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The great battle is nearly upon us... ...and has concluded.

The game is done. The odds were stacked against the proud Dawi-Zharr, but their faith in the Father of Darkness was rewarded. Hashut wins the day, and by a pretty substantial margin.

I didn't take notes for a proper battle report (I find that it breaks the flow of the game and diminishes the fun), but I can provide a short summary and analysis.

Here were the spells generated.
Warriors of Chaos: @Mrs. NIGHTBRINGER could have had all my favourite spells but decided not to trade for Hysterical Frenzy. Still, a solid lineup with the two best spells in the lore (Acquiescence and Cacophonic Choir). That Chaos Familiar granting the fifth spell really comes in handy.
PXL_20260424_180424505.MP.jpg

Chaos Dwarfs: My roll for my Sorcerer-Prophet could have been better. Traded in Aspect of the Dreadknight (the shittiest spell in the lore) for the Spirit Leech signature spell. My remaining rolls were Fate of Bjuna and a double roll of Caress of Lanph. That left me with a choice of one of Soulblight, Doom and Darkness or Purple Sun (a painful choice, as they, alongside Spirit Leech are the best in the lore). I really wanted Soulblight, but decided on the Purple Sun as a counter to the Trollstar. My level one rolled Final Transmutation, which I swapped for Searing Doom (anti-Skullcrusher spell).PXL_20260424_180439606.jpg


The Chaos Dwarfs finished deploying first and were able to win the roll off for first turn. A fair bit of model representation (like a Stegadon masquerading as a Chimera for instance :p ) and a few empty bases as place holders , but here is the battlefield at the start of the game...
PXL_20260424_180501805.jpg

My deployment was simple. Castle in the corner, in order to avoid being picked apart by the far quicker opposition. I know that she has to come to me because I hold the ranged advantage.
PXL_20260424_180523960.jpg



Keys to victory:
➜Took down the Daemon Prince in Turn Two. The single biggest turning point of the game. The DP was by far the most dangerous threat on either side of the board.
➜generally had greater favour shown by the dice gods (really felt sorry for @Mrs. NIGHTBRINGER at times)
➜the Magma Cannon never missed! Solid and reliable.
➜despite not enjoying the lore of death, it proved why it is considered by many to be the best lore in the game
➜even before the death of the DP, I simply got more utility out of the magic phase than @Mrs. NIGHTBRINGER . The magic phase is usually my best phase tactically.
➜my two Hobgoblin Khans were worth their weight in gold. Both dying honourable deaths as the lesser races should. One diverted the Trollstar badly and the other did the same to a unit of Skullcrushers. Buying me crucial time.
➜a combined and sustained depletion of the Trollstar until it could be safely handled with a multi-unit charge
➜I survived not one but two miscasts. One of them being a close call where my Sorcerer-Prophet was a single dice roll away from being sucked into the warp! Dice gods to the rescue; better lucky than good as they say!


The Death of the Daemon Prince
turn 1, he was hit with Spirit Leech, which @Mrs. NIGHTBRINGER let through. It caused one wound, which we assumed wasn't stopped by the charm shield because it was an auto wound and not a hit (charmed shield discounts the first hit on a 2+). Hope we played that right, but in the end it ended up better for the DP (see below). The would ignores armour and was not saved by the DP's 5+ ward. The DP is sitting on 3 wounds remaining.
➜turn 1, tried to hit the DP with the Deathshrieker Rocket, simply to strip the Charmed Shield save off of him. The Deathshrieker misfired (which it loved doing this game), but was okay (for now).
➜turn 1, even though the DP still had it's charmed shield, I took a potshot at it with the Hellcannon. Direct hit @S10, multiple wounds D6. The charmed shield kicked in and @Mrs. NIGHTBRINGER saved it. We rolled some dice to see what would happened, and if the 5 point charmed shield hadn't done it's thing the DP would have died there and then!
➜turn 1, the DP retreats but to a position that I thought was tactically poor. This allowed me to follow with my Sorcerer-Prophet, staying out of the DP's line of sight, but keeping it in my front arc and putting me in a perfect position right near the flank of the TrollStar. It was a perfectly safe position (in the eye of the storm if you will) for my Sorcerer-Prophet and put him into prime position to harass the two biggest opposing threats
➜turn 2, the dice gods really intervene. Rolled Spirit Leech on the DP again, which was successfully cast. I end up with ld10 + 6 to the DP's ld9 + 1. 6 wounds, ignoring armour. Here were @Mrs. NIGHTBRINGER 's ward save attempts...

