous threat. Our fleet is the closest to the troubled region, and the High Prince hopes that our previous dealings with some of the generals may allow for a peaceful solution while the evil ones are exterminated.” Gwydion remembered the last council of commanders near the end of the campaign, and he was not as hopeful as the High Prince on the subject of peace. He looked to the horizon and could just make out the perpetual smoke clouds that obscured the peaks of Vaul’s Anvil, he sighed turning to his commanders, “Ready the troops, and alert Smergol, we fight to protect our homeland.”
Round 1:
Opponent: Brettonians
He had:
Prophetess lvl 4 with lore of life on a horse
8 questing knights with his general
8 knights errant with a paladin
50 men at arms led by a paladin
two trebs
10 bowmen with defensive stakes and flaming shots
8 realm knights with bsb
8 realm knights
5 mounted yeoman
![Image](http://farm6.staticflickr.com/5494/9534447360_3bf5aa8c81.jpg)
BretTourney by Trojan2014, on Flickr
Turn 1:
He was a relatively inexperienced player, so I coached him a little throughout the game. I made some cautious moves to set up later turns, and moved my reavers and flame phoenix forward aggressively on the left to go treb hunting.
He moved forward aggressively with his lances, leaving my infantry at an above-average distance for charge next turn, but putting him into easy range for upcoming turns.
Turn 2:
Knowing that the chance to charge a bret lance rather than be charged was too good to pass up, I went for it. My anointed and one of my swordmaster units made it in while my lions and other swordmaster unit positioned themselves to countercharge if unengaged knights decided to try to counter-charge. The flame phoenix waked the men at arms unit and positioned for a next turn charge on the 2nd treb, while the left reavers charged the 1st treb and destroyed it, failing a restrain and pursuing off the table.
The anointed reduced the unit by half, who broke and were cut down. The swords suffered serious rubber lance syndrome, removing 3 knights and taking 4 losses, ending the combat in a push.
In his turn the general’s unit charged the lions on the left, while the BSBs unit on the right attempted to charge off the reavers(looking for a reform most likely), but failed, leaving them dangerously open to a flanking swordmaster charge. The men at arms charged the swords in the flank, which set up a scary combat res situation for me.
In the magic phase his prophetess irresistibly cast dwellers on my unengaged sword unit reducing them by 9 models (ouch).
This was a key combat phase, as my left flank could easily crumble completely, and with a BSB his right was definitely prepared to survive for at least a turn or two. Fortunately the lions smashed the knights, losing 3 to his general, but killing 5 before the rank and file could attack. The remaining knights took another 2 lions down, but the combat ended at a push. The swords in combat with the men at arms made up for their earlier poor showing, killing 4 knights and 3 men at arms. Fortunately only 3 swords went down, so despite being flank charged the swords combat also ended at a push.
Turn 3:
My opponent had clearly planned on breaking those swords, so I took the opportunity and declared a long charge from the LSG unit on the rear of the men at arms and just made it. The unengaged swords charged, in an effort to hold up the bsbs unit long enough for my general to make it in. General reformed. The flame phoenix charged the remaining treb and wiped it out. The lions continued to hack apart the general’s unit, losing 3 but bringing it down to the general and one rank and file. The big swords/knights/men at arms/lsg fight went to the elves with the knights and paladin getting cut down and a full rank of ten men at arms killed in exchange for limited elven casualties. The men at arms managed to outdistance the pursuing units, bouncing just beyond the general’s combat. The right swords focused on the rank and file knights, killing 2, only taking one casualty in return.
On his turn his men at arms rallied, his mounted yeoman passed their terror check and charged the anointed in a vain hope to prevent it from charging next turn. The lions finished off the rank and file knights, and lost a few more to the general. The right swords continued killing rank and file, losing none to his return attacks. The anointed killed 4 of the yeoman and they ran off, he successfully restrained.
Turn 4:
In the interest of time we just skipped to combat in this phase, with my general rear charging the bsbs unit. The lions were unable to bring down the bretonnian general, but were still fighting bravely. The anointed and swords wiped out the bsbs unit to a man and chased the bsb down easily. Major victory to the elves, 20-0.
Game 2:
I didn’t take any pictures of this game unfortunately, it was my first civil war against a notoriously good player in our club.
Opponent:
He ran with:
5 silver helms FC
5 DPs FC
Mounted noble with 1+ rerollable(with DPs)
Foot bsb with sword of anti-heros(lions)
Lvl 4 archmage with BOH and life magic(lions)
11 archers, 18 archers
RBT
Frost phoenix
10 swords FC
20ish white lions with FC BotWD
5 reavers FC
Great eagle
Tiranoc Chariot
Turn 1:
To be continued...
-
- Posts: 278
- Joined: Sun May 27, 2012 11:11 pm
Re: The Host of Tor Cyroc: Army Blog..8/10 Tournament Report
...So on to Game 2:
You saw my opponent's high elf list above
Not a great list, and I felt very confident going into the game. I made 1 mistake, and one questionable decision in this game which I’ll outline below, overall the whole game came down to his incredible, unbelievable luck on his phoenix's ward saves.
In Turn 1 my shooting chipped 3 wounds off the phoenix(2 from the roided reaver bow, and one from general LSG/reaver shooting). In his turn 2 he charged my left swords with the phoenix and the silver helms. I held, liking my chances of bringing the phoenix down before it could strike. I focused all of my swordmaster attacks at the phoenix possible(16 attacks), did 3 wounds, he saved 1 6+ armor save and one 6+ ward save bringing it down to 1 wound. I attacked it the following round, now with 13 attacks, doing 2 wounds, he saved 1 6+ armor save and made the remaining 6+ ward save. The swords were wiped out that turn. He reformed and charged the seaguard the following turn.
Over the following 3 combat phases I wounded it 6 more times and he managed to save all 6 wounds. I’m not sure what the exact odds are on that, but it’s well into the 1 in thousands range. Had I managed to bring that sucker down in the second swords round, which I should have, I would have been able to bring the lothern around to assist in the major central combat between the enemy lions and my lions/swords/anointed. My anointed’s magical attacks ended up being a huge liability, as after killing the DPs he managed to kill only 2 white lions the entire rest of the game.
My one mistake was my flame phoenix’s positioning, I intended to move it far enough around a building so his swords couldn’t charge it, but with a favorable “accidental” bump by my opponent suddenly the bird’s base was just barely within line of sight. At that point I thought I had the left flank in the bag and so feeling generous I let it go and held as I was worried about running off the board. I should have positioned it more solidly out of line, but I just eyeballed it sloppily. Don’t think this would have made a huge difference, but if it had been able to disrupt his shooting, my swords and lsg might have held out a little longer which could have changed things.
As it was I lost the seaguard with characters and one sword unit to the phoenix/helms/reavers/shooting on the left. I lost the lions/swords in the center to his BotWD lion unit supported by DPs and shooting.
At this point I was sitting solidly in the middle of the pack, and it looked like 2nd and above were out of reach, but a tabling in round 3 could get me into a tie for 3rd.
Game 3:
Opponent:
I drew a goblin player (not orcs and goblins, just goblins, very cool themed army) with a pretty competitive list.
