View Full Version : The order of the broken lance

16-05-2009, 03:42
The Order of the Broken Lance

The Order of the Broken Lance was founded in 1450 when the Crusades against Araby were launched. The founder of the order, Grand Master Hertwig von Kreltz earned his reputation during the fighting around the palace of Sultan Jaffar. Hertwig’s lance had broken after the charge against the palace guard and his sword was lost when the belt holding the sheath was cut off during the fighting. Bellowing Sigmar’s name he swung his broken lance with such force that it broke the neck one of the Sultan’s captains and he continued to fight in the melee with the improvised weapon. It is claimed by members of the order that he accounted for more kills with his broken lance than did the other knights with their swords. He later claimed that it was Sigmar’s favor that led him through the fight victoriously and he pledged that he would give up his (considerable) lands and money to the church of Sigmar in thanks and he pledged his life to the warrior god. A number of knights present in the battle (all of whom from minor noble families who had little to no wealth to speak of) were so moved by the fiery and pious warrior that they too made the pledge. These knights who followed him became the first members of the new order, with their chapter house being Hertwig’s ancestral estate. Such was his wealth, both from before the crusade and from loot taken that the order quickly grew as the sons of lesser nobles flocked to it. Located in the port city of Marienburg, it became a center for Sigmarite worship in the city.

The order flourished until 2429 when Marienburg seceded from the Empire. The Grand Master of the Order, Boris von Straul renounced his faith in Sigmar and attempted to recreate the order as a secular one. A number of knights followed him, but Boris’ younger brother and his seneschal, Luther von Straul, killed his elder brother and stole his blessed sword. The blade, known as both the blessed blade and the sword of fate is reputed to communicate with its wielder through their dreams. There it will show its chosen target to the wielder, as well as where they must go to find them. Taken as a sign from Sigmar and Morr, it is the duty of the bearer of the sword to follow their dreams and to do battle. It is one of the most precious relics of the order, and tradition holds that it is the seneschal of the order who must wield it. Together with a handful of knights and the majority of their men-at-arms, Luther fled from Marienburg and went back to the Empire. The knights who stayed in Marienburg were absorbed into the other orders of the city, while Luther, the new Grand Master, kept the name of the order. With church backing a new chapter house was built on the new border of the Empire. However, even with this the order fell on hard times, as few nobles wished to join what was seen as being disgraced. Luther then made what was to be the most controversial move of his reign as Grand Master. Five of the warrior monks within the order, all men of humble birth, were knighted as recognition for their valor in combat after an orc invasion out of the Grey Mountains. This practice of allowing men of humble birth into the order was, in a way, a very Marienburger concept that sat ill with other knightly orders and the noble houses of the Empire.

The Order of the Broken Lance found from then on many pious men of humble birth who flocked to the chapter house in the hope of proving themselves worthy of knighthood. They also received more than a few nobles seeking to join the order, most of whom were third or fourth sons of lesser nobles who would rather join an infamous order than an unknown one. Despite the animosity shown towards them by other knightly orders, the Order of the Broken Lance still holds the favor of the church of Sigmar and the Elector of Middenland. As the order’s fortress is located east of Marienburg and along the River Reik, the order stands as a guard against Marienburg mercenaries, Bretonnians from the Gisoruex Gap and monsters from the Grey Mountains.

The order is known for its gilded armor and for its practice of eschewing elaborate helmets. Instead, most members of the order have a simple piece of purple cloth covering the tops of their helms, which is claimed to be a sign of respect to their god. Only those of noble birth go to battle without this, as they are allowed purple plumes to show their status. However, that is all that noble birth may bring one, as advancement within the order is based purely on experience, skill and devotion. Unsurprisingly there are many warrior priests who are members of the order, and it is a rare unit of knights that goes to battle without one. The order itself is made up out of one Grand Master (Kessler von Ulster), his seneschal (Konrad von Staalsburg), six preceptors and a half dozen warrior priests. Within the chapter house there is also Father Sigismung, a retired warrior priest whose faith is such that he can perform miracles in the name of Sigmar, and over three dozen warrior monks. These monks are men who have sworn their lives and property over to the church of Sigmar and who train in the use of sword, bow and pistol. Each of them hopes to prove themselves in battle so that they can earn their spurs and become a knight of the order.

16-05-2009, 03:43
First of all, this is my first time making any kind of maps for the battle, so please be kind on that regard. With that said, please enjoy the battle report.

The Battle of the Horn

Maern had led his elves through the Empire by the skin of his teeth. His father had given him the corsair ship ‘Khaine’s Hunger’ to prove himself by raiding the Empire’s shores for slaves. However, what his father did not know was that Mearn had a different goal in mind. After years of scheming with his mother they had located the lost War Horn of Nagarythe. It was once held by an ancestor of his who helped the Witch King tame the old world before the sundering. His ancestor had fallen to a spear thrown by an orc and had been buried with the war horn as a sign of respect. The enchanted horn was said to have been enchanted to steel the hearts of allied and weaken the resolve of one’s enemies. Such a potent artifact could be put to good use, and would bring him much more respect and influence than a simple slave raid. However, his crew were unhappy at having to bypass so many defenseless villages, especially when finding this artifact would only increase Maern’s prestige and wealth; not theirs. Keeping them in line had been difficult, and would have been impossible if it were not for the cold one knights his mother had lent him for this expedition. All of them were minor nobles who were indebted to his mother, and without their blades and steeds Maern knew that his crew would have likely mutinied by now. Finally though, the tomb was in sight. Not much was left of it, having been damaged by weathering and human peasants who had stolen much of the masonry to build their hovels with. It did not matter though, for as long as Mearn could get his hands on the war horn then nothing, not even the bones of an his ancestor, mattered.

Unknown to the dark elves their march had not gone undetected. The tomb they were heading towards was located near the monastery of the Sigmarite Order of the Broken Lance. As the monastery was located so close to the wasteland, and thus Marienburg and Bretonnia, as well as beasts from the untamed mountains, their scouts had reported the march of the elves. Eager to test their skill against such a foe, the Order roused its knights and monks to repel the elves.


Dark Elves
Noble: Cold One, Heavy Armor, Shield, Killing Blow Lance, Poison/Drug thing…
20 Spearmen: Shields, Full Command (Pink)
20 Corsairs: Full Command, +1 to hit banner (Yellow)
5 Cold One Knights: Full Command (Red)
10 Crossbowmen (Orange)
10 Crossbowmen (Orange)
10 Crossbowmen (Orange)

This player was new to fantasy, but decided from the get-go that he would either go heavy magic or have none of it. His plan was to swamp me with an overwhelming amount of men while his crossbowmen shot up anything that got within range. His noble’s job was to flush out and destroy my skirmishers.

2x Warrior Priests: Enchanted Shields, Swords of Might, Heavy Armor, Barded Warhorses (each one goes with a unit of knights)
Priest of Sigmar: Lvl 2 mage with lore of light (goes with duelists) Blinding Light, Direct Damage Spell (1st in the list) Van Horsman’s Speculum
6 Knights: Full Command (Light Blue)
6 Inner Circle Knights: Full Command, Steel Standard (Dark Blue)
10 Huntsmen: Marksman (Brown) War Horn of Nagarythe
9 Duelists: Pistols, Shields, Champion (Gray)


I made this list because I’ve played dwarfs too much and I wanted a really mobile army. My knights were my hammers, while the skirmishers were there to mark block, kill small units or characters and basically be an annoyance. Facing his list, my plan was to have the normal knights take out his crossbowmen, while hopefully my inner circle could break through his lines. My skirmishers just had to keep themselves alive. I knew that if he cornered me, I would lose, so it was important to dominate him in the movement phase.

Turns 1-2

Both sides move up. The dark elves reposition their crossbowmen, preparing to lay down a hail of bolts. Seeing the dark elf advance, I kept my skirmishers in the woods and lined up my inner circle for a charge. My hope was to hit his cold one knights, break them and thus over run past his infantry. Then I would just need, through attrition to wear them down so my knights could mop up.

What saved me was his lack of magical defense. My mage got off blinding light on his cold one knights after my inner circle charged. Hitting on 3’s, with re-rolls and str 4 on the charge took down 2 cold one knights for no wounds in return. The cold one knights broke and were run down. My archers also accounted for 2 spearmen. At this point he informed me that he thought that if his noble was within 2’’ of the woods he could see my archers, where instead my archers were more than 2’’ in, this pretty much changed his entire plan for his noble as he could not charge the skirmishers.

Turn 1

Turn 3

Blood was shed on both sides on turn 3. The normal knights charged the crossbowmen on the hill, weathered the crossbow fire and destroyed the unit. They overran into the second unit. However, my huntsmen (who had ran out of the woods to give room for the duelists) got charged by the spearmen. I misjudged the distance and they were just in range. Through the 3 turns of shooting and the stand and shoot, the huntsmen managed to bring the spearmen down to 15 models, however they were broken and run down by the dark elves. The corsairs prepared for the cavalry charge, but lost a handful of models to my mage, while the duelists took one wound off of the noble.


Turn 4

The knights on the hill broke the second unit of crossbowmen, but failed to catch the 4 survivors. The other crossbowmen turned to face the knights while the 4 crossbowmen rallied. The spearmen marched back towards the inner circle knights, while said knights charged the corsairs. Once again blinding light went off, reducing them to weapon skill 1. The knights easily took out the front rank, broke the corsairs and ran them down. After that, the dark elf noble charged the knights in the rear (being just in range) and with his lance killed one of the knights. In return the inner circle unit champion wounded and killed the noble.


Turn 5

The knights up at the hill charged the survivors of their last charge, while the inner circle turned towards the spearmen. It was then that the duelists broke cover and fired at the spearmen. When the smoke cleared 8 spearmen lay dead (yes, with 9 shots I got 8 kills. Amazing luck). With 7 spearmen and 11 crossbowmen left, he conceded the game.


Massacre for the Empire

From his vantage on the ridge, the warrior priest Ulrich Sigmarson watched the approach of the dark elves. The dark elves had seen him too, just as he had planned. As far as the elves knew, a mere six humans on horseback faced them. Eager for battle and frustrated with the lack of raiding, the dark elves broke into a run to reach the humans, despite the orders of their noble lord. Unknown to the bulk of the dark elf army, a flanking force of knights was moving around their position and the warrior monks of the order were ready to spring the ambush. While Ulrich knew that his men were outnumbered three to one, he trusted in Sigmar to see them through the day. Ulrich raised his blessed hammer as the enemy knights approached, their hungry mounts bringing them ahead of the army. “Men of the Empire! Today you test your lances against the heretic, the unbeliever! Sons of Sigmar, Charge!” With a roar of approval the knights of the inner circle of the order of the broken lance charged headfirst at the enemy. To the dark elf knights the silver and bronze armor of their foes seemed to glow, getting brighter and brighter as the knights charged in. The cold ones growled and went wild at the sight, two of them bearing their riders on an unwanted charge at their foes. Another two turned and started to lope away, while the fifth stood in a confused daze while its rider kicked it in the flanks. The dark elves were ill prepared for the charge when it hit and to an elf they were spitted on the lances of the knights, while Ulrich crushed skulls with his war hammer.

As the elven infantry attempted to make a line to face the knights, shots emerged from the woods. Corsairs fell face first with bullet sized holes in their sea dragon cloaks while spears dropped from slack hands as arrows found their mark. However, the monks of the order were used to facing humans and orcs, not elves. The speed of the elves took the monks by surprise as the spearmen broke ranks and with a savage roar rushed at the surprised humans. Arrows shot out, felling three of the lead elves, but by the time the monks turned to flee back into the forest it was too late. The monks did not just die, they were mutilated. Limbs were hacked off when the elves dropped their spears to draw serrated blades, men were impaled on a forest of spear tips and others were simply tramped by their iron shod boots.

Maern watched in anger as his army disintegrated around him. His spearmen had broken the line, leaving the corsairs defenseless as the enemy knights turned and ran them down. The blades of the corsairs were best used against infantry, not charging cavalry, where spears could hold off the enemy horses. To an elf they were run down, impaled by spears or cut down by the swords of their enemy. All the while pistol shots ran out from the forest, shooting down any who tried to reorganize the ranks of the corsairs or lift their banner. One shot even his Mearn, finding a weak spot in his greaves. The noble grunted in pain and nearly fell off his mount. As he began to shout out orders he heard a trumped blast. Looking behind him he saw more human knights ride down his crossbowmen whom had held the high ground behind his army. The noble knew that he had to act now if he were to salvage the situation. Kicking his cold one into a charge he went straight for the enemy knights. Maern hit them just as they hacked down the last of the corsairs. The knights had begun to turn when he hit. His enchanted lance took one of the knights in the back, punching right through his armor as if though it were made of paper. Mearn’s triumphant smile stayed on his face even as the preceptor of the knights turned in his saddle and decapitated the elf with a single stroke of his sword.

Ulrich roared his devotion to Sigmar as he and his knights turned around. He could barely be heard over the pistol fire and the screams of the spearmen who were bloodied by it. The broken remnants of the spearmen fled away from the devastation left by the monk’s ambush and directly into the path of Ulrich’s knights. With a savage grin Ulrich ordered the charge on the fleeing remnants of enemy infantry.

16-05-2009, 03:52
The Battle for Taalsburg

Images flashed before him. First there was a young boy, swinging a wooden sword at another child’s small shield. Then there was a teenager, learning to dance in an opulent Bretonnian court. The teenager was then a young man, married with children of his own. His hair turned gray, he was in a suit of armor, standing over a dead orc. The Bretonnian was riding into an Imperial town, a lance held high. He recognized the town as…

Konrad woke up covered in sweat. Konrad von Staalsburg was the Seneschal of the Order of the Broken Lance, his word second only to the Grand Master himself. He was the honored bearer of von Straul’s blessed sword, was a relic of the order. It was said that the sword was blessed by both an arch lector of Sigmar and a high priest of Morr to bring death to the enemies of the Empire. Konrad was gifted the sword after becoming the seneschal to the grand master, he was warned about how it would open a connection between the bearer and Morr, so that it could tell him who the sword’s next intended victim would be. It was Konrad’s duty to marshal his knights and to seek out the sword’s target. This was his first time communing with the sword, and it left him shivering, despite the warmth of the summer night. He had not only seen the man whom he knew he had to kill, but had seen the man’s entire life. He knew everything about his victim to the degree that he felt as if though he knew the Bretonnian better than he did his own brother. Konrad felt sick to his stomach with the knowledge of what he would have to do, for he had never before had to kill a man whom he knew; or at least felt as if though he did. Nothing from the visions had given him a reason to hate Luis, the Bretonnian whom he had seen. Konrad could still hear the revelry of his fellow knights celebrating their victory over the dark elf raiders they dispatched. Come morning, Konrad knew that he would be asking them to ride into battle once again.

Sir Luis rode at the head of his knights. Luis had spent over half of his life fighting for the duke and for his courage and cool headedness in combat he had been given this command. While Luis had not been born to the greatest of families, many saw the gray haired veteran as the epitome of chivalry. The duke had sent with him six knights of the realm, as well as his own champion who carried the duke’s personal standard for this mission. Luis’ heart swelled at the sign of faith in his abilities. His goal was to march into the Empire and bring forth one of the border villages under Bretonnian rule so that it could be divided up amongst the younger knights who still needed land of their own. Their spies in the village reported a small garrison protecting it, one that did not even have any gun powder. After he and his knights secured the town, the accompanying peasants would take up residence in it and help defend it until their new lords could come with their retinues. Compared to his earlier victories, Luis knew that this one would pale in comparison, but as his first command he was eager to do his duty to the best of his abilities.

Gray square: building
Green circle: trees
Brown oval: hill

For this battle we had d3+3 pieces of terrain, and we took turns placing them. This goes against what usually happens which is using whatever is currently at the table, plus one or two cool looking pieces. I did however request more imperial looking buildings to replace some beastman/orc stuff.

Konrad-Captain with full plate, shield, barded warhorse and the sword of fate
Warrior Priest- Hammer of Judgement, heavy armor, shield, barded warhorse
Priest of Sigmar- Ring of Volans (Lore of light, Spells 1+6. Direct damage and 12’’ damage. Ring was spell 1)
15 Spearmen: Shields, Full Command
-7 halberdiers: detachment
10 Crossbowmen: Marksman
5 Inner circle knights: Steel Standard

Paladin: (All I know is that he was str 5)
Paladin: BSB (+3 combat resolution from BSB, Warbanner and some virtue)
Damsel: Lvl 1, lore of beasts (beast cowers)
6 Knights of the Realm: Full Command
20 Men at Arms: Full command, halberds, shields
12-14ish archers: Skirmishers, Champion


Turn 1-2
As the Bretonnians prayed the Empire went first. The crossbowmen fired into the men at arms, dropping four of them into the ground over the two turns. The men at arms tried to charge the spearmen, but failed the charge. The Bretonnian player worried about two things: 1) Staying out of my knight’s charge range and 2) keeping the knights close enough to give the peasants’ their leadership. The Bretonnian return fire failed to drop any spearmen. Neither of us got off any magic or prayers over the course of the entire game.

Turn 1

Turn 3
Charge! The inner circle knights charged the knights of the realm. With the steel standard adding +1’’ to their charge range, they just barely made it in (My thanks to Mike for calling the charge like that. We both knew that it would likely decide the game and he acted as a true gentleman). The Paladin issued a challenge. I happily informed him about the sword of fate…and missed with all 3 attacks. In retrospect I deserved the whiff for being so overconfident. Fortunately, the captain survived the counter attack thanks to his armor. The warrior priest wounded the battle standard bearer, who was then finished off by the attacks of the knights. I breathed a sigh of relief when he told me that his BSB would have given him +3 combat resolution. Nobody broke, so the combat ended.

The spearmen and halberdiers charged the men-at-arms. The men-at-arms took down one halberdier, but lost three of their own. After they failed their break test, we wondered on whether they could use the BSB because it had died in the same turn as they needed it. I figured that they could because the combats were happening pretty much simultaneously, and the men-at-arms proceeded to roll insane courage. The Bretonnians held firm. Also, the crossbowmen shot down two Bretonnian archers. After that shooting would play no more role in the game due to combat and shooting modifiers. (As the crossbowmen were in a building, the Bretonnians were at -4 to hit. The archers were in the woods, so my crossbowmen were at -3 to hit.)

Turn 4
In hand to hand combat, the Empire captain did a total of 7 wounds to his Bretonnian counterpart thanks to the sword of fate, while the warrior priest and knights killed two knights of the realm. The Knights of the Realm broke, but got away from the pursuing imperial knights.

In the other combat, the Bretonnians killed one spearman, but took three more wounds in return. After they failed their break test, they fled and hit my knights who had pursued the knights of the realm. We didn’t know whether or not they would be destroyed by this, but in the spirit of good play we just had the men-at-arms stop just short.

In the Bretonnian turn the Knights of the Realm fled off the board and the men-at-arms fled to the table edge.

Turn 5

The men-at-arms were charged, who were then forced to flee off the board. At that point he conceded, and the archers disappeared into the woods.

Massacre for the Empire

Konrad and his knights reached the village just in time. The garrison had done all they could, with crossbowmen being deployed in the town’s guard tower and spearmen ranking up to face the knights and their men-at-arms. There were not enough spears to go around, and a number of villagers, most of whom were proudly wearing old and worn out imperial uniforms, clutched in their hands massive woodsmen’s axes and flails, these men held firm on the flank of their spear armed brethren. Upon his arrival the captain of the guard immediately offered command to Konrad in lieu of the knight’s experience. Konrad accepted it without thought as he scanned the village. An old priest walked the ranks, blessing the soldiers as battle neared. With the addition of Konrad’s knights, the forces were now nearly equal, with the Bretonnians, if the scouts were to be believed, having a slight numerical advantage. A chill went up Konrad’s spine, as he recognized what was happening now as the scene he had dreamt of. He had never been to this village before, but he felt a deep recognition, no doubt from the power of his sword. As he pondered this, one of the look outs in the tower called down the news that the Bretonnians had arrived. With more important matters on his mind Konrad called out for the men to form ranks and to march into battle.

He and his knights slowly advanced with the infantry and began to break into a trot as they built up their charge. The Bretonnian knights were coming down the ridge line and had to move around their men-at-arms to get towards him. Konrad could already tell that he and his knights would be on them before the Bretonnians could break into their charge, though from the way the enemy came towards them it was obvious that they had not reached the same conclusion. Konrad had fought in many battles before, against orcs, beastmen and bandits, but this would be his first time facing such similar foes. His heart pounded when he saw the knight who was leading the foe. The name Luis le Despont came unbidden in his mind as his men charged. He could barely hear the warcries of the spearmen behind him, so great was the noise that his own men were making. Whipped into a frenzy by the warrior priest who had come with them his knights charged with the wrath of Sigmar written on their faces, though Konrad’s mind was focused only on Luis. The Bretonnians then realized that their enemies had the advantage on them and desperately tried to rearrange themselves to limit the effectiveness of the Imperial charge. The enemy battle standard bearer stood firm, his sword out of his sheath and he yelled inspirationally to the other knights. As per Konrad’s orders, his knights focused their attacks on the enemy battle standard bearer, working in tandem to bring the warrior down. The paladin fell, his steed felled by a lance and his helm all but crushed by the priest’s warhammer. Konrad closed in on Luis, and as he did so the man’s life flashed before his eyes. Konrad could see the other knight as a boy; he could see the Bretonnian’s first kill that had elevated him from being a knight errant into a knight of the realm. He saw the other man’s wife, his children, his entire life. Konrad hesitated, and it nearly cost him his life as Luis’ blade crashed into his shield. Disoriented, Konrad acted on instinct, his own blade flashing out at Luis. The blow had no chance of breaking through the defenses of a knight as experienced as Luis, so his sword cut out and crashed into Luis’ shield. It cut through the armor, the arm and then Luis’ chest before coming clean out. Konrad looked in horror directly into Luis’ uncomprehending eyes. His stomach turned as Luis fell from his horse, dead before he hit the ground. Seeing both of their strongest knights cut down, the knights of the realm’s organization broke down and two more quickly fell to the blades of the Imperial knights. Unlike the Bretonnians, the Imperials aimed for their foes horses and worked together to bring down a single foe as well as to defend each other, while the Bretonnians fought for individual glory and avoided such dishonorable tactics such as killing the enemy’s steeds. It was all too much and the Bretonnians broke ranks and fled, their damsel at the forefront. Sick to his stomach, Konrad called for his men to halt and to let their foes ride back to Bretonnia. His men reacted immediately by following his orders, and as they wheeled around the terrified men-at-arms fled past them and back towards their own lands. Chasing them were the imperial soldiers, whose victorious cries echoed through the summer air. The Bretonnians easily outpaced their pursuers and fled into the woods. Konrad numbly looked back at this own men who were proudly holding aloft the captured enemy standards and yelling praises to Sigmar, to the order and to Konrad. Konrad looked at his sword and then at the body of Luis while the guilt of victory washed over him.

16-05-2009, 10:33
Your background is supreme so thanks for that and your battle reports are okay. What points were you playing at?

16-05-2009, 15:22
Ah, I can't believe that I forgot the points. The first game was 1000, the second 750.

And thanks for the compliment about the fluff. For me, writing these is partly an excuse to give backgrounds to my armies. However, I'll try to work on the quality of the battle reports themselves (this was my first attempt at including maps. I hope that in the future they'll turn out better once I get more practice making them).

17-05-2009, 00:31
Marienburg secceded from the empire; I didn't know.

17-05-2009, 01:30
Yup. http://en.wikipedia.org/wiki/Marienburg_(Warhammer) has some information on Marienburg. It includes a handy timeline for the city. The only difference I can see in it from the current army book is that in the wiki timeline Marienburg secedes to escape harsh imperial taxes, while in the army book they buy their independence via a massive bribe to (I believe) Emperor Dieter IV. Then again, the reference to a treaty with eastern Albion in the timeline shows how old it is, seeing as how GW turned Albion in a complete backwater that was until the Albion campaign surrounded by impenetrable mists.

05-06-2009, 14:17
Empire vs. Orcs 1500 points

Before I start this, my thanks to my opponent; Scott. He had taken the time to help me through a game of 40k (which I still struggle at) so it was my turn to help him through a game of fantasy. He used this store army (the GW here is very nice about letting people use store armies). He plays Orks in 40k, so naturally the Orcs were brought out. The game was a blast and Scott was a gentleman throughout. This was his first game over 1000 points, and my first time using the Empire in a game over 1000 points. Our lists were as seen below.

2 warrior priests: heavy armor, barded warhorses, swords of might, enchanted shields
1vl 2 mage: ring of volans
2 units of 5 knights: full command
5 pistoliers: musician, outrider with repeater pistol
20 spearmen: shields, full command and a 10 man halberdier detachment
10 huntsmen: marksman
10 handgunners: marksman with repeater handgun
Hellblaster Volley Gun

Black Orc Boss with the boar that does impact hits, light armor, shield and a magic axe
lvl 1 Orc Shaman: 2x Dispel Scroll
lvl 1 Goblin Shaman: Staff of sneaky stealing
8 Wolf Riders
8 Spider Riders
20 Night Goblins with 2 fanatics
20 Orc Boys with full command
30 Orc Boys with full command
20 Black Orcs with full command
16 Orc Arrer Boys
Boar Chariot
Wolf Chariot

Terrain and Deployment

In the center of the Empire deployment zone there stood a hill. The right and left of the battlefield was heavily wooded. The right side had a large hill running down its length as well. The Empire forces put the handgunners and the artillery on the hill. To the right of the hill was placed the spearmen (with the mage). To the left of the hill were both units of knights and the pistoliers.

The orcs put both mobs of orcs on the left flank as well as the goblins. The boss went there as well. In the center stood the boar chariot, the wolf riders and the black orcs. To the right flank went the spider riders, orc arrer boys and the wolf chariot. The goblin shaman went with the night goblins and the orc shaman went with the black orcs.

Right Flank

The orcs advanced straight ahead, except for the chariot and wolf riders who sheltered from Imperial artillery. The arrer boys were continually held up by animosity, but eventually brought themselves up the hill. For the Imperials, things went bad very fast. With the chariot and spider riders coming from the forest, the spearmen turned to face them while one unit of knights charged the black orcs. I was confident that the knights could kill the first rank of orcs and at least hold them up for awhile. Instead the knights and warrior priest killed two orcs, lost two of their number and fled. This brought them through the spearmen and at the board edge. The spiders then charged the knights (making them flee off the board) and hit the halberdier detachment instead. The black orcs charged the flank of the spearmen, who thankfully fled far enough away to escape them.

The halberdiers were slaughtered and the spider riders overran directly in front of the cannon. A grapeshot killed six of the spider riders and sent the remaining two fleeing off the board. Massed imperial artillery and handgun shots blew apart the advancing orcs (except the mortar, which misfired three turns in a row and then blew up). The hellblaster volley gun in particular shot off an impressive 22 shots against the black orcs before blowing up. When the dust cleared only one black orc and the shaman were left alive. The shaman promptly killed two cannon crewman with a spell. The handgunners when killed the shaman (hit the remaining black orc three times, but failed to wound with all of those shots), and the last black orc fled off the board.

The wolf rider chariot had peaked around the corner of the woods to charge the cannon, but he misjudged the distance and the spearmen charged it instead. After destroying the chariot, the spearmen trudged through the woods and up the hill to take on the orc archers. Weathering the hail of arrows they charged, outfought and killed he orcs, thus securing the right flank.

Right Flank Overview
Black Orcs and shaman: dead
Spider Riders: dead
Wolf Chariot: dead
Arrer Boys: dead

Mortar: dead
Hellblaster: dead
Halberdier detachment: dead
Knights and warrior priest: dead
Spearmen and mage: above half strength
Handgunners: untouched
Cannon: one crewman left

Left Flank

The huntsmen did their job admirably. Their presence, besides shooting down a few orcs, stemmed the green tide. They released the fanatics (one of whom killed itself and the other went back through the greenskin lines) and march blocked the horde. This, along with several units squabbling, left the two orc units and goblins barely moving all game. This lasted until one unit of orcs flushed out the huntsmen, who then rallied and managed to escape the angry greenskins.

The pistoliers moved up aggressively, and after losing one of their number of the wolf riders (who they in turn destroyed) they danced circles around the 20 strong unit of orcs, firing their pistols all the while. They eventually reduced them to so few that they eventually panicked and fled the table.

The orc boss worked his way around the woods and charged into the knights. Two of the knights fell for no wounds in return. However, due to outnumbering, their standard and musician, the orc lost combat and fled. The pursuit brought the knights into combat with the orc chariot, which they destroyed. The orc boss was soon shot down by the Empire chariot, which brought them into the goblin unit. The goblin shaman used his magic to get the larger of the orc units out of the woods and behind the knights before the knights killed the shaman, broke the goblins and ran down their unit. This brought them into combat with the second orc unit that the pistoliers had been harassing. The knights not only failed to break the orcs, but lost another knight, lost combat and fled. Their flight brought them into the orc mob which had appeared behind them and the knights (with their warrior priest, and my general) were destroyed.

With one unit left which was facing walking (as it was march blocked) across the board while being fired at by 3 units, the game was called.

Left Flank overview
Larger orc unit: above half strength
orc unit: destroyed
Goblins with shaman: destroyed
Orc boss: dead
Boar Chariot: destroyed
Wolf Riders: dead

Pistoliers: above half strength
Knights with warrior priest: destroyed
Huntsmen: unscathed

Outcome (roughly)
Orcs: 1181 victory points
Empire: 1495 victory points
Marginal Victory for the Empire

* Knights, even with a warrior priest, can’t take on an elite infantry unit by themselves.
* Animosity sucks. It really hampered his movement and allowed me to reform my army before he could swamp me.
* Don’t trust artillery dice. My mortar misfired 3 times and then blew up, and the hellblaster misfired as well (and blew up, though it did get an extra 10 shots from it).
* Skirmishing scouts are worth their points.. Having his two fanatics hitting his own lines as great for me. Without the huntsmen bringing them out and march blocking his orcs, I don’t think that I could have won.
* Pistoliers are gold. They can lay out an amazing amount of pistol shots, and are tough enough to beat off enemy fast cavalry. They were definitely a good buy. They and the huntsmen were the heroes of this game.

Ulrich Sigmarson, victor of the battle of the horn watched the orcs approach with a slight smile on his face. He had been lauded for his victory over the dark elves and since then his faith in Sigmar, and his own strength, increased tenfold. This orc warlord had recently moved down out of the mountains with the beginning of a Waaagh!, so he now stood with a contingent from his order and state troops from the town of Bogenhafen. He rode over to captain Stern of the Bogenhafen spears. “Captain, I take it that your men are ready.” It was a statement, not a question. Ulrich could already see the artillery that the state troops had dragged with them being placed up on the hill that over looked the killing field. While it was true that the soldiers had brought with them immense killing power, he cockily knew that without his knights there was no way that they could hold back the horde. Stern nodded. “We await your orders, priest.” Ulrich’s reputation proceeded him after his battle with the elves, so when the two forces met up Captain Stern immediately handed command over to the priest. Ulrich happily ran his fingers through his beard as he grinned.

Borgit Teethkicker held his standard high. He marched in step with the other black orcs across the field, watching with disdain as the humans came up towards them. They thought them idiots, that they would keep their eyes on the slow infantry while the cavalry came at them. Borgit felt the wait of his choppa and grinned under his helmet. They had picked the wrong orcs to try that trick on. The orc’s grin widened as the human infantry slowed and turned, screaming in alarm as giant spiders burst out of the tree line. The black orc didn’t care what happened to the goblins just then, as the human knights charged in. As one the black orcs surged forward, great axes in their hands. One orc was spitted by a human lance and another hand its skull crushed by a hammer blow. Borgit buried his choppa into the head of a horse, bringing it and its rider down. The human fell hard and was ripped to pieces by the veteran orcs. The shaman in their midst shouted out a curse and a second human died, its head and helm exploding with green energy. It was all too much and the humans turned to flee, leaving their dead behind. The Waaagh! energy sent the horses into a state of complete panic as they ran away. With a roar Borgit and his lads followed. The panicked horses went wild as the spider riders came out of the forest at them. The knights on top tried in vain to bring their horses under control, and one knight was thrown from his saddle as his horse reared. The knight fell on his head and died instantly from the fall. The remaining three horses bolted in random directions and all their riders could do was hold on tight to avoid meeting the same fate as their unfortunate brother.

With the knights gone the spider riders fell on the hapless halberdiers. The men died while soiling themselves, their worst fears realized in ten seconds of violence. That was all it took for the last of the humans turn and run, only to be born down by the vicious spiders and their even more vicious riders. The entire flank turned into a rout as the spearmen fled as well. Borgit roared out loud, his axe raised high. The imperial artillery roared back. The spider riders died in a hail of shrapnel and the few survivors scuttled back towards the tree line. Borgit was knocked to one knee as a bullet impacted with his pauldron, and the orc behind him died as his torso was blown clean through. The imperial artillery that spit out death with its spinning barrels kept firing, as did the handgunners. Borgit pulled himself up and kept charging, as did his lads. Their roars died with them as rank after rank of black orc was blown apart, leaving nothing but twisted metal and meat behind. Their tenacity paid off when the hellblaster crew pushed their war machine too far and it exploded, unable to take the stress of the constant firing. The explosion reached the powder of the mortar, which then too went up in flames. Borgit raised his grisly standard and roared in exultation at this. The fact that only he and the shaman had survived the deadly salvo hadn’t registered.

Karl was knocked to the ground by the blast, but his fellow crewman of the great cannon managed to keep their footing. It cost them their lives, as the shaman down the hill pointed a finger at them, and both of their heads exploded. Karl nearly soiled himself as the bodies of his friends fell down next to him. He might have stayed down there with them if it were not for the sight of the shaman being filled with lead as the handgunners turned their sights on it. Karl watched in horror as the heavily armored orc next to the shaman took three shots, two to the chest and one to the leg. It staggered backwards but remained standing. For a moment it looked like it was going to charge, but as it eyed the reloading handgunners it turned and loped off back towards the hills. Karl breathed a sight of relief that it hadn’t come for him. If it had reached their lines, he knew without a shadow of a doubt that the monster would probably have killed them all. He pulled himself to his feet, and ignoring the smell of powder and cooked meat he began to reload the cannon.

Brother Helmar lowered his lance as he and his brother knights rushed over the broken chariot. Mobs of orcs and goblins were coming out of the forest and down the hills. He had sent the artillery explode and had heard the shouts of terror from the spearmen. Worst of all, he had seen Father Ulrich flee the battle. Helmar knew that this was the only way to restore honor to his order. Like a hammer he and the remaining knights hit the goblin line. Their lances had long since been broken, so they fought now with their swords. He swung down with all of his might, cutting the head of a goblin in half, and then slashed down to his other side, killing another goblin. They were outnumbered six to one, but it didn’t matter. They killed them all and rode down the rest. The orcs were roaring now, their foes deep within their ranks. Helmar could hear the cracks of pistols as the order’s pistoliers added a salvo into the orc ranks. It would help, but it wouldn’t be enough. Helmar and his knights knew that they needed to break through the next ranks of orcs if they were going to survive this. Helmar had been born a commoner and had worked his entire life to live up to this moment. He knew that because of men like him that his order was looked down upon, that all other knights thought them to be beneath them. Ulrich’s cowardice would live on forever in the annals of the order, a black stain upon an already looked down upon order of knights. Helmar led his knights on, into the thick of the horde expecting death but knowing that this show of bravery needed to be done. Without their lances the charge faltered, and from behind them came a huge mob of orcs, their choppas raised. Helmar screamed out a prayer to Sigmar, felt a surge of regret for all the things in life he never had a chance to do, and then he died.

Captain Sterner watched in horror from the hill at doomed charge of the knights below him. He and his men stood over the spitted body of the orc archers that they had cleared from the hill as the silver, gold and purple of the knights was swallowed by a sea of green. He was amazed at their bravery and at the toll they reaped, but also at the foolishness of the foolishness of their charge. As the last of the knights fell the pistoliers continued to fire, as did the archers that the knights had brought with them. The orcs, disorganized by the slaughter wavered as death showered their ranks. Few actually fell, but this was an enemy that they could not catch. Some charged forward and died. The rest took a step back, looked out at the handgunners still facing them and up at the ranks of spearmen on the hill and then began to move backwards. They turned and ran, harried by the pistoliers until they plunged into the forest that would lead them back into the mountains. As the last of the orcs fled, Sterner looked down the slope at the dead from his own regiment, the smoke from artillery hill and the broken armored bodies that lay amongst the green corpses. Like so many battlefields before it, this one was choked with the dead. The field belonged to the Empire, and from his position Captain Sterner could clearly see just what the price of victory was.

05-06-2009, 14:55
Thanks for more great background and story, your thought's are pretty on the money too- I don't know what is but empire warmachines misfire a lot ! Empire knight's aren't the juggernauts of destruction modern cavalry ahve become but rather a cheap, well armoured flanking force.

09-06-2009, 20:31
1000 points...ish Empire v Empire

Today saw another battle, and while the armies were from the same book they were anything but similar. If you don't believe me, then take a look below.

The Order of the Broken Lance
Captain: Sword of Fate, Full Plate, Shield, Barded Warhorse (114)
Warrior Priest: Sword of Might, Enchanted Shield, Barded Warhorse (138)
Mage: Lvl 2 (Portant of Far and Celestial Shield) Ring of Volans (Uranon's Thunder Bolt) (120)
5 Knights: Musician (123)
5 Knights: Musician (123)
5 Pistoliers: Outrider with Repeater Pistol (107)
10 Huntsmen (100)
8 Duelists: Pistols (72)
Total: 897 (Like a fool I forgot about my second warrior priest...)


Captain: Full Plate, Shield (60)
19 Halberdiers: Shields, Full Command (134)
20 Spearmen: Shields, Full Command (140)
20 Swordsmen: Shields, Full Command (145)
20 Greatswords: Full Command (230)
-10 Handgunner detachment (80)
2x Cannons (100x2)
Hellblaster (110)
Total: 1099

So now that I did the math that seems kind of odd. But with my second warrior priest I would have had an army of 1032 so it wouldn't have been that much of a difference.


Dark Green-Woods


From left to right: For Marienburg, he had his hellblaster, followed by the swordsmen, then cannon 1, then the greatswords+handgunners, then cannon 2 and finally the halberdiers and spearmen.

The duellists deployed behind the buiding to the left, while the rest of the army hid behind the trees. The huntsmen deployed in the woods to he left as well.

Turns 1-2

The Empire army surged forward. The duelists went in to the building on turn 2. The Marienburg artillery fired, killing one pistolier and a knight. I was incrediably lucky, because if either shot rolled hire they would have hit my mage who was by himself (I forgot that cannon balls can bounce through trees), so thank Sigmar for that. On turn 2 Knight unit 1 went to the right of the trees, but the priest joined Knight unit 2 facing the spearmen.

The only useful application of magic happened on turn 2. The ring of volans unleashed it's spell, causing 3 hits on Cannon 2. All three hits smacked into the crew and killed them. Cannon 2 was gone. (yay)

Turns 3-4

The pistoliers and knight unit 2 charged the spearmen, who held. In close combat they killed 9 spearmen all together, for the loss of 1 knight, broke the unit and ran them down. Knight unit 2 hit the halberdiers on the flank. They proceeded to kill 6 of the halberdiers, break them and run them down as well.

The Marienburgers, in response to this killed 1 duellists with the hellblaster (-4 to hit as they were at long range and in the building) and then on turn 4 the hellblaster misfired while shooting at the pistoliers. Misfire-6. 30 shots later both the pistoliers and the hellblaster were gone. The knights came back on the table. Cannon 1 tried a grape shot but was out of range.

Turns 5-6

The knights charged cannon 1 and destroyed it. Knight unit 1 charged the handgunners (4 left after suffering from pistol fire), who fled. The knights themselves fled from a greatsword charge, but rallied on turn 6. The swordsmen turned to face them and were charged as well. The knights killed 5 swordsmen for no wounds back and thus tied combat. In the last turn they killed 2 more for no losses, lost combat and held, thus ending the game.

The archers and pistoliers, together managed to kill 8 greatswords (2 more to get them at half strength) and 1 swordsmen. The swordsmen were left with 12 models as well, again above half strength.

Marienburgers' Victory Points:
Empire Victory Points:

Massacre for the Empire!


Ok, I am a fool. Why you ask? Never leave a mage by himself! That nearly cost me. Secondly, my turn 6 charge against the swordsmen was really dumb. I should have held back and safely won the game, instead I risked 675 victory points (2 heroes, knights, 2 captured banners and the unit) on the charge. I did it to make the game more fun. I'm glad that the knights were not lost, but they very well could have been.

Now, in my last game I mentioned that knights cannon break infantry blocks. I take that back, they can if they are supported by 2 heroes, and the enemy only has T3 AS 5+. That and getting the overrun into the flank of the halberdiers really helped.

What scared me the most was the artillery. His mistake was putting his hellblaster too far to the left, which meant that by focusing on the right I denied it any good targets for most of the game. In the end it still killed the pistoliers but it could have been much worse.

And finally: Empire infantry blocks need detachments. Getting hit in the flank by a detachment when I charged the spearmen might have won them the combat, or at the very least make me think twice about the charge. I still would have done it, but I would have felt really bad about it.

Overall, a good game. I might not take pistoliers because I got some (light) flack about that, but I really do love them.

