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KHolbourn
16-06-2009, 09:10
Hello All.

Only recently got back into WHFB after a long break for things like Uni' and been enjoying everyones' Battle-report threads.So thought I'd add my own....

Had 6 games so so far but if you bear with me I'll get them all up slowly (and then no doubt come back to them and add handy things like maps!)

Game 1: first game in over a decade!

Imperial Forces
General (FullPlate, Sword of Might, Silver Sigil)
with 25 Great Swords (10 archer & 10 swordsmen detachments)
Warrior Priest (Barded Horse, Heavy armour & Great weapon)
with 9 Knights w/Full command
W.Priest (AoMI, great weapon)
with 24 Spearmen w/FC & shields (10 Halberd detachment)
Wizard (Level 2, Wizard Staff, Scroll)
with 24 Spearmen w/FC & shields (10 swordsmen detachment)
2 x10 Handgunners
Cannon & Hellblaster

Dark Elf Horde of Nasty

Dread Lord (1+ save, Potion Strength, Magic Sword, Pendant of Cheese)
Assasain (Steed shadows cloak, lots of attacks)
~20 Corsairs w/FC & frenzy Banner
Wizard (Scroll, Sacrific dagger)
2x 10 Repeater crossbow
Wizard (Scroll)
~20 D.Elf spears w/FC
5 Cold Ones w/Armour piercing banner, champ w/Sword Might
Assassin (Some sort of teleport & lots of attacks)
~5 Shades
2x Repeater Boltthrower


Hill on right w/warmachines, handgunner & W.priest spears. House in middle
w/gunners and greatswords hiding behind it. Knights & spearmen with wizard (Heavens) on left. The house was big and neatly cut my deployment zone in half.

He had Corsairs, shades and the RBTs on my right opposite my hill. The 2 Repeater X-bow units on my left along with the cold one knights and the spearmen.

Turn 1-2
I stayed still. His cold ones & spears moved forward on my left. Corsairs &
shades advanced towards hill on right. Assassain flew out of the corsairs,
couldn't reach the cannon so landed in W.Priest spearmen unit. Corsairs &
shades both decimated by Hellblaster & H.Gun fire. Cannon takes out
one of his Bolt throwers. His other does nothing useful. Scroll his unseen
lurker so knights can charge Cold ones...

Turn 3-4
Knights charge cold ones & flank charged after by D.Elf spears. The
corsairs (or the lord & 2 corsairs) charge spears w/assassain. 2nd Assassin
finally killed by gunfire.
Lord, Assassain & Corsairs predictably slaughter spearmen who are killed.
My knights fub and are run down by the spearmen. Magic phase does nothing
save watching him sacrifice x-bowmen

Turn 4-5
Nothing happens on the left. I lose a few spears to Rpt-X-bows and he
loses a few spears to handgunners in central tower. On the right cannon &
hellblaster killed by 2nd assassin before handgunners kill him. Corsairs
all gunned down but lord survives. Lord charges Greatswords and my general
stupidly accepts the challenge & dies (Elf was Str 9 w/Pendant of cheese).
Elf runs away though isn't caught.

Result:- Loss for empire
(by ~400 points if you include his fleeing Lord)

Sorry for the brief report but it was a few weeks ago and I've had a few more battles since then. I (unsurprisingly) made a lot of mistakes in that battle. Such as accepting challenges (it seemed heroic :) ) and not thinking his dark elf spears were in range of my knights flank.
Though I was terrified by the pair of assassins that seemed so horrible and his unkillable general!

KHolbourn
16-06-2009, 09:20
So after the first week's thrashing I went back for some more. Playing the Dragon Ogre themed WoC list (where the mauraders where all like mini-dragon Ogres and the marauder horse were like thing Centaur Ogres). Sorry. Still no pictures; maybe in some of the future games.

2k Vs WoC (Dragon Ogres)

Empire
Templar Master (Sword Might, Holy Relic) with 5 Knights (FC & Warbanner)
Warrior Priest (AoMI & GW) with 24 Great Swords w/FC (10 archers & 9 Halberds)
Wizard (level 2, Scroll) with 24 Spears w/FC (2x 10 Handguns)
BSB (Full plate, Banner Arcane ward) with 24 Swordsmen w/FC (9 halberds)
5 Pistoliers
Cannon & Hellblaster

Warriors Chaos
Nurgle Sorc on steed w/~15 Mauraders
Nurge BSB on steed w/~15 Mauraders
3 D.Ogres w/Champ & GW
3 D.Ogres w/Champ & Extra Hand weapons
3 D.Ogres w/Champ & Extra Hand weapons
6 Maurader horse w/Flails & MoK
6 Maurader horse w/T.axes
5 Hounds
Warshrine
Shaggoth

Table was flat with some difficulr terrain in centre and building on the left & on the far right. I deployed in line (Left to right) w/ Pistols. Swordsmen, Warmachines, Guns, Spears, Guns and the G.swords lined up behind the guns. Knights hiding behind building/forest on the far right. He deployed Shaggoth & 2 D.ogres on the far left hiding behind building. Maurader Horse & hounds opposite warmachines, Marauder infantry & warshrine in centre & the D.Ogre w/GW on far right.

Turn 1-2.
He ran forward and I shuffled forward and shot lots. 2nd Handgun detachment occupying building on the right. Shooting devastated the horsemen & hounds. As pistoliers, archers & hellblaster hosed them. 2 MoK horsemade it into combat w/swords but were beaten. Cannon crew fled the last 2 hounds. Hellblaster also hosed the General's maurader infantry before it broke. And the pistoliers feigned flight the 2 D.ogre units & the Shaggoth.

Turn 3.
On the left D.ogres & Shaggoth charged the swordsmen, other D.ogres charged the swordsmen detachment. On the right his shrine gave "Terror" to the BSB's unit. Priest made Great Swords Unbreakable. I misjudged with my knights and so got charged by G.Weapon D.Orges (oops!). In magic phase a cloying quagmire ate ~8 spearmen with the wizard.

Combat was brutal. On the left the D.ogres ripped through the detachment and overran into the Hellblaster crew. The other D.ogres & Shaggoth killed 4! swordsmen, lost the combat but held. On the right the Templar fought the champion and did some wounds, lost 1 knight but won the combat and overran the D.ogres into his generals unit flank. So far, so good!

On my turn the handgunners did an about face for when the D.ogres ate the hellblaster crew and overran and the spearmen also turned 90 degree left to face the Ogres. The archers finally moved out of the way to unscreen the greatswords. In combat the swordsmen & Shaggoth continued fighting and lost again. This time both D.ogre & Shaggoth fled and died as they fled through the waiting pistoliers. Go swordsmen!
The Templar grand master cut down the nurgle general but they held...

Turn 4-5
His Dragon ogres in my rear obliginly charged the spearmen past the waiting handgunners taking some wounds and his warshrine crashed into the knights flank. THe Templar master killed a few more guys before the shrine ate his unit and he fled by himself. However in revenge the hangunners & archers shot the surviving marauders down to 3 men.

My spearmen w/wizard were abused by the Dragone Ogres losing ~8 men, breaking but getting away. But the Ogres didn't pursue... His army charged! the 3 survivors of his general's unit charged the archers who shot 2 down and then killed the last one. But his BSB w/unit & warshrine crashed into the greatswords as the Dragon Ogres charged their rear w/ the halberds countercharging the BSB's unit. THe combat was brutal with a dragon ogre, marauders & ~7 greatswords all dying and the Priest &
BSB duelling to a standstill. But with a bang on the drum I won. Sadly with the BSB there nothing ran away. With general fleeing and no combat troops nearby I had nothing more to charge in. Though the general did rally; the wizards and the spears did not and ran off the table. In round 2 the Greatswords didn't fare so well and lost ~5-6 and the BSB's steed trampled the priest and was blessed with some barding. Surrounded the greatswords lost by 9 broke despite the stubborn (by 1 damn it!) and were run down by the dragon ogres....

Turn 6.
He shuffled about a little, moving his terror causing BSB unit near enough to make the handgunners in the far right building flee... My general stupidly (it was the last turn and seemed in character) charged his BSB and surviving marauders while the pistoliers moved near the warshrine and failed in any way to hurt it. My general fubbed, did 1 wound on the BSB and then ran away and was caught and killed....

Result: Minor victory for the Empire

It was a great fun game and the shaggoth/Dragon Ogre army looked great. Even if the Shaggoth was blessed with awful luck failing to kill the swordsmen unit...
Though I do need to learn how to use my Knights as they failed to do much (only the general saved them really).

KHolbourn
16-06-2009, 09:52
So onto Battle 3 (was a few weeks ago). This time against a mono-Slaneesh WoC army that was beautifully painted. Was a great game though lost track in the middle of all the details so please excuse the slightly confused Battle report.

Good Ole' Empire forces
Archlector w/VSH, Relic, AoMI
and BSB w/griffon banner
in 23 Greatswords (9 halberds & 5 archers)
Warrior Priest
in 24 Swordsmen (9 Halberds)
Warrior Priest w/barded steed
in 9 Knights w/FC
25 Spearmen w/FC (2 x 10 Handgunners)
Hellblaster
Cannon
5 Pistoliers

The Slaneesh Forces
Exalted w/Book secrets on "boob worm"
5 Knights MoS w/FC
~12 Chaos warriors w/FC MoS
~12 Chaoswarriors w/FC Mos; Sorcerer 2 w/conjoined
~20 Marauders w/FC MoS; Sorcerer 2 w/ power familiar
2x 5 Marauder horse w/MoS, throwing axes
2x Chariots MoS
2x 5 Hounds
Spawn

There was a hill with a forest in front of it on the right flank and pretty much rest was open. I set up with spears (& gunners) on hill with warmachines behind spears. Knights on the extreme right and then G.swords & swordsmen forming a battle line. The pistoliers on the extreme left. He had his Knights & a chariot screened by 2 hounds on the right. A unit of marauders behind the trees. His battle line of WoC (w/sorc), maruaders, WoC and then the spawn, 2nd horse and 2nd Chariot on the extreme left.

Turn 1.
He ran forward with most things. with one unit of hounds baiting my knights, the other angled to redirect. In the magic I shut down his lashes, titillating desire and his general failed to cast his book's fiery blast.
The knights took the bait and his dogs fled stranding my knights. Everything else shuffled forward save the pistols that galloped on top of hill and stared at the spawn & marauders who were out of range. Shooting was fairly uneventful. Hellblaster was out of range and misfired. Cannon ploughed through 4 marauders and handgunners chipped off 1 or 2 warriors.

Turn 2

Luckily for me his 2nd hound unit was blocking his knights so his general charged by himself. Everything else ran forward some more. Magic was again fairly quiet or shut down by the priests dispel dice. His marauders also failed to hit with any throwing axes. In combat my knight champion survived his challenge with the Exalted and ran the general down as he fled and the knights pursued into the angled dogs. Oops...
My army shuffled forward a little more. Archers charging the marauder horse lurking near the forest. Magic was again uneventful. Shooting improved! the cannon missed a shot on the chariot on the left flank. The hellblaster hosed the chaos warriors on the right killing 6 and the handgunners chipped away at marauders and a knight and the pistoliers eradicated the marauder horse. In combat my knights shredded his warhounds and overran but not far enough to escape the charge arc of the knights &
the chariot. My archers killed the horseman and failed to run the unit down as they fled.

Turn 3-6 (things get confused)

On the flanks for the next two turns the spawn is slowly gunned down by the pistoliers as they avoid all forms of actual combat. On the right flank the gunners are "titillated" and run down the hill before reforming and avoiding the rest of the battle. The fled warhounds spent a couple of turns moving up before eating the Hellblaster crew ~ turn 5.

In the centre is where all the action happened. My knights after overruning the dogs were flank charged by his chariot & knights; lost 3 men and narrowly broke and ran into his now rallied marauder horse & died. My greatswords & spears charged forward into the marauders & WoC respectively. The WoC fled, marauders didn't. Marauders lose by a lot; the lector wounding the sorcerer and flee but the detachment doesn't catch them and are then panicked by a hell shriek.

In return the WoC on the left charge the swordsmen while chariot & spawn eat their detachment. Chariot & marauders on the right charge the spears. Sadly swordsmen & spears are destroyed.

"Titillating desire" means the G.swords creep 2" forward "ooh look at the shiny penny"... Then charged by knights in flank; WoC mow through rallied halbediers and into the left flank with now rallied marauders in the front... As greatswords assailed on all 3 sides armour gives them a lease of life (5 5+ saves!) and they fell 2 chaos warrios, 1 knight, 2 marauders and sorcerer is battered in duel with lector and win the combat! Marauders flee. Greatswords then turn attention to warriors & knights; chaos warrior champ then getting skulled by angry lector with
along with 2 warriors & a knight. With ranks back warriors flee & last knight is too small too rally!

On the final turn Chaos warrios charge back in but lose as the lector wounds the sorcerer in duel and the pistoliers gun down some more marauders.

The chariots in the meantime after running down spearmen & detachments met in the middle eradicating my central handgunner unit with impact hits alone and with the hounds ate my artillery crew.

At the end I have ~1/2 strength greatswords with BSB & general, the
pistoliers & 1 handgunner detachment. He has 2 1/2 strength chaos warrior
units, a wounded sorcerer, 2 chariots & some hounds.


Its a Draw!! It was a great fun game. The greatswords wading out of the horrible combat being the highlight. Despite their bad reputation they've proved their weight in gold (like their price) so far.
The titillating desire to make them walk 2" forward rather than charging any of his units was amusing (and sly and Slaneesh like) and set them up for the 3 unit party charge.

Next game I'll post later when the boss isn't around was against Wood Elves.