To be continued...
You saw my opponent's high elf list above
Not a great list, and I felt very confident going into the game. I made 1 mistake, and one questionable decision in this game which I’ll outline below, overall the whole game came down to his incredible, unbelievable luck on his phoenix's ward saves.
In Turn 1 my shooting chipped 3 wounds off the phoenix(2 from the roided reaver bow, and one from general LSG/reaver shooting). In his turn 2 he charged my left swords with the phoenix and the silver helms. I held, liking my chances of bringing the phoenix down before it could strike. I focused all of my swordmaster attacks at the phoenix possible(16 attacks), did 3 wounds, he saved 1 6+ armor save and one 6+ ward save bringing it down to 1 wound. I attacked it the following round, now with 13 attacks, doing 2 wounds, he saved 1 6+ armor save and made the remaining 6+ ward save. The swords were wiped out that turn. He reformed and charged the seaguard the following turn.
Over the following 3 combat phases I wounded it 6 more times and he managed to save all 6 wounds. I’m not sure what the exact odds are on that, but it’s well into the 1 in thousands range. Had I managed to bring that sucker down in the second swords round, which I should have, I would have been able to bring the lothern around to assist in the major central combat between the enemy lions and my lions/swords/anointed. My anointed’s magical attacks ended up being a huge liability, as after killing the DPs he managed to kill only 2 white lions the entire rest of the game.
My one mistake was my flame phoenix’s positioning, I intended to move it far enough around a building so his swords couldn’t charge it, but with a favorable “accidental” bump by my opponent suddenly the bird’s base was just barely within line of sight. At that point I thought I had the left flank in the bag and so feeling generous I let it go and held as I was worried about running off the board. I should have positioned it more solidly out of line, but I just eyeballed it sloppily. Don’t think this would have made a huge difference, but if it had been able to disrupt his shooting, my swords and lsg might have held out a little longer which could have changed things.
As it was I lost the seaguard with characters and one sword unit to the phoenix/helms/reavers/shooting on the left. I lost the lions/swords in the center to his BotWD lion unit supported by DPs and shooting.
At this point I was sitting solidly in the middle of the pack, and it looked like 2nd and above were out of reach, but a tabling in round 3 could get me into a tie for 3rd.
Game 3:
Opponent:
I drew a goblin player (not orcs and goblins, just goblins, very cool themed army) with a pretty competitive list.
To be continued...
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Re: The Host of Tor Cyroc: Army Blog..8/10 Tournament Report
Game 3: Goblins
He had:
General (wizard's hat)
BSB heavy armor, 4+ ward
Lvl 4 shaman
Arachnarok
2 mangler squigs
2 wolf chariots
pump wagon
2 units of 5 wolf riders
3 bolt throwers
a doom diver
8 trolls
2 units of 40 night goblins with nets and 3 fanatics
Here's a pic of deployment:
http://www.flickr.com/photos/97901887@N05/9597581446/
<a href="http://www.flickr.com/photos/97901887@N05/9597581446/" title="Game3 by Trojan2014, on Flickr"><img src="http://farm6.staticflickr.com/5445/9597 ... 4a28_z.jpg" width="640" height="480" alt="Game3"></a>
(moving my left to right) You should be able to see the wolf riders and reavers vanguarding on the left with goblin chariot then mangler then 8 trolls followed by 40 goblins, the arachnarok behind the sorcerous portal(and doomdiver behind it) in the center followed by another 40 goblin block and another mangler a bolt thrower, another wolf chariot pump wagon and the last two bolt throwers on the hill with the other wolf riders vanguarding against the reavers on the right.
I deployed heavily weighted to the right side with the flame phoenix positioned to hold the left.
The goal was to have my annointed fly up the right and take down all the war machines, while my sea guard/mage dealt out ranged damage agains the trolls and blocks. The lions were positioned to take down the damned arachnarok, while the swords were meant to mop up the blocks and ultimately trolls if necessary.
I rolled up fiery convocation and traded apotheosis down for soul quench, I needed as much ranged damage output as I could against such a numerous opponent.
Turn 1:
I got first turn and moved my anointed up on the right and the flame up on the left positioned for some troll flaming next turn. Magic saw him scroll a strong 6 dice roll of fiery convocation on his character block. In shooting I downed a couple wolf riders on the left and right and brought down the right-most mangler.
In his turn his chariot charged my anointed, but his pump wagon failed to make it. His wolf riders on the right charged my reavers. His chariot and trolls on the left moved up cautiously to stay in line with the big blocks which moved up a bit, and the arachnarok moved up over the sorcerous portal in the center. Portal put up speed of light on his goblin block. He rolled a 1 with his mushroom dice and failed his first cast.
His doomdiver got a rough scatter and only killed 2 lions. The three bolt throwers all shot at the swordmasters, doing a couple wounds.
In combat I lost one reaver, but killed 2 goblins and held. The anointed took no wounds from the chariot impact and reduced it to splinters, reforming to face the most centrally located bolt thrower with a clear overrun into the doom diver.
Turn 2:
In my turn the flame phoenix waked the trolls, releasing fanatics, and the anointed charged the bolt thrower releasing fanatics( I honestly didn’t think of the fanatics, fortunately they struggled to wound the anointed(phoenix took 2), and he sent 2 forwards away from the flame phoenix hoping to disrupt my seaguard/infantry advance). Wake saw 2 wounds go onto the trolls. Magic saw fiery convocation go off on the trolls, doing 4 wounds, 2 trolls down.
Shooting saw a crew member on the doom diver taken down by reavers, the remaining mangler was downed as well, and the roided reaver bow put 2 wounds on the arachnarok. In combat, the anointed crushed the bolthrower and overran into the doom diver. The reavers on the right killed 1 more goblin, and the remaining one held.
In Goblins turn the arachnarok attempted a long charge on the seaguard, which he thankfully did not make. The non-character goblin block charged my central swords, along with the pump wagon. The trolls worked out a sneaky charge on the reavers, rolling an 11 to easily catch them when they fled, leaving the trolls way out of position on my left. Fanatics moved around randomly, not doing anything, but one stopped right in front of my LSG block, he’d have to go. In magic he dispelled fiery convocation.
In shooting, his bolt throwers managed to kill a white lion, and the wolf chariot managed to take down a seaguard. In combat, boosted by the speed of light, the goblins and pump wagon seriously damaged the swords, who were cut in half. Did a couple wounds to the pump wagon and goblins before breaking and being run down. The goblins pursued into the rightmost sword block, while the pump wagon sped past. The anointed crushed the doom diver and overran into the wolfrider unit. The reavers finally finished off the last wolf rider on the right.
Turn 3:
I started by declaring charges with the lions on the arachnarok, the reavers on the bolt throwers on the hill, and the swordmasters into the non-character goblin block. Reavers failed, despite needing a 5, and the lions made it in for a flank charge on the spider, and swords made it. Flame phoenix waked the character block and positioned to charge the bolt throwers next turn if the reavers failed again. The magic phase saw a big roll and a channel, seeing soul quench go off on the fanatic, vaporizing him (my opponent let this one through, saving dice for convocation). Fiery convocation went off with IF on his character unit and between wake and fiery brought the unit down to just a couple of ranks. Shooting saw me down the last wolf chariot.