PXL_20260424_191647744.jpg

The DP king is dead. The most dangerous combat threat is gone. The opposing magic phase is gone. The general is gone, but Throgg's secondary leadership bubble did prove useful. With the DP gone my K'daai Destroyer is now much more free to cause havoc. I had deliberately played him very safe and cautiously up until this point.


The Death of the Trollstar
➜the Trollstar was slowly whittled down throughout the game. The magma cannon hit is several times, stripping off wounds and models. My Bale Taurus which flanked it, as described above, successfully put a prime breath weapon on it.
➜the Hobgoblin Khan parked in front of it, was charged, fled, was caught, but put the charging Trolls through the Scree Slope terrain piece, which caused a few more dangerous terrain wounds. More importantly, the Trollstar was angled off harmlessly and had to waste time in future turns repositioning.
➜my Bale Taurus riding Sorcerer-Prophet was able to put a Purple Sun through the already depleted Trolls. Killing off 7 models. Followed by another successful salvo by my laser guided Magma Cannon
➜A couple wounds are stripped off of Throgg with some death sniping
@Mrs. NIGHTBRINGER was in a tough position, with my K'daai Destroyer (after causing mayhem elsewhere and coming around the hill) presenting her with the only viable option to charge or do much of anything else. If she doesn't charge, I continue hitting the trolls with death magic and the magma cannon. Unfortunately for her, by this point there weren't enough Trolls to threaten the K'daai Destroyer (which point for point is a terrible matchup for them, which is why I had brought him back around to this side of the field). Despite being charged in the flank the K'daai Destroyer won combat easily, and killed a few more trolls. The Trolls hold.
➜finally, I decide the time is right to finish off the Trollstar unit by charging their rear flank with my Bale Taurus Sorcerer-Prophet and in the front with my Hellcannon. These two alongside of the already engaged Destroyer finally wipe out the Trolls

The amount of damage the Trollstar took before finally being vanquished was staggering. A careful and sustained assault from a distance and keeping out of their charge arc until they were not longer a major threat. A significant portion of my army needed to work in coordination to take them down safely.


The Dawi-Zharr's key preformers:
➜Sorcerer-Prophet on Bale Taurus - killed the DP via magic. Badly damaged the trollstar with magic, breath weapon and a rear charge many turns later. An 18" leadership 10 bubble is grand!
➜magma cannon. Never misfired. Never missed. Killed trolls each and every turn. Laser focused on the Trolls the entire game.
➜K'daai Destroyer - killed a unit of hounds, a rogue misplaced Chimera, some Skullcrushers via a rear charge and finally helped finish off the Trollstar. It never failed it's burning bright toughness test. Never frenzy charged when it shouldn't. Wasn't even wounded throughout the game because it was never put in a position where something threatening could put a hurt on it.
➜Hobgoblin Khans - those two redirections (Trolls and Skullcrushers) were game changing. Buying time and setting up multi-unit counter charges. Unsung heroes!

The Dawi-Zharr's lemon award:
➜The Deathshrieker Rocket Launcher - the Magma Cannon never failed to hit, while the Deathshrieker never made a hit. All it did was miss and misfire. It was either 2 or 3 misfires, the last of which killed it outright!