KHolbourn
16-06-2009, 10:58
Its a slow day at work so here's the 4th report... (This one was ~3 weeks ago so almost up to date!)

2000 Points Vs Wood Elves
(Although the result is pretty one-sided it was more bad luck than skill. Sometimes the dice are small angry cubes of disappointment)

Empire

Warrior Priest (Icon magnus)
in 19 Great swords w/ FC (9 Halberds, 5 archers)
Amber Wizard level 2
and BSB (Doomfire ring)
in 23 Swordsmen w/ FC (9 Halberds, 5 archers)
Bright Wizard level 2 (Scroll)
in 24 Spearmen w/FC (8 crossbows, 8 Hand gunners)
2 x 5 Knights w/musician
2 x 5 Pistoliers w/FC
Hellblaster
Hellstorm

Wood Elves
Sorceress Lord (Beast) w/dispel staff
Wardancer Hero w/7 Wardancers
Alter Hero w/Helm of hunt & HoD arrow
Sorceress level 2 (Athel loren) w/scroll
2 x 10 Gladeguard
5 Gladeriders
8 Dryads
5 Wildriders w/FC & warbanner
Treeman
5 Waywatchers

There was a building on the right flank and woods in the centre on my side so I deployed (in a squashed manner) between them. On his side it was open bar a wood opposite the building. Spears w/X-bows & Handgunners anchored the line (H.guns in the building) with G.swords & Swords at the left and right edge. Knights & pistols went on the far right beyond the building; knights and pistols also went on the extreme left beyond the wood. Hellblaster was in the line & Hellstorm was on the right edge. He deployed glade guard in the centre with them & wardancers screened by dryads. The treeman was in the central woods. Glade riders on the rights and wild
riders & Alter on the far left.

Turn 1

He ran forward with everything. In the magic phase "beast cowers" anchored the right hand pistols and the wood w/treeman tree surfed a few inches forwards. Shooting was painful as the waywatchers appeared in my woods killing blowing 2 knights on the right. His alter let loose the Hail of Doom kill all the left hand pistoliers killing them all neatly.

I advanced the left hand knights to face the wildriders and the right hand ones to face off the G.riders & treeman. Spears; swords & G.swords all shuffled forward and archers moved to get clear shots. Magic was uneventful although bright wizard put 2 wounds on the treeman with a lucky fireball. The rockets grazed the dryads and killed none; X-bows & archers missed. Though the H.gunners did put one wound on the treeman. Then the Hellblaster opened up, 20 shots later the treeman was kindling!

Turn 2

His dryads & Wardancers continued forward; the alter advaning to flank the 3 remaining knights on the left and the wildriders facing off against the swordsmen flank. In magic it was largely uneventful though pistoliers were again cowered. Everyone shot at the hellblaster and killed the 3 crew in a shower of arrows; the Glade riders killing 2 of the immobile pistoliers.

The mage left the swords joining the X-bows. My swordsmen turned to face the wildriders and the spears and G.swords advanced some more hooking to the left. The knights on the right charged the Gladeriders making them flee. The knights on the left failing their fear check to charge the dryads. Magic was again uneventful; the
doomfire ring went "fut" and nothing else really happened. In shooting the rocket missed everyone, the handgunners killed 1 dryad and archers/X-bows failed.

Turn 3

The Wild riders & Way watchers surround swordsmen on all sides continuing to circle them in a mean manner and the Dryads charge halberds which I've rather stupidly angled to redirect the dryads into my wizard & crossbows. the alter also shows off his 18" charge slamming into the flank of my 3 knights. The wardancers continue to shuffle and pirouette forwards. In magic for the first time the "beast doesn't cower" and my right hand pistoliers can move!

Combat was unlucky. His alter kindred ran up and went Boing, taking a wound and then being run down. The drayds slaughtered the halberds and overran into the wizard & crossbows in a two dryad wide conga line.

My swordsmen continued to dance around and faced the Wild riders and the pistols and other halberd approached behind the line of X-bows to menace the wild riders.
My lovely wizard in the crossbows managed to go all Bear's anger which was to save her life.
Finally my pistoliers got to shoot and killed a wild rider. And finally waking up my handgunners in the building killed 3 wardancers despite the skirmishing, wards and regeneration!
In combat the wizard was unhurt and in return slapped a dryad to death. I won and they held.

Turn 4-5

Worried about mounting casualties and lack of men he charged everything. Wild riders & waywatchers into the front & rear of my swordsmen and the wardancers into the front of the spearmen unit.
With little magic and a token few shooting casualties the combat started. My wizard took a wound but ate another dryad for a drawn combat. And the wildriders/ waywatchers killed a good number of swordsmen but the they held due to ranks & the BSB re-roll.
the biggest shock was the wardancers with hero & sorceress lord who killed a measly 3 spearmen; lost 3 in return and were broken and run down. Not good. And involved a lot of immense bad luck.

For me the Greatswords charged the flank of the Dryad conga line and the halberds charged the flank of the wildriders; pistoliers charging the flank of the waywatchers. And a rocket killed a gladguard!
The combat was very one-sided as the wildriders, waywatchers & dryads were felled and all lost the combats by large margins. Though he did have some rotten luck even here.

From this point on it was more or less mopping up...

Turns 5 & 6

Was just mopping up. The Glade guard kill ~10 spearmen.
Then the last 3 Knights charge one gladeguard unit and run them down with the 2nd Gladeguard shot & magic missiled to death along with the Gladeriders.

Massacre for the Empire! I only lost the pistoliers, a couple of detachments and the hellblaster crew (plus some other incidental casualties). Though mainly due to some awful luck for the WE.

KHolbourn
16-06-2009, 12:23
Right; almost caught up to date with Battle reports. Just the two games form last week to go.

Game 1 was 2000 points Vs an all Khorne WoC army...

Empire
Warrior Priest (Icon Magnus)
Wizard level 2 (Gold)
Wizard level 2 (Bright)
BSB w/Full plate
19 Greatswords w/FC (5 Archers; 9 Halberdiers)
24 Swordsmen w/FC (5 Archers; 9 Halbediers)
24 Spearmen w/FC (8 Handgunners; 8 Handgunners)
5 Knights w/music
5 Knights w/music
5 Pistoliers w/FC
5 Pistoliers w/FC
1 Cannon
1 Hellblaster

Khorne Chaos

Valkia the Bloody w/~12 Chaos warriors w/ FC (MoK)
Exalted w/Runesword on Juggernaught w/ 9 Chaos Knights w/ FC (MoK)
Exalted w/Helm Many Eyes w/ ~12 Chaos warriors w/FC (MoK)
~12 Chaos warriors w/FC (MoK)

Terrain was two sets of woods on the left and then a house & pond in the centre of the table creating a bottleneck on the left half of the table. I set up with spearmen, cannon & 2 sets of handguns behind the pond on my right flank; 1 knight unit to the right of them. The swordsmen, hellblaster and greatswords in the centre opposite the bottleneck; both pistoliers on the left with the second knight regiment.

Turn 1-2

The entire MoK army charged forward surging towards the gap between the house and the woods. The two Empire knight regiments started to circle round the forest & the house to arrive at the rear of the chaos horde ~ turn 4-5. On turn 2 both the knights and Valkia declared charges. Valkia fell short of the wizard and the archers fled the knights leaving them stranded. My pistoliers rallied and re-engaged.

Shooting and magic were fairly brutal. Pistoliers; Cannons; Hellblasters; magic missiles & handguns had two solid turns of firing felling half a dozen chaos warriors from Valkia & the Exalted's regiments and reducing the chaos knights to a wounded Exalted & a standard bearer.

Turn 3

The juggernaught, Knight, Valkia all charged the greatswords and were countercharged by the halberds. The exalted's chaos warriors charged the pistoliers who fled into the knights/great sword combat and were destroyed. The un-heroed chaos warriors charged the other pistoliers miring themselves in the forest but the pistoliers fled never to rally. The combat was predictably short with valkia & the exlated killing 8. The priest in return killed the greatsword. But being unbreakable they held.
More shooting ravaged the chaos warrior regiments felling a few and my archer screens rallied. The combat was still horrendous with Valkia and the exalted killing another 4 or so greatswords and the exalted killing 5 halbediers who fled without the unbreakable to hold them in place.

Turn 4
The leftmost chaos warriors continued being trapped in the woods and would remain there for the rest of the game. The exalted with the helm left his unit and charged the Knights approaching from the rear but fell fractionally short. The warrior priest refused the challenge and watched as the last 8 greatswords were chopped to muck.
The swordsmen detachment and spears charged valkia's much reduced chaos warrior unit, both knight regiments charged the exalted hero. Shooting ravaged the remaining chaos warriors reducing the exalteds' unit to a lone standard bearer. In combat the pries was finally killed and valkia and the juggernaught looked for their next victims. The halberds & spears lost the combat but held.

Turn 5
Valkia charged, overran and ate my wizard. The juggernaught charging the flank of the swordsmen. In combat the halberds & spears lost again; the spears turning tail and fleeing off the table. The juggernaught champion killed a handful of swordsmen before being driven back the massed ranks.
All of the archers shot at everything they could; a lone, lucky shot killing the mostrous exalted champion on the khorne juggernaught, and the swordsmen charged into the flank of the warriors fighting the halberds. And the 4 halberds from the greatswords charged the lone standard bearer. The swordsmen and halberds killed the chaos warriors they were fighting whilst the halberds lost to the standard bearer and were killed.

Turn 6
Valkia charged one archer detachment; the heroic standard bearer charging the other one. Unsurprisingly the khorne warrior maiden killed all 5 and overran off the table were she could be safe! The standard bearer killed one archer but they held.
I couldn't really do anything so watched as the standard bearer and archers continued fighting....

Result: A very bloody draw. Khorne characters are hard to kill and brutal in combat. And Valkia is a nice ~500 point denial system. Plus the standard bearer would not die. Shooting was effective though! Especially the crack shot archer who killed the exalted on the juggernaught.

It was a fun if very fast game. And let me fit a second game into one evening :)

KHolbourn
16-06-2009, 12:26
Right last report cut & pasted off my PC where I'd been keeping them.

1500 points Vs Empire

My empire

Warrior Priest
Captain w/BSB
Level 1 bright wizard w/wizards staff

19 Greatswords w/FC, 9 halberds & 5 archers
24 Swordsmen w/FC, 8 handguns, 9 halberds
24 Spearmen w/FC, 8 handguns
5 Knights w/music
5 Pistoliers w/FC
1 Cannon
1 Hellblaster

Adam's Empire

Warrior Priest w/AoMI
Amethsyt wizard level 2 w/Dispel scroll
Light wizard level 2 w/Rod of power & power stone

12 bowmen (w/Amethsyt wizard)
10 Handgunners w/Repeater (w/light wizard)
24 Swordsmen w/FC, 10 halberds, 10 free company
20 Flagellants
5 Pistoliers w/FC
1 Cannon
5 IC knights w/FC

There was a pond on the left flank, the "wine barn" in the centre of the table and a small forest on the right.
I deployed pistoliers on the extreme left (beyond the pond), the hellblaster behind the pond then the greatswords and the swordsmen with their detachments (the gunners in a long line), the cannon then the second gunner unit with the spears (a wizard) on the right edge of line anchored by the knights. He deployed his pistols on the left (opposite mine) then flagelants & swordsmen w/detachments opposite the house/pond gap (and my infantry), then the cannon where it could see my artillery then his missile troops lined up on the far right opposite mine with his knights on the extreme right opposite my knights.


Turns 1-3
The first 3 turns were very cautious for both Empire armies. On the right flank the two knight units were playing chicken hiding behind the woods waiting to flank charge the first one to appear. My spears shuffled forwards and his archers skirmished forward. After my cannon "won" the artillery duel it took potshots at units killing a few flaggelants, swordsmen and then the flanks shot on the pistoliers was bloody retribition for him wiping out my unit. Handguns & archers duelled as did mages as they traded shots and spells whittling down my handgun units, killing one of my knights and his shrinking his archer unit to 3 men and the amethyst wizard.
On the left my pistoliers shuffled for a turn before galloping forward; killing some flagellants and then fleeing their charge and being pursued by the opposing pistoliers and being shot to death as they rallied. Archers and the hellblaster took a heavy toll in the centre killing many swordsmen & flagellants.

Turn 4
I tried top charge his archers with my knights but was woefully out of range leaving my knights stranded with their flank exposed.
After my archer screen blocked me in and then moved out of the way he declared charges...
His swords & halberd detachment charged my greatswords and were counter-charged by my halberds. His free comapny charged the archers and after the failed charge his inner circle knights charged my knights flank; they chose to flee and were so ashmed they never rallied. His knights then redirected into my spearmen.
Missile fire and mage fire continued to slowly whittle away my handguns and spears but to no great effect.
The combat was short and brutal. His swordmen killed one; lost 3 in return and fled only to be caught by my halber detachment as his halberds fled as fast as they could. The free company killed 2 archers for no loss but they held.
His knights hit the spearmen killing ~5 for no loss, winning by 1 but the spearmen held.

Turn 5
My swordsmen charged the free company fighting the archers. Greatswords turned around and their halberds continued chasing the other fleeing halberd detachment.
The hellblaster sadly exploded after killing some flagellants and the cannon failed to snipe his light wizard who standing out in the open by himself.
The knights and spears continued to fight on tieing the combat as he killed 3 more spearmen for no loss. His free company were roundly slapped by the swordsmen and killed by the pursuing archers.
His halbers rallied and his mages & gunners continued to whittle away my handguns & cannon crew. And his 3 man cannon crew charged my 2 remaining archers who elected to stand & shoot (for no effect). As his mages did their thing the amethst one miscast and was hurt and cleansing flare killed a few spearmen.
In combat his knights killed a few more spearmen tieing the combat again and the gunners killed two archers for no loss but the survivor held on!

