Thursday, August 30, 2012


Some more Orcs and Goblins.





Again thank you for reading.
Today I will be linking the final models of my chaos army that finished it off. I will be following up with more dynamic pictures of the finished army together later this week. I will also be linking a sneak preview of my next army. Hope you enjoy and thank you for reading. As always feedback is welcomed

So the final model in my Warriors of Chaos army is the Hellcannon. I am so happy I waited for the fine cast model over the pewter, and anyone who built and painted the pewter model, congratulations to you! This was a pain.

Next up is my Lord of Chaos for Nurgle. I love this model so much and I'm happy to see GW step up their sculpting skills!



 Next up is Sorcerer Lord, again another fantastic model to paint.


This model is not one you can find on GW website anymore, and I for one am happy about that. This is the BSB from the old Spearhead box that came out in 2003 when the new models were presented. I have replaced the right arm (it was an arm that had a shield strapped to it and he was holding an axe)
 I took this model a step farther by using the Epidemius http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440042a&prodId=prod1630143a model and converting the chair. I added a platform to stand on and moved the chair back adding old nurgling models as needed. I used magnets so the model can be fielded on foot and by palanquin.



So there are some of the models that make up The Cookies For Chaos! again feedback is always welcome and thank you for taking the time to read this.

Sneak peak in the next project!


Thursday, August 23, 2012

WoC VS Undead 1500 points (rematch!)

WoC army list
Sorcerer lord – level 4 upgrade, Talisman of preservation, blood of Tzeentch, Mark of Tzeentch
Exalted Champion – BSB Palanquin of Nurgle, Glaive of putrification
18 Chaos Warriors – Halberds, Shields, BS, Champion, Banner of swiftness, Mark of Nurgle
10 Chosen – Halberds, Shields, Mark of nurgle
Hellcannon – my little monster :D
VC army list
Heinrich Kemmler – Chaos Tomb Blade, Cloak of Mists and Shadows, Skull Staff
Manfred Acolyte – Dark acolyte, Sword of Unholy Power.
Vampire hero – Talisman of Endurance
Zombies – 20
Grave Guard – 15 full command.
Ghouls- 30
Corpse Cart- no upgrades




Deployment left to right
WoC
Chaos Warriors, Sorcerer lord, Hellcannon, Chosen with Exalted champion
VC
Hex Wraiths, Grave guard with (special lord) attached, Gouls with Manfred and vampire thrall, Corpse cart, Zombies
Spells
WoC – Lore of Tzeentch:  Flickering Fire of Tzeentch, Baleful Transmogrification, Pandaemonium, Infernal Gatway.
VC – Heinrich, Manafred - Lore masters for lore of vampires Vampire - Lore of Death – Spirit leech