In combat, the lions did 5 wounds to the arachnarok, who smashed about half of the brave hunters. They held on rerollable stubborn ready to finish off the last wound next turn. The swords sliced up a lot of goblins who held. The anointed chased off the last wolf-rider and reformed to face the center of the goblin army.
In his turn, his general fled his flaming unit, the level 4 backed away from the arachnarok hoping no one would notice and the trolls successfully reformed. The flaming block moved up, and the pump wagon rear charged the engaged swords. He cast vortex, and I scrolled it, a few more gobos died a fiery death.. In shooting his bolt throwers fired at the reavers bearing down on them, killing one. In combat, the lions killed the spider before it could strike and reformed to face the level 4. The swords took a few wounds to impact hits, killed the pump wagon and a few handfuls of goblins, who failed their panic. They outdistanced the swords, but took a few wounds from their own fanatic whirling around in the backfield.
Turn 4:
The anointed charged the general, lions charged the lvl 4, and the swords charged the fleeing goblins off the board. In magic, a soul quench reduced the goblin unit with bsb to just the bsb. The 20 odd seaguard remaining attempted to pin cushion the bsb, and he stood there Leonitas style and survived screaming “My Queen!”. In combat the anointed happily smashed the general into goo, and the lions managed to not cause any wounds to the goblin shaman.
At this point my opponent called it, as I had lost a reaver unit and a swordmaster unit and he’d lost 85% of his army.
Tournament Thoughts:
So I ended up 3rd overall, tied with 2 other players in battle points, so we used comp/sportsmanship/painting scores to break the tie and I came out on top. 2nd went to the elf player I lost to in round 2, and 1st went to a death snipe battery beastmen list. I think 2nd should have been mine, but was happy overall, and could definitely have had worse match-ups.
I’ll go through a few units that I’m on the fence about, and then propose a brand new 2500 pt list which will force me to finally rename this thread.
Anointed: This guys performance was very strong, didn’t lose him in any of the 3 games. Unfortunately, he rarely earns his points back from a damage dealing perspective. I think I would like to use him for friendly/campaign games, but after watching a couple of turns from a dwarf gunline at another table, I feel like this guy could be a liability in a tournament scene.
Flame Phoenix: Had 2 solid games and one tough game. I really wish this guy was more survivable in combat. However, the potential scare value against big blocks is really worth its weight. I definitely would not take him as my only phoenix, but paired with the frost I think he’s a value-add. He may end up getting dropped in some iteration in the future.
Swords: These guys were boss, their only dark moments came against the frost phoenix in game 2, but I’ve told you my thoughts on that.
Reaver bow noble: Awesome, I may leverage this build in future games.
Overall: This list did pretty well for me, but I got some favorable match-ups. The guy who ended up winning ran a death battery beastman list (3 level 1s and a level 4 around a herdstone). I would have been fine facing him, the anointed with a 2+ ward against magic would have made short work of the coven while my flame phoenix and swords blocks whittled down his big infantry blocks. I would have definitely struggled with the dwarf or empire gunline. Also, two notable absences from this event were the WoC and ogre players which I also consider to be unfavorable match-ups because of their cannons/elite heavy infantry. There’s a lot of things I’ve considered changing, and I'll be posting a couple of alternate lists in the next couple of days.
As always, comments and criticism welcome.
And on another note, please let me know if there's anything I can do to make the thread more interesting. I'm hoping my experiences can be valuable to our fellow high elf players. I'd like to get back to using the universal battle diagrams, and will go back to that as soon as I'm able.
He had:
General (wizard's hat)
BSB heavy armor, 4+ ward
Lvl 4 shaman
Arachnarok
2 mangler squigs
2 wolf chariots
pump wagon
2 units of 5 wolf riders
3 bolt throwers
a doom diver
8 trolls
2 units of 40 night goblins with nets and 3 fanatics
Here's a pic of deployment:
http://www.flickr.com/photos/97901887@N05/9597581446/
<a href="http://www.flickr.com/photos/97901887@N05/9597581446/" title="Game3 by Trojan2014, on Flickr"><img src="http://farm6.staticflickr.com/5445/9597 ... 4a28_z.jpg" width="640" height="480" alt="Game3"></a>
(moving my left to right) You should be able to see the wolf riders and reavers vanguarding on the left with goblin chariot then mangler then 8 trolls followed by 40 goblins, the arachnarok behind the sorcerous portal(and doomdiver behind it) in the center followed by another 40 goblin block and another mangler a bolt thrower, another wolf chariot pump wagon and the last two bolt throwers on the hill with the other wolf riders vanguarding against the reavers on the right.
I deployed heavily weighted to the right side with the flame phoenix positioned to hold the left.
The goal was to have my annointed fly up the right and take down all the war machines, while my sea guard/mage dealt out ranged damage agains the trolls and blocks. The lions were positioned to take down the damned arachnarok, while the swords were meant to mop up the blocks and ultimately trolls if necessary.
I rolled up fiery convocation and traded apotheosis down for soul quench, I needed as much ranged damage output as I could against such a numerous opponent.
Turn 1:
I got first turn and moved my anointed up on the right and the flame up on the left positioned for some troll flaming next turn. Magic saw him scroll a strong 6 dice roll of fiery convocation on his character block. In shooting I downed a couple wolf riders on the left and right and brought down the right-most mangler.
In his turn his chariot charged my anointed, but his pump wagon failed to make it. His wolf riders on the right charged my reavers. His chariot and trolls on the left moved up cautiously to stay in line with the big blocks which moved up a bit, and the arachnarok moved up over the sorcerous portal in the center. Portal put up speed of light on his goblin block. He rolled a 1 with his mushroom dice and failed his first cast.
His doomdiver got a rough scatter and only killed 2 lions. The three bolt throwers all shot at the swordmasters, doing a couple wounds.
In combat I lost one reaver, but killed 2 goblins and held. The anointed took no wounds from the chariot impact and reduced it to splinters, reforming to face the most centrally located bolt thrower with a clear overrun into the doom diver.
Turn 2:
In my turn the flame phoenix waked the trolls, releasing fanatics, and the anointed charged the bolt thrower releasing fanatics( I honestly didn’t think of the fanatics, fortunately they struggled to wound the anointed(phoenix took 2), and he sent 2 forwards away from the flame phoenix hoping to disrupt my seaguard/infantry advance). Wake saw 2 wounds go onto the trolls. Magic saw fiery convocation go off on the trolls, doing 4 wounds, 2 trolls down.
Shooting saw a crew member on the doom diver taken down by reavers, the remaining mangler was downed as well, and the roided reaver bow put 2 wounds on the arachnarok. In combat, the anointed crushed the bolthrower and overran into the doom diver. The reavers on the right killed 1 more goblin, and the remaining one held.
