Here is what I brought:
Characters1 Arch Lector, War Altar, Mace of Helstrum, VHS, heavy armor, shield
1 Templar Grand Master, Laurels of Victory, Sword of Power
1 Empire Captain (BSB), Lance, FPA, War Banner
1 Battle Wizard Lvl 2 FIRE, RoP, RoV
1 Battle Wizard Lvl 2 FIRE, DFR
1 Battle Wizard Lvl 2 FIRE, 2x dispel
Core5 Knightly Order
5 Knightly Order
5 Knightly Order
5 Knightly Order
Special10 Knights of The Inner Circle, FC, Standard of Arcane Warding
10 Outrider
1 Great Cannon
1 Great Cannon
Rare1 Steam Tank
1 Steam Tank
This list was made with great help from Mr. Bies. Thanks!
Here is how things looked after deployment:
So for my deployment the who plan was to own ground near the center and hold for the ambush. Taking out the chariots was the main task and secondary was stalling the General/Shlaneesh Wizard L4/Shaman Beast unit. The cannons were MVP's for the first two rounds as they took out 5/6 of the chariots. However, both stanks were quickly dispatched by the never ending whip. The balance I quickly saw was which units do I let die in his magic phase and which spells do I try an stop. I quickly learned that you always have to dispel the buffing spells on the general, otherwise he gets S10+ by round 2. That equals sadness.
I placed the hills in the corners in the thought that putting a cannon there would open flank shots down two table edges. Unfortunately, with the forest in the middle it took away the long range flank shots.
After Turn 1
One chariot killed by each cannon, units begin movement. What I should have done was left a stank in the rear and put the war altar on the charge with a stank supporting it. Not being able to fight in the enemy's cc phase sucks.
After Turn 2
Another great showing by the cannons, 3 more chariots gone. The dogs on the left flank run off the table, and even though those knights are way out of position it pulls a RnF unit of beasts with ItP away from the secondary task of stalling his general. Knights on the right flank move up to bait the chariot for the second group of knights. The stanks make their charge into the main beast unit and a slaneesh. Man that whip is insane, and the scenario allowed for generals to re-roll misses, 6 wounds in 1st cc, destroyed in 2nd cc.
After Turn 3
AMBUSH! - As I saw my stanks dropping like flies it became a race to get the waltar in front of the Knights of the Inner Circle (KIC). The center wizard, w/DFR, was able to finish off the slaneesh, freeing up the KIC to get in position for their charge. Oddly enough I got spells 1 and 3 for each wizard... lol... Both knights on the right flank continue to position for charges.
After Turn 4
Right knights charge and destroy the chariot and into the beasts. Bottom Knights through dogs, my outriders get into cc without stand and shoot, sadness, and cannon 1 is over-run. Left flank collapses but fortunately he breaks off his general to challenge waltar, which VHS quickly ended that in 1 round of cc. A shaman also broke off to the left flank leaving the main beast unit a bit exposed. The last slaneesh charges my KIC.
After Turn 5
KIC quickly destroy the slaneesh, waltar has another great performance with the cannon ball on a stick against the beasts and over-running to the left flank. The knights quickly help the outriders to pursue and destroy the ambush beasts. My cannon 2 gets into cc with 5 dogs and they end up missing each other in every cc for the rest of the game... lol...
After Turn 6
Not a whole lot able to do here as far as points. Beasts try and get a 3rd wound on waltar but only get his first 2 against the beasts on the left flank.
This is the second time I have played beasts. 1st time ended in me being massacred. This time I got a Strong Victory, and in the scenario points it was close to an M.
Overall, outstanding showing by the cannons, with only 1 misfire, and 1 cannon ball sticking in the mud. 2 knights did a great job stalling the flanks to stabilize the main body and ambush zones. I was only able to get 1 cleansing flare off, but the fear of that opened up great magic phases in turn 5 and after killing his wizards it left him with only 3 dispell dice in turn 6.
Please let me know if you have in suggestions as I am always finding things that I need to do better in the future.
And thanks again Mr Bies!