Hello Good afternoon all hope everyone is well.
So on to the game, you can see my changes and my thoughts for the game ahead in the post above.
so onwards and upwards
My List
Arch Lector - 188
- Heavy Armour, Shield, Barded Warhorse
- Enchanted Shield, White Cloak, Bitting Blade
Wizard - 200
- Level 4, Light
Captain - 161
BSB
Full Plate, Lance, Shield , Barded Warhorse, 4+ Ward
Wizard - 85
- Level 1, Beasts, Scroll
Wizard - 100
- Level 2, Metal
Inner Circle Knights - 365
- 12
- Standard, Musician
- Razor Standard
Knights - 110
- 5
- Great Weapons
Crossbows 126
-14
Special
8 Reiksguard Knights - 261
Full Command +1 ld banner
6 Pistols - 128
+ Champion + reapeater pistol
Demigrphys - 300
- 5
- Mus
Cannon - 120
Steam Tank. - 250
Pete WoC List
Chaos Lord,
Mark of Tzeentch
Sword of Swift Slaying (ASF)
Talisman of Preservation
Charmed Shield
Horsey
Exalted Hero (BSB),
Mark of Tzeentch
Bronze Armour of Zrakk (immune to KB, Posion)
Collar of Khorne (5+ Ward, MR2)
Horsey
Chaos Sorcer, Level 2
Mark of Tzeentch
Dispel Scroll
Ironcurse Icon
Third Eye of Tzeentch (borrow spells)
Chaos Sorcerer, Level 2
Lore of Death
Infernal Puppet (I’ll miss this guy L)
8 Chaos Knights, Mark of Tzeentch, full command (Ensorcelled Weapons)
Blasted Standard (5+ Ward against all shooting attacks)
20 Chaos Warriors, Mark of Tzeentch, full command
Halberds, Shields
Banner of Rage (Frenzy, never lose it)
30 Marauders, Mark of Tzeentch, full command
Hand Weapon, Light Armour, Shields
5 Warhounds
5 Warhounds
5 Warhounds
Hellcannon
Warshrine of Tzeentch
Pete wanted to run the old school WoC build one last time before the new book came out..]
Spells
Light Wizard
Pha Protection, Speed of light, Banishment, Timewarp.
Beast Wizard
TRANSFORMATION OF KADON!!!!
Metal Wizard
Enchanted Blades, Searing Doom
Pete Spells
Pandemonium
Leadership Test Spell
Death Wizard
Didnt cast a spell for the entire game.
Deployment
Pete's Army

pictures says a 1000 words.
Empire Deployment

the black chariot base, is where the steam tank

with the blue reiksguard knights behind, with the inner circle to the left of them in red.... the cannon is to the left of the hill..metal wizard is hid behind chickens, all other wizards went into the crossbows.
I deployed my army first but rolled you guess it!!!!! a 1 for first turn

.
Pete Turn 1.

as you can see my pistoliers had vanguarded to behind the impassible terrain to launch there attack.
Pete army shuffled slowly forward nothing to major.
Magic.
Nothing was cast this first turn
Shooting.
Hellcannon, Aims, Fires, and hits the target the steam tank.... and as my steam tank luck goes this does 6 wounds to the tank... poor steam tank

Warshrine but magic res 3 on the chaos knights, they now have a 3+ ward vs magic attacks ouch.....
Empire Turn 1

my army moved up a little bit aswel going at the pace of the steam tank. but keep a distance away just to watch the enemy.
( the wizard behind the Demigrphys is the level 2 metal wizard )
Magic
Sees Pha's protection cast on the tank
Shootings
Sees the cannon aim at the hellcannon, hits and wounds... a crew man jumps in the way so the hellcannon lives on
3 dogs go down to the crossbows
Pete's turn 2
( for some reason i didnt take a picture ) Face palm!!!
However his dogs moved even more closely to the tank. with the warshrine moving in that direction aswel.. rest of the army moves up ( See Empire turn 2, for pictures of the final position of Knights and chaos warriors )
Magic.
4,2 rolled, 2 channels for me.. ( i channeled 2 dice for the first 3 magic phases )
the pesky third eye saw my metal wizard and decided to be a little to greedy and IF searing doom on the tank..... however pete deicded from 5 wounds to roll 3 1's which saw 2 more wounds on the tank.
Shooting
hellcannon aimed at the Reiksguard knights ( the general unit the blue knights ) and misses by miles.
Combat
armies still sizing each other up.
Empire turn 2

