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Title: 1500 DoC v OnG
Description: Death Match Game 2


Legion - May 15, 2012 04:50 AM (GMT)
This past Saturday it was Game 2 of my Death Match vs Orcs & Goblins. I had wanted to do up a “proper” report w/ Battle Chronicler diagrams and all but I got so excited that I got a game in that I forgot to take proper notes on, well, everything. Most of this is off memory so I apologize ahead of time.

My List:
Herald of Nurgle (General) w/ Stream of Bile – 140
Herald of Slaanesh – 90
Herald of Tzeentch w/ Master of Sorcery: Light – 140
20 Plaguebearers w/ Full Command, Banner of Seeping Decay – 295
18 Daemonettes w/ Full Command, Banner of Ecstasy – 271
3 Nurgling Bases – 105
5 Seekers – 120
6 Fiends – 330

Approximation of O&G list:
Orc Warboss w/ Armor of Fortune, Ogre Blade, Shield
Lvl 2 Orc Shaman w/ Arabyan Carpet; rolled Foot and Fist (Ouch time!)
32 Orc Big ’Uns w/ Full Command, Spears, Shields
2 x 24 Savage Orcs w/ Full Commands, Additional Choppas
15 or 18 Black Orcs w/ Full Command
Orc Boar Chariot

I deployed (L -R) Seekers on extreme left, daemonettes w/ herald on center line, plaguebearers w/ hearald just to the right of the ‘nettes, herald of Tzeentch b/w and behind the 2 blocks (so I could get LoS to his units), and the fiends on my extreme right.

He deployed (my L -R) in a very rigid line and keeping everything compact and centered on the center line of the board: 24 Savage Orcs, Chariot, Orc Big ’Uns w/ Warboss, Black Orcs, Savage Orcs. His shaman started behind his line but b/w the Big ’Uns and Black Orcs.

After all the units were deployed I set my nurglings just a bit over 12” away from SOs on my left.

Turn 1 was all about movement. I moved my seekers and nurglings to combo charge the savage orcs on my left and the fiends moved to charge the savage orcs on my right. The PBs feigned a move to my R to make it look like they were going to try to support the fineds, the ‘nettes feigned a support move to the L, and the HoT pretty much stayed put to support the combat blocks. I got “box cars” for WoM and cast Birona’s on the PBs, Net on the chariot (forgot that it would use the S5 characteristic of the chariot), and tried to get Banishment on the shaman but he used all 6 DD to dispel the magic missile. The O&G turn 1 found the Big ‘Uns fail thier A-Test and got stuck w/ the general behind everyone else. The SOs on my L moved to tangle w/ the nurglings and seekers while their counter parts moved to take on the fiends. The chariot moved to support the SOs to my L and the blorcs moved forward towards the PBs. The shaman flew behind the big ‘uns for a bit of protection.

Turn 2 saw 2 major combats. The nurglings and seekers both successfully charged the SOs to my L and the fiends hit home w/ the SOs on my R. The rest of the moves were my PBs and ‘nettes coming back toward the center of the table to take on the blorcs and the HoT moved to my R to support the PBs. The winds didn’t blow as strong. The HoT wasn’t in range of any of the combats and the spell I did attempt was swiftly dispelled. Combat was brutal. The fiends killed off 7 of the SOs but in return they did 4 wounds and added their additional 3 combat res to tie the fiends and in turn win by one due to having a musician. I only lost by one but rolled poorly for my Ld test and lost the remaining back 2 fiends. The combat on the other side didn’t fare much better. The seekers and nurglings combined only killed off 6 orcs while the orcs managed to kill off 3 seekers and smashed the nurglings HARD leaving only a single wound left out of the 9. The nurglings fell apart while the seekers managed to roll low enough and didn’t receive any further wounds. O&G T2 the big ‘uns failed their A-Test … AGAIN! Woot! Moral victory! The blorcs moved up and the chariot turned in order to charge into the flank of the PBs. The WoM were 4/2 and the shaman cast a 5-dice Foot on the ‘nettes getting a total of somewhere in the 20s w/o an IF. Luckily I was able to dispel that by getting double sixes on my dispel roll. Combat on the L saw the seekers kill off maybe 1 or 2 and then get slaughtered. Combat on the R went way better. This time I didn’t forget to stomp and the fact that the orcs were down in S was an added bonus. I killed off another 7 or 8 while the orcs did a single wound. The orcs broke and the fiends chased them down and were now about 5” straight R of the big ‘uns.