In Goblins turn the arachnarok attempted a long charge on the seaguard, which he thankfully did not make. The non-character goblin block charged my central swords, along with the pump wagon. The trolls worked out a sneaky charge on the reavers, rolling an 11 to easily catch them when they fled, leaving the trolls way out of position on my left. Fanatics moved around randomly, not doing anything, but one stopped right in front of my LSG block, he’d have to go. In magic he dispelled fiery convocation.
In shooting, his bolt throwers managed to kill a white lion, and the wolf chariot managed to take down a seaguard. In combat, boosted by the speed of light, the goblins and pump wagon seriously damaged the swords, who were cut in half. Did a couple wounds to the pump wagon and goblins before breaking and being run down. The goblins pursued into the rightmost sword block, while the pump wagon sped past. The anointed crushed the doom diver and overran into the wolfrider unit. The reavers finally finished off the last wolf rider on the right.
Turn 3:
I started by declaring charges with the lions on the arachnarok, the reavers on the bolt throwers on the hill, and the swordmasters into the non-character goblin block. Reavers failed, despite needing a 5, and the lions made it in for a flank charge on the spider, and swords made it. Flame phoenix waked the character block and positioned to charge the bolt throwers next turn if the reavers failed again. The magic phase saw a big roll and a channel, seeing soul quench go off on the fanatic, vaporizing him (my opponent let this one through, saving dice for convocation). Fiery convocation went off with IF on his character unit and between wake and fiery brought the unit down to just a couple of ranks. Shooting saw me down the last wolf chariot.
In combat, the lions did 5 wounds to the arachnarok, who smashed about half of the brave hunters. They held on rerollable stubborn ready to finish off the last wound next turn. The swords sliced up a lot of goblins who held. The anointed chased off the last wolf-rider and reformed to face the center of the goblin army.
In his turn, his general fled his flaming unit, the level 4 backed away from the arachnarok hoping no one would notice and the trolls successfully reformed. The flaming block moved up, and the pump wagon rear charged the engaged swords. He cast vortex, and I scrolled it, a few more gobos died a fiery death.. In shooting his bolt throwers fired at the reavers bearing down on them, killing one. In combat, the lions killed the spider before it could strike and reformed to face the level 4. The swords took a few wounds to impact hits, killed the pump wagon and a few handfuls of goblins, who failed their panic. They outdistanced the swords, but took a few wounds from their own fanatic whirling around in the backfield.
Turn 4:
The anointed charged the general, lions charged the lvl 4, and the swords charged the fleeing goblins off the board. In magic, a soul quench reduced the goblin unit with bsb to just the bsb. The 20 odd seaguard remaining attempted to pin cushion the bsb, and he stood there Leonitas style and survived screaming “My Queen!”. In combat the anointed happily smashed the general into goo, and the lions managed to not cause any wounds to the goblin shaman.
At this point my opponent called it, as I had lost a reaver unit and a swordmaster unit and he’d lost 85% of his army.
Tournament Thoughts:
So I ended up 3rd overall, tied with 2 other players in battle points, so we used comp/sportsmanship/painting scores to break the tie and I came out on top. 2nd went to the elf player I lost to in round 2, and 1st went to a death snipe battery beastmen list. I think 2nd should have been mine, but was happy overall, and could definitely have had worse match-ups.
I’ll go through a few units that I’m on the fence about, and then propose a brand new 2500 pt list which will force me to finally rename this thread.
Anointed: This guys performance was very strong, didn’t lose him in any of the 3 games. Unfortunately, he rarely earns his points back from a damage dealing perspective. I think I would like to use him for friendly/campaign games, but after watching a couple of turns from a dwarf gunline at another table, I feel like this guy could be a liability in a tournament scene.
Flame Phoenix: Had 2 solid games and one tough game. I really wish this guy was more survivable in combat. However, the potential scare value against big blocks is really worth its weight. I definitely would not take him as my only phoenix, but paired with the frost I think he’s a value-add. He may end up getting dropped in some iteration in the future.
Swords: These guys were boss, their only dark moments came against the frost phoenix in game 2, but I’ve told you my thoughts on that.
Reaver bow noble: Awesome, I may leverage this build in future games.
Overall: This list did pretty well for me, but I got some favorable match-ups. The guy who ended up winning ran a death battery beastman list (3 level 1s and a level 4 around a herdstone). I would have been fine facing him, the anointed with a 2+ ward against magic would have made short work of the coven while my flame phoenix and swords blocks whittled down his big infantry blocks. I would have definitely struggled with the dwarf or empire gunline. Also, two notable absences from this event were the WoC and ogre players which I also consider to be unfavorable match-ups because of their cannons/elite heavy infantry. There’s a lot of things I’ve considered changing, and I'll be posting a couple of alternate lists in the next couple of days.
As always, comments and criticism welcome.
And on another note, please let me know if there's anything I can do to make the thread more interesting. I'm hoping my experiences can be valuable to our fellow high elf players. I'd like to get back to using the universal battle diagrams, and will go back to that as soon as I'm able.
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- Joined: Sun May 27, 2012 11:11 pm
Re: The Host of Tor Cyroc: Army Blog..8/10 Tournament Report
So after reflecting on the tournament, and reading some of the lists posted in the forum I've decided to finally make an update and introduce my 2500 point list. So without further adieu:
Lords: 510 pts
Dragonlord Gwydion on Frost Phoenix Jormungandr
Ogre Blade, Enchanted Shield, Golden Crown, Pot of Fools
Heros: 319 pts
Chaynal, Noble BSB
Reaver Bow, Pot of Strength, Charmed Shield, Halberd, heavy armor
Maarken, Lvl 2 (High, Shadow, Heavens)
Dispel Scroll, Ring of Fury
Core: 632 pts
12 Lothern Seaguard
8 Silverhelms FC
3 x 5 Reavers w/ bows and musos
Special: 660
15 Lions, Std/Champ Eternal Flame
15 Swords, Std/Champ Gleaming Pennant
15 Swords, Std/Champ
Rare: 380
2 x RBT
Frost Phoenix
It's a bit more of a combined arms approach than the list I took to the last tournament. I decided to keep the annointed on frost phoenix because that's why I started playing warhammer, to field big monsters and have fun doing it.
Basically I see this force as 2 waves, the first the silverhelms and phoenixes, the second the 3 elite infantry units. I see the seaguard unit with mage/ bsb following the infantry wave to provide rerolls/magic support and potentially fill in gaps. I think the bolt throwers combined with the bsb should be able to bring some pretty serious damage to bear, hopefully enough to deal with monstrous threats or pound on some of my opponent's artillery/armor.
I'm still on the fence about magic, but I see high as a consistently good choice, heavens (bubbled harmonic convergence on my little bolthrower/bsb battery is a nice thought) has some consistently good spells, and shadow as miasma is a great fallback and wither would be excellent support for the battery. The ring of fury gives me a reliable magic missle to use for ranged support.
Definitely open to comments/criticism, I should be getting a battle report up this week using the list as I have just finished modeling up my silver helms and my brand new dark elf dragon, which will be painted up as my unridden frost dragon.