Konrad woke up from another dream. It was becoming easier, but it still strained his nerves when he dreamt of a fellow human. This time it was easier than when his sword picked out the Bretonnian, as the man he was to kill was a rogue. A man who had scraped and clawed his way from the gutters of Marienburg into the position as a general of its army. Konrad felt dirty from the images of murder, deceit and backstabbing that he had witnessed in his dream. He tried his best to push it out of his mind as he focused instead on the location of the battle.

Two days later Konrad led his knights into the courtyard of the village of Magnusburg. It was located just off of the great The Great North Road, which placed it periously close to Marienburg. It had been years since any dispute had been raised over the village, but it was strategically placed and apparently one of the Burgomeisters of Marienburg wanted the village for himself. When his knights and warrior monks reached the village they found it already occupied by the enemy. Artillery lined the ridge just to the west of the village. Apparently the enemy knew they were coming as they had formed into ranks just off the ridge. The village itself was empty, a complete ghost town.

Adolfo stood in the front ranks of his Halberdiers. His parents had come to Marienburg from Estalia, hoping for a better life for themselves and their child. They were quickly disabused of those dreams and instead had to content themselves with the daily fight that was survival on the streets of the world's richest city. Adolfo had succeeded in at least part of their dream, as he had succeeded. Using every scrap of learning his parents could afford to give him, as well as from the lesssons gleaned from being a part of one of Marienburg's many street gangs, he had clawed his way to the top. And now here he was, leading an army into the border between Marienburg and the Empire. His mission was simple, to capture and destroy the up and comming village which he now found himself in. The village was growing, and with it came trade from Bretonnia, trade that should be going through Marienburg. With it gone his patron stood to profit, so here he was. His men had already killed or driven away all of the villagers and were preparing to burn the place when the knights arrived.

Adolfo scoffed, as by his account they were outnumbered and least five to one, though he had no way of knowing about the monks who accompanied the knights. Adolfo was an infantry man, so he knew little of how to deal with cavalry. As such he pulled his men back up to the hill and waited for his artillery to blow them away. He watched with baited breath as a cannon ball ripped through the enemy, sending two men crashing down to their deaths. Still they came on. Screams sounded behind him and his men began to nervously look behind them at the charred corpses of one of the cannon crew. He roared to his men to form up to face the cavalry who were rushing towards him. Adolfo didn't know what kind of fel sorcery the imperials had used, but what he did know was that to let his men get distracted would be far more dangerous. He looked at the cavalry that were coming at him. They were armed with steel breastplates and pistols, but they faced four ranks of halberds. It wasn't until the last minute that Adolfo realized that his men were not their targets as they veered off at the spearmen to their flank. He couldn't see what was happening, but he could hear the criest of alarm and of death. Adolfo screamed at his men to hold their ranks together, but the knights were already on them. Rushing up the hill, holding bloody swords up high they hit fast and they hit hard. Before the halberdiers could even register what had happened two entire ranks had been cut down and the rest were fleeing. Disbelieving, Adolfo tried to restore some semblance of order, but the last thing he saw was a sword flickering down towards his neck.

Konrad turned his men around after having chased down the last of the halberdiers. He was breathing hard, as he and his men had already killed or maimed forty men and all for the loss of but a single brother-in-arms. Even better in his mind he had personally cut down the man whom his sword had sent him to kill. A grin was etched on his face, a grin that came from the knowledge that he had done what was right and had killed the unworthy. He wheeled his knights around to face the terrified cannon crew who were facing them. They let loose a grape shot at the knights far too soon, and were rewarded for that with a victory cry from the charging knights.

The sun was setting as Konrad still fought. His men were battling against the remants of the enemy army. His men were exhausted, on the verge of collapse, but still they fought. Just as the sun shined out its last rays he and his foe heard the battle cries of Konrad's brother knights from around their flank. Konrad called for his men to disengage, which they did gratefully, leaving behind over half a dozen enemy dead behind them. Their foes turned to face their new threat only to see the elite greatswordsmen had already surrendered in the face of unseen death coming from the woods. Eight of them had already fallen to bowfire from an unseen foe and the elite soldiers had thrown down their swords rather than face a pointless death. Soon their swords and shields fell to the ground as well. It was only when they were rounded up that the Marienburgers finally saw exactly how many enemies they faced. Eighteen battle monks stood guard over the twenty four Marienburg survivors while Konrad rode over to his brother knights. Their lances were unbroken, but their armor was dented from the impact of the enemies' handgunners. Six of whom lay dead on the ground, the rest of whom had escaped by fleeing from the field. After praising his men for their valor he issued one last order. "Secure the prisoners and get me a rider. The Grand Master will decide their fate."

09-06-2009, 20:38
Nice reports so far, and a ton of fluff!

Pistoliers are great. Don't let anyone bully you into not taking them.

Any plans for any 2K games in the future? :)

09-06-2009, 20:50
Great story as usual, and youc an be happy with getting a massacre when the other guy had more than 20 % more points than you !

What flak did you get about pistoliers?

10-06-2009, 19:14
Praise from my two favorite battle report writers? Brilliant. :D

Malorian: I'm always looking for one. However, at the GW I play at I've yet to run into someone who either A) has the models or B) the time. Admitedly I usually go during odd hours, but I am itching for a higher point cost game.

Salone: Did I say Pistoliers? I truly am cursed by the god of typos. I should have said duellists. During this game we were fortunate to have someone who really knows the rules (and who has played Empire for 10+ years) watching / pointing our rule mistakes. I think he mentioned three-ish times that duellists are kind-of illegal. And when my opponent found out that they had pistols he made a face reserved usually for eating rotten fruit. A look which stuck whenever they were used (though they only succeeded to killing about six handgunners all game, so nothing to really write home about).

21-06-2009, 16:01
Empire V Orcs 1250

Warrior Priest: AoMI (1+AS), Great Weapon (119)
Lvl 2 Mage: Doomfire Ring (Fire Ball + Burning Head) (130)
Lvl 2 Mage: Ring of Volans (The Wolf Hunts) (Rule of Burning Iron + Distillation of Molten Silver) (120)
19 Swordsmen: Full Command + 10 Swordsmen Detachment (139+60)
10 Handgunners: Hochland Long Rifle + 5 Crossbow Detachment (105+40)
10 Huntsmen: Marksman (105)
5 Pistoliers: Outrider with repeater pistol, musician (114)
Cannon (100)
Mortar (75)
Hellblaster Volleygun (110)
Total: 1217

(I meant to give my metal mage a luck stone, but completely forgot to. So if I wasn’t a fool my list would have been at 1242)

Orcs and Goblins: (Scott, who used the O&G last time against me. A true gentleman who I thank for always being a great sport)
War Boss on boar (unknown equipment)
Lvl 1 Orc Shaman (unknown equipment, direct damage spell)
Lvl 1 Goblin Shaman (unknown equipment, movement spell)
9 Boar Boyz: Full Command
8 Wolf Riders: Full Command
Orc Chariot
Stone Troll
20 Black Orcs: Full Command
25 Orcs: Choppas and Light Armor, Full Command
Total: 1248


On the orc side, the right flank held a copse of trees and an orc monument. Another copse of trees stood on the right table edge.

On the left side of the table a huge hill dominated the left flank of the field, on which a huge orc statue stood. In the Empire deployment zone there stood a small hill.

From this point on, the huge orc statue on the left flank will be the dividing line in this battle report. Everything to the left of it is the Left Flank, everything to the right of it is the Right Flank.


Orcs’ Left Flank (remember, to the left of the orc statue on the hill)
Chariot, Boar Riders (with the general), Troll, Wolf Riders

Orcs Right Flank
Black Orcs (with orc shaman), Goblin Shaman (hiding in the woods), Orc Boys (between the trees and the orc totem)

Imperial Left Flank
Pistoliers, Huntsmen behind the giant statue

Imperial Right Flank
Handgunners on the hill with the detachment to their left, all three artillery pieces, Swordsmen (with priest) and their detachment

Right Flank

Turn 1-2:

The Empire got the first turn. Magic killed a handful of black orcs, while shooting took down a few as well (and 1 goblin wolf rider from a stray mortar shell). The priest got off hammer of sigmar on the hochland long rifle marksman, who with the re-rolls put a wound on the orc shaman. The cannon misfired but only because they accidentely loaded the cannon with sand instead of gunpowder.

Turns 3-4:

The black orcs with their shaman eventually fell to Imperial shooting. This happened after the hell blaster rolled a misfire-6, destroying itself and all of the black orcs that were left. It took this, the mortar, handgunners/crossbowman and the hellblaster to do it.

On turn 3 the orc boyz charged the swordsmen, whose detachment flanked them. The orcs killed 2 swordsmen, who killed two orcs back. A challenge was declared between the priest and the orc champion, and the priest won it. The orcs fled 5’’, but both units pursued 4’’. The orcs rallied, were charged by the swordsmen and lost combat again. They fled and were finally run down. The goblin shaman spent the entire game hiding in the forest, but he was safe. The detachment made it over to the other side of the table, but were too far away to do anything (their movement was just to claim a table quarter).

Right Flank Secure

Left Flank

Turn 1:
This was the flank that I was worried about. On the first turn he went forward, putting his wolf riders on the far left flank. His plan was to roll down the flank, and since I had nothing to stop them he could destroy all of my artillery and missile troops.

My pistoliers ran to the far left side and put themselves right in front of the wolf riders. If I could get rid of the wolf riders then my pistoliers could march block the rest of the orc line, possibly winning me the game. The pistoliers shot down 1 wolf rider (bad).

Turn 2:

The wolf riders charged. Not good, asthey lost 1 more from stand and shoot. Three pistoliers died for the loss of two more wolf riders. The pistoliers lost combat and were run down. Damn.

Here I thought the game was lost. I had nothing left to march block them (my huntsmen were being blocked from getting around the cavalry by the black orcs, who were not quite dead yet) and my infantry were too far away to turn and face the threat. I was prepared to be massacred and was going into damage control to limit what the orc cavalry could catch. The troll failed it’s stupidity check here and shambled up alongside the boar boyz (who were preparing to rush down the hill and take out the majority of my army).

Turn 3:

Then, the remarkable happened. The troll failed his stupidity test again (with leadership 8) and walked right infront of the boar boyz. With that the orc cavalry could not move, thus saving me from destruction! During this turn, my artillery tried to fire up the hill. My cannon took down one boar boy and my huntsmen shot down one more.

Turn 4:

My artillery did nothing of importance this turn, but my mage did put two wounds on the chariot with distillation of molten silver. The crossbowmen did not shoot, but instead started to run like hell away from the orc lines (putting more space between my troops and them, plus if any orcs went after them it would take them away from the rest of my army). The handgunners grimly turned to face their death.

Then, for the third time in a row the troll failed it’s stupidity check, walking forward another three inches. Taking this in good stride he charged the last of his wolf riders into my huntsmen, and then did his best to line up the chariot for a charge and to get the boar riders into position.

The huntsmen killed all of the wolf riders with their stand and shoot. For having the unit destroyed within 6’’ (do orcs take panic tests from destroyed gobos? I don’t know, but I have a sneaking suspicion that they don’t) and the boar boyz fled. And yes, they fled off the board. With that he called the game.

Left Flank Secured.

Victory for the Empire


1. Ok, I didn’t deserve this win. Ok?! I said it. I won for 1 reason only, he failed three stupidity tests in a row. He should have been in combat for two turns, destroying my army, instead I spent those two turns shooting at him. That was really not fair. On an interesting note though, while he failed those stupidity tests three times in a row, he never once squabbled and even when he called a Waaaagh! His army never got a 1 or a 6 (or a 4+ in the case of a Waaagh!). Truly disciplined greenskins. Also, I don’t know whether or not the boar boyz should have taken the panic test, as I am not familiar with the greenskin army. I dare say that if it were not for the troll he would have at least gotten a draw and probably a victory. Also if he did not need to take that panic test, then I truly do feel bad, because he would have had two more turns to try and salvage the game (which would not be bad with a large unit of boar boyz and a chariot rushing at me.

2. I think that this is the last time I will take a mortar. Why, you ask? Well, because there are just so many damn arguments about it. I felt like every time I rolled the scatter die it was impossible to agree exactly where is was facing. Shooting it wasn’t something that I was looking forward to, and that is wrong when you are actually paying for the artillery piece. Then again, it is a very useful tool against weak infantry, so I guess I’ll just have to think about it.

3. He agreed that next game he needs to upgrade his spell casters to lvl 2 if he wants them to actually get spells off. Plus, his orcs should have either extra choppas or shields to make them more effective. I also don’t think that wolf riders should be 8 men strong, nor should they have a standard.

4. Never leave a flank open to destruction. I did that and only survived this game due to some amazing luck. Deployment and army composition is key to this.

Ulrich watched the orcs dancing around their totem with unsuppressed hatred. Because of these foul beasts he had become an outcast from his order, his past achievements forgotten. Along with the surviving knights of the unit he had led, he had been cast out to prove himself worthy of rejoining his brethren. Armed with a large warhammer and armored only with simple cloth and his prayers, Ulrich was ready to redeem himself. Just two weeks ago his honor had been lost when he had fled the field of battle, so now he found himself again ready to face the greenskin foe. The orcs that his order, along with the men of Bogenhaffen, had driven off, and regrouped in these hills and were building up a new Waaagh! The burgomeisters of Bogenhaffen were not to keen about this and had raised up a force to drive the orcs back into the mountains. Ulrich had come upon this army as it marched and was quickly absorbed into the ranks of the army’s swordsmen, all of whom were eager to have a man of the hammer amongst their ranks. As they marched Ulrich led the devout men of the Reikland in prayer, and by the time they reached the battlefield their hearts were full of righteous anger, almost enough to mirror Ulrich’s own hatred. There was little time to prepare as the orcs would see them once they broke out of their religious ritual. Ulrich and the swordsmen marched forward, chanting from the Deus Sigmar in tune to the roar of cannon and mortar fire. As the orcs began to charge towards them Ulrich singled out the largest of their number, a brutal looking orc holding a cleaver that was as big as Ulrich’s hammer. With a snarl Ulrich silently swore that he would drag the broken corpse of the orc boss back to the monastery. With a roar of hatred and fury the two lines slammed into each other.

Nort Onetusk hit the troll in the back of the head with the flat side of his cleaver, cursing at it all the while. His boar boyz milled about, snarling at their terrified mounts to move forward. The troll was staring hungrily at the boars, roaring and clumsily swiping at them. It was a test of who the boars feared more, the troll or their riders. Nort cursed again. It had all gone according to plan! He and the lads had swept down the side, using the cover of their god-statue to get close to the humies. All they had to do now was rush down the hill and overrun the artillery. The humies had sent their cavalry to slow them down and harass them with pistol shot, but they had been surprised by the wolf riders who had ridden behind the orc host. The goblins had lost half of their number to the spirited human defense, but had overwhelmed their foes. Already Nort could see the crossbowmen fleeing for their lives while the rest of the pink-skins tried to turn to face them. The boar riders were only just being able to move past the troll when Nort saw the last of his wolf riders shot down while trying to charge the human archers. From his vantage point the orc general looked down at the field below him. A line of dead black orcs littered the ground where they were shot down, and further down he saw a mob of sword wielding humans kill the wounded orcs after they had driven off the last of his infantry from the totem they had erected. What sealed the deal for him was the sight of one of the orcs riding the chariot being covered from head to foot in molten metal, no doubt the work of one of the mages. Annoyed beyond measure and facing charging into artillery and handgunners, the orc grunted. “Zog it, let’s go ‘ome.” With confused looks the boar boyz followed their boss away from the reloading humans and into the hills, well out of the range of the guns. The last crewmember of the chariot turned it around and started to lead it away. What saved the flight of the orcs was the presence of the troll, which finally forgetting the taste of boar flesh started to run down the hill towards the waiting imperial troops. Nort spared the worthless beast one last glare and prayed to Gork that the humans would kill it slowly.

Golden Lion
23-06-2009, 09:21
Superb reports and fluff Grumbaki! Enjoying it very much. I like your variation in lists, and like the small battles as well. In response to the points mentioned in your last post:

1) Ok, he was unlucky to fail three stupidity tests in a row with the general nearby. However, he should have positioned his troll in such a way that it couldn't block the boars. That would have prevented the roadblock. Or am I wrong? Also your 'refused flank' approach was pretty sound, with the pistoliers and huntsmen trying to delay the orc flank while the rest of your army charged at the other flank.

2) I know what you mean by disagreeing over the scatter of the mortar. One tip is to roll the scatter dice as close as possible to the aiming point. This makes it easier to see. Still, I cannot believe what some people make of the arrow on the dice. The mortar is pretty good value for points, however I never am capable of sacrificing the special slot. Would rather have cannon/pistols/outriders/IC.

3) Sounds like good changes to his list, yes. Though maybe the model collection is a limiting factor?

4) In principle I totally agree, but as I said earlier, I don't think you misplayed it in this match. You were slightly unlucky with the pistoliers, they could have done more to delay the orc cavalry. Good point to always remember though. Its the common empire slogan 'ranks 'n flanks'.

EDIT: also you mention a few times taking two swords of might and two enchanted shields (if I am reading it in the right way), I believe this is not allowed. Even common magic items are 'unique' as far as I know. Somebody please correct me if I'm wrong.

Keep the good stuff coming!

23-06-2009, 09:36
Grumbaki, I absolutely dig the fluff write-up. As a rule, I am incapable of that much story. I paint well and play fairly well, and enjoy writing the actual what happened reports, but you write very well. Keep up the good work.

23-06-2009, 15:40
Orc's don't take panic tests from gobbo's :) That doesn't detract from your win though or your background. Keep it up :)

vinny t
23-06-2009, 17:02
Awesome, although I feel for your opponant. Failing 3 stupidity tests in a row for Cold One Riders is annoying. Still great BatReps!

26-06-2009, 11:07
Brilliant fluff stories to support the battle reports, really make it come alive, please keep going!

26-06-2009, 14:38
Thank you all for your comments. And Golden Lion, thanks for responding to my thoughts. As for your question, in the first battle report I had two warrior priests with identical equipment (each had 1 sword of battle and 1 enchanted shield). Sorry for the confusion. I am really glad that people are enjoying the fluff, it definitely gives me the incentive to keep writing.

The Order of the Broken Lance

Captain: Sword of Fate, Full Plate, Barded Warhorse, Shield
Warrior Priest: Hammer of Judgement, Barded Warhorse, Heavy Armor, Shield
Lvl 2 Mage: Lore of Light (Burning Gaze and Blinding Light) Dispel Scroll, Ring of Volans (Guardian Light)
5 Knights: Full Command
5 Inncer Circle: Full Command, Steel Standard
6 Pistoliers: Outrider with repeater pistol, Musician
11 Huntsmen: Marksman
Total: 1000 points

Marienburg Invaders

Lvl 2 Mage: Dispel Scroll, Power Stone, Lore of Heavens (Second Sign and Forked Lightning), Barded Warhorse
Lvl 2 Mage: Dispel Scroll, Power Stone, Lore of Heavens (Second Sign and Forked Lightning)
20 Swordsmen: Full Command
-5 Handgunner Deatchment
20 Spearmen: Full Command
-5 Handgunner Detachment
8 Inncer Circle Knights: Full Command
5 Pistoliers
Total: 997 points


The battlefield took place within a village. To the far left was a hill with a watch tower on it, with a farm to the right of it (and a forest to the north of it). Further along to the right was a large forest (with a building to the north). It’s always great to play on a themed board.


(sorry for the poor quality map, but I hope that it gives a better idea where the terrain was). Gray=Buildings, Green=Forests, Brown=Hill



The swordsmen with one mage went to the left of the farm. In their center, between the farm and the trees were the knights, followed by the spearmen. The mounted mage went between the two. To the far right he deployed his pistoliers, with a building between them and the rest of the army.


Both units of knights went in the middle, with the pistoliers to their left (behind the farm). The huntsmen were deployed in the forest to the right, ready to take out the enemy pistoliers (a great benefit of them being scouts). The captain went with the regular knights, the priest went with the inner circle. The mage hid behind the farm house (which in retrospect is really stupid, as a single lightning bolt could leave him dead).

Turn 1

The Marienburgers took the first turn and advanced forward, keeping just out of my 14'' charge range. The swordsmen were turning to come towards the center while the pistoliers hesitantly went forward. Magic was stopped, but I lost my scroll in the process (thus saving my pistoliers from meeting an inglorious end).

No charges were declared, but the imperial pistoliers sped forward towards the mounted enemy mage. My knights positioned themselves to charge his knights if they accepted my pistolier bait. My magic was stopped by him, but in the shooting phase my pistoliers shot down his mage. My huntsmen also killed and impressive 4 pistoliers, and the last one fled from the field of battle. Overall, it was a very good first turn.

Turn 2

After thinking it over his knights charged my pistoliers. He was in a bind, because if he left them alone my pistoliers could run around doing damage, but if he charged he was setting his knights up for a double charge from my knights. The pistoliers fled 5'' and were run down. His infantry tried to keep up. Even with a mage gone he got off the second sign of amul.

My knights charged his knight unit, which fled and was run down (but only because the steel standard gave me an extra 3''). I could tell that his plan was to take out my pistoliers and then flee to safety, but for both of us this tactic let us down. This put my inner circle directly facing his swordsmen with his spearmen behind them. The only magic I got off was to make my inner circle unbreakable. In the shooting phase my huntsmen killed three handgunners, and the rest fled (never to rally).

Turn 3

His swordsmen charged my inner circle knights and the spearmen faced my other knights. Due to some woods to the north of the farm house, his handgunners couldn't reach combat to flank the inner circle. Magic was shut down and in close combat my warrior priest killed his mage (hit twice with the hammer of judgement and he failed both toughness tests) and he lost 1 swordsman. He won combat but my knights were unbreakable.

In my turn 3 the other knights charged the spearmen and broke them. The huntsmen had moved up behind them so when they fled they were automatically destroyed. The knights didn't pursue as I had the intention to get them towards the other combat. They didn't manage to get there by the end of the game. Magic blinded the swordsmen (WS 1). My inner circle did some more wounds, but the swordsmen held.

Turns 4-5

His handgunners flanked my inner circle, but lost combat and fled. The mage and huntsmen shot them all down as they ran. In hand to hand combat, my inner circle beat the swordsmen in combat every close combat phase (thanks in part to the spell blinding light). He passed his break tests for 3 phases, but finally broke at the end of turn 5. I was fortunate with my armor saves, but his swordsmen proved to be very tough indeed.

Victory to the Empire


My opponent (Ian) is pretty new to warhammer, but is a great guy with lots of potential. Before this game I saw him fight a vampire count army to a bloody draw (in his favor), and that proves that he's got some skill.


1) Knights are better run in units with 5-6 frontage and no second rank. He ran his knights with two ranks of four. The extra wound is the same as the rank bonus, but for far less points.
2) Because of the way he used his handgunners, swordsmen would probably make a better detachment.
3) Pistoliers need to avoid enemy shooters, because they really cannot stand up to any punishment themselves.
4) Always keep mages in units or far away from the fighting. He was surprised to see my use the pistoliers so boldly, but next time he will make sure that his mages are protected)
5) I was lucky that his mages didn't get the spell that doesn't allow armor saves. That could have really messed me up. As is, the pistoliers saved me from his magic phase by killing one of his wizards.

Rumors were rife. The mercenaries who had so recently been defeated were being kept together under armed guard and they could do nothing but wait for their fate to be decided. Some claimed that they were to be forced to join the penal legions of the count of Middenheim which were used to flush out beastmen from the forests of the Empire. Others swore that they were all to be sacrificed in some kind of Sigmarite ritual. Most though lamented the fact that no matter what happened to them they were not going to get paid. For Thurman, enough was enough. As the captain of the elite Goldsword company, he knew that he had a duty to keep his men alive. He had built up his unit to be known as the most stubborn infantry for hire in Marienburg and he had done that by attracting the best of the best within the mercantile city. Already two of them lay dead on the field and a third probably wouldn’t make it past the night. With a sour look on his face he pushed himself to his feet and walked up to one of their guards. Ignoring the unsheathed sword pointed at his chest he calmly said “I need to talk to your captain.”

Konrad paced while the preceptors and priests argued. The mercenary leader had offered him a deal. Apparently a second army had left Marienburg and was heading for the Lowland watchtower. It was a lightly guarded tower that had been built to give a warning signal incase of invasion. With that in the hands of the Marienburger no word would reach the Empire to take back the village that Konrad now stood in. The Burgomeister’s plan was a solid one, but he had not taken into account the sword of fate which had led Konrad to this point. All that the mercenary asked for in return for the details of what they would find there was safe passage for himself and his men back to Marienburg. Granted, the invasion had already failed, but Konrad could not stand by while the soil of the Empire was sullied by invaders. It was really a tempting offer, as they all knew now that they were in for a battle but now they had the option of knowing exactly what they were up against. After five minutes of listening to his subordinates argue, Konrad made up his mind. “Enough. Bring the mercenary to me.” Thurman was quickly pushed towards Konrad. Thurman was a big man, a full head taller than Konrad. Further enlarging the man was his moustache, which could even rival that of Kurt Helborg himself. Konrad on the other hand was completely bald, shorter and of a leaner build. If he felt any unease standing in the shadow of the big man, he didn’t show it. “We have a deal.” Thurman’s smile stayed on his face even as Konrad continued. “You will still be kept here under guard until we return, but should you prove to have told us the truth, then you have my word that we will release you.” Thurman nodded and gave a smug smile to the knights and priests surrounding him. “Aye then. Well, the old bastard sent the majority of us to take this here town. But the tower, he sent his mages and his personal guard to take that, and when I say personal guard I’m talking about his knights. He collects them, you see? Disgraced knights from Tilea to Kislev, he calls them Stromfel’s Chosen. They’ll likely have some pistoliers too, as their order makes use of them. As for their infantry, I don’t know the numbers, but a drinking fried of mine said that his mercenary company was hired to accompany them. I’ve fought with the Nordland Wreckers before, so they’ll likely have some swords, spears and handgunners with them. They’re called the Nordland Wreckers not because they are all from Nor-…” He trailed off when he saw that Konrad didn’t care about the history of the mercenaries, but instead just on the details. “So a handful of infantry with knights and mages, but no artillery, probably no more than fifty or so men all told.” Now, they went for the tower even before we left for here, so they’ll be dug in. You want a map? Aye then…”

It took Konrad two days to reach the Lowland tower, as he had his men round up every patrol that the order had out in the region to join them. They had found two such patrols and had added their numbers to the knights that he had brought with them. As they approached the Lowland Tower they could see the damage done to it. The tower was partially ruined, with its’ western wall partly collapsed and blackened from lightning blasts. Surprisingly, around the tower was encamped the enemy. Spear tips glistened in the sunlight as the enemy spearmen began to march towards them. Next to them were Stromfel’s Chosen; Konrad could feel his men’s displeasure upon seeing them. Konrad wasn’t sure how the enemy knew they were coming, but he guessed that sorcery was to blame. But magic or no, Konrad was a veteran commander of the order, and from the knowledge he had gained from Thurman, he was confident that he would win this.

Lazarus snorted in contempt at the enemy before them. A line of knights stood still and faced them, with one flank guarded by the abandoned farmhouse and the other by the copse of woods. His magic, and that of his colleague, had forewarned them of the enemy coming. He just didn’t know that there were so few of them. Lazarus did a quick headcount and saw that he had only slightly fewer knights, but he had infantry, his pistoliers and his own magic as well. Obviously these knights had stumbled upon them, so they would have to die. Lazarus called upon the winds of magic but his brow furrowed as the power slipped through his fingers. Odd, he thought, the winds were unusually slippery that day. All thoughts of the peculiarity of the winds fled his mind as he heard men screaming to his left. A quick glance over the heads of the spearmen gave him the sight of his pistoliers falling to the ground, they and their horses filled with arrows. Only a single rider fled from the onslaught. Arrows! It was an ambush. Lazarus was about to turn his horse around when a bugle’s note blasted through the air. A number of enemy horsemen were speeding towards him from behind the cover of the farmhouse. The bastards were taking themselves right in front of his knights. The fools! How could they be so bold? Lazarus had just turned his horse around when a pistol shot exploded through his skull.

Konrad watched as his pistoliers turned their horses around, but it was too late. The enemy knights had broken into a charge. The pistoliers scattered, but over three fourths of them were taken down by the lances of their foes. With a roar, his knights charged to the aid of their brethren. Stromfel’s Chosen tried to reign in their charge when they realized the trap they had been led into. The knights of the Broken Lance were coming in from their front and from their left. Their flight came too late as their world exploded with the shattering of lances and the death cries of their steeds. In half of a blood minute it was over.

Father Marius and his men rode hard, cutting down the fleeing knights. His blood sang with the slaughter even as he raised his voice in praise to Sigmar. Konrad had reined his knights in, turning them towards the incoming spearmen. Marius could hear battle joined behind him and was about to order his men to turn to face the spears when he saw before him a disciplined unit of swordsmen charging at him from the cover of the farm. Just as he had done, the enemy had sprung a trap on him. Marius saw within the ranks of swordsmen a woman who was chanting a spell. Marius raised his hammer and screamed “For Sigmar! For the Empire! Kill them all!” Infused by his fervor the knights dropped their broken lances, drew their swords and braced for the slaughter. Marius pushed his steed forward towards the foe, his hammer crushing the head of a swordsman who got between him and his target. The seeress’ eyes widened as she saw the priest fight his way towards her. She raised her hands and screamed out a spell of protection. It would have worked if Marius had been swinging a normal hammer. But his was anything but normal, as it had been blessed by the Grand Theonogist Sigismund himself when the church of Sigmar was founded. It was an ancient relic that struck the souls of the enemy, not just their bodies. The hammer passed through her spells and through her, leaving no mark. Then her body spasmed and light shot out of her eyes. The hammer had literally burned her from the inside out. The seeress fell to the ground, smoke coming out of her empty eye sockets. Marius fully expected the swordsmen to break, but was surprised when he felt a sword hit him in the leg. The swordsmen were swarming them, trying to find a weak point in their armor. However, they were fighting the elite of the order, each one a veteran of countless battles. Moreso, each knight was wearing full plate armor, forged by dwarven armor smiths. One by one the swordsmen fell, but they refused to break. With one flank protected by the forest and the other by the farmhouse it was impossible to flank them, but it also meant that they couldn’t surround his knights. As a unit of handgunners charged in as well, using their guns as clubs, Marius realized that they would just have to kill them all.

The slaughter went on for six bloody minutes. Of the twenty swordsmen who had charged over fourteen lay dead and dying, while not a single knight had fallen. Each knight’s armor was dented and a few had blood dripping out of the joints of their armor, but none had fallen. Now Marius and the five knights surrounded the last knot of defenders. The field was quiet, save for the sounds of the dying. The swordsmen could see more of their foes coming now; Konrad and his knights, who had finished slaughtering the spearmen, as well as the archers which had shot down the pistoliers and the supporting handgunners. Konrad pushed his way through the ring of knights to address his foe. He was surprised when he saw their leader, a scarred man who was aged beyond his years yell “The wreckers never surrender! Charge!” He charged down at Konrad, but hesitated when he saw that he was the only one doing so. A single downward stroke cut his head in half. The remaining five swordsmen dropped their swords and shields to the ground. Konraded nodded. “A wise choice.”

Luitipold wanted nothing more than to sleep. It had been a long day. Not only had he fought in a battle, but he had just finished burying his dead comrades. He had been fortunate though. The enemy commander had been so impressed by the bravery from him and his men that he had allowed them to join their order. He had joined the Nordland wreckers after he had gone with his older brother to Marienburg to join his uncle's business. Luitipold had found the life of a merchant to be exceedingly dull, so after a night of drinking he decided that the best way to see the world was to join a mercenary company. In other words, he drunk too much and woke up in a cot within the barracks of the Nordland Wreckers. As the details came back to him he remembered regaling the mercenaries he met with tales of his heroism back in the Empire (none of which was true) and showing off his skills with a blade (which were not too meager). Rather than try to get out of the mess that he had gotten himself into he rationalized that joining them would at least lead to some adventure. He was surprised when his first action had led him back into the Empire. All that they had done was standing behind the mages as they leveled a tower and then stood in ranks while waiting for orders. Then the killing started, and Luitipold, stationed in the back ranks, found the entire business to be somewhat different from what he expected.

The Nordland Wreckers were not all from Nordland, nor were they all from the Empire, or even wreckers. It was just that their captain, who had so bravely charged to his death, had done before founding the company. Luitipold counted himself lucky then that the other four survivors were Nordlanders. None of them were particularly devout, but they knew enough prayers to give the illusion. That, combined with their bravery in battle had been enough to spare their lives. The five of them were marching along with their fellow ‘warrior monks’, though they were all disarmed and still needed to be accepted by the chapter master and the order's high priest if they were really to be allowed to join. Apparently the order recruited many of their followers from those they defeated in battle, assuming of course that their foes could prove themselves to be Sigmarites.

The monks had told them a bit more about what they had signed up for. Apparently, any warrior who proved himself particularly worthy had a chance to become a knight. He could tell that all of the archers around him were eager for the chance, which probably explained their bloody swords, swords which they had used to slaughter the retreating spearmen. Luitipold gave a quick glance at the knights who were riding beside them and smiled. Back in Averland he knew that all of the knights were of noble blood, so he never thought it was possible that a man of low birth could join such an order. His life had already changed dramatically over the past week, so he took this too in stride. He thought with a smile 'mother always wanted one of us to join the church..."

Golden Lion
29-06-2009, 09:16
Fun report and another piece of great fluff! Thanks a bunch. A bit awkward in the battle that both of you countered each others charges and that the flee moves failed on both sides. I guess the inner circle didn't rise to that position for nothing though :).

I am looking forward to more!

01-07-2009, 15:02
Glad you enjoyed it Golden Lion. Up comes the next one...

I played against a new person today, which is always a good thing. Game 1 was warbands, where we fought each other to a bloody draw in preperation to the league beginning next week. It has led me to redesign my entire warband (I did a bandit themed one. Captain with the dragon bow, pistoliers has highwaymen and lots of archers. His clan skyre skaven are more competitive, so I think that I'll have to go mage heavy next week). After that he brought out his tomb kings, an army that I have little experience against. But, always up for a challenge we fought the battle that is seen below.

Empire V Tomb Kings 1360 points


Captain: Sword of Fate, Barded Warhorse, Full Plate, Shield (114)
Warrior Priest: Hammer of Judgement, Heavy Armor, Shield, Barded Warhorse (148)
Lvl 2 Mage: Ring of Volans (Celestial Shield), Dispel Scroll, Lore of Light (Both damage spells) (145)
5 Knights: Full Command (155)
5 Inner Circle: Full Command, Steel Standard (190)
11 Huntsmen: Marksman (115)
5 Pistoliers: Musician, Marksman with repeater pistol (114)
20 Swordsmen: Full Command (145)
-10 Swordsmen detachment (60)
Cannon (100)
Mortar (75)
Total: 1361

(This is an illegal list! I have 1 special choice too many. I made the list too quickly it seems. I originally had only had 10 huntsmen and a helblaster, but dropped it for a cannon without thinking about the slots)

Tomb Kings:

Tomb Prince: Great Weapon (5+ AS, 4 wounds, toughness 5 can deduct an attack from an enemy)
Hierophant (Can fly)
Hierophant (Horse, some kind of jar…I don’t think that it had any cookies in there)
20 Spear-skeletons: Full Command
16 Bow-skeletons
10 Heavy Cavalry: Full Command (some kind of magical banner)
3 Chariots
2 Scorpions
Total: 1360


On his side of the table, there were heavy woods to the left flank and a hill on the right flank (with a building on it). The right side of the table had a total of 3 buildings (1 in his deployment zone, as mentioned above, 1 in the center and 1 in my deployment zone, also on a hill).

The center of the board was free of any terrain. The center of my deployment zone and the far right was one large hill.



Tomb Kings: (left to right)
Heavy Cavalry, Infantry (prince and mounted mage in there), chariots, archers (flying mage in here). Both scorpion markers were placed near my artillery.


Huntsmen (deployed in the woods on the far left, in his deployment zone), pistoliers, knights (with the captain), swordsmen (with the mage), inner circle (with the warrior priest).

Turn 1:

The tomb kings go first and advance. The heavy cav go for my huntsmen, but I stop their movement spells. The infantry are pushed forward and the archers kill 1 inner circle knight while the chariots kill 1 swordsman with their bows.

The inner circle tries to charge the chariots but fail their fear test. The swordsmen advance and in the magic phase I make the inner circle unbreakable and put celestial shield on my swordsmen. The mortar has a perfect guess on the infantry but scatters off of them, hitting nothing. I had a choice for my cannon of trying to kill 5 enemy heavy cav or to go for a chariot. After much deliberation I decided that my pistoliers/huntsmen could take care of themselves and shot at the chariots. The cannon misfired. The pistoliers advanced on the heavy infantry and with the archers kill 5 of them.

Turn 2:

One scorpion comes up and charges my mortar. The chariots charge my swordsmen, who hold (and the detachment flanks them). The heavy cav. charge my pistoliers who stand and shoot, killing 4 of them. I manage to stop him from charging his infantry into combat and any attempts he had at raising his heavy cav. In close combat his lone rider misses my pistoliers and gets shot through the skull. The chariots kill 6 swordsmen, who do 1 wound in return. Drawn combat. The scorpion kills the mortar crew and overruns into the cannon.

The inner circle knights flank the chariots while the normal knights charge his infantry. My pistoliers ride up towards the flank of the infantry, while the huntsmen leave the woods. Magic does nothing and shooting is out of range.

In close combat the inner circle and the swordsmen destroy the chariots. My captain attacks his tomb prince (who makes my captain lose an attack), and whiffs. He is hit back but passes his armor save. My knights kill his hierophant and two other skeletons. It is a drawn combat.

Turn 3:

In his turn there is not much more that he can do. His other scorpion comes up behind my inner circle and it charges their rear. He dispelled celestial shield, and then his shooting killed 4 swordsmen (taking them down to 10 models). In hand to hand, my captain hits and wounds his prince, doing 2 wounds with the sword of fate! Too bad the tomb prince had 4 wounds and then put a wound on Konrad in return. The knights take down 3 skeletons, but lose 2 of their number in return! The knights break and flee 16’’, panicking the detachment who fled 9’’. The undead infantry overrun into my swordsmen. The scorpion fails to hurt any of the knights, who wounded and then killed it with combat resolution. The other scorpion eats the cannon crew.

On my turn 3 the inner circle flank charges the skeleton infantry (who are down to 15 models at this point), while both my swordsmen detachment and the knights rally. The pistoliers rush up to the skeleton archers, and in a feat of incredible rolling kill 8 of them! The archers unleash a volley that drops a further 3 (leaving with them 5 archers and the mage).

My warrior priest got off soul fire, which killed 6 of the enemy spearmen. My knights targeted his prince, did the two wounds and killed him*. At this point he called the game.

*Note: After the game we remembered the prince’s curse. I took the test and it would have wiped out the entire unit of inner circle knights. Those curses are horrible!

Victory for the Empire!


1. Tomb King magic is relentless. The trick is to pick which spells that you need to dispel and to let the rest through. He got off a lot of shooting with his magic, but I stopped him from doing any essential moves or raising. That is what won me the game.
2. Scorpions are nasty! They ate both of my artillery pieces (which did nothing all game, I might add), but when the scorpions saw combat with actual combat troops they didn’t do so well. They are great harassers, but cannot eat units without some luck.
3. Flanks charges! Victory from this game came in large part due to my detachments and inner circle knights getting flank charges. The Empire wins when its units work together, a lesson which this game shows.
4. Don’t look down on swordsmen. Even though half of them died they were the anvil of my army. If they broke then the game might have ended very differently.
5. My mage didn’t get a single spell off all game. However, he did eat up all of my opponent’s dispel dice, which let my warrior priest make his unit unbreakable (handy for the two flank charges that his unit got) and then with soul he took down an impressive six spearmen. Sometimes getting rid of your opponent’s dispel dice can be just as important as actually getting the spell off.
6. And finally, my charge against his fully ranked up unit that had the prince. I know that I previously said that knights cannot do such charges, and this proves it again. But I saw it as a way to kill his general (which I did do, even though he never failed any instability tests) and his close combat hero. I thought that if I could do that then I could neuter his magic phase, and even if the knights lost in a subsequent round of close combat they could probably get away. In the end it still worked out pretty well, and knowing what I do now I’d probably still make the attempt.

01-07-2009, 15:02
A month passed since the battle for the Lowland Tower. It was a month that was well needed, as the Order of the Broken Lance was not a large one, and they had fought in many battles. Luitipold had found life in the order to be better than he expected. He was, however, still an initiate. After he had taken his oaths in front of the chapter master and the high priest of Sigmar, he and his fellow recruits were integrated into the order’s infantry. The last month had been spent training and studying, two things which went well with his former life. His fellow mercenaries were not having an easy time with the latter, as the order made the attempt to teach all of its monks to read. It was a daunting task that often failed, but most men jumped at the chance to learn a skill they otherwise would never have had the chance to master. Because of his skill with a quill, Luitipold quickly found his place with his new comrades, writing letters for them and reading any correspondence when managed to make it all the way from their villages of birth. It was on a day like any other, where Luitipold found himself hunched over a desk with ink stained fingers that Magnus, one of his comrades from the Nordland Wreckers burst into his cell. They were being called to battle.