Movement
Charges,
Inner Circle Knights charges both units of dogs blocking the steam tank, which both decided to flee and causes inner circle knights to fail charge.
Steam tank, left on 2 wounds, still working well, gets 3 dice uses them all in steam engine and aims at the warshrine... the distance was measured it needed a 11... with a huff and puff and belows of steam come out of the tank, and it moves a massive 7 inches and comes to a grinding halt.
Rest of the Army movememt.
Chickens move just outside the dangerous terrain... i decided to take a bit of a risk, and hope for a big magic phase so i can buff the chickens...
Great Weapon knights, move forward to block the charge of the chaos warriors into the grphys.
Pistoliers got into the face of the hell cannon
Magic
so i was in need of a big magic phase
and you guessed it.. i rolled double 10 yipee

didnt guess that did you?
but managed to channel 1
Cast Speed of light dispelled.
so i decided to cast +1 to hit on the gryps, 3 dice..... double 6... which then caused the the metal wizard to cascade.... dam rolling 3 dice as spells.
Rest of spells were dispelled... (pete may of used his scroll aswel this turn )
Shooting.
Pistoliers oh deary me....
14 shots. ( 4 hitting on 4's ) 10 hitting on 5's.
they managed to do a all mighty 2 hits... causing 1 wound killing a crew member i was hopping they were going kill all the crew leaving a free shot for the cannon...
The cannon could not care less about the pistoliers and killed the hellcannon.
Combat there was still non.
Pete Turn 3
Charges
pete charged his chaos warriors, and more surprisingly his knights into my great weapon knights... i was happy the chaos warriors were now moving away from the center of the battle field.

he did fail 2 dangerous terrain test on the charge... me and pete are good at that.
movement
warshrine moved in away to get in range for the blessing on the knights.
Maurders came blocked behind and shuffeled forwards.
both units of dogs failed to rally and ran off the board ( the ones which fled inner circle knights charge )
Magic
Big Magic phase for pete. 9 dice phase no channels,
pete cast speed of light and pha protection on his knight unit ( pesky third eye !!!!)
Shooting....( i hate this phase )
Pete got double 6 from the blessing from the ward shrine, which made his really hard chaos knight unit, even harder, and made them have 3+ ward and stubborn. Ouch, i knew from this point on game was impossible to win... see if i could get a draw

.
Combat.
Easy win for pete, chaos warriors overran aas they have 2.
and knights face the centre of the battle field... ouch.
Empire Turn 3
Charges. non
Steam tank generate 3 steam points and charged into the flank of the warshrine.
Movement... ( really pissed off that i did not take a picture of this as this is going be hard to explain).
if you look at empire turn 2 picture....
the chickens did a swift reform turn 180 degrees and ran away from the knight block towards to the board edge ( they were 10.1 inches away from the edge )... the reiksguard knight unit turned to face the knight block of doom. with the inner circle knights behind them. Beast wizard moved into position to turn himself into a dragon with any luck this magic phase... ignoring the dangers of the battle field he stood alone ready to take on the puppet and turn into a dragon !!!!
Pistoliers moved the flank of the maurders.
Magic.
i needed a big phase... and i got it 6,5 so i was like yay dragon time....
but first i needed to boost my reiksguard knights for the threat of doom from the chaos knights....
2 dice pha's protection dispelled.
3 dice speed of light.. double 6 it... rolled a 10 for the miscast result. pete used the puppet and changed it to a 9... saying my spells were to useful.
number of dice left in the pool 6... number of dice lost from the pool due to miscast 6...