Lords: 510 pts
Dragonlord Gwydion on Frost Phoenix Jormungandr
Ogre Blade, Enchanted Shield, Golden Crown, Pot of Fools
Heros: 319 pts
Chaynal, Noble BSB
Reaver Bow, Pot of Strength, Charmed Shield, Halberd, heavy armor
Maarken, Lvl 2 (High, Shadow, Heavens)
Dispel Scroll, Ring of Fury
Core: 632 pts
12 Lothern Seaguard
8 Silverhelms FC
3 x 5 Reavers w/ bows and musos
Special: 660
15 Lions, Std/Champ Eternal Flame
15 Swords, Std/Champ Gleaming Pennant
15 Swords, Std/Champ
Rare: 380
2 x RBT
Frost Phoenix
It's a bit more of a combined arms approach than the list I took to the last tournament. I decided to keep the annointed on frost phoenix because that's why I started playing warhammer, to field big monsters and have fun doing it.
Basically I see this force as 2 waves, the first the silverhelms and phoenixes, the second the 3 elite infantry units. I see the seaguard unit with mage/ bsb following the infantry wave to provide rerolls/magic support and potentially fill in gaps. I think the bolt throwers combined with the bsb should be able to bring some pretty serious damage to bear, hopefully enough to deal with monstrous threats or pound on some of my opponent's artillery/armor.
I'm still on the fence about magic, but I see high as a consistently good choice, heavens (bubbled harmonic convergence on my little bolthrower/bsb battery is a nice thought) has some consistently good spells, and shadow as miasma is a great fallback and wither would be excellent support for the battery. The ring of fury gives me a reliable magic missle to use for ranged support.
Definitely open to comments/criticism, I should be getting a battle report up this week using the list as I have just finished modeling up my silver helms and my brand new dark elf dragon, which will be painted up as my unridden frost dragon.
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Re: The Host of Tor Cyroc: Army Blog..2.5k Tourney Prep
Just got in a game against an Empire opponent. The goal was to stress-test the anointed list against a true gunline and see what happened.
Host of Tor Cyroc:
Lords:
Anointed on Frost Dragon: Enchanted Shield, OTS, OgreBlade, PotoFools
Heroes:
Noble: BSB, Halberd, Heavy Armor, Reaver Bow, PotoStrength
Mage: Lvl 2, Dispel Scroll, Ring of Fury
Core:
21 Lothern Seaguard
8 Silver Helms FC
2 x 5 Reavers w/ bows and musos
Special:
15 White Lions Std/Champ Eternal Flame
15 Swords Std/Champ Gleaming Pennant
15 Swords Std/Champ
Rare:
Frost Dragon
2 x RBT
Empire:
Lords/Heroes:
Arch Lector on War Altar: 4+ ward
Lvl 4 Lore of Light 5+ ward
Lvl 1 Lore of Light Dispel Scroll
Lvl 1 Lore of Light
BSB 2+ armour save
50 Halberdiers FC 2x5 archer detachments
4 Demigryph Knights, Muso
12 Inner Circle Knights, FC, GWs
5 Reiksguard Inner Circle Knights
Mortar
2 x Great Cannon
Steam Tank
Deployment:
My main concerns with deployment was outdropping him to ensure as much cover as possible for the two frost dragons, especially my general’s. I was able to position both dragons on my left flank supported by the White Lions at my left of center, while my two swordmasters units and seaguard bunker faced off against the halberdiers in the center. My Silverhelms held the right flank, both reaver units were on the wings with the RBTs centrally located behind a swamp in my backfield.
From my left he had the big knight unit and steamtank on the left followed by the demis on top of a hill(which he hid the mortar behind). In the backfield next to the mortar in the center was the light coven, loosely arranged around the War Altar. In front of the War Altar he positioned the halberdiers with BSB. Continuing on, he had his two cannons deployed in a wood for ranged protection and at the end of his line the small unit of Reiksguard. I vanguarded both Reavers up as far as possible, and managed to win the first turn even with the disadvantage.
Turn 1:
HE: Both frost dragons flew forward, taking advantage of the small town to shelter them from the inevitable cannon shots. My reavers on both flanks marched fully, on the left skirting the knights, and on the right sneaking past the charge arc of the Reiksguard to settle right next to the nearest great cannon in the forest.
The Silver Helms moved forward aggressively, attempting to draw attention towards them. The infantry all moved up, brining the seaguard’s bows in range.
Magic ended up 7 v 7 after channeling and an attempt at Arcane Unforging was dispelled.
In shooting, the bolt throwers unloaded on the demigryphs, chipping off two wounds. The seaguard target the halberdiers, while the reavers bow shots harmlessly miss their warmachine targets.
E: The Reiksguard charge the flank of the Silver Helms, who hold. The Inner Circle charge the unridden frost dragon, who holds. Most of the rest of the army stands its ground, with the exception of the steamtank which shifts to target the reavers and the archer detachment on my right which shifts to block the reavers charge on the cannon next turn.
In magic I used all my dice to block banishment, he then used the rest to cast speed of light on his inner circle knights.
In shooting, I had successfully hidden my monsters from cannons! The mortar killed 6 swordmasters from the rightmost unit, one cannon attempted to grape shot the nearby reavers and blew itself up. The other targeted the White Lions and overshot.
In combat the Inner Circle managed no wounds on the Frost Dragon after failing their fear check and lost two in return, the dragon lost by 1 and stuck. The Reiksguard killed 2 Silverhelms and lost 2 in return, the Silver Helms held on a steadfast 8 and reformed to face their attackers.
Turn 2:
HE: Anointed on dragon charges the demigryphs, right reavers charge blocking archers, left reavers charge mortar. Anointed completes his charge after drinking his potion. Right reavers connect, left reavers fail. Central infantry shuffles, white lions moving left, and swords moving right to begin encircling the halberdier block.
In magic the mage irresistibly cast drain magic on the Inner Circle, losing 1 level and the rest of his dice.
In shooting, the seaguard shoot at the steam tank, BSB taking two wounds off of it after drinking his potion. The bolt throwers fired at the halberdiers killing a handful.
In combat, the anointed and dragon managed 3 wounds, taking none in return, but the demis held. The Silver Helms killed another Reiksguard and lost another knight, everyone stuck. The frost dragon managed to kill another 2 knights, taking one wound in return and sticking. The reavers pursued the archers after defeating them.
![Image](http://farm4.staticflickr.com/3758/9910737585_abfe114d20_z.jpg)
EndT2 by Trojan2014, on Flickr
E: The steamtank turned and crashed into the reavers. Everything else held steady, except the other archer detachment which moved up to block the white lions.
In the magic phase, the empire player rolled low and didn’t manage any spells. In shooting the cannon fired at the white lions and killed 2, the mortar scattered off the swords and claimed another lion.
In combat, the anointed managed another couple wounds on the demigryphs and sent them running choosing to reform. The unridden frost dragon ate another knight, taking no wounds in return and sticking. Silver Helms managed to bring down one more Reiksguard, but he stuck. Steamtank annihilated the reavers.
Turn 3:
HE: The lions charged the archer detachment. Anointed charged the arch lector and War Altar. The swords units adjusted the positioning to keep the halberdier charge difficult. Remaining reavers turn around and take a wound off one of the lvl 1s around the War Altar.