Turn 6
I charged his fled halbediers with the greatswords & halbediers. The other halberdier detachment charged the flagellants and the swordsmen turned to face the flagellants.
My shooting was ineffective. In combat his halbediers were wiped out. My last archer was killed by the cannon crew and my halbediers lost the combat, but held after killing a couple of rag wearing crazies. Sadly his knights finally broke my spearmen having killed half the regiment for no loss and then ran the survivors down.

His last turn. No movement really and the shooting and magic continued to do whittle away some handgunners, cannon crew and spearmen. My halberds were slaughtered by his flagellants.

Result: Victory & the wine barn to my forces of Middenheim.


So that's my first 6 games getting back into the hobby and finding it great fun (and a nice change of pace from RPGs that I've been playing instead for the last decade).

Tonight sadly I suspect it will be a massacre as I'm up against DoC. though the other fellow did mention he wasn't bringing a Greater Daemon...

SevenSins
16-06-2009, 17:39
Here I was, thinking "hmm a bat rep" and then I get 6! thanks!

nicely written reps, easy to follow and all. I like your army lists as well, a different tack from the stank/altar stuff I often see around here, also your use of greatswords is a bonus in my book (always liked them for some reason)


"ooh look at the shiny penny"... really had me laughing

Dungeon_Lawyer
16-06-2009, 22:54
great reports-AWESOME hawkeyeing that one exalted off of their jugg-I liked reading that...

Cool army build, I 2nd what sevensins wrote.

PICS!!!!!????? YES PLEASE!!!!

KHolbourn
17-06-2009, 05:40
Cheers folks. Its been fun getting back into the hobby again :)

I didn't have the camera with the demons last night but I'll take it down to the shop on Sunday for a game against WoC and hopefully should have if for a 3k games Vs WoC next week.

Well last night was my outing against demons...
Army lists were as followed:-

Empire Troops
Warrior Priest w/AoMI, GW (with greatswords)
Warrior Priest w/ GW, HA (with spearmen)
Wizard level 2 w/Light magic (with greatswords)
Captain w/Fullplates & BSB (with swordsmen)
5 Knights w/FC
24 Swordsmen w/FC (9 Halberds & 10 crossbows)
24 Spearmen w/FC (9 Halberds & 10 handguns)
10 Huntsman
19 Greatswords w/FC (9 Halberds)
5 Pistoliers w/FC
"The Big Guns": Cannon, Hellblaster, Hellstorm

Demons of Chaos

Tzeentch Herald: level 2; Wings; bound spell that does hits w/in 12"
Tzeentch Herald: level 2; All Beast spells; on fire [with horrors]
Nurgle Herald: level 1; with bound spell that needs T tests [with P.bearers]
Khorne Herald: +1d6" charge range [with bloodletters]

~12 Plaugebearers
~12 Bloodletters w/FC
~21 Horrors w/FC, the changeling, standard of 3d6 hits
5 Fleshhounds
6 Chaos Furies
2 x 3 Flamers w/champions


So with the two sides lined up and ready to rock what do people think will be the result of the impending clash?

Nicha11
17-06-2009, 05:58
He's certainely got the magic, but i don't think he has enough infantry to stand up to your fire power.

I predict a minor empire win.

KHolbourn
17-06-2009, 10:51
Well facing demons....

Obviously worried about whats's about to hit after all the things I've read about the DoC armies so not really get any high hopes heading into the battle.

Luckily won the table edge so got to build a nice infantry fort around the hill facing the funnel between the two buildings. In deployment (please see attached badly drawn map) I deployed the Greatswords, swordsmen & spearmen from left to right around the base of the hill with the halbeds on the outside edges (grey squares) and their missile blocks 2x5 on the hill behind them. The cannon & hellstorm were on the crown of the hill and the hellblaster was squeezed in between the greatswords & swordsmen. My knights & pistoliers deployed on the right flank and the huntsman started in the watchtower.
The demons deployed horrors, letters & bearers in the centre screening the 'letters with Flamers. The second flamer unit, furies & winged herald were on my left behind the barn and the fleshhounds were on the right opposite the knights.

I won the roll but elected to make him move first so that the handguns, crossbows & hellblaster would be in range.

Turn 1

All the demons marched forward. The furies, winged herald & flamers on the left all hiding behind the barn. The magic phase was quite quiet as most stuff was out of range though I failed to dispel Crows Feast on the greatswords and a couple died. I was also scared by the nurgle herald's stick of Str 5 hits with T tests to avoid more Str5 hits...

My knights charged the flesh hounds that had strayed too far forward; pistolers snaked up just past the huntsman tower to the right of the plague bearers and that was all my movement. My magic phase was unsurprisingly shut down (pretty much for the whole game in fact as I never cast a spell in my own phases). Shooting was more satisfying the huntsman, crossbows & handguns felling 2 flamers & the cannon &
hellblaster killing ~4 horrors despite the 4+ ward save (the plaguebearers regerenerated all the pistol bullets). Sadly the rocket missed.

In combat my knights slammed into the hounds killing 2 outright and the ponies killing a 3rd. Success! Knight armour meant no casualties for me so the pooches popped on instability.

Turn 2
Furies and winged herald landed on the left of my line looking hungrily at the hill of warmachines & shooty detachments. Only the Greatswords halberd detachment stood in their way... The left hand flamers occupied the barn and the horrors/lone flamer & 'letters all ran forward. The P.bearers walking more sedately forward.
Magic & shooting was a hail of Flickering Fires, bound spells of nastyness and lots of flamers of Tzeentch. As the greatswords lost ~8 (there was some lucky "fail to cast moments" and dispels of the horrid bound spells.

My halberd detachment bravely charged the furies & the herald, luckily losing only 1 to the heralds flamer arm stand & shoot... Everything else stood still waiting to be charged or or counter charge next turn. The knights on the right started to trot round the tower and the pistoliers walked behind the P.bearers.
The cannon was unlucky as despite landing at the changelings feet it then opted not to bounce. The hellblaster misfired and wouldn't fire again in the battle and the rocket managed to miss everything again. The handgunners, crossbows & archers did a little better felling a handful or horrors & 'letters, wounding the lone flamer in front of them and the pistols killed another plaguebearer.
Combat was "awesome". The mighty halberds killed 2 furies and wounded the herald losing 1 in the process and then watched the demons pop out of existence. Score. My flanks were secure :)

Turn 3

Blood letters charge an impressive 15" into the waiting swordsman! And the lone flamer charges into their detachment. The bearers shuffle forward some more and the horrors face off against the greatswords. Magic and shooting result in my greatswords being reduced to 8 men, the priest & the wizard. But with the loss of horrors & the herald the magic phase is getting less painful and the flamers rolled a low number of attacks...
Combat is rapid. My BSB is brutally killed by the khorne herald and 2/3 more swordsmen die; I kill 1 in return and its a drawn combat despite much drum banging from both sides. The flamer killed 2 halberds winning by 1 but the halberds held on.

My greatswords charge into combat against the horrors and the knights move up to charge the rear of plaugebearers next turn. Shooting is a mix of good & bad. Archers, pistoliers, crossbows & handguns all fire at the plaugebearers (so 42 shots) killing 1! But the rocket and the cannon both hit the broadside of the barn killing 2 out of 3 flamers

In combat the halberds fail to kill the flamer and lose 1 of their own in the process drawing. The swordsman continue to die losing 2/3 more; killing 1 in return for another drawn combat. My greatswords are hit by "impact hits" :rolleyes: from the flaming herald and the changeling steals my warrior priests stats. I still kill ~3 for 1 loss and win. But they don't lose any to instability.

Turn 4

With nothing much to move his plaugebearers turn to fac the knights. And then with low chaos cunning he uses "Beast cowers" to hold them in place. And unleashes his standard (which was a surprise let me tell you!) to do ~10 hits on my greatswords. But sigmar is smiling and only 1 dies. Then he miscats (yay!) and I get to cast a spell! My priest casts soulfire but kills no horrors (boo) [we weren't too sure if the priest could cast as a response as prayers are like cound spells so we rolled for it].
The flamer champion in the building kills 3 of the "super" detachment but the halberders are still celebrating a victory in combat and don't care. In combat I lose a greatsword and the Herald's impact hits wound the wizard and my priest fails to kill the damn changeling. But the rest of the unit kills 2/3 and its a drawn combat as the musicians battle it out. The swordsmen lose another 3 or so for a 3rd drawn combat in a row. But the doughty halberds slay the wounded flamer!

The pistoliers dart in front of the stricken knights to redirect the charge of the warty ones and the halberds, with flamer dealt with, charge the bloodletters in the flank.
The rocket elects to not fire as the bearers are too near the mounted units and the flamer is too near the greatswords to chance it. But the cannon flies true and drops the barn on the last flamer killing it. Everything else fires at the plaugebearers killing a whopping 2!
Combat is good. The halberds kill 1 'letter, swordsmen killing another and I win combat and 5 letters go *poof* leaving only the champion & herald. With the horrors my wizard sadly dies from the impact hits and I lose another man but kill a couple in return winning the combat but he passes instability.

Turn 5 (last turn as he had a bus to catch)

Blocked by the pistoliers the herald charges the knights by himself and the magic phase is another miscast ending the phase instantly. In combat the champion & herald kill half my halbediers and more swords winning narrowly but the nearby gerneral's leadership keeps the swords & halberds steady. (which is a shame as if the halberds had fled the untouched spears with another warrior priest could have charged in on the flank). In the horror battle the flaming body wounds the priest but I win the combat again as greatswords hew through demon flesh. He fluffs his test by 3
leaving the herald, changeling & 2 horrors. The nurgle herald fails to kill any knights but is unwounded and passes his instability test.

My "hero" halberd detachment charges the flank of the horrors and everything else stands still. As friendly troops are too close the hellstorm & cannon crew pour some Pimm's and watch the fighting. Everything else fires at the plague bearers and without the regen only 1 is left standing after the hail of fire.
In combat I lose 2 swords and 2 halberds in the fight against the blood letter & herald losing combat by 1 again but everything holds steady (just). However the changeling is smacked down and the combat is won as the horrors & herald go *poof*. The nurgle herald also loses badly after no wounds on either side and takes a wound from instability.


The game is over and surprisingly its a massacre in my favour as I didn't lose a complete unit (though I only have 5 out of 19 greatswords & ~8 out of 24 swordsmen left).

I think I was lucky in places (such as the death of the furies & herald on the left) but securing the flanks and holding steady in the centre worked well. And I was most pleseantly surprised with durability of the empire troops against the badness of demons. THough I think it helped that the bloke didn't bring his Great Unclean one as I think I would have struggled to kill that...

I've got a game (2K again) against WoC this weekend so I'll put up my list for that soon (it changes a little every game).

But I think things are going pretty well so far and the painting is rolling along nicely and slowly improving (I'll have the camera on sunday so will provide "real" pictures!)

PeeKay
17-06-2009, 13:58
Good reports. You did very well against DoC and should give you confidence against the WoC

SevenSins
17-06-2009, 22:00
well played and a solid victory for humanity.
WOC can be an interesting matchup, all cav or mixed?

looking forward to pics as well :)

selone
18-06-2009, 07:01
Holy multiple reports :) Thanks a lot for them and you seem to be doign well with the empire, keep it up :)

Infurion
18-06-2009, 07:26
Great reports. I must say you had abit of luck there doing 6 wounds to the Flesh hounds during the knight charge. If you had fluffed the attacks there it would have cost you dearly i think. :) Keep it up!

KHolbourn
18-06-2009, 09:03
Great reports. I must say you had abit of luck there doing 6 wounds to the Flesh hounds during the knight charge. If you had fluffed the attacks there it would have cost you dearly i think. :) Keep it up!

Yup. They did indeed get lucky. That charge and the Halbediers against all things flying pretty much won me the game. Was nice to see my knights doing their job for the first time ever!



Holy multiple reports Thanks a lot for them and you seem to be doign well with the empire, keep it up

You're welcome and thanks. I was reading all the other report threads (including the comedy saga of Nork) and saw some post saying other people should post so I thought I'd join in. Also should hopefully get some advice on building better armies and the like...

(though ideally avoiding the stank/walter and keeping to the big blocks of infantry that I'm enjoying at the moment)


WOC can be an interesting matchup, all cav or mixed?

I think its going to be a mixed infantry/Cav force that's light on magic & characters. So much like what I'm going for with the Empire forces. I'll post my army in a bit for general abuse, heckling & catcalls ;)

Matt1982
18-06-2009, 12:14
Great thread, loving the balanced lists you've gone for that are doing so well. Nice to see Empire giving other armies a kicking without the apparently obligatory Van Horstman's Speculum, Steam Tank or War Altar. Keep up the good work!

KHolbourn
18-06-2009, 14:23
Right; slow day in the lab today (western blots/the AKTA don't reqiure a huge amount of input so knocking up a list :))

Arch Lector w/Great weapon, VHS (I'm sorry Matt1982) & AoMI
Level 2 wizard with a Dispel scroll
Warrior Priest w/Heavy armour, Great weapon
BSB w/Fullplate, Battle standard & Enchanted shield

6 Knights w/FC & the Warbanner
24 Swordsmen w/FC (9 halberds & 10 Handguns)
24 Halberds w/FC (9 Halberds & 10 Handguns)
10 Huntsman
23 Greatswords w/FC (9 Halberds)
5 Pistoliers w/FC
Cannon
Hellblaster

Now I know people say that Halberds are rubbish (and spears for that matter) but I fancy giving them a try and the fact that they are Str4 means that any hits I'm lucky enough to get have a better chance of dropping any chaos warrior. Though the Halberds will be hanging back a little to try and charge and Marauders/ flank charge any gun ravaged Chaos warriors.