 VC Turn One
The hex wraiths used their vanguard to help them move into position to take advantage of running through units. The rest of the army advances as normal. Magic phase was pretty good for the vampire counts as the vampire thrall cast life leach empowered at my sorcerer lord however failed to roll a higher leadership, Heinrich cast raise dead with irresistible force and rolling a 10, losing 2 wizard levels and Hellish Vigour and Riase Dead spells.
 WoC Turn One
Trying to get away from the hexwraiths and into combat as fast as possible the Chaos warriors (with banner of the swift) marched 10 inches towards the ghouls. The sorcerer lord is hiding behind the warriors of chaos and chosen move up to get into passion for a flank. Shooting was fantastic as the Hellcannon dropped its dead gibbits all over the ghouls killing 9 of. Magic was a horrible flop as I rolled 1 dice for flickering flames (as I rolled I said “all I need is to not roll a one” and well... ya I rolled a one ending my magic phase.
 VC Turn Two
Incantation of Nehek raised 8 ghouls back to life, and gave vigourmortis to GG and Raised skeleton unit
The undead hordes march forward getting into position to receive the charge. The Hexwraiths run through the Chaos warriors killing 2 of them, Manfred casts winds of death (rolling a 21) I failed to stop the cast and the vortex smashed into my chaos warriors and Sorcerer lord. Thankfully no units died but the sorcerer lord was wounded once (he rolled a 1 for the hit on the chaos warriors and a 6 for my Sorcerer lord)
*Note the Hexwraths reformed to face the back of the Chaos warriors after running through them.  The movement arrow would have looked off.
 WoC Turn Two
Chaos warriors and Chosen both charge and pass their fear test. Magic was much better this turn I rolled an 12 for my channel. I cast flickering flames on the hexwraiths but sadly only killing one, Pandamonium was cast as well, and baleful transmogrification was cast on the hexwraiths but they rolled under their leadership, the chaos gods were with me for the next cast. I cast infurnal gateway On my GG unit with my general with 6 dice (not rolling a missicast!) and rolled a 26. The vampire player rolled a 25 for his dispel. The str was 6 and I got 11 hits (I wish I had reversed my rolls) reducing the grave guard down to 6 models left. Close combat went very well for the chosen (I would hope against zombies) but I lost one Chosen. The Chaos warriors were in trouble. The 2 vampires were a real threat. I used my champion as a pawn letting Manfred destroy him, I used all the attacks I could to attack the other vampire only causing one wound and killing about 6 ghouls with the rest. I lost 6 warriors in return. I lost the combat by one but passed my break test. (I’m kicking myself for forgetting to reform the chosen to face the chaos after the combat)
 VC Turn Three
I thought I had a chance until this turn, the map is crazy but keep in mind Hexwraiths are ethereal and fast cavalry, but the magic phase was great for the VC’s getting every spell he cast off. Between incantation, Vanhels Danse Macabre, Vigourmortis from Corpse Cart, *positioning is important my Chaos warriors were reduced to nothing and ran. The ghouls would have chased them down but ran into my Sorcerer Lord was in the way (I face palmed when I realized my mistake) the Skeleton warriors chased down the chaos as the Grave Guard enjoyed watching the fun. Incantation was the bane for me this fight. The ghouls never ended a VC turn under 30, the grave guard are back to full strength, and all the wounds that have been inflicted to the characters are restored.
 WoC turn Three
Not too much for this turn I decided to charge with my Hellcannon after it had misfired last turn killing 2 of the dwarves hoping to help the struggling Sorcerer lord. Magic was ok as I was able to cast Infernal gateway on the ghouls killing another 6 of them (There was some dispute on if I could cast in combat, after looking the rule book, WoC FAQ it was decided to use the spell as it is written. If you don’t know the spell it says Pick a target within 24”) I challenged the vampires and Manfred stepped up to the fight.
*As the Chaos warriors fled the might of the ghouls, Manfred locked eyes on the sorcerer lord. Bringing blade to his tongue he cut deep and drank the fresh blood from the dead littering the sands at his feet. The sorcerer lord stabbed his staff into the sand and drew a blade so black it drank in the light. Pointing the blade at the vampire he awaited the vampire. The challenge had been issued, and was accepted”
The chaos lord managed to wound Manfred once and didn’t take a wound in return. The hellcannon took 3 wounds (poisoned attacks) and crushed some ghouls (not enough to matter)
 VC Turn Four
The winds of magic were funny this whole game. Rolling a 3 for the winds of magic and having the 2 other dice from Manfred killing the Sorcerer lord in combat he was able to cast his augments keeping the reroll hits and wounds (Hellish Vigour, and Vanhels) (thankfully no first strike). The hexwraths ran across the chosen killing 2 of them and reforming to their backs. The close combat was HORRIBLE for me, the Sorcerer lord died, the hellcannon was over run and the entire army turned to face the chosen.
 WoC Turn Four
The Chosen charged and did a fair amount of damage after living through the combat of rerolled hits and wounds. My exalted champion challenged and Manfred again accepted the challenge. No wounds between the champions and I lost the combat but passed the break test.
 VC Turn Five
The rest of the army charges and magic brutal, with the sorcerer lord dead there was small chances I would stop the augment spells from flowing free…  and flow they did. First strike, reroll wounds and incantation to bring everything back. I was surprised that I had 2 chosen and my exalted champion standing firm. I rolled the break test and roll an 11 (I need 2 1’s to stay in the fight) I re rolled with the bsb rule and landed insane courage. The challenge resulted in no wounds.
 WoC Turn Four
The Chosen Charged and did a fair amount of damage after living through the combat of rerolled hits and wounds. My exalted champion challenged and Manfred again accepted the challenge. No wounds between the champions and I lost the combat but passed the break test.

WoC Turn Five
Close combat ended with the warriors dead and the champion killing Manfred in the duel!.
VC Turn Six
They killed the BSB

Aftermath.
This was the worst game I think I’ve ever played, my roles were horrable and I made some poor choices, but all in all I love this game and I’m happy the VC player (who is my younger brother) used to hate this game with a passion because he couldn’t win a game ever, well now he’s back and with a vengeance!

Note: We are planning on starting a campaign that will have a story base. I will post the stories and the battle reports that will influence the story arch greatly.
Thank you for reading if you have questions feel free to email me at Cookiesforchaos@gmail.com

Friday, August 10, 2012

Warhammer battle report. Warriors of Chaos VS Vampire counts 1000 point battle.

 Left to right
WoC: Sorcerer (general), Chaos warriors, marauders, Chaos warriors, Sorcerer, Hellcannon.
VC: Skeletons with a master Necromancer, Skeleton warriors, Corpse cart, Grave guard with a wight king