The mage managed to get off soul quench, and then rolled a 3 for number of hits, vaporizing 3 halberdiers.
The seaguard and bolt throwers keep wittling the halberdiers down(down to about 30).
The anointed manages to kill the arch lector, but the Altar sticks on a re-rollable stubborn check. Unridden frost dragon kills 3 knights, and takes two more wounds. Lions blow through the archers and reform. Reiksguard SH combat nothing happens.
E: Steam tank needs a 15 on 3 dice to hit the flank of the anointed, and manages a 16. Halberdiers attempt a charge on the nearest swordmasters who flee, attempts to redirect into the other unit and fails. Demis rally, and the wounded level one runs to the other side of the War Altar.
In magic he gets up Speed of Light on the Inner Circle again, and Phas on the halberdiers. I scroll banishment.
The stank manages only 1 wound on the frost dragon, which manages 2 in return. The anointed loses combat by 1, flees and is chased down by the War Altar! Huge swing in the game. The unridden frost dragon kills another 2 knights, breaks them, but fails to catch them. The SH manage to kill the last Reiksguard, and reform to face the cannon.
Turn 4:
HE: Lions charge the steam tank, silver helms charge the cannon, frost dragon charges the Inner Circle remnants off the table. Reavers reposition to shoot at the lvl 4. Swords rally.
In magic, I attempted soul quench at the lvl 4 which was scrolled. He failed to dispel my Arcane Unforging which failed to wound the mage, but also failed to destroy an item.
In shooting, the seaguard and reavers managed to get 2 wounds through on the lvl 4, not enough! The RBTs picked off a few more halberdiers.
In combat, the lions managed 4 more wounds on the stank, bringing it down to 2. The silverhelms cleaned up the cannon and overran into the war altar.
E: Demis charged the flank of the lions. Wounded lvl 1 moved to block the reavers from charging the lvl 4, who moved behind the halberdiers for protection. The stank purposefully blew itself up, killing a handful of lions, wounding the demis, the mortar, and killing the unwounded lvl 1.
In magic, the lvl 4 managed a bubbled Phas, which affected everything but the mortar essentially.
In shooting, the last crew member managed to nail the other unit of swordmasters and kill 5.
The demis killed another few White Lions who held, but failed to reform. SHs manage a wound on the War Altar which sticks.
Turn 5:
HE: No charges, frost dragon moved over to support either lions or an attack on the halberdiers. Swords and seaguard further encircled halberdiers. Reavers charge lvl 1.
No magic.
Brought down a few more halberdiers with seaguard and RBTs.
Lions manage to kill a demi, but lose all but 1, who sticks. SH manage another wound, but take one as well. Reavers kill lvl 1 and reform to face rear of halberdiers.
E: Halberdiers charge middle swords, who flee, they fail to redirect to the seaguard.
Lvl 4 gets off a bubbled Phas.
Mortar manages to kill a couple seaguard.
Last demi kills the last lion and reforms. SH/War Altar combat continues with no casualties.
Turn 6:
HE: Seaguard, Swords, Reavers and Frost Dragon all charge the halberdiers. In magic, my mage attempts arcane unforging on the demigryph, but casts irresistibly managing to kill a handful of seaguard and halberdiers but also removing the last wound off my nearby frost dragon! Fail. In shooting, the RBTs can’t quite bring down the last demi, he’s left sitting on one wound. In the major combat, the elves manage to kill all the remaining halberdiers save the command and the BSB while taking little casualties. The unit fails its rerollable insane courage and my opponent concedes.
![Image](http://farm3.staticflickr.com/2881/9910788376_c29beaca76_z.jpg)
photo 3 by Trojan2014, on Flickr
HE win by about 600 VPs!
Host of Tor Cyroc:
Lords:
Anointed on Frost Dragon: Enchanted Shield, OTS, OgreBlade, PotoFools
Heroes:
Noble: BSB, Halberd, Heavy Armor, Reaver Bow, PotoStrength
Mage: Lvl 2, Dispel Scroll, Ring of Fury
Core:
21 Lothern Seaguard
8 Silver Helms FC
2 x 5 Reavers w/ bows and musos
Special:
15 White Lions Std/Champ Eternal Flame
15 Swords Std/Champ Gleaming Pennant
15 Swords Std/Champ
Rare:
Frost Dragon
2 x RBT
Empire:
Lords/Heroes:
Arch Lector on War Altar: 4+ ward
Lvl 4 Lore of Light 5+ ward
Lvl 1 Lore of Light Dispel Scroll
Lvl 1 Lore of Light
BSB 2+ armour save
50 Halberdiers FC 2x5 archer detachments
4 Demigryph Knights, Muso
12 Inner Circle Knights, FC, GWs
5 Reiksguard Inner Circle Knights
Mortar
2 x Great Cannon
Steam Tank
Deployment:
My main concerns with deployment was outdropping him to ensure as much cover as possible for the two frost dragons, especially my general’s. I was able to position both dragons on my left flank supported by the White Lions at my left of center, while my two swordmasters units and seaguard bunker faced off against the halberdiers in the center. My Silverhelms held the right flank, both reaver units were on the wings with the RBTs centrally located behind a swamp in my backfield.
From my left he had the big knight unit and steamtank on the left followed by the demis on top of a hill(which he hid the mortar behind). In the backfield next to the mortar in the center was the light coven, loosely arranged around the War Altar. In front of the War Altar he positioned the halberdiers with BSB. Continuing on, he had his two cannons deployed in a wood for ranged protection and at the end of his line the small unit of Reiksguard. I vanguarded both Reavers up as far as possible, and managed to win the first turn even with the disadvantage.
Turn 1:
HE: Both frost dragons flew forward, taking advantage of the small town to shelter them from the inevitable cannon shots. My reavers on both flanks marched fully, on the left skirting the knights, and on the right sneaking past the charge arc of the Reiksguard to settle right next to the nearest great cannon in the forest.
The Silver Helms moved forward aggressively, attempting to draw attention towards them. The infantry all moved up, brining the seaguard’s bows in range.
Magic ended up 7 v 7 after channeling and an attempt at Arcane Unforging was dispelled.
In shooting, the bolt throwers unloaded on the demigryphs, chipping off two wounds. The seaguard target the halberdiers, while the reavers bow shots harmlessly miss their warmachine targets.
E: The Reiksguard charge the flank of the Silver Helms, who hold. The Inner Circle charge the unridden frost dragon, who holds. Most of the rest of the army stands its ground, with the exception of the steamtank which shifts to target the reavers and the archer detachment on my right which shifts to block the reavers charge on the cannon next turn.
In magic I used all my dice to block banishment, he then used the rest to cast speed of light on his inner circle knights.
In shooting, I had successfully hidden my monsters from cannons! The mortar killed 6 swordmasters from the rightmost unit, one cannon attempted to grape shot the nearby reavers and blew itself up. The other targeted the White Lions and overshot.
In combat the Inner Circle managed no wounds on the Frost Dragon after failing their fear check and lost two in return, the dragon lost by 1 and stuck. The Reiksguard killed 2 Silverhelms and lost 2 in return, the Silver Helms held on a steadfast 8 and reformed to face their attackers.
