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Chaos v. Khorne


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#1 Wyndstar

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Posted 18 October 2007 - 09:31 PM

Well, I'm going to try and get through some of my backlog of battle reports.  Back several weeks ago when I was first starting to decide on a chaos list I fought a quick succession of battles where I wrote both lists.  With a little feedback from some fellow San Diego schemers I arrived at Chaos Undivided list that I thought was my favorite (special thanks to Marc, Pyrian and Molonius Prime; amoung others).

Following my "final" (for now) list, we weren't quite done fighting off chaos against chaos.  My friend wanted to design his own list, and he wanted to make a list without termintors (shocking, I know).  We ended up fighting off a couple of games using my list against his chaos lists.  The first of these was against a Khorne themed list.

Undivided Chaos List
HQ
Demon Prince, Wings, MoS, Lash - 155
Demon Prince, Wings, MoS, Lash - 155

Elite
10 Terminators, Icon of Khorne, 2 Reaper Autocannons, 4 Power Fists - 420
10 Terminators, Icon of Khorne, 2 Reaper Autocannons, 4 Power Fists - 420
10 Terminators, Icon of Tzeentch, 2 Reaper Autocannons, 2 Power Fists, Chainfist - 420

Troops
5 CSM, meltagun - 85
5 CSM, meltagun - 85

Heavy
Predator, Autocannon, Lascannon sponons (Nurgle Themed) - 130
Predator, Autocannon, Lascannon sponons (Nurgle Themed) - 130

VS.

"Killer Khorne" List
HQ
Kharn - 165
Chaos Lord, Mark of Khorne, power fist - 125

Troops
9 Khorne Bezerkers, Skull Champion, power fist, meltabombs, Rhino - 290
9 Khorne Bezerkers, Skull Champion, power fist, meltabombs, Rhino - 290
9 Khorne Bezerkers, Skull Champion, power fist, meltabombs, Rhino - 290
8 Khorne Bezerkers, Skull Champion, power fist, meltabombs, Rhino - 269
8 Khorne Bezerkers, Skull Champion, power fist, meltabombs, Rhino - 269

Heavy Support
Defiler, Battle cannon, 2 extra DCCW - 150
Defiler, Battle cannon, 2 extra DCCW - 150

1998 total


He had more vehicles than me, more wounds than me, and a fancy special character.  Would it be enough?  I let him choose the mission, and he wanted to play a Take and Hold.  We agreed to models within 12" of the center, but a scoring unit needed to be at least 50% within the 12" to count.  All scoring units at least 50% within 12" of the center of the table would earn their cost in VP, plus normal VPs.

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We placed terrain using the 'ArdBoyz rules, and ended up with this.  He won the deployment roll and choose the southern edge of the map.

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I choose not to deepstrike anything.  At the end of deployment, the battlefield looked like this.  He won the first turn roll, and chose to go first.

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Turn 1:  Kharne and his Lord each joined the smaller units of zerkers, then everyone embarked and all of his Rhinos advanced 12".  His two defilers advanced through the difficult terrain.  He fired both battle cannons at the Tzeentch terms, one hit, one scattered... it led to 9 hits, 8 wounds, and I failed 1 save.

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-  My whole army advanced.  My preds moved 6" so they could fire.  Both of my preds fired ACs at the defilers.  The first one missed, the second one hit twice, got a glance and a pen, and destroyed the defiler.  Then my Tzeentch terms fired their reapers at the other defiler... got one glance, and stunned the defiler, so no effect.

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Turn 2:  Again he advanced.  His Rhinos created some walls behind the sight blocking terrain, and he disembarked all of his troops.  His defiler also advanced, fired its battle cannon at the pred, scattered onto the Tzeentch terms, and killed another one.