Konrad rode at the head of the column. The grand master had spared every man he could for this, but that was not easy. The order had taken many casualties in recent months and could not summon as many knights as they were used to. To make matters worse, the orcs had finally rallied together under a strong enough leader to create a Waaagh! and so he had responded to the desperate call of assistance from the township of Wurtbad. Konrad would have ridden with his master to battle if it were not for his vision. His soul blackening vision. Konrad had only told a few of men of the order of what he had seen, them and the priesthood of Morr. With his knights rode the Black Guard of Morr, led by a dour priest of the god of death. His mission was enough to spur the dour guardsmen to battle. The army that marched with him was one of the cloth, made up entirely out of warrior monks. With the foe they would fight, he only trusted them to hold their ground.

When Nagash still walked the world, he fought with Sigmar in an epic duel. Before that, when Nagash entered the lands of the Empire he went through the village of the Chieftain Surt of the Unbeorgen tribe. Rather than let the foe pass through his lands, Surt attempted to harass the undead host. They were cornered on the slopes of the mountains and there they made their last stand. Nagash, in his malevolence, cursed these warriors for their impudence in thinking they could stop one such as he. From then on, Surt and his army have haunted the tombs of their ancestors, roaming the foothills of the mountains, cursed to forever keep their vigil. For over two thousand years they had waited there, their territory avoided by all sane travelers. That is, until this day, as a pair of necromancers had wrestled control over the undead host and would soon lead their army into the Empire. Konrad shuddered despite the heat of the last days of summer. In his dream he had seen the Great Necromancer, he had looked upon the visage of Nagash himself. Konrad had seen this great evil, and he knew only despair.

The host reached the barrows after two days of marching. They saw their foe lined up upon the hills before them. The ancient barrows of unbeorgen lay to their right, while a forest of dead trees sheltered to their left. Konrad knew that his archers lay in wait in that forest, ready to harass their foe’s advance. Both sides occupied the high ground, as their field of battle sloped down into a plain that lay between the two armies. The artillery that they had dragged with them from the chapter keep was position on the hill, with the warrior monks position before it. Konrad led his knights to the left of this position, while the Black Guard of Morr took the right. The plan was simple. The archers and the pistoliers would deal with the enemy cavalry. The infantry would be the army’s anvil, while the black guard were the hammer. Konrad and his knights would be the sword, which would plunge into the enemy’s heart and rip it out.

The battle began with an explosion as a mortar shell landed in front of the undead host. None of the dead missed a step as they advanced through the crater; the heated shrapnel did not make their ranks raver, nor did the smell of gunpowder. They were beyond any such concerns. With them rode their ancient chariots of war. None of the undead looked behind them as the sharp retort of pistol fire broke the silence. The undead cavalry had attempted to flush out the archers, only to be broadsided by pistol fire. The ancient armor of the enemy offered no protection against such firepower, and to a skeleton they were ripped apart. On the other side of the field, arrows rained down from the sky, landing among the living. One monk died, an arrow through his throat. His brethren did not waver. Another took a black guard of Morr through his visor, and the knight fell to the ground without a sound. If his comrades noticed, or even cared, they gave no sign.

Luitipold clutched his sword with a white knuckled hand. He was in the third rank of his unit, but he could feel the enemy approach. They came on chariots with scythed wheels, pulled by long dead horses and ridden by skeletal warriors who fired arrows into them as they charged. This was insanity, how could they be expected to hold against this? Onward the chariots came and Luitipold would have ran if he had anywhere to run to. He couldn’t move, as his regiment was too tightly packed. The men around him started to sing praises to Sigmar, as most of them knew that they would likely die. But they had sworn to their god to not take a step back, to hold the enemy by any means necessary. The chariots hit, and men died. Bones were shattered, lives ended, the screams of the wounded filled the air. But the charge died, its impetuous lost, spent upon the broken bodies of the monks. With a roar the detachment of swordsmen charged in, devoid of fear, religious rapture written on their faces. Luitipold now found himself in the front rank, the men in front of them having died under the wheels or spears of the enemy. With strength born through fear he swung his sword, bellowing incoherent warcries. The monks had held, and that was all they needed to do. From the hilltop came the knights of Morr. The chariots had stopped moving, and now they were vulnerable. Filled with the wrath of the god of death the knights hit home, and nothing could stand in their way.

Konrad spurred his horse onwards, past the raging melee and towards the waiting line of skeletal spearmen. Amongst them rode a necromancer, who pointed a withered finger at the charging knights. He never finished his incantation, as he was punched off of his horse by a pair of lances. The knights hit hard, crushing the first rank of skeletons into dust. Konrad went right for Surt. The ancient king of men stood before him, his armor still shining as if though it were new, his great sword still as sharp at the day it was crafted. Konrad felt as if though he were moving through molasses, and it took all of his strength just to swing his sword. Caught off guard by the sorcery, he barely parried the return blows. Surt, even in death fought like a true hero, and Konrad knew immediately that he faced a warrior at least as skilled as himself. Gritting his teeth, Konrad came in again. The charge had already spent itself, and soon they would need to withdraw. His sword came down and with a feeling of victory it broke through the defenses of the wight. The holy blade crashed through its ribcage and sent the skeleton falling to the ground. Konrad’s smile died on his face when Surt got back up. For the first time in the history of the order, the blade had failed. The great sword caught Konrad in the chest and nearly dismounted him. He could feel his ribs break under the impact, but his armor held. Konrad coughed up blood. They had waited too long. Already two of the knights had been swarmed by the spearmen, brought down and murdered. Brother Hernst, seeing this brought up his horn to his lips and let out two blows, one long and deep, the other short and sharp. Immediately, half of the warrior monks who were destroying the chariots broke and ran, they were followed shortly after by the surviving knights of the order. It was not a moment too soon, as the undead relentlessly followed their quarry.

The battle hung in the balance as Konrad brought his knights to a halt, along with the warrior monks who had fell back with them. Brother Hernst had called the retreat to give the main block of monks time to reorganize to meet the undead charge. They had to trust in the black guard to come to the aid of the monks. Konrad looked over the field of battle. Behind the black guard lay a twitching monstrosity, a creature of flesh and bone fused together. It sported far too many limbs, some of which clutched weapons, others which ended in them. Konrad knew not what kind of creature it was, or what foul magic had created it, but it had picked the wrong target when it had attacked the black guard. A second one, however, had picked a better target, as evidenced by the mutilated corpses of the artillery crew. It was starting to lumber its way towards the monks. Konrad could barely sit in his saddle, but nevertheless he raised his sword. Through blood stained teeth he shouted “For Sigmar! For the order! Destroy it!” With a roar of approval his surviving knights, and the rallied warrior monks, advanced.

Father Theodorus dismounted and climbed up onto the wreckage of the chariots. His black guard did so as well. The undead were coming and it was impossible to fight on horseback around the broken remnants of the chariots’ demise. He dropped his shield and pulled out a book. From his vantage point he looked down with distaste at the undead and then he began to read the prayer of unbinding. As he chanted the undead advance faltered. First one skeleton fell, then a second, and a third. One by one the magic that bound them was unraveled by the power of Morr. One skeleton in particular started to come for him, one which held a great sword and which appeared to be unaffected by the prayer. The black guard charged it. One knight came in with a feint, drawing the attack of the wight, while a second blindsided it. The heavy bastard sword, blessed by Morr, hit the wight behind the legs. There was a crunch of bone and the wight fell to the ground. A third knight raised his sword above his head and brought it down onto the skull of his foe. Individually, the black guard were feared warriors. But it was their fearlessness, and their skill in working together, which gave the templars the advantage they needed when fighting the most dangerous of the undead.

Luitipold watched in elation as the skeletons fell. The black guard tore into them with a vengeance while the power of their god destroyed the foe where they stood. Of the fifteen skeletons which had advanced on them, only a handful now stood and they wavered as if though struggling to stand up. Luitipold was about to charge when the air chilled. All of the light of the day seemed to be sucked away as the wight began to shudder. All throughout the field of battle the other skeletons shook and then fell apart, even the abomination that Konrad was charging towards fell still to the ground. As one the monks stepped back, moving away from the twitching corpse. The black guard did no such thing, the five knights surrounded it with swords drawn and shield raised. Above them their priest chanted prayers to his god. It was to no avail. With a shriek that should not have been able to come from a fleshless corpse the wight was consumed by darkness. It was a darkness which engulfed black guard. Screams filled the air, but they were the screams of men. Luitipold could see nothing until the globe of darkness faded. When it did he saw the priest of Morr slumped against the side of a chariot, alive but with blood running freely from his nose. His book was clutched to his chest as was his blessed blade. Of the knights though, they all lay in a circle on the ground, unmoving. One of their helmets had fallen off. Luitipold looked into the armor and saw nothing. A breeze washed past them, scattering the dust that lay within the armor. Even in defeat the curse of Nagash was not to be trifled with.

Hours later Konrad lay in his pavilion, swathed in bandages. The dead had been blessed and buried, while the priest of Morr had given special attention to the fallen foe. They had died gloriously in life, and Konrad hoped that now they would finally find their rest in the halls of Morr. He had heard the reports from his unit commanders. His own knights had killed one of the necromancers while the pistoliers had ridden down the other which had tried to shelter amongst the skeletal archers. Both of their heads were impaled on stakes outside of his pavilion, while their bodies were burning on a pyre. For such despicable men they deserved far worse. The day had been won, and with far less casualties than what he had feared. But still, the last horrible moment played out in his mind, of the black guard being consumed by the curse of Nagash. Even with the battle over the face of the Great Necromancer haunted him. Konrad looked down at his sword, the sword which had failed him this day. The day had changed him, for Konrad had always thought that even if he died it would be worth it if he died gloriously. What this had proven to him was that even with a good death one could still fall into damnation. Konrad laid back and tried his best to forget.

02-07-2009, 07:26
Great battle reports and even better fluff, keep 'em coming.

On the duellists btw, they are legal regardless of what that dude says- ignore him. Pistol armed duellists also fit into an empire army seamlessly from a fluff perspective.

02-07-2009, 10:02
Great to see another Empire doing really well and I'm liking the refusal to use the W.Alter/ Stank options. I go with all infantry/cavalry as well and its great fun.

The story fluff is great as well. Though I don't how find the time to do it :) Making me feel bad about not including any story fluff in my thread and I can't start now as it'll be obvious I'm just copying you ;)

02-07-2009, 11:14
Awesome reports and fluff as usual :)
Keep up the good work, and keep winning! ;)

Golden Lion
02-07-2009, 11:59
Excellent stuff again Grumbaki. Congratulations on beating the Tomb Kings (always difficult to face undead with Empire) and your story writing skills are more than average! Getting better even, I would say.

I want to read more on the order now, so please do not keep us waiting for too long.


02-07-2009, 21:17
Wow, thanks for all the comments.

KHolbourn, it would be in no way copying me. And if it was, I would find it all the more flattering.

Kerill, I agree with you. But I dislike the feeling of having arguments over what is legal or not, so I think that I will tend to avoid them. But because they fit so well, they might still make an appearance or two.

Golden Lion. Thanks again for continuing to read/comment. As for the request for more, I just had a game today (rare to get in more than 1 game a week). It was against Keith, the tomb king player I just went again. I won't be able to get the report up until at least monday. But, for a preview:

1500 points.

Tomb Kings: Casket of Souls!, even mix of infantry, chariots and cavalry
Empire: Three warrior priests, even mix of infantry, artillery and cavalry

Oh, and it was one of the closest games I've played in a long time.

06-07-2009, 17:50
I would like to thank everyone for waiting for this. Please forgive me for the fluff below. As you might have guessed, fighting actual tomb kings doesn’t seem that likely for the order, so I had to get creative. And if anyone wonders about the orcs that are mentioned, I will hopefully be getting in a 2000 point game this week against the orcs. I plan to bring the Grand Master of the Order to the battle. I have heard some rumors that my foe may or may not have Grimgor, so that really worries me. I’ve been thinking about some effective counters to that combat monster, but so far “duck and cover” seems to be my most common thought. Anyways, below is the battle that I mentioned last week. I hope you all enjoy it!

1500 points

Warrior Priest: Sword of Might, Shield, Barded Warhorse, Heavy Armor, Shield (123)
Warrior Priest: Sword of Might, Shield, Barded Warhorse, Heavy Armor, Shield (123)
Warrior Priest: Armor of Meteoric Iron (1+ AS), Great Weapon (119)
20 Spearmen: Shields, FC (140)
19 Swordsmen: FC (139)
10 Handgunners: Marksman with long rifle (105)
10 Huntsmen: marksman (105)
2x Cannons (200)
5 Pistoliers: Outrider with repeater handgun, musician (114)
5 Knights: Full Command (155)
5 Knights: Full Command, Warbanner (180)
Total: 1503

Tomb Kings:
Hierophant: Casket of Souls, 4+ ward save
Hierophant: Flyer
Tomb Prince: Great Weapon, Heavy Armor, +1 wound, enemy at -1 attack, probably eats babies too.
20 skeletons: spears, shields, FC
16 skeletons: bows
3 chariots: mirage standard (shooting at -1 to hit, 5+ ward against auto hits/templates)
8 heavy cavalry: full command, banner that lets them resurrect the dead
2 tomb scorpions


The empire side had a hill on which the cannons/handgunners were placed. In front of the hill were placed both units of knights, to their right were the spearmen. The left side had the swordsmen/warrior priest and the pistoliers.

The tomb scorpion markers were placed to either side of the empire hill. The tomb king side had two hills, the one in the center had the casket and the one further to the right had the archers. The heavy cav. took the center-right, facing one units of knights, while the chariots took the center-left, facing the second unit. The infantry took the left hand side.

The center of the table had no terrain, but all around the center were heavy woods and old ruins. The huntsmen deployed on the far left, near the enemy infantry.

Turn 1:

The Tomb Kings got the first turn and advanced. The infantry turned to face the huntsmen and were magiced towards them. I was happy with this, as it effectively took an expensive unit and character out the game. Even if they did manage to catch my skirmishers, it would mean that they wouldn’t make their points. Shooting was out of range and the casket was stopped.

The Empire responded by shuffling its ranks and moving the pistoliers up towards the chariots. The magic phase was stopped. During the shooting phase both cannons hit the casket. I opened the rulebook and declared that the casket was a warmachine, and thus I hit the priest twice. After wounding him twice, and two failed armor saves, the priest (his general) was well and truly squished. He then opened his army book and said that all shooing my be randomized between the casket and the three of them. So on a 5+ I would hit the crew. Then I would need to randomize a second time, hitting the guards on a 1-4 and the priest on a 5-6. Needless to say we could not agree on this. Finally, I decided to just get on with the game and pretend that the casket cannot be killed. I offered to fire at a different target.

So I fired both cannons at the chariots. One cannot hit and he made his ward save. The other cannon misfired and exploded. Seeing the look on my face as I prepared to hand him the tape measure, he offered to change the misfire roll to a 6, so that it just wouldn’t shoot. I gratefully accepted that. However, my huntsmen did take down a few of his skeletal infantry and the handgunners put a wound on the chariots.

Turn 2:

The tomb king lines moved up cautiously, with the chariots facing the pistoliers. One scorpion came up, misfired and was destroyed. The flying hierophant moved closer to the infantry so he could magic them into combat with my archers. I assume that he decided that his cav/chariots couldn’t break my knights, so he decided to go for a different tactic. In the magic phase I stopped his infantry from moving, but that left me with 4 dice. He then rolled an 11 to move his chariots.

This needs some explaining. I now either had to lose my pistoliers and have fast cavalry (chariots) behind my lines, or I had to let him get off the casket of souls. If I stopped his movement, my knights would flank charge his chariots. He knew that I would have to make this choice, and after much deliberation I stopped the movement spell. The casket went off.

I lost: 4 spearmen, 1 cannon (the one that misfired), 3-4 handgunners, 2 knights from the warbanner unit, 3 knights from the other unit, and about 2 swordsmen. All of that from a single spell. Fortunately no panic tests were failed.

In my turn the knights charged and both units passed their fear tests. In the magic phase I got off soul fire which killed 4 out of 8 heavy cavalry. In the shooting phase my last cannon fired at the infantry, landed well short and hit the last of the three chariots. He failed his ward save and it was lost. The pistoliers moved up quickly to face the flying hierophant and shot him down in a hail of lead. Also my long rifle put a wound on his tomb prince and some more infantry fell. In hand to hand, the chariots and the heavy cav were destroyed, while my warbanner knights overran 15’’ towards the casket, putting them right in front of it.

Turn 3:

The tomb kings moved a bit, but the infantry going after my archers couldn’t catch them. In the magic phase I…forgot about the casket. I stopped all of his other spells, and then my face fell when I realized my mistake. The infantry heavy empire player that I went against before looked at our table and then said to me “well, it’s your fault.” And he was right.

The warbanner unit, down to four models, lost two more, and panicked (thus losing my only chance to kill the casket). The pistoliers lost 3 models and panicked. My second cannon died, and my handgunners were taken down to four models (but they didn’t panic). In his shooting phase his archers continued to rain death on the spearmen who were marching against them.

On my turn the pistoliers continued to flee and my knight/priest rallied. At this point I got a phone call from my wife informing me that I didn’t have the hour that I thought I had to finish the game. We decided to hurry things up. My larger unit of knights (2+ the priest) moved to claim a table quarter, now that my handgunners couldn’t get it, while the swordsmen continued to march on.

Turn 4:

He had little to do, but in this phase I was sure to stop the casket. This let him get his shooting spell off, which killed the last of my warbanner knights, but the priest passed his panic test. He also got the spearmen down to 12 models.

In my last turn the pistoliers rallied and the spearmen + warrior priest charged his archers. I only killed 1 archer, and he killed 2 spearmen (taking them down to half strength). His second scorpion never showed up, but a die roll after the game showed that it would have made it on turn 5.

Victory Points:

Empire: (total guessing here)
Chariots (assuming they are 40 points each with 40 points for banner: 160)
Heavy Cav (assuming they are 20 points each with 65 points for command: 225)
1 tomb scorpion (85 points)
Flying mage (he said that all of his heroes were expensive, so I am guessing 130 points)
2 banners (200)? (the unit was wiped out but the hero with them. Does he count as keeping the banner? I will assume that it doesn’t count. (100 only)
1 table corner (100)
[800 ish victory points] (a complete guess on my part, to be honest. But if he archers are 10 points each and the spearmen 8 points, then this would roughly make a 1500 point list)

Tomb Kings:
Warbanner Knights (180)
½ Knights (77.5)
½ Spearmen (70)
½ Handgunners (52.5)
2 Cannons (200)
½ Pistoliers (57)
[637 victory points]
Difference of 163 victory points: Draw!


1. That was a very hard fought game. Fighting the undead can be a tough prospect, but getting hit by knights in the flank always hurts. Empire knights with a warrior priests are scary on the charge.
2. I hate the casket of souls. I already have a thread going in the rules section on whether or not my artillery barrage would have destroyed it. Is there any other way to deal with it? For example, Alrded’s casket of sorcery? It would be really fun to steal the spell and use it against his army. I hate the idea of facing something which I can’t kill with shooting and which will easily destroy all of my artillery/knights.
3. Never forget your enemy’s best spell! If I hadn’t forgotten about the casket (stupid!) then I would have had my second cannon, my handgunners would be over half strength, my spearmen over half strength as well, and my knights would have charged his casket the next turn (targeting the guards and destroying the mage through combat resolution). Basically, forgetting that spell cost me the game. Also, having a dispel scroll would have been nice for that occasion, or for turn 2 when I had to choose what to use my dice for.
4. On turn 2 I had to choose whether I wanted to hurt his army, and thus let him hurt mine, or to play it safe and keep both of ours intact. In the end I decided that it was more important to control the movement phase by destroying the faster elements of his army. Sometimes, you can’t have everything your way and you need to look at the bigger picture.
5. This makes my first lost with my Empire in a 1 on 1 game. I’m still new with the army and I am kind of relieved to see my winning streak end. I have no illusion of being a great general. I was starting to go into my games thinking ‘this will be the one. The dice will go against me, he will out maneuver me, etc.’ I do feel though that the loss of the win was really my failing, as I didn’t stay focused and thus let his casket decimate my forces. However, I must say that he did do a good job of forcing me to use my dispel dice so he could tear me apart. Also, he was really unlucky with his tomb scorpions.
6. And finally, cannon # 2 was doomed to die. On turn 1 it exploded, and after he allowed it to survive it was killed by the casket on turn 2. You really can’t outrun fate!

Father Sigmund led his men through the fen. He had been commanded by the grand master to round up more men and equipment for the coming battle. He had accomplished his goal when he had traveled long along the edge of the wastelands to the town of Fuellerhoffen. The lords of the town had agreed to lend their aid and Sigmund had sent a rider ahead to tell his lord of the men he had gathered. In truth, it was not just reinforcements that he would be bringing, but it accounted to a second army. He was doubly fortunate that Huellerhoffen was currently housing a troop of knights of Sigmar’s Blood who had agreed to ride with him to fight the orc menace. However, the lords of Fuellerhoffen had been a bit too forthcoming with their aid, and it took two days longer than expected to raise the force. Now, if they wanted any chance at all of reaching the battle in time they would have to go through the wastelands and the fens that plagued it. Rumors abounded about the horrors that lay within those fens, of swamp daemons that killed from the mists and of rats that walked on their hind legs like a man. Obviously they were tall tales. And even if they weren’t, Sigmund knew that there was no time to waste circumventing the blighted lands.

The first signs of trouble came when the scouts reported strange stone cairns ahead. They were gigantic structures that seemed to be like ant hills. There were holes within them, deep holes that none of the scouts were willing to enter. Even with time of the essence Sigmund ordered his men to advance cautiously. It was an order that he was glad that he gave when the fog rolled it. It was a thick fog, as thick as that of Altdorf, though far more ominous. The men advanced cautiously into it, but pulled up short when they could see clear enough to make out the shapes within it. They were bipedal, and about as big as a human. But the figures had spiked tails and their heads were oddly shaped. There was a scream in the distance and the fog thickened, obscuring the figures. Sigmund started to shout orders, for his men to form up and for the cannons to be loaded. The knights of Sigmar’s Blood advanced cautiously, but when they saw the enemy they broke into a charge, shouting prayers to their god. Sigmund tried to call for them to stop, but they were swallowed up by the fog. The warrior priest instead called to his men to stay firm. He knew that they had to get out of the fen and out of the wasteland, but he was determined to bring aid to his order. So they moved onwards, inch by tortuous inch. Figures would charge out of the fog, figures with fanged teeth and horribly cyclopean eyes. They wielded cruel bludgeons and blades. The cannons were soon abandoned by the terrified crewmen, though most were still killed or carried off by the swamp daemons. The handgunners faired little better. They shots took down a few of the foe, and their leader with his long rifle later swore that he shot what he thought was a leader of the beasts. However, over half of them never made it out of the fen alive. It was a nightmare, with men crowding together for protection and hiding behind their shields. None could see more than a foot in front of them, and all feared the sight of a screaming beast charging into their shield wall. More than a few of the monsters were brought down by the terrified men, but the hit and run tactics were taking a toll.

Hours later the survivors of the army staggered out of the fog and onto more solid land. It took a further day for them to regroup, and even then it took several hours for them to march out of the wasteland and back to the main road. The reports came in from the unit leaders. Of the Knights of Sigmar’s Blood, three fourths of them fell in battle. Their commander, a fellow warrior priest, recalled fighting his way to the base of one of the giant stone heaps, only to be set upon by hordes of swamp daemons. Only he and one of his men rode out to safety, but his companion was brought low by a thrown spear. The commander of the knights met up with the survivors of the spearmen who were battling ferociously with bow armed daemons that occupied a high point. Even with his aid only half of the spearmen were able to retreat to safety. Of the other knights, they too had seen glory, riding down a host of enemy who had come out of the mist. But they had also fallen prey to the ambushers within the fog, losing over half of their number. It appeared that only Sigmund’s own men came out with minor casualties, as their foe preferred to attack the more lightly armed handgunners and cannon crew. The scouts faired better, though the pistolkorps suffered grievously after they had impetuously charged into the mist to assassinate one of the swamp daemon’s mages, a creature which the young noblemen described as being ‘the most hideous woman we had ever seen, and Karl here had been to Ostland!’. All told, the army that Sigismund had gathered was in tatters. Well over a third of them were dead and few of the wounded could be recovered. The artillery was lost, as was precious time. Even if he could restore the morale of the army Sigmund knew that there was little chance that they could make it in time to aid his liege. The warrior priest looked up to the sky, as if asking Sigmar for guidance. Then he looked over at his army. Night was soon falling, but he doubted that many of them would be able to sleep. When he called for a double of the watch that night, nobody objected. All Sigismund could hope was that with the longer route, they could at least make it in time to help hold the town if his lord was victorious, or to try and avenge him if not.

06-07-2009, 21:15
Tough match that. And as usual some great fluff.

Do you feel the lack of BSB much? I always end up taking one though sometimes think another warrior priest may be a good investment.

07-07-2009, 03:11
Well, for my dwarfs a BSB is a must. With them, I almost never leave the BSB home. But for the Empire it is different. For one thing, I have more freedom to pick my fights, so if I lose combat it usually isn't by that much. For example, I won't throw state troops up against black orcs unless my detachment can give me the flank (famous last words, we all know that talk is easy...). What helps with this is the ability to march block/redirect really tough enemies. Secondly, because I use so much cavalry, a battle standard bearer won't be able to reach that many units which are in combat, which really reduces his effectiveness.

What I might do one of these days is more of an infantry heavy army. I've been thinking about having one that looks like this:
Captain: Barded Warhorse, Lance, Full Plate, Shield (78) [1+AS]
Captain: Sword of Might, Battle Standard, Armor of Meteoric Iron (115) [1+AS]
Warrior Priest: Barded Warhorse, Heavy Armor, Shield, Hammer of Judgement (135) [2+AS]
19 Swordsmen: FC (139)
-10 swordsmen (60)
-5 Handgunners (40)
19 Spearmen: Shields, FC (134)
-10 swordsmen (60)
-5 Handgunners (40)
19 Greatswords: FC, Banner of Arcane Warding [MR 2] (220)
-10 swordsmen (60)
5 Pistoliers: Outrider with repeater pistol, musician (114)
10 Huntsmen: Marksman (105)
Cannon (100)
Cannon (100)
Total: 1500

The idea for this is mass infantry that won't shift. With the charge, the warrior priest can give the greatswords hatred and that would be deadly. Plus all 3 heroes have a minimum 2+ armor save, so they can survive. Plus, I can march block/shoot enemies that can give the blocks real trouble. Of course, this is all theory hammer, but I think that it might just be crazy enough to work.

Golden Lion
07-07-2009, 12:21
Hi Grumbaki,

Great report yet again! I went up against Tomb Kings once with my Empire and was similarly decimated by the casket, the first time that thing went off I was stunned by its effect, it is definitely a MUST dispel part of their army. People think less of it in recent times mostly because there are more troops around that are immune to psychology. It is a wicked piece of machinery though. You played well enough I think! Good balance between threatening with the huntsmen, moving up with the foot and charging with the (slower than TK cav) knights. Wouldn't really dare to answer the question about the casket, yet rendering it invulnerable to shooting seems a bit off the hook! I know that against Stegadons for example, you randomize to hit crew or beast. War machines work differently though.

Remember that you can park your infantry on top of tunnelling markers to force them into combat when they surface where planned.

I like your fluff as well, that was quite original! Nice thinking that there is more lying in wait in the dark forests of the Empire than the foes we all know.

One more thing: I mentioned the swords of might before, but there was some misunderstanding in regards to that comment. However: by my knowledge no duplicates of magic items are allowed in the ARMY. So only one sword of might is allowed in your entire army. Also: you do not gain the armour save bonus for fighting with HW+shield on foot when armed with a magic weapon, they require too much concentration to use.

Cheers and thanks for the report. No worries about the draw, you were still ahead (if your guess was correct)!

07-07-2009, 15:11
Golden Lion,

Ah, I misunderstood your comment then. I was under the impression that common magic items are allowed to be duplicated. I will really need to look that up before today's game (hopefully), as my army has two swords of might in it (you can see that I like that item).

Also that is good advice for the tomb scorpions. I'll need to keep that in mind for my next game. Getting it stuck in combat with spearmen/swordsmen seems great, especially as no matter how well it rolls it will at least lose two wounds from combat resolution. I'll just need to make sure that there are no heroes in the unit for it to killing-blow.

And I'm glad you liked the fluff. I find the fimir to be interesting, but I understand why they were dropped. Any race that reproduces via...*ahem*, unwanted intercourse, is not really appropriate for any audience. But the idea of swam demons attacking out of the mist really is cool, and I love the how they are taken from Celtic mythology, something what GW has rarely explored.

07-07-2009, 15:39
Golden Lion is correct. Magic items cannot be duplicated between characters unless stated in its description, like the Dispel Scrolls. So many rules picking armies it confuses me often.

Great report and fluff but I wish I knew the Empire and Tomb Kings better. What does the Casket do? It's the first time I have heard of it

07-07-2009, 15:44
Casket of Souls:

* Cast every turn automatically with a power level of 2d6.
* Every enemy unit/warmachine/whatever that can draw line of sight to the casket must take a LD test with a -2 penalty.
* For every point you fail the test by, the unit takes a wound with no armor save allowed.

So for the sake of example: The casket goes off and effects a unit of knights. Knights are LD 8, so with the penalty they are down to LD 6. You roll an 11. 11-6=5. 5 knights die with no armor save allowed.

As you can see, this is really, really deadly. This in conjunction with other tomb king magic is nasty as well. Tomb King Hierophants cast their spells with a power level of 2d6, while the tomb prince gets his off at 1d6. So in any one turn I was facing this:

4 bound spells. 1 with power level 1d6, 3 with 2d6. These are spells which allow him a free move, free shooting/close combat attacks/ bring wounds back to his units or characters, or the casket as seen above. As I see it, I would need on average 21 power dice to stop all of his spells (average roll of 3 for each dice) and I only had 5 dispel dice. Tomb King magic really is relentless...

07-07-2009, 16:05
Ouch!!! Something like a Banshee Howl but with a LOS instead of a crappy 8" range. Also you were not allowed to shoot the casket so that sucks. Does it effect units with ItP?

I am glad I don't know any Tomb King players :)

07-07-2009, 22:24
I learnt alla bout casket of SOOOOOULS from vaul :D You did well not to lose against it not having experienced it before :)

08-07-2009, 04:14
Good game against the tomb kings (issues aside). The hierophant should indeed have got smacked by the cannon, one of the reasons why people almost never take the casket since he gets, at best a 4+ ward. Having said that I don't think the casket priest has to be the hierophant.

09-07-2009, 15:21
Now for the next installment of these repots. I didn’t get the game in against Scott that I was hoping for, but fortunately I ran into Andrew. I had just finished getting massacred in warbands against a VC player (he only actually killed 1 swordsmen, but due to fear he chased everyone else off the board…oh, and his zombies grew from 10 models to 55!) But enough about that…

Andrew is exactly the kind of player that I like to play against. Why? Well, he won an award in a War of the Rings tournament, not for winning, but for having the most fluffy army. Well, without further ado, here is the report:


* Captain: sword of fate, full plate, shield, barded warhorse
* Warrior Priest: sword of might, enchanted shield, barded warhorse, heavy armor
* Mage: lvl 2 lore of light (burning gaze, anti fear bubble one), ring of volans (burning gaze), van horstman’s speculum
* 5 knights: full command, war banner
* 5 inner circle knights: full command, steel standard
* 5 pistoliers: marksman with repeater pistol, musician
* 10 huntsmen: marksman
* 20 spearmen: shields, full command
- 10 swordsmen
* 2x cannons
* helblaster
1501 points

Horrible mistake! Again, I have one too many special choices. I had used my 2k list as a base to make this one (with fidgeting to get rid of a mage and lowered the grand master to Konrad among other things), so once again I messed up on my special choices. My apologies to Andrew for that.

My 2000 list:
Grand Master: sword of power, laurels of victory +126
Lvl 2 mage: Doomfire Ring +130
20 swordsmen: FC +145
-10 halberdiers: +50
-6 handgunners +48

Total: 2000

In retrospect, I probably should have just made a new list from scratch.


* Scar Veteran: ASF sword, shield, probably some armor
* Skink Priest: Engine of the Gods (Uron’s Thunderbolt, Portent of Far), dispel scroll
* 10 skink skirmishers
* 2 salamanders
* 3x units of 21ish saurus warriors: spears, shields, full command


We decided that you can’t always pick the perfect terrain, so we just used what was on the table when we got to it. For the purposes of the map, his army is orange (he actually painted them with a red-orange theme that looks great, especially on the skinks) and mine in blue. Rather than bombard you with colors for each unit, please see below for a description of the terrain and deployment.


On the lizardman side: hill on the left, woods on the far right.
On the Empire side: hill in the center (just along the table edge), woods in the center-left and the right.
The center was free of terrain.

Lizardmen: Next to the hill on the left was a unit of saurus, the engine of the gods and then the last two units of saurus. The scar veteran joined the center unit. In the woods on the right were the salamanders and skinks in the woods.

Empire: Pistoliers behind the woods on the left, inner circle to the left of the woods with the captain. The mage went in the forest. Helblaster and spearmen in the center, with cannons behind them on the hill. Regular knights on the far right. The huntsmen went to the side of the hill on the far left flank of the lizardman army.

Turn 1:

Empire goes first. The pistoliers and knights on the left move up a bit and the huntsmen move 4’’ to get up on the hill. The mage joined the spearmen when I remembered that he could be zapped with lightning. The rest of the army shuffles a little bit but mostly stays still. In the magic phase burning gaze killed 3 skink handlers and wounded a salamander. Both cannons fired at the engine of the gods. The first one rolled a 2 for its distance and only bounced 2’’, so it missed. The other hit the engine (randomized on the stegadon), wounded and rolled a 6 to wound. The ancient stegadon fell and the mage was then on foot.

The lizardmen advanced. The far left saurus were marched blocked, and the skink priest joined it for protection. Magic only got off portent of far. From this point on I won’t mention his magic, as I stopped the lightning spell each turn and portent only went off when he was not in combat. On the other hand, my warrior priest would never get a single prayer off, and my mage would only get the odd burning gaze on his saurus which only accounted for a few. The salamanders fired at my regular knights but were out of range.

Turn 2

No charges. Konrad leaves his knights and joins the spearmen, while the mage runs back to the woods. He was trying to hit my pistoliers with the lightning each turn, and I’d rather lose the mage than the pistoliers, so I saw no harm in running him out. The pistoliers advance up and everyone else just positions. Magic is stopped, and he used a dispel scroll to stop my ring from getting off burning gaze. In the shooting phase my cannons fired at the salamanders, killing both and a skink. The remaining two skinks fled, never to come back. The bowmen continued to fire into the block of saurus that was closest to them, dropping one and the pistoliers added to the volley as well. The helblaster would repeatedly fire into the saurus block that contained the hero. No misfires were ever rolled (I had confidently assured my opponent that my helblasters blow up every game), so by the end of turn 3 the saurus only had one full rank.

The lizardman advance continued, with his skinks in the woods to my right and his two blocks getting dangerously close to my models. He also moved up his left saurus block giving their rear to my pistoliers, while the mage left the unit so it wouldn’t be run down in the charge.

Turn 3:

Charge! The knights charge the front of the saurus warriors while the pistoliers charge their rear. The rest of my army stays put. Shooting takes down a few saurus warriors from his two bigger blocks. Also the huntsmen target his lone mage and kill him with a volley. In hand to hand combat his saurus kill 2 pistoliers for four casualties in return. He loses combat, breaks and is run down. In retrospect, the pistolier charge was kind of risky. If he managed to kill just one more pistolier than I would not have gotten the rear bonus and could have possibly lost the combat. Thank Sigmar that the dice were with me.

Left Flank Secure

In his turn his right most block charges my knights, but were out of range. His skinks fired on my knights to no effect.

Turn 4:

Charge! My knights and spearmen charge his right most saurus (the spearmen for their flank). They flee and get away. My detachment moves up to support the parent unit (thankfully with wheeling they still gave a frontal charge to the saurus). My cavalry units move up to surround the fleeing saurus.

In his turn the fleeing saurus rally, facing my normal knights. The other saurus (with their hero/general) charge the spearmen, while the skinks surprised me by charging the flank of my detachment! I really hadn’t seen that coming, and it threw a kink in my plans. In hand to hand combat his scar veteran targeted my captain and wounded him twice. Thankfully, I passed the armor saves, and in return inflicted 7 wounds on the saurus hero. His saurus killed 2-3 spearmen for a wound back, but the saurus held. The skinks failed to hurt any of the swordsmen, but lost one in return. They held and the swordsmen turned to face them.

Turn 5:

With my inner circle and pistoliers facing the wrong direction, I held off on engaging the rallied (and almost untouched) saurus block. Instead, I started their encirclement and my pistoliers let loose a volley into their flank. Along with the archers/cannons, this did wonders in reducing their numbers. I also started to move my helblaster away, incase my spearmen broke I didn’t want the saurus overrunning into the war machine. In hand to hand combat, my spearmen/captain failed to do any wounds and lost two more spearmen, but the saurus held. The swordsmen, who had recently turned around, killed two skinks for no loss and the remaining ones fled and escaped. This left the detachment stranded in the woods.

With it being his turn, he looked at the board and realized that there was little he could do. His depleted saurus block was looking at getting double charged by my knights no matter what he did and the other block probably wouldn’t hold much longer. With that, he called the game.

Outcome: Victory for the Empire!


1. My dice were amazing. I haven’t played a game before were the dice always (ok, almost always. I had one cannon shot miss due to the dice…) went my way. His dice rolls were fairly average, but mine were amazing. That went a long way for victory.
2. Mobility is key. The core of his army were 3 large blocks of saurus warriors, with salamanders and skinks as the mobile elements. He admitted after the game that the skinks or the salamanders should have gone on the other flank to protect it. But for the salamanders, there were too many good targets on the right flank, and I suppose that he didn’t want his skinks making a long trek in the open on the left flank. On the other hand, my cav/scouts once again did their job in controlling the rhythm of the battle. I find that having these options opens up a whole new aspect of the game, an aspect that I never got to develop while using my dwarfs.
3. All hail the Imperial Gunnery School! The cannon crew were crack shots that didn’t let me down. I just really have to say that for once the cannons did everything that they were supposed to, and more. I can say without a shadow of a doubt, that if I didn’t get rid of that engine of the gods on turn 1, it could have been a different game. With that said, after deployment I was praying to Sigmar for turn 1, so it couldn’t get its shield off. I’ve never played against one before, but I’ve heard horror stories (ancient stegadon, mage, warmachine all rolled into one? Ouch!)
4. Knights are great, but I am really trying to use them correctly. By themselves, it is too risky to use them. But they are great for controlling what your enemy does, because nobody wants to present a flank to them.

09-07-2009, 15:22
Following his battle against the cursed chieftain Surt, Konrad and his surviving knights made their way back towards their chapter house. It was a long journey, and through it the Seneschal of the Order nursed his wounds. He had feared that the blow from the Wight Surt had broken his ribs, but was pleased to learn that his wounds were far less severe than he had thought. He had left with the priest of Morr most of the warrior monks.

After a week’s ride, Konrand and his men were nearly back to the fortress-monastery. They had made camp for the night when another one of Konrad’s visions struck him. While far from the most harrowing, it was by far the strangest he had ever had. A lizard like beastman crawled out of a pool that was decorated with arcane glyphs. It was full grown already and it was huge. The lizard-man, as Konrad would think of it, was as tall as a human, but far more muscular and its’ scales were like armor. The vision changed and the lizardman was fighting a different kind of beastman, a strange rat-man hybrid. Obviously, they were fighting in chaos tainted forests, as the foliage was different from any seen naturally in the old world. The only similarity between the forests of the old world and the forest seen in the vision was that the plants were green, but even then it was a different shade. The fighting seemed to go on forever, with both sides unleashing mighty beasts as they fought what was total war. Mixed in with it were scenes of death, where this lizard-man led its bands against numerous human and inhuman forces. Usually the sword did not just show martial pursuits, but personal ones as well; family, friends, lovers, all that was important to the person who was fated to die. This creature only had death and blood. Then it was standing before what looked like a giant, bloated toad, the most disgusting creature of chaos Konrad had ever seen. They said nothing, but Konrad could feel the intensity of the beast’s loyalty, or worship, Konrad could not tell which, for the toad like creature. Finally, the vision ended with the lizard marching through a forest in the Empire, a forest near Bogenhaffen. Usually Konrad would wake from these dreams with a feeling of intimacy with his target, having learned of his foes’ hopes, dreams and failings. This time it was different, he was left feeling cold. It was if his foe was created only to kill, not to think, to love or to laugh. In a way it was like feeling what it is like to be an ant. It was a feeling that Konrad did not like at all.

Konrad and his men reached the large town of Bogenhaffen in good time. His order was on good terms with the Burghomeisters of the town, so he didn’t think that it would be too hard to convince them of the threat posed to them. These beastmen, after all, were heading straight for their town. Or close enough to it, for Konrad’s purposes. A small army was soon raised using the town’s guard. Konrad brought with him to the army five veteran knights, the order’s pistoliers and bow armed warrior monks. The town contributed handsomely to his cause, with a regiment of spearmen, a brace of cannons, a helblaster volley gun and even the services of the Reiksguard. The Reiksguard was in most ways the opposite of Konrad’s order. Only the first sons of the noble houses of the Empire could join the prestigious order, whom were the bodyguards of the Emperor. Needless to say, leadership of the army was given to the captain of the Reiksguard. While no warrior priest, his fiery rhetoric was more than enough to instill hatred for the enemy into the hearts of his charges. With so much noble blood pumping through their veins, their captain naturally took control of the army. Knowing of the reputation of the Order of the Broken Lance, he assigned them to the far left flank, far away from the rest of the army. His men took what he considered a position of honor on the right flank, ready to support the infantry and to take advantage of any opening created by the artillery.