Turn 2:
HE: Anointed on dragon charges the demigryphs, right reavers charge blocking archers, left reavers charge mortar. Anointed completes his charge after drinking his potion. Right reavers connect, left reavers fail. Central infantry shuffles, white lions moving left, and swords moving right to begin encircling the halberdier block.
In magic the mage irresistibly cast drain magic on the Inner Circle, losing 1 level and the rest of his dice.
In shooting, the seaguard shoot at the steam tank, BSB taking two wounds off of it after drinking his potion. The bolt throwers fired at the halberdiers killing a handful.
In combat, the anointed and dragon managed 3 wounds, taking none in return, but the demis held. The Silver Helms killed another Reiksguard and lost another knight, everyone stuck. The frost dragon managed to kill another 2 knights, taking one wound in return and sticking. The reavers pursued the archers after defeating them.
![Image](http://farm4.staticflickr.com/3758/9910737585_abfe114d20_z.jpg)
EndT2 by Trojan2014, on Flickr
E: The steamtank turned and crashed into the reavers. Everything else held steady, except the other archer detachment which moved up to block the white lions.
In the magic phase, the empire player rolled low and didn’t manage any spells. In shooting the cannon fired at the white lions and killed 2, the mortar scattered off the swords and claimed another lion.
In combat, the anointed managed another couple wounds on the demigryphs and sent them running choosing to reform. The unridden frost dragon ate another knight, taking no wounds in return and sticking. Silver Helms managed to bring down one more Reiksguard, but he stuck. Steamtank annihilated the reavers.
Turn 3:
HE: The lions charged the archer detachment. Anointed charged the arch lector and War Altar. The swords units adjusted the positioning to keep the halberdier charge difficult. Remaining reavers turn around and take a wound off one of the lvl 1s around the War Altar.
The mage managed to get off soul quench, and then rolled a 3 for number of hits, vaporizing 3 halberdiers.
The seaguard and bolt throwers keep wittling the halberdiers down(down to about 30).
The anointed manages to kill the arch lector, but the Altar sticks on a re-rollable stubborn check. Unridden frost dragon kills 3 knights, and takes two more wounds. Lions blow through the archers and reform. Reiksguard SH combat nothing happens.
E: Steam tank needs a 15 on 3 dice to hit the flank of the anointed, and manages a 16. Halberdiers attempt a charge on the nearest swordmasters who flee, attempts to redirect into the other unit and fails. Demis rally, and the wounded level one runs to the other side of the War Altar.
In magic he gets up Speed of Light on the Inner Circle again, and Phas on the halberdiers. I scroll banishment.
The stank manages only 1 wound on the frost dragon, which manages 2 in return. The anointed loses combat by 1, flees and is chased down by the War Altar! Huge swing in the game. The unridden frost dragon kills another 2 knights, breaks them, but fails to catch them. The SH manage to kill the last Reiksguard, and reform to face the cannon.
Turn 4:
HE: Lions charge the steam tank, silver helms charge the cannon, frost dragon charges the Inner Circle remnants off the table. Reavers reposition to shoot at the lvl 4. Swords rally.
In magic, I attempted soul quench at the lvl 4 which was scrolled. He failed to dispel my Arcane Unforging which failed to wound the mage, but also failed to destroy an item.
In shooting, the seaguard and reavers managed to get 2 wounds through on the lvl 4, not enough! The RBTs picked off a few more halberdiers.
In combat, the lions managed 4 more wounds on the stank, bringing it down to 2. The silverhelms cleaned up the cannon and overran into the war altar.
E: Demis charged the flank of the lions. Wounded lvl 1 moved to block the reavers from charging the lvl 4, who moved behind the halberdiers for protection. The stank purposefully blew itself up, killing a handful of lions, wounding the demis, the mortar, and killing the unwounded lvl 1.
In magic, the lvl 4 managed a bubbled Phas, which affected everything but the mortar essentially.
In shooting, the last crew member managed to nail the other unit of swordmasters and kill 5.
The demis killed another few White Lions who held, but failed to reform. SHs manage a wound on the War Altar which sticks.
Turn 5:
HE: No charges, frost dragon moved over to support either lions or an attack on the halberdiers. Swords and seaguard further encircled halberdiers. Reavers charge lvl 1.
No magic.
Brought down a few more halberdiers with seaguard and RBTs.
Lions manage to kill a demi, but lose all but 1, who sticks. SH manage another wound, but take one as well. Reavers kill lvl 1 and reform to face rear of halberdiers.
E: Halberdiers charge middle swords, who flee, they fail to redirect to the seaguard.
Lvl 4 gets off a bubbled Phas.
Mortar manages to kill a couple seaguard.
Last demi kills the last lion and reforms. SH/War Altar combat continues with no casualties.
Turn 6:
HE: Seaguard, Swords, Reavers and Frost Dragon all charge the halberdiers. In magic, my mage attempts arcane unforging on the demigryph, but casts irresistibly managing to kill a handful of seaguard and halberdiers but also removing the last wound off my nearby frost dragon! Fail. In shooting, the RBTs can’t quite bring down the last demi, he’s left sitting on one wound. In the major combat, the elves manage to kill all the remaining halberdiers save the command and the BSB while taking little casualties. The unit fails its rerollable insane courage and my opponent concedes.
![Image](http://farm3.staticflickr.com/2881/9910788376_c29beaca76_z.jpg)
photo 3 by Trojan2014, on Flickr
HE win by about 600 VPs!
-
- Posts: 278
- Joined: Sun May 27, 2012 11:11 pm
Re: The Host of Tor Cyroc: Army Blog..2.5k vs Empire
Hey all,
So I haven't posted for a while, but now that I'm back at school with plenty of time on my hands I figured I'd give a small summary update and post some new army lists I've been using.
So in the last few months I took another 3rd place at a local tournament with two 20-0 wins and one 9-11 loss(this one was 18 players) with a list similar to the ones above. I also had a number of campaign and UB games testing out some other random lists with 3 wins and a minor loss(the loss came as a result of a scenario objective which I'd completely forgotten about and swung a 300ish point victory to me to a 100 pt victory for my opponent, so I'm not too broken up about it).
So I have gotten a lot of painting in(4 bolt throwers, 8 SHs, mounted noble and some excellent ruined temple-themed movement trays) and I'm wanting to update my lists to reflect these new additions so I took the below in a 2.5k against an all orc army(he had to take one unit of wolf riders to fill in the last few points):
Lords:
Gwydion on Jormungandr-Annointed on Frost Dragon
Enchanted Shield, Ogre Blade, OTTS, Golden Crown
Heroes:
Maarken-Lvl 2
High Magic, DS, Khaine's Ring
Chaynal-BSB
Reaver Bow, Dragon Armor, PoS, Halberd
Rohannion-Noble
Barded Steed, Star Lance, Charmed Shield, PoFools, Dragon Armor
Core:
Wardens-8 SHs, Shields, FC
19 LSG, Champ
5 Reavers w/ Spears and Muso
5 Reavers w/ bows and Muso
Special:
19 Swordmasters, FC, BotWD
Rare:
Breag-Frost Dragon
4x RBTs
Geagle
He had roughly:
Warlord on wyvern with 100 pt armor(+d3 toughness and adds impact hits)
Lvl 4 Shaman(4++)
Lvl 2 Shaman(Scroll)
BSB on foot
Hero level on boar chariot
47 Savage Orcs FC
20 Black Orcs FC
20 Black Orcs FC
10 Wolf Riders
3 Boar Chariots
3 Bolt Throwers
I forgot to take pictures, but I'll give you the highlights:
-Annointed failed an easy charge and ate a flank charge from a warlord on wyvern the next turn, after a truly poor series of dice rolls I lost the anointed(w/ 4+, 4++ I saved one wound out of 5) whose frost dragon promptly fled and ultimately ran off the table.