no dragon for me

.
Shooting
3 or 4 marauders down, these pistoliers don't kill much...
cannon missed fired ( cant rememeber what i was shooting at ).. cant shoot next turn.
Combat.
Steam tank charges in fluff's his impact hits... pete warded a few... i roll a 1 as normal for the A,S leaving the tank one 1 wound yikesss.
he reforms the warshrine so i am not in the flank of it anymore.
Pete turn 4.
Charges
Knights into rear of chickens... i flee... dice on the table were 1, 6 with a dice spinning needed it less then 4 to be safe...... it was a 3 few whipes brow....
Knights re directed onto the general unit... who also choose to flee. and bounce through the inner circle knights who hold...
the knights failed 2 more dangerous terrains..... thats how u kill a 3+ ward unit

Picture taken from above the knight unit, to show what they could see.
Movement, Maurders move so pistols are no longer in there flank....
chaos warriors move up slightly....
Magic..
No spells cast....
end of turn.
Empire turn 4
Charges i charged my inner circle knights into knight unit of death to see if they could do any damage... ( if this was a proper game i would of turn and fled ) and play hide from the knight unit for the rest of the game.
luckily all my units rallied this turn.... see pete turn 5, for a picture of where all my units ended up.
Magic..
i know i needed to buff my knights of the inner circle to stand any chance of winning... or even holding....
i manage to cast pha's protection... while timewarp was scrolled.
combat..
my inner circle went "bounce"... pete did about 7 wounds to my knights... which i managed to fail 5 of them 3+ save needed... they then managed to do 1 or 2 hits, which wounded but pete warded them.
my inner circle knights fled, and were mowed down my the hungry chaos knights who had the taste of blood.
Pete turn 5.
pete charges his maruders at my beast wizard who flee's ( i think i should of held, they needed a 9 )...
they re direct into stank.

( beast wizard is unpainted )
the fleeing beast wizard runs right into the path of the chaos knights who chop him down.
and end up here

Chaos warriors were 22 inches away from grphys, but pete moved them even closer....
Magic. pete rolled 2,1 aagain for magic
and he IF pandemonium causing his wizard to loose d3 levels.
Empire turn 5.
Charges. grphys into chaos warriors, pistols into rear of the maurders.
Movement, light wizard leaves crossbow bunker.
steam tank generated 3 steam points miss fired ( 1 wound left ) and got the result causing 2d6 str 2 wounds... this caused a few more maurders to go down.
and reiksguard run away from knight block of doom.
Magic.
4,1 no channels
cast pha protection on grphys, on a 15 i think from 2 dice... nearly if... pete chucked all his dice at this.
i then cast timewarp on the grphs.. ( oh my thats good )

( any one got a 1 spare demigrphy please send me a pm if its for trade )
picture of the combat which could swing the game...
shooting non.
Combat.
4 chickens and 4 riders and 4 stomps were chucking out 27 attacks... all at -3 to AS
the first round saw me loose 1 grphy, but managing to kill 10 warriors in return.
Steam tank and pistoliers do a fair amount of damage to the maurders this time, causing the warshrine need double 1's to stay in the fight it failed an ran away.
Petes turn 6

the picture of the battle field.

wow that nice finger i have there

.
Charges, he charged the rear of my general unit who flee again... pete fail charges....
Magic
double 3...
6 dice timewarp on the warriors cast i fail to dispel
Shooting
Pete decided to bless the warrior aswel and manages to gain +1 toughness....
Combat.
3 wounds a piece this time... ( i failed to hit with many attacks, or to wound ) but i managed to save a lot of 3 Armour saves...
i loose combat but hold on a 7.
Empire turn 6
We sort of ignore the rest of the board due to me been in wrk at 6am the next day.
Steam tank didnt generate any steam points to scared incase it blew up...
Magic.
Timewarp was re cast on the grphys...
Shooting.
Cannon shoots at the general head... who fails his look out sir ( i think ) but passed his 4+ ward vs shooting attacks... ( he could of used his charmed shield aswel so didnt die )
Combat.
Pistols break from combat and flee. steam tank survives.... how the tank survived 6 rounds of combat on 1 wound i do not know..... also pete failed a lot of fear tests which helped...
the combat which could swing the game either way...
ended up in a handbag fight.... out of my 23 attacks i got 2 hits......... and did 1 wound... pete also rolled low. but i still had to save 6 or 7 3 up saves, and managed to hold on a 7 again for the second combat running.....
the game ended up a 12 - 8 win to pete