Well I thought since I have a proper battle report to write about it was about time I started up an on-going thread in case I have more reports to post in future, rather than just leaving them dotted around the forum as I have in the past. :)
This first report features me using the new DoC rules we have been working on for ages
(see here). I had agreed to play a 2,500pt game against someone at our club, Scott, who knew in advance I would be using completely unofficial experimental rules.
My list using the experimental rules looked like this:
GUO – level 4, Blade of Entropy (models wounded lose all remaining wounds on a 4+), Trappings of Nurgle
Spells: Miasma of Pestilence, Stream of Corruption, Shrivelling Pox, Blessing of NurgleHerald of Khorne – BSB, Armour of Khorne, Bloodlust of Khorne (frenzy), Magic Hater (all spells cast within 6” miscast on double 1’s)
Herald of Tzeentch – Arcane Knowledge (+1 spell), Attuned to Oblivion (+1 to channel), Radiance of Dark Glory (lose 1 less wound when failing an Instability test)
Spells: Boon of Tzeentch, Gift of Chaos, Bolt of Tzeentch28 Bloodletters – Full Command
19 Pink Horrors – Standard, Musician, Banner of Change (enemy units in b2b take D6 SD6 hits each magic phase)
Spells: Flickering Fire, Gift of Chaos3 Plague Toads
Blood Chariot – Fury of Khorne (Devastating Charge)
3 Bloodcrushers – Musician
2 Screamers
Beast of Nurgle – Playful (Stubborn and Stupidity)
Eye of Tzeentch (new monster unit)
I didn’t get to see Scott’s army list but from what I remember it looked like this:
Chaos Lord – Mark of Tzeentch, Daemonic Steed, Rending Sword, Chaos Runeshield, Luckstone
Exalted Champion – BSB, barded Chaos steed, Shield, Biting Blade
Sorceror – level 2 (Fire), Infernal Puppet
Spells: Flaming Swords, Fulminating Flame CageSorceror – level 2 (Death), Third Eye of Tzeentch
Spells: Caress of Laniph, Doom & Darkness18 Chaos Warriors – shields, Full Command, Mark of Tzeentch
18 Chaos Warriors – shields, Full Command, Mark of Tzeentch
5 Chaos Warhounds
5 Chaos Warhounds
10 Chaos Knights – Full Command, Mark of Tzeentch
6 Chaos Ogres – Chaos armour, great weapons, Full Command, Mark of Tzeentch
Chaos Spawn – Mark of Tzeentch
We rolled up for terrain as normal and got 9 pieces. Because of the large amount we re-rolled any results of 2 or 12. We also avoided any terrain that could unbalance the game too much, such as Towers of Blood. Once it had been placed we rolled for scenario and got Meeting Engagement (we initially got Watchtower, but I thought that it could make playtesting the rules a bit tricky). The Warriors won the roll for table side and deployed first, and none of their units got delayed by the scenario. I rolled for my units and found the Horrors and Eye of Tzeentch would be forced to come on turn 1. The armies and terrain were set up as in the photo below:

The terrain from top to bottom was: Altar of Khaine, Haunted Mansion (large building), Building, Mist-wreathed swamp, Arcane Ruins, Temple of Skulls, Fence, Forest and Bane Stone. The WoC army (top to bottom) was: Ogres, Warrios + Fire Sorceror, Knights with BSB and General, Warriors + Death Sorceror, Hounds, Spawn and more Hounds. I deployed the Beast next to the mansion and to its left: Crushers, GUO, Blood Chariot, Bloodletters + BSB (with HoT hiding behind them), Plague Toads and Screamers on the far flank. Unsurprisingly, the Warriors got the first turn.
TURN 1Both units of Hounds declared a charge against the Plague Toads. The unit behind the woods moved first and made it in, but this left no room for the other unit due to the arcane ruins blocking their path so they made a failed charge of 5”. The Spawn stumbled 4” towards the Toads as well. The rest of his army advanced forwards, the Knights holding back a bit. The Ogres moved around the far side of the Haunted Mansion to try and get in my flank/rear later on.
In the magic phase Scott rolled a double 3. I failed to channel but the Death Sorceror took full advantage of the arcane ruins and channelled 3 times, suffering a miscast in the process. The miscast result caused an S6 hit on both his Sorcerers, but only the Death one was wounded. He also lost 3 dice from his pool – all the ones he’d just channelled! He cast Flame Cage on my Bloodletters which I failed to dispel, killing 3. He then followed it up by casting Doom & Darkness on them unopposed. The ghosts haunting the Mansion did a wound to the Ogres but no damage to the Daemons. In the combat phase the Hounds failed their fear test and promptly got wiped out by the Toads.
In my turn I charged the other War hound unit with the Toads, and the Warriors near the Mansion with the Crushers and Beast. The Bloodletters opted to stay put because of the Flame Cage (I should have taken an Ld test to hold though due to my BSB being frenzied, but forgot this. I also forgot the Stupidity test for the Beast – doh!). The GUO and Chariot just shuffled sideways a bit, not willing to get too close to the Chaos Knights. The Screamers flew over the Spawn, doing a wound.