Here is the state of the battlefield at the top of each of the turns:
Turn 2
PXL_20260424_185959159.jpg
Turn 3
PXL_20260424_200309393.jpg
Turn 4
PXL_20260424_205644045.jpg
Turn 5
PXL_20260424_214809247.jpg
Turn 6
PXL_20260424_220550109.jpg
 
Lastly, here is what remained on the battlefield by the end of turn 6 (ignoring the pile of Infernal Guard in the bottom right corner, as they are casualties):

PXL_20260424_223200436.jpg

The Dawi-Zharr forces converging on the sole WoC Exalted Hero, who survives the game with one wound remaining. And unit warhounds in the top left corner enjoying their best lives. They were never targeted (besides the one time I fired my Deathshrieker at them in a vain attempt to table the opposing force, misfiring and destroying the warmachine in the process) and never got engaged.

And lastly, @Mrs. NIGHTBRINGER 's favourite part of the process, a post game delicious treat. Some artisan super donuts!
PXL_20260424_231209558.jpg
 
Ouch! Great report on stopping the dreaded trollstar! That and handling the DP so easily is a salute from me. Luck was your copilot but obviously you know the weaknesses of the army and that helps. Hope that Mrs. Nightbringer had fun as well, losing ones general so early can really put a damper on a game.
 
Great report on stopping the dreaded trollstar!
Thank you. It was surprising to see just how resilient that unit was. I knew they were tough, but nearly everything they were hit by bypassed their regeneration save: breath weapon (flaming attack, ignores regen), magma cannon (flaming attack, ignores regen and does multiple wounds (d3)), Purple Sun (ignores all saves, targets their initiative of 1, kills models outright).

It took so long to bring that unit down.

That and handling the DP so easily is a salute from me. Luck was your copilot but obviously you know the weaknesses of the army and that helps.
In the end the dice gods decide. The best we can do is set things up in such a way that the mathematical odds fall in our favour and hope for the best.

I knew the DP posed the greatest threat, so I focused a lot of attention on it. Had I have failed in my efforts to bring him down, I might have been penalized for that allotment of that focus. Lucky for me, Hashut provides!

Hope that Mrs. Nightbringer had fun as well, losing ones general so early can really put a damper on a game.
She said it was a good game. Of course, she only really plays because I enjoy it; she isn't a huge gamer herself. She liked the fact that the list was setup for her, because she hates list-building and game setup. All the units were waiting for her in the morning, ready to go.

The donuts were a hit though! :)
 
Thank you. It was surprising to see just how resilient that unit was. I knew they were tough, but nearly everything they were hit by bypassed their regeneration save: breath weapon (flaming attack, ignores regen), magma cannon (flaming attack, ignores regen and does multiple wounds (d3)), Purple Sun (ignores all saves, targets their initiative of 1, kills models outright).

It took so long to bring that unit down.


In the end the dice gods decide. The best we can do is set things up in such a way that the mathematical odds fall in our favour and hope for the best.

I knew the DP posed the greatest threat, so I focused a lot of attention on it. Had I have failed in my efforts to bring him down, I might have been penalized for that allotment of that focus. Lucky for me, Hashut provides!


She said it was a good game. Of course, she only really plays because I enjoy it; she isn't a huge gamer herself. She liked the fact that the list was setup for her, because she hates list-building and game setup. All the units were waiting for her in the morning, ready to go.

The donuts were a hit though! :)
That is definitely a keeper! My Mrs. isn't a gamer anymore, she tried but sadly wasn't for her. Trolls are strange in my experience, super strong for me but fragile for my friends. My greenskins use them a lot but I stopped upgrading them. Was still amazing how much damage they absorbed.
 
Trolls are strange in my experience, super strong for me but fragile for my friends. My greenskins use them a lot but I stopped upgrading them. Was still amazing how much damage they absorbed.
If their stupidity can be managed, they are point for point one of the very best units in the entire game... as proved by their final standing in the The BEST close combat units in all of Warhammer tourney results.

And then proven once again here: https://lustria-online.com/threads/...nurgle-cw-vs-khorne-cw-vs-chaos-trolls.27242/

That is definitely a keeper!
I know it!
 