-4x RBTs total tally for the game was 6 wolf riders, 6 savage orcs, and 2 wounds on a boar chariot. In turn 1 I missed with all 4!
-Mounted noble managed to drop the warlord when he overran from killing the anointed, causing his mount to fail his reaction test and do nothing the rest of the game. He then executed a flank charge solo on a unit of 40 savage orcs, surviving unscathed for two key turns enabling my final turn multi-charge
-Final turn multi-charge of remains of SHs, frost dragon and Swords managed to kill no less than 24 Savage orcs. Swords broke their steadfast and they fled and were run down. Before that charge I was trailing by almost 700 VPs, that unit and its characters swung the game and I came out the victor by about 125 pts!
An extremely close game against a great opponent, but much too close for my liking. So I'd like to take a look at the list again and see if there's anything I can do to improve it. I have bought 3 chariots and a sky cutter with the ultimate goal of getting them painted up and doing an all mounted list, but until then I have to play with what I've got so I'm considering two major changes:
Change 1:
Drop a bolt thrower and some character equipment and take a prince on star dragon.
Thoughts- The old list had a much stronger infantry punch(45 elites vs 20) and as a result the anointed's tank role fit the army well, as he needed to hold up threats long enough for my blocks and other phoenix to clean up. Now that I have fewer elites covering less of the field(1 unit now vs 3 before) maybe what my list needs is the increased punch of the star dragon. I don't like his vulnerability to cannons and death magic but the sheer damage potential is enticing.
Change 2:
Drop the mounted noble and a bolt thrower and some character equipment and reinstate the 15 man unit of white lions with BoEF.
Thoughts- I really liked the noble in this last game, but perhaps what this list needs is more infantry bodies. If I'd had a second infantry unit to help hold the line I think my opponent would have rethought some of his opportunistic charges(which paid off), and I could have decreased his maneuvering options(staying out of one infantry block's LOS isn't that hard).
I would really love some thoughts and comments on these two options and hopefully I'll be getting some more games(with pics and detail) up soon as I plan on playing a lot in the next few weeks.
So I haven't posted for a while, but now that I'm back at school with plenty of time on my hands I figured I'd give a small summary update and post some new army lists I've been using.
So in the last few months I took another 3rd place at a local tournament with two 20-0 wins and one 9-11 loss(this one was 18 players) with a list similar to the ones above. I also had a number of campaign and UB games testing out some other random lists with 3 wins and a minor loss(the loss came as a result of a scenario objective which I'd completely forgotten about and swung a 300ish point victory to me to a 100 pt victory for my opponent, so I'm not too broken up about it).
So I have gotten a lot of painting in(4 bolt throwers, 8 SHs, mounted noble and some excellent ruined temple-themed movement trays) and I'm wanting to update my lists to reflect these new additions so I took the below in a 2.5k against an all orc army(he had to take one unit of wolf riders to fill in the last few points):
Lords:
Gwydion on Jormungandr-Annointed on Frost Dragon
Enchanted Shield, Ogre Blade, OTTS, Golden Crown
Heroes:
Maarken-Lvl 2
High Magic, DS, Khaine's Ring
Chaynal-BSB
Reaver Bow, Dragon Armor, PoS, Halberd
Rohannion-Noble
Barded Steed, Star Lance, Charmed Shield, PoFools, Dragon Armor
Core:
Wardens-8 SHs, Shields, FC
19 LSG, Champ
5 Reavers w/ Spears and Muso
5 Reavers w/ bows and Muso
Special:
19 Swordmasters, FC, BotWD
Rare:
Breag-Frost Dragon
4x RBTs
Geagle
He had roughly:
Warlord on wyvern with 100 pt armor(+d3 toughness and adds impact hits)
Lvl 4 Shaman(4++)
Lvl 2 Shaman(Scroll)
BSB on foot
Hero level on boar chariot
47 Savage Orcs FC
20 Black Orcs FC
20 Black Orcs FC
10 Wolf Riders
3 Boar Chariots
3 Bolt Throwers
I forgot to take pictures, but I'll give you the highlights:
-Annointed failed an easy charge and ate a flank charge from a warlord on wyvern the next turn, after a truly poor series of dice rolls I lost the anointed(w/ 4+, 4++ I saved one wound out of 5) whose frost dragon promptly fled and ultimately ran off the table.
-4x RBTs total tally for the game was 6 wolf riders, 6 savage orcs, and 2 wounds on a boar chariot. In turn 1 I missed with all 4!
-Mounted noble managed to drop the warlord when he overran from killing the anointed, causing his mount to fail his reaction test and do nothing the rest of the game. He then executed a flank charge solo on a unit of 40 savage orcs, surviving unscathed for two key turns enabling my final turn multi-charge
-Final turn multi-charge of remains of SHs, frost dragon and Swords managed to kill no less than 24 Savage orcs. Swords broke their steadfast and they fled and were run down. Before that charge I was trailing by almost 700 VPs, that unit and its characters swung the game and I came out the victor by about 125 pts!
An extremely close game against a great opponent, but much too close for my liking. So I'd like to take a look at the list again and see if there's anything I can do to improve it. I have bought 3 chariots and a sky cutter with the ultimate goal of getting them painted up and doing an all mounted list, but until then I have to play with what I've got so I'm considering two major changes:
Change 1:
Drop a bolt thrower and some character equipment and take a prince on star dragon.
Thoughts- The old list had a much stronger infantry punch(45 elites vs 20) and as a result the anointed's tank role fit the army well, as he needed to hold up threats long enough for my blocks and other phoenix to clean up. Now that I have fewer elites covering less of the field(1 unit now vs 3 before) maybe what my list needs is the increased punch of the star dragon. I don't like his vulnerability to cannons and death magic but the sheer damage potential is enticing.
Change 2:
Drop the mounted noble and a bolt thrower and some character equipment and reinstate the 15 man unit of white lions with BoEF.
Thoughts- I really liked the noble in this last game, but perhaps what this list needs is more infantry bodies. If I'd had a second infantry unit to help hold the line I think my opponent would have rethought some of his opportunistic charges(which paid off), and I could have decreased his maneuvering options(staying out of one infantry block's LOS isn't that hard).
I would really love some thoughts and comments on these two options and hopefully I'll be getting some more games(with pics and detail) up soon as I plan on playing a lot in the next few weeks.