Any comments/criticisms? I know its far from perfect but it should be hopefully be fun and I like the blocks of infantry with their gun & halberd detachments.

Matt1982
18-06-2009, 14:38
Arch Lector w/Great weapon, VHS (I'm sorry Matt1982) & AoMI

I'm so disillusioned :( Nah, fair play to you, against the monster combat characters a WoC army can wheel out, it's an ace item and it isnt as if you use it in every list. Best of luck in the battle!

Dungeon_Lawyer
19-06-2009, 10:22
great win against DoC , great great win..looking forward to this WoC batrep, make that VHS count!!!!

So what does everyone think--can a priest cast a spell if the oppnit miscasts and gets the "your opponite can cast a spell for free" roll on the miscast table?"

KHolbourn
21-06-2009, 18:28
Well...

The battle is over, dust is settled and the bodies are being eaten by the crows.

Battle report will follow today/tomorrow and there are now photos! :)

My list is as above; the WoC list of trampning steel & armour was:-

Chaos Lord on Steed w/Sword Might & Enchanted shield (with knights)
Sorcerer (Level 2; Mark Tzeentch; Homonculous); Lore Tzeentch (with chaos warriors 1)
Sorcerer (Level 2); Lore of Fire (with chaos warriors 2)
Wulfrik the Wanderer (with marauders)

~12 Chaos warriors w/ FC & shields, Mark Nurgle
~12 Chaos warriors w/ FC & shields, Mark Nurgle
~12 Chaos warriors w/FC, halberds & sheilds, Mark of Nurgle
~12 Chaos marauders w/FC & shield
5 Chaos knights w/FC & Mark of Nurgle

KHolbourn
22-06-2009, 08:57
So here it is. The battle.

Deployment
there was a forest on the right hand side of the table; some ruins near the centre of my lines and a hill in the centre of the table. As the entire battle was fought on the right hand 3' of the table the rest of the terrain is irrelevant.

He deployed 2 warriors (w/ wizards) and the shrine on the left of the trees and the knights in front of the halberd & shield warriors on the right of the trees.

I deployed the greatswords and the knights to the left of the ruins. The swordsmen handguns in the ruins and then the halberds & swords in column with the halberd handgunners & cannon stretching out to the right flank. The pistoliers were in the centre and the huntsman were in the woods.
(Deployment (http://i830.photobucket.com/albums/zz225/KHolbourn/Deployment.jpg))
(Chaos Deployment (http://i830.photobucket.com/albums/zz225/KHolbourn/ChaosDeployment.jpg))


Turn 1:
Empire:
Knights roll up to the hill; pistoleers streak across the field. Both handguns move to better positions.
Spirit of the forge gets through to kill 4 warriors from Tzeentch unit. Cannon kills a knight, pistols kill a warrior from tzeentch unit.

Chaos:
Exalted charges huntsman in the trees who flee. Tzeentch warriors charge pistols who flee. Shooting gives Fire warriors Fear and everything else rolls forward. I more or less shut down his magic phase.

End turn 1 (http://i830.photobucket.com/albums/zz225/KHolbourn/EndTurn1.jpg)

Turn 2:
Empire:
Knight try to charge the warriors (fire) but fail their fear test and the archers fail to rally. In the magic phase nothing happens but the halberds become unbreakable (though its soon dispelled).
The cannon is short and kills only an archer. But the handguns kill 3 knights! The hellblaster misfires and can't shoot next turn. And the pistols kill another 1-2 guys.

Chaos:
The knights charge the archers who are run down and redirect straight into the halberds 9 man detachment, the Tzeentch warriors charge the pistols who again flee, but run through a unit of handgunners panicking them. Everything else rolls forward;the Fire sorcerer and his unit walking up the hill to 1" away from the knights. And Wulfrik arrives behind my lines causing me some concern...
Magic is again mostly shut down by poor rolls or good dispels form the warrior priests. In combat the knights butcher 5 halberds and overun into the swordsmen regiment.



Wulfrik arrives! (http://i830.photobucket.com/albums/zz225/KHolbourn/Turn2WulfrikArrives.jpg)


Turn 3:
Empire:
The knights & greatswords charge the chaos warriors on the hill. The swordsmen halberds charge the flank of the knights. Handgunners and pistoliers rally; the pistoliers standing in front of Wulfrik to block the charge into the rear of the swords.
Nothing happens really in the magic phase. In shooting the chaos warriors on the right lose a couple to the cannon & handguns and the marauders lose 4 to the pistoliers.
In combat the knight champion kills the unit champion; the standard bearer kills 2 but I win the combat overall. Though the knights hold. In the Battle for the Hill the archlector duels the champion and smashed him to pulp. The greatswords and knights kill another 2 for no loss. The chaos warriors flee down the hill and are mown down by the knights.

Battle for the Hill (http://i830.photobucket.com/albums/zz225/KHolbourn/Turn3BattlefortheHill.jpg)

Chaos:
Wulfrik charges the pistoliers; the Exalted charges out of the forest into the halberds and the two other chaos warrior units move up slowly; the one with the Tzeentch sorcerer stopping 1" away from the now engaged halberds. The warshrine retreats a bit to take the greatsword charge.
In magic I stop flickering fire and then fail to stop Call to glory as the chaos warrior beside the sorcerer is "upgraded" with new & fell power. The warshrine then upgrades the same chaos warrior unit giving them +1 Armour save (so a fricking 1+ with hand weapon & shield!!)

In combat my champion is bravely sacrificed and the static resolution makes the exalted run away and the halbediers pursue into the chaos warriors (sadly the one with the new Hero).
The swordsmen, halberds and knights continue their fight. this time the BSB getting wounded but the halberds kill the standard bearer. Its too much for the champion who flees never to rally and gets away from the pursuing swords & halberds.
The marauders lose 2 to stand and shoot from the pistoliers and watch as Wulfrik beheads their champion. Unluckily for chaos the rest of the marauders fail to kill anything and 3 are killed and the marauders are broken; Wulfrik being run down as the pistoliers pursue off the board... :)

End of turn 3 (http://i830.photobucket.com/albums/zz225/KHolbourn/Turn4thehalbediersslowdemise.jpg)

Turn 4:
Empire:
Greatswords charge the warshrine. Knights reform. Pistoliers come back onto the table. The swordsmen and halberds also manoeuvre to get a flank charge next turn on the chaos warriors with halberds on the right flank.

In magic the lector remains unbreakable and transmutation of lead leaves the warshrine weakened. Shooting is dull. The Hellblaster gets off 8 shots and jams for another turn killing no-one. The cannon misfires and doesn't fire and the handgunners pick off another 1/2 chaos warriors on the right.

In combat the lector & greatswords attack the warshine and do....... nothing :rolleyes:. The tzeentch warshrine's T6 and 3+ ward being too much. It however kills no-one, breaks and is run down.
The halberds slam into the warriors the champion duelling with the warrior priest no-one getting the upper hand. The halberds fail to kill anyone and lose 4 of their own but are unbreakable so survive.

Chaos:
The unengaged chaos warriors turn to face the swordsmen and the halberds & the exlated general rallies facing the rampaging greatswords. In magic & shooting nothing happens but he does dispel the unbreakable on the halberds (Uh oh!)
In combat the warrior priest kills the champion in the challenge. Sadly the unit and the exalted hero are devastating and kill 6 halberds. The unit breaks, flees, but gets away to die another day.


Turn 5
Empire:
My greatswords charge the chaos Lord & swordsmen & halberds charge the chaos warriors on the right. The halbers rally and reform to face the angry super-heavily armoured chaos warriors (stupid warshrine :) ). And then forget to move the pistoilers.
In magic my lector's soulfire is dispelled but he gets a 4+ ward save. The halberds become unbreakable and Transmutation of Lead gives the chaos general a wibbly sword.
Shooting all the handgunners target the super-armoured guys and kill none. Frustrating!
In combat the lector and lord duel. The lord crying as his combat stats are stolen. But heavy armour on both sides result in no wounds. But the press of men force the general to flee and outdistance the greatswords.
The swordsmen & halberds smash into the chaos warriors killing 1. The champion & BSB duelling but not killing each other. I win with the press of ranks but they hold.

Chaos:
The upgraded warriors charge the hapless halberds who are 2" too far away for a supporting "stand & shoot" from their detachment. The lord rallies.
In combat my BSB is felled in the challenge and the chaos warriors butcher a further 4 swords & halberds. I still win the combat as one armoured giant crumples and the rest break, flee and are run down by the swordsmen.
The "bonus" hero kills 4 halberds, the unit kills 4 halberds (ouch) and then sorcerer challenging the priest is saved from dying by his armour (on a 6 thanks to the Eye of the Gods) and his 6+ ward. Luckily being unbreakable they take the 8 dead and don't care.

Turn 6:

Empire:

The greatswords charge the chaos Lord again. The swordsmen come onto the table and the knights are finally in a position to charge the rear of the chaos warriors (if we had a turn 7 ;) ).
In magic the Lector fails to soulfire but gets his ward. And the priest with the last few halberds tries to soulfire (as they get no armour saves) but fails to wound (and becomes breakable). The mage then fails to cast the fun Transmutation of lead on the general.

In combat the duel is once again inconclusive as the general's armour means no wounds get through and Chaos lord runs away again safely again!
The halberds are butchered to a man! In the challenge the priest failed to wound the sorcerer again due to the Mark Tzeentch ward but with only 2 halberds left the unit flees and is cut down.

Duel of Generals (http://s830.photobucket.com/albums/zz225/KHolbourn/?action=view&current=Turn5DueloftheGenerals.jpg)

Chaos:
The lord rallies; the surviving unit do a little victory dance and I demote the hero and dispel Call to Glory.

Game over and a solid victory to the Empire but a great fun game. It was a good game. Lots of fun and very friendly. (and the result helps)


Next up on Tuesday is a 3k game against Kholek. Or at least Kholek, with a shaggoth, 5 units of Dragon Ogres and some marauders (the one's that are converted to be half-dragons) in the Dragon Ogre horde showdown...

selone
22-06-2009, 09:07
Grats on your victory :) WHere was the abttle fought? Looks to be nice scenery and table there.

The Farmer
22-06-2009, 09:27
I'm enjoying reading your battle reports, just a tidbit your BSB can't take the enchanted shield as he cannot normally take a shield.

Golden Lion
22-06-2009, 10:31
Nice battle reports! I'm an empire player myself with an army composition very similar to yours, so I am especially interested in how you play. You do very well I must say, so you have my compliments. Looking forward to seeing more!

SevenSins
22-06-2009, 11:12
I'm enjoying reading your battle reports, just a tidbit your BSB can't take the enchanted shield as he cannot normally take a shield.

as long as he doesn't take a magic banner he can take any magic items (including shield and weapons)

very nice rep, and some friendly armies to boot (nice to see the regular chaos warriors getting some action)

Up against dragon ogres? cannons are your friends I'd say.

That hellblaster must be jinxed by the way, did it fire at all?

KHolbourn
22-06-2009, 11:36
Nice battle reports! I'm an empire player myself with an army composition very similar to yours, so I am especially interested in how you play. You do very well I must say, so you have my compliments. Looking forward to seeing more!

Thanks :) I've got the 3K tomorrow night so work/wife withstanding I'll have that posted by the end of the week. And if the guy I'm playing doesn't mind with some photos of his dragon-ogre marauders and my (hopefully) victorious empire dudes ;)




Grats on your victory :) WHere was the abttle fought? Looks to be nice scenery and table there.

Its the tables at the Bath GW (in the UK that is). Its nice; ~ 8 or so tables; really friendly club and lots of nice looking tables. Its the Cult of Pigmar (http://cultofpigmar.comoj.com/) if you're interested (though I've only just started going along in the past couple of months)


I'm enjoying reading your battle reports, just a tidbit your BSB can't take the enchanted shield as he cannot normally take a shield.

as long as he doesn't take a magic banner he can take any magic items (including shield and weapons) very nice rep, and some friendly armies to boot (nice to see the regular chaos warriors getting some action)
Up against dragon ogres? cannons are your friends I'd say.
That hellblaster must be jinxed by the way, did it fire at all?

I'll have a look at the enchanted shield on the BSB thing. I know he can't take a regular one but thought the magic one was okay. Much like Sevensins does.

I do indeed have cannons for the 3K game. 3 nice big blocks of troops + 20 flaggellants. Then 2 cannons & 2 Hellblasters.

Though I'll be giving the Hellblaster crew a stern talking to. It managed to fire once in that battle. And got 8 shots before a misfire on the 2nd barrel. Misfired on the first barrel 2 rounds before (both times I rolled the "miss next turn" misfire & it was out of range on turn 1).

I'll post a list for my game tomorrow tonight so that people can mock it and point out its flaws :D

cheers for reading (and sorry for some of the fuzzy photos. The wife is normally the photographer)

KHolbourn
22-06-2009, 20:57
Right; just 1/2 painted some more swordsmen & managed to finish off Mr. Schwarzhelm and packing up the bag for the game tomorrow.

Bad Guy List (as far as I'm aware)

Kholek Suneater
Level 1 Nurgle Sorcerer
Exalted BSB on demonic steed
~15 Marauders w/FC
~15 Marauders w/FC
~ 5 Marauder Horse w/MoK
~ 5 Marauder Horse w/Throwing axes
~ 5 Warhounds
3x 3x Dragon Ogres w/AHW
2x 3x Dragon Ogres w/GW
Warshrine
Shaggoth

Its a scary list of Dragon Ogre stompy Doom

So on the Imperial side for the rematch against the Dragon Ogres.

