The Khorne warband, (from left to right), Spawn, Bloodletter, Chaos Champion (the Boss), Chaos Warrior, Chaos Knight, Chaos Hounds. (35 points) |
My opponent and I decided to set up according to a die roll - set up and placement being alternative and by movement stat. Models that suffered from Stupidity (the Troll) had to deploy first (house rule), we then also included the Spawn in this equation as well after some thought.
The view prior to start of the battle. Tzeentch on left, Khorne on right of photo. |
Tzeentch set up. (From left to right) Marauder Horsemen, Chaos Champion (the Boss), Chaos Troll, 2 units of 4 beastmen (though one is out of shot) |
Khorne set up. (From left to right) Chaos Spawn, 3 Chaos Hounds, 1 Chaos Knight, Chaos Champion (the Boss), Chaos Warrior, Bloodletter |
Turn 2 (Tzeentch): The curse begins. Horsemen fail their fear test and won't charge home. Tzeentch Champion worries about the outcome and hesitates. |
Turn 2 (Tzeentch), the Chaos Troll suffers a bought of Stupidity and stands still. The Beastmen fail to charge. Not good. |
Turn 2 (Khorne): Prior to all out Khorne attack. |
Turn 2 (Khorne): Chaos Warrior and Bloodletter charge. Horsemen hold their ground and refuse to flee. |
Turn 2 (Khorne): Spawn and Troll exchange blows. Spawn badly mauled (2 out of 3 wounds lost). The Troll fails to regenerate and has taken 1 wound. Battle remains locked. |
The story of a number of turns. Both Champions unable to hit, wound or when they did, easily made their armour saves. |
Another long term struggle. The lone Chaos Warrior fought 3 Horsemen, outnumbered and flanked, but he refused to surrender. |
Turn 3 (Tzeentch): The Beastmen charge the Chaos Hounds and Knight. Troll and Spawn continue the battle. |
Turn 3 (Khorne): Battle commences anew. |
Turn 3 (Khorne): The Chaos Troll is dead. Fails to regenerate, it dies still wondering if Spawn tasted like chicken! |
Turn 3 (Khorne): The Chaos Toll looses the battle with the Spawn. Yet the Beastmen destroy 2 Hounds, |
Turn 3 (Khorne): The remaining Hound and the Knight flee the lost combat. Chaos Warrior kills two of the Horsemen. The Champions continue to struggle against each other. |
Turn 4 (Khorne): The Spawn engages the Beastmen. |
Turn 4 (Khorne): The Beastment pulled of a victory, managing to inflict the one wound needed to kill the Spawn, Loosing only one Beastmen in the bargain. |
Turn 4 (Khorne): The Chaos Warrior finally kills the last Horseman. |
Turn 5 (Tzeentch): Locked in battle the Champions struggle to gain an upper hand. The Chaos Knight rallies and comes back to the fray. |
Turn 5 (Khorne): The beginning of the end of Tzeentch. The Tzeentch Champion finally takes a wound at the hands of the Khorne Champion. |
Turn 5 (Khorne): The Chaos Knight starts the road to destruction of the Beastmen. |
Turn 6 (Khorne): Beastmen on the run, the end is neigh. |
Turn 7 (Tzeentch): The Khorne Champion follows up the last turns wound and deals the death blow. Game over. |
End Result:
Khorne Warband (6 Favour Points - playing a battle [2], taking out a hero [2] and winning battle [2])
Khorne gains a Collar of Khorne - Magic Resistance 2.
What we found out at the end was that our champions actually started with a roll on their prospective god. Silly us, it could have made a difference. So in hindsight the Tzeentch Champion gained +1 Initiative, the Khorne Champion gained