Friday, 4 October 2013

BattleReport: Warriors of Chaos vs Daemons of Chaos

Warriors of Chaos vs. Daemons of Chaos


Location: Warhammer World, Nottingham
Date played: 13 August 2011
This report details a game played between Mike (Daemons) and myself (Warriors) using 6th Edition Warhammer rules. A thoroughly enjoyable game! I hope you enjoy reading about it.

Warriors of Chaos

General: Dean

  • Hero
  • G Exalted Hero of Khorne, General
    + Daemonic Mount
    Composition: Hero General; Mark of Khorne; Hand Weapon; Chaos Armor; Shield; Frenzy
    210 points
  • Special
  • K 8 Chaos Knights, Knights
    Composition: Special Barding; Hand Weapon; Chaos Armor; Shield; Causes Fear
    320 points
  • Hero
  • H1 Exalted Hero (Battle Standard Bearer), Hero
    Composition: Hero Hand Weapon; Chaos Armor; Shield; Battle Standard Bearer
    140 points
  • Core
  • M 14 Chaos Marauders, Marauders
    + Musician, Standard
    Composition: Core Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield
    96 points
  • Special
  • L 10 Chaos Knights, Lancers
    Composition: Special Barding; Hand Weapon; Lance; Chaos Armor; Shield; Causes Fear
    450 points
  • Core
  • MF 15 Chaos Marauders, Marauder Flails
    + Musician, Standard
    Composition: Core Musician Mus; Standard Bearer Std; Hand Weapon; Flail; Light Armour; Shield
    117 points
  • CH1 10 Chaos Warhounds, Chaos Hounds 1
    Composition: Core
    60 points
  • CH2 10 Chaos Warhounds, Chaos Hounds 2
    Composition: Core
    60 points
  • W 15 Chaos Warriors, Warriors
    Composition: Core Hand Weapon; Chaos Armor; Shield
    240 points
  • H2 15 Chaos Warriors, Halberdiers
    + Standard
    Composition: Core Standard Bearer Std; Hand Weapon; Halberd; Chaos Armor; Shield
    267 points
  • Special
  • CO 5 Ogres, Chaos Ogres
    Composition: Special Hand Weapon; Extra Hand Weapon; Chaos Armor; Causes Fear
    225 points
  • Rare
  • S1 Chaos Spawn, Spawn 1
    Composition: Rare Causes Fear; Unbreakable
    55 points
  • S2 Chaos Spawn, Spawn 2
    Composition: Rare Causes Fear; Unbreakable
    55 points
  • HC Hellcannon, Hellcannon
    Composition: Rare Causes Terror; Large Target; Unbreakable
    205 points
  • Total: 2500 points