Turn 3 was the big one of the game. The PBs successfully charged the blorcs. The fiends passed their Ld test to march and move around behind the big ‘uns. The ‘nettes moved up to support the PBs and possibly flank the chariot should it charge the PBs. Magic phase and the dice roll 5/4. I successfully cast Birona’s on the PBs and he lets it go planning to stop anything else from going through. I then get IF on 3 dice casting Speed of Light on the PBs, take a wound on the HoT, and happily lose my last 2 dice. Combat ends up COMPLETELY one-sided. With the combination of spells on the PBs they are hitting on 3s, rerolling misses, and get to reroll any failed wounds. I hit on all but 1 attack, and end up taking out half the unit. The blorcs manage to drop a single PB, break, and I chase them down … and slam into the unit of big ‘uns! O&G turn 3 sees the chariot charge into the ‘nettes and the SOs on my L about face in an attempt to hopefully throw some support the general’s way. The shaman tries to stomp the fiends but fails to cast and the magic phase is over (and there I sit w/ 6 DD, one of which was even channeled). The chariot deals a whopping 7 impact hits, does 6 wounds, and kills 5. However, the crew fails their Fear test and do not manage to do any more wounds to the daemons. The ‘nettes strike back and deal 2 wounds to the chariot. The ‘nettes are Steadfast and pass their break test on an 8 … Whew! The combat with the big ‘uns is another nasty one. I manage to kill off 7 or 8 orcs while they again only manage to kill a single PB (the warboss only hit once and failed to wound … w/ S8!). They lose by a massive amount of combat res and roll 12 for break and run off the table by fractions of an inch. I try to restrain pursuit but roll a 10 and give chase. The orc shaman who is just under 6” away manages to pass a Panic test.

Turn 4 the PBs turn around to face the SOs and the fiends move into a flanking position. The winds are again weak. I successfully cast Pha’s on the ‘nettes and that is it for magic. The HoS says “Make Way!” and gets into BtB w/ the chariot. She fails to do a single wound but the rest of the ‘nettes take out the chariot. The SOs try to long range charge the PBs but fail and move up 4” The shaman flies about and tries to stomp my HoT w/ the basic Foot, gets a direct hit, but fails to wound.

Turn 5 everything but the HoT charges into the SOs: PBs to the front, fiends in one flank and ‘nettes in the other. Winds are again 5/4 and I fail to 4 dice Birona’s on the PBs and magic is done for. Combat is swift and bloody and there are only 2 or 3 of 18 SOs left. I declare pursuit by the fiends and try to hold the PBs and ‘nettes who both fail and then also have to pursue. W/ only the shaman left, he charges into the HoT and IFs a Fist. The miscast results in a S10 hit on both magic users. The orc takes a wound but the herald’s ward protects him. The herald goes first, hits once, but fails to wound. The shaman goes and I plan for the worst. He rolls 3, 3, 2, 2 – No hits. Whoa! Not a single hit and the shaman would have been S8! Ah, Tzeentch, the weaver of fate, protecting his minion!

Turn 6 my units are too far out to be of any use and we go straight to combat (I completely forgot about the magic phase since I was so excited about the last combat phase!). I fail to do any wounds and he causes 2 which I’m able to roll a 5 and 6 and save both. His turn he goes to cast Fist again, IFs again, and all magic users on his side take a S6 hit and the shaman is no more.

After the initial combats in turn 2 I thought I was in for an uphill battle. But when those 2 spells went off on the PBs in turn 3, the game was pretty much over. Lore of Light and plagebearers are just a sick (no pun intended) and wrong combo! WS10, I10, ASFing, 2 Poisoned Attacks, Regenerating, daemons are just kick ass!!! Game 3 is on the 2nd of next month and it will be a 1875pt game. I'm trying to think of an army list that will challenge me. I'm thinking about throwing in a DP of Nurgle. We'll see.