Finally the Eye of Tzeentch and Horrors arrived, the Eye finishing next to the house where it could shoot the Ogres and the Horrors turning up behind the arcane ruins, where they were promptly joined by the Herald of Tzeentch.

In my magic phase the Horrors cast a boosted Flickering Fire (which adds an additional +1 to the number of hits and the Strength) at the Spawn and incinerated it with 6 S8 hits. Unfortunately I forgot the new lore attributes, which I would continue to do for the rest of the game. The GUO attempted to cast Blessing of Nurgle (enemy must re-roll successful to wound rolls) on the Warriors fighting the Crushers but it was dispelled. In the shooting phase the Eye fired its Bolt of Tzeentch (S8, D3 wounds per hit) at the Ogres, but only caused one wound. The ghosts left everyone alone this turn. In combat the Crushers and Beast killed 3 Warriors and the Fire Sorceror between them, with the Warriors doing one wound back. Even though I forgot the stomps I still won the combat but the Warriors were steadfast and held. The Toads wiped out the other unit of Warhounds, stomping on those who survived their main attacks, and reformed to face the nearest Warriors. There were now no Warrior units on my left flank.
TURN 2Scott started his turn by having his Knights charged into the flank of the Crushers (I should have seen that coming):

The Ogres continued their advance around the mansion, while the unengaged Warriors stayed put. In the magic phase his Sorceror used his Third Eye to peer into the mind of the GUO so he could use his spells. He attempted to cast Blessing of Nurgle on the Bloodletter but it was dispelled. The ghosts in the Mansion left the Ogres unharmed.

In the combat phase the Chaos Lord, Exalted Champion, Knights and Warriors just about wiped out the Crushers before they could attack. The Beast killed one Warrior in return, but took a wound itself. Thanks to being Stubborn with the GUO nearby it passed its instability test though. The Warriors reformed to get as many in combat with the Beast as possible, while the Knights reformed to face the GUO again.
In my turn I declared a charge with the GUO and the Blood Chariot against the Knights. The GUO failed to reach by 1 (ironically, we had reduced his Move by 1 in the re-write and the current GUO would have made the charge) while the Blood chariot unfortunately ended up going in solo. The Bloodletters rolled a 12 and easily reached the Warriors near the arcane ruins, with the Plague Toads charging into their flank. The Horrors and HoT moved to within range of the arcane ruins so they could channel more dice. With little better to do the Screamers they flew onto the Temple of Skulls, ready to swoop on any units who were fleeing next turn. The Eye moved closer to the Mansion and the rest of my army.

In the magic phase I hardly channelled any dice between but the Horrors successfully cast Gift of Chaos on the Bloodletters. This is now an augment that gives +1 ward save and a random other characteristic buff. The random benefit turned out to be +1T – very useful. I also managed to cast Blessing of Nurgle on the Knights, hoping that might save my Chariot. In the shooting phase the ghosts left the Ogres alone again, while the Eye failed to wound them with its Bolt.

In combat the Herald of Khorne killed the unit Champ in a challenge, while the Bloodletters killed 2 more and Warriors and the Death Sorceror for the loss of 3 Bloodletters and an already wounded Plague Toad. The Warriors were well beaten and fled, pursued and run down by both the Toads and the Bloodletters. I would have preferred to hold with the Khorne Daemons but couldn’t because the Herald was still frenzied. Even hampered by the Blessing of Nurgle the Knights still managed to destroy the Chariot before the Jugger could attack, losing one Knight in the process. They reformed to face the flank of my Bloodletters. The remaining Warriors did a wound to the Beast for no loss, and it suffered another due to instability.
TURN 3The Knights wasted no time in charging the Bloodletters in the flank.

The Chaos Ogres were now frenzied due to the nearby Altar of Khaine, and with the Eye of Tzeentch just in range they were forced to charge. Scott tried to restrain them but failed the test and they advanced just 2”.

With no magic we went straight to shooting. The ghosts left the Ogres alone again, but inflicted a wound on the Eye which had strayed just too close. In combat the Warriors finished off the Beast and reformed to face the Daemon army.

In the combat between the Knights and Bloodletters, the Chaos Lord issued a challenge, which was duly accepted by the Bloodreaper. Even hampered as he was by enemy magic the Lord still cut the Daemon down, but failed to achieve any overkill. The Knights and Exalted Champ killed a solitary Bloodletter between them, while the Herald of Khorne and his unit downed 3 Knights, in spite of getting no supporting attacks. The Bloodletters had won the combat but the Knights held, so the Daemons reformed to face their attackers.
In my turn 3, the GUO flank charged the Knights. The Screamers flew past to harass the Warriors later on, while the Toads moved to a position where they could make a supporting charge if the combat with the Knights dragged on for a while. The Eye of Tzeentch backed off from the Ogres to form a battleline with the Horrors.