Konrad accepted this with good grace. Truth be told, he too was of noble blood, but he saw no reason to tell the captain of the Reiksguard this. In his order, devotion and skill were all that mattered, and few looked kindly on those who tried to pull rank with their blood. It was a curious tradition that got the order few friends, but Konrad knew where his loyalties lay. It was too his order, not to a pompous noble from Altdorf. And truth be told, he was comfortable on the left flank. The enemy would be drawn into the center, towards the waiting infantry and artillery, which would leave their flank open for he and his men to exploit.

The first sign of the enemy came from the sounds of drums and crashing trees. Every man of the Empire watched with baited breath as the enemy emerged. They were numerous, and each one looked like it could break through a shield wall single handily. Most worrying though was the monster that walked amongst them, a giant beast that few would ever have thought existed. The giant lizard sported some kind of device on its back. Well, it did, until the artillery opened fire on it. The small lizard ontop of it stood up and screeched a spell of protection. The first cannon ball slowed in the air, falling well short of the creature, and then slowly rolled to a stop. The second cannon ball got through the creature’s wards and struck the beast directly between the eyes. The cannon ball was fixed deep in its’ cracked skull, and the stegadon could only let out a groan before it collapsed. A cheer went up through the Empire line and Konrad kicked his horse into action. His men began to approach the first of the large blocks of these lizard-men, while his pistoliers quickly made their way around the enemy. Konrad was getting ready to order the charge when a glance to his left showed him the target of his dreams, the chieftain of this odd beastman army. He gave a quick order to the preceptor to take command of the flank as Konrad spurred his horse towards the spearmen. The enemy where getting closer, and Konrad wanted to be there when the chieftain made it into the Imperial lines. Seeing him coming, as well as the enemy, the Imperial battle mage quickly ran from the unit into the safety of the trees. Konrad let him go as he easily dismounted and took up his position with the spearmen. None dared challenge him, as truth be told, most of the spearmen were green recruits, and were glad to have a warrior besides their sergeant who was an actual veteran.

The Saurus let out a bestial roar as they charged. Konrad braced himself as the chieftain came right for him, judging Konrad to be the leader of the humans. The creature was fast, and it rained blow upon blow on Konrad before he could even react. Fortunately, Konrad was armored from head to foot in full plate armor, so bar a concussion he was in little real danger. What did stop him though was when one of the blows got past his shield and hit him on the chest, right where Surt had laid his blow. Konrad almost fell, and the Saurus stood forward to deliver the coup de’ grace. Nobody could help him, as both men who stood next to him had died, for they were not armored like Konrad was. The blow fell, but with gritted teeth Konrad raised his shield and blocked it. Surging up he brought his sword forward into a lunge. The lizardman blocked with its shield, but the sword of fate went right through the armor, through the creature’s arm and through its body. If the creature was surprised it gave no sign, as it responded by biting Konrad on the shoulder. Teeth broke was its jaws closed on the steel, but even then Konrad could feel the armor caving in. With a roar he steeped back and swung his sword in an arc, taking the creature’s skull cap off. Blood and brain matter flew, and for one horrible moment it looked like it may keep on fighting. Then it fell to its knees and finally to the floor. The spearmen, galvanized by the sight of the chieftain’s death rallied around Konrad and began to push back. The lizardmen were killing two to three humans for everyone one whom they lost, but that didn’t matter. To even get were they were they had to walk through Helblaster fire, which left two-thirds of their number dead on the field. Konrad raised his bloody sword, and with a prayer to Sigmar on his lips he joined in the fight. One by one the lizardmen fell, impaled by spears or cut down by Konrad’s sword. However, they all fell where they stood, as unmovable as a mountain.

It was only after the battle that Konrad learned of what had happened outside of his duel. He learned this from the captain of the Reiksguard, who had come with a face red with anger. Konrad, in front of the army, was berated by the nobleman for abandoning his post. He had ordered Konrad to fight in the left flank, not with the spearmen, and by doing so he had endangered the army. Konrad’s preceptor had only made the matter worse by pointing out that his knights and pistoliers had secured the left flank, and that the seneschal’s actions had led to the death of the enemy commander in personal combat. This did not go over well. Captain Lucien was upset on the stolen glory. His men had charged the enemy, who had fled. By the time his men had caught up with them, the enemy had reformed into a shield wall, a shield wall that was broken by the charge of Konrad’s already victorious knights. What Lucien saw as his men’s glory was stolen by the intervention of ‘common born thugs in armor.’ Konrad stood his ground in front of this. He could barely stand, for unlike Lucien he had fought in two consecutive battles and he was wounded. Konrad looked around at the crowd which had formed. He could tell whose side the common soldiers were on, for they had fought with him and shared in his pain. He knew then and there that he would gain nothing by arguing with von Herst. The reputation of his order might suffer from the man’s charges amongst the courts of the Empire, but it would grow with the common man. So Konrad surprised von Herst. With a smile he offered his hand and said “My lord, it was an honor to fight alongside you and your men.” Von Herst looked at the outstretched hand and sneered “I don’t make it a habit to touch peasants.” With that he mounted his horse and led his men away, back to Bogenhaffen. Even with the pain Konrad smiled, because yes, he knew where his loyalties lay.

09-07-2009, 16:44
Congrats on the result, spear armed saurus can be scary if used well, got to say I loved the story too :)

Golden Lion
10-07-2009, 11:03
Great, great story Grumbaki. Didn't lose interest for one bit. That battle went fairly well too, I think mostly, as you said, due to effective shooting and control over the movement phase. Pistoliers are fanastic against slow armies, especially when there isn't too much shooting arrayed against you.

Thanks again, and looking forward to more.

10-07-2009, 16:48
Nice report and a really nice story :)
Loving the double-reports, keep up the good work :)

10-07-2009, 19:17
Thanks for all the comments. It took a bit for me to figure out how to incorporate lizardmen into this story, seeing as how they are not a common sight around the Marienburg-Wasteland-Empire Border region.

I really agree with what Golden Lion said about Pistoliers. They are great against slow armies with little shooting. However, I do fear for them if I run into an army that can cover it's flanks with something like repeater crossbows, or even elven archers. Plus, with the way my lists are set up, I'd say that I'll likely have trouble against armies like wood elves that are even better than me at running circles around the enemy. But I guess that I'll face that problem when I get there.

13-07-2009, 19:12
(No battle report right now, just some more fluff)

A month passed, and Konrad spent the time recovering within the fortress monestary of the order. The grand master had yet to return, but news had come back from the battle field. The orc invasion was larger than any had anticipated, and for the past month more and more greenskins had poured out of the mountains. Nearly every able bodied knight had ridden out with the grand master to join in the defense of the Empire's borders against this. With the war in the north the state armies were all but pulled away, and this meant that there were few soldiers to spare for the trouble that the order now found itself caught up in. The town was under a state of siege, with constant sorties being made to bring in much needed supplies, and with that constant attacks. The wooden walls of the town were said to be knee deep in goblin corpses. Most worrying to Konrad was that there had been no news of any black orcs in the attacks, meaining that the warlord had a plan. He would have ridden out immediately to help in the war if it were not for the direct orders of the Grand Master for him to defend the monestary and to act as its lord in his stead.

This left Konrad with a mere handful of knights and a force of warrior monks. Truth be told, he could raise mroe due to the nature of the order, but he was loathe to do so. Unlike many other Sigmarite orders, the Order of the Broken Lance was not chaste. Far from it, most of the older knights were married and so were a majority of the monks. This had a rather shameful origin. It was that their founder, though a pious man, was a nortorious womanizer, and thanks to his large contribution to the church was able to secure this right for himself and for his men. But, due to his oaths he did agree to finally settle down with but one woman, who just happened to be his wife. With von Hertwig long dead there had been many voices within the church that had called for an end to this, and for all members of the order to live celibate lives. Nothing had come of it, as for all of their talk the order provided an important defense for the Empire's borders, and as long as it fulfilled its purposes there were few who really cared what went on behind its walls.

For the order, this meant that a small town of Hertwigsburg had grown around their fortress monestary. It was there tha tthe majority of the people lived. It was an odd arrangement, but one that needs explaining. When a child was born to a member of the order, be he a knight or monk, the child was in no way a member. Only upon reaching adulthood could the child make an oath to join the order, though until then he was considered the property of his parents, and thus the order as well. This oath would sign the person's life and wealth to that of the monestary, and that of their family. This meant that the entire town was owned by the order, and with it all of the produce that it made. Much of this came from the winery of the town, which gave the order most of its revenues, which were much needed for the upkeep of its armed forces. This also provided a rather stable supply of new recruits, which could not always be filled by warriors who had chosen to make the journey to the monestary.

Besides for the town, there was the monestary itself. It was really half church, half fortress, with the inner keep being a grand church of Sigmar. The holy fortress had seperate housing in it for any unmarried men in the order, which in truth made up a large part of it as many of its members had travelled there in the hopes of one day attaining knighthood. Along with these were the order's barracks, armory, stables and library. The most menial tasks of upkeep were done mostly by the children of members of the order, but the roles of trainers for new recruits, librarians, and in many cases priests, came from a different source. These were in large part made up out of members of the order who were crippled in battle. For such a militant instituion it was a common matter, and the order did all that it could to care for, and give meaning to the lives of, all who were injured in its service.

All of this created a largely self sustaining community that Konrad now found himself lording over. Looking out from his room within the inner keep he could seen Hertwigsburg layed out before him from beyond the outer walls. By no way was it as big as any of the major towns, as it could fit within Bogenhoffen four times over and still have room. But it was profitable and well defended. Plus, with the monks of the order knowing that they fought not only for their god, but also for their families and home, it often gave them that extra spark of determination that was needed to win battles. Konrad was worried though. The monestary was horribly under manned, and if rumors were to be believed, Lucien von Herst had been spreading rumors of heresy against the order. It seemed like few believed them, or truly cared, but if the war against the orcs went poorly and the order was left crippled, then who knew what would happen? With a sigh Konrad turned from the window and back to the papers on his desk. He was lost in his melachony thoughts until his wife came in, carrying their child in her arms. A smile broke across Konrad's face, momentarily erasing the lines of worry. Ever since he had become Seneschal and had inherited the sword of fate he had become somewhat distant from his wife and from his young son. The guilt of killing those who he felt inimate too had been too much. But now that he was back and recovering from his wounds, the simple pleasure of being around loved ones was a welcome relief, and a needed one. The visage of Nagash especially haunted him, and he was thankful for anything which could bring happiness into his life.

14-07-2009, 17:41
Yay more fluff :)
Nice work, is it building to anything in particular? :)

Keep it coming

14-07-2009, 20:00
Indeed tip top story writing matey :)

14-07-2009, 20:09
I can't persuade you to write some fluff for my army on my thread by any chance? :D

15-07-2009, 04:40
Thanks again for the comments. Razer, as for your question: I have a basic outline of where I want this to go. I just need to shoehorn the different armies into it. As I don’t know whether I’ll be facing tomb kings, vampires or Bretonnians, it can be kind of hard to do this. I’m just really glad that I’ve got to play against another Empire army multiple times. Without that, this would have been much harder. Sometimes I just need to go with the flow. However, I do have the following points to go by.

1) If a character dies in game, he is dead. Many people will have their main character be ‘wounded’. For example, if Konrad dies in game, he is either dead or crippled. Harsh, but there it is. I am kind of surprised he has lasted this long, which his great because it has given me time to flesh out his character. Unfortunately, I haven’t had the opportunity to do so for the grand master, which is too bad because I had plans for him.
2) In early August I am going to China (yay!) to see my parents in law. After that, I’m off to law school, and if that is anything like college then I won’t be playing any warhammer for a long time. Because of this, this entire series has to end by then. With 1-2 games a week, that doesn’t leave much time, about three weeks.
3) For this series, I have different ‘endings’ in my mind. It’ll really depend on how well they do in the coming weeks on which ending will be shown. Yes, this does mean that the order can be totally destroyed. Just because they are my creation doesn’t mean that I will have any trouble with killing them all.

Selone, thank you for enjoying my favorite part of these reports. I am trying to work on the quality of the actual battle reports, but the fluff means the most to me. And KHolbourn, if I have the time then I’d enjoy to. If there is any battle report that you’d like some fluff for, I’ll give it a shot (no promises, but I do enjoy this). Just PM me, along with any details of what you’d like in it (such as characters, setting, or if anything goes).

With that said, I had two games today. Both were again Chaos Warriors with a mono-god Nurgle theme (and two different generals). The first one 1500 points and the second 1000.

I've got the battle reports written up, but I'm still working on the fluff. Once it is done I'll post them.

15-07-2009, 13:17
Cool :)
Looking forward to seeing what happens then! Although it'll be sad to see the story end...

KHolbourn, how about asking grumbaki to write up some fluff for our game this weekend? :D

15-07-2009, 14:57
I'd love to, it should be fun. :)

Game 1 1500 Points

Nurglite Army:
Chaos Champion: Barded Warhorse, Shield, Magic Armor (makes the enemy re-roll hits), probably a magic weapon (Eye of gods gives him +1 LD)
Chaos Sorcerer: 2 Dispel Scrolls, Chariot (Magnificent Buboes, Plague Squall) (eye of gods gives him MR 2)
6 Knights: FC, Mark of Nurgle
20 Warriors: Shields, FC, Mark of Nurgle
20 Marauders: Flails, FC, Mark of Nurgle
10 Hounds

Captain: Sword of Fate, Barded Warhorse, Shield, Full Plate
Warrior Priest: Sword of Might, Enchanted Shield, Heavy Armor, Barded Warhorse
Mage: Lvl 2 (rule of burning iron and spirit of the forge), ring of volans (spirit of the forge), dispel scroll (amazing spells for fighting chaos warriors! Against chaos knights, spirit of the forge does 2d6 str 7 hits with no armor saves allowed)
20 Swordsmen: FC
-10 Swordsmen Detachment
5 Knights: FC, Warbanner
5 Knights: FC, Steel Standard
5 Pistoliers: Marksman w/ repeater pistol, musician
10 Huntsmen: Marksman
2 Cannons
(1484 points: I had made a similar list to the one in the last game, but after the game started I dropped the IC down to regular knights when I realized that I had again taken too many special choices and just swallowed the points lost)




Chaos (top side)
Chariot on the left side of the lake. On the other side of the lake are the marauders and the knights. By the right woods are the chaos warriors and then the dogs.

Empire (bottom side)
SS Knights (with WP) between the hills and forest on the left, Swordsmen on the other side of the forest. WB Knights (with captain) to their right. The Helblaster goes between WB Knights and Swordsmen, with both cannons on the hill behind them. The Pistoliers go on the far right, past the last forest, and the Huntsmen set up in the center forest closest to the chaos lines.

Turn 1:
Chaos goes first. They advance, with the dogs and warriors going after the huntsmen in the woods. Magic is stopped.
The Pistoliers run up to the dogs, while the huntsmen move out between the two woods so the warriors can’t see them. The knights shuffle a bit, but mostly stay put. He stops my magic, using a scroll to insure that the ring of volans doesn’t destroy his knights. My cannons open fire at his chariot. The first one rolls horribly and lands just in front of it. The other hits it but fails to wound. The pistoliers and huntsmen kill 7 out of 10 dogs, but because of the LD of his hero they hold.

Turn 2:

Dogs charge my huntsmen, who hold. The rest of the army moves up, but his chariot goes up cautiously between the hill and pond. In his magic phase he Plague Squall through, but misfires (yes, misfires. Plague Squall is a magic stone thrower attack, but if you misfire then it lands on the caster). It hits his own caster and does 3 wounds to the chariot and 1 to the sorcerer. In hand to hand combat his dogs kill one huntsman, who then kill all 3 dogs in return.

In my turn I reposition a little, but do little actual movement. Magic is stopped. During the shooting phase one cannon fires at his chariot and the other fires at his knights. The cannon firing at his chariot lands a shot right in front of it, but misfires and thus fails to bounce. The second cannon kill 1 knight. The helblaster opens fire on the knights, and even with -2 to hit (mark of nurgle and long range) it brings down 3 knights. They pass their panic test. The pistoliers and huntsmen run circles around the chaos warriors, shooting down a handful.

Turn 3:

The chaos knights move up right in front of my knights. He basically gives me the option of shooting them for a turn or charging them (a flank shot with a cannon mind you). His marauders move up, but his chariot again stays still. I think that he was tempting me to charge the marauders with my knights, so he could counter-charge with the chariot. Magic is stopped.

My WB Knights charge his knights. Magic is again stopped (gah!), but in the shooting phase my cannons hit his chariot once, which hits the chariot and destroys it (finally!). In the close combat phase my captain accepts the challenge of his hero. I hit twice, but after being forced to re-roll I only hit once. It wounds (doing 2 wounds) and the hero dies. One knight is killed by mine, and his horse (yes, the horse, not the knight) takes down one of mine. He breaks and flees (and is unable to rally as only 1 chaos knight was left).

At this point I had two units of knights facing his marauders (one on the flank, the other in the front), so no matter what he’d be flank charged. The caster was one foot (with one wound) and the chaos warriors were never going to catch their enemies. He called the game, which was kind of disappointing but I understand why he did.



1. After the game he complained long and hard about my shooting, saying that I took too much. I tried to defend myself, saying that it really isn’t that bad for an Empire army, and that my dwarfs pack much more firepower. I also pointed out that if I rely on state troops he’ll just chew right through them and if I took out the shooting then I’d probably just throw in more knights and some outriders, which would be just as bad. He didn’t seem to take too kindly to this and then lamented his lack of shooting options/reliance on magic as a ranged attack. So, I ask you, was my army too shooty, and if so what changes should I make for a better comp score?
2. I love controlling the movement phase! Sorry, I’m still a dwarf player at heart, so this leaves a warm glow after years of having had circles run around me. Huntsmen and Pistoliers are golden when the enemy lacks a proper way to counter them.
3. Don’t rely on magic. Even with the perfect set up for killing chaos warriors with my mage, I still didn’t get a spell off all game. Sure, it was only turn 3, but after that it is kind of late to target chaos knights.
4. Terrain is key. I was able to shelter my knights from any of his charges and force him to come to me. He wasn’t able to get around the terrain with his infantry, and by advancing he’d either have to ignore the swordsmen+artillery to face the knights, or he’d have to accept the flank charges. Also the heavy terrain meant that setting up a charge against my knights was difficult.
5. In some games, by directing where the enemy can go and by dominating the shooting phase you can take control of the movement phase as well. What really helped in this was my heroic huntsmen who took down the last of those dogs. Having them rushing my helblaster would not have been fun.

Game 2 1000 points

Dwayne was nice enough to loan his army to Andy, a new warhammer player. Andy is starting WoC (he has 500 pts of them but hasn’t played a game yet), so this would be a great lesson for him. Dwayne stuck with him to help him make his army list and then offered some tactical advice as the game went (but not too much, which is best for someone who is learning, my thanks again to Dwayne for being kind enough to do this).

When making my list, I was sure to not use any artillery. This was done A) to prove that I can win without it and B) in 1000 points I rarely use artillery and I don’t like tailoring my lists (as I knew he’d have a chariot).

Nurglite Rearguard:

Chaos Sorcerer of Nurgle: Mark of Nurgle, Chariot, Dispel Scroll (Magnificent Buboes, Plague Squall), eyes of gods-causes terror
12 Chaos Warriors: Mark of Nurgle, Shields, FC
12 Chosen: Shields, Extra Hand Weapons, Mark of Nurgle, FC
15 Marauders: Flails, Mark of Nurgle, FC
5 Marauder Horsemen: Throwing Axes, Light Armor, Mark of Nurgle, FC


Captain: Sword of Fate, Barded Warhorse, Shield, Full Plate
Warrior Priest: Sword of Might, Enchanted Shield, Heavy Armor, Barded Warhorse
Mage: Lvl 2 (rune of burning iron and distillation of molten silver), Ring of Volans (distillation of molten silver)
* 20 Swordsmen: FC
5 Knights: FC, Warbanner
5 Inner Circle Knights: FC, Steel Standard
5 Pistoliers: Marksman w/ repeater pistol, musician

• Usually I would have taken huntsmen instead, but I decided against a new player it wouldn’t be fair to give him nothing to catch. Plus, the idea of going through another argument about my list didn’t seem very appealing. The swordsmen were there for that purpose. Usually, I don’t see much point sending state troops up against chaos warriors unless I have a surprise up my sleeve. For this game, I really didn’t (I didn’t even have the points for a detachment!). I consoled myself that a general doesn’t always get to pick the perfect army.

Same as last game

Chaos (top side)

Warriors to the left of the pond. Marauders to the right of the pond, with the chosen to the right of them. The chariot went between the marauders and the chosen. The horsemen took the right flank.

Empire (bottom side)
Inner circle on the far left, regular knights to the right of them, swordsmen a bit further right, and finally pistoliers to the far right.

Turn 1:

Chaos went first and they advanced. Magic killed the preceptor of the regular knight unit. The Empire responded by mostly staying put. The swordsmen moved up a bit to give the mage room to see the horsemen through the gap in the trees. 2d6 str 4 shots later and only 1 horseman was left, who didn’t panic.

Turn 2:

Again, chaos advanced. He got his stone-thrower type spell through, but misfired. It hit on his own chariot, but didn’t do any damage (even with 12 hits, 6 on the mage and 6 on the chariot). My inner circle knights then charged his warriors and my pistoliers ran up to his last horseman and shot him down. In the magic phase I got some re-rolls for my captain (to hit and wound in close combat). In hand to hand my inner circle killed 4 warriors, broke them and ran them down.

Turn 3:

His units and chariot were starting to get mixed up at this point, so he did his best to clear that movement mess up. Magic was stopped. In my phase the regular knights charged his marauders and the rest of the army shuffled. Shooting from the pistoliers put a wound on his chariot (damned mark of nurgle). In hand to hand 5 marauders died (3 from Konrad, thanks to the priest) for 1 knight in return. The marauders held.

Turn 4:

He couldn’t charge his chariot due to lack of space, so he moved his units around. The chosen were gunning for my swordsmen and the chariot lined up for a flank charge against my knights next turn. Magic killed another regular knight (I hate buboes). In hand to hand Konrad killed 3 more marauders and the last 2 knights took down 1 more. The marauders broke and were run down.

Luckily when my turn started terror didn’t send anyone running. The knights turned around, though the inner circle had just got around the pond and were pretty much out of the game. Magic killed one chosen.

Turn 5:

The chosen move up to my swordsmen (who had been slowly backing up for most of the game), finally getting them to the point where I'd have to accept a charge next turn. I dispel buboes, but he gets plauge squall off. It scatters away from my troops, hitting nothing (whew!).

In my turn the regular knights charge his chariot (passing their terror test). The pistoliers try to shoot his chosen, but multiple shot + mark of nurgle means one hit which doesn’t wound. Magic equals a miscast which wounds the mage. Konrad then kills the sorcerer twice over and the chariot flees.

Turn 6:

The chariot rallies and his warriors finally charge my swordsmen. In close combat the chosen use two weapons (15 attacks, 10 hits, 10 wounds!) which leave 6 swordsmen dead. The swordsmen hold.

In the last part of turn 6 Konrad and his knights charge the chariot and the pistoliers rear charge the chosen (done for fluff reasons, they want to prove themselves so they can be knights! Plus I didn’t like the idea of anyone in the order abandoning their comrades). The chaos warriors kill 3 more swordsmen and 2 pistoliers for 1 casualty back. The chosen lose by 1 (15 models with the mage, so I have 2 ranks, outnumber, rear, standard and one wound. 7 in total, to the chaos 5 wounds and standard) but the chosen hold. The chariot loses combat and is run down.

Victory! (And we actually lasted all 6 turns)


1. I love knights. I think that I mentioned that before. They were my hammers in both games. A lesson though: Don’t run large blocks of marauders with flails. Even with ranks and a standard, T 3 AS 6+ doesn’t cut it. For such troops, 4+ AS from a shield is a better investment, so they can hold out long enough for chaos warriors to help them. A small unit of 10 marauders with flails is probably better, as they can be used as a flanking unit.
2. Konrad with his set up really is worth it. In these two games he took down both enemy generals thanks to the sword of fate. I’ve heard that many people don’t take it because they don’t like limiting their options on what a hero can do. I find that the Empire generally lacks the tools for taking down really hard enemy heroes/monsters in close combat, and Konrad is perfect for that role. We’ve got plenty of other ways to take down rank and file as it is.
3. State troops cannot stand up to chaos elites. I knew that going into this battle, but this proves it. However, I was pleasantly surprised to see that they held against their onslaught (and that my opponent never targeted the mage). Throughout these battles my state troops have been pretty darn brave. Sigmar protects!
4. Mark of Nurgle is really nasty. -1 WS doesn’t seem like much, except that it means my WS 4 becomes a 3, and that can be huge. Also the -1 to hit against shooting really spoiled the pistoliers’ day.
5. Always make sure that your units have space. His chariot got sandwiched between his infantry (due to the pond and woods restricting their movement. This robbed him of a flank charge against my knights.
6. Small units of chaos warriors can deal plenty of death to take out other infantry, but they’ll struggle against a charge from heavy cavalry. After the game Dwayne said that he usually prefers taking units of 20 warriors because of this, but that means that they can be really expensive.
7. One more turn and I’d have been screwed. As is, he got half points for my swordsmen, regular knights and mage (222.5 victory points). If we went into turn 7 he’d have gotten full points for my pistoliers, mage and swordsmen (569 victory points). It’d still be a victory, but less of one. In retrospect, charging in with my pistoliers was really foolish, but as I said in the report it fit their character to do so.
8. I think too much.

15-07-2009, 14:58
Konrad was sleeping soundly next to his wife when the vision hit. For once, the rules of the sword were broken, as his vision was of two people, but that was hardly surprising when chaos was involved. Konrad saw a small norse village located along the sea of claws. Twins were born and all throughout the village the norsemen rejoiced, for the children were obviously blessed by the gods. The woman who had given birth to them had sickened during the last month of her pregnancy leading most to believe that she was as good as dead. She would have been killed if it were not for the warnings of the tribe’s shaman. Just as she died from her sickeness the children were born, two twisted, diseased parodies of life. One was small, weak and skeletal, the other bloated and foul. As the children grew the tribe was gifted with the plagues of the Crow God, gifts that were happily accepted. The once idyllic village was turned into a nightmare of rotting warriors, barren fields and polluted water. The children, as they reached adulthood had grown into their roles. The bloated one was a monster of a man, wearing armor that was splitting from his girth. A great warrior, Konrad was forced to witness how he put his scythe to good use raiding the lands of other tribes as well as the coasts of Kislev. The skeletal one had grown into a sorcerer, whose crimes were such that Konrad would later pray for the memories to be erased. Besides for their physical mutations, there was something deeper. The twins shared more than a bond, they shared the same mind. What one saw, the other did as well. What one thought, the other did too, regardless of distance or circumstance. Even their voices were the same. Understanding their diseased minds, knowing their hopes and desires, it was almost too much for Konrad to stand. But because of the sword, he could not wake from what was most certainly a nightmare.

Together, they were the chieftain of their tribe and under their leadership it grew in stature in the north. This continued until the war in the north began and they heeded the call to arms. Images flashed by of great battles fought in the north, of the siege of Middenheim and Archaon’s eventual defeat. The twins led what was left of their tribe south, through the Imperial lines and down the river Reik. The dream ended with a sickening realization, they were heading for the Hospice of the Crying Lady, the local temple to Shallaya.

Konrad’s wife had gotten used to her husband waking up in the middle of the night with wild eyes, but it did not ease her pain or fear of seeing him hurriedly arm himself for battle and cry wildly for his men to rouse themselves. After a night and a day of frenzied preparation, Konrad had formed himself an army. The cannons were dragged from their emplacements on the walls of the monastery and forces of warrior monks were quickly raised. Konrad even managed to press ten knights into service, though three of them were still recovering from their wounds. He had seen what the chaos army was like and he knew that they would need all of them at their disposal if they were going to meet it. As the army marched out, Konrad did not see his wife standing on the battlements, praying for his safe return.

The Hospice of the Crying Lady was located fairly deep in the forest, and it was a sign of the Goddess’ favor that it had never been attacked by the creatures of the wood. Konrad and his men reached it in good time, and Konrad breathed a sigh of relief when he found it still standing. He demanded that the priestesses abandon their temple and lead their charges to safety, but their matriarch refused, saying that there were too many who could not be moved and that Shallaya would protect them. The only one who would listen was a battle mage who had come to see his brother who had lost his mind and was being cared for by the sisters. The man had demanded that he be allowed to join in the battle; a demand which a veteran commander like Konrad was not going to refuse.

Konrad set up his lines with care. He had found the clearing in his vision and had set up his artillery and infantry in plain sight of the enemy. His knights and pistoliers were out of sight, sheltering behind the woods and the hills. The enemy would see the strong center and would advance and then when they closed he and his men would overwhelm them. The chaos forces appeared, but due to the heavy terrain it was obvious that they had failed to bring up their entire force. Konrad glared in hatred as he saw a host of enemy knights led by the grotesque brute that was their chieftain come into sight. They had charged through helblaster and cannon fire, leaving two thirds of their number dead on the field. Where Konrad glared in hatred they pulled up short, surprised to see a host of knights ahead of them instead of just lightly armored infantry. With a roar Konrad and his men charged. Flies buzzed around them and his head swam as he closed in, but Konrad ignored it. The Marauder chieftain raised his scythe to strike, but it only fell when his arm came off, having been lopped off by Konrad’s blade. His return stroke split the warrior from shoulder to hip, and the chaos chieftain came apart in two pieces. Filth spilled out of the broken armor. Of the other two chaos knights, one was impaled by no less than three lances and his horse pierced by a forth. The last of them swung its sword in an arc, but only the flat of the blade struck. Yet it still unhorsed one of Konrad’s knights, such was the strength of the blow. The corrupted knight then turned to flee. Konrad and his men pursued him straight into the flank of the large block of marauders, a wall of men which was soon shattered by a charge from the other unit of knights. The slaughter was brief, but it was deadly. Within a minute the field was covered in the bodies of the slain. The unhorsed knight reseated himself and Konrad took stock of the battle. His pistoliers and huntsmen had driven off a large body of chaos warriors deeper into the wood, and while his cannons had destroyed the chariot which carried the sorcerer into combat, it was reported that the other chieftain had fled on foot. All told only one man had died, his throat torn out by the teeth of one of the chaos hounds. Konrad was proud though to see that the archers had killed three times that number with their blades and had then harassed the enemy infantry. He would be asking for names after the battle.

Konrad barked orders to his men. The archers and ten of the swordsmen were to take the artillery back to the Hospice to guard it against any form of attack, while the rest of his men were to follow him deeper into the woods. He was determined that the sorcerer would not escape, his sword demanded nothing less.

They found the enemy ready and waiting for them. The surviving chaos warriors had broken off into two units, with the most veteran ones grouping together to the far right. More marauders swarmed out of the forests, and leading them was the sorcerer, riding another chariot. Without any artillery to back them up and without the benefit of surprise, Konrad’s force took the first casualty. The preceptor who was riding with him fell off his horse, his armor rusted and crumbling, his body decayed. Konrad spurred his horse forward towards the enemy. The ground shook under their charge, with eleven fully armored men on horseback thundering towards their foe. With a crash of steel the lines hit. Konrad swung his sword in a frenzy of hatred, cutting down all who stood before him. The foe were large and well armed men, but unarmored. While lacking in protection, they made up for this with a lack of pain. Their wounds wept pus where Konrad’s sword fell, but mortal wounds still took them down. A second knight was unhorsed by a flail blow which took his horse down from under him. The horse fell on the knight’s leg, crushing it. A third knight fell soon after; like the preceoptor, victim of fel magic. By then though, over half of the marauders lay dead on the ground and still the killing continued. The few survivors turned to flee, but were run down by the vengeful knights who left a carped of corpses in their wake. To the left Konrad could see his other knights slaughtering the last of the chaos warriors who had tried to stand against them. His pistoliers were also in sight, having broken through the last of the marauder horsemen, in large part thanks to the mage who had accompanied the army, and they were showering the chariot in pistol shot; to little effect.

Konrad and his last two knights turned their horses around in time to see the sorcerer do the same with his chariot. A bolt of green light shot out from the hand of the sorcerer, missing Konrad, and withering a tree instead. Putting his spurs to his mount Konrad charged. He came up alongside the stationary chariot and swung his sword, taking the head of the sorcerer off in one blow. The chariot turned to flee, with the knights in close pursuit. It soon became abundantly clear why the chariots were only being used as platforms for the mage, as in its flight the chariot bounced and then flipped over due to the rugged terrain. The warrior driving it was crushed, as were the two horses, as they were tethered to the doomed machine.

But not all went so well. The most veteran chaos warriors were soon surrounded by swordsmen and pistoliers, stabbing and firing off shots at close range. Only three of them had fallen, but for that number they had killed two horsemen and half of the swordsmen. The slaughter was too much for the men of the Empire, who gave ground before such destruction. The chaos warriors fought their way out of the melee and into the deep woods, terrain far too dangerous for cavalry to ride in, and the warrior monks were far past the point where they were willing to pursue such a foe unaided.

Exhausted, Konrad dismounted from his hose. The day was theirs, as they had routed a determined foe which had come in greater numbers than themselves. For this though, they had paid a price. Two of his knights were dead and a third would likely never ride again. Of the warrior monks, seven had died outright and judging from the wounds of the others, three more would not live pas the night. Even the battle mage who had fought valiantly with the monks was wounded. But it was worth it. He had killed two beings which deserved nothing but death for their crimes, and with them the majority of the chaos army. Konrad walked over to the surviving pistoliers to offer them his congratulations. He also offered them one last task before he could knight them, a declaration which instantly got their attention. They were to ride out of the forest and to warn all of the nearby towns and villages that there were nine chaos warriors in the area and that they should be on their guard. With the vitality of men who had achieved a life long dream they had immediately mounted their tired steeds and went off. Konrad prayed that they would survive the perils of the forest. He then turned his attention to the warrior monks, who had finished burying the dead and who were carrying the wounded back to the Hospice. He would have to talk to their sergeant after the battle. With so many pistoliers dead, some of them would soon be promoted to their ranks, and from there is just one step ahead to knighthood. They would have to learn how to ride a warhorse, to care for it and then how to fight on one. It would be a long process, and one which other orders did not need to go through as most nobles grew up in a saddle. It was a necessary step and Konrad knew from the battle today and from the bravery of the monks that there would be a few who were worthy of this honor.

The men of the Order of the Broken Lance marched away from the field of battle. They would be back with the sisters of Shallaya later to consecrate the field and to dispose o the enemy corpses. It was a task that Konrad did not want to do himself, for fear of the plague should they handle the corpses of Nurgle’s chosen. Fortunately, they would soon have the aid of the priestesses of the goddess of healing. It had been a long day, but from the field covered in corpses, Konrad was pleased to say that it was a fruitful one.

16-07-2009, 03:13
Great reports and fluff as always :)

Your WOC opponents seem to be rolling for eye of the gods at the start of the battle- they can't do that, they only get to roll if they kill an enemy character or large target.

Your 1500 point list has a fair bit of artillery for that level but I don't think your shooting is at the cheese level. At the same time your opponent simply doesn't have enough screens or deployables allowing you to easily out-deploy and shoot him. WOC really need hounds.

Chaos also needs magic to be able to help at range, at 1500 points a level 2 will do nothing. 2 level 2s, one with power familiar, the other with the book can put a lot more pressure on- 8Pd against your 4DD will see one or 2 spells go off every turn and a fireballs on the pistoliers or buboes on your mage/warrior priest/general gets nasty quick. Your list is solid and there are few points wasted, the WOC lists both have a fair bit of waste in them I reckon.

Chariots are of course deadly afraid of cannons/S7 bolt throwers but that's the gamble of taking them. 100 points for the character mounted version isn't bad at all for what you get, you just have to mitigate the damage they can cause- hide the chariots first turn and, if you won't be charging second turn, pivot the chariots so the flank faces the cannons (so the base is less wide and harder to hit).

Generally though, I wouldn't be too worried about your list.

@Khoulburn, fluff isn't that hard to write as long as you decide who your heroes are and where they are/what they are doing there. After that it more or less writes itself. Looking at your last list for example the mage and priest could be brothers (with the priest still suspicious of the use of magic) who have been hunting down cults an illegal sorcerors in Marienburg. With the defeat of Archaon's horde and much of the army split into smaller warbands seeking to hide within the empire there have been more attacks on isolated settlements in nearby wastelands (to the N of Marienburg) and on the borders of the forests (NE), as a result they have been sent at the head of a patrol to hunt down the beast and warrior warbands in the areas, hunt down cultists and protect the villages of the area.
Set in the wastelands and forest edges you also have fluff justification for fighting most of the warhammer armies:
Wastelands are coastal so you can easily have DE/HE/Lizardmen (from albion)/TK/Bret/WOC fleets landing and causing mischief. There are almost certainly some O&G tribes in the forest/wastelands. VC are always easy to justify in the empire and beasts live in the forests as well. Ogres could have been driven out of the middle mountains into the forest/wastelands by the chaos incursion.

16-07-2009, 15:03
Also, I think the WoC player in the first game made another mistake, when his Plague Squall misfired and landed on him. I dont have my rulebook here but I'm pretty sure it doesn't affect models with the mark of nurgle... So certainly wouldn't have wounded him, and if the chariot was nurgle marked as well (which I would do, but not sure if you have to), it wouldn't have wounded that either... :)

16-07-2009, 20:05
In the first list you have 2 warrior priests using enchanted shields. Aren't armies limited to 1 of any common item except for Power Stones and Dispell Scrolls?

16-07-2009, 23:01
Congratulations on your latest result, I like your latest storyline, I remember shallaya only too well from WFRP :)

16-07-2009, 23:23
Kerill: I'm not familiar with WoC (my dwarfs have fought some battles with Khornate warriors before, but thats it), so I didn't know about the eye of the gods. Next time I'll call him on it.

RaZeR: I know even less about their spells. :confused:

mikepm07: Yup, 'tis a mistake. It's been pointed out, and I'll be sure not to repeat it. (It's too bad though, as I pictured them as being blessed hammers/shields).

Selone: I love the WHFRP gods and goddesses. I'm always afraid that they will go the way of the dwarven pantheon (there are, or should I say were, more dwarven gods than the big three). Before you know it Sigmar will be sitting on a golden throne! At least I hope not...

Golden Lion
22-07-2009, 13:19
Sweet stuff again grumbaki! I will be disappointed to see it end in the near future. I find Warriors of Chaos to be tough opponents, so well done on both victories. I disagree with the chaos player that you have too much shooting. The Empire needs shooting to be able to win. As you said, a state block will simply fall apart against knights or warriors (though your swords held up pretty well there!). Empire armies need to thin out enemy units before engaging them to have a real chance of defeating them. Would you have taken an all-out gun-line, than things would have been over the top and boring. However, that is far from the case.

I still love your background! Some great writing, that definitely doesn't get boring. Great how you enter family affairs into as well, and I also like you discussing the fate of casualties post-battle and including a rationale for taking units in your army.

Hope to see a bit more before you go on to other things!

22-07-2009, 14:48
Golden Lion, thank you. I'm really glad that you enjoyed it. While I too am sad that it will end, at least it gives a time frame for when it has to wrap up, which keeps things fresh. As for the next report...

Sigmar provides! I came in for a game yesterday and waited an hour with nobody showing up. I finally left the store and was half way to my car when I saw Dwayne (the Nurgle player) unload his cases from the car. We agreed to the game in the parking lot and I happily returned to the store. We agreed on a 1500 point game and both drew up our lists on the spot. He informed me that he was 6 points over, and when I said that I was 10 he graciously allowed it.

1500 Points (ish)

Mage: Beast (Bear's Anger, The Hunter's Spear), Von Horstman’s Speculum
Mage: Metal (Rule of Burning Iron, Distillation of Molten Dislver), Ring of Volans (Transumtation of Lead), Dispel Scroll
Mage: Death (Dark Hand of Death, Drain Life), Doomfire Ring (I was hoping for Doom And Darkness to go off with the Doomfire Ring, for those panic tests at -3 LD)
20 Swordsmen: FC
-10 Swordsmen detachment
20 Spearmen: Shields, FC
-10 Swordsmen detachment
5 Knights: FC
5 Knights: FC
Helstorm Rocket Battery (proxied with my helblaster)

1510 points

Chaos Champion: Barded Warhorse, Shield, Magic Armor (makes the enemy re-roll wounds? I thought that it was for hits, but didn’t want to argue) Mark of Nurlge
Chaos Sorcerer: 2 Dispel Scrolls, Chariot (Magnificent Buboes, Cloying Quagmire)
6 Knights: FC, Mark of Nurgle
20 Warriors: Shields, Halberds, FC, Mark of Nurgle, War Banner
15 Marauders: Flails, Shields, FC, Mark of Nurgle
15 Marauders: Flails, Shields, FC, Mark of Nurgle

1506 points

Deployment and Terrain:
(terrain was already set up, he denied the opportunity to move it around so we started playing)

The black circle was impassible terrain. The white circle was a ruin which counted as difficult terrain. The dark green circles were woods, the brown squares were hills.