Spells
WoC: spirit leech, Purple sun, purple sun of xereus, soul blight, the caress of laniph
VC: Invocation of nehek, raise dead, vanhel's danse macabre, gaze of nagash
 Turn one VC
The undead horde advances. The master necromancer has the best magic phase I’ve ever seen casting every spell under his power. He first casts gaze of nagash (that I fail to dispel) and kills one of the Chaos warriors, next he casts un hindered vanhel’s  danse macabre to move the skeletons 2 unit farther, raising zombies in front of the marauders to slow them down, and last Invocation of nehek. Thanks to master of the dead his skeleton hordes grow.
 Turn one WoC
The marauders charge the zombies with glee as they only manage to kill about 4 of them as the rest crumbled to dust around them, this left them unable to advance making the zombies a good stalling tactic. The hell cannon targeted the center of the GG unit only to have his shot miss left killing 3 skeletons. The winds of magic were strong (9 dice) and I took a risk by trying to cast purple sun empowered and tossed 6 dice. However I rolled beyond poor (not even enough to cast the normal version).
 Turn two VC
The skeletons danced around getting into position for a devastating move with vanhels danse mecabe however the master summoner rolled a fantastic 1 1 and 2 ending the magic phase. The corpse cart and grave guard advanced as normal.
Turn two WoC
The Chaos marauders charge the grave guard, the Chaos warriors try to charge the corpse cart but must have tripped on the open ground because I rolled two 1’s for the charge… the other chaos warriors advanced to the grave guard. The chaos dwarves lose control of the hellcannon and it lurches forward 8 inches towards the undead host.
Magic phase was pure glory (note we played the spell wrong, we have been out of practice but regardless we did not let this effect our battle) I cast irresistible force purple sun (sadly forgot to say upgraded before the roll) and instead of placing the 3” blast marker over the sorcerer like you are supposed to I placed it to the left of the skeleton 1 unit and rolled a 10 for the artillery dice moving it 30”s! The destructive power ran rampant hitting the skeleton unit, Master necromancer, corpse cart, grave guard, wight king, marauders and stopping on my chaos warriors 2. The damage was 15 skeletons 10 grave guard, and 2 chaos warriors. The necromancer rolled a 2, the corpse cart rolled a 1, and the wight king a 3. The marauders all saved (I was surprised), the resulting miscast was a 10 ending the magic phase and reducing the sorcerer to a level 0.
Close combat was just as good with the grave guard being reduced to 3 units and the wight king and the marauders only losing 2.
 Turn three VC
The skeletons 1 unit backs up to keep the master necromancer out of combat. Skeleton warriors 2 get in front of the unit to further protect their master. The corpse cart charges to help the almost destroyed grave guard unit. The magic phase was another huge success for the master necromancer casting incantation of nehek and bringing more dead to play, raising 4 more skeletons for his unit, 9 for skeleton warriors 2 and a mighty 10 grave guard come back from the nothingness of the scare left by the purple sun.  This also caused the corpse cart to grant first strike to it and the grave guard, my marauders were in trouble.
Close combat was brutal the marauders were turned into fleshy mush bits and only 2 were able to escape. Seeing them defeated the VC player decided to not chase after the unit and passed both leadership tests.
 Turn three WoC
The two units of chaos warriors charge the grave guard and corpse cart but failed their fear saves (I was really missing my BSB at this point). The hellcannons shot missed again. The purple sun was tired and decided it was done causing havoc on the battlefield. The master necromancer proved more talented and dispelled all attempts to cast anything useful.
Close combat was good and bad, even though the corpse cart attacked first and I was at WS 1 from the fear I only lost 1 warrior and killed the corpse cart to over run into the skeletons flank. The other chaos warriors didn’t fare so well losing 4 warriors and the sorcerer in the challenge with the wight king. Lucky for me they held their ground.
 Turn four VC
Nothing much happened with movement and casting was dispelled. Close combat was another brutal affair as the grave guard killed all but 2 warriors of chaos and staying 1” behind them as they ran. The chaos warriors that flanked the skeleton warriors lost 9 to my warriors and another 10 to instability and losing no warriors.
 Turn four WoC
Not sure what I was thinking I moved the hellcannon 12” towards the grave guard, at the time I was thinking to get into close combat with him but after I moved I realized that I would never catch them. The warriors continue to flee and the marauders are almost to the end of the board. Close combat was another hack and slash, losing 4 skeletons and their champion in a challenge, shockingly doesn’t lose any to instability. The sorcerer gains fearsome aura for the remainder of the battle
 Turn five VC
The grave guard finish running down the warriors and use their musician to reform facing the chaos warriors. The necromancer again was unable to cast a spell. The chaos warriors finish the skeleton, but cannot do much more.
Turn five WoC
Chaos warriors charge the skeletons, and the hellcannon misses the grave guard. The sorcerer and master necromancer fight in a challenge, sorcerer is unwounded but the master necromancer almost falls.
 Turn five WoC
Chaos warriors charge the skeletons, and the hellcannon misses the grave guard. The sorcerer and master necromancer fight in a challenge, sorcerer is unwounded but the master necromancer almost falls.
 Turn six VC
The grave guard needed at least a 10 to make the charge, and that is what was rolled and sealed the game. To make matters worse the necromancer casts incantation and rases 5 skeletons and 6 grave guard. The close combat was horrible. Master necromancer hit but failed to wound the sorcerer and the sorcerer missed both attacks. Warriors killed 5 skeletons and 4 grave guard but lost 6 in return.
 Turn six WoC
No casting, couldn’t shoot, the warriors killed the skeleton unit but died to the grave guard. The sorcerer and master necromancer still dueled but couldn’t wound eachother.
End Game.
This was the first game in over 2 years for both of us so there are bound to be some rules we messed up. Feedback would be wonderful and thank you for reading. Big thanks to Battle Chronicler!