Arch Lector (AoMI, VHS) w/Greatswords
Wizard Level 2 (Probably fire) w/Greatswords
Warrior Priest (Icon Magnus) w/Swordsmen
Captain (Full plate & Dragon bow) w/Swordsmen
Captain (BSB, Barded horse, Imperial Banner) (hiding at the back)
2x 24 Swordsmen w/FC (Halberd & Handgun detachments)
10 Huntsman
20 Flaggellants w/Prophet Doom
2x 5 Knights w/FC
23 Greatswords w/FC (Halberd & Handgun detachments)
2x 5 Pistoliers
2x Cannon
2x Hellblaster
Hellstorm

The artillery is there to try and whittle down the Dragon Ogres/large shaggoths. And the captain w/Dragon bow can hopefully put some wounds on them with BS5 Str6 bow shots. Against an all fear army with 2 terror causers the flagellants seem like a good plan and the Imperial banner should hopefully stop me failing too many fear & terror tests.

What do people think the result will be?

I'll let you know how it goes.

SevenSins
22-06-2009, 21:51
I'll be optimistic on your behalf and proclaim a minor victory for the empire "Viva Karl Franz!"

flaggellants seem like a good idea considering the oppositioon, and you will be getting of most of your spells/prayers. Still.... thats a lot of high str M7 waiting for you :)

Golden Lion
23-06-2009, 07:00
Ouch 5 dragon ogre units and 2 shaggoths! As SevenSins pointed out that's a lot of high strength/high movement coming your way! Hopefully you can distract/delay them with cavalry and thin them down a bit before they get to your blocks.

I loathe marauder cav. with a vengeance as well :). You seem to be doing ok against them though, so I predict something of a minor win either way or a draw.

Briohmar
23-06-2009, 09:18
Man, I go away on vacation for a week, nad I miss a whole slew of Empire kicking butt reports. As an avowed worshipper of the Dark Powers, especially Slaanesh, you'll understand that I am obligated to root for the bad guys, but I am liking your reports a lot.

KHolbourn
24-06-2009, 09:59
Well battle is over....

My army list was pretty much as above save trading the greatswords' handgunner detachment for a level 1 fire wizard to save on deployment space.

Deployment:
I deployed around the hill with flagellants at the end of the line and pistoliers beyond the forest. He deployed more or less in a line in front of me. He won the roll but elected to give me first turn as only cannons & rockets would be in range...

Deployment (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/Deployment-1.jpg)
The artillery hill (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/ArtilleryHill2.jpg)

Empire 1
The pistoliers on the left and right race forward. The line shuffles a little bit and the knights in the centre & flagellants trot forward. The shooting is not good. The rocket scatters and falls ~2" short. The left hand cannon hits the shaggoth & rolls a 1 for wounds. The right cannon goes for Kholek lands in the marauders in front of him and bounces ~1/2" short just killing the 2
marauders. The huntsman in the trees also kill 2 marauders. Everything else is out of range.

Cavalry screen (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T1Chargeofthelightbrigade.jpg)

Chaos 1
His army surges forward. Shaggoth & Kholek bracketing the huntsman in the trees. D'Ogres on the left charging the pistols who flee. MoK horsemen on the right charging the pistols who flee. And the warhounds move forward to bait the fanatics. Magic is phase is shutdown (as it is all game). The warshrine gives the GW D.Ogres beside it +1 Str and Kholek kills 3 of the centre knights with his lightning.

He's big & mean (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T1Kholekscaresthearchers.jpg) (observe the shaggoth behind the trees for scale)

Empire 2
Flagellants charge the dogs who hold and the 2 remaining knights plow forward into the tin opener armed Str8 Dragon Ogres ("Death or Glory"). Both pistols rally. The archers surrounded by terror causing monsters panic & flee into the shaggoth and are butchered. The ones on the left threading between the marauder horse & AHW D.Ogres lining up behind them. The ones in the centre parking in the middle of his lines oppposite the BSB's marauders.
In magic the mages light up with some magic missiles wounding a dragon Ogre and killing 4/5 MoK horseman on the hill in the centre. The rest of the guns open up inflicting a few wounds here & there and killing the last MoK horseman. The pistoliers on the far left wound a dragon ogre and the ones in the centre hose the marauders killing 4 and panicking them depiste the BSB and the re-roll :)
My artillery sucks. Left Hellblaster inflicting 1 wound on the shaggoth (4 remaining) with some poor rolls. The cannon shooting at the shaggoth misfires and the other hits Kholek straight on only to roll "1" for wounds... A rocket explodes in the sky giving some pretty fireworks.
In combat my knights inflict 1 wound before being ripped to shreds. the flagellants eat the dogs and ovverun surrounded on all sides.

Chaos 2
AHW D.Ogres charge the pistols who flee and redirect into flagellants. Dragon Ogres post knights charge the Flagellants as does the sorcerers' marauders & Kholek; but there is no room for the big guy and he fails his charge (and luckily for me cannot lightning my imperial banner toting BSB). Disaster! The BSB marauder unit doesn't rally and flees off the table.
The 2 D'Ogre units on the right move up; the warshrine follows Kholek et al. The shaggoth rumbles towards the worried looking Hellblaster crew. The D.Ogres on the far right follow the shaggoth down between the Trees. And the marauder horse reform beside the pistoliers.
Nothing happens in the magic phase and Kholek gets +1 armour save from the warshrine and 2 pistols die from marauder throwing axes and the survivors panic in the shooting phase.
In combat the flaggelants take a pounding losing 10 rag wearing crazies but killing 2 maruaders on the flanks in return. Of course they are loons so don't care...

Bye bye flaggelants (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T2Flagellantspeedbump.jpg)

Empire 3
No charges as the knights on the left hold in the hope that shooting from my mages & army can kill/cripple the 3 Dragon Ogres in front of them. The pistols on the left don't rally and keep running. The pistols on the right rally and move up behind the shaggoth.
Magic and shooting are disappointing. Both mages start lighting off magic missiles wounding dragon Ogres. In shooting the rocket starts landing in the heart of the flagellant combat! 5 flagellants, 2 marauders and wounds on a Dragon Ogre & warshrine are the impressive result! Two cannons balls hit Kholek (oh yeah). One fails to wound (again :wtf:) the other does a measly 3 wounds. The Hellblaster now ~5" from the Shaggoth jams thus sealing their fate. The other targeting the Dragon Ogres on the right gets two shots off before exploding. The handgunners finish off a Dragon Ogre from the right hand unit. And now with only 2 flags' left the second D.Ogre unit is not in combat the captain w/Dragon bow picks off the Dragon Ogre with 1 wound left.
In combat the 2 flagelants unsurprisingly die!

Chaos 3
The D.Ogres with AHW fresh from eating pistoliers charge the pistoliers who can't flee because there is a Shaggoth in the way. the Shaggoth charges the hellblaster who flee and he redirects into the halbediers attached to the Great swords. The D.Ogres on the right charge the Knights who hold. The rest of the army advancing. The second D.Ogre on the right supporting the first one. The warshrine, Kholek, D.ogres & marauders in the centre and the D.Ogres coming through the forest and marauder cavalry rattling round the left flank.
In magic he Buboes my mage as I snake-eyes the dispel. Only spell he got through in the whole game. Kholek tries to frazzle the BSB but hits himself getting angrier....
In combat my pistoliers lose 3; do 1 wound and are run down horribly by the pursuing Dragon Ogres who pursue almost to my board edge. My knights do some wounds for no loss to their 2 Dragon Ogres but the beasts hold. The Shaggoth kills 5 halberds and slaughters the other 4 as they run and overruns into the flank of the Greatswords.

Before empire starts shooting (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T4Pre-shooting.jpg)

Empire 4
Hmmm. A line of Dragon Ogre beasts running at me and a Shaggoth & Dragon Ogre unit on the flank... Not good.
Swordsmen on the right charge the flank of the D.Ogres fighting the knights. Surviving pistols rally. BSB rides his horse between the swordsmen and Greatswords.
In magic/shooting things are interesting... The mage and all 20 Handgunners kill one of the dragon ogres from the unengaged unit on the right and kill off one of the wounded Ogres in the centre leaving a second with 1 wound. The captain with his dragon bow takes aim and kills him dead. The rocket misfires and can't fire next turn. The cannon on the left goes for a flank shot on the D.Ogres that killed the pistols but goes slightly long hitting the 3rd one and splattering it (6 wounds!). The other cannon aims at Kholek... he hits.... he wounds.... he gets 5 wounds... Kholek is dead!
In combat the fight on the right goes my way. Although the swordsmen can't fight as they can only reach the champion in a challenge the ranks turn the tide and the Dragon Ogres flee after killing 2 knights. The knights & swordsmen both puruse off the board (and out of flank charge of the unengaged Dragon Ogre unit).
The Shaggoth goes for Pope Siegfreid and finds that Meteoric Iron armour & Relic result in no wounds. The return attacks from Siegfreid & Greatswords strip 2 wounds off the Shaggoth who doesn't break.

Chaos 4
The lone dragon ogre in the centre charge my Greatswords whilst the marauders and warshrine move up to support. The Dragon Ogres moving through the forest are in a postition to come in next turn. The Dragon Ogres at my board edge wheel round to threaten all the artillery. The marauder cavalry is almost here. On the right the last Dragon Ogre unit moves forward.
In the magic shooting phase nothing of note happen bar the Warshrine giving +1 attack to the Dragon Ogres that charged the Greatswords.
In combat the Dragon Ogre at the front kills a couple of greatswords but the Shaggoth is killed by Siegfreid. Sadly the Dragon Ogre isn't killed and he doesn't break.

End Turn 4 (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T4SurroundtheGreatswords.jpg)

Empire 5
To support the Greatswords the swordsmen (with the captain) charge the Marauder unit with the mage. The pistoliers move up to shoot the warshrine and everything comes back on from the right hand table edge.
Shooting & magic are pretty poor. 3 wounds are done to the Dragon Ogres approaching from the front; and a cannon kills one of the 3 Dragon Ogres emerging from the woods.
In combat the Greatswords finally kill the damn Dragon Ogre. My captain accepts the sorcerer's challenge and is butchered as I find out the hard way that Palanquin of Nurgle has 6 poisoned attacks. The rest of the swordsmen fail equally poorly but I only lose by 1 and with the general and BSB I hold.

The swordsmen look so brave.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T5Charge.jpg)

Chaos 5
The warshrine charges in to the greatswords. The two Dragon Ogres that started on the far left charge the swordsmen flank. The two dragon ogres by my hill charge the hellblaster crew & it doesn't matter if I flee or not as they can redirect into the rear of the greatswords. The two dragon ogres on the right charge the cannon that flees and redirect into the handgunners.
There is no magic or shooting and the warshrine gives +1 attack to the new dragon ogres that hit the swordsman flank.
In combat the chaos general is cunning and starts with combats he'll probably win and hopes for the ovverun into the greatswords.... The two dragon ogres on the hill lose 1 to the stand & shoot and the other fluffs his attacks killing 2; is wounded and loses the combat by 1 (Go the "high ground") and is caught & killed by pursuing handgunners. Sadly the hellblaster crew are slaughtered and the 2 Ogres hit the rear of the greatswords. Against the swordsmen the Palaquin rips apart the unit champion and the marauders & Dragon Ogres kill ~6 swordsmen. I fail to get snake-eyes twice; the swordsmen flee and the overrun means the dragon ogres hit the greatswords and the marauders hit both handgunners & greatswords. And because of the warshrine they all get to bl**dy fight. Even worse the BSB panics and runs so the greatswords won't get the re-roll. Curses!
The dragon ogre champion challenges and Pope Siegfreid accepts. And wounds the beast twice. Sadly in the combat ~8 greatswords & 4 handgunners are slaughtered. The handgunners flee but thankfully the greatswords are stubborn and hold (just).

Empire 6
Seeing a chance for glory the pistoliers charge the rear of the marauder regiment. Not a lot else to move really as the troops returning from the board edge are too far away. The lone surviving mage walks across the hill to see the marauder cavalry & the BSB rallies.
Shooting & magic see the marauder horse wiped out by the mage's fireball and a grapshot from the cannon. And thankfully while Pope Siegfreid's soulfire is dispelled the Unbreakable isn't!
In combat the pistoliers are awful and just lose one of their number leaving only 2 of them (so only US4. So close...). The pope slays the drgaon Ogre champion in the challenge but most of the unit is slaughtered in return leaving only ~6 greatswords remaining. Thankfully Unbreakable
keeps them in the fight.

Chaos 6
Nothing to move, nothing to charge, nothing to shoot. Sadly he does manage to dispel the Pope's unbreakable.
In combat the sorcerer challenges the Pope who proceeds to slap the chaos sorcerer around wounding him for no wounds in return. Sadly every last greatswords is killed and outnumbered hugely by monsters Siegfried tries to flee and is cut down horribly.

Pistoliers try & help (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T6NotgoingwellforthePope.jpg)
Reinforcements are coming (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T6Reinforcementsreturning.jpg)
Too late for Pope Siegfreid (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%209/T6Bitterend.jpg)

"All Hail Karl Franz" Victory for the Emperor.

Was a fun game and damn close. If I hadn't made the stubborn break test for the greatswords everything on the hill would have been overrun on turn 6 and slaughtered. The lector with AoMI, VHS, great weapon & the relic is really tough. Also the Dragon bow was a great purchase as with BS 5 he wounded a dragon ogre every single turn of the game (until he died) killing 2 that were on their last legs.

Was great fun. Sadly no game for next Tuesday (silly work conferences) but anyone in the South West who fancies a game on Saturday feel free to PM :D

Golden Lion
24-06-2009, 15:01
A great game to watch and read KHolbourn. I would be really worried having to deal with so many fast moving elements. You deployed your cavalry well though and succeeded in killing quite a few before they arrived.