Chaos deployment (In red, from left to right) Marauders, Chaos Warriors, Knights (with hero), Marauders (chariot behind)

Empire: (In blue) On the left hill: cannon and mortar. Knights, Swordsmen, Spearmen, Knights, On the right hill: cannon and rocket battery. The beast mage stayed with the swordsmen, while the other two generally ran around by themselves.

Pre-game Tactics:

I felt confident going into this. I figured that my shooting and magic could whittle him down, as I had cannons to take down his knights/chariot and plenty of anti-infantry war machines. Then if my center held, my knights could charge their flanks and break the enemy. They also might be able to break marauders on the charge, but I didn’t want to risk it unless I had too. That’s how it would go in theory. Read below to see how it turned out.

Turn 1:

Chaos went first. Everything advanced, magic was shut down.

The Empire responded with some slight repositioning. During the magic phase, 1 knight is brought down with the Hunter’s Spear and the armor of the chaos knights is turned into lead. He burned both his scrolls to stop everything else. Then during the shooting phase:

Mortar: Fired at marauders, but misfired and blew up! (First shot of the game)
Rocket Battery: Fired at the warriors. Hits the knights instead and killed 2.
Both cannons had the arc for flank shots against the knights! The cannon on the right had a chance to hit 5 knights with a flank shot. It misfired, thus being unable to shoot for two turns. The other cannon took down 3 knights (killing them all).

Overall, not a bad turn. I managed to take down all of the knights, but I had a mortar gone and a cannon out for 2 turns.

Turn 2:

The chaos general charged my swordsmen (I did my best to convince him not too, but he decided to charge the block anyways. Personally I would have sent him in against a detachment). During the magic phase his mage miscasts and wounds himself with a S6 hit, though his chariot was unharmed. In hand to hand my Beast Mage accepted the challenge and used the Speculum (I said to him "Please don't hate me" when he issued the challenge and he responded "what, you've got an item that ignores armor saves?" I then showed him the rules for the speculum, with the store manager, who is another Empire player, laughing in the background). The chaos hero wounded the mage and was wounded in return (We forgot about the metal spell on him, but we also forgot about his armor. So I guess it worked out fine in the end). He fled, but got away, landing right behind the chariot. The swordsmen pursued into the chaos warriors.

During the magic phase, the chaos general was killed by the metal mage using the rule of burning iron (he claimed that his armor made me re-rolls to wound rolls, even though in previous games he said it was to hit. Not wanting to waste time arguing, I just accepted it and made the two rolls of 2+). Besides for that I killed 3 marauders with my magic, and that is with 3d6 str 4 hits on the marauders and the doomfire ring hitting them as well! I then failed to get off the Bear spell on my mage, which he saved his dispel dice for. I think that I might have killed a chaos warrior as well.

In the shooting phase the rocket battery fired at the chariot (which was in-between the warriors and marauders. If I aimed at the other blocks there was a chance it might scatter into my own lines. With the chariot as the target, it would be more likely to scatter onto his troops than mine). Instead it landed directly on the chariot, I randomized on the chariot and it did no damage (do helstorm batteries hit with a higher for the model directly under the template? The book just says str 5, so we played it that way). The functioning cannon hit the chariot and destroyed it. In hand to hand my mage issued a challenge and killed his champion. I then killed 2 warriors, while he killed 3 swordsmen (using halberds). I outnumbered him, but he had the warbanner so the combat ended in a draw.

Turn 3:

The marauders moved up again. In the magic phase his mage miscasted again, wounding himself a second time and died (two turns in a row the mage took a str 6 hit with no armor save alloed!). In hand to hand he killed 5 swordsmen for 1 death back. The swordsmen broke and were run down (with my beast mage being killed with them).

My troops aligned themselves for some charges. During the magic phase 2 marauders from the unit to the left died and 1 from the right died, and I think that I got another chaos warrior or two. Shooting saw 3 chaos warriors die from a cannon shot. The cannon on the right (the one which had the flank shot against the knights but misfired) proved worthless again. It had a shot that could hit 5 chaos warriors; it landed right in front and misfired on the bounce. The rocket battery misfired as well, being unable to shoot for two turns! My luck with shooting and magic was really sub-par, but due to the positioning of my units I still felt that I could eliminate the marauders and avoid/shoot his chaos warriors.

Turn 4:

His warriors turned to the right to face my lines. They were down to 10 models at this point. The left hand marauders had about 11-12 left and the ones on the right had 12-13ish.

The knights on the left flank charged his marauders, as they were so close that I really didn't have a choice. I hoped to break them on the charge. He had 1 extra rank, outnumbering and a standard for +3 combat resolution. With my standard, I'd need to kill at least 3 marauders on the charge to win combat. With 6 attacks from my knights and 5 from my horses, I figured that the odds were with me. But even if I fluffed it, I hoped that the knights could stick around and whittle their foes down.

I then declared 2 charges on the right against his marauders, with the knights to his right flank and the spearmen to the front. The detachment's supporting charge was ready to hit them in the left flank. He fled from this onslaught and was run down, though we had a small argument as he claimed that because they fled from the highest unit strength (the spearmen) my knights couldn't catch them. A staff member resolved the dispute and he called the game.

Victory for the Empire!


1. Deployment was big in winning me this game. My artillery on the flanks were in no danger, and the hills gave them a clear view of the battlefield. Everything of mine was right where I wanted it to be, with my state troops lined up against his infantry and supported by knights on the flanks.
a. On his side, his marauders near the ruins were too far away to do anything, and his knights ran up in such a way that my artillery was in the optimal position to inflict damage. This left two units that were an actual threat, and while my magic/shooting didn’t get their numbers down as much as I’d like, at least the right hand marauders were outmaneuvered enough to take them out.
2. I had mixed luck with my magic and shooting, but I had both in such an amount that it didn’t really matter. Even though my mages were not doing too much, they could reliably get off 2-3 spells a turn, and my artillery let loose such a barrage that even with their misfires they got the job done. He on the other hand he had horrible luck with magic, as his mage committed suicide through double miscasts. So I guess that I really can't complain too much.
3. Von Horstman’s Speculum is great against chaos. Their heroes need to challenge, so just put the mage in a unit that you expect them to charge. The lack of save can be bad though (still took a wound), but it does neuter his combat heroes.
4. There was a discussion after the game between my opponent and a staff member (with the input of a veteran player who has both mortal and daemon armies) about what he can do to improve his army. The advice that was given is below, and I agree with all of it.
a. Drop the chariot and/or 1 unit of marauders (while making the other unit bigger)
b. Get marauders horsemen and/or dogs
c. Get a second mage
i. With this he can actually do something in the magic phase and he can have fast units which can threaten enemy warmachines/support units. His mainly infantry army cannot do any of that. His chariot really is a liability, as it doesn't seem to make it into combat, and it takes more than 1 chariot for them to be of any real threat to an infantry block. It also seems to have a "shoot me!" sign on it.
d. I recommended that in the future he only run his knights with one rank. Then if he makes sure that enemy cannons only have the front-arc, they can only kill 1 knight per shot, instead of the 2-3 (could have gotten 5 if it were not for that misfire) hits that my cannons were getting. I’m not sure if he wanted to listen to this, but if he did it will really limit the amount of damage that enemy shooting can dish out.
5. I hate it that whenever good positioning gets off a great charge the game ends. I was looking forward to hitting those marauders on three sides as it did take some time to set up. It seems like it is a rarity to reach the full 6 turns when the game goes your way. This is too bad as there really was more that he could do. With his flight of the marauders he was set up to hit my detachment in the flank. A good flee would put them through the spearmen. While I doubt that he would reach the spearmen, there was the chance that he could (and thus really mess me up). Still, that’s all academic because the game ended when it did.

22-07-2009, 14:57
Following the successful defense of the Hospice of the Crying Lady, the strength of the region was mobilized to hunt down the survivors of the attack. Nine chaos warriors survived the attack, but they were hunted like animals through the forest. A new campaign had started. This hunt was spearheaded by the Gold Mage Edwin von Vergildet. Convinced by the priestesses of the threat to the Empire, he delayed his return to the court of the Graf of Middenland to see the battle out. Both sides quickly moved to round up whatever aid they could. Vergildet sought out the reclusive Charakter, a priest of Taal who lived deep within the woods, as well as the Count of Gulstag for his soldiers. While this went on, the chaos warriors scoured the forest for every mutant and monster they could find. It was a hard process even for they, and their numbers shrank by the week. Two chaos warriors died at the hands of their fellows as they fought for leadership of the army that they had built. Three more fell while fighting goblins whom they fought for control of the woods, which they gained after slaying the bloated spider that the goblins worshiped as a god. A sixth warrior was felled by one of the chaotic monsters that they sought to tame. The last three survivors though, they had managed to build their army, which was composed of every outcast, mutant, traitor and beastman within the forest surrounding the Hospice. All those who refused to join them were slaughtered, so when they marched out to war it was with bloody weapons held high.

So it was that three weeks later the two sides finally met. After the endless skirmishes and raiding, Virgildet was sure that he had guessed where his foes would strike next. The uniting of the warbands within the forest had culminated on several raids on the farmsteads of the region, and judging by the trail of destruction he was certain that the village behind him would be their next target. He had called on every resource at his disposal. He stood with Charakter at his side, watching the Imperial army prepare for battle. The Count had been most forthcoming with his assistance, emptying his castle of warmachines and even deploying forty soldiers, and a mage who acted as his advisor, to stand in the way of the enemy. Virgildet did not know what college she was from, but there was an air of malevolence about her that kept the common soldiers at bay, and at work. The count's artillery had been cunningly concealed high above the field on the hills that sat on either side of the village. It had been a hard and thankless fight to get the warmachines up there and hidden, but he was sure that it would be worth it. Virgildet had also contacted the leader of the knights who had fought at the Hospice, but as of yet he had received no word back from them. If he was right, then the enemy would burst out of the forest at any minute, so there was no way that they could wait for the knights of the Broken Lance to arrive.

The enemy came like he had anticipated. They were numerous. Where Virgildet had been able to raise a mere forty soldiers, the enemy had emptied the forest of its worst denizens. Mutants, beastmen the cultists streamed out in large mobs. What was most horrifying was the sight of the largest that came out. One of them was certainly a minotaur, but of the other five it was impossible to say. All that was known was that they were huge monstrosities, and they were led by a chaos warrior riding an impossibly large steed, which in all probability was one of the chaos steeds that survived the first battle with the order. With a roar the imperial artillery fired. Disaster struck at once, as the mortar fired for its first time. It was made from a simple bronze casting, and the cheap material showed, as there was a hidden crack in its casing. The mortar simply came apart, ripping apart its unfortunate crew in an explosion of shrapnel. However, the rest of the concealed artillery did its job, ripping huge holes in the advancing beasts. Of the six monstrosities that had charged, not a single one surived the barrage. The chaos warrior leading them rode through the storm of lead and straight towards the swordsmen, and Charakter. The chaos warlord swung down with his sword, which barely missed decapitating the priest of Taal. Charakter struck back with his staff, a staff which was imbued with the power of the god of Nature. It did nothing to break past the warrior’s armor, but the tainted one screamed in pain as the purifying nature of Taal purged the diseases of the warrior's tainted body. The champion of Nurgle turned to flee, unwilling to fight a priest of this rival god. Virgildet smiled as the champion fled. With an incantation he heated the armor of the warrior up with his sorcery, mirroring the heat of its creation. The cowardly champion screamed even louder as he was cooked within his own armor.

With a cry of victory Charakter and the swordsmen streamed forward towards the enemy. They ran straight into the mob of the largest enemy mutants. The creatures, while smaller than their cousins who were felled by the artillery, each stood taller than a man. They came in a variety of forms, some cloaked in features, others covered in scales. All were deadly, mindless beasts that hungered for the taste of human flesh. Charackter swung his staff at the chaos warrior leading them. It struck the warrior on the head. It left no mark, but the power of Taal felled the warrior none the less. It was a victory, but one that could not last. The imperial soldiers fought with bravery, but it was no match for the raw anger and power of the mutated beasts. Swords were eaten by maws that grew out of the sides of the mutants, other swordsmen died as acidic blood covered them from wounds that they had cut into the enemy. Charackter himself fell when a beast ripped his head off with a single swipe of an oversized claw. It was a massacre. However, the beasts were now leaderless and were soon driven into a complete frenzy by the pain caused by the spells Virgildet and his colleague threw at them as well as the cannon balls which cut them down with impunity. The mindless spawn, driven mad by pain, rage and the taste of blood turned on each other, tearing, biting and killing everything within reach. Even those who still had the presence of mind to attack the imperials had to defend themselves against their bretheren. Every surviving human fled from them as the mindless beasts tore themselves apart while fighting over a carpet of dead swordsmen.

The last chaos warrior had ridden into battle upon a peasant’s cart. The cart was pulled by two near-dead mules, and the cart was full of the rotting corpses of the peasant family who had once ridden in it. The chaos warrior raised up his armored arms to call upon his god for aid. Nurgle heard his call, but apparently his god was displeased with the performance of his champions. The warrior doubled up in pain, as for the first time the diseases that he carried actually hurt him. The warrior fell off the cart, retching as his own diseased body ate him alive. His lasts words were those of supplication for the uncaring god of chaos and his last thougths, appropriately enough, were filled with despiar. He was dead long before the imperial cannons obliterated any trace of his existence, or that of his impromptu shrine.

Elsewhere in the battle the spearmen made ready to attack a mob of mutants that were coming at them. They came screaming and howling, some weilding weapons, others who had no need of them. Smaller that those who had already seen combat, a rare few of them could even pass for normal humans. The battle hung in the balance, with two large mobs of mutants and beastmen charging at the imperial lines. While the spearmen held firm against one mob, the one to the west was heading straight for the unprotected cannon that sat upon the hill. They howled for blood even as they charged through the artillery barrage. It was then that victory was sealed. From behind the imperial lines warhorns were heard, followed by the sound of heavily armored knights charging. Virgildet ceased in his spell casting long enough to see the knights of the Order of the Broken Lance charge into battle. One group of knights came hurtling down the hill to the east, past the cheering artillery crew only to crash into the melee between the mutants and the spearmen. It was the deciding factor, as the courage of the foe snapped and they turned to run, only to be cut down. On the other flank came five more knights, who rode straight past the visably relieved cannon crew and into the second mob of mutants. They had no infantry to hold them in place, so what was a rout on the east became a battle on the western flank. However, the simple weapons of the unarmored mutants proved to be of little consequence to the heavily armored cavalry, and they too soon turned to flee. It was too late for that, and to a beast they were ridden down.

The sun was still high in the sky as the battle came to an end. The field before them was littered with the dead. Virgildet smiled as he surveyed the battle. For the fist time in a generation the forests on the borderlands would be safe, as it was clear that the chaos warriors had emptied it of threats to make this attack. The surviving imperial soldiers cheered as they dispatched the wounded. Virgildet walked through the piles of the dead, fastidiously holding his robes up so as not to ruin them. Finally he came upon the body of Charackter. The priest of Taal had bravely met, and defeated, two champions of the plague god. After a minute’s search Virgildet found the man’s head and then dragged both it and the body out of the pile. He ignored the looks of fear and derision cast upon him by the common soldiers, who believed that he planned some obscene ritual with the dead priest. The leader of the knights, as well as his fellow mage didn't even notice him, the politics of victory at the forefront of their minds. All Virgildet wanted was to give the man whom he had worked with to build this defense, and who he had come to know as a friend, the burial he deserved upon clean, untainted ground. After his heroism, it was the least he could do.

The State of the Region

The area around the Marienburg-Empire border is still unstable, but most threats have been ended. The town attacked by the Marienburgers has been resettled with little damage done to the buildings and (with the exception of the Lowland Tower's garrison) little loss of life. Trade once again flows, though it is unknown whether or not the forces of Marienburg will spend more men and money on this venture. The Lowland Tower is being rebuilt, and should the funds become available (and should trade continue to flow) the tower might become the corner stone of a new fortress.

With the army of Surt destroyed, the barrows that his forces fought from are now safe, but as there is little strategic value in the region due to the poor soil quality and lack of mountain passes. Thus this changes little for the average man of the Empire and the victory is all but unkown outside of the halls of the order. However, it is a great moral victory, for the ancient Unbeorgens have finally been put to rest.

Furthermore, the massacre against the Dark Elves has not gone unheeded in Naggroth. It is unknown in the land of chill on what actions will be taken by the Patriarch of the family, who now knows of the location of the Horn. All within his household wait with baited breath to see if he will try to claim the prize for himself, or if he will simply take vengeance on his wife for her duplicity.

The destruction of the Tribe of the Crow, along with their mutant allies, has done much to secure the region. The forests are now safe from mutant and forest goblin attacks, though the taint of Nurgle remains. This is a temporary threat though, as the priests of Taal, Rhya and Shallaya are actively working to free the forests from this (a task made much easier due to purging of the forest).

However, all is not well. The Bog Daemons still remain in the Wasteland, so travel through that region is perilous in the extreme. Fortunately, the casualties that they took in battle will mean that their raids will drop dramatically for the next few seasons, at the very least. Also, the majority of the Order is still locked in combat against the Orcs. The town they are defending is holding strong, and the Orc Warlord is running out of goblins whom he can throw at it (as most of the greenskins of the mountains have chosen to follow Grimgor in his march to the north). However, the Imperial defenders, while will provisioned, are running low on power and shot for their guns, able bodied men to man the walls, and the wooden walls have been shored up numerous times due to bombardment from orc catapults. The battle there still hangs in the balance as both sides run out of bodies to throw into it. Should the Grand Master lose that war, then the Order, despite its victories, will be long in recovering.

29-07-2009, 03:13
I really enjoy reading these battle reports, especially the backround behind them. Keep up the good writing and generalship(is that even a word?)!

29-07-2009, 14:34
Thank you Sparda. I'm glad that you enjoyed it. :)

Yesterday I got another game in. Now, this is sort of different. Dwarfs v. Chaos 2000 points. I went up against Dwayne again, who has learned from his mistakes and made an all new list. To make things a bit more interesting, I put my Empire away for a bit. Please read on, and enjoy.

2000 points:

Chaos Army:

* Chaos Lord: armor (re-roll successful hit rolls), sword (+1 strength, initiative, attacks), shield, daemonic steed, mark of nurgle (408 points!)
* 6 Chaos Knights: Full Command, Mark of Nurgle
* 20 Chosen: Full Command, Shields, Extra Hand Weapons, Mark of Nurgle, no eye of gods effect (the eyes are closed)
* 20 Chaos Warriors: Full Command, War Banner, Shields, Halberds, Mark of Nurgle
* 15 Marauders: Full Command, Flails, Mark of Nurgle
* 5 Hounds
* 5 Hounds
* 5 Marauder Horsemen: Throwing Axes, Flails, Mark of Nurgle (maybe some command, I didn't get a good look at them)
* War Shrine
1980 points

Dwarf Army:

* Dwarf Lord: Shield Bearer*, Rune of Stone (+1 AS), Rune of Spite (4+) Great Weapon
* Thane: BSB, Rune of Stone (+1 AS), 2 runes of Iron (5+ ward save), Rune of Cleaving +1 str)
* Dragon Slayer: Rune of Cleaving (+1 str), Rune of Swiftness (ASF)
* Master Engineer: Rune of Gromril (1+ AS), Great Weapon
* 10 Thunderers: Shields
* 24 Warriors: FC, Shields
* 21 Longbeards: FC, Ancestor Rune (one use only, stubborn on 4+), Rune of Battle (+1 CR)
* 18 Hammerers: FC, Rune of Determination (one use only, break test on 1d6…and they arte stubborn!), shields
* Bolt Thrower: Engineer w/ brace of pistols, Rune of Immolation (explodes! 2d6 str 4 hits to every enemy in base contact)
* Bolt Thrower: Rune of something or other (unbreakable), rune of penetration (+1 str)
* Organ Gun
* Organ Gun

Total: 1977

• Note: I never take shield bearers. The idea of a dwarf being carried on a shield by two other dwarfs is just silly. Instead there is one dwarf with a shield who acts as his bodyguard for the same effect (same base size anyways). It is more logical, looks good and I always ask my opponent’s permission first. Fluff or not, I reject idiocy when I see it. How do you beat a dwarf with shield bearers? Knock one of the shield bearers down, and when the lord falls on his **** do the coup de grace. Bah! Rant over.

Terrain/Deployment: See map for terrain. Black=buildings/bridge Gray=Hill, Blue=Water
(please excuse the paint map. I don’t know of any better map builder to use. If there are any suggestions, please tell me)

Chaos Deployment:

Left Flank: Marauder Horsemen, Chaos Chosen, Chaos Warriors, Dogs (Warshrine behind the lines)
Right Flank: Dogs, Knights with Lord (on the road)

Dwarf Deployment:

Left Flank: Unbreakable bolt thrower with master engineer, organ gun (both on the hill), long beards, organ gun, warriors, hammerers with lord (closest to bridge)
Right Flank: Exploding bolt thrower on hill

The Right Flank

"I don't like the look of this town..."

The Lord with his hammerers head onto the bridge. The bolt thrower on the far right shoots down one knight. He responds by running his dogs up to the bridge, and the knights head down the road and turn to face the bridge. The building protects them from the bolt thrower. The marauders on foot head up to the bolt thrower.

"Baruk Khazad! Khazad Ai Menu!" (Axes of the Dwaves! The Dwarves are upon you!)

The dogs move onto the bridge, and end up just in the dwarf charge range. They are charged and wiped out. Following this, his knights move up on to the bridge, I think for cinematic purposes, while his marauders charge my bolt thrower. The marauders kill 3 out of 4 crew, and the last one breaks. The bolt thrower explodes and…kills 1 marauder.

The knights are charged by my hammerers! Yes, you heard it right. One knight dies and the chaos lord takes 2 wounds in the challenge with my lord. 1 dwarf dies in return, and the knights break. The dwarfs chase them off the bridge.

"You call that a sword? *This* is a sword!"

The knights rally and the marauders head towards the bridge. Flush with victory, the hammerers rush off of it. The knights charge, and in the challenge the chaos lord dies. He then goes “Ah! I forgot. Forget it.” I press him and he tells me that his lord actually had equipment! I allow him to re-roll the combat phase, and his lord does 2 wounds to my lord for nothing in return. Following this, his lord kills my lord and the marauders flank the unit. With the rune of determination, the dwarfs die where they stood. Following their victory, the chaos knights triumphantly ran back to the bridge.

(6 for later)

The Right Flank falls to the forces of chaos!

The Left Flank

"I don't think that this village is as empty as we thought..."

A little movement is done, with note being to the dragon slayer who runs forward. The organ gun on the left fires at the marauder horsemen, wiping them out. Everything else is out of range (the left bolt thrower firing at his knights on the right flank, and being 2’’ out of range)

His forces move up. The warshrine gives his chosen +1 AS

"Don't fire until you can see the pink of their tentacles!"

My dragon slayer again moves up. Everything else shuffles. Shooting shows one organ gun firing at his chosen, killing 6! The other one kills 3 dogs, and the remaining 2 flee, never to come back. The bolt thrower hits his warriors, but rolls a 1 to wound. The thunderers are still out of range.

His chosen face my dragon slayer. The warriors advance, with the war shrine behind them. The warbanner rolls on the chosen, giving them +1 toughness!

"How a real slayer fights"

The dragon slayer charges his chosen. No other movement to speak of. Shooting decimates his chaos warriors (sorry, don’t have the numbers for this), though the bolt thrower again rolls a 1 to wound. The dragon slayer kills his champion. He is unhappy to learn that the slayer is unbreakable.

His warriors and warshrine try to charge my warriors. The shrine makes it, but the warriors fail the charge. The shrine kills 1 dwarf, breaks and I let it get away. The dragon slayer kills 2 chosen and remains unharmed.

"Combat is finally joined."

My warriors and longbeards set themselves up to let the warriors charge my warriors. The longbeards wait to get the subsequent flank charge. Shooting rips apart the warriors again, taking them down to just 6 models. The dragon slayer kills 1 more chosen, but finally dies from the counter attacks.

His warriors charge my dwarfs and the chosen advance. The warshrine rallies. In hand to hand combat his warriors kill 2 dwarfs for 2 deaths back. They break and end up just in front of the warshrine.

"Nurgle is most displeased."

My warriors charge his. They get away, but I hit the warshrine. Shooting wipes out the last of the chosen and takes the warriors down to just 3 models so they cannot rally. Hand to hand sees the warshrine losing combat again, it flees but gets away.

In his turn the war shrine rallied, but there is nothing left for it to give any effects too.

End game

"By Grimnir's twin axes, don't let them come across!"

My warriors charged his warshrine, and everything else opened up on the knights on the bridge. Both organ guns unleashed 14 wounds on the chaos knights! (4 of them plus the lord, who was down to 1 wound). He made 11 4+ armor saves (after making the last 3 4+ armor saves in close combat). The last chaos knight is shot down by my bolt thrower (I really wanted the organ guns to take down the 4 knights so the bolt thrower could kill his lord). In hand to hand combat the war shrine loses combat again and is run down.

He has nothing left to do, as his lord is out of range to charge anything and his marauders already have a table quarter. All that is left is for us to add up the victory points.

Dwarf Lord + General
Hammerers + Standard
Exploding Bolt Thrower
Dragon Slayer
1 table quarter

1025 victory points

Chaos Lord-Half Strength
Chaos Knights
Chaos Warriors + Banner
Dogs x 2
Marauder Horsemen
War Shrine
2 Table Quarters

1939 victory points


Solid Victory for the Dwarfs


1. First of all, I loved the terrain. It was set up for a 40k game, but we took out most of the scenery (who needs destroyed tanks, extra woods or sand bags?) Then we added the fantasy terrain, giving it a really great feel. Win or lose, I knew that I’d love playing on this board.

2. The fight for the bridge was great. Seeing his knights walk along the road (priceless) and onto the bridge, with their hounds baying for blood in front of them was great. Seeing the dwarfs chase the chaos scum off the bridge, only to be surrounded and killed in the town was a great scene as well. I love it when events like that happen in warhammer.

3. If I knew that he’d place his marauders on the right flank instead of dogs, I’d have put the unbreakable warmachine with the master engineer there instead. As long as he could survive the first turn of combat, there is no way that they’d kill him or break him. It is too bad that I didn’t have the advantage of setting that down after his marauders were placed. As it is, they overran my machine and the trap for fast cavalry was worthless. Bah! Deployment is key, and if you mess up in that phase of the game it is often impossible to fix it. I messed up, and payed the price for it.

4. The dragon slayer did exactly what I wanted him to do. Most people use a vanilla dragon slayer for this. I find that this runic combination actually lets him survive against foes such as chaos chosen. Holding them up (and killing 4 of them, which was just enough to let my organ gun/thunderers to wipe out the rest) more than made his points back. Because of him my longbeards/warriors were able to psyke him out as he only had his chaos warriors to face them instead of both blocks and it let me concentrate my fire on other targets. Without him I’d have faced either two blocks of chaos warriors/chosen, or one block that was large in numbers. I give him the MVP for this game. The fact that he got an honorable death is icing on the cake.

5. My opponent is actively trying to improve his tactics. He asked me for advice on what he did right/wrong after the game. I have found that after playing him 3 times now, he is definitely getting better, especially as he now takes hounds/horsemen and uses cover to protect his knights from my artillery. One of the most enjoyable things about warhammer, in my opinion, is to see another player get better. One thing that I recommended for him is to place his marauder horsemen 1’’ back, that way if he doesn’t get the first turn they cannot be shot by organ guns/helblasters. He also suggested screening them with dogs, which is not a bad idea either (as if you shoot the dogs then the horsemen can charge). He has also improved on his previous tactics, as his army is much faster and he stopped taking single mages. He took the lesson to heart: either go with lots of magic, none at all, or just have a scroll caddy.

6. His lord turned out to be a beast! My dwarf lord could handle the unequipped chaos lord that he originally fought, but once the equipment came into play…still, my lord was 226 points, his was 408. So with that kind of point difference, I suppose that my lord taking 2 wounds off of his and keeping him tied up was still a good showing.

7. He really shouldn't have moved the knights up onto the bridge. All it did was give me the chance to shoot them all down. But, as I said, the huge bridge really was the center piece of the game, and after it was over he said that he felt like he won a moral victory. When I told him my vision of the bridge being shot down, and the knights drowing (with the lord being washed up down stream) he found it most agreeable. As you may have guessed, I find warhammer to be the most fun when there is a story behind the game and you have an opponent who doesn't just play to win, but also to have fun.

From von Goetler’s ‘An Oral History of the Second Great War against Chaos’, below is an account from a survivor of the battle for Faulstberg. Detractor’s note that most of von Goetler’s research was done in a tavern in Nuln known as the Blind Pig, but in his own defense von Goetler has pointed out that there is no better place to go to find the stories the soldiers and mercenaries.

Archaon, as ye know, is still holed up in Brass Keep, and for the time being it seems like no force in creation can get him out. Instead, ye manlings be letting him rot there, but be doing ye best to make sure that no breakout attempt can work. Our lord, Durgan Ironbeard, he had spent the campaign fighting within the Empire, and all to uphold an ancient oath. Something that few o’ ye manlings seems to put much stock in these days. Not like ye ancestors, let me tell ye! Five hundred years ago, when the forces of chaos were again on the rise, Durgan’s grandfather, Craggidin Ironbeard, made an oath that we, his descendants could not break. In cursed Mordheim Craggidin had been captured by the cult of the possessed, but was rescued by a Middenheimer captain by the name of Hans Faulstheim. The two swore an oath of brotherhood after the battle. Hans made his fortune in Mordheim, and with it was able to buy himself a title and the land to go with it. How ye manlings can stand for that, I don’t know. But ye manlings ideas o’ nobility never made much sense to me. Ach, as I was saying. For generations the Faulstheim’s had been stalwart friends of the Ironbeard Clan, despite their…dubious background. But since then his kith and kin have been good friends to us, so they’ve got a leg up on most o’ ye nobles.

During their lands had fallen during the advance of Archaon’s horde, and Durgan, the lord of the clan, found himself marching to war once again. He knew that honor demanded that he aid the current von Faulstheim. The only problem was that their lands had fallen to the host of the plague god.

We had made it to the border of the Faulstheim family lands. In the distance we could see the outline of their castle, which to the naked eye still looked like it stood strong. Our army was encamped before a great stone bridge, which stood over a fast flowing river. Our lord had sent our best four scouts ahead to see what was in the village beyond. (Historian’s Note: the theory that the dwarfs had placed a bolt thrower across the river and on the hill overlooking the town is obviously false. As was pointed out here, there were only four scouts who went across, one of whom was armed with an experimental dwarven rifle.) We’d yet to see any sign o’ life, so we were being cautious. We also put some good lads up in a watch tower on our side o’ the bridge, to keep an eye out for anything. There was a thick mist that day, so we were doubly cautious, aye?

That’s when we saw ‘em. They came at us in a huge horde, marching in their lines. Forty chaos warriors, at least half o’ them openly showin’ the worst mutations I’d yet to see. They came with a bunch o’ horsemen who were twirlin’ flails around their heads and slaverin’ dogs. Our organ guns saw to them, let me tell ye! When they got close enough, our lads shot huge holes in their lines, n’ Borgin Trollgutter, well, ye should o’ seen him. A dragon slayer he was, he went right into the thick o’ the chaos lines, hackin’ and slashin’. I saw him kill one o’ the chaos champions in single combat, and then took down nearly a dozen before their numbers took ‘em down. Ne’er before have I seen such a warrior! (Historian’s Note: It must be remembered that my subject was deep in his cups at this point. It is unlikely that any warrior could kill a dozen of what the learned men in the Empire have deemed ‘Chaos Chosen.’ But judging from the reputation of the brotherhood of Slayers, such feats of heroics are not out of the realm of possibility). When he fell, we blasted apart the rest o’ the cowardly scum. Those that did reach our lines…(Historian’s Note: The subject slammed his fist into the table at this point and laughed raucously. It is safe to assume that the dwarfs defeated the rest of their foes in hand to hand combat).

Well, we though that everythin’ was just fine. But it wasn’t. Lord Durgin, Grimnir protect his soul, he had heard the dwarfs in the tower yell to him that there were more commin’ from across the bridge. He and his hammerers marched onto the bridge. There was combat, but it was a damned tall bridge and I didnae seem much. I did see the knights who tried to charge across it, damned tall they were. They were chased off the bridge and Durgin chased them into the town. Then we heard the explosion. Our rangers who we sent over there to scout it out, they kept some blastin’ charges with them, just in case they needed them. We didn’t know what happened to them until later. Turns out that the villagers had become servants o’ the plague god and had ambushed our lads. They blew themselves up rather than be taken alive. Ye understand, aye?

But about our lord…It was our scouts in the tower who saw it happen. Durgin fought them in the town, and then a huge mob o’ villagers came out. Diseased bastards they were, nay longer human. Fell upon the flanks o’ Durgin and his men. With the knights they killed them all. Nothin’ we could do about it. Horrible it was. Then the knights started to come back to the bridge. Huge they were, with a large mob o’…o’ things behind them. Durgin’s brother took command then, he was holdin’ the clan’s banner. He ordered that our guns be turned on the bridge. Human work. Shoddily made, shoddily maintained. Came apart like an elven tower. Spilled those chaos knights into the river. Fast that river was, and deep. I dunnae see how anything wearin’ that much armor could survive. But with chaos, who knows?

While our lord died, an’ with him his bodyguard, the rest o’ the army had lost little except ammunition. Our wounded were seen too, an’ the engineer, Sven Bluetooth, he got workin’ on a way for us to cross the river. Our thunderers stood on the back, firin’ shots at the villagers to keep them away from the bodies o’ our kinsmen until we could get across. It took us a few days to get everythin’ across, but we did. We got the bodies o’ our kinsmen back and we put that village to the torch. O’ the villagers, we saw nothin’ more. Then…then we headed for the castle.”

(Historian’s Note: It is recorded that Clan Ironbrow took Castle Faulstheim, not by siege, but by marching into its open gates. I tried to press my subject for more information, but he refused. When I pushed too far I was forced to leave the tavern in fear for my life. I know not what the dwarfs experienced within the castle, but unless another can find the information, we may never know.)

01-08-2009, 15:16
Chosen get to reroll "The Eye is Closed" results on the EOTG table for their freebie bonus. Your opponent needs to read his armybook.

01-08-2009, 20:12
Indeedy, enjoyed the report and WFB can be a learning experience for sure. Not only should you never deploy exactly 12" deep to avoid being shot by 24" range weapons, you should if possible give the dwarfs first turn so thats one turn they miss shooting.
A dwarf army is fairly tough on an infantry based warrior force, if youd have had a gyrocopter the decimation of his warriors/chsoen would be even more.

BTW did you know his armylist before the match? Just you have no magic defense that I can see :)

02-08-2009, 01:02
Page 2 of the BRB, whilst a bit odd with some of the wording, clearly says armies must be seperated by more than 24" at the start of the game.

Any move or fire 24" range weapons firing on the first turn is a no no. (that is, for the person going first anyway, unless the other guy doesn't move in his first turn)

Nice reports. :)

02-08-2009, 04:08
MrDwhitey, I never saw that before. I thought that everyone deploys 12'' in, and with the gaming tables at our GW that leaves exactly 24'' between the two armies. I'll have to take a look.

Kalec: I didn't know that. Of course, it's not my army so I guess I can't be expected to know all of his rules. Still, that could have changed the game as my slayer might not have held out that long.

Selone: Funny that you should mention the army list thing. For my dwarfs, I had come up with two army lists. The first one had the slayer you saw there and the other had a runesmith. I was debating which one to pick and then he said "I'm trying something new, I'm not taking any wizards!" Now, at that point I had already decided to keep my two expensive bolt throwers, even though I knew that he takes all mark of nurgle, so I didn't feel too bad when that was the deciding factor on which list to take.

With the slayer list, I feel safe with an extra close combat hero who I know will hold up a block for awhile (if not the whole game). On the other hand, a rune smith with two runes of spell breaking gives peace of mind in the magic phase. I'm still not sure on which list I would have chosen if he hadn't spilled the beans.


Note for future games

On Friday I played a game against Scott who had his orcs. 1000 points, I'll post it when I have time. Now, for something a bit more exciting. Sometime next week we are going to have a 2000 point game, which will be the *last* game of this series (bar some horrible mishap, of course). I know for a fact that he will be taking Grimgor as his general, and I'll have the Grand Master lead the army of the Order of the Broken Lance.

Also, on Friday I will be off to China, so if I am late on posting for any comments please accept my apologies in advance. So please, stay tuned and wish me good luck (after seeing Grimgor's stats I think that I'll need it).

02-08-2009, 07:29
Nice report, although not sure what the chaos player was hoping that list would accomplish. My group plays 48" wide tables and you can deploy 12" in but the gap is always considered to be 24.1" so 24" stuff cannot shoot first turn without moving.

03-08-2009, 03:07
Kerill: I think that what he was going for was a balanced list. One major hammer unit (and a deadly one at that), three blocks of infantry and plenty of fast cavalry/cheap throw away units to throw at enemy artillery. So I see what he was going for. It is just too bad that he went up against dwarfs, who really are good at facing lists that have infantry at their core.

I also looked at that rule and was shocked. I mean, if that is in the rules, then why do GW tables make it so that the distance is 24'' away? I guess I'll need to keep that in mind for future games.



* Black Orc General: Kickin’ Boots, Magic Axe, Probably shield and armor, Boar
* Orc Shaman: lvl 2 (Warpath and ASF spell)
* 17 Orc Big ‘Uns: Shields, Light Armor, Choppas, Magic Banner (+1 dispel dice per extra rank)
* 20 Night Goblins: Shields, Spears, Full Command, 2 fanatics
* 20 Night Goblins: Shields, Spears, Full Command, 2 fanatics
* Giant


* ‘The Captain who is definitely not Konrad’: Sword of Fate (nominated against his general), Full Plate, Barded Warhorse, Shield
* Warrior Priest: Sword of Might, Barded Warhorse, Heavy Armor, Enchanted Shield
* Lvl 2 Mage: Lore of Death (1d6 and 2d6 str 4 hit spells), Warhorse, Doomfire Ring
* 5 Knights: Full Command, Warbanner
* 5 Inncer Circle: Full Command, Steel Standard
* 5 Pistoliers: Outrider with repeater pistol, Musician
* 10 Huntsmen: Marksman

Pregame Thoughts

Well, I had a few things to decide before the game started. 1) Who should the sword pick? 2) How to get out the fanatics? 3) How to break the blocks?

1) I decided to go for the black orc general. I figured that he could dish out a lot of pain to a unit of knights (probably), and I’d need him dead if I was going to win on the charge. So the Captain-who-is-not-Konrad would have to go after him. I figured that a knightly charge could do damage to the giant and I could perhaps (perhaps!) take it down in the next round of combat.
2) For the fanatics, the terrain wasn’t really with me. The woods to the far right were too far away to pop them in the safety of the woods. Then I’d have a second unit to deal with, which I’d have to sacrifice the (more useful) pistoliers on. So I went for the unit woods in the center and decided to try my best to pop both units at once.
3) I knew that I’d have to do some charges. In the end I hoped that I could whittle down the numbers a little for each unit so they couldn’t get the +3 rank bonus (just 1 casualty to do it) and maybe get some flank charges.


Deployment from left to right:

Orcs (top side)
Giant, Big ‘Uns (with boss and shaman), Goblins, Goblins

Knights (with captain), Inner Circle (with Warrior Priest), Pistoliers (with mage, all behind the trees), Huntsmen (center forest in front of my deployment zone)

Turn 1:

The Empire went first. Little movement was done, but the pistoliers did run around to the right. Magic was completely shut down by his 6 dispel dice (compared to my 4 power dice). In return his greenskins went forward, but his magic was stopped.

Turn 2:

The huntsmen ran up between the two goblin units, releasing all of the fanatics. Two fanatics went towards my knights, and two went towards the pistoliers. Here is where I made a huge mistake. As I was talking with my wife on the phone while moving, I forgot to leave my pistoliers within 8’’ of a fanatic to shoot it down. My mage went off by himself to try and doomfire the goblin lines. Magic was shut down, again. As I marched with my huntsmen and was out of range with the pistoliers, my turn ended.

In the greenskin turn, one fanatic went 11’’ towards my mage. It hit him and the forest. Both the mage and fanatic died. Another fanatic killed himself, and the last two went spinning around. He did some movement, and then came the magic phase.

Warpath went on. It hit every one of my units. Both units of knights lost two models each. The huntsmen lost 3 models, and 4 out of 5 pistoliers died. Everyone passed their panic tests.

Turn 3:

The regular knights charged his giant, which was in front of his orcs. Some other movement was done. Shooting took down one fanatic and one night goblin. In hand to hand combat the charging knights did two wounds to the giant, but a swing from its club killed a knight.

The orcs couldn’t charge. However, his big uns squabbled and the warboss killed 4 orcs to restore order. In his magic phase the shaman miscasted and his head blew up, killing him and 3 orcs. In hand to hand combat the giant took another wound, but bit a knight in half. The giant then fell down, right on top of the big uns, killing another 4 and taking a wound. (A very bad turn for the Big ‘Uns)

Turn 4:

My inner circle charged a unit of night goblins. They fled and got away. Magic got hammer of Sigmar off on the captain. Shooting killed the last fanatic. In hand to hand combat the captain finished off the felled giant with the help of his re-rolls.

His goblins failed to rally and the other unit squabbled. His big uns charged the knights. I used a challenge with my captain, which his champion accepted. His champion wounded the captain, but died 3 times over. His warboss killed the last knight. The captain fled, but got away.