Daemons of Chaos

General: Mike

  • Core
  • F1 8 Chaos Furies, Furies
    Composition: Core Hand Weapon; Causes Fear; Daemonic; Flyer; Immune to Psychology
    96 points
  • Rare
  • F2 3 Flamers of Tzeentch, Flamers
    Composition: Rare Flaming Attacks; Hand Weapon; Causes Fear; Daemonic; Immune to Psychology; Skirmishers
    105 points
  • B 2 Bloodcrushers of Khorne, Bloodcrushers
    Composition: Rare Hand Weapon; Causes Fear; Daemonic; Immune to Psychology; Killing Blow; Magic Resistance (1)
    140 points
  • Special
  • S1 5 Seekers of Slaanesh, Seekers
    + Musician
    Composition: Special Armour Piercing; Hand Weapon; Musician Mus; Causes Fear; Daemonic; Fast Cavalry; Immune to Psychology
    126 points
  • S2 3 Screamers of Tzeentch, Screamers
    Composition: Special Flaming Attacks; Slashing Attack; Hand Weapon; Causes Fear; Daemonic; Flyer; Immune to Psychology
    90 points
  • FH 5 Flesh Hounds of Khorne, Flesh Hounds
    Composition: Special Hand Weapon; Causes Fear; Daemonic; Immune to Psychology; Magic Resistance (3)
    175 points
  • Core
  • PH 10 Pink Horrors of Tzeentch, Pink Horrors
    Composition: Core Flaming Attacks; Hand Weapon; Causes Fear; Daemonic; Immune to Psychology
    120 points
  • D 19 Daemonettes of Slaanesh, Daemonettes
    + Standard, Musician
    Composition: Core Armour Piercing; Hand Weapon; Musician Mus; Standard Bearer Std; Causes Fear; Daemonic; Immune to Psychology
    246 points
  • B2 15 Bloodletters of Khorne, Bloodletters 2
    + Musician, Standard
    Composition: Core Hand Weapon; Musician Mus; Standard Bearer Std; Causes Fear; Daemonic; Immune to Psychology; Killing Blow; Magic Resistance (1)
    198 points
  • B1 15 Bloodletters of Khorne, Bloodletters 1
    + Musician, Standard
    Composition: Core Hand Weapon; Musician Mus; Standard Bearer Std; Causes Fear; Daemonic; Immune to Psychology; Killing Blow; Magic Resistance (1)
    198 points
  • Hero
  • TH Herald of Tzeentch, Tzeentch Herald
    Composition: Hero Flaming Attacks; Hand Weapon; Locus of Tzeentch; Level 2 Wizard; Causes Fear; Daemonic; Immune to Psychology
    165 points
  • SH Herald of Slaanesh (Battle Standard Bearer), Slaanesh Herald
    Composition: Hero Always Strikes First; Armour Piercing; Hand Weapon; Locus of Slaanesh; Level 1 Wizard; Battle Standard Bearer; Causes Fear; Daemonic; Immune to Psychology
    265 points
  • Lord
  • G Keeper of Secrets, General
    Composition: Lord Always Strikes First; Armour Piercing; General; Hand Weapon; Level 4 Wizard; Causes Fear; Causes Terror; Daemonic; Immune to Psychology; Large Target
    575 points
  • Total: 2499 points



The Warriors army won the right to deploy first and set about deploying as close to the enemy as possible. We had no missile weapons (other than the Hellcannon) or wizards and I wanted to get stuck in before I lost too many troops to magic and whatever else the Daemons had to throw at me. I deployed my Exalted Hero General on a Daemonic Steed in the unit of Chaos Knights (left) and my Army Standard Bearer was another Exalted Hero, deployed with the Marauders.


Mike's Daemons took a more cautious stance - hang further back and make me march to him - all the while he could be throwing lightning and turning me into frogs with his amazing 4 spell-casters (his General and both Heralds were wizards, and in addition the Pink Horrors unit gains a magic level for every 8 models. He had 10 so that unit was a level 1 Wizard too). Mike's General was a "Bringer of Change" - Greater Daemon of Tzeentch and a Level 4 Wizard. He had further spell-casters: a Herald of Tzeentch deployed with a unit of Pink Horrors (the unit also counted as a level 1 wizard due to its numerical strength) and a Herald of Slaanesh deployed with the Daemonettes, who was also an Army standard Bearer.

Turn 1 - Warriors of Chaos

The Chaos Warriors did what Chaos Warriors do - "Advance!". With virtually no missile or magic abilities, it was vital for me to get into Hand-to-Hand combat at the earliest possible opportunity, before being ravaged by Mike's spell-casters and Flamers. The one exception was the mighty Hellcannon. It's Chaos Dwarf crew fed screaming, gibbering prisoners into the Hellcannon's vat where they were rendered down and their souls used to feed the eldritch energies of the Daemon imprisoned within the Hellcannon. However, they must have obtained this batch of prisoners from Aldi, for the Hellcannon was displeased. A "Misfire" was rolled when the Hellcannon tried to fire on the unit of Daemonettes, and the Daemon bound within turned on the Chaos Dwarfs and ate them. "Burp!".