I think this reports shows excellent use of the combined arms the empire has to offer. Cavalry disrupt the enemy battle line, shooting and magic elements (although fickle!) managed to cripple several enemy units (there was only so many cannonballs Kholek could head butt apparently), and the infantry absorbed the enemy shock units. Unfortunately the swords buckled, but good to see your greatswords performing admirably yet again!

Thanks for posting, fun to see a 3000pt battle now and then as well!

SevenSins
25-06-2009, 18:10
another fine rep, and the end result seems to match my predictions, finally the gods have granted me the gift of prophecy! Mua-ha-ha!

Like Golden Lion said a fine example of empire strengths (and Kholeks weakness, his allergy to balls)

KHolbourn
26-06-2009, 06:50
Cheers for the congratulations. It was a coll game. Though I'm surprised no-one commented on the scale of the Kholek conversion! He's an absolute monster and is almost a foot tall!

Although no game next Tuesday (grrrr conference!) I've managed to pick up a 2500 points game Vs O&G for myself on Saturday. Its the classic Empire Vs Orc match up. And probably the first game in which I'll find myself outnumbered.

I'll hopefully be able to disappoint all these O&G players when I post the result next week :)

Golden Lion
26-06-2009, 07:34
Yeah you're right, that Kholek was massive.. Just remember that there is so much going on in a batrep and people don't mention everything they liked.

The whole WoC army looks very impressive. Kholek is based on a Soulgrinder if I'm not mistaken? The one thing that really puts me off though is that ridiculous hammer. I'm guessing the whole over-the-top thing is the point, but I'm not liking it.

O&G vs. Empire game eh? That is going to be fun, I'll be watching this space!

selone
26-06-2009, 11:11
Good to see those greatswords doing so well, well done on the game.

KHolbourn
27-06-2009, 18:54
Well Had fun playing the Orc horde this afternoon in the sunshine. It was a 2.5K game so nice and interesting....

The Orc Horde!

Grimgor Ironhide
Orc lvl 2 shaman w/2 scrolls
Goblin lvl 2 shaman
Golin bigboss w/Best basha on giant cave squig

~15 Black Orcs w/Banner butcherytwin choppas
~20 Orcs w/twin choppas
~20 Orcs w/twin choppas
~20 Night goblins w/spears, 2 fanatics
~20 Night goblins w/spears, 1 fanatic
~20 Night goblins w/bows
5 Wolf riders w/spears & bows
10 Spider riders w/spears & bows
5 Boar boyz w/choppas & spears
1 Orc chariot
1 Giant
1 Bolt thrower

Imperial Legion

Lector w/AoMI, Relic, GW (in greatswords)
Level 2 mage w/wizard staff & dispel scroll
Captain w/Bard horse, Fullplate, BSB Doomfire ring
Captain w/F.Plate, shield, lance, Pegasus

24 Swordsmen w/FC (10 Handguns, 9 halberds)
25 Spearmen w/FC (10 Handguns, 9 Halberds)
10 Huntsman
6 Knights w/FC & Warbanner
25 Greatswords w/FC (9 Halberds) (& general)
20 Teutogen guard w/FC (9 halberds) (Greatswords)
5 Pistoliers w/FC
1 Cannon
1 Hellblaster
1 Hellstorm

So with the armies laid out who do you think will be the victor?

KHolbourn
29-06-2009, 09:28
Deployment

We both deployed in lines. Him stretching across the board and me with the majority in the centre round my hill.
My artillery went on the hill so it could see both sides of the small wood. Then my troops lined up teutogens, great swords, swordsmen & spears from left to right. With the pistioliers on the left and knights on the right. He out-deployed me. With 3 goblin units facing off against the greatswords and 2 orc & Grimgor's black orcs against my weaker regiments on the right of the woods. On his left was "the cavalry". Spider riders, wolf riders, boar boys, the giant cave squig and the chariot.

Empire Hills (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/Empiredeployment.jpg)
Orcs on the hill (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/DeploymentOrcLeft.jpg)

Empire Turn 1

My greatswords both advanced with the halbediers running forward to try and trigger the fanatics. The pistoliers & pegasus advanced past the pond on the left to try and slow the green cavalry hook. My spears and swords stayed still hoping that shooting would whittle down the foe. It didn't.
Magic was out of range and shooting the cannon ball didn't bounce and wind blew the rocket off course to hit nothing. My archers despite being in the centre wood couldn't fire as I'd forgotten to move them to the edge of the wood in my movement phase. (Idiot!)

The left flank about to die.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/Empleftflank.jpg)

Orc Turn 1

His entire line advanced at a sprint apart from the squabbling boar boys. the giant moving up in the centre to hide behind the trees. In the magic phase most was dispelled so nothing really happened and his boltthrower missed my knights and spider riders missed the pistoliers.

Charge da humies (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/Endturn1.jpg)

Empire Turn 2

The turn started with my archers fleeing the wood in terror from the giant. The Halberds & greatswords continued their advance. The pegasus rider charged the wolfriders hoping to redirect into the chariot should they flee. But they held! And the knights shuffled forward a little to set up a charge on the far right orcs next turn.
In the magic phase my Sorceress managed to miscast. He chose to cast Hand of Gork and his boar boys spurred down their hill angling left to hit the halberds/greatswords in the flank.
In shooting the cannon again failed to bounce splattering Grimgor with mud as it landed ~2" short of his feet. The rocket fuse was cut short again and exploded harmlessly. Handgunners were also fractionally out of range as was the hellblaster which didn't fire this turn. My pistoliers which I had stupidly forgotten to move (why?) had 3 of their number in range of the spider riders and killed 1.
In combat the pegasus and rider failed abysmally. Killing no wolves or goblins and the flyiing horse suffering a wound in return. Thankfully he held.
End of turn 2 and all I'd killed was 1 fricking spider rider. This did not bode well :(

Sound the advance (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/EmpT2Stilnothingdead.jpg)

Orc turn 2
The spider riders charge my pistoliers who elect to stand & shoot. The giant charges one of the halberd detachments which flees in terror. The boar boys then charge the flank of the orther halberd detachment and I stupidly don't flee thinking they'll be out of range. I was wrong.
The rest of the army marched forward. Black orcs angling slightly to flank charge the knights should I charge the orcs on the far right.
Orcish magic see's Hand of Gork push the giant towards the Teutogen guard who promptly flee in terror overtaking the halberds that had just ran past them. And my Lector is wounded by an angry 'Eadbutt.
Shooting see's one of knights die to a well aimed bolt thrower shot.
In combat my Captain kills two wolf riders and the flying horse is wounded again. My pistoliers kill nothing with their barrage of stand & shoot shots, lose 3 in combat and are run down after inflicting no casualties. The halberds charged by the boar boys lose 5; run and are wiped out and the boar boys hit the flank of my General's greatswords.
Things are going so badly at this point.... Generals unit is flanked. There is a giant causing terror and roaming. And my left flank is being ovverun by a giant squig & goblin cavalry.

Run away!! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/OGT2FleetheGiant.jpg)

Empire Turn 3

Knights charge the orcs on the right who flee and my BSB charges the boarboys in combat with the greatswords. My fleeing halberds rally, as do the fleeing archers but predictably the 20 strong teutogen guard flee and keep running off the table (cowards!).
In the magic phase the lector becomes unbreakable and Wind of Death kills a couple of black orcs. A cannon ball kills 1 more as it catches the cannon ball that again doesn't bounce (Grimgor made his look out sir roll). The rocket lands just in front of the approaching 3 regiments of goblins killing no-one. And the hellblaster spins round to take out the giant and jams.... cursed machine. The handgunners pepper the orcs & black orcs killing a handful.
In combat the greatswords lose 3 men but the lector, BSB and survivor kill 2 boar boys in return (with some poor rolling) and the combat is drawn. In the combat with the pegasus & the wolf riders the pegasus is killed but not before captain & winged horse kill the last 3 wolf riders. But the giant cave squig is looking hungrily at the captain...

Orc Turn 3

The black orcs charge the knights who flee Grimgor. His orcs on the left fail to rally and proceed over the next coupe of turns to flee off the board. Goblins, trolls and other orcs advance slowly. The spider riders race around to flank my line with the chariot. And the cave squig and goblin big boss pounce on the captain. The giant moves round in a fit of cunning to be behind the greatswords for next turn. And the night goblins release the fanatics! They roam crazily but ultimately hit nothing. This turn!....
Magic is bad. With irresistible force the giant charges the rear of the greatswords. I swear this is the 3rd or 4th battle the greatswords have been surrounded like this.
Shooting is ineffective. As night goblin archers had squabbled, the bolt thrower misses and the spider riders kill 4 halberds.
In combat its a world of hurt. The captain is wounded by the giant angry squig and Basha' wielding goblin and is run down as he flees. The boar boys kill a couple of men but are wiped out but the giant swings his club killing 4. I lose the combat but hold with the stubborn and the BSB re-roll.

Half-way point. All is not well..... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/OGT3Surroundedagain.jpg)

Empire Turn 4

I have nothing to charge with and the swordsmen & spears are still waiting for the gunfire to weaken then enemy before they commit. But the knights rally on a 9 thanks to their musician. The BSB also rides across to rejoin the swordsmen regiment.
In the magic phase the mage miscasts again and my lector is 'Eadbutted but saved by his Holy Relic. And the doomfire ring is dispelled.
In shooting the black orcs are hit by the cannon & handguns which kills ~5 leaving just Grimgor and the front rank. The hellblaster reloads ready for next turn. And the rocket fires at the goblins. This time its aim is true but sadly scatter means it lands on the front rank rather than in the heart of the unit and only kills 6 goblins who with the orc shaman in the unit don't panic.
In combat with the giant it swings its club again and kills 6! men. Luckily I do 2 wounds to the giant to start killing it. My men are unbreakable so hold.

Orc turn 4

WAAAGH! The bolthrower crew, spiderriders & black orcs run forward. The chariot fights with itself doing 3 wounds, the movement carries the spiders into the remains of the halberds and all other orcs & goblins ignore their general. The black orcs charge the now rallied knights but fall short.
The fanatics start moving... The one near the woods shuffling a little, one of the ones in the middle spining through the goblin unit killing 2 and the other dies as it wraps a chain around its neck.
In magic phase not a lot happens as most magic is dispelled of fails to cast.
In shooting the night goblin archers gun down the fannatic in front of them.
in combat the spider riders eat the halberds and ovverun into the greatswords along with the giant and kill a greatsword. The giant's club is again devastating and kills 6 more of the doughty warriors. In return the lector does 2 wounds to the giant leaving it with only 2 to go. I lose the combat again but am unbreakable.

Empire Turn 5

"Charge!" The knights and the halbediers (from the spears) charge Grimgor & his black orcs. The Spearmen try and charge the trolls but fail their fear test and the swordsmen w/detachment & BSB charge the unengaged orc unit... The archers move back into the woods.
In magic the Doomfire ring is dispelled but Doom & Darkness hits the orcs n combat with the mage & swordsmen dropping their Ld by 3. The Lector casts soulfire killing 4 spider riders (so no longer in combat) who panic & flee but the giant isn't wounded. Damn. And he dispels the unbreakable. He'd been saving dice to dispel the unbreakable so I thought I may as well soulfire and then try to redo unbreakable.
In shooting the cannon killed a lone goblin. The rocket landed directly on the surviving fanatic killing it & 2 goblin archers. the hellblaster now reloaded kills 8 goblins with the orc mage who flee with just 2 goblins beside the mage. The handgunners and archers shoot the the other goblin unit killing ~6 and they also panic & run and the other handgunner unit shoots the trolls killing 1 of them despite the regeneration. Why couldn't the shooting have been this effective in turns 1 & 2?
Combat. The giant again swings his club killing another 5 greatswords but is finally killed! Leaving the lector standing there with the champion & standard bearer after 4 rounds of club swinging combat. My swordsmen, halberds & BSB kill ~3 orcs (not the most impressive) for a loss of 1 man. But with ranks, flank, outnumber and -3 Ldr the orcs flee and flee faster than any of my troops. Grimgor is mean! My preceptor challenges and is accepted by the black orc champion. Grimgor has ASF, I didn't know this, he also has 8 Ws8 Str attacks, I didn't know that either. And proceeds to kill all 4 knights. My preceptor kills his champion and then watches as the halberds do nothing but lose 2 men & flee. Thankfully the Preceptor holds. Grimgor is really, really hard!

How hard can Grimgor be? Charge! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/EmpT5Grimgorisntthahard.jpg)
Go swordsmen... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/EmpT5ChargedaOrcs.jpg)
Goodbye giant. Now where did 25 bodyguards go? (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/OGT5Goodbyegiant.jpg)

Orc turn 5

The chariot & squig both position themselves for turn 6 charges and the troll charges my spearman who are frightened but with 25 of them hold firm. A good move as the troll is gunned down by the handgunner detachments stand & shoot response. All of the night goblins rally but his Doomed orcs do not but don't quite run off the board.
In the magic phase I dispel all his spells.
In the shooting his night goblins can't kill the last 2 greatswords or the lector and his bolt thrower bounces off the first spearman's shield (a "1" to wound).
In combat my knight challenges Grimgor himself and after a flurry of dice and 5+ saves is unharmed! He fails to hurt the orc warlord and runs away with a moral "I survived Grimgor" victory. The black orcs elect not to pursue.

Empire Turn 6

My spearman charge the black orc flank and the Lector moves to the cover of the archers in the woods.
Magic see's wind of death kill a few goblins and the lector healing himself to full health and then shooting kills a handful more goblins. Save the cannon which blows the chariot to kindling.
In combat Grimgor can't fight with nothing in BtB contact. And though his Black orc on the flank kills a spearman the odds are against them and the mightiest black orc in the world is run down by meagre Empire spearmen :evilgrin:

No More Grimgor! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2010/EmpT6SpearmenvanquishGrimgor.jpg)

Orc Turn 6
The fleeing orcs and goblins rally. The bolthrower misses the exposed BSB and the giant squig eats & devours the rocket crew.