Turn 5:

The captain rallied. The inner circle charged the fleeing goblins and chased them off the table. Shooting killed a few more goblins from the other unit.

His orcs charged the captain, who fled again and got away. His goblins tried charging the archers, but were out of range. 4 died from stand and shoot.

Turn 6:

The captain rallied. The huntsmen moved out of the goblin charge arc and shot down a few more (not enough to get them to half strength though).

The greenskins were out of range for any charges. Game over.


Knights (180)
½ Pistoliers (57)
½ Captain (57)
Mage (150)
Banner (100)

Total: 544

Empire (approximation):
½ Big Uns (128?)
Night Goblins (175?)
Mage (100?)
Giant (150?)

Guess Total: 553



1. Ouch. Warpath really hurts. I was shocked when that stomped my entire army. Not much I could do about it. What made up for it was the shaman’s head exploding, killing him and 3 big ‘uns. Greenskin magic can be dangerous to both sides!

2. I messed up horribly with the fanatics. I was distracted while moving my pistoliers (talking with my wife on the phone) and moved them out of pistol range to kill one of the released fanatics. That same fanatic killed my mage on the next turn. My fault, and it really kicked me in the ****.

3. Fanatics are a great way to control what the enemy does. It made me less gung-ho with my knights, kept my pistoliers at bay and generally dictated what my tactics would be for the first few turns. I really, really hate those, because they steal the initiative away from me. Even after they are released, they are a huge threat to cavalry armies.

4. I’m not sure if I picked the wrong target for the sword of fate. I could have used it on the giant, and then focused on the two goblin units. With my faster army, I could have tried to simply avoid the orc unit and thus went for victory points elsewhere. As it is, I got lucky with killing the giant and never got the chance to use the sword on his boss.

5. As the last all cav. game, I must say this. Empire cavalry armies are very different from Bretonnian ones. Few units of Empire Knights can win on the charge, and in these lists that is what the army depends on. This makes deployment and maneuvering the secret to winning, not praying that you’ve got enough ranks+knights to win on the charge (aka: lance formation). Both have their strengths, but for anyone thinking of an army to use, I’d say that Bretonnians are the stronger cav. themed army. However, Empire pistoliers and huntsmen, give us better support, and nothing stops rubber lance syndrome better than a warrior priest. In the end though, I think that I am happy with how this army works.

6. For the fluff, to find the location of the town being fought over, look here: http://www.madalfred.darcore.net/maps/Reikland.gif
It is at the top-left of the map, the second town down from the wasteland.

The town of Reinsfeld was on its last legs. The orcs had come from the south, following the river north. At first they had only attacked from that angle, ignoring the river and woods to the north. This gave the town enough time to supply itself for a siege, including the gathering of reinforcements from the larger town of Merxheim and the knights of the Order of the Broken Lance. That had ended though when orc catapults had destroyed the few bridges that spanned the river and when the night goblin tribes had joined the waaagh! The Orc Warlord was a cunning one, as any would have to be who had kept his followers from joining Grimgor’s attack to the north. The creature had held back its black orcs, the larger big ‘uns, and his two giants from attacking the town. Instead, wave after wave of both night and forest goblin was thrown at the town, and with them huge rocks. This repeated until the walls were either covered with corpses of goblins, or the rubble from the sections that collapsed under the bombardment. Imperial counter fire rained back at them by day, but the supplies within the town soon fell short and the imperial gunners had to ration their shots. This gave the advantage to the orcs. Under normal circumstances a greenskin horde would surge forward rather than wait, but this one was different.

This was apparent to the Grand Master Dieter Ehrlichmann. He had come with twenty knights under his command, two thirds of the fighting force of the order. Of them, five had either died or been incapacitated during the siege. Along with these knights rode ten pistoliers, which made up half of that standing force. Fortunately, none of them had suffered more than minor wounds during the fighting, as the lack of gunpowder kept them away from the thickest fighting. Dieter had called a counsel of war, which included him, as well as the commander of the town’s militia. The Grand Master had a plan, and it was one which would either save or doom the town. Dieter and his knights would leave the safety of the town’s walls and seek battle with the orc warboss. Only then would the horde disperse, especially after the heavy casualties they had taken. As killing the warboss would also mean dispatching most of the horde’s strongest warriors, it would thus mean killing most of the orcs who would have the strength to control the army. The commander of the militia of course opposed such a strategy, as doing so would mean sending out the town’s best warriors. When he failed to convince Dieter, he then made a declaration that could not be denied. For the first engagement, he would lead the force.

It was thus that Alfons von Engel led ten knights of the Order of the Broken Lance out of the town. With him came five of the order’s pistoliers, and scouting ahead were ten of the town’s most skilled woodsmen. Their mission was simple. They had located the warboss’s second in command, along with a mob of some of the horde’s toughest orcs, forcing a horde of goblins into salvaging raw material from a destroyed farm. Alfons and his men were to kill the orc boss, as many orcs that were with him, and if possible to kill the giant that the orc was bringing with him. This would serve a double purpose. First of all, it would get the attention of the warboss and bring him into the open, and secondly it would deny the Waaagh! of much of its strength. Alfons knew of the trust that was being put on him. Dieter was risking two thirds of his knights and half of his knights-to-be on this mission, and it was all being entrusted to him. Alfons clutched his sword in a white knuckled grip. It was good Reikland steel, passed down to him from his father. He would find the orc boss, and he would kill it.

He and his men came thundering towards the enemy. The orcs were ready for them, as they had come forth into ragged lines, bellowing at the enemy. Erhard, the warrior priest leading half of the knights, went straight for the goblin lines. Alfons led the men under his command for the orcs. The lines were closing when an orc stood out in the front of their ranks. It gestured at them and started dancing wildly. Of the ten knights, four fell down dead. Their brains had exploded, taking their heads apart as well. Blood leaked out of their visors. With them three of the woodsmen died instantly, as well as four of the pistoliers. To the credit of the men of the order, and the woodsmen who were defending their town, none hesitated in their attack. The order was closing in, and the woodsmen charged out of their cover. The impetuous goblins released their fanatics, and most of them fell to the bow fire of the Reiklanders. The screams of panicking goblins could be heard as Erhad and his men charged into their lines. Alfons had no time for that, as standing before him was the enemy’s giant.

Screaming battle cries, cries that were tinged with the screams of fear, the knights charged. Lanced shattered after digging deep into the giant’s legs and thighs. A club came down, landing right on top of a knight. Little remained of the rider or his horse. The charge exhausted, the knights took out their swords and slashed. The giant reached down and grabbed another knight from his saddle. The creature lifted the unfortunate warrior up and bit his head off, then noisily crunched on the head and helm. This only left Alfons and one knight left alive, neither of whom were willing to dishonor themselves by fleeing. It was then that Sigmar smiled upon them. The gyrating shaman shook all over, screamed and then exploded. The released energy instantly shredded three orcs who were standing too close and caught the giant’s attention. Alfons urged his horse between the giant’s legs and slashed up. With a howl of pain the giant fell, crushing two orcs who were charging forward and arresting the charge of the rest. Alftons and the last knight, who was proudly holding up his banner, rode onto the giant’s chest. A single slash from Alfons’ sword opened up the giant’s neck. The death throws of the giant crushed a further two orcs to death and nearly unhorsed Alfons. It was a distraction which nearly cost him his life, as an orc leapt forward, choppa raised. Alfons failed to get his shield up in time and the orc made blade bit deep into his side. Alfons lashed out, nearly severing the orcs head in a single blow. Instead it flopped to the side, still held on by sinew and flesh. From ontop of the giant Alfons could see the last of the knights under his command fall to the orc warboss, dying under a flurry of blows that left the knight as little more than a collection of crumbled metal that leaked blood. The rest of the orcs, each one a massive specimen of their breed, charged up the dead giant towards Alfons. Without a second thought he fled.

Alfons only stopped when the orcs gave up their chase. He had climbed up a small hill and could see the battlefield below. He could see Erhard and the last three of his knights ride down a horde of fleeing goblins, only to turn and head back towards the town before the rest could rally and surround them. Aiding them in this was the last pistolier, whose horse danced around a panicking mob of goblins while the rider fired shot after shot into their ranks. All who broke out of the tight circle to charge either fell to his pistol shots or from the surviving woodsmen who had accompanied the knights. As Erhard’s men pulled back, so too did the other survivors.

From his vantage point, Alfons truly couldn’t tell how much of a success the battle was. The giant had died, with it the orcs’ shaman and many of their largest kin. But their boss was still very much alive, and even with Erhard’s success many goblins had escaped the knights. With only Erhard and three of his men making it through the enemy’s magic, there were only so many they could kill. For this, nearly half of the men who had ridden out that day now lay dead on the field, their bodies impossible to retrieve. With one hand held to his wounded side, and the other holding the reigns to his horse, Alfons turned and headed back to the town. He had waited until the last of the men, the woodsmen included, had already passed him.

03-08-2009, 08:59
Brilliant fluff as always and nice battle report. I've not had the nerve to try a full cavalry Empire force yet...

Good luck in china!

03-08-2009, 09:23
Lovely report as always, my WOC have an embarrassingly difficult time against O&G in 7th edition (oh how I miss furies and screamers against O&G).

How long are you going to be in China? Whereabouts? If its Shanghai and you fancy a game of warhammer let me know and we can meet up for one :). I have some empire bits and pieces and so does the local store.

03-08-2009, 10:07
Indeed greenskin magic is dangerous to both sides :D GL in china!

03-08-2009, 14:57
Thanks for all of the well wishes!

KHolbourn: if you do an all cav list, I'd probably only use it in smaller point games. From my experience we just can't handle most enemies on the charge, and that would really limit an all cav army in 2k games. But it really is fun and forces you to think about where you are deploying and how you are going to move. If you give it a shot, please tell how it goes and your thoughts with it.

Selone: O&G magic really scares the pants off of me. A single spell can cripple units. Orc magic in particular is worrying. I am just glad that their miscast table is so horrific. It takes a bit of the sting off.

Kerill: WoC losing their fliers really does hurt. But, at least you've got those cheap dogs for fanatic duty. And I'd hate to be a greenskin player when my foe has a hellcannon! (actually, I'd hate to be any player when my opponent has a hellcannon)

As for me being in China, I'm off to Chengdu for 10 days. Unfortunately, I'll only be stopping off in Shanghai before I hop on another plane to the kingdom of Shu. As my first time there, it'll be 10 days of meeting my family for the first time (with the exception of my wife's parents, I haven't met any of her relatives). As none of them speak any english, and my chinese is mediocre at best, it will be a real challenge. Just remembering everyone's name (including her father's colleagues and friends) is already giving me a head ache.

I didn't know that you are in China. If you don't mind me asking, how long have you been there and what brought you to the Middle Kingdom? (I've started to fall in love with the country, so I'm always interested by these stories).

04-08-2009, 13:26
I've been here seven years. Got tired of the corporate grind and decided to see China, teaching being the easiest and cheapest way to do it. Found I loved teaching here, and loved the differences in culture (although some do drive me up the wall :) )

Oh and even after 3 years of marriage I still have trouble remembering all the terms for the wife's family. Have fun while you are here.Apparently Chendu is quite a cool city- laid back with decent nightlife.

04-08-2009, 19:26
Good luck in China as well---Nurgle seems to have beat you to it, due to the recent plague outbreak-stay away from that village for sure...

I hope your batreps wont by going on too long of a hiatus--Great fluff. Love the map. Yeah, orc magic can be devastating, of that I am learning.

Lord Solar Plexus
05-08-2009, 12:30
Just wanted to chime in and say that your reports and the accompanying storyline are ace. I enjoyed them all, very well done! :)

06-08-2009, 02:19
Kerill: Always a pleasure to talk to a fellow wai guo ren. I showed my wife your post and she responded "only a decent nightlife?!" ;) I really wish that I had more time in Shanghai. I can only hope that fate will bring me back there some time.

Dungeon Lawyer: Fortunately pappa nurgle is picking a different place to target. Sichuan (the province I'm going to) has had enough disasters recently without plague being added to it! As for the reports, this week will be the last of it. I doubt that I'll be getting any more games in any time soon, which is too bad. In all honesty, I enjoy writing these reports almost as much I enjoy playing the game.

Lord Solar Plexus: Thank you, especially as it must have taken awhile to read thorugh them all!


Now, I've got two reports to post. Yes, two, as I got in a 2k and 1k game in yesterday. I hope you all enjoy these last two battle reports as much as I enjoyed writing them!


* Grand Master: Sword of Power, Laurels of Victory, Full Plate, Shield, Barded Warhorse
* Warrior Priest: Sword of Might, Enchanted Shield, Heavy Armor, Barded Warhorse
* Mage: lvl 2 (Death 1+5), Doomfire Ring
* Mage: lvl 2 (Beasts 1+6), Von Horstman’s Speculum
* 5 Knights: FC, Banner of Arcane Warding
* 10 Huntsmen: Marksman
* 10 Handgunners: Marksman with long rifle
* 14 Flagellants: Prophet of Doom
* 19 Spearmen: Shields, FC
-9 Swordsmen: Detachment for Spearmen
* 5 Inner Circle Knights: FC, Steel Standard
* 5 Pistoliers: Outrider with repeater pistol
* Cannon
* Rocket Launcher

Orcs (Thanks to Scott for writing this down for me!)

* Grimgor
* Black Orc Big Boss: boar, cost 152 points (so probably lots of equipment)
* Shaman: lvl 2 (Gaze of Mork, Eadbutt)
* Shaman: lvl 2 (Waaagh! lvl 4 spell)
* 17 Big ‘Uns: Light Armor, Shields, FC (banner of +1 DD per rank)
* 15 Black Orcs: Heavy Armor, Shields, FC
* Rock Lobba
* Giant
* 2 Stone Trolls
* 25 Night Goblins: Light Armor, Shields, FC, 2 fanatics
* 26 Night Goblins: Light Armor, Shields, FC, 2 fanatics

Terrain and Deployment:
Black=Impassible Terrain
Blue=Water (difficult terrain)

Orcs (top side)

Lvl 2 shaman behind woods. Grimgor w/ chariot in front of him. Pair of Trolls. Two units of night goblins in the center, On the hill: rock lobba, Big ‘Uns (with boss and shaman), giant behind them.


Inner Circle (with warrior priest). On the hill: brace of cannons, hand gunners, rocket battery. To the Right of the Hill: Spearmen, Detachment, Flaggelants, (behind the impassible terrain) pistoliers (with mounted mage), regular knights (with grand master).

The Huntsmen deployed in the woods on the top left.

Pregame Thoughts:

1. He picked for himself a fairly elite orc army. It had fewer models than I expected, but if he reached combat they could really hurt me.
2. His goblins were far enough from terrain that my huntsmen could not pop the fanatics. That worried me.
3. His shaman was by himself. I knew that I’d have to quickly exploit that.
4. His army had a plethora of high priority targets and I knew that I didn’t have too much time to take them out. One big target though was his black orc unit champion. If he could die then my spearmen could engage the unit and the von horstman mage could then challenge Grimgor without fear.

Empire Turn 1:

Movement: Swordsmen detachment ran forward in an attempt to pop out the fanatics. The Pistoliers run up to the gap between the impassible terrain and the pond. The Huntsmen moved 4’’ out of the woods, putting them in line of sight of the lone shaman.

Shooting: Cannon 1 hit his rock lobba and destroyed it. It also killed a big ‘un from the bounce. Cannon 2 hit his chariot, destroying it and killing 2 black orcs. The Rocket Launcha landed on the left hand night goblin unit, killing 13 (Scott is always fair with how many models are hit by templates). The Huntsmen shot the shaman three times, wounding him twice (and thus killing him). The long rifle missed the black orc champion.

Magic: The mounted death mage put 2 wounds on the giant.

Orc Turn 1:

Movement: Goblin unit 1 waagh’d and went forward 3 inches, but the trolls went stupid and shuffled forward.

Magic: The mounted mage got headbutted for 1 wound.

Empire Turn 2:

Movement: The pistoliers ran up to the side of the big ‘uns (going through the gap between the impassible terrain and the pond), while the mage left the unit and hid behind the impassible terrain. The huntsmen ran through the woods so they could shoot next turn. The knights on both sides set themselves up to charge in when needed. The swordsmen run forward and pop out the fanatics.

Shooting: Both cannons misfired. Cannon 1 blew up, Cannon 2 was unable to shoot for 2 turns. The rocket launcher killed 2 black orcs. The long rifle hit and wounded the black orc champion, who passed his armor save. The handgunners shoot down a fanatic.

Magic: The beat mage got off bear’s anger on himself and the IC became unbreakable.

Orc Turn 2:

Movement: The 2 fanatics head straight back through both goblin units, killing 5 and 2 respectively. Gobbo unit 1 charged the detachment. Everything else moved forward, except the giant who went behind the big ‘uns to block the pistoliers.

Magic: The orc mage killed 3 pistoliers, panicking the last two.

Combat: 1 swordsmen died. The remainder fled and were run down. The goblins clipped the flagellants.

Empire Turn 3:

Movement: The pistoliers rallied. The grand master charged goblin unit 2. The spearmen went around the goblins, heading for Grimgor.

Shooting: The rocket launcher, archers and handgunners killed 7 black orcs.

Magic: n/a

Combat: 2 goblins die from the flaggelants. They flee 3’’, but the flagellants pursue 2’’. The grand master and his knights kill 5 goblins and they flee…and get away.

Orc Turn 3:

Movement: The fanatics spin around. Goblin unit 1 rallies, and the big ‘uns set themselves up to flank charge the knights. The trolls charge the spearmen.

Magic: n/a

Combat: The trolls kill 3 spearmen and take a wound. The trolls break and are run down.

Empire Turn 4:

Movement: The Grand Master charges the goblins again. I wanted to charge in the flagellants, but the mage’s positioning meant they couldn’t turn to do so. The pistoliers run up to the big ‘uns.

Magic: The mounted mage kills a fanatic with his doomfire ring.

Shooting: The cannon does 4 wounds to the giant, killing it. The pistoliers kill 1 big ‘un. The huntsmen kill a black orc or two.

Combat: 6 goblins die from the grand master’s unit. They break them, but I let them flee. At this point I had to choose between getting flanked by the big ‘uns or running through a fanatic. As they would hit the grand master in the flank, and the combat hero wouldn’t be in base contact, I chose to allow the flank charge. I knew that I’d be down by 3 before combat started, but with the laurels of victory I felt as if though I could do at least 2 wounds (and thus get the 4 combat resolution), so I wasn’t too worried.

Orc Turn 4:

Movement: One fanatic spins towards the black orcs. The other hits the big ‘uns, does 5 wounds and panics the unit. The rest flee…through the fanatic, losing 3 more. Goblin unit 2 rallies. Grimgor waaaghs! forward and charges the IC. They flee and get away. Goblin unit 1 charges the flagellants.

Magic: n/a

Combat: The goblins kill 1 flagellant and then lose 9 goblins. The victorious flagellants sweep forward, running down the rest.

Empire Turn 5:

Movement: The IC rallies and the Grand Master charges goblin unit 2. The spearmen turn to face Grimgor’s rear.

Magic: Grimgor and his unit get -3 LD and the doomfire ring kills 3 orcs.

Shooting: The rest of Grimgor’s unit is wiped out, leaving Grimgor by himself. The handgunners didn’t have the line of sight, so they shot down a fanatic. The last one (who had wrecked the big 'uns) was killed by the pistoliers.

Combat: The Grand Master and his unit kill 6 of the heroic goblins. The rest flee and are run down.

Orc Turn 5:

He calls the game.

Victory for the Empire!


1. He called the game because he said that there was nothing Grimgor could do but get shot at, and the other unit wouldn’t see any combat even if it rallied. I didn’t really agree with this sentiment. Grimgor could have spent turn 5 moving towards the handgunners to kill them (easy enough), or the inner circle (he’d have had them on turn 6). While the spearmen were still fair game, he knew of von horstman’s speculum (I made sure to tell him about the item last week), so he knew that unit was a no-go.

2. My first turn went as well as I could have hoped. In many ways, it won me the game. However, the second turn was horrible, and I know why. I fired my handgunners before guessing range. He let me fire the cannons, and for that the dice gods cursed me with a double misfire.

3. I think that he should have been more aggressive with his giant. Having it as a flank guarder against pistoliers was not the best use of its abilities. Especially with cannons around, he should have run it at me asap.

4. His goblins were heroic. My grand master and his knights had to struggle to run down that unit of night goblins (they even held one of their charges!) and the other unit, after losing 13 of their number, still managed to kill the detachment and fight it out with the flagellants. Truly, that is one night goblin tribe I don’t want to cross! Their fanatics though are traitorous, crashing through his lines only (killing 7 goblins and 8 big 'uns!) Maybe they were hobgoblins in disguise?

5. Killing his shaman on turn 1 gave me magic dominance. Without that, the game would have been much harder. We agreed that his shaman either needed to be deep in the woods or in a unit if he wanted to be safe. Still, I felt as if though I got lucky with my shooting (6’s to hit, 5’s to wound). My huntsmen more than paid for themselves by killing the shaman and then helping to wipe out the black orcs.

6. Neither of us remembered that being unbreakable meant that you cannot flee. I only realized that after the game. If either of us knew, then I would have used the ward save instead. And as we spent the game reminding each other about things such as which order I had to go in (magic, then shooting! Guess ranges, then everything else!) and for him things like moving his giant or his units being in range of his general's leadership, I am sure that he would have told me. So I don’t feel too bad about that mistake. As always, playing with Scott is a pleasure because he is a gentleman.

06-08-2009, 02:20
Alfons watched from the parapet wall of the town of Reinsfeld. The siege had been a cruel one, but one way or another it would end here. He had already sent the town’s woodsmen and huntsmen out to lay an ambush for the orc horde which had gathered. In a sense, Alfons’ last mission was a success. It had stirred up the warlord of the orc horde into action. The creature’s most elite forces now were ready to assault the town’s walls. In the center was the Tribe of the Green Moon. The night goblins that led the section that would rush the gate house itself had earned themselves a fearsome reputation, a reputation which made them the warlord’s enforcers amongst their goblin kin. To the left Alfons could see the warlord itself, leading a regiment of black orcs. Yes, he thought, a regiment, for those orcs marched in neat file like true soldiers. It was frightening. In front of them bounced a chariot which was rushing forward at a break-neck pace. Along with them ambled a pair of trolls. To the far right was the orc’s lieutenant, the creature that Alfons had failed to kill. It was leading its own tribe, the Tribe of the Rusted Gauntlet. The massive orc rode a war boar in the center of its mob of orcs. They were as large as the warboss’s regiment, but less armored and less disciplined. If the trolls were fearsome, then the creature that walked with them was horrifying. It was another giant. Alfons had killed the tribe’s other giant, and he knew how strong they were. Alfons just prayed that there was enough shot left deal with it. That is, if the catapult that the orcs were wheeling into range didn’t destroy the weakened walls first.

In front of the town were aligned what few warriors Reinsfeld could gather. Spears and swords glittered the bright light of the day. With them stood a mob of townsfolk, wielding old flails, pitch forks, clubs and anything else they could get their hands on. Each of them had lost someone or something special to them and had rushed out with the town’s militia, eager for vengeance. Even as the militia commander, Alfons thought them mad. Earlier in the day the knights under Dieter had ridden out and had concealed themselves to either side of the town. Hopefully the greenskins would take the bait of the town’s remaining militia and would charge forward, leaving their flanks open to the knights.

From the town’s walls the cannons and mortar opened up. The mortar was something special for the town, as it was the first war machine they had purchased. Every shot from it was blessed by the town’s priest of Sigmar, as from their experience this made the shots all the more deadly. This once again proved true as it landed a shell directly in the center of a mob of goblins. Alfons estimated that at least a dozen were blown apart or shredded by the shrapnel. To his horror the goblins shrieked and charged forward. Yes, they truly were the elite of the goblin hordes. The town’s cannons then added their weight to the volley, shredding the black orc’s chariot, as well as a few orcs behind it, and destroying the catapult that was brought along by the Tribe of the Rusted Gauntlet. The cheers from the militamen on the walls died off when the cries for more shot was heard from the gunners. Soon men were running into town, searching for any more of the vital gunpowder. Alfons cursed. He knew that they were running low, but how could his men not have stocked up enough for this crucial engagement? If they survived, someone would suffer for this. Alfons turned his attention back to the battle.

In the time it took for him to look back the battle was in full swing. From the walls militiamen armed with handgun, bow or crossbow fired off what shots they could with their dwindling ammunition. This was focused first and foremost onto the advancing black orcs, who were now in range from the defenders on the town wall, and secondly on the whirling fanatics on the field of battle. They all knew how dangerous they could be, and thus the town’s best shots were directed to fire at crazed goblins.

Already the battle had seen bloodshed. The goblins of the Tribe of the Green Moon had slaughtered the town’s swordsmen, but were then set upon by the crazed townsmen who had rushed out to do battle. The rest of the tribe had the misfortune of being set upon by Dieter and his knights, who were carving their way through a horde of goblins. While no knight had fallen, the goblins were not breaking. Every time it seemed as if they had reached their limit the goblins would fall back and regroup, only to be charged again by the heavy cavalry. To Alfons, who was a veteran of fighting the forest goblins of the woods, seeing such bravery in a mob of goblins was frightening. Supporting the goblins, the trolls charged into battle. They ran straight forward into the town’s spearmen. Spear points bit deep into troll flesh, which closed in around them. The town’s militia, veterans of the siege, worked together against the trolls, showing no fear of their enemy. Fortunately for them, the town’s mage, an adept of the Amber College, supported them. Their discipline and his magical assistance was enough to tip the balance in their favor. The trolls, kept at a distance by the spears and surrounded fought like animals to escape. None of them did, and for their efforts only three spearmen died, a fact which swelled Alfons’ chest with pride.

As the battle reached its climax before the town’s gates, the militia on the walls managed to bring enough shot back for the cannons. Only enough was found for one of them though. It was all that was needed, as it fired a shot at the giant which was moving toward’s the town gates. It struck the beast square in the chest. With a grunt the giant fell to the ground and did not move. A cheer went up, which was punctuated by the town’s mortar landing a shot within the black orcs' ranks. More bolts and bullets flew out at the orcs, who were charging at a group of knights. Seeing, and hearing, the fullisade that was coming at the orcs, they turned and fled down the path they had arrived on. This left the orcs howling for blood even as the last of them was shot down. Where once there was a regiment of armored and very deadly orcs, now there was only a pile of the dead.

On the other side of the field, the Tribe of the Green Moon was holding Dieter and his knights for one reason. They knew that coming down the hill were the howling orcs of the Tribe of the Rusted Gauntlet. Dieter knew this too and arrested his knights from chasing the goblins as they pulled back to let the orcs do the dirty work. Dieter pointed his bloody sword at the charging orcs and yelled at a challenge of his own, eager to meet a worthy foe in combat. As he raised his sword up one of the fanatics released by the goblins spun between him and the charging orcs. The orcs, charging down the hill, could not arrest their charge. Nearly a half dozen ran into the goblin and were smashed off their feet by the wrecking ball. The rest of the mob came to a halt, but this pushed the orcs in front into the spinning goblin, felling a further three. What was once a charge turned into a rout, as the orcs fled up the hill and away from the field of battle. Not wishing to suffer the same fate as the orcs, Dieter instead spurred his horse back towards the goblins. Once again the knights hit the goblin lines, which now had under half of its starting number. Without the promise of reinforcements from their orc cousins, the goblins put up a fight and then fled, with the majority of them being run down by the knights.

The sun still hung in the sky as the men of Reinsfeld stood victorious over the field of battle. The enemy dead littered the field of battle. For their gambit the orcs had left behind the dead from the three most deadly of the greenskin tribes. However, all was not well. With the exception of the warlord’s shaman, which the huntsmen of Reinsfeld had assassinated within the woods, the leaders of the tribes had escaped. Only Sigmar knew what vengeance they would enact.

The next day another battle took place. It was assumed by all that the warboss was dead, and thus Goretooth of the Tribe of the Rusted Gauntlet, with the backing of his tribe’s shaman, declared himself warboss. His first act in this was his decision to decimate the Tribe of the Green Moon for betraying him on the field of battle. The night goblin tribe fought back with their customary bravery, and in this they were soon joined by the other night goblin tribes. For too long they had been forced through fear into assaulting the town walls again and again. With the warboss ‘dead’, they now fought with their greater numbers against the orcs whom they had feared. While most of the night goblins feared the savagery of the orcs, all knew of the dominanace of the Tribe of the Green Moon, whom for generations they had feared more. Only due to the warlord's alliance with them did they march to battle, and now they followed their feared kin. The forest goblins, for the most part simply fled into the woods, or attempted to loot all they could from their kin while they fought each other.

Goretooth had just buried his axe into the skull of the leader of the Tribe of the Green Moon, which incidentally put him on a mound of dead goblins, when the warboss came back. The warboss’ armor was dented and scarred, and the great orc showed the signs of being heavily wounded from crossbow and handgun fire. What was more, the orc was angry. Goretooth was of course, not willing to give up his horde, and thus charged down at his former lord. The warlord met this challenge, and soon orcs from a dozen tribes were charging at each other too, having (in some cases) chosen which side they were fighting on. Many were just fighting because others were too. As this battle erupted, the last of the goblin tribes called it quits. The forest goblins retreated north and the surviving night goblins back to the mountains. For their troubles they had only received death and pain, and without any loot to show for it!

Eventually the battle died down when the army of Reinsfeld took to the field. This was announced with mortar and cannon fire. The last orcs, having fought each other for the best part of the day had reached the end of even their endurance. Seeing this, Goretooth, already heavily wounded from fighting the warboss, turned his boar around and fled the field, along with his tribe. With a roar of rage and hatred the warboss pursued him, though it was without the aid of any other orc. The rest of the orcs, seeing the largest of their number flee the field soon followed. When the men of Reinsfeld finally made it to the site of the battle they were shocked by the piles of dead. None of them had truly realized exactly how many foes they were facing. Judging from the dead alone, there were enough greenskins to fill Reinsfeld twice over. It would take weeks for the dead to burn. Alfons, unable to wear armor due to his wounds, stared in horror at the scene. Dieter, by his side just nodded and said with the surety that only comes from a lifetime of experience: “The only way to defeat their hordes is to kill their leaders, or set them against each other.” Alfons nodded, for the moment unable to reply.

06-08-2009, 04:03
Months had passed since the battle for Reinsfeld. While victory was won the town had to be rebuilt, and with it the farms and fields of its people. The neighboring villages and towns pledged their aid in this, thankful that their countrymen had taken the brunt of the orc invasion. The knights had long since left, but their contributions would not soon be forgotten. In truth, it was enough to erase the doubts caused by the rumor mongering of their political enemies, though many said that this in mostly due to the reinstatement of the Grand Theonogist Volkmar the Grim. The former Grand Theonogist Esmer was wary of the group, as they had held the favor of his predecessor, but he saw no reason to move against the order, especially as he had more than enough enemies within the temple to purge. This victory, along with the reinstatement of their patron, was enough to ensure the future of the Order of the Broken Lance.

The town of Reinsfeld, though, had its own future to look to. Victory in battle was one thing, but now they faced death from the winter. Snow covered the land, and due to the siege and pillaging of the orcs, the town did not have enough food to last. Due to this, they were at the mercy of their neighbors, whom they relied on for aid during this troubled time. It was during this period of privation that Werner returned. All in the town knew him as one of the local roughs. Having no trade skills to speak of, he had been a part time hired hand and a full time drunk. Only when war came did he find his place, shipping off to join the Emperor’s army on its march to Middenheim. He returned now in a torn and faded uniform, using his army issued spear to limp on. He dragged himself into Reinsfeld’s tavern and called for someone to buy him a drink. He soon had a small crowd of locals asking about what happened to him. After finishing his first drink he stared the crowd down until everyone was quiet. He then continued with his tale. Werner’s company had been posted, following the war, as guards to one of the passes leading down from Brass Keep. Archaon and the remnants of his army were stuck in there. He and his men were tasked with keeping them there until sufficient force could be raised to root them out. None of the guards were ready for the champion who came down in his attempt to fight his way back to the chaos wastes.

Empire v Chaos 1000 points


Mage: lvl 2, dispel scroll (death 1+6)
Mage: lvl 2, dispel scroll (metal 1+4)
20 Spearmen: Shields, FC
-10 Swordsmen
14 Flagellants: Prophet of Doom


Mage: lvl 2-tzeench (flickering flames, pandamoneum, fireball) (4 power dice, +1 to cast)
Mage: lvl 2-nurgle (regeneration spell, debuff spell: -1 str and toughness each turn, if reach 0 the unit dies), +d3 to one spell roll, +1 power die
12 warriors: shields, FC
20 marauders: flails, FC, mark of slaanesh
20 marauders: flails, FC, mark of slaanesh
5 chaos knights: musician, standard



Chaos on top side:

Marauders, Warriors (with tzeench), Marauders (with nurgle), Knights


Mortar to far left, on hill: cannon, helblaster, to the right of the hill: spearmen + detachment, flagellants, cannon

Empire Turn 1:

Movement: Metal mage ran up behind the impassible terrain.

Shooting: Both cannons fire at the knights. Both hit, but only 1 knight dies. The mortar shreds 6 marauders. The helblaster kills 4 warriors, who pass their panic test on the re-roll.

Magic: The metal mage takes 1 wound off of the nurgle sorcerer.

Chaos Turn 1:

Movement: Everything advances

Magic: Flickering fire kills 6 spearmen (str 7!), the warriors get regeneration, and pandemonium is scrolled.

Empire Turn 2:

Movement: haha…(cries)

Shooting: Both cannons hit the knights again. Only 1 knight dies. The mortar hits the marauders on the right and the warriors. Only 2 marauders die. The other unit of marauders is hit by the helblaster, losing 8.

Magic: The metal mage kills 1 knight.

Chaos Turn 2:

Movement: Everything moves up. The knights fail a charge against the flagellants.

Magic: Flickering fire (str 6 this time) kills 4 flagellants, who are then debilitated by the nurgle mage. Pandemonium is scrolled.

Empire Turn 3:

Movement: The flagellants try to charge the knights but are out of range.

Shooting: 1 cannon blows up. The helblaster kills the nurgle sorcerer and leaves only 1 marauder in the unit left alive.

Magic: Shut down…as I fail to cast anything!

Chaos Turn 3:

Movement: Marauders charge against the helblaster, and the crew flee. The knights charge the flagellants. The mage leaves the warriors.

Magic: Pandemonium goes off, he doesn't have line of sight to cast anything else.

Combat: A boat load of flagellants die.

Empire Turn 4:

Movement: The detachment charged the last marauder. The spearmen move up a little so the warriors will charge them instead of the detachment. Both my mages run up to get line of sight to his lone tzeench mage.

Shooting: The cannon kills 5 marauders. The mortar scatters away from anything.

Magic: I fail to cast anything as I am afraid of miscasting and roll like shyt…very bad for my mages who are facing his sorcerer.

Combat: After the dust settles only the prophet of doom is left alive. He still can’t hit anything. The swordsmen kill the last marauder from the right hand unit.

Chaos Turn 4:

Movement: The marauders charge the rallied helblaster crew. The warriors charge the spearmen and the detachment flank them.

Magic: His sorcerer kills my death mage and gets pandemoneum off.

Combat: The last flagellant dies. His warriors kill 6 spearmen for no casualties back. Both empire units break, but he fails to catch them.

Empire Turn 5:

Movement: Neither the spearmen or swordsmen rally.

Magic: The metal mage fails to cast distillation of molten silver and he easily dispels the other spell.

Shooting: The cannon hits his sorcerer...but rolls a 1 to wound. The mortar lands on the marauders, bringing them down to 3 models.

Chaos Turn 5:

Movement: nothing of note.

Magic: His mage kills my metal wizard with 6 str 7 hits from flickering fire (overkill?).

Empire Turn 6:

Movement: Both units rally.

Shooting: My cannon hits and wounds his sorcerer. He fails the ward save! I do 1 wound.

Chaos Turn 6:

Magic: His sorcerer kills 6 swordsmen. The last ones flee.

Victory Points: Chaos wins by 210 victory points-Minor Victory to Chaos
• Note: If I managed to kill his Tzeench Sorceror (ie: his general), he would have won by 15vp, a draw. Grrr….

Thoughts: A loss really makes you think more than a victory. So, what did I come up with?

1. Chaos Tzeench magic is nasty. I’ve never seen anything that nasty. Then again, he was consistently rolling str 7 for his flickering flames, and he did manage to cast pandemonium every turn, which kept me from using 3 dice (I only was willing to risk 2). This made me neuter my own magic phase.

2. The Mark of Slaanesh is great for just 10pts. Immune to psychology but you can still flee? Very nice, as I then couldn’t panic his marauders. But with the re-roll and general, that wasn’t very likely anyways.

3. I was foolish to think that I could do anything against his warriors in close combat. I’d have been better served with 10 huntsmen and 10 handgunners. He’d kill them just as easily in close combat or his magic phase, but at least I wouldn’t have had to face his infantry. As is, the 200 points accomplished nothing for me. But I doubt that he’d have been too happy if I had brought in a complete gun line.

4. If any model should have extreme good luck, it should be one with the mark of Tzeench. He survived 2 cannon ball shots and the attention of 2 lvl 2 mages. Not only that, but he slaughtered everything in his line of sight. Truly he was a favored champion of the changer of ways.

5. I originally was going to bring my cav. list to this game. But when my opponent said that he was still learning fantasy, I decided that it wouldn’t be fair to give him nothing to catch. He did say that he was going magic heavy though, so I built this list with a theme in mind. Theme: Empire troops guarding Brass Keep's approaches. Lots of artillery and mages backed up by solid blocks of infantry. Theme #2: models that I had out of my case and ranked up from the 2k game, without me needing to take anything else out of my case.

6. After the game he told me that he originally was going to do an all Tzeench daemon list. When he was told that is too cheesy, he decided to do mortals instead. His 2k list has a lvl 4 sorc lord and 3 lvl 2’s. Going from my list in the last game, barring some horrible miscasting on his part, I’m not sure what my 2k list could do against his. After playing against the Nurgle list for awhile, I think that I've had a taste of a more optimized army (less fluff, but more effective). Before this game, my experience against WoC has been facing all Khorne or all Nurgle lists. Suddenly, I find WoC scarier.

His tale over Werner fell into a morose silence, lost in his memory. Yes, he had fled. There was no way that he would stay with the army after that. He had witnessed the imperial gunnery school’s failure and the humbling of the colleges of magic. A single enemy sorcerer had ripped apart two trained battle mages and then had turned his attention onto the imperial swordsmen who had attempted to rush him. Of the ten who charged, Werner could still remember the fate of the six who didn’t flee in time. It was something he would never forget. The crowd dispersed, their mood brought low by his grim tale. None remained except for a single figure who watched from the departing crowd with keen interest.

Later that day armed men broke into Werner’s room in the tavern. His cries of alarm intensified when he learned who it was that so brazenly dragged him into the cold streets. It was a witch hunter who had come to Reinsfeld on the behest of the Cult of Sigmar. Following the destruction of the army from the Tribe of the Crow he had been busy rooting out any remnant of nurgle’s taint. He had just moved into Reinsfeld now that the orcs were gone, eager to find any heretic who wished to take advantage of the hungry Reiklanders. Werner’s loose lips had attracted his attention, as his description of the enemy convinced him that the ‘invincible’ chaos mage was a sorcerer of Tzeench. Most of the town turned up for the subsequent burning after Werner was revealed to be a mutant. None could believe it, for while he was a rough man he was known to be as devout as any other citizen of Reinsfeld. He had screamed his innocence when Thumoas had revealed the mutation, an extra eye growing on the man's shoulder. The former soldier had begged for mercy, saying that he was a loyal follower of Sigmar and that it had only started growing after he had survived the onslaught of the mage near Brass Keep. The witch hunter who had brought about the death of the deserter stood close to the warmth of the blazing pyre. Before setting it alight he had done the simple courteously of allowing Werner to drink himself into a stupor. For he knew better than any other that the soldier was innocent of any crime. But chaos was a disease that often didn’t care whether the righteous or wicked fell pray to it. Thumoas von Glib, Templar of the Order of Sigmar, Witch Hunter, silently prayed for the soul of the condemned man. He had promised Werner salvation if he would only tell him the location of the other survivors of the battle. Werner had hesitated, but had told Thumoas before the witch hunter had to resort to unsavory methods. The area was remarkably free of taint, as the battle for the Hospice had seen the deaths of most of the regions cultists when they had risen up. Thumoas had made the decision that he and his warband would be heading north, for if Werner had told the truth then the soldier's comrades would soon have the Cult of Sigmar looking for them.

06-08-2009, 04:09
I would like to thank everyone for reading this. This blog has officially reached an end. While it is a shame that the last battle was a loss (blasted worthless cannons...), I decided before it even started that the 2k game was the last one for the story arc. I hope that you all enjoyed reading these and I also hope that in the future I will have the chance to write some more.

06-08-2009, 19:10
As you say you learn a lot more from losses than you do from victories. I'm sure next time you face him you'll do a lot better (not that you did that badly in this one).

" I originally was going to bring my cav. list to this game. But when my opponent said that he was still learning fantasy, I decided that it wouldn’t be fair to give him nothing to catch."

Lesson 1: Never go easy on a new player. As said above you learn more from losses than you do from victories. That's not to say you can't give them their little vitories during the game, but going easy on them is going to give them a view point on the game that isn't true. (Plus it suck when you lose to a noob ;) )

07-08-2009, 10:41
Lovely reports and great fluff, sad its come to an end :(

Have fun in China though :)

20-08-2009, 15:32
As you say you learn a lot more from losses than you do from victories. I'm sure next time you face him you'll do a lot better (not that you did that badly in this one).