Turn 1 - Daemons of Chaos

Mike's Daemons elected for the most part not to move in order to give the spell-casters a chance to soften up their mortal thralls with storms of arcane doohickery. The unit of Screamers was the only one that moved, flying up into the lee-side of the hill.

The expected storm of magicks washed over the Chaos Warriors:
1. The Bringer of change successfully cast "Acquiescence" on the Lancers, rendering them subject to Stupidity for the rest of the game,
  • 2. He then targeted the Lancers again with a "slashing swords of Slaanesh" spell, to no effect,
  • 3. The Herald of Tzeentch attempted an "Acquiescence" on the Marauder Flails, but was out of range,
  • 4. The Herald of Slaanesh cast a "Hunter's spear" at the Lancers, killing two,
  • 5. The Pink Horrors unit cast a "Flickering Flames of Tzeentch" on the Lancers to no effect.

Finally, the unit of Flamers unleashed fiery havoc on the Chaos Warhounds, killing 5. Bolstered by the proximity of the Warrior General, they didn't panic.

Turn 2 - Warriors of Chaos

Disaster for the Lancers - they failed their stupidity roll and only managed to stumble forwards a few paces. Otherwise, the Warriors army continued their advance, wondering what theurgical mayhem Mike's Daemons would unleash next.

Turn 2 - Daemons of Chaos

Mike's Screamers advanced, flying over the heads of the Marauder Flails, the Chaos Warriors and the Chaos Spawn near the tower, dropping a rain of Chaotic filth and causing Mayhem!. 1 Marauder, 3 Chaos Warriors and the Chaos Spawn were killed.

In the Magic phase, The Daemonic Herald of Tzeentch tried another Hunter's Spear on the Lancers, but miscast, wounding himself and killing four Pink Horrors (and thereby reducing their number below that which they count as spell-casters) The Slaanesh Herald's spell-casting attempt is dispelled, the Bringer of Change killed two Marauder Flails with a Slashing Shards of Slaanesh spell, but his Acquiescence at the same unit fails.

Turn 3 - Warriors of Chaos

Turn 3 was where things started to get nasty: Close combat began.

The Warriors of Chaos declared charges. The two Warhounds units declared charges against the Fleshhounds and Flamers, but the fear-causing abilities of the Fleshhounds caused unit CH1 to falter. The Halbardiers charged the Screamers, the Lancers (who passed their Stupidity test) charged the Bloodcrushers and the remaining Spawn charged the Pink Horrors/Herald of Tzeentch. All other units continued their advances, hoping to spill Blood for the Blood God next turn.

The Hellcannon miraculously managed to keep its composure despite still picking bits of its crew out f its teeth and was eligible to fire. It drew itself in and prepared to spout magical death at the Daemonic General, but Misfired again! The Daemonic General took 2 x S10 hits but escaped unharmed due to his Ward Save. The Hellcannon was rendered unable to fire for the rest of the game.

In Close combat, the Warhounds and Flamers killed one each of their opponents and remained locked in combat until the next turn. The Halbardiers killed two Screamers and Daemonic Instability sucked the last one back into the void. The Lancers killed a Bloodcrusher and lost one of their number in return, but won the combat. Instability causes a wound on the remaining Bloodcrusher.

In the combat between the Spawn and the Herald/Horrors unit, the Spawn took 1 wound from the Herald but no other harm was done to either side. The Spawn is unbreakable, so the combat continued next round.

Turn 3 - Daemons of Chaos

Mike decided it was time to commit his forces to the fray.

Bloodletters unit B1 charged the Marauders and Exalted Hero. The Slaanesh Steeds charged the Warriors' General and Chaos Knights. The Harpies flew in from the back lines to attack the Marauders with Flails and the Fleshhounds charged Chaos Hounds unit CH1. The other Bloodletters unit advanced on the Hellcannon, and the Daemonic General made a sneaky outflanking manoeuvre to get around to the side of the Lancers.

The Bringer of change cast a Phantasmagoria spell in order to weaken the resolve of the Warriors of Chaos (this turn, all Ld rolls are done on 3d6 but the lowest scoring die is discarded).