Abdial - May 15, 2012 01:53 PM (GMT)
Thanks for the battle report. Congratz on the win.

How do you feel the seekers did? I noticed they died pretty quick? Did they just lack a good target?

Legion - May 15, 2012 03:20 PM (GMT)
QUOTE (Abdial @ May 15 2012, 08:53 AM)
Thanks for the battle report. Congratz on the win.

How do you feel the seekers did? I noticed they died pretty quick? Did they just lack a good target?

Thanks boss! :)

The seekers were pretty much something I just wanted to test out. I have 6 of the metal ones and, well, I like to use them now and then. In the way I used them I was hoping the nurglings were going to do a bit more as far as the poisoned attacks were concerned. Going head on to a block of savage orcs really was a bad idea. Maybe they would have done better if they had done a flank charge as a supporting charge to the nurglings. A couple of things went wrong: 1) For some stupid reason I was giving the 2nd rank of the Savage Orcs their full compliment of attacks. WTF!?!? :blink: I know better than that. I even mentioned that after the game and we were both confused as to why I did that. 2) I put to much faith in the poisoned attacks of the nurglings. They didn't cause a single poisonous wound out of 12 attacks. I think the steeds with only 7 attacks put in did 2 or 3. This is the 2nd time that the nurglings didn't do so hot. But, I put them into some pretty horrid match ups so it's pretty much all on me (last time they combo charged w/ some flamers into a unit of 15 blorcs and they got munched hard).

I pretty much knew the seekers were going to bite it as soon as I saw that my opponent brought all big blocks of orcs. At least they were able to pull that one unit away from everything else for a few turns and kept them from supporting the rest of his line. Normally, my regular O&G opponent runs the FDS (Fanatic Delivery System) so I had planned on using them more as fanatic bait (really, REALLY expensive fanatic bait! :P) or to get at some of his FDS units of 20 night gobbos. I had also toyed w/ taking the LoBeasts for my HoT and a Wyssan's on the seekers probably would have helped a bit as well. Might not have done much better given the fact that I was giving away 12 extra S4 attacks :rolleyes: , but, who knows.

Not sure if I'll use them again in game 3. My DoC pretty much seem to have the O&G's number. I'd like to try a bit of a softer list and challenge myself for game 3 so maybe I will put them back in. Maybe try a more Slaanesh-centric army w/ LoBeast support and see how they do.

Sorry for the rambling. Hope I answered your question! :P

DaemonReign - May 15, 2012 04:20 PM (GMT)
Congrats on the win!
A nice read. I've never managed to get Lore of Light to work that well on PB's because getting off more than one Augment on them is usually pretty hard. You sure showed those greenskins though!

Cheers!

Abdial - May 15, 2012 05:41 PM (GMT)
QUOTE (Legion @ May 15 2012, 10:20 AM)
Maybe try a more Slaanesh-centric army w/ LoBeast support and see how they do.

I would like to hear your results if you do. I'm assembling a force along those lines. Planning on charging a flying HoT into a unit late game, 6 dicing transformation (hoping for a miscast), and wrecking face for a turn or two with a great fire dragon. Kinda gimmicky, but not a bad option turn 4 or 5+. And it gives me an excuse to buy a warpfire dragon from warhammer forge ^_^

Legion - May 15, 2012 05:49 PM (GMT)
QUOTE
Congrats on the win!

Thanks DR!
QUOTE
I've never managed to get Lore of Light to work that well on PB's because getting off more than one Augment on them is usually pretty hard.

I think it's more the fact that we play so infrequently my opponent didn't really know what the effect of Birona's would be and then I IFed Speed to make it even nastier. More luck than anything. :P

@Abdial - I will for sure be posting the results of game 3. It's slated for the 2nd of June. I was thinking of putting out a unit of daemonettes containing a herald w/ many armed monstrosity and casting Savage Beast of Horrors on her. B) But I do like your idea of casting transformation on the HoT in the late game! I want to try the Slaaneshy army as I've won both games 1 & 2 and want to challenge myself a bit this time around. Maybe do only Slaanesh and Tzeentch units. Hmmm ...




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