" I originally was going to bring my cav. list to this game. But when my opponent said that he was still learning fantasy, I decided that it wouldn’t be fair to give him nothing to catch."

Lesson 1: Never go easy on a new player. As said above you learn more from losses than you do from victories. That's not to say you can't give them their little vitories during the game, but going easy on them is going to give them a view point on the game that isn't true. (Plus it suck when you lose to a noob ;) )

Kerill: Thank you. I'm now back from China. A very fun trip, and I really see why you didn't leave. The last thing that I wanted to do was to return home.

Malorian: Sometimes it can be hard to walk the line between giving new players little victories and going easy on them. But I did make a mistake in making a softer list than necessary, though I suppose that 4 warmachines and 2 mages is not a soft list!

I think that I did learn my lesson. When facing new players, it is best to help them with the rules and give them liberties with rule mistakes (forgetting turn order, stuff like that). This new player did turn out to be a good one though, and kicked my teeth in. I later found out that he is a veteran 40k player who (surprise) loves magic. I hope that someday I have a chance to face him again, or failing that a similar list.

19-09-2009, 00:27
1000 points

Dark Elves:

Master: Heavy Armor, Shield, Sea Dragon Cloak, Lance, Cold One, BSB w/ Hydra Banner (164)
lvl 2 Sorceress: Shadow (Unseen Lurker, Pit of Shades) (135)
lvl 2 Sorceress: Death (Doom and Darkness, Doombolt) (135)
10 Crossbowmen: Repeater Crossbows, Light Armor, Shields (110)
10 Crossbowmen: Repeater Crossbows, Light Armor, Shields (110)
5 Cold One Knights: FC (167)
5 Cold One Knights: FC (167)
Total: 988


Captain: Full Plate, Shield, Lance, Pegasus, Aldred's Casket of Sorcery, Pistol (155)
Captain: Full Plate, Shield, Barded Warhorse, Sword of Fate (114)
Warrior Priest: Hammer of Judgment, Heavy Armor, Shield, Barded Warhorse, Sigil of Sigmar (150)
5 Knights: FC, Banner of Arcane Warding (Konrad was in this unit) (185)
5 Knights: FC, Warbanner (warrior priest in this unit) (180)
5 Pistoliers: Outrider with repeater pistol (114)
10 Huntsmen (100)
Total: 998

Pregame Thoughts
This is a new list for me. The banner of arcane warding gives the captain's unit MR2 while the Sigil of Sigmar gives the warrior priest's unit MR1. The captain on the pegasus can steal (and use) a spell if he ends his move within 12'' of a caster and can roll a 4. I was hoping that this would be enough for magic defense. Looking at his army, my plan was to break through his crossbow line as fast as possible with my warrior priest while Konrad would try to maneuver to take down his BSB. I saw in a previous game what the hydra banner can do, so I really didn’t want them charging me. I also was hoping for my casket captain to steal some choice spells. I really just worried about his BSB taking me out with a charge or for his repeater crossbows rolling really well. So with a prayer to Sigmar on my lips the battle began.


Light Brown=hill, no difficult terrain to get to the top
Gray=hill, slopes are difficult terrain

The dark elves were on the top side (Purple). From left to right:
Cold Ones (with master), Crossbows (with shadow sorceress), Crossbows (with death sorceress), Cold Ones

Empire was on the bottom side (Blue). From left to right:

Pistoliers (behind woods, Huntsmen in the woods), Knights (with Captain), Knights (with Warrior Priest), Pegasus Captain (behind the hill)

Turn 1

I won the roll for the first turn and gave it to the dark elves as I’d rather he waste a turn with his crossbowmen being unable to shoot. Reluctantly he advanced. For the magic phase the low point was when he failed to cast the spell which generates more power dice (he failed to roll a 4 with two dice). The high point was when he got off pit of shades on Konrad's unit. I failed to stop it with 5 dispel dice (banner of arcane warding-MR2 and the 3 for the warrior priest/army). When he put down the blast template I told him to just tell me how many models were covered, saying that I trusted him to be fair. His response was “Damn, you are being too nice. Now I have to be generous.” One knight ended up falling into the pit.

My forces then moved up. The warrior priest, with his knights, charged forward as fast as possible towards the crossbowmen in front of him, while Konrad (the captain with the sword of fate) went forward cautiously towards the cold ones. The pistoliers ran around the left side of the woods and the casket captain flew up a bit behind the hill to stay out of line of sight of his crossbowmen and cold one knights. The huntsmen moved up to the edge of the woods and killed one crossbowman.

Turn 2

The dark elf cavalry began a pincer move, as he hoped that I’d charge into his crossbowmen center, which could reduce my already limited numbers, and then his cold one knights could flank me. Magic let him down again as the death sorceress miscasted while casting the spell which generates more power dice, lost the spell and took a wound. She then vindicated herself by killing one of the warrior priest's knights. A further two knights were then shot down by dark elf crossbow bolts, but the survivors held.

Charge! Konrad tried to charge the cold ones but was out of range. The warrior priest hit the crossbowmen, his knights shrugging off the crossbow bolts that flew towards them. The captain flew up behind the cold one knights on the right flank but failed to steal a spell from the death sorceress (I was really hoping to steal Doom and Darkness to give the stupid cold ones -3 LD) and his pistol failed to get past their armor. The pistoliers ran up around the woods to get behind the BSB cold one knights. Shooting saw the death of two cold one knights on the left and close combat saw my warrior priest kill his mage and the knights took down four crossbowmen. The elves broke and were run down (though he rolled a 3 for his break test, which had us double checking the combat resolution).

Turn 3

On the left his cold ones charged my knights, who fled. On his right, the cold ones turned around to face my knights. As the crossbowmen couldn't see anything they turned to the right to give his shadows sorceress the line of sight she needed. In his magic phase he managed to move his knights on the right flank so they charged my warrior priest's unit in the rear. A failed fear check later and the Imperial knights were off the board.

Konrad and his unit rallied. The captain on the pegasus flew up behind the crossbowmen and the pistoliers kept themselves in range. The captain again failed to steal a spell and then missed with his pistol. However two more cold one knights on the left fell from the pistoliers (really just the outrider, as he consistently was getting 3 hits, while the other men kept missing). This reduced the unit to just one cold one knight and the BSB.

Turn 4

His BSB and the last of his cold one knights turned to face the pistoliers while the sorceress with her crossbows turned around. His hope was to magic the BSB and the knight into combat. He used 5 power dice but failed to get the spell off.

The pegasus captain charged the crossbows and was too close for them to stand and shoot. Konrad moved up into charge range and the pistoliers moved out of the BSB's line of sight. Shooting saw the last cold one knight fall and the master took a wound. In close combat the pegasus captain issued a challenge against the mage (who had to accept) and did 3 wounds against her. The crossbowmen broke and were run down.

Turn 5

The master turned around to face the incoming knights, while his 5 man cold one unit positioned itself to charge next turn.

Konrad left his unit and charged the master by himself, leaving his knights behind him (more heroic that way). The huntsmen left the woods to get a bead on the cold one knights, while both the pegasus captain and pistoliers ran up towards them. Shooting saw three cold one knights fall, and the remaining two passed their panic test. In close combat, Konrad cut down the master and overran out of the cold ones' line of sight.

At this point he called the game, as his knights couldn't charge anything and would just get shot up in my next turn.

Victory to the Empire!


1. My opponent, CJ, was great to play against. He took his ill luck in stride (failing to cast a 4+ spell with two dice and then miscasting the next turn trying the same thing) and really stuck it out as long as was reasonably possible. My thanks to him for that.

2. CJ spent some time trying to choose between going with the lore of metal or shadow/death. In the end he decided to try something new even though it probably wouldn’t be the most effective choice. If he went metal and if he got spirit of the forge then things might have gone very differently. Still, his magic didn’t completely let him down, as it led to the cold one charge that sent the warrior priest and his knights fleeing the board.

3. I was worried at first facing his list. I originally wanted my pistoliers to bait his cavalry so mine could charge them. But his crossbowmen kept my pistoliers to the flanks (where they still did well). They also restricted the movement of my pegasus captain for the first turn. I was a bit unpleased that his casket failed him every time he tried to use it. However having him take down the sorceress and the unit of crossbows more than made up for that.

4. CJ and I talked after the game. What he’d like to get is shades and dark riders, and I know that he is in the process of making a hydra. His complaint with his list is that it doesn’t have enough mobility. While I can’t be sure, I think that if I face him again I’ll probably get looking at a list that is faster. Something tells me that in a large point game I’ll be seeing a hydra and the ring of hotek (and I know that he likes the lord with the inverse ward save). I really hope that next week I can face him again in a large point game as I welcome the challenge of such a list (though the inverse ward save really does scare me).

5. While my Pegasus captain didn’t steal any spells I was still very happy with him. His mobility got him exactly where he needed to be and he did manage to kill a sorceress and a unit of crossbowmen by himself (155 points for the captain and he netted me 245 points, so he was a sound investment). I also think that in future games he will have the potential to not only save me from spells such as spirit of the forge or gateway but he can throw them back at the enemy. Plus having a second captain seems to fit the knight theme better.

Blog Total:

Dark Elves: 2-0-0
Bretonnians: 1-0-0
Orcs: 3-1-0
Empire: 2-0-0
Tomb Kings: 1-1-0
Lizardmen: 1-0-0
Warriors of Chaos: 3-0-1
Total: 13-2-1

21-09-2009, 15:57
For the past week Daelyth’s force had been fighting running battles with the most unlikely of foes. The dark elf noble had been sent by his father, patriarch of their house to find the artifact that Daelyth’s younger brother had died trying to find*. This took Daelyth to the shores of the old world and then deep into the Reikland, the heart of the Empire. To avoid the attention of any locals the dark elves had divided their force to search the area with the intention of congregating at the site of the tomb. In their attempts to avoid contact with any humans they were successful, but in doing so they ran into a far more unlikely foe. Over a month ago a host of lizardmen had penetrated the borders of the Empire, but had been repelled near the town of Bogenhafen as the men of the Empire mistook them for a breed of beastmen. The dark elf raiding parties soon encountered the remnants of the lizardman host who were reforming in the area that the elves were searching. Daelyth soon began to receive reports from his shades of running battles between themselves and skinks who were hiding in the woods. It all culminated when a raiding force led by the bearer of his personal standard came under attack by a host of saurus and flanked by skink skirmishers. Velhyst had managed to fight his way out of the ambush, though in doing so he lost all five of his cold one knights and the majority of the warriors under his command.* In Daelyth’s mind this was proof that the artifact was there and that it was worth the shedding of blood to attain, for why else would the slaves of the old ones fight them with such determination in an alien land? Daelyth’s single minded ruthlessness and determination finally bore fruit when his shades reported that the site had been found, but that their lizardmen foes were massing nearby in the forests. Daelyth decided that what was needed was a quick strike towards the crypt followed by an equally fast retreat. The only problem was that if the dark elves were going to reach the crypt before the lizardmen finished massing then they would need to break through a column of knights which were riding through the area. Given the choice between fighting the children of the old ones or a small band of humans the decision was simple. Daelyth ordered Velhyst to redeem himself or die trying. With the standard of his household held high Velhyst led his force.

The attack came in the dead of night. If the dark elves thought that they would catch their foes sleeping and unarmored then they were mistaken. An hour before the attack came the leader of the column had awoken with a start. He was Konrad von Staalsburg, the Seneschal of the Order of the Broken Lance. He was on his way with his honor guard to The Arena of Death* to represent his order and to purge it of any threat to the Empire. It was during the night that his sword gave him his vision. As always it focused on but one person, showing Konrad everything about his foe. Konrad watch Velhyst grow up in Clar Karond, the city of executioners. The son of a corsair, Velhyst murdered and fought his way up the social ladder of Naggroth. From his first raid on the coast of Bretonnia to the glory he won in the invasion of Albion, Konrad was sickened the depths of cruelty and depravity that the druchii went through in his search for power. As with all sentient beings Konrad could feel the hopes and dreams of the person he was meant to kill. What struck him was how alien the elf truly was. It was so unlike any of the humans that Konrad had been destined to face that even the chaos corrupted norse chieftains he had slain seemed familiar in comparison. The vision ended with the vision of the elf astride his cold one, sword and banner in hand, charging at Konrad with a mask of hatred.

The dark elves reached the imperial camp only to find a line of knights facing them. The camp fires of the knights were still blazing behind them, making the knights on their warhorses look like silhouettes. Where the poor light might have confounded a human, to an elf it was all they needed. Velhyst had brought a small band with him, but he was certain that it would be enough. He had with him ten cold one knights, each one a noble of Naggroth and twenty retainers, all of whom were armed with repeater crossbows. The elves had been trained to not only fight with their crossbows but to also form a shield wall should the enemy ever reach them. And if that were not enough he was joined by two sorceresses who were able to call up both the shadows of the night and the chill hand of death to their cause. The shades had told him that the enemy consisted of fifteen horsemen, ten heavy, five light, and a small band of servants. Of the enemy only the heavy cavalry could be seen. Velhyst reasoned that the humans had scouts who reported their presence. The armored humans would charge them blindly, like the lesser races did when he raided Bretonnia in his youth, while the servants and light horsemen had likely fled to bring back reinforcements. The knight to Velhyst’s right asked him for orders. “Hold your ground. Let the fools charge and then we will catch them.” The knight nodded and held up a hand without a gauntlet. The elf made a series of hand gestures that few humans could follow during the day, let alone at night. For the elves though it seemed as if though the orders had been passed along.

Velhyst grinned as he saw half of the enemy knights charge forward, led by a man without a helmet who was screaming in his primitive tongue while waving a hammer over his head. The knights charged towards the line of crossbowmen as bolts flew around them. One of the humans fell as a crossbow bolt took down his steed. The human landed hard on the ground and didn’t rise. A second fell as a crossbow bolt went straight into his visor, and a third was lost when a bolt of darkness shot out from the sorceress that they were charging at, taking him in the chest. The knight stiffened and fell off of his horse into a heap on the ground. Despite these casualties the knights continued to charge forward.

The other group of knights were coming at Velhyst but stopped in their tracks as the sorceress near him spat out a word of power and one of the human knights simply disappeared. The humans milled about in apparent confusion. Velhyst knew the battle was already won as he ordered his fellow nobles to charge. Their warhorn blew a clear note through the night air as they broke into a charge and the humans turned to flee. Velhyst turned in anger as the warhorn’s note suddenly broke and stopped. He was about to berate the noble when he noticed that there was an arrow sticking out of the elf’s neck. Velhyst was about to issue an order when the quiet was shattered by twelve loud blasts. The human light cavalry had worked their way behind their lines! Velhyst was in shock for a moment as his men fell around him, their fine breastplates and helms shattered by crude lead bullets. Making himself heard over the din Velhyst turned his surviving knights around just in time to see the hammer waving human lead his knights straight into the elven shield wall. The wall collapsed instantly, the hammer carrying human striking down the sorceress while his men impaled the crossbowmen on their lances. The wall shattered and the crossbowmen turned to flee. The nearby cold one knights turned their steeds to give chase to the knights who had broken through. In their charge the six humans had lost three of their number but they had broken the elven ranks, leaving five elves dead and the rest fleeing into the woods. The cold ones loped off in pursuit, but the humans did not slow down and soon disappeared into the night. Seeing the ambush on their left flank, the leader of the cold one knights called off the pursuit and instead turned to aid his lord.

The last surviving sorceress raised her arms to call out a spell when a lance shot through her chest. All of the elves around her looked in shock as a knight came out of the sky, borne upon a Pegasus. The knight dropped his broken lance and pulled a sword out of his scabbard. The horse and rider turned upon the panicked elves who were firing off wild shots or pulled out their swords and shields. In the few seconds of the charge the human knight and his winged horse had managed to cut down every elf in arm’s reach. The surviving elves broke and ran rather than face the warrior. With a beat of its wings the knight took to the air again, circling high overhead and looking for fleeing elves to hunt down.

Velhyst knew that it had all gone wrong. Of his army only he and two knights were left. Velhyst was bleeding from a wound to his leg where an arrow had pierced his greaves. It wasn’t mortar, but it was a reminder of how his pride had led his men into this disaster. The humans had come out of the woods, their bows drawn and ready. The light cavalry were circling around them individually with loaded pistols in their hands. And in front of them came the knights who had fled from Velhyst’s charge. The dark elf commander sneered as he saw them, feeling the familiar feeling of hatred bubble up inside of him. Velhyst knew that if he survived this then his lord would not be understanding of this failure. So as the knights approached Velhyst planted the standard firmly in the ground and pointed his sword at the knights. In Bretonnian he shouted out “Coward!” one of the few words he knew. There was no way for him to know that his opponents could only speak Reikspell. Of the six knights fix held back and one slowly rode forward. The human was wearing plain silver armor and wore a simple helm with no ornamentation. To Velhyst’s skilled eyes the sword that the human carried was similarly undecorated. There was absolutely nothing special about the man. With his face twisted into a mask of hatred the dark elf charged, ready to take at least one of the humans with him to Khaine’s realm. The human spurred his horse forward at the same time, his sword raised as well. The human’s charge came up short as the warhorse shied away from the cold one, recognizing it as a deadly predator. The elf came up, seeing the human ready to swing wildly at his head. It all seemed too easy. Velhyst grinned lethally as the human’s sword came down. He would block it, riposte and put his slender blade up under the human’s pauldron. It would slip in under the human’s arm pit, split the inevitable chainmail shirt that he was wearing and cripple him. It was all too easy. The sword came down and Velhyst easily raised his sword to block it. The human’s sword didn’t shatter the elven blade, it simply went through it, leaving two clean pieces falling away from each other. The sword continued it’s descent, splitting a ragged gash from the elf’s shoulder blade down to his thigh. The cold one, completely uncaring about its master’s fate snapped again at the elf, only to have the human’s return stroke take the lizard through the eye with the tip of the sword. Both steed and elf fell to the ground hard. Velhyst lay on the ground bleeding. His last thoughts were “But it didn’t look like a magical blade…”

Konrad took a moment to calm his horse down and then slowly made his way over to the last two elves. Brother Aldred was looking for other survivors, but in the dark he was unlikely to find any. Konrad hoped that Father Wilhelm would likewise return soon, as Konrad worried that he and his men would get lost in the woods at night. But such concerns were secondary to the issue before him. The two elves sat upon their steeds like statues after having seen their leader cut down. There was no way for them to know that Konrad’s sword only had its properties against foes that it had chosen. They watched the human warily.

“Where are you from?” The answer fell on deaf ears. Konrad tried again. “Why did you attack us?” The elves looked at each other and spoke in their own tongue, then they looked back at him. It was obvious that they didn’t speak his language. Konrad thought about the situation and thought back to his vision. He remembered what it was like for Velhyst growing up in Naggroth, for Konrad had seen, and felt, what it was like to grow up as one of the druchii. Sickened by what he remembered Konrad made his decision. “We do not need any prisoners.” For a long moment there was silence, for his men could not believe what they had heard. The order always took prisoners, and with the exception of Konrad no one else knew of the depravity and endless malice of their captives. The night was then pierced by a gunshot and one of the elves fell to the ground with a hole blasted through his head. The other turned around with his sword half way up before he too was shot off of his steed. The man who had shot them down was holding a smoking repeater pistol. The cold ones themselves went crazy with the smell of blood and the sounds of gunshots. This galvanized the rest of the pistoliers into action and soon the gigantic lizards were filled with lead shots. Konrad looked at the one man who had followed his orders. He was the most veteran of the pistoliers, who for the order were all men who were one step away from knighthood. He remembered that his name was Brock, a man from Ostermark who had risen quickly through the ranks of the order. Konrad could see the ambition in the man’s eyes. In the past Konrad might have been appalled by the killing of prisoners in cold blood and he would have opposed anyone who could do so from ever being knighted. But that was before he had seen the face of the great necromancer, before he had felt the lives of the chosen of nurgle, before the sword had him kill a good man whom he respected. Slowly but surely Konrad felt his heart grow cold as he grew more and more distant from his wife and son.

There was complete silence as everyone, monk and knight alike stood around the corpses. As far as battles went there had been few actual casualties. Two knights of the order were dead, a third had vanished and a fourth had received a concussion when his horse was shot out from under him. However their foes had suffered worse. A quick count showed twenty dead elves and perhaps ten more scattered throughout the forest. Looking over the field of battle Konrad told himself that it was a good trade off. He truly wished at that moment that Father Wilhelm would return, for the warrior priest could easily explain to his men the evil of the foes that they had faced. He turned to his men, took off his helm and addressed them.

“You do not agree with my order. You do not have to, but you do have to follow them. I commend brother Brock for doing so.” At this the pistolier’s chest visibly swelled with pride. “You have not seen what I have. Our foes tonight were worse than the orcs that we have so recently fought. They were more inhuman than the mutants that we cleansed from Shallaya’s hospice. They were more cruel than the norsemen who had come to raid our lands. Killing them was what Sigmar demanded, for why else would my sword have chosen their leader to die?” Konrad could see his men start to loosen, all eager to believe in their commander and in their order. They had all sworn their lives to the order and to their god, and they all wanted to believed that it was worth it. “We have done a great deed today, for all of the Empire. Our fallen brothers did not die in vain.”

Konrad knew that if Brother Wilhelm had given the speech then he would have had the men cheering. Instead they nodded solemnly, the cost of the battle on their minds. It was good enough, for they once again believe in him. “See to the fallen, put them to rest like the heroes that they are. And that is an order.”

*See the first battle report on page 1 for the fate of his brother.

* Arena of Death

*This was actually a game that CJ played right before mine. In it his BSB managed to, almost single handedly, kill 16 temple guard. However two irresistible force thunderbolts killed all of his cold ones and a combination of saurus, skink skirmishers and dispel scrolls overwhelmed the crossbow line and their supporting mages. I enjoyed watching the game, so I figured that it deserved a place in the fluff.

21-09-2009, 20:08
Good result versus the dark elves and as ever , great story. cheers !

23-09-2009, 13:44
Good result versus the dark elves and as ever , great story. cheers !

As always, thanks for reading and for the comments :D

26-09-2009, 12:37
Looking forward to a return to the saga of Konrad!

27-09-2009, 06:08
KHolbourn, thank you, as always. I too am glad to see Konrad return. And as always I need to tell myself that I need to not be afraid to lose him in game, because at this point it will be hard to write up his death.

I've got one more battle report, but it won't be up for a few more days. Honestly, it's going to be a bit tough to write up, but I've got some fluff ideas bouncing around in my head. Until then, I'll have a rough army list up here so I don't forget.

The Second Battle of the Horn

Team 1


Captain: Full Plate, Shield, Lance, Pegasus, Aldred's Casket of Sorcery, Pistol (155)
Captain: Full Plate, Shield, Barded Warhorse, Sword of Fate (114)
Warrior Priest: Hammer of Judgment, Heavy Armor, Shield, Barded Warhorse, Sigil of Sigmar (150)
5 Knights: FC, Banner of Arcane Warding (Konrad was in this unit) (185)
5 Knights: FC, Warbanner (warrior priest in this unit) (180)
5 Pistoliers: Outrider with repeater pistol (114)
10 Huntsmen (100)
Total: 998


* Special Character: skink on palequin, when using lore of heavens he gets IF on any double.
* 2 lvl 2 skink mages: Each have thunderbolt, one has lightning, and a 1 use item to get off thunderbolt as a bound spell.
* 3 Salamanders: a boat load of handlers
* 3 units of 10+ skinks (very, hard to count all of those skirmishers)

Team 2

High Elves:

* lvl 2 mage: horse (2 damage spells)
* lvl 2 mage: arrow attraction, fury of khaine
* lvl 2 mage: stubborn spell, vaul's unmaking
(all 3 mages had full points worth of magic items, I'm not sure which ones)
* 14+ shadow warriors (there were alot)
* 14 archers
* 14 archers
* 5 White Lions

Wood Elves:

* Branch Wraith (unknown items/abilities)
* 8 dryads
* 8 dryads
* 8 dryads
* 12ish archers
*10+ waywatchers
* 3 treekin


I apologize for the very rough lists. This game was with three guys I had just met and the game was pressed for time, so we proceeded through it with all haste. Also, trying to remember 3 army lists in such conditions is really very hard (I made an effort to count up all of those skinks but that didn't go very well). Everyone did take some time making their army lists and had just finished another game like this one (4 players, 1k points each), so I am almost certain that nobody underpointed himself.

When everything was deployed I could feel my heart sink. I had a small army that was facing nothing but skirmishers, missile troops and mages. As my ally only brought skinks I also knew that I'd be facing the brunt of the elves' attentions. And as their walls of archers had the entire table covered, along with the two units of shooty scouts, I had a real problem of deciding how I was going to use my pistoliers and pegasus captain. Going into it I could feel that this would be my most challenging game yet.

Multi-Player Rules
* Dice off to make teams. * Each player has a general for his army only, this counts for victory points. * Each army gets 2 power dice and 2 dispel dice. Dispel dice can be shared; power dice are for your army only. * Each team gets 1 turn each that is shared.
Terrain and deployment
Left Flank
The left flank was dominated by a large hill, on it was a large copse of trees. The elven forces deployed high elf archers on the hill, the mounted mage (Fury of Khaine, Flames of the Phoenix) and the shadow warriors scouted out the woods. The allies sent two units of skinks, the salamanders, the pistoliers and the Pegasus mounted captain to secure the flank. One skink priest was deployed here (Forked Lighting, Uranon’s Thunderbolt)

Right Flank
The right flank had two large copses of trees. On was on the left, near the allies’ deployment zone, and the other was on the far right near the elven deployment zone. The allies’ woods were held by the huntsmen, while the far right woods held the way watchers. The elves sent the wood elf archers, a unit of dryads, tree kin and a high elf mage (Vaul’s Unmaking, Courage of Anaerion) to hold the flank. The allies had a unit of skinks, a skink priest (Forked Lightning, unknown second spell) and the warrior priest’s knights on that flank.

The center
The center was boxed in by the hill/woods on the left and the woods on the right. Konrad and his knights sheltered behind the woods on the right flank, but were ready to charge down the center. The skink special character was near them (Uranon’s Thunderbolt, unknown other spells) Facing them was the second unit of high elf archers, two units of dryads, the white lions (with the third elf mage, who had curse of arrow attraction and fury of khaine), and the branchwraith (tree singing).

The Left Flank
The elves took the initiative and moved forward. The high elf player dithered for a moment on how to use his mages, and then after some taunting he moved up his mounted mage so as to blow apart the light troops on the left flank. The archers turned to face the incoming rush, while the shadow warriors moved to the edge of the woods and fired at the salamanders. The mounted mage tried to unleash his magic, but the efforts of the skinks and one of their scrolls stopped him. The salamanders remained unhurt as their scaly skin protected them, but some of handlers fell.

The pistoliers threw caution to the wind and charged forward at the elven mage while the skinks closed in on the shadow warriors. The Pegasus mounted captain flew behind the skinks and attempted to steal a spell, but he failed to do so (and would not capture any spells during the game). The pistoliers proceeded to shoot down the lone elf mage. The elven archers then unleashed a volley that felled three pistoliers and sent the last three running. They rallied, but failed to play any more rule during the game (as I wasn’t willing to risk their victory points, and I didn’t see what three pistoliers could accomplish against a solid wall of archers).

The skinks and salamanders fired at the densely packed shadow warriors, but the skinks all missed and the salamanders…they all overshot and failed to get any partials. This went on for three turns with the salamanders consistently overshooting (as they kept rolling 8 or 10 for range) and then failing to get any partial rolls. The skinks and salamanders only managed to take down 5-6 shadow warriors, and in return the constant arrow fire that came their way took two wounds off one salamander and reduced the number of skink crewmen by half. The horrible luck of the lizardman player for killing elves was returned by his apparent inability to fail a scaly skin save roll for his salamanders. Finally the elves tired of the game and charged into the salamanders. The elven warriors did an impressive three unsaved wounds to the salamanders, taking down one of the beasts. In return four elves were eaten, the rest broke and were run down (if they managed to do just one more wound they would have killed a second salamander and thus won combat).

The Pegasus mounted captain was soon at a loss for what to do. After hiding behind the skinks I came to the realization that to steal a spell he would have to expose himself to three units of archers. Determined to get some use out of him I flew him up to the flank of the 14 elf archers and shot one of them down with his pistol. They turned to face the captain and fired at him. This took two wounds off the Pegasus, but none of the arrows got through the full plate of the captain. I had expected the elves to shoot down the Pegasus, but as he was landed 1’’ away I didn’t mind. It was a pleasant surprise to find the Pegasus still alive. With his lance leveled, he charged. More on that later…

The Right Flank

The elven forces started by firing with everything they had at my knights. This felled two knights, and while the knights did not panic, I did. The knights turned around and ran around the woods towards the center. More on them when I discuss the center.

The waywatchers abandoned their woods and ran forward. The skink special character realized that his doom was coming and tried to flee, but he was still in range of the elven bows. He hit the waywatchers with a thunderbolt that was cast with irresistible force. It got 2 hits and only 1 wound. The elven arrows then silenced the mage. My huntsmen tried to do the same to the high elf mage, but their skill was lacking. Then the tree kin charged them. The huntsmen fled and never rallied, as they eventually fled off the board. The remaining skinks threw their lightning at the elves, and despite an insane number of irresistible force spells, they only managed to kill two waywatchers (with two lighting bolts), but they then reduced the unit of dryads to half strength. The high elf mage kept failing to cast any spell, much to the annoyance of the high elf player. Then the skink skirmishers managed to make their way around the tree kin and shot down the lone high elf mage. In return the waywatchers showed their wrath and reduced the skinks to just two warriors. The skinks held but failed to do any damage back.

The Center

The elven archers in the center were soon blocked by the wall of dryads and white lions. The victorious tree kin turned in the woods, facing at an angle to trap any knights who charged in. His plan was obvious: let me charge, get bogged down and then flank/rear charge me. With nothing else to do I put my faith in Sigmar and charged; after I set things up of course so that after the first charge I could follow up with a second.

The first wave saw Konrad charging the dryads in front of him. Konrad killed one and the knights killed two for no losses in return. The dryads fled and were run down. This gave the flank of the knights to the second unit of dryads who had the branchwraith. They charged Konrad in the flank, who failed his fear test. Fortunately the knights outnumbered the dryads, so they only needed 6’s to hit. Konrad called out a challenge, but it was declined by the brancwraith who hid in the back (I think that people are getting wise to the sword of fate…). After weathering the dryad assault, Konrad killed 1 of them. As the knights outnumbered the dryads, had a banner and did a wound, they won combat, broke the dryads and ran them down. This took them into the flank of the high elf archers just before the Pegasus captain charged in. In that combat the elves did a massive 3 wounds to the Pegasus, taking down the noble beast. In return they lost 6 elves, broke and were run down (not by Konrand and his knights, but by the captain who was then on foot).

The warrior priest and his knights were busy during this time too. The turn after Konrad charged in they charged the white lions. The skinks kept the elves busy with their spells which let the warrior priest get through Soul Fire. This killed one white lion (leaving 4 and the mage). The white lions only managed to hit once and then failed to wound. In return the knights killed all of the white lions and the warrior priest wounded the mage and ran him down. This put them right in front of the high elf archers. A volley killed one knight which panicked the unit (Down to the warrior priest and 2 knights). Their flight (15’’) brought them out of the line of sight of the tree kin. The knights rallied and the tree kin turned to face them. The game was called here.

Victory Points (Very rough, based off many assumptions, points for generals included)

Human-Lizard Alliance

High Elves-950 VP? (he had 1 unit of archers left) Wood Elves-roughly 600vp? (waywatchers at full strength, ½ dryads, archers at full strength, treekin). 2 table quarters-200. Total: 1750

Elven Forces

Empire-300 VP gained (½ Pistoliers, ½ War Banner Knights, Pegasus, Huntsmen) Lizardmen-unknown. I would guess though that 300vp for his character, 100 for his general and then ½ skinks and ½ salamanders. So I am guessing about 600 Vp. They also claimed a table quarter. I’d say that the elven forces got roughly 1000 victory points.

1. If the game went on any longer then Konrad and his knights were going to easily destroy both archer units. The skink mages could have finished off the dryads and possibly get the waywatchers to half strength (if my ally could start rolling more hits that is), but on the other hand the tree kin had the ability to see off my warrior priest/knights. Given that, the elves could have gained another 320VP, but the allies would have gotten a similar amount, so I don’t think that this would have changed the outcome of the game.

2. What helped a lot in this game was that the high elf player sent out his mounted mage to die so early. By shooting him down it gave us an early lead in the magic phase and that helped a lot. The other mage died fairly easily to the skinks as well, so that was good. This let the skinks get off a lot of lightning spells. We were also fortunate to get so many offensive spells while the high elf was stuck with a lot of defensive ones. The mage on the right flank was pretty worthless, while the one in the center kept trying to get off arrow attraction on the salamanders, which was stopped each turn. I also didn’t realize how safe my knights were from High magic. Looking back at it their main problem was really the waywatchers, but thanks to terrain the waywatchers didn’t get take down my knights like they could have.

3. For VP purposes, our armies were actually very good for point denial. His skinks were almost impossible to catch/hit, so because of that the lizardman player only really lost VP for losing his special character/general. As for my army, knights are hard to kill and most of my points are tied up in my characters. What I was really lucky with was Konrad and his knights. They managed to take out a unit of dryads, and then after getting flanked by the second unit they broke them and ran them down (with the wood elf general). When Konrad was flanked and failed his fear check, my heart skipped a beat, as I really thought that Konrad was about to die. Instead it ended up working to my advantage, as it gave the Pegasus captain the help he needed to take down the elven archers (he would have lost combat without Konrad and his knights). This was a major point swing, as instead of potentially losing 155 victory points, I instead got the points for the dryads, archers, branchwraith and general.

4. A real turning point was when the shadow warriors failed to break the salamanders. If they got one more wound then they would have won combat. If they could have taken them out, then they would have been in charge range, or at least bow range, of both lvl 2 skink priests. I’m sure you can all imagine what 10 shadow warriors can do to a lone skink priest. But that didn’t happen. Instead 1 saving throw meant that the elves lost combat, were broke and run down. Given that and Konrad’s luck with the dryads, this game could have easily gone in the other direction.

5. The flaw in our opponent’s plan was that they counted on dryads being able to hold the charge of my knights. They should have taken more white lions to make a real anvil and then used the dryads as the hammer. Instead my knights were able to break the dryads (who have no standard or ranks) and wipe out the white lions (there were only 5 of them). This opened up the center and netted the alliance a lot of victory points.

6. I was really worried when I saw the magic/shooting that was facing us. I did not realize that the shadow warriors would focus exclusively on the salamanders and that the waywatchers would only get one turn of shooting against my knights at long range. I am also thankful for my ally for suggesting that we use his skinks to protect my troops until the time was right for the cavalry charges.

7. These players really need to hide their mages in units. 4 mages died in this game because they were deployed by themselves. It is a tough lesson, but there it is.

Overall this was a really fun game and I thank everyone who was a part of it. I know that the wood elf player also has an undead army (as he royally destroyed me in a 250 point warbands game with them. It was my first time seeing what invocation can do to a unit of 10 zombies…after 6 turns they grew to 75, and that was from the attention of just 1 vampire!). So I really hope that I can play him using Konrad’s knights. I am sure that it will be a challenge as my knights won’t be able to break anything on the charge and will lose in the second round of combat. I’m not sure how to cope with that, but that is what will make it fun.

29-09-2009, 13:09
The dark elf general pulled his sword out of the chest of the saurus warrior and took stock of the situation. He and his black guard were standing on a blood soaked field with the corpses of both saurus and elf at their feet. It was the third time that the lizardmen had charged that day. He had gathered his host and was marching for the tomb site when the lizardmen attacked, neither side was winning, but it was a war of attrition that wasn’t going to end anytime soon. Both sides had limited resources and soldiers, so both were being bled dry. He was not happy, because for every minute that was lost his prize came that much closer to slipping from his fingers. So he snapped his fingers. From within the ranks came a lanky dark elf who was shouldering a repeater crossbow. He kneeled down.

“My lord?”

“Take all of your shades and secure the tomb. I want it free of opposition when I arrive.”

“But..but lord, we are needed here! What if the skinks surround you? There will be no retreat. Also we are running low on bolts, my men cannot last a protracted engagement without support.”

“Are you disobeying me?” The threat in his voice was clear. The captain of the shades quickly shook his head. “Good. Take with you the coven. My ring is more than enough to foil the skinks’ magical tricks, and the coven will be of more use to you anyways. Now go, and do not disappoint me.” The captain of the shades bowed down even lower before disappearing into the darkness.

Konrad and his knights rode through the night. They were in high spirits after defeating the elf raiding party. This was despite the progressively worse weather. It was raining heavily and lightning lit up the sky every minute or so. Konrad had sent forward the huntsmen and his pistoliers to make sure the way was safe. As they rode the knight to his right pointed a gauntleted hand and said “That is where we first saw them, the fey ones. We caught them with a pincer move over by that ridge.” Konrad nodded and silently wondered what it was that kept drawing the fey ones to this place. After fighting in the arena he would have to come back to investigate. His thoughts were broken by screams from his right. It was impossible to see clearly, but soon Brother Wilhelm and four of his men rode towards them. One of the warhorses had two knights on its saddle, one of whom had a bolt sticking through his breastplate. His helmet was off and blood was bubbling out from his lips. The other knight had a bolt sticking out of his leg, but unlike his comrade he could still ride. His only goal now was to get the both of them to safety, and as such he rode behind the uninjured knights. The warrior priest was wide eyed. “We are under attack! Sons of Sigmar, lances high!” Konrad cut him off before he could start his rant. “Form up! We will charge straight through. Gunther, you five are with me. Father Wilhelm, be ready to exploit any opening we make.” More screams filled the knight. The scouts came running out of the woods. Many of them had dropped their bows and they were all in complete flight. A preceptor caught one of the fleeing monks. These were veterans who had fought elves, mutants and even the undead with bravery, but now they ran like scared children. The monk pulled out of his grasp, shouted “Daemons!” and continued to run. The preceptor looked to Konrad, but before he could say anything Father Wilhelm raised his hammer and gleefully started to recite the prayer of exorcism from the Dues Sigmar.

For the past two hours a covert war had been waged around the crypt. Skink skirmishers crept through the undergrowth with poisoned tipped arrows and javelins. Facing them were the worst of druchii society, the dreaded shades. The cruel scouts were low on bolts so their feared repeater crossbows were being used as single shot weapons. The elves took their time to aim and sent lethal bolts through the night and into their diminutive opponents. The skink priests called upon the wrath of the heavens to strike their opponents. The sky darkened and a torrential downpour started. Elves were thrown into the air as lightning struck their positions irrespective of how well they hid. In response the sorceresses turned their attention towards away from breaking the wards of the crypt and towards more nefarious goals. Both sides actively hunted down the enemy’s mages. One skink, who was standing upon a palanquin, was ambushed by the most veteran of the shades. His skinned body was later found suspended from a tree as a warning and for the shades’ sick enjoyment. Later one of the sorceresses was caught at the base of the crypt, her dart filled corpse lying at its stone doorway. The remaining sorceresses gathered their energies and called forth the most dread of their allies. Daemons from the warp seeped into the real world. Their essences found hosts within the trees. Roots were uplifted, eyes opened where there were none before and they began to walk in an unnatural parody of life. The battle soon turned against the skinks as the forests attacked them. Skinks were torn apart by clawed hands as darts stuck harmlessly into bark skin. It was just as the dark elves had succeeded in forcing the battle away from the crypt and into the nearby woods that the knights arrived. The humans had blundered into a battle that didn’t concern them. Their misplaced fervor was unleashed on the elves who were busy securing the crypt. With horror the elves watched the cavalry charge come. The first wave hit the daemons head on. Lances split wood open and sap-blood spewed out. The daemonic entities were trampled as the knights rode past them. Then a second wave hit, this time against the chief sorceress and her surviving bodyguards. Already savaged by the lizardmen, the protective circle was broken and shattered by the charge of the knights. Led by brother Wilhelm, he personally crushed the skull of the sorceress as she turned to flee the carnage. Konrad, having broken the first horde of daemons was soon set upon by a second group. Dagger like claws scratched at his armor while the daemons hissed, a sound similar to the wind blowing through the leaves of a tree. Konrad’s blessed blade split one of the daemons in half as his knights turned to face the threat. Where the skinks were at the mercy of their foe, the protective armor the knights saved them from harm, and where the subtle weapons of the skinks proved ineffective, the heavy broadswords of the knights cut through the daemon’s bark skinks with impunity.