The winds blew strong in the magic phase and I started by casting Flickering Fire at the Ogres, using the Eye as a conduit to extend the range of the Horrors spell. It just did 3 S2 hits though and no damage was caused. The Horrors then cast Gift of Chaos on the Bloodletters again, this time rolling up a ‘choose’ result on the random benefit table. I decided to go for +2 Initiative this time so I would strike before the Knights. The GUO then attempted to cast Stream of Corruption on himself so he could make a breath attack on the Knights, but he failed the casting roll by one and lost concentration. With my last 2 dice I cast Boon of Tzeentch with the Herald, hoping to get enough power dice to make another casting attempt at Gift of Chaos if I got enough dice back, but it was dispelled. In the shooting phase the Eye hit the Ogres again and caused another wound, finishing off the Ogre that had been wounded for ages. The ghosts attacked again to no effect.
In the combat phase the Chaos Lord issued a challenge to the GUO, which was duly accepted. In spite of the Trappings the Lord managed to cause 2 wounds on the GUO. In return, the GUO caused a single wound on the Lord after saves. I rolled for the Blade of Entropy to see if it had any effect and the dice came up a 5, killing the Tzeentch Lord outright. The Bloodletters and Herald hit with nearly all their attacks, but only managed to wound with 5 of them. Two of these were killing blows though and 3 Knights fell from their saddles in total. Thanks to some excellent saves on my part (even without the bonus from Gift of Chaos) the remaining Knights and Exalted Champion only caused 3 wounds and the Knights lost the combat badly. They fled and were caught by the Bloodletters, whilst the GUO reformed to face the Warriors.

TURN 4
The Warriors tried to march but failed their Ld test, so reformed instead and passed their swift reform test, backing off a bit. The Chaos Ogres managed to restrain themselves from charging, and marched towards the Eye of Tzeentch. In the shooting phase the ghosts returned with a vengeance, wounding an Ogre.
In my turn I wanted to charge the Warriors with the Bloodletters, but the Screamers were now blocking their path. I flew the Screamers over the Warriors instead, but they passed both their ward saves from the hits inflicted. The Bloodletters advance on the Warriors with the Plague Toads in support. The GUO decided to leave them to it and headed towards the Ogres instead.

Meanwhile, the Eye had declared a charge on the Ogres and made it in, its blades spinning in anticipation. The Horrors held back to take advantage of the arcane ruins.

In the magic phase the Horrors cast Gift of Chaos on the Eye with irresistible force, granted the Eye +1WS in the process. Five Horrors died in the miscast, losing a magic level and the Gift of Chaos spell as a result. I also cast Blessing of Nurgle on the Ogres with the GUO. The ghosts attacked the GUO and took a wound off him. In combat the Ogres failed their fear test and the Eye struck with the maximum 7 attacks, hitting with 6 of them. Only one managed to wound however, but Scott failed his saves. The Ogres struck back, but they caught themselves on the spinning blades of the Eye and took another 2 wounds. Worse still, between the Blessing of Nurgle and the Eye’s ward save they failed to cause any damage. The Ogres were steadfast though and passed their break test.
TURN 5The Warriors decided attack was the best form of defence and charged the Bloodletters.

The combat went well for the Warriors, who killed 2 Bloodletters, while the only thing they achieved was for the Herald to kill the Champion in a challenge. The Warriors won combat by one and being no longer steadfast the Bloodletters lost another model. The Eye fared better and killed an Ogre without suffering any damage, and they failed their break test in spite of being steadfast and were run down.

In the Daemon turn the Plague toads flank charged the Chaos Warriors, whilst the rest of the Daemons closed in, hungry for the kill.

Magic saw Gift of Chaos being cast on the Bloodletters again, this time from the Herald. They were once more granted with +2 Initiative, meaning they would strike before the Warriors. The GUO tried Blessing of Nurgle again, but failed to reach the casting total by 1 and leaving me with nothing worth attempting with my last 2 power dice. Even the ghosts in the Haunted Mansion had gone quiet now.
The Warriors failed their fear test but the Bloodletters rolled badly again to hit, although still killing a few. The Plague Toads were more impressive considering there were only 2 of them, causing just as many wounds. Obviously shaken, the Warriors failed to land a telling blow and lost the combat badly, being chased down by the Plague Toads and Bloodletters. The Chaos Warrior army had been annihilated!

The final total was a win of about 2,300pts in the Daemons favour.
Overall I’m happy with how the army performed, although it has to be acknowledged that Scott’s generally poor dice made things difficult for him – only some really excellent ward saves allowed him to hang in there at times. There were one or two things he queried, but when I told him the points cost or casting value he seemed to think it was all reasonable. I’m rather annoyed that I forgot two important Ld tests on turn one that could have made a big difference in the early stages (although I’m not sure it would have affected the final result that much) as well as the new Lore attributes, which were half the reasons I took them in the first place.
I was particularly impressed with the Plague Toads, for just 72pts they probably made the best return on my investment. They made for a really great supporting unit which is strong enough to deal with enemy chaff with little trouble and having swiftstride made them good at chasing down fleeing units. Plus stomps are always nice to have. For magic Gift of Chaos was a really fun spell and combo’d with Blessing of Nurgle (or any other Hex) can really swing combats your way. Having a boosted version of Flickering Fire was nice too.
Hopefully I’ll get to try out the re-write again at some point.