TOW 2000 vs Chaos

Discussion in 'Battle Reports' started by discomute, Nov 7, 2024 at 11:53 AM.

  1. discomute
    Bastiladon

    discomute Well-Known Member

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    Trophy Points:
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    ===
    Aeontezin's Guard [1499 pts]
    Warhammer: The Old World, Lizardmen
    ===

    ++ Characters [700 pts] ++

    Aeontezin (Old Blood) [248 pts]
    - Hand weapon
    - Heavy armour (Scaly skin)
    - General
    - Cold-One
    - Biting Blade
    - Bedazzling Helm
    - Horned One
    - Charmed Shield

    Saurus Scar-Veteran [339 pts]
    - Great weapon
    - Heavy armour (Scaly skin)
    - Battle Standard Bearer
    - Carnosaur
    - Armour of Meteoric Iron
    - Talisman of Protection

    Skink Chief [113 pts]
    - Javelin
    - Light armour (Calloused hide)
    - Terradon
    - Ruby Ring of Ruin
    - Charmed Shield

    ++ Core Units [428 pts] ++

    19 Saurus Warriors [318 pts]
    - Thrusting spears
    - Shields
    - Heavy armour (Scaly skin)
    - Shieldwall
    - Spawn Leader (champion)
    - Standard bearer

    10 Skink Skirmishers [60 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)
    - Scouts

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    ++ Special Units [371 pts] ++

    4 Kroxigors [196 pts]
    - Great weapons
    - Heavy armour (Scaly skin)

    Bastiladon [175 pts]
    - Hand weapons
    - Javelins
    - Thunderous bludgeon
    - Solar Engine

    ---
    He had
    - lord on a manticore with lance mark of Nurgle
    - level 2 mark on Tzeentch sorcerer (conveyance, pillar of fire, chaos MM)
    - group of chaos warriors with mark of tzeentch
    - another group of khorne warriors with additional hand weapons
    - 5 knights
    - 5 knights
    - chariot
    - chariot

    I actually prepared a list with no wizards and no monsters (temple guard) as I thought my opponent was limited by his new models. When I saw his army I swapped it to try to make it even.

    Deployment Turn 1
    20241107_174049.jpg

    My scouts don't have a good place to deploy which is annoying. I'm not certain how I feel about set up. My bastiladon and hero are hoping to damage those knights enough their charge into the bastiladon won't be an issue. 2 models should do it, 1 either way will be massive for combat. I want to bait a charge from the warriors with the skinks so my krox can strike at the same time (init 4 brutal) and Aeontezin should help up the side with his manoeuvrability. But I feel I'm outnumbered here against equal quality troops.

    I really want turn 1 for the shooting but miss it and he goes first and moves up. His miscasts on his first turn (conveyance) so no more shooting this turn.

    I give up on being fancy with the scouts but they'll get two rounds of javelins off, and they take a knight down.

    Both bound spells are cast but some mediocre rolls means only one knight dies. I think 4 knights will be enough to kill the bastiladon.

    The chaos lord gives the carno a chance to charge and the carno makes it. We have a monster mash in the middle!! No one can hurt anyone but thanks to BSB we win combat and they GG.


    Turn 2
    20241107_180815.jpg
    His knights charge and kill my bastiladon and pursue off the table.

    His other knights charge the scouts and another dies, they wipe them out but only pursue a few inches. I had expected them to be off the table but I realise this might benefit me as Aeontezin is in range to charge

    The carnosaur starts to get the better of their general, although WS7 and mark of Nurgle means the carnosaur can't hit (5+ and reroll 6's) but scar vet is doing the wounds, he gets a few through to one back and his Lord FBIGO.

    On my turn Aeontezin on his horned one rolls terribly but takes another down, and the knights GG.

    The scarvet does a few wounds to taking one back. The chaos lord breaks (overall tally 5-2).

    I'm very conifident at this point, I actually worry I made my list too good. The carnosaur will easily best the manticore who is probably off the table or caught. The manticore is not the carnosaurs equal and the lord had minimal magic items.

    But the carnosaur misses pursuit by an inch, and suddenly I realise this is more precarious than it seems...

    Turn 3
    20241107_183922.jpg
    I desperately want either his general to fail the rally or for the manticore to get frenzy so it has to charge the carnosaur. Both leaderships are passed and over the carnosaurs head the manticore flies, ready to crush infantry while the carnosaur is completely out of position. His frenzied warriors charge the skinks who flee. Since he rolls a 6 (damn damn damn!) I'm boned here, as the krox are 2" away and can charge but will still strike last. I should have measured that better. His left chariot wants to charge the Kroxigor in the flanks, his knights move up and as does his right chariot.