In close combat, no wounds were caused by the Lancers or Bloodcrushers, but Instability finished off the last Bloodcrusher leaving the Lancers free to engage new enemy. The Herald of Tzeentch caused another wound on the Chaos Spawn who in turn killed a Pink Horror. The Harpies flying charge against the Flail-wielding Marauders resulted in three dead Marauders (who had gamely passed their Fear test despite the Phantasmagoria spell) and one dead Harpy, but due to being numerically stronger and carrying a standard the combat holds for another turn. The combat between the Bloodletters and Marauders with the Exalted Hero similarly held, despite two Marauders being killed for only one Bloodletter. The Seekers and Flamers didn't fare so well - both units being decimated by the Chaos Knights and Warhounds. Revenge is had though - the Fleshhounds of Khorne easily dominated their mortal kin - six dead Chaos Warhounds Flee! from an unharmed unit of Fleshhounds who pursued, but didn't manage to keep up.

Turn 4 - Warriors of Chaos

This was a good turn for the Chaos Warriors. The General and his unit of knights charged the already engaged unit of Bloodletters. Between them, the Chaos Marauders and Daemonic Instability, 11 Bloodletters are sent back to the Warp for the loss of only 1 Marauder. The Chaos Spawn killed another Pink Horror, whilst the Hellcannon charged into the other unit of Bloodletters, taking two wounds but killing two Bloodletters in the process.

The ongoing combat between the Furies and the Marauders carried on - 1 Marauder is killed and 1 Fury disintegrates due to instability. The combat held for yet another turn.

The Routing Warhounds continued to rout, but the Halberdiers and the other Warhounds prepared to spend themselves needlessly against the Fleshhounds in a plucky attempt to stop this dangerous unit getting involved in something I'd regret; They begin a pincer movement by closing as best they can on the Fleshhounds. The Lancers, who weren't stupid again this round, attempted to line up on the Daemonic General for a charge next turn, or at least to receive his charge this turn on the front facing.

Turn 4 - Daemons of Chaos

Daemonic movement this turn is downright sneaky - the Daemonettes advanced along the back line towards the engaged Warrior General and Knights. The Fleshhounds pivoted on the spot to engage the approaching Warhounds (not a matched fight) and the Daemonic General again manoeuvred out of line-of-sight of the Lancers.

The General attempted to weaken the Lancers with a Slashing Shards spell, but to no avail. Chaos armour is good stuff! The Herald of Slaanesh in the Daemonette unit cast Acquiescence on the Ogres - Success! They too are now subject to stupidity.

The Herald of Tzeentch finally killed the Chaos Spawn, but the Hellcannon killed two more Bloodletters. The Fury vs. Marauder combat starts to swing in the Warriors favour: 3 Furies died due to wounds or instability for the loss of only one more Marauder. The Warrior General and his Knights killed the remaining Bloodletters, capturing their standard into the bargain!

Turn 5 - Warriors of Chaos

The Ogres failed their stupidity roll (let's be honest - they didn't have far to fall). The routing unit of Warhounds made it off the table counting as a destroyed unit in the Daemons favour.

The remaining Warhounds charged the Fleshhounds and were wiped out. Not quite what I'd planned - I'd hoped to tie the Fleshhounds up for a turn, not give them a hearty breakfast! The Lancers charged the Bloodletters killing 3, and the General and Knights charged the Daemonettes, as did the Marauders and Exalted Hero. The Halberdiers marched around the tower; pursuit of the Fleshhounds is pointless, but it is possible for them to capture a table quarter! The Hellcannon removes four more Bloodletters from the table, with a little help from Daemonic Instability. The Warrior General and Knights and the Hero-led Marauders prepared to engage the Daemonettes, whilst the remaining unit of Chaos Warriors marched back down the table to claim another table quarter.

Turn 5 - Daemons of Chaos

The storm of magic was abating - the Herald of Tzeentch cast "The beast cowers" against the lancers, meaning that their mounts could not attack. Other than that, no spells were cast.