Victory to the Empire!

Was a close and brilliant fun game that and had me worried at several points. The giant was a horrible creature. I didn't realise how mean they were or I would have made more of an effort to shoot it. Only the BSB kept the greatswords in the fight when they were not unbreakable. And he chased off my other greatsword unit.
The left flank was a disaster with the pegasus dying an ignoble death and the pistoliers getting forgotten about sealing their deaths.

selone
29-06-2009, 18:20
Congratulations on your victory! Grimgor is really hard indeed, if he gets into combat - there's trouble.

Golden Lion
29-06-2009, 21:44
Congrats! That was an exciting battle. I often enjoy battle reports, but this one really had me on the edge of my seat. I really like Orc vs. Empire matches, and this one was extra tense with the change in balance half-way in the game.

Hoping to see more! Greatswords with a BSB do pretty well, no?

grumbaki
30-06-2009, 04:24
Amazing battle report, I really enjoyed that. The pictures were great, the writing clear and the game tense. Well done!

RaZeR
30-06-2009, 12:04
Great reports, keep up the good work :)
That Kholek really is a monster, although I agree the hammer is a bit too big... Looks like it's made from some pieces of scenery? :p

Shimmergloom
30-06-2009, 12:15
You mention the chariot fighting with itself during the Waaagh!

Chariots are immune to animosity. Only a chariot with a black orc in it, gets to move during the Waagh! special ability. And it's an auto-6, so it never fights itself.

And during the spell waaagh! there's no tests at all, so there's no chance of it fighting itself or anything fighting itself.

I see that sometimes where newer greenskin players will test chariots and war machines for animosity. On the flipside it took nearly a year to convince everyone that hoppers and herds were not immune.

KHolbourn
02-07-2009, 07:46
Congrats!
Hoping to see more! Greatswords with a BSB do pretty well, no?

Cheers very much. Its been great getting back into the hobby once more.
You're right about the Greatswords. Every game they've more or less swung it for me. Sadly though its often through getting surrounded and then being killed to the last man.

Really does impress upon me the need for the BSB. Even if it the most basic 83 point BSB.


Amazing battle report, I really enjoyed that. The pictures were great, the writing clear and the game tense. Well done!

Cheers. Game felt very tense till the last couple of turns. Was a total failure in shooting and magic and the giant destroyed my "strong" greatsword strike force.
Lector & BSB/stubborn saved the day again.


Great reports, keep up the good work :)
That Kholek really is a monster, although I agree the hammer is a bit too big... Looks like it's made from some pieces of scenery? :p

I think its made from two parts of the temple of skulls columns stuck together. Hammer head is about as big as a chaos warrior. So pretty chunky.


You mention the chariot fighting with itself during the Waaagh!

Chariots are immune to animosity. Only a chariot with a black orc in it, gets to move during the Waagh! special ability. And it's an auto-6, so it never fights itself.

And during the spell waaagh! there's no tests at all, so there's no chance of it fighting itself or anything fighting itself.

I see that sometimes where newer greenskin players will test chariots and war machines for animosity. On the flipside it took nearly a year to convince everyone that hoppers and herds were not immune.

Oh. I had no idea. I'll let the my opponent know next time I see him (probably Tuesday). I've never played O&G or read the book (hence the massive underestimation of Grimgor!) so I just nodded when he was making his WAAGH animosity rolls (the general shouted WAAGH not the spell).


Cheers to folk for following the thread. And I have a rematch this Saturday with one of the WoC armies (the nurgle one that was the first one to get photos) and then possibly a match up with VC or DoC (different general to other DoC) on coming tuesday.

Golden Lion
02-07-2009, 09:44
Ah, then we will have to wait in eager anticipation!

KHolbourn
02-07-2009, 10:03
Great reports, keep up the good work :)
That Kholek really is a monster, although I agree the hammer is a bit too big... Looks like it's made from some pieces of scenery? :p

As I said cheers.

If you're still in bristol (as your profile says) and fancy a game sometime let me know. I'm only in Bath so a scant 20 mins away....

RaZeR
03-07-2009, 13:41
Already PMed :p
Think I'll avoid your greatswords though if possible, if we do fight :p

KHolbourn
03-07-2009, 14:17
Already PMed :p
Think I'll avoid your greatswords though if possible, if we do fight :p

:evilgrin: They'll come a hunting for you.....
(And PM sent about a possible match-up in the future.)

Well def' sorted for a match on Saturday. 2000 Points again. Though I'll avoid my list tinkering for the GT until at least August....

Warrior Priest (AoMI,GW) 119
Wizard level 2 100
Wizard level 2 100
BSB (FP, Horse, Griffin flag) 152
5 Knights w/FC, Warbanner 180
5 Knights w/FC 155
5 Knights w/music 123
10 Huntsman 100
23 Swordsmen w/FC 288
10 Handguns
9 Halberds
5 Pistoliers 114
20 G.Swords w/FC 355
10 Handguns
9 Halberds
Cannon 100
Hellblaster 110
1996

As usual I'll let folk know how it goes start of the week and have the camera for some more blurry out of focus shots :)

selone
04-07-2009, 11:10
Good luck with the Woc ! :)

KHolbourn
04-07-2009, 17:13
Good luck with the Woc ! :)

Cheers very much.

All over now. Photos are quietly uploading in the background and I'll post the BatRep in the next couple of days.

The WoC army:-

Sorcerer of Tzeentch lvl 2 w/Homonculous
Sorcerer of Tzeentch lvl 2
Wulfrik the Wanderer
10 Chaos warriors w/FC, MoN
10 Chaos warriors w/FC, MoN
10 Chaos warriors w/FC, MoN
10 Chaos warriors w/FC, MoN
10 Chaos Chosen w/FC, MoN, Deaths Head, Gods Favour (MR3 from the eye)
1 Tzeentch Warshrine
1 Chaos Chariot

Any guesses as to how the game went down?

Draconian77
04-07-2009, 17:52
Victory for the Empire! I figure that you have the speed, the guns and the numbers to pick those Warriors apart, even with that blasted Mark of Nurgle...

Lots of interesting battle reports in this thread, keep up the good work. :D

KHolbourn
06-07-2009, 11:52
Th empire deploys (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/EmpDeploy.jpg)

Emp 1

Knights and pistoliers race forwards. Magic is uneventful and and shooting doesn't work as the cannonball lands 2" short of the chosen on the hill.

Chaos 1

The chariot advances along with all of the other chaos units. Except the sorcerer on the right flank leaves the CW and hides in the temple on the hill opposite the gun line. Wulfrik appears on the edge of the line beside the greatswords.
In the magic phase the homunculus equiped sorcerer casts Baleful Transmogrification killing 2 pistoliers and then the Chosen champion hurls his deathhead killing the last 3. Damn, chaos having a more damaging shooting phase than me!


Wulfrik arrives on time (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/T1Wulfrikarrives.jpg)
Wall of steel (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/T1Chaosleftadvances.jpg)
End of turn 1 (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/T2Empfromthehill.jpg)

Emp 2
Two knight units head left of the forest aiming for the lone chaos warrior unit on the right. The third wheels about heading for the hill. The greatswords reform 90 degree left to flank charge Wulfrik next time if he charges the rear of the halberd detachment and are joined by the BSB on his horse.
In magic the fire wizard fails to Wall of Fire the marauders and the beast wizard on the right flank manages Beast cowers freezing the chariot.
In shooting the handguns pour fire into the chariot doing 3 wounds and the hellblaster kills a meagre 2 marauders.

Chaos 2
Two chaos warriors move around the woods on the right; the third charging the woods driving the archers out of it. Wulfrik charges the halberds who flee like little girls stranding Wulfrik in front of the greatswords. The chaos warriors on the right ready to face the twin knights charge. The lone sorcerer moves forward hiding in the temple on the hill.

Emp 3
Charges! The two units of knights in the centre charge the lone chaos warriors beside the temple. The greatswords w/BSB & warrior priest charge Wulfrik in the flank. The archers fail to rally and keep on running.
The swordsmen start to shuffle down the ramp on the far right and the 3rd unit of knights wheels round to park on the hill.
In magic the amber mage fails to cast Beast cowers on the chariot and the fire wizard does nothing and a 4+ ward save for the BSB is dispelled.
In shooting the cannon goes long landing on the last chosen killing him instantly and the first 10 handgunners let fly at the chariot destroying it!
The other 10 handgunners and the hellblaster fire at the lone mage hiding in the temple needing 8+ to hit. Despite a withering hail of ~30 shots nothing hits the mage!
in combat the knights slam into the warriors killing 2 on the charge for 1 loss as the champions can't get through their armour but the chaos hold. Wulfrik challenges his target, the priest, and wounds the holy man. In return 4 marauders are cut down and with the Griffon Banner's +6 rank bonus the marauders lose by ~12, flee and are cut down.

Goodbye Wulfrik (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/T3EmpWulfrikVsgreatsword.jpg)(note the sorcerer hiding in the temple in the background)
The grand charge of the knights (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/T3EmpChargeoftheKnights.jpg)

Chaos 4
The warshrine goes to charge the flank of the knights in combat but is 1/2" short (phew!). All the other chaos troops move slowly forward. The chosen wheeling round to head towards the knights locked in combat. The lone sorcerer in the temple hides behind the pillar sheltering from the gunfire.
In the magic phase the sorcerer on the right uses Baleful transmogrification to kill 2 knights from the unit on the hill (they don't panic) and summons the red armoured Exalted with "Call to Glory". And the sorcerer in the temple blows his head opening wounding himself with a Str8 hit & a miscast.
The warshrine gives the chaos warrior fighting the two knight units +1 attacks.
However although this fells the knightly champion and one other knight the combat is a draw.

Emp 4
The archers keep running and are now ~1" from the board edge. The swordsmen race towards the temple to flush out the chaos sorcerer and the greatswords & previously rallied halberds march towards the base of the hill. The Knights on the hill walk forward trying to get out the chaos warrior in front charge arc but don't quite have the movement...
In magic the beast wizard again fails to cast beast cowers on the warshrine. But with irresistible force the firemage casts Wall of Fire on the chaos warriors threatening the knights killing 1.
In shooting nothing really happens as a bad bounce leaves the cannon ball falling 1" short of a flank shot on the chosen. And everything else has no targets within range.
in combat the knights battle on losing 1 of their number to the sheer number of attacks but killing 1 in return. With the high ground & the warbanner they break the chaos and pursue them. One unit running them down and heading off the board. The other stopping shy of the board edge.

Chaos 4
Ignoring the wall of fire the warriors charge the knights, only 1 warrior burning to a crisp, but the flower of Imperial Valour run away...
The other chaos warriors start to climb the hill and the warshrine and chosen close on to where the victorious knights are. The sorcerer starts to retreat from the oncoming 25 swordsmen darting to the far side of the temple.
Magic sees nothing much happen as flickering fire is dispelled and call to glory is maintained. Shooting sees the warshrine give the chosen +1 Str.

Emp 5
The greatswords crest the hill daring any of the warriors to contest them. The fleeing knights on the left rally and the the other knights on the right return to the board. The swordsmen continue to chase the sorcerer.
In magic phase nothing really happens. And shooting is the same again with the cannon overshooting hitting & killing 1 chosen and miraculously of the 6 handgunners who can see the mage one hits (on an 8+!) but fails to kill the wounded sorcerer.

Chaos 5
The chosen & warshrine charge the flank/front of the newly returned knights (the ones that only had a musician & took 2 casualties) whilst all 3 chaos warrior units mount the hill to face the greatswords and the sorcerer runs down the far side of hill out of sight of the Empire guns.
Magic see the sorcerer killing 1 knights with a measly Str2 hit with flickering fire. All the dents obviously left some holes.
The chosen and warshrine kill 2 knights and pursue an impressive 12". The chosen crashing into the 3 survivors with the warbanner.

Emp 6
The greatswords & halberds charge the unit with the sorcerer and the red armoured "bonus" exalted. The 3 knights flank charging a second unit but they flee so the knight redirect into the front of the wall of fire scorched unit.
In magic the wizard casts wall of fire on the unit they are fighting (can he do this? We weren't too sure?) but only wounds the exalted as chaos armour is apparently fireproof.
There are no targets for shooting!
In combat the halbediers in the flank kill the exalted champion! A miracle of dice rolls if I ever saw one. The greatswords kill 2 more warriors, the BSB wounds the sorcerer and the priest overkills the unit champion in a duel. In return I lose 2 halberds (the only non-mounted infantry I lost) but with the ranks, flank & griffon banner I win the combat by ~12 and run down the chaos unit killing them to the last man.
Sadly the knights aren't so lucky losing one and killing none. They flee right off the board in disgrace. On the other side of the board the Str5 chosen can't chop down the armoured knights and the combat is tied.

Chaos 6
The fleeing warrior unit rallies. The sorcerer charges the knights fighting with the chosen in the other flank and the warshrine looks menacing behind them.
There is no magic or shooting.
In combat I lose 1 knight to the enhanced chosen and kill no-one but the two survivors escape fleeing an amazing 17" with the sorcerer & chosen equaly fast with 11" & 12"...

The left flank (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/ChaosT6TheHilltaken.jpg)
The right flank (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/ChaosT6sorcererescaped.jpg)
The glorious dead (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2011/TheGloriusdead.jpg)

A victory for the Empire!
It was a good fun game as despite the lack of any large scale infantry clash till the last turn the knights roaming around causing mayhem were fun. He had a long march due to the diagonally opposite deployment to avoid the guns so it was inevitable. He also used the deathshead and Baleful Transmogrification nicely to wipe out the pistoliers and that no doubt saved him a fair few casualties.

