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DoT vs Ironjawz


Slave2Chaos

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Well I got absolutely rolled tonight by an all brute iron jaw army at 1500 points. He had
Chanter
Weird Nob
Mega Boss
15 brutes
10 brutes
5 brutes
Iron first battalion.

General was the 15man brute 7 wound boss with something that gave +1 to hit. Mega boss had a talisman to ignore mortal wounds.

My List

Ogroid Thaumaturge (160)
Tzaangor Shaman (120)
Lord Of Change (300)
20 x Tzaangors (360)
10 x Pink Horrors Of Tzeentch (140)
3 x Tzaangor Skyfires (160)
3 x Tzaangor Skyfires (160)
10 x Blue Horrors Of Tzeentch (50)
10 x Brimstone Horrors Of Tzeentch (40)

 

Total: 1490/1500

We rolled take and hold.

He gave me first tun and I move up my gor on one flank and my discs on the other to try and chip away some wounds. Killed nothing.

Destiny dice = one 5. Three 1s. Couple 2-3-4, no 6s.

I tried to keepeverything back to avoid his turn one charge.
He got the double turn and took most everything off.

MVPs - my gor and ogroid typed up and held their own vs the unit of 10. My horrors tied up his unit of 15 for 3 rounds thanks to splits.

I had some issues with my deployment and not remembering rules correctly. I kept pinks back to hold my objective but I think I should've thrown them up as far as possible to be the speed bump and kept the gor back instead.

Any other ideas from y'all on how to improve?

 

This is my initial thoughts ...

Allegiance: Chaos
Tzaangor Shaman (120)
- Lore of Change: Fold Reality
Lord Of Change (300)
- General
- Trait: Incorporeal Form 
- Artefact: Pyrofyre Stave 
- Lore of Change: Tzeentch's Firestorm
The Changeling (140)
- Lore of Change: Fold Reality

10 x Pink Horrors Of Tzeentch (140)
10 x Pink Horrors Of Tzeentch (140)
10 x Chaos Marauders (60)
- Axes & Shields
- Mark of Chaos: Tzeentch

6 x Tzaangor Skyfires (320)

- Summoning Pool -
10 x Blue Horrors Of Tzeentch (50)
10 x Blue Horrors Of Tzeentch (50)
10 x Brimstone Horrors Of Tzeentch (40)
10 x Brimstone Horrors Of Tzeentch (40)
Balewind Vortex (100)

Total: 1500/1500

 

Changing goes up on the vortex with marauders to hold back field objectives, he knows the LoC spells and can fold reality back dying demons as needed. Also serves as a backup for the shaman if he dies.

2 units of splitting horrors push up and chat up the board and try and hold forward objectives.
Tying up things for 3 turn while hopefully big bird, the changing, and skyfires can mortal wound stuff down.

 

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I

23 hours ago, Slave2Chaos said:

Well I got absolutely rolled tonight by an all brute iron jaw army at 1500 points. He had
Chanter
Weird Nob
Mega Boss
15 brutes
10 brutes
5 brutes
Iron first battalion.

General was the 15man brute 7 wound boss with something that gave +1 to hit. Mega boss had a talisman to ignore mortal wounds.

My List

Ogroid Thaumaturge (160)
Tzaangor Shaman (120)
Lord Of Change (300)
20 x Tzaangors (360)
10 x Pink Horrors Of Tzeentch (140)
3 x Tzaangor Skyfires (160)
3 x Tzaangor Skyfires (160)
10 x Blue Horrors Of Tzeentch (50)
10 x Brimstone Horrors Of Tzeentch (40)

 

Total: 1490/1500

We rolled take and hold.

He gave me first tun and I move up my gor on one flank and my discs on the other to try and chip away some wounds. Killed nothing.

Destiny dice = one 5. Three 1s. Couple 2-3-4, no 6s.

I tried to keepeverything back to avoid his turn one charge.
He got the double turn and took most everything off.

MVPs - my gor and ogroid typed up and held their own vs the unit of 10. My horrors tied up his unit of 15 for 3 rounds thanks to splits.

I had some issues with my deployment and not remembering rules correctly. I kept pinks back to hold my objective but I think I should've thrown them up as far as possible to be the speed bump and kept the gor back instead.

Any other ideas from y'all on how to improve?

 

This is my initial thoughts ...

Allegiance: Chaos
Tzaangor Shaman (120)
- Lore of Change: Fold Reality
Lord Of Change (300)
- General
- Trait: Incorporeal Form 
- Artefact: Pyrofyre Stave 
- Lore of Change: Tzeentch's Firestorm
The Changeling (140)
- Lore of Change: Fold Reality

10 x Pink Horrors Of Tzeentch (140)
10 x Pink Horrors Of Tzeentch (140)
10 x Chaos Marauders (60)
- Axes & Shields
- Mark of Chaos: Tzeentch

6 x Tzaangor Skyfires (320)

- Summoning Pool -
10 x Blue Horrors Of Tzeentch (50)
10 x Blue Horrors Of Tzeentch (50)
10 x Brimstone Horrors Of Tzeentch (40)
10 x Brimstone Horrors Of Tzeentch (40)
Balewind Vortex (100)

Total: 1500/1500

 

Changing goes up on the vortex with marauders to hold back field objectives, he knows the LoC spells and can fold reality back dying demons as needed. Also serves as a backup for the shaman if he dies.

2 units of splitting horrors push up and chat up the board and try and hold forward objectives.
Tying up things for 3 turn while hopefully big bird, the changing, and skyfires can mortal wound stuff down.

 

I f you take the Chaos Allegiance, you can't take the extra spells, traits, artifacts or destiny dice. Only Tzeentch alliance allows that.

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I think you're right with the Pink Horrors, get them further forward protecting your deployment zone and creating a wall for you to lob spells and arrows over for a few turns. With no shooting and only one caster, it should take three turns of combat for him to get through the horrors, giving you time to pick off buffing units. 

Would the changeling not be more use at the other end of the field, slowing a unit down and giving your  opponent something to think about rather than on your objective? If you can make his army arrive piecemeal, you can focus fire and spells to whittle down his units. This would mean that you could drop the balewind for a Gaunt Summoner to help thin the big units.

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