The Fleshhounds charged the Ogres, causing two wounds but losing one hound in the process. The Ogres had to take a break test, but passed due to the proximity of the General and army standard.

The Daemonettes charged the Marauders and the Army Standard bearer who did as he was bound: he offered a challenge to the Herald of Slaanesh leading the Daemons. Due to a deft bit of magic item/gift choosing (icon of despair: -2 Ld, *and* Allure of Slaanesh) - my hero had to pass a Ld test if he wanted to fight: he failed!), Mike denies the Exalted Hero in the Marauders unit a chance to attack. The Marauders break and are destroyed. The Warriors standard *and* army standard captured by the Daemons!


Time was running short for us and Mike threw in the towel at this point. I doubt the outcome would have been much different if the game had lasted another turn. The Daemonettes would have caused some trouble, but there were also two uncommitted units of Chaos Knights to have some fun with so things at this stage weren't going to change much.
Due to having captured two standards, two table quarters and generally being dead killy, this result was a Solid Victory for the Mortals.
Victory to the Warriors of Chaos!

The Warriors' Tale:

I thoroughly enjoyed this game. Mike and I only manage to get together to play twice a year and it's always good fun. He was fielding the Daemons for the first time and I thought they were a very creative and beautifully-presented army. Some of the paint-jobs were breathtaking - I especially liked the Flamers. They genuinely looked aflame! A very well-based army too - full marks for presentation!

Technically, I think some of the units could have done with having a greater unit strength, but on the whole a lovely army and a great game. Thanks Mike! Can't wait until the next one!

The Warrior
          General stands victorious

The Daemon Speaks:

All credit to Dean, he fielded an excellent army and well painted and modelled too. There's a saying about fielding painted armies because they do better. I think it is true. The Warriors of Chaos fought excellently again and won the day with a Massacre. The Hellcannon model was fantastic and the cohesive painting of the units was echoed by their tactics on the field.
I was worried about Dean's heavy cavalry on the flanks, but didn't really do much to counter it. My magic didn't quite hit the spot and the other units (Flamers, light cavalry etc.) could not do much. I think all the blocks of troops performed well, but they just could not tip the combat resolution in their favour. Next time I would field bigger units. The stars were the Daemonettes and their Herald. Her magic items managed to counter the effect of the enemy Hero. If I had more time to get them into action and more of them I think they could do well. The Fleshhounds also proved useful. The Flamers made a mistake but at the end of the day, they were never going to do much in hand to had. Neither were the screamers.
So next time, I would probably increase the size of core units and drop some of the lighter troops. More Fleshhounds on the flanks would help. The magic was okay, but not enough. Perhaps a Tzeentch army is the way to go. Lots of Magic...
At the end of the day, Warriors of Chaos seem to rule the roost. They have above average Leadership and toughness and attacks, for the points. A solid choice. Putting leaders in units makes magic and shooting that much harder.
Well done to the Warriors - they deserved their win through speed and outflanking. Next time.....

The Daemon General surveys the field:

Mike overlooks
          the table

Photo gallery:

Insert table here
Chaos Warriors Advance
Chaos Warriors Advance
Daemonic Back Lines
Daemonic Back Lines
Daemonic Back Lines
Daemonic Furies, Bloodcrushers and the General
Stupid Lancers
Warriors General
Screamers Rain Death
Warrior General Advances with Warhounds
Daemonettes, Furies, Marauders and Hellcannon
Halberdiers charge Screamers
Warhounds Charge Flamers
Knights and Marauders vs Bloodletters
Lancers charge Bloodcrushers
Bloodletters vs Warrior General

Component (c) Tom Wright 2009. All rights reserved.
Component (c) 2010 Gerry Elliott. All rights reserved.
Component by Gerry Elliott is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
Component (c) Lynx7725 2009. All rights reserved.
Component by Lynx7725 is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
Component is Copyright (c) 2009 Tom Wright. All rights reserved.
Component by Tom Wright is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
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