Lord Drakon's 8th edition Battle Reports
Posted: Thu Jun 04, 2015 11:20 am
Greetings !
We are living in the End Times where the glorious city of Har Ganeth has been taken over by Chaos and most Druchii survivors followed the traitor Malekith into his new realm of Athel Loren. Lord Drakon, chosen of Khaine, is left with his scattered expedition force in the Old World. To adapt to this new world taken over by Undead Legions and endless minions of Chaos his Har Ganeth expedition force has reinforced itself with the Coven of Light in order to banish the unliving back into the void.
Therefore I will use this new battle log and will depart from the old one. In my Har Ganeth battle logs I started with my first games of Warhammer Fantasy and got some basic experience of the game, where I eventually came to my current list. Although 9th edition is coming, in the meantime this is the army I hope to fully discover and learn to play with.
Druchii Coven of Light
Dreadlord, Heavy Armour, Sea Dragon Cloak, Enchanted Shield, Sword of Might, Ring of Hotek - 229
Supreme Sorceress, LVL 4, Light Magic, Cloak of Twilight, Dispell Scroll, Dark Pegasus - 345
Sorceress, LVL 1, Light Magic, Dark Steed - 90
Sorceress, LVL 1, Light Magic, Dark Steed - 90
BSB Death Hag, Cauldron of Blood - 300
7 Dark Riders, Musician, Shields - 129
5 Dark Riders, Shields, Repeater Crossbows - 100
27 Witch Elves, Full Command, Razor Standard - 372
5 Shades, Additional Hand Weapons - 90
5 Shades, Additional Hand Weapons - 90
5 Cold One Knights - 150
Reaper Bolt Thrower - 70
Reaper Bolt Thrower - 70
10 Sisters of Slaughter - 150
5 Warlocks - 125
Points Total : 2400
The basic strategy behind the list is that it I have one big Deathstar, the Witchstar. Witch Elves combined with a Cauldron of Blood can take out most enemy infantry blocks on their own, and are rightly feared throughout the game. Armies did however find the best way to solve the problem of the Witchstar, by chaffing it up and redirecting it with cheap units so they don't reach meaningfull combat. Another way of dealing with Hordes is to use uber-spells, like Dwellers, Plague, Final Transmutation, Fiery Convocation etc. Therefore the Witchstar contains the Dreadlord with Ring of Hotek, providing a 2+ ward save to the Witch Elves, and forcing an miscast by a roll of double one. This leaves only two main threats to the Witchstar, which are enemy warmachines, both large template and cannons, and enemy chaff who try to keep it out of meaningful combat. That is why the rest of the list is build to win the chaff war, take out or disable enemey warmachines as soon as possible, and to support the Witchstar.
The Coven of Light is what makes up for weaknesses of the Witchstar strategy. Its magic missiles can easily be boosted to 48" and strength six. Therefore they provide a mobile and magical function of what our artillery of Reaper Bolt Throwers provide. The main difference between the Coven of Light and normal Reaper Artillery that magic missiles are much better in taking out enemy skirmishers or units behind cover. More importantly, is that because of the Witchstar, who should always be deployed in the centre (except for bad matchups), enemy armies with lots of flying and fast movement tend to outmanouevre your army, so will reach your Reaper battery eventually. The great things of the Coven of Light is that they can easily redeploy as the Sorceresses are Fast Cavarly, which by the way only the Dark Elves can field. Your soceresses can also take important corners in the deployment phase, only to vanguard back into formation. If you take care of where you place your Coven, you should not allow opponents to take it out and therefore preserve their points. Not only does the Lore of Light provide great magic missiles, all its spells can be game changing and amazing.
While the Witchstar should preserve 900 points, and the Coven of Lights preserve 500 points, I should always maintain those 1400 points giving me a big strategic advantage. But the Witchstar and Coven of Light are not my only toys to play with.