I had what I think could be a rather interesting idea for our next game (we only play 1-2 times a year, so it might be a while). We flip the armies. I'll play my WoC list against the very list that just defeated it. @Mrs. NIGHTBRINGER will go into the game knowing exactly which units and tactics I used to exploit WoC list. No changes at all, by either side. Same models, units and magic lores.

What do you guys think? @BrotherSutek , @Killer Angel , @Imrahil
 
I had what I think could be a rather interesting idea for our next game (we only play 1-2 times a year, so it might be a while). We flip the armies. I'll play my WoC list against the very list that just defeated it. @Mrs. NIGHTBRINGER will go into the game knowing exactly which units and tactics I used to exploit WoC list. No changes at all, by either side. Same models, units and magic lores.

What do you guys think? @BrotherSutek , @Killer Angel , @Imrahil
I think it's great, it's one of the ideas my old club had when people complained about armies being too strong. If you were willing to trade places then it might just be strong and not broken. If the Mrs is knowledgeable about how the army is played then it's a great idea.
 
I had what I think could be a rather interesting idea for our next game (we only play 1-2 times a year, so it might be a while). We flip the armies. I'll play my WoC list against the very list that just defeated it. @Mrs. NIGHTBRINGER will go into the game knowing exactly which units and tactics I used to exploit WoC list. No changes at all, by either side. Same models, units and magic lores.

What do you guys think? @BrotherSutek , @Killer Angel , @Imrahil

I missed the batrep, i will read it carefully later.
The idea to shitf the armies is cool, but also "dangerous". A loss under such starting conditions could damage the gaming morale of your spouse. :p

(but of course, given that @Mrs. NIGHTBRINGER plays mostly for your enjoyment, that shouldn't really be an issue)
 
I missed the batrep, i will read it carefully later.
The idea to shitf the armies is cool, but also "dangerous". A loss under such starting conditions could damage the gaming morale of your spouse. :p

(but of course, given that @Mrs. NIGHTBRINGER plays mostly for your enjoyment, that shouldn't really be an issue)

This would be my main concern as well, otherwise a good idea.

Grrr, !mrahil
 
I think it's great, it's one of the ideas my old club had when people complained about armies being too strong. If you were willing to trade places then it might just be strong and not broken.
That's a good thing to implement in a club. Nobody can (legitimately) complain then.


The idea to shitf the armies is cool, but also "dangerous". A loss under such starting conditions could damage the gaming morale of your spouse. :p

This would be my main concern as well, otherwise a good idea.
I hadn't considered that angle but it's a fair point that must be considered. Is the risk offset by the fact that it alleviates the burden of list-building off of @Mrs. NIGHTBRINGER ? Plus, at the end of the day it is a stronger list than she would normally design and field on her own. She normally fields Wood Elves, which although a very potent army, I personally feel that they don't mesh with her playstyle. Wood Elves are an ultra finesse army. When played in a WoC-style against WoC, they don't fare too well.

I've been trying to balance our games a bit, in the past conceding a 750 point lead... this is the newest iteration. The question is, is it a good idea?

This is probably true...
(but of course, given that @Mrs. NIGHTBRINGER plays mostly for your enjoyment, that shouldn't really be an issue)
:)


I will take it under consideration and run it by @Mrs. NIGHTBRINGER .
 
That's a good thing to implement in a club. Nobody can (legitimately) complain then.





I hadn't considered that angle but it's a fair point that must be considered. Is the risk offset by the fact that it alleviates the burden of list-building off of @Mrs. NIGHTBRINGER ? Plus, at the end of the day it is a stronger list than she would normally design and field on her own. She normally fields Wood Elves, which although a very potent army, I personally feel that they don't mesh with her playstyle. Wood Elves are an ultra finesse army. When played in a WoC-style against WoC, they don't fare too well.

I've been trying to balance our games a bit, in the past conceding a 750 point lead... this is the newest iteration. The question is, is it a good idea?