    He successfully casts a few spells (he'd had shocking luck up to this point with magic)

    Aeontezin kills all knights, restrains and now has the chariots rear (he didn't think of this) for next turn.
    20241107_184851.jpg

    On my turn pillar of fire kills a few Saurus. My terradon harries the knights with javelin and RRR. Skinks fail rally. The Kroxigor charge the chaos warriors despite my better judgement, the knights are about to arrive so I really have to. I'm hoping to take 5 wounds or less to have a fighting chance, but unfortunately I take 6. The krox have two units left and manage to FBIGO.

    Aeontezin rear charges the chariot and nearly takes it out but just can't. It FBIGO, I follow up, chariot is likely dead next turn.

    The Saurus pull off a 9 inch charge and kill the sorcerer, win combat convincingly and the chaos warriors FBIGO but it's not enough to prevent the rear charge from the manticore next turn.

    Turn 4
    20241107_190723.jpg

    The knights charge the Kroxigor, the Kroxigor are dead

    The manticore charges the Saurus, a few survive but are run down.

    Aeontezin at least kills that chariot.

    20241107_192213.jpg

    My turn - how things have changed! I thought this was too one sided but now it will be uphill to win. My carnosaur probably won't fight again,it charges the chariot and the chariot flees. I take the only path I can see and charge with Aeontezin into the warrior unit..I think my maths has me winning by 1-2 so I'm staking the game on winning, breaking the chaos warriors with a lucky roll, Aeontezin running them down and getting into combat with the knights, and winning that. I roll badly in combat, killing 1 and they win combat by 1 and Aeontezin GG.

    Turn 5
    20241107_192828.jpg

    My hopes are still slim, he's ahead on VPs and can avoid my carnosaur with big units. I might get some infantry or a chariot if I'm lucky. Another turn will be big.

    I want a frenzy on the manticore and don't get it, although suddenly the Chaos Lord just can't help himself and charges the carnosaur! My opponent later said he wasn't interested in flying around avoiding combat and stalling for a win in a friendly, he wanted to see what would happen. Very chaos!

    We start combat at Aeontezin and suddenly my rolling dice goes appallingly and, not only can I fail to hit, he does 2 wounds again me and I snake eye the 2+ saves! Then I decide.
    to roll high for the break and I'm fleeing! But he can't be caught and hopefully will rally.

    Combat goes better for the scar vet, although we take a wound the carnosaur finally slips one through and d3=2 leaving the manticore on 1 wound. The scar vet does two wounds but one gets saved on 5+ armour and other on (big roll) 5+ ward. We cop another wound from stomp. The stomp attacks from the carnosaur does 2 wounds, one gets stopped on armour but the final ward (big roll) doesn't save and the manticore is dead.

    On my turn Aeontezin rallies and stands to the side of the knorne unit so they'll flee over him for more damage. The carnosaur flank charges his knorne unit. The carnosaur wins, they FBIGO and is now fighting 4. The carnosaur follows up.

    The RRR is doing nothing! Drop rocks kills 1 knight.

    Turn 6
    20241107_194333.jpg

    We go into turn 6, his knorne unit is wiped out in his turn. My carnosaur overruns and reforms.

    In my turn both Aeontezin and Carno charge the chariot which flees. My terradon finally gets RRR off which kills 2, so the knights are under 25%.

    This is how the game ends!

    Learning and Recap

    What a fun game! Really went back and forth and I think the lists were balanced enough. A simple sword of might on his Lord would have gone far.

    It went back and forth all game. Without my opponents final charge with the manticore it would have been a different result. Still, I would have had a chance to come back as I think I could catch a unit or chariot. End results were 1200-850 but it definitely feels more like a draw given any tournament game no way my opponent charges there. Finally - we thought we played 7 turns but I'm sure on this recap it was 6. We rolled for it so I guess supposed to do one more, probably to my benefit as I don't think anything could stop the carnosaur short of a chariot charge.

    My set up was poor too I think, I didn't place terrain in the middle where my scouts would benefit and my Kroxigor were had 4 good targets (cav and chariots) instead got into combat with probably their worst option. I love having the Krox but I need to work with them, they can't be head on taking down elite infantry units.

    Luck was even I think. He has really bad luck at the start with his magic, which should have been going off with impunity. In the middle of the game my combat suddenly went quite bad but then it turned around in the final monster showdown.

    I ran everyone's favourite RRR/terradon but I still think it's not a good use of points. Admittedly there were no war machines or archers to harrass. It's not terrible but I don't find it particularly fun or particularly useful.
     
    Last edited: Nov 7, 2024 at 9:41 PM

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