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-  My terminators all moved east and tightened up into anti-charge formations.  One of my predators advanced 6".  My CSMs and demon princes moved west.  I was able to see one bezerker around the rhino, so I lashed the unit twice to bring it right in front of me.  Then both CSM squads fired (one with pistols and melta, the other with bolters and melta), and one unit of Khorne terms fired their reapers - in all killing 4.  My pred that hadn't moved fired everything at the defiler.  Through 4 shots I managed a glance and a pen, got a 4 on my glance, 3 on my pen, so weapon destroyed and immobilized, and I took off the battle cannon.  My last two unit of terms and moving pred all fired ACs at the two eastern Rhinos, easily destroying both of them.  In the assault phase both of my Demon Princes charged, as well as the CSM squad that fired pistols, although they were only able to get 3 marines into combat.  My princes were able to strike first, and killed 6, wiping the squad before they got a chance to strike.  My princes both consolidated south west towards the table edge.
Dear GW Dev Team:
Rock is overpowered, nerf plz.
Paper is balanced fine.

Sincerely,
Scissors.

#2 Wyndstar

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Posted 18 October 2007 - 09:35 PM

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Turn 3:  Not wanting to be charged or for me to shoot at him, my opponent just scrunched all of his units tight up against the building (in scoring position for the objective) and moved his western most rhino to block line of sight to my princes.

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-  The cat and mouse game continued.  My eastern pred advanced 12".  My other pred fired everything at his defiler, managed 2 glances (he succeeded two hull down rolls), and only got another immobilized result, so I destroyed a DCCW.  My terms advanced to very close to 12" away from where his army hid, and got into even tighter anti charge formation.  My princes moved south full speed, and both of my CSMs advanced.  My CSMs in the open fired their melta at the westernmost Rhino, and destroyed it.

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Turn 4:  First my opponent did a lot of sighing and thinking.  He said he thought I had him trapped.  Then he resolved how to best handle the situation.  Well, he tried to advance, and only moved forward the units that got a 6 on their difficult terrain, which was the middle two units.  Kharn also left his unit and advanced 6".  Kharne fired his plasma pistol, and killed one terminator.  Both units of zerkers fired their pistols, and managed one kill on the other unit of Khorne terms.  Then it was time to see his charge rolls.  The first unit rolled a 3, and was out of range.  The second unit (of 9) rolled a 6... and was in range!  Charge.  Kharn got a five on his first 3d6... which got him a 5, putting him out of range, he re-rolled and only got a 4, so Kharn was stuck in the building.  With furious charge the zerkers struck first...  36 attacks!  It led to 3 terminators dead.  The terminators counter attacked with the power weapons, killing 2 back.  Then the fists on each side struck... his managed another 3 kills, and I killed 6.  I won combat, he was fearless and not outnumbered 2:1, so we were done with combat.

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-  Well my unengaged squad of terminators advanced.  My demon princes flew down to right next to the destroyed Rhino on the west.  Both of my CSM squads moved west.  And my northern pred moved east 6".  
Then shooting phase.  
First, the pred in the north fired a single lascannon at Kharn (who was now the closest unengaged model), hit, wounded, and he made a 4+ cover save.  Then my northern CSM squad fired its meltagun at Kharn, hit, wounded... he failed his 4+ cover save and was insta killed.  My southern CSM squad fired their melta gun at an uninjured Rhino, penetrated, got a 1, so stunned.  My other pred fired everything at the defiler, but only managed to stun it.  My two unengaged squads of terms fired everything at the zerkers in the building, and killed 3.  Then my princes both lashed the zerker unit with the lord in it.  I strung him out at 2" in a long line, and I put the fist champion at the very end of the line closest to me.  
Then assault phase.
Then I charged with the princes, easily killed the three models in my kill zone, and piled in.  Even with a 6" move, his lord was still out of combat, however.  Both units of terms charged his zerkers in the building, and he struck first.  He put all of his attacks at my Khorne terms, and killed 2.  Then my power weapons struck from both squads, and killed 6... which left just his champion.  His champion killed 1 more Khorne term, and then was easily killed.  I consolidated my units north.  Finally, the combat of 2 zerkers on 3 terms.  His zerker swung, and failed to kill.  Our fists struck simultaneously, I easily killed the last two models, and he killed one more term.  I consolidated north with this unit as well.