Sisters of Slaughter - I like to call them Druchii Gladiators, as that is what they actually are. With their 4+ ward save in combat and +1 to hit and to wound against unit with a higher strength or weapon skill, they become the ultimate monster killers. So far a small unit of 10 killed Hellcannons, Carnosaurs, lots of Chaos Warriors, Rat Ogres etc. I would love to give them the flaming banner, but I lack the points. The great thing about them is that they are much more than monster-killers, as they are also perfect tarpits and anti-anvil support unit. The rule that they negate enemy rank bonus and parry saves make them anti-skaven and anti-dwarf when in combat. They all have two attacks, very high weapon skill and good leadership. Last but not least, they are my objective unit. In case of a building, especially watchtower, this is the unit that will garrison it and hold it against anything. Not everybody uses them, but I believe they are the best infantry in the game and love them.
Warlocks - Even Dark Elf players agree that they are cheese. Not only do they provide a channel and two very strong spells, they can also take out almost any chaff units. More than chaff, they can take out almost anything small (in numbers) with their two strength four poisoned attacks. Their 4+ ward save makes them difficult to kill both in and outside combat. Warlocks are a multifunctional unit which will never let you down.
Cold One Knights - Our only heavy cavarly and 2+ armoured units excepts for the mainly used Pegasus and Steed masters. In some cases I will face matchups where the lighty amoured units of Warlocks, Dark Riders and Sisters of Slaughter will not survive massed enemy fire. In these cases the Cold One Knights should provide me with a tool to cross enemy lines while the rest will quickly follow. Not only do they function as normal heavy cavarly with flank charges, they are also one of the best grinding heavy cavalry units in the game because of their Cold Ones against low strength mediocre combat units.
Shades - Shades might be the best scouts in the game, we love them, everybody hates them. They secure good vanguard for my fast cavarly, make use of mistakes by enemy deployment or strategic advantages of terrain on the battlefield. They will hunt chaff, warmachines, fast cavarly and wither down the enemey with their deadly crossbows.
As my personal favourite battle reports are from Omnichron and Swordmaster of Hoeth I would like to provide the same easy to follow but tactically inspiring reports, so I will use their setup. I hope you keep following the blog and enjoy reading !
We are living in the End Times where the glorious city of Har Ganeth has been taken over by Chaos and most Druchii survivors followed the traitor Malekith into his new realm of Athel Loren. Lord Drakon, chosen of Khaine, is left with his scattered expedition force in the Old World. To adapt to this new world taken over by Undead Legions and endless minions of Chaos his Har Ganeth expedition force has reinforced itself with the Coven of Light in order to banish the unliving back into the void.
Therefore I will use this new battle log and will depart from the old one. In my Har Ganeth battle logs I started with my first games of Warhammer Fantasy and got some basic experience of the game, where I eventually came to my current list. Although 9th edition is coming, in the meantime this is the army I hope to fully discover and learn to play with.
Druchii Coven of Light
Dreadlord, Heavy Armour, Sea Dragon Cloak, Enchanted Shield, Sword of Might, Ring of Hotek - 229
Supreme Sorceress, LVL 4, Light Magic, Cloak of Twilight, Dispell Scroll, Dark Pegasus - 345
Sorceress, LVL 1, Light Magic, Dark Steed - 90
Sorceress, LVL 1, Light Magic, Dark Steed - 90
BSB Death Hag, Cauldron of Blood - 300
7 Dark Riders, Musician, Shields - 129
5 Dark Riders, Shields, Repeater Crossbows - 100
27 Witch Elves, Full Command, Razor Standard - 372
5 Shades, Additional Hand Weapons - 90
5 Shades, Additional Hand Weapons - 90
5 Cold One Knights - 150
Reaper Bolt Thrower - 70
Reaper Bolt Thrower - 70
10 Sisters of Slaughter - 150
5 Warlocks - 125
Points Total : 2400
The basic strategy behind the list is that it I have one big Deathstar, the Witchstar. Witch Elves combined with a Cauldron of Blood can take out most enemy infantry blocks on their own, and are rightly feared throughout the game. Armies did however find the best way to solve the problem of the Witchstar, by chaffing it up and redirecting it with cheap units so they don't reach meaningfull combat. Another way of dealing with Hordes is to use uber-spells, like Dwellers, Plague, Final Transmutation, Fiery Convocation etc. Therefore the Witchstar contains the Dreadlord with Ring of Hotek, providing a 2+ ward save to the Witch Elves, and forcing an miscast by a roll of double one. This leaves only two main threats to the Witchstar, which are enemy warmachines, both large template and cannons, and enemy chaff who try to keep it out of meaningful combat. That is why the rest of the list is build to win the chaff war, take out or disable enemey warmachines as soon as possible, and to support the Witchstar.