This is probably true...

:)


I will take it under consideration and run it by @Mrs. NIGHTBRINGER .
The fact that she plays Wood Elves makes me like her already. I recently played mine against Beastmen in a 7th edition game and had a blast! I even changed my normal evasion list to be more fighty, it was fun but not my normal fun.
 
The fact that she plays Wood Elves makes me like her already. I recently played mine against Beastmen in a 7th edition game and had a blast! I even changed my normal evasion list to be more fighty, it was fun but not my normal fun.
They are a really neat army, with a beautiful aesthetic. They're also pretty interesting in the fact that play differently than most other armies. Not an easy army to master and unforgiving in terms of tactical errors but a powerful force in the hands of a skilled general.

She picked it based on the model range. Game-wise, I think she would have benefitted from an easier army to play. Her second favourite army were the Dwarfs, which probably would have suited her more.
 
That's a good thing to implement in a club. Nobody can (legitimately) complain then.





I hadn't considered that angle but it's a fair point that must be considered. Is the risk offset by the fact that it alleviates the burden of list-building off of @Mrs. NIGHTBRINGER ? Plus, at the end of the day it is a stronger list than she would normally design and field on her own. She normally fields Wood Elves, which although a very potent army, I personally feel that they don't mesh with her playstyle. Wood Elves are an ultra finesse army. When played in a WoC-style against WoC, they don't fare too well.

How about YOU play wood elves vs WoC played by your wife?
 
That would interesting, but potentially she would like to play here beloved Wood Elves if they are on the table ;)

Grrr, !mrahil
Do it! Go full evasion with four units of four warhawk riders and two full unit's of waywatchers! Multiple eagle mounted characters and a big bus of wild riders and and and... I'm going to sit down now.
 
How about YOU play wood elves vs WoC played by your wife?
Funnily enough, I have suggested that to @Mrs. NIGHTBRINGER in the past, but at the time she wasn't interested because she is less familiar with my armies. This was actually the first game in which she fully abandoned her Wood Elves (in the past we played combo armies, comprised of two armies, one of which was always Wood Elves for @Mrs. NIGHTBRINGER ).

It's definitely a possibility, but it does have one major downside. We don't play very often, and I too want to play with my toys. Fielding Wood Elves does not bring me the same joy as when I put my beloved Chaos Dwarfs or Warriors of Chaos on the board. You know how it is, we all develop an affinity to our armies. I want to lead the followers of Hashut to victory, not some pointy eared forest hippies! ;)

That's said, I wouldn't be surprised if we end up playing a game like that.

That would interesting, but potentially she would like to play here beloved Wood Elves if they are on the table ;)

Grrr, !mrahil
This is true. She likes her Wood Elves much more than any of my armies. Maybe if I had vanilla Dwarfs (her second favourite army), she would be more open to it.


Do it! Go full evasion with four units of four warhawk riders and two full unit's of waywatchers! Multiple eagle mounted characters and a big bus of wild riders and and and... I'm going to sit down now.
I've never put together a Wood Elves army list, but I'm sure it would heavily feature Wild Riders, Waywatchers and Great Eagles. Those are the units I think are the best on the Wood Elf roster.

In terms of Glade Guard, you can't go wrong with poisoned attacks; while the arrows that ignore shooting modifiers are pretty good at clearing chaff.
 
That's true, but we're flipping the script this time. In past years I gave her a points advantage to help offset my superior army list, but to no avail. It was an absolute massacre in my favour. So instead of a points lead, why not give her the very thing that was her undoing in the past. She will field MY army with MY army list. But not just any army or any army list, but my very best Warriors of Chaos army list. My super optimized power list. My own, my precious.

I won't lie, it feels odd facing my beloved list. It's my baby. Every last point lovingly scrutinized, analyzed and carefully allocated. However, it should be fun little exercise and I can see how the list works from the opposite side of the battlefield. Maybe I can find a few holes in it to exploit. Plus, she is due a victory. Closest she has come was a draw she managed against my Tomb Kings the very first time I fielded them.