From high above Brother Aldred circled. He could see the pistoliers ride down and murder a mounted elf, only to be driven away by a volley of elven crossbow bolts. With his lance lowered he led his mount into a diving charge to save his brothers from being shot down while they fled. The elves saw him coming and bolts whizzed through the air. One struck him on the shield, but failed to punch through. Two more hit his mount who whined in pain, but kept going out of loyalty to its rider. Aldred hit the elves like a thunderbolt, his lance impaling one and his pistol taking another through the head. Then they were on him. A dozen hate filled elves surrounded him and cut down his Pegasus with their serrated blades. The death cry of his mount struck the knight in his heart, as he had been so consumed by the thrill of battle that he had neglected to think about his mount. He raised himself to his feet and drew his sword, fully ready to kill them all. He was surrounded by a sea of cruel smiles and blades that glinted in the moonlight. Before they could pounce the earth started to shake. They could all feel it, the tremor in the ground. His brothers were coming. Even as Aldred parried a blow that was aimed for his head his brother knights arrived. Their lances already broken, the knights came in with their swords. The lightly armored shades were slaughtered by the charge. The survivors turned to flee, but they were in the open and their foes were mounted. Aldred put his sword through the gut of a fleeing elf and was brought crashing to the ground by the weight of the elf. He kicked the corpse off of him and pulled himself to his feet. Well over a dozen corpses littered the ground and the air was filled with the victorious shouts of the blood covered knights who had all broken ranks to better pursue their broken foe. Aldred didn’t join them. Instead he walked over to his Pegasus, the winged horse that he had raised from a foal. The Pegasus’ sides heaved as it tried to suck air into its ruined body. Aldred took off his helmet and touched his head to that of the Pegasus. He knew that he wasn’t strong enough to put it out of its misery; he only had the strength to stop himself from crying.

With the sorceresses dead the remaining daemons began to fade, their link to the material world severed. Nearly a hundred elves were sent to secure the crypt, and by the time the humans arrived their numbers had fallen to seventy five due to their war with the skinks. It had only taken fifteen minutes, but victory from a battle that had raged for hours was turned into a slaughter by the timely arrival of the knights. Lightning continued to fill the air, driving away the surviving elves from the field of battle. The night was still strong and the humans could not see the retreating elves, all they knew was that they had killed everything that came within sword reach. As the dark elves pulled back one stayed behind. Out of sheer spite the dark elf hid in the darkness and leveled his crossbow, a cheering knight in his sight. Rather than attempt the difficult shot of taking down a heavily armored knight the elf aimed for the steed. The bolt shot out and hit the horse in the neck, breaking through the barding. Due to the range it didn’t kill the heavily muscled animal, but the surprise and pain caused the horse to rear up and throw its rider to the ground. The knight landed hard and had to roll out of the way as his mount panicked and very nearly stomped on him. The dark elf grinned maliciously as he watched the knight get to his feet and try desperately to calm the wounded animal. The cheering had stopped now and the human’s comrades either rushed to his aid or stared out into the darkness to try and find the hidden killer. He was about to aim another shot when a bolt of lightning split a nearby tree in half. With a frown the dark elf gave up his sport and silently retreated into the darkness.

As the morning sun rose the true scale of the battle was revealed. The knights found that the woods, shrubbery and fields were filled with the dead. The strange lizard like beastmen could be found in great numbers, their diminutive bodies pierced with crossbow bolts or cut by blades. With them were many dead elves, many having died from small wounds that had barely grazed them. In the field the story was different. Here the dead elves were split asunder, cut down by heavy broadswords, impaled by lances or crushed under the weight of a cavalry charge. The slaughter was worst around the crypt itself. The bodies of elves and skinks were scattered around it, evidence of the brutality of the fighting. Even when the monks sheepishly made their way back to the field the dead still outnumbered the living. Exhausted from fighting two battles, burying the dead and from lack of sleep the knights rode off. The Arena of Death beckoned.

29-09-2009, 15:32
Mageicide it seems ! Why did they play that recklessly with their mages?

29-09-2009, 16:13
Well, for the high elf player...

The mounted mage he was taunted into using. With his damage spells he did attempt to kill the pistoliers, and judging from how far he moved him he might have thought that he would have been out of range in the first turn. It was his first time playing against Empire, so I don't think he was prepared for how fast/killy pistoliers can be. The look on his face when the pistoliers ran up like that does support this theory.

And for the mage by himself on the far right flank, he failed to cast anything all game. The high elf player got disgusted with him and when the mage died he said "good." He failed every attempt to give a unit a ward save and on the few times that he got the stubborn spell off it was dispelled.

The one in the middle at least he did try to protect with the white lions, but the unit was far too small to be of any good.


The lizardman player kept all 3 of his mages by the table edge. With no range for their spells, and with his skinks rushing forward, I believe that he thought they were safest back there. When he did realize that the way watchers could catch them he made every effort to run them away, but his general was just barely in the 30'' range and was shot down. The other two stayed far away from anything that could harm them for the rest of the game. So I wouldn't call his use reckless, it is just bad placement that killed his general.


So yeah, mageicide. The high elf player really was too reckless, the lizardman player not so much.

I am also really debating whether or not to use the casket captain in my future games. While the flying character has done fairly well in killing things, my inability to roll a 4+ is starting to wear thin. Perhaps a lvl 2 mage with a wizard staff and a dispel scroll would serve me better...

29-09-2009, 21:16
I am also really debating whether or not to use the casket captain in my future games. While the flying character has done fairly well in killing things, my inability to roll a 4+ is starting to wear thin. Perhaps a lvl 2 mage with a wizard staff and a dispel scroll would serve me better...

Looks like a fun game that one :) The team game with me an mate Vs ogres was quite jolly. Always nice to see a fellow Empire player doing well.

I know what you mean about the Casket/Pegasus. It's worked really well for a few games for me as well but sometimes... Its also 155 points of not very supportive character and I like my characters to support the blocks either through warrio priests, the BSB or maybe a wizard as dispel die and occasional magic missile. I do like taking the Casket in 3K games when I feel I can spare a character slot...

02-10-2009, 23:16
1000 points, Dark Elves v. Empire

Noble-Pendant of Khaleth, Lance, Heavy Armor, Shield, Sea Dragon Cloak, Cold One
Noble-Lance, Heavy Armor, Shield, Sea Dragon Cloak, Horse, Cloak (all enemy attacks are at 1/2 strength)

5 Dark Riders-Crossbows, Spears
5 Dark Riders-Crossbows, Spears
5 Shades
5 Cold One Knights
5 Cold One Knights


Captain: Sword of Fate (nominated hydra), Full Plate, Shield, Barded Warhorse
Warrior Priest: Hammer of Judgment, Sigil of Sigmar, Heavy Armor, Shield, Barded Warhorse
Mage: Lvl 2 (Cleansing Flare, Blinding Light), Wizard Staff, Ring of Volans (Cleansing Flare)

5 Knights: Full Command, Banner of Arcane Warding
10 Huntsmen: Marskman
5 Inner Circle Knights: Full Command, Steel Standard
5 Pistoliers: Outriders with repeater pistol

Terrain and deployment

Left Flank
Both sides had a hill in their deployment zone and there was a copse of trees in the center. The Empire hill had an elven monument on it.

The dark elves had a unit of dark riders and the cloak noble.
The Empire had pistoliers behind the monument (with the mage) and the huntsmen in woods


There was no terrain. All of the knights were here, with the warrior priest and noble staring each other down. Konrad faced the other unit of cold ones, putting him closest to the right flank.

Right Flank
The dark elf deployment zone had a copse of trees in it.

the hydra was behind the forest and the shades inside of it. No Empire forces were present to oppose them.

Pregame thoughts

DJ, the last dark elf player I went against was my opponent here.At this GW store he tied for best general in the fantasy campaign and would be fighting a dwarf player for the title. While he was waiting we agreed to a 1000 point game. He said that a hydra would be too cheesy at 1k, and I said "Take whatever you want. The pendant, hydra, ring of Hotek. I'll find a way to deal with anything you can think of." So he brought this experimental list. Two heroes who can't be killed, a hydra and lots of very fast troops. I think the ring missed the cut off due to lack of points. I was a bit worried about this, but I was up for a challenge.

Turn 1

The Empire got the first turn. The pistoliers ran up behind the woods on the left flank, the knights advanced cautiously and the huntsmen shot at the dark riders. They killed 1.

The dark elves moved forward, staying out of 14'' so they couldn't be charged. The dark riders on both flanks ran up, as did the hydra and the lone noble. Shooting did nothing.

Turn 2

The inner circle knights declared a charge and passed their fear tests. He held, and I revealed the steel standard. I got 1 extra inch. They were 15.25 inches away...failed charge! Things were not looking good. In the magic phase I got off cleansing flare, which killed 3 dark riders and wounded the noble. The huntsmen proceeded to...do nothing against the last dark rider.The pistoliers failed to shoot down the cloak noble.

The pendant noble charged the warrior priest, who fled. The dark riders rode behind Konra'ds knights and the hydra flamed them in the flank (killing 2). No other shooting did anything, but Konrad failed his panic test and fled 4''.

Turn 3

Not good at all. I ralled both knights, but I'd be charged next turn by the hydra. If I turned to face it, it would break me and go into the inner circle. So I gave it Konrad's flank, planning to flee from it and counter charge with my inner circle. Magic and shooting did nothing.

The hydra charged Konrad in the right flank and the cloak noble charged the left! I now realized that I couldn't flee. The way the battle field looked was like this:

Left Flank

Huntsmen, Pistoliers and the mage have secured it.


[Cold Ones w/ Pendant Noble] [Cloak Noble][Konrad's Knights][Hydra]
(several inches)
[Warrior Priest Knights]
(several inches)
[dark riders]

Right Flank

5 cold one knights and 5 shades.

So, will Konrad survive this? Will the order of the broken lance be shattered by the might of a hydra? When will I find the time to finish this battle report and the fluff?! Well, we'll all find out later. Thanks for reading!

04-10-2009, 19:18
It looks dicy but you can still do it ! Lets hope sword of fate works and regenerate doesn't!

04-10-2009, 19:28
Really great fluff grumbaki, will be interesting to see if Konrad prevails!

05-10-2009, 13:34
The noble hit the knights and wounded them three times. I made all three 4+ saves. The two beast masters did two wounds. I made both 2+ saves. Then the hydra itself put all of its attacks on Konrad. It did five wounds. I made all of the 3+ saves. Then Konrad attacked, hit the hydra twice and did a total of six wounds (he failed both regeneration rolls). With the hydra dead both the noble and the beast masters fled. The knights pursued into the flank of the cold one knights with the pendant noble. (I wish that I could do the math to figure out the probability of making all 10 of those saves, but I think that it is evident that I got very lucky)

Turn 5

My opponent was still reeling from shock when I declared the charge with the warrior priest and his inner circle knights into his cold ones. The pistoliers then ran up behind the cold ones to catch them if they fled. In the magic phase I got off cleansing flare again. It hit the unengaged cold one riders 6 times, and he failed 5 of his 4+ saves. The entire unit was wiped out. But even with using the ring the other unit emerged unscathed. The two beast masters were in range of it so of course they were killed (2d6 str 5 hits, even with my luck they were screwed). In hand to hand combat a challenge was issued by his pendant noble. My warrior priest hit him once but he passed his toughness test. The str 4 hit got through his 1+ AS, but he made the ward save (I hate that pendant). Still, the rest of the unit was wiped out and the noble fled into the pistoliers.
At this point he called the game as he was down to a unit of dark riders and 5 shades.

Victory to the Empire

1. First of all, it was great playing against DJ. In the store’s campaign (which unfortunately I could not join) he tied for the best sportsmanship (with a local dwarf player) and also tied for best general (with a different dwarf player! Later that day he was going to have a game for best general. I wish him the best of luck).

2. Turn 2 almost lost me the game. Being out of charge range by .25 inches really destroyed my battle plans. I imagined having my inner circle break his knights and run down his noble. Then I planned to bait his other unit with the pistoliers and then charge with the other knights (and hopefully with cleansing flare do a few wounds to the hydra and maybe take care of any dark riders who got too close). That didn’t happen though, and as you all saw, Konrad got flanked by a hydra and a dark elf noble. Statistically Konrad should have died. When that happened, DJ shrugged and said something to the effect of “That’s why we roll dice. It is what makes this game fun.” There is a reason why he won the best sportsmanship award (a box of wood elves which he is converting into shades).

3. It is hard to say that I deserved this win seeing as how Konrad’s heroism and the order’s armor smiths seem to deserve that more than me. But looking at our lists I feel as if though I played it right. My huntsmen attempted to kill the dark riders (and might have done it if the mage didn’t do it first. But even then the pistoliers were in position to shoot down the dark riders as well). I also think that my use of the knights was done right; it is just that I relied on a 3+ to get that important charge off. I personally think my good luck here came at the expense of Kholburn’s horrible luck in his Empire battle report series (miscasting mages and exploding warmachines!) There is only so much luck to go around for each army, so Kholburn, thank you, and I am sorry.

4. I also think that his decision after the hydra got its charge cost him the game as well. He moved up his cold ones way too far as he expected to win the combat to their side easily. After the game he told me that he should have just had the hydra run around and flame my knights to death. I disagreed, as I still think he played it right. There was no way he could have expected me to make 10 out of 10 armor saves. I wasn’t sure what he expected to do with his cold ones though, as they were easily in charge range of my inner circle. I can only guess that with the pendant he expected them to hold the charge. Either that, or like a true dark elf he just underestimated the humans.

5. My mage did well this game. He wounded a noble, killed 3 dark riders and 5 cold one knights (an entire unit!). Surprisingly, he never miscasted even though he was casting on 4 dice for 5 turns. I think that in the future I might change his Ring of Volans into a luck stone so that when I do miscast with those 4 dice I can reroll it.

6. The reason why DJ didn’t take the Ring of Hotek was because he figured that at 1k I wouldn’t have that much magic. Plus he said that a lvl 2 wizard will probably be casting on 2 dice anyways, so the ring wouldn’t be of much help. Thank god he didn’t take that item or things would not have gone as well. He was also really tight for points, as he ran his cold one knights without any command. However, I did waste 45 points on magic resistance, as he had nothing in his army that I could use it against. At low point games, taking anti-magic can often be a liability, but I still think that it is too dangerous to go without it. One of these days I’ll go up against 1000 points of tzeench daemons and then I’ll be glad for the MR 2.

7. His army was designed to move forward quickly and overwhelm the enemy. Also his cloak noble was a warmachine hunter, seeing as how all attacks against him are halved in strength. Even if a cannon ball hits him he’ll still get a 4+ armor save! The only thing he has to watch out for is bolt throwers, seeing as they ignore armor saves. But they’ll still need to wound him on a 4+, as their strength will be reduced to 3. That noble must have taken at least 20 pistol shots and didn’t take a wound. That is a good build. I am glad that both of us took premade lists and didn’t tailor them to fight each other, as I personally believe that the game is more fun that way. I am also glad that he took the pendant and the hydra, as now I can say that I have played against them. I’ve heard a lot about them but this was my first time that I got to see them in action. I can see why people complain so much (that hydra could easily eat a unit of empire block infantry) and the pendant noble seems impossible to kill. However there are always ways to counter these things; even if the counter in this game was ridiculously good luck.

8. It was after this game that I decided to take Konrad out of the Arena of Death. Why you ask? Well, when that Hydra charged I suddenly realized how important Konrad is to this battle report series. I actually felt sad when I thought about how I’d have to write up his death and I wondered what would happen to the order after him. It was then that I decided that when he dies I want it to mean something. I don’t want to have to do a write up where Konrad dies fighting techno dancing skaven (humorous, but the arena of death does tend to get a few…creative entries). So a pair of elves were entered instead.

And while it wasn’t Konrad (same build, different name) I am happy to say that an Empire captain has now killed both a giant and a hydra. So who says that Empire armies need cannons to deal with monsters?


Selone and Toshiro, thanks for reading. :)

05-10-2009, 13:35
Daelyth was in a rage as the remnants of his shades had come back in defeat. The news of their loss had sent a shockwave through the dark elf army as it now appeared as if the humans were working together with the lizardmen. He had sent out nearly a hundred elves and of them three fourths had died in battle, including the coven of sorceresses. It would be hard to explain to his father how he had lost so much of his army in what should have been a simple mission. Even worse, his own forces had suffered as well. The battle with the lizardmen army had only ended when Daelyth had slain the enemy commander in single combat, the large saurus warrior being unable to get past his magical defenses. It was becoming a more and more common item, the pendant of Khaleth. It seemed like every aspiring dark elf lord now wore one, as the pendants had the power to stop cannon balls and disperse even the strongest of magic. His father had given it to him as a mark of his trust when he had sent him on this mission, but despite his son’s request he refused to give him one of the Hotek’s rings. The rings were nearly as useful as the pendants and as such were being created in similar numbers as to the pendants. The only thing keeping their production down was that they were just as dangerous to the dark elves’ own sorceresses, and the coven who had accompanied Delayn refused to make the journey if there were any of the rings onboard. Still, he had his pendant and he had a hydra, so how could he lose? Daelyth gathered up whatever was left of his mounted force and left the infantry behind. There were five more shades waiting near the crypt and keeping a watch over it. He would go there and personally slaughter every human he could get his hands on. His infantry would follow behind them and then secure the crypt against any lizardman offensive. With a glower the dark elf noble urged his cold one on.

The knights of the order of the broken lance had attempted to continue their journey to the arena of death, but soon they had to make camp. They had fought throughout the night and were weary. Their casualties had been surprisingly light, and most of the knights were in good spirits. That is, except for Aldred. His prized Pegasus had died during the battle and the knight had taken it hard. It was said that the Pegasi were smarter than normal horses and choose whom they allowed to ride them. From his mourning, Konrad assumed that the stories were true. When they camped that night Konrad had a dream, and in that dream was a vision. He saw a five headed beast towering over him. It breathed fire and was driven forward by a pair of elves with barbed lashes. He had assumed that it was a vision of what lay ahead of him in the arena, but when he woke he learned that Aldred had gone missing. It was reported that he had left his armor and sword behind and had ridden back to his dead Pegasus. Unwilling to lose another knight, Konrad ordered everyone to follow him. It was the pistoliers who found him. As they rode up to the elven crypt they found that there was a doorway where none had been before, and from it Alred emerged. He had emerged holding a strange horn and had a strange look in his eyes. When questioned he just kept saying “wait for the seneschal.” Fearing that he was possessed the pistoliers rode back and reported this.

Daelyth and his men came over the ridge and looked down at the corpse strewn field below. Elf and skink bodies lay unburied on the blood soaked ground. In the distance he could see the crypt that so many had died for. Around it were a mob of armored humans who looked as equally surprised as the elves. Daelyth quickly signaled for his elves to get into position and to keep the hydra hidden until the right moment. The humans reacted by blowing their horns, waving their flags and generally making a lot of noise. Daelyth smile; this would be easy.

Ludwig held his bow in his hands and tried not to shake. He had joined the order after his mercenary company, the Nordland Wreckers, had been nearly killed to a man by the knights. He had joined with dreams of one day being knighted himself, but it now looked like that would never happen. He and his fellow monks had fled the last battle after daemonic trees had tried to kill them. He and the other monks wanted nothing more than to redeem themselves, but Ludwig secretly feared that they would face the daemons again. He was relieved when instead six elves on black horses came down the ridge instead. With a sigh of relief he fitted his arrow to his bow and let it loose. The elves had seen the humans at the last moment and had scattered in different directions, and as such only a single one of them was unhorsed by their barrage. They fired back with their crossbows, which somehow let loose a hail of bolts. The human huntsmen dived for cover and prepared to fire back. They didn’t have to, as the pistoliers arrived. Ludwig was confused however, as one of the pistoliers had no guns, instead he just held a silver horn. The man lifted the horn and blew on it. Ludwig couldn’t describe the sound, but it seemed to flow through him. His hands stopped shaking and he took a deep breath and the marvelously crisp air. He didn’t understand why the elves panicked though. Three of them fired their crossbows in random directions, making them easy prey for the bow armed humans. The fourth of them, who was armored from head to toe in black armor and who had a shimmering cloak was chased off by the pistoliers. The sixth elf emptied his crossbow in the wrong direction, dropped it and pulled out his spear. He then spurred his horse straight at the humans in the woods. The elf was screaming a warcry, the fear and hatred as plain as the light of day on his face. Ludwig, still feeling a strange feeling of serenity knocked his arrow and calmly waited for the elf to come closer. So too did the rest of the monks. As one they fired.

Daelyth made a hand signal and led half of his knights in a charge. The horses of the humans, who were down wind of the cold ones panicked. The human charge faltered as the horses refused to heed their riders and turned to flee. With half of the knights in full flight, the other half did their best to salvage the situation. As they lined up a roar came out of the trees. The hydra came charging out, its handlers had kept it quiet up until the right moment. Now with their whips they charged it forward. The humans tried to scatter but two of them were cooked alive in their armor as they were caught by the hydra’s flames. Daelyth laughed out loud as the human riders tried their best to face every direction at once. From the other side he could see his champion, Velnyth, come charging towards the human knights. He was being trailed by humans on horseback who tried in vain to shoot him down. They tried in vain, his cloak had been created to be the bane of the arrows and bolts of the high elves, so what good would the guns of mankind be against it? The knights were caught in between the dark elf warrior and the rampaging hydra. It was then that Daelyth’s smile died. One of the knights broke off and went straight for the hydra. He was armored just like the rest of the humans and only wielded a sword. Daelyth couldn’t believe his eyes. The human took apart the monster piece by piece. Where his sword cut blood gushed out, and for some reason the wounds didn’t heal. The monster roared in pain, not in rage. Its handlers tried to rush the knight to aid their charge, but for their trouble they were just cut down too. From the other side Velnyth hit the closest of the knights, but the knight was a veteran warrior and blocked the blow with his shield. Velnyth’s lance shattered, but the human knight stayed in his saddle. The human knights turned away from the hydra, leaving their comrade to deal with it while they encircled the dark elf. Daelyth was about to order his charge when he heard it. It was a note that sang out and pierced his soul. It was distant, but it sent a feeling of unease into him. The cold ones slowed their charge and came to a halt, growling at an enemy they could not see. Even their riders could feel it and looked around for something what was not there. Then the riders came behind them. At their head was a human who didn’t even wear the light plate of the pistoliers. He lifted a horn to his lips and at that moment Daelyth knew that he was too late. He tried to shout out an order but then the man blew a long note. Daelyth’s cold one reared up and threw him to the ground. The other cold one knights suffered as well. Behind him the unit of them closest to the horn were thrown from their steeds and savaged by them as the cold ones went on a rampage that was driven by a primal fear that suffused their very being. Those that stayed on tried to calm their mounts, but they were soon ripped to the ground by the cold ones next to them. Around him Daelyth’s knights tried their best to keep their steeds under control, but it was in vain. Their charge ended, they were perfect targets for the human knights. The knights charged in with precision, their steeds apparently completely unafraid of the cold ones. Lances impaled elf and cold one alike. From the ground Deaelyth could see Velnyth fleeing the field of battle. Daelyth’s cold one fell on him, dead after having been impaled by the lance of a knight. From all around him Daelyth could see the hooves of the warhorses and hear the victory cries of the knights. It had all gone so wrong, and yet all Daelyth could think about was the noise. He knew what had caused it, but that did nothing to dampen his fear. He tried to life himself up, but the dead cold one had both of his arms pinned down. No matter how hard he struggled he couldn’t move. Surrounded by enemies and facing a lingering death trapped under the cold one, the effects of the horn were not needed to instill terror in the elf.

The battle was over. Konrad approached his knights, noticing the look of respect on their faces. They had seen him kill the hydra, and while it was thanks to his blessed sword that he had accomplished the feat, the killing of such a beast would certainly go down in the history of the order. Konrad didn’t care about that. Instead he asked where Aldred was. He had heard the note from Aldred’s horn and had felt its effects. It wasn’t natural, and Konrad wanted to know what had happened. But nobody could tell him where the warrior went. Aldred had disappeared and had taken the horn with him. Even more perplexing was when they went to the crypt the door that the pistoliers found had vanished. Konrad suppressed a shiver. Whatever magic was in the crypt had claimed one of his knights, and even if it had won them the battle Konrad didn’t trust it. After burying what was left of the two knights who had fallen in battle, the men of the order left the field behind them. As far as Konrad was concerned the crypt could keep its secrets. He wanted no part of it.

Velnyth fled towards the waiting infantry and quickly gathered them under his command. After quickly recounting their loss the dark elf champion led his troops back towards the shore. They had been fighting for weeks now for the glory of a leader who had fallen on the field of battle. The horn was gone, captured by the enemy and none of them cared enough for it to offer battle. When the order rode by the elves were already gone.

A week later Konrad and his men arrived at the Arena of Death. It was cut straight into the mountain and its entrance was filled with members from every nation and race. Dwarfs muttered under their beards as they congregated in the stands while boisterous orcs and ogres got into (often fatal) fights over which seat they would take. Goblin and Halfling pickpockets moved through the crowds, and every so often one would be caught and disemboweled. It was a chaotic mass of barely restrained violence. Hesitantly Konrad and his knights approached it. They were met in the road by an angry warrior priest. It was Konrad’s partner, father Wilhelm. The priest took one look at the knights and immediately broke into an angry tired. “…where in Sigmar’s name were you? Can you not see what I have been through? This pit is run by beastmen! Yes, beastmen! They have minotaurs’ patrolling the arena who kill and eat anyone who breaks their rules. This is a pit of filth and heresy! I refuse to stay here one minute longer, for to do so would damn my very soul. Mark my words; everyone who takes part in this is a heretic, a mutant or worse! Why, I…” As the rant went on Konrad lifted his visor to better see a minotaur rip the arms off an orc and eat them. He briefly considered ordering his knights to charge, but the sheer number of enemies dissuaded him. He looked back down at Father Wilhelm and nodded. “Get on a horse. We’re leaving.” Konrad decided that when he got back to the monastery he would be having some choice words with the monk who suggested this errand to him.

05-10-2009, 14:45
That does seem fairly outrageous armour save rolling, fortune favours the brave though!

10-10-2009, 04:36
A battle was fought today, and I'll say that it will have some major reprecussions for the Order of the Broken Lance...:eek:

Team 1


Konrad: Sword of Fate, Shield, Full Plate, Barded Warhorse
Warrior Priest: Hammer of Judgment, Heavy Armor, Shield, Barded Warhorse
Mage: Lvl 2 (Metal-Rule of Burning Iron, Distillation), Ring of Volans (Iron), Warhorse, dispel scroll

5 Knights: FC, Standard of Arcane Warding
5 Inner Circle Knights: FC, Steel Standard
5 Pistoliers: Outrider with repeater pistol
10 Huntsmen: Marksman

Dark Elves:

Noble: Pendant of Khaleth, Cold One, Sea Dragon Cloak, Heavy Armor, Shield, Lance
Noble: Magical Crossbow (3x str 4 ap shots), Warhorse, Sea Dragon Cloak, Heavy Armor, Shield, Lance

5 Cold One Knights: unknown
5 Dark Riders: Crossbows
5 Dark Riders: Crossbows
5 Shades

Team 2


Paladin: WS 10, Heavy Armor, Shield, Warhorse, Lance
Damsel: lvl 2, Beasts (Rally cavalry spell, crow), 2 dispel scrolls

8 KOTR: FC, Banner of Battle

High Elves:

Noble: Great Weapon, Barded Warhorse, Dragon Armor, Shield, Magic Item (Ld test on 3d6)
Noble: Great Weapon, Barded Warhorse, Dragon Armor, Shield, unknown magical items
Noble: Great Weapon, Barded Warhorse, Dragon Armor, BSB (+d6 combat resolution)

7 Dragon Princes: FC, unknown banner
14 Archers
Repeater Bolt Thrower



Team 1 north, Team 2 south

West Flank

The far west had a large hill on it, with a copse of trees on it (with the Huntsmen deployed within). To the north were the high elves.

Bolt Thrower, Archers, Dragon Princes (with all 3 nobles)

To the south were the dark elves.

Dark Riders, CB Noble, Hydra, Cold Ones (with Pendant Noble), Dark Riders

East Flank

The far east had a hill on it as well, only this one had ruins on it (with the Shades deployed within). To the north were the Bretonnians.

KOTR (with damsel), KOTR, KOTR (with Paladin)

Inner Circle (with Warrior Priest), Pistoliers, Knights (with Konrad)


Left Flank

Turns 1-2

As the Bretonnians prayed, team 1 got the first turn. The dark elves shot forward and the huntsmen moved up 4’’. This put them in bow range and charge range of the bolt thrower. As there was no magic on this flank, we went right to shooting. 1 crewman was shot down, as was a dragon prince.

The high elves responded by shooting everything they had at the huntsmen. The bolt thrower killed two of them and the archers five. The remaining three men legged it off the board. This didn’t help the high elves too much though, as a unit of dark riders proceeded to charge and wipe out the bolt thrower. The hydra flamed five archers to death and took a wound in return. The dragon princes lined themselves up to flank the hydra if it failed to overrun far enough after eating the archers.

Turns 3-6

The hydra charged the archers, killed all but one of them and ran down the survivor. This took it far enough to be out of the dragon prince’s line of sight. The dark elves spent the rest of the game playing cat and mouse with the dragon princes. The cold ones were sent over to the right flank on turn 3, as was a unit of dark riders on turn 4. The rest of the army reduced the dragon princes to one knight and the three heroes. The big cavalry unit never saw combat, as it only managed to get a unit of dark riders in their line of sight for one turn and the unit fled from their charge.

Right Flank

Turns 1-2

The empire army advanced cautiously, bar the pistoliers. The pistoliers ran straight up to the KOTR without a hero and along with the shades killed enough to force a panic test. The unit fled, failed to rally and went straight off the board. My two units of knights tried to line themselves up for charges after baiting the other two blocks. Two turns of magic saw the paladin take a wound and his unit lose a knight.

Turns 3-6

At the start of turn 3, the board looked like this. Two units of KOTR, each with a unit of fast cav in their face. Angled were my two knight units. We got into a huge argument about how charging works, with my opponent claiming a free wheel and I saying that he needs to wheel to charge my knights. My inner circle fled and got away, but my regular knights held. I was certain they were out of range. But after the unit was moved, moved back, and the arguing went on for some time, I gave up because it was close enough and I didn’t want to waste any more time going over it. Konrad’s knights were hit by the KOTR unit.

Two of my knights died and in return Konrad killed his paladin. I lost combat, fled and Konrad was run down. Yup, Konrad died.

My inner circle rallied and my partner and I went Mongol on them. Our fast cavalry and my mage ran circles around his knights. The KOTR unit that killed Konrad lost 3 knights on turn 4 to my pistoliers and then was magicked/shot to death. Honors must go to the last surviving knight who on turn 5 survived burning iron, charged my pistoliers (who got away) and was then shot down.

The other unit of KOTR had a problem. It had dark riders to the north-west, pistoliers to the south-east, inner circle knights to the south and cold one riders to the south-west. We angled our fast cavalry so if he fled from any charge he would run into them, and if he panicked from their missile fire they would run into them as well.

The cold one knights were going to charge, but went stupid instead. As the inner circle were still out of charge ran, we unloaded everything we had into the knights. When the dust cleared four knights lay dead and the remainder panicked into the dark riders and were wiped out.


It was actually the high elf player’s turn 6, and he started it by declaring a challenge. His heroes against ours, and ours are allowed to charge. As the game was already over we agreed to it. Here is how it went down.

• High Elf Noble 1
o This noble (the BSB) went up against the CB dark elf. After a quick fight the dark elf took a wound, broke and was run down. Right into the hydra. The hydra proceeded to eat the noble.
• High Elf Noble 2
o This went up against the pendant dark elf. After failing to get through the ward save, the high elf was cut down after two rounds of combat.
• High Elf Noble 3
o The final elf hero went up against my warrior priest. He wounded the priest, but took a wound in return from the hammer (he passed his toughness test but was wounded by the normal blow). In the next round the warrior priest survived the elf’s attacks, who in return made two toughness tests and shrugged off the hammer blows. Then the horse killed them.
• The Final Dragon Prince
o The final dragon prince charged a unit of dark riders. After riding through the stand and shoot he killed two of them and ran down the survivors, thus breaking through both armies and riding to safety.

Victory for Team 1!


1. Well, Konrad finally died. That charge really was very close, so I don’t begrudge him it. What it comes down to, in part, is Bretonnian knights only being three wide, so it is easier for them to charge. I am still thinking in terms of 5 wide, so what would
have been a failed charge for normal knights, Bretonnians can make. In a way it sucks. Bretonnians really do outclass us, as even while trying to bait and redirect them I failed horribly. Konrad paid the price for that.

2. With the exception of my knights being outclassed, the game went as planned. Our fast cavalry ran circles around their slower (but still fast) units and took them apart. Pistoliers are especially great against Bretonnians, as they only get a 4+ save against them.

3. The lore of metal was decent against Bretonnians, but I think that others might be even better. What I really need is something to give me an edge in the movement phase. The lores of life, shadow and beast look like good choices for this, so I’ll have to give that some thought.

Question: For Pit of Shades do they get look out sir? If not, I think that it might be the best way to take down both knights and the damsels who hide with them.

4. Next week I’ll be facing Greg (The Bretonnian player) in a 2k game. I look forward to it, and hopefully I can get some revenge for Konrad’s death.

5. And finally, DJ, I decided that for the fluff I will use the dark elves and high elves, and you obviously would like to read about that instead (It just took a little more thought on how to go about doing it). And who am I to deny that wish?

10-10-2009, 17:42
Well you could always say us Dark elves weren't really evil and instead just needed a hug... then we turned good ;)

This is DJ btw.

10-10-2009, 20:35
Hey DJ. :) I hope you don't mind, but for the fluff I think that I'll be referring to your dark elves as men from the Drakwald. Highly skilled woodsman who are too poor to afford blackpowder weapons and thus fight with their trusty crossbows instead. Kind of hard to rationalize the dark elves otherwise.

I had actually just finished writing up the entire battle report, but got logged out before I could post it. Thus the entire thing was eaten. I'll get it written up (again) soon.

11-10-2009, 01:13
No problem. As much as it hurts my pride to be compared with a lesser race I think i can survive. :rolleyes:

Do I still get to kill Asur?

12-10-2009, 14:11
The report is up on the previous page. Below is the fluff.


Konrad led his knights back towards the fortress monastery of the order. While they had lost Brother Aldred, Father Wilhelm now joined them in the journey back. Leaving the arena behind them, the knights thought that their trials were behind them. Konrad decided that they would follow the river Reik north, and from there follow the trade route to Reinsfeld to resupply for the long journey.

The first sign that something was wrong came in a dream. It was like all of the rest, with the exception that Konrad saw himself. He watched himself grow up as the youngest son of his father, a lesser count in Averland. He saw himself reach maturity, learn how to ride a horse and joust. He witnessed himself leave home after his father died, having inherited only his horse, armor and lance. He joined the order, won glory for himself and fell in love with his wife to be. The dream started to go faster and faster, with scenes of battle and toasts of victory flashing before his eyes. He saw his son, Anton, be born, and in pained him to know that he saw barely anything of the boy grow up. The scenes continued to gather in speed until Konrad woke up and shot upright. The dream had ended with himself sitting in his saddle and blinding by a pure white light. He told Father Wilhelm about the dream and was reassured that it lord Sigmar talking to him through his sword and it was a sign of the god’s favor.

The next day the column reached the trade road and came to a halt. The scouts had reported back that there were corpses further to the north. Elf corpses. The memories of the battles fought near the ancient elven crypt were still fresh in his mind, and so Konrad ordered his men to advance. The elves were heading to the sea, and Konrad was determined to cut them off before they could do so.


Saelyn sat in his saddle as he heard the report. Things were getting complicated. His vessel had found and sank a dark elf corsair ship near Marienburg and he had come ashore looking for any survivors. What his scouts had found was that there was a column of dark elves riding towards the shore. What Saelyn didn’t know was that these dark elves were the survivors of the army that was sent to recover the ancestor’s artifact. Following their defeat the dark elves had rounded up the steeds that had survived the deaths of their riders, and leaving behind all who were unlucky enough to not find a mount they rode at full speed back towards their ship. All Saelyn knew was that they were coming in force and he planned to stop them. That and they were not alone. The dark elves had picked an inopportune time to charge, because his rangers had told him that there was an army of humans heading into the Empire. Saelyn positioned his forces appropriately. The druchii would easily learn of the humans’ approach and would divert their course appropriately, and when they did they would find the asur waiting for them.


The battle that followed can best be described as chaotic. Konrad’s scouts reported the Bretonnian invasion force and the Imperial knights rode out to meet them. What nobody knew was that the battlefields would spill over into each other as Konrad’s scouts found the asur and mistook them for druchii. The archers leapt to the attack and fired from the tree line at the elves, claiming one of their lives. The high elves responded in kind, and in doing so revealed their position to the druchii. The dark elves leapt to seize the initiative, and though surprised to find their hated kin they did not waste a second in attacking them.

As elf fought elf, to the east the same scene played out with humans fighting their own kind. The Imperial pistoliers drew first blood, riding out ahead and harassing the Bretonnians. While their hit and run tactics managed to kill a half dozen of the knights, and even drive a column back towards their own country, their efforts were not enough. The plan was for them to harass the enemy and to draw them into the open for Korand and his knights to ambush. The ambush was foiled when the war between the elves spilled over. Crossbows and arrows flew wildly, and the shades of the druchii especially fired indiscriminately at the knights. The Bretonnians suffered the worse for it, as they found themselves under attack and charged forward expecting to reach their enemies. When they charged towards the incoming crossbow bolts, what they found was Konrad and his knights who had been waiting in ambush, as opposed to the hidden shades who were actually firing at them. For a horrible second realization hit Konrad. His knights who were ready to charge were still standing still. Facing them were rank upon rank of enemy knights who were already in full charge and who were ready for battle. The Bretonnians did not slow down in their charge, but instead came straight for the stationary knights. Konrad knew then that they could not flee, for they would never pick up enough speed to get away in time. He took one last look at his brother knights and drew his sword. With a prayer to Sigmar on his lips, and a quiet curse towards himself for not being the father or husband that he should have been, Konrad urged his men to charge.

There was a clash of steel on steel as the two lines hit. The Bretonnians had momentum on their side and the Imperials had not even broken into a full charge yet. The two lines hit and the knights of the Empire were swept away. Konrad felt the impact of a lance on his shield and knew that Sigmar’s blessing was on him when the lance snapped instead of punching through. In front of him he could see the enemy commander, a knight with a ridiculously oversized helm and who had the coat of arms which showed on it the grail. Disregarding his own life Konrad rode towards the knight. A second lance hit him, going under his pauldron and crippling his shield arm. He didn’t care. Their eyes met and the Bretonnian tried to turn his lance in time to impale Konrad. He wasn’t fast enough. The sword of fate, the blessed blade of the order of the broken lance, shot forward with all of Konrad’s skill and strength. It took the Bretonnian under the helmet. It split through the knight’s mail shirt and tore his throat out. Konrad had a single second to savor his victory when a third lance struck him square in the chest. Konrad was thrown backwards and onto the ground, only to be run over by the charging Bretonnians. Joining him were two of his brothers in arms. They too had been laid low, trampled into the ground, split asunder and ruined. Somehow Konrad survived being impaled by the lance and being trampled on by the enemy warhorses. His back was broken, his legs shattered. His armor was torn and sometime during the stampede his helmet had come off. Crippled and coughing up blood Konrad could not help but look straight up. Above him burned the sun, and all he could see was a pure, white light. With a bloody smile, Konrad died.


The battle went on and more men died. The victorious Bretonnian knights were followed by the imperial pistoliers. With hatred in their hearts the men of the Empire rode circles around the slower knights, their pistols blazing away into the packed ranks. The Bretonnians tried to reform and catch their prey, but in doing so they failed and to a man they were shot down. Elsewhere elves died in droves. The asur were slaughtered by their kin, their bodies torn apart and their souls sent into the next life. The druchii were not content with this slaughter, as weeks of repressed anger and the self loathing that came with their defeat spilled out. They turned on the Bretonnians, and soon barbed crossbow bolts flew into packed ranks of knights. Both Bretonnian and Empire knights turned to face this threat. The Bretonnians, caught in the open were shot off their saddles by dark elf marksman. The surviving Imperials, still waiting for in an ambush that would never happen, could only chase the victorious dark elves to the shore.


Saelyn and his surviving silver helms split up. They were all veterans of a hundred campaigns, each one having fought for centuries. Everything had gone wrong, but they were determined to sell their lives dearly. One by one they were dragged down by the victorious druchii. Elevain Silverleaf died heroically, killing one of the druchii commanders in single combat before being dragged off his steed. Torelain Seablade died when he rode straight into the heart of the enemy and attempted to kill the druchii general. His throat was slit for his trouble. Hyrian Dragonfriend tried to flee to the south and cut down every druchii who tried to bar his way. He almost made it, but his flight was cut off by one of the misguided humans. The warrior priest, with hatred written on his face that would have done a dark elf proud, smashed the elf off his horse using his blessed hammer and then trampled the noble to death with his warhorse. Out of his entire host only Saelyn survived. He fled to the east and was pursued by five dark elf horsemen. The chase lasted for two hours, and during that time Saelyn killed them one by one.

When night fell, so did he. He had failed, and the price that he had paid was a dear one. Every single elf under his command lay dead on the field of battle, while the druchii they had come to fight were still running free. Saelyn knew that before long the druchii would learn that their ship was gone, and when they did they would take their anger and malice out on the local humans. Anger and guilt gnawed away at the elf’s heart, but he was too exhausted to do anything about it. As Saelyn drifted off into the sleep of the weary he told himself that when he woke he would find a way to contact his ship and he would come back with more of his men to hunt down the druchii. He owed it to the dead.

12-10-2009, 16:59
Great stuff :). Can't wait to see the game on friday.

12-06-2010, 04:29
Very nice reads, even if the hero in the spotlight died a bloody death :)

13-06-2010, 03:25
Thanks for reading, I'm glad that these battle reports are still being enjoyed. :)

14-06-2010, 15:36
Looking forward to the bret game.

Keep these coming grumbaki :)