The Coven of Light is what makes up for weaknesses of the Witchstar strategy. Its magic missiles can easily be boosted to 48" and strength six. Therefore they provide a mobile and magical function of what our artillery of Reaper Bolt Throwers provide. The main difference between the Coven of Light and normal Reaper Artillery that magic missiles are much better in taking out enemy skirmishers or units behind cover. More importantly, is that because of the Witchstar, who should always be deployed in the centre (except for bad matchups), enemy armies with lots of flying and fast movement tend to outmanouevre your army, so will reach your Reaper battery eventually. The great things of the Coven of Light is that they can easily redeploy as the Sorceresses are Fast Cavarly, which by the way only the Dark Elves can field. Your soceresses can also take important corners in the deployment phase, only to vanguard back into formation. If you take care of where you place your Coven, you should not allow opponents to take it out and therefore preserve their points. Not only does the Lore of Light provide great magic missiles, all its spells can be game changing and amazing.
While the Witchstar should preserve 900 points, and the Coven of Lights preserve 500 points, I should always maintain those 1400 points giving me a big strategic advantage. But the Witchstar and Coven of Light are not my only toys to play with.
Sisters of Slaughter - I like to call them Druchii Gladiators, as that is what they actually are. With their 4+ ward save in combat and +1 to hit and to wound against unit with a higher strength or weapon skill, they become the ultimate monster killers. So far a small unit of 10 killed Hellcannons, Carnosaurs, lots of Chaos Warriors, Rat Ogres etc. I would love to give them the flaming banner, but I lack the points. The great thing about them is that they are much more than monster-killers, as they are also perfect tarpits and anti-anvil support unit. The rule that they negate enemy rank bonus and parry saves make them anti-skaven and anti-dwarf when in combat. They all have two attacks, very high weapon skill and good leadership. Last but not least, they are my objective unit. In case of a building, especially watchtower, this is the unit that will garrison it and hold it against anything. Not everybody uses them, but I believe they are the best infantry in the game and love them.
Warlocks - Even Dark Elf players agree that they are cheese. Not only do they provide a channel and two very strong spells, they can also take out almost any chaff units. More than chaff, they can take out almost anything small (in numbers) with their two strength four poisoned attacks. Their 4+ ward save makes them difficult to kill both in and outside combat. Warlocks are a multifunctional unit which will never let you down.
Cold One Knights - Our only heavy cavarly and 2+ armoured units excepts for the mainly used Pegasus and Steed masters. In some cases I will face matchups where the lighty amoured units of Warlocks, Dark Riders and Sisters of Slaughter will not survive massed enemy fire. In these cases the Cold One Knights should provide me with a tool to cross enemy lines while the rest will quickly follow. Not only do they function as normal heavy cavarly with flank charges, they are also one of the best grinding heavy cavalry units in the game because of their Cold Ones against low strength mediocre combat units.
Shades - Shades might be the best scouts in the game, we love them, everybody hates them. They secure good vanguard for my fast cavarly, make use of mistakes by enemy deployment or strategic advantages of terrain on the battlefield. They will hunt chaff, warmachines, fast cavarly and wither down the enemey with their deadly crossbows.
As my personal favourite battle reports are from Omnichron and Swordmaster of Hoeth I would like to provide the same easy to follow but tactically inspiring reports, so I will use their setup. I hope you keep following the blog and enjoy reading !