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Turn 5:  Well, he only had two units left that could act.  His beserkers moved up into the building.  His Rhino passed its terrain check, and moved into the trees.  His Rhino fired at my CSMs, and killed one.  His beserkers each fired a pistol, but failed to kill.  Then his zerkers charged.  My power weapons struck at the same time as his normal attacks.  He killed 2, and I killed 4.  Then it was dueling fists.  He failed to kill, and I killed 3 more.  I outnumbered him 2:1, and he made his save.  Then the battle with the princes.  There were 5 zerkers in my kill zone, I killed 4, he struck back with one, failed to do anything, was outnumbered but again made his save, and piled in.

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-  Well, my north pred moved 12" to get into scoring position.  Both of my CSM squads moved towards the middle.  My 2 man squad of terms moved to get a shot at his Rhino in the trees.  My six man Khorne squad moved up into the building.  Shooting phase; my pred in the east finally destroyed his defiler with a lascannon.  6 reaper shots and 2 meltaguns from my CSMs and Khorne terms proved too much for his last two Rhinos, and I destroyed both of them.  Then it was time for hand to hand.  In the building my power weapons struck at the same time as his two normal zerkers.  He killed 1, and I killed 2, so it was again time for dueling fists.  His fist again failed to kill (go 4+ invulnerable), and I easily killed the champion.  Then the princes.  One could only strike at his zerkers, and killed them.  His lord had a power fist, so my other prince struck first.  4 hits, 4 wounds, and he only made 1 invulnerable save.  With that, his last unit died and the game was basically over.


Aftermath: Well, first off figuring out the VP.  I earned 2000 for killing his whole force, plus 1365 in objective VP (moving my princes onto the objective on theoretical turn 6).  So, a total 3365.  He earned 210 for knocking a term squad below half strength... and... and that was it!  An overall margin of victory of 3155 for the Undivided forces.

Talking about it afterwards we weren't really sure what he should have done differently.  He hadn't really brought a lot of anti tank, so there wasn't much he could do to neutralize the preds.  He had fired at a pred only once, and it had scattered into terms (on turn 2).  He didn't want to sit back and not get the objective... but he couldn't sit still and let me pick him apart with lash either.  If he had advanced more aggressively in turn 3 it would have just let me charge him across the board.  Not moving forward at all in turn 4 and I would have come in after him, and probably pushed a unit or two closer to my terms with my pair of lashes.

We both agreed the defilers didn't justify their pts.  Also, it seems pretty clear that the power of Khorne isn't bezerkers, its those awesome Khorne terms.  We both liked my stringing out his unit with the lord to both keep the lord out of combat and snipe the fist out of the squad.  That lash is just great against some enemies.  We both agreed that even if Kharn hadn't died in the building, he would have died eventually.  If I hadn't killed him with melta/las fire I was planning on charging him with my other unit of Khorne terms, and he wouldn't have survived that anyway, although he would have taken a few with him.  We also discussed his having Kharn leave his unit at the beginning of the turn... especially as the unit he left successfully charged that same turn.  But he said he didn't want to kill his own guys on a 1.  We both kinda wished we could have seen Kharn in combat, rather than as a grease stain on his way there.

I still haven't fought a game against plague marines, but I'm really pretty sure that they are the only troop choice Chaos has which should even be considered competition for pts that could be spent towards terminators.  This game helped to solidify this particular list as my overall favorite.


Thoughts, Comments, Feedback??

Hope you enjoyed the read,
- Wyndstar
Dear GW Dev Team:
Rock is overpowered, nerf plz.
Paper is balanced fine.

Sincerely,
Scissors.




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