I've often thought to myself that I really couldn't think of a good counter list against my beloved WoC monster mash list and I still hold this to be true. Don't get me wrong, I can come up with a WoC counter to my WoC monster mash list, but my other three armies are much more problematic. Since I don't really like mirror matchups (WoC vs WoC would be kind of boring), I have to figure out a way to take on my super list with either my:
-Tomb Kings
-or Lizardmen
-or Chaos Dwarfs

I can straight up eliminate the Tomb Kings. No matter what I field they would be absolutely folded by my WoC list (barring severe intervention by the dice gods). The Tomb Kings are simply too weak, but not only that, the WoC are a terrible matchup in my opinion. DE and HE are arguably just as potent as the WoC, but the TK would at least fare better (though not great) against either of them.

So that leaves me with either my Lizardmen or my Chaos Dwarfs. Each have their pros and cons. While both are sub-WoC, they can at least threaten the WoC in certain phases of the game. The Slann can dominate the magic phase, while I brew up an Oldblood Cowboy to keep the Daemon Prince honest. Salamanders are a nice touch against the Trollstar. Although not optimal, I might be able to find some uses for Kroxigors. On the flip side, the Chaos Dwarfs would enjoy a huge shooting advantage (for as long as I can keep the WoC off them). Magma cannons are ideal against the trollstar, while Deathshriekers and hellcannons could take pot shots at the DP in an attempt to cut the head off the snake. I should be able to generate a slight magic phase advantage, but not to the degree that a Slann would.

Both armies suffer in terms of core tax when compared to the core trolls of the WoC; nothing can be done there. And both armies would be at a severe movement disadvantage against my super speedy WoC list. And we all know where the close combat advantage will lie.

If I go Lizardmen, then my Slann will definitely have Focus of Mystery. If I go Chaos Dwarfs, then I'll give up my usual lore of Hashut on my Sorcerer-Prophet for the lore of death (which I don't like playing, but I need the firepower).

Knowing me, I'll probably field my Chaos Dwarfs. Probably.

Against WoC I would field.......... Orcs and Goblins. Lots of Orcs and Goblins. ALL of the Orcs and Goblins. :meh:

Why? For the LoLs. I'm not going to win, I just want to make my opponent laugh at Orcish antics and maybe try to make my own Trollstar to counter yours. Also rock lobbers are hilariously funny, and I have 2 Wyverns. :wacky:

...well that and my Beastmen army is only about 1200 points.
 
and maybe try to make my own Trollstar to counter yours.
It is possible, but the WoC have the advantage that Trogg can support them and take trolls out of core. It would be a funny battle though!

Of course, you've got access to some very good core in the form of Savage Orc Big'uns!

Against WoC I would field.......... Orcs and Goblins. Lots of Orcs and Goblins. ALL of the Orcs and Goblins. :meh:

Why? For the LoLs. I'm not going to win, I just want to make my opponent laugh at Orcish antics and maybe try to make my own Trollstar to counter yours. Also rock lobbers are hilariously funny, and I have 2 Wyverns. :wacky:

...well that and my Beastmen army is only about 1200 points.
O&G are a fun army. It's never a boring game with O&Gs!
 
Against WoC I would field.......... Orcs and Goblins. Lots of Orcs and Goblins. ALL of the Orcs and Goblins. :meh:

Why? For the LoLs. I'm not going to win, I just want to make my opponent laugh at Orcish antics and maybe try to make my own Trollstar to counter yours. Also rock lobbers are hilariously funny, and I have 2 Wyverns. :wacky:

...well that and my Beastmen army is only about 1200 points.
Also trolls and doom divers! I love using pump wagons with the no armor save upgrade and make sure they hit the hardest armored unit. The banner of poison with gobbo archers and squigs also do a number on your opponents. I'm actually painting a wyvern warboss right now, I'm supposed to be working on other armies but he was calling to me.
 
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