So I should get a game tomorrow night which you'll hear about later in the week all going well. And a friend has just picked up ~4K worth of dwarves so at some point in the next couple of weeks there may be a giant 4K dwarf Vs Empire battle... I may even let karl franz and deathclaw out of their cage!

Hope you enjoyed the report/photos.

Golden Lion
06-07-2009, 12:16
Hi Kholbourn,

Thanks for the report. It was a bit strange for the chaos fellow to trudge all the way across the board, diagonally even, to get to you. He hardly made it. Too bad your pistoliers died so quickly, they can be very useful against Chaos Warriors.

Was the mirrored deployment intentional by both of you? Or did you want to trick him into deploying his slow warriors far away? Also, the knights seemed to have some trouble with the warriors. Maybe try an inner circle unit with priest, they hit harder.

Although I like you armies! No lords and lotsa core.

Congrats on the victory

selone
06-07-2009, 13:27
Nice report thanks. very brave Woc army I must say :)

RaZeR
06-07-2009, 15:50
Another nice battle and report :)
Hopefully you'll be writing up a report vs me at some point in the not too distant future, with more WoC no less :)

KHolbourn
06-07-2009, 21:09
Victory for the Empire! I figure that you have the speed, the guns and the numbers to pick those Warriors apart, even with that blasted Mark of Nurgle...

Lots of interesting battle reports in this thread, keep up the good work.


Thanks very much & glad you're enjoying them. Hopefully I should be able to keep up the pace of one battle per week (I need my fix of warhammer)


Hi Kholbourn,

Thanks for the report. It was a bit strange for the chaos fellow to trudge all the way across the board, diagonally even, to get to you. He hardly made it. Too bad your pistoliers died so quickly, they can be very useful against Chaos Warriors.

Was the mirrored deployment intentional by both of you? Or did you want to trick him into deploying his slow warriors far away? Also, the knights seemed to have some trouble with the warriors. Maybe try an inner circle unit with priest, they hit harder.

Although I like you armies! No lords ans lotsa core.

Congrats on the victory

I started with the spearmen, greatswords & warmachines on the hill so I think he deployed on the opposite corner to try and avoid blithely walking into a storm of missile fire. I think we were both suprised how much chaos and time the knights caused.

I know what you mena about the IC knights as after the charge the knights just fail against the 2+ warriors saves. It comes down to who rolls the most 1's on the saving throws and chaos hits & wounds lots more. While the Str4 IC knights would be nice I'm normally maxed out on special choices with the Greatswords who I always like to take, pistoliers & a cannon. That and I always struggle to justify that extra 15 points :)

You're right about the pistoliers though. I think they are one of the best units the Empire has and def' one of the finest fast cavalry in the game. 12 Str4 AP shots per round for 114 points is a bargain. They slowed him down last time which is wy they were sadly targeted so effectively for destruction :(


Nice report thanks. very brave Woc army I must say :)


Another nice battle and report
Hopefully you'll be writing up a report vs me at some point in the not too distant future, with more WoC no less

Thanks to you both :) It as a good fun game. And nice to have a WoC army different to the near standard knights, 2 marauder cav', marauder foot, hounds & chaos foot. (Obviously the dragon Ogre horde is another fine excpetion! :))

(Oh and RaZeR; PM sent about a possible match up.... Shall we start taking bets now ;))

KHolbourn
08-07-2009, 05:48
Good day all.

Had another game last night. This time against the feared vampire counts! :chrome:

Empire Forces
Warrior Priest w/AoMI, Sword Battle
Wizard level 2 (Burning glare & dazzling brightness)
Wizard level 2 (Burning glare & guardian light)
BSB w/Full plate, barded horse & Griffon banner
25 Swordsmen w/FC [9 Halberds, 10 Handguns]
10 Knights w/FC, Warbanner
5 Knights w/FC
10 Huntsman
20 Greatswords w/FC [9 Halberds, 10 Handguns]
5 Pistoliers w/FC
Cannon & Hellblaster

Nasty Brettonian vampires (but very prettily painted)

Vampire in armour on a Horse (Hatred & causes terror)
Vampire in armour on a Horse (level 2 & causes terror, BSB)
Vampire on a flying Horse
Vampire w/summon Ghouls
~20 Ghouls w/Vampire
~15 Ghouls
~15 Ghouls
5 Direwolves
9 Blackknights w/FC (w/BSB, Banner +1 hit)
9 Blackknights w/FC
5 Wraiths

So what do people think is the expected results?

SevenSins
08-07-2009, 09:01
not to OTT vampires, so I predict a minor win for the empire.
nice reps by the way (but your opponent footslogging chaoswarriors diagonally? not the best plan I'd say)

KHolbourn
08-07-2009, 10:55
Sorry I forgot to chuck the camera into my bag as I was heading out to work early so no photos for this one. Next time I promise :)

Deployment

I deployed my 10 knights on the far left off the hill. Then I put the swordsmen w/their halberds on their left in front of the inn with the handgun detachment in the inn. The greatswords were beside them with their handguns on their left and the halberds on the right. The small knight unit went on the far right flank and the pistoliers started in the centre. The archers went in the woods. There was a wizard in each block; the priest (as always) was with the greatswords and the BSB was with the swordsmen.
He started with 3 units of ghouls and his wraiths opposite my centre and then had his 2 black knight units screened by the dire wolves hiding on the left flank behind the hill.

His ghouls then surged forward. One unit very close to the trees. The centre one (w/the vampire) behind the building and the third on the other side of the building.

Emp Turn 1
Both units of knights shuffled forwards; the pistoliers raced towards the ghoul unit running up the centre and the archers appeared at the edge of the woods beside the right most ghoul unit.
Magic phase was good! I think he was saving dispel dice to see what I had. A burning gaze on each of the exposed (so non-vampire) ghoul units killed 4-5 from each.
In shooting I foolishly split the fire of my cannon, pistols & handguns between the ghoul units (the archers failed to kill so they don't count) reducing both ghoul units down to ~3-4 models. Sadly the hellblaster then chose to fire 4 shots and jam rendering it useless next turun as well (Hmm, not good).

VC Turn 1
The 3 remaining ghouls on the right charged my archers who elected to stand & shoot (I of course forgetting that when combat started there would be more than 3 ghouls...). The dire wolves raced forward and blocked my knights slanting to make them go off the board should they win. And both Black knight units advanced at a run. The ghouls in the centre w/vampire occupying the building. And the flying vampire settling near the black knights.
Magic... He cast Dance (I failed to dispel) and his black knights gleefully charged headlong into my swordsmen in the centre as the stand & shoot from the detachment missed. But the countercharge from the halberds went in. 5 more ghouls appeared to support the 3 ghouls who'd charged the archers (and predictably lost 0 to the stand & shoot). Then a small band of 5 zombies appeared ~1" in front of my cannon & hellblaster and a second unit of ~4 appeared behind the halberdiers that had flank charged his black knights...
In combat the archers had 6 men pulled down & devoured and ran away at top speed outdistancing the ghouls. On the slope the halberds were amazing killing 2! Black knights. But sadly my champion was dispatched brutally by the wight champion, a couple of swordsmen were killed and the lone knight in combat with the BSB killing- blowed the Griffon Banner :( (Why do entire units get killing blow?!). I lost the combat by 1 but held. Sadly the halberds failed and ran straight into the 5 waiting zombies "brains... yum".

Emp Turn 2
The archers rallied. But predictably the pistols didn't and headed for nearest board edge straight through the dire wolves who snacked on spicy (with the saltpeter) humans. Knights on the right started to advance. Knights shuffled but didn't go for the dire wolves and the Greatswords moved round for a flank charge on the black knights.
In magic everything most things were **** down save a burning gaze that killed 2 black knights from the unengaged unit.
In shooting the cannon tried to grapeshot the two ghoul units in front of it but misfired. The handguns in the tower dropped a blackknight and the handguns on the hill wounded the flying vampire.
Combat was harsh with ~4 swordsmen getting gibbed for no losses n his side. And the entire unit and my wizard tried to flee into the inn but the handguns were having a lock in so the swordsmen went "splat" on the walls. He restrained his pursuit. Scared by the concept of a locked pub hellblaster crew gave up reloading and just ran away.

VC turn 2
Blackknights on the hill went for the handgunners who fled (and again went "splat" into the locked doors of the inn but I'd misjudged and he was just able to wheel round and get 2 knights in contact with the corner of the greatswords. And the 5 zombies charged the cannon crew who promptly fled off the hill. Everything else moved (or shuffled or wafted forward) except the direwolves and the ghouls in the central building.
Magic was relatively uneventful! As most things were dispelled and multiple things failed to cast.
In combat the the blackknights killed 1 greatsword for one loss. I won the combat by 3 so 3 crumbled. Hmm. That wasn't so bad...

Empire Turn 3
Everything charge! Halbediers charge the ghouls in the forest (FAILURE!), big knight unit on the left charge the wolves (FAILURE!) and small knights flank charge the ghouls in the centre (FAILURE!). So no charges then....
In the magic phase he dispelled the dazzling brightness and the unbreakable. And in the shooting the handgunners in the tower picked off another black knight in the unengaged regiment.
In combat my champion challenged his and was promptly killed but another black knight was killed and 1 more lost to crumbling! Leaving only 3 & the vampire!

VC Turn 3
Suspiciously nothing charged me save for some zombies charging the pub and scaring my handgunners. The wraiths moved up however as did the ghouls on the left and the flying vampire.
In magic he failed a couple of dances and curse of years and not much else happened.
In combat the battle between the knights and greatswords dragged on as he killed 2 more greatswords drawing the combat and it was a drawn combat.
No wounds were caused in the battle for the pub as the zombies obviously couldn't find the door handle.

Emp Turn 4
Finally the knights on the left managed to charge the direwolves and the halberds charged the 8 ghouls in the forest. The small knights unit tried to charge the 2nd black knights beside the wraiths but again were too scared to move.
My magic phase was entirely shut down. But shooting saw the handgunners in the tower take out the flying vampire lady.
In combat the halberds killed 2 ghouls for one loss and won the combat crumbling another ghoul! With the greatswords I killed a knight but lost the combat but passed the LD test. Now there was only the vampire BSB & the standard left from that unit! And my 10 knights slaughtered all 5 wolves but didn't ovverun off the table.

VC Turn 4
The wraiths charged my small knight unit who passed their first leadership test and held! The second black unit joined charging the greatswords. And the left hand ghouls charged the pub of handgunners.
In magic he raised 2 more black knights but two more were dispelled stopping him getting back the full rank in the new and shinier unit. And the ghouls fighting the handgunners expanded from 7 up to 15 from raise ghoul spam :(
In combat the ghouls ripped apart the halberds and pursued into the flank of the knights. The wraiths and ghouls could only kill 1 knights from the thick armour but it was enough. Fear made them flee into the large combat and death :( The wraiths pursuing and crashing into the flank of the beleaguered greatswords.
This didn't help matters! Wraiths, knights, vampires & more knights killed several greatswords and put a wound on the warrior priest who fought back wounding a wraith! The other greatsword killed the last blackknight from the first unit leaving only an angry vampire! After counting we had the same number of troops so no autobreaking and Stubborn passed their test!
In the pub the ghouls ate 6 handguns and the remaining 4 leapt out the windows and ran away.

Emp Turn 5
The knights turned to watch their general's last stand and the pub now ovverrun with ghouls. The last 4 archers hid in the middle of the forest hoping no-one would notice them.
Magic was entirely shut down and I had no shooting.
In combat the warrior priest manage to kill a wraith and wound another! Before he was killing-blowed from a Black-knight and every last greatsword was brutally cut down. Strangely enough the wizard left all by himself tried to flee but was horribly cut down...

VC Turn 5 & turn 6
Well surveying the scene the vampires saw no living humans save the 10 knights so sent the wraiths towards them and then in the magic phase propelled them into combat with the knights! The 2 free dispel die enough to stop Curse of Years.
In combat the wraiths attacked the knights wounding 9 times but not felling a single knight! The 1+ save proving its mettle. In response the knights watched 2 wraiths discorporate from static resolution.
In turn 6 Curse of years was stopped again and yet again the heavy armour of the knights paid dividends as not a single knight fell and the last 2 wraiths floated away.

Result: Empire ~770VP; Vampires ~2100 VPs "Total Wipeout"

Hmm. Well my winning streak was well & truly put to an end there :) Vampire counts are so mean. I wasn't prepared for the sheer speed they propelled themselves across the battlefield. Though having the Griffon Banner KB'd in turn 1 was painful. If he'd lived I would have won the combat by ~5 and maybe held off that first black knight unit.

Bar fleeing with the small knight unit or targeting one of the ghoul units for total destruction rather splitting fire I don't know what else I could have done? Just got a beating so live and learn I guess.

PeeKay
08-07-2009, 11:11
It sounds like you went up against an experience VC player. He was moving you around the battelfield to all the places you did not want to go.
What would you do different if you played again?

KHolbourn
08-07-2009, 11:32
It sounds like you went up against an experience VC player. He was moving you around the battelfield to all the places you did not want to go.
What would you do different if you played again?

He does win a lot in the club with his pesky undead :)
I'm not sure really what I'd do differently. The army I had was one that I used against the chaos warriors (previous BatRep) but condensed 2 knights into one and bought the Priest a magic sword. As that was all the model I had in the case at the time.

If I was to play VC again I'd upgrade the mages. Add some scrolls or a Rod of Power to help boost my magic defence. Also take the Icon of Magnus to make 1 unit immune to fear. And Possibly the Daemonslayer banner for a unit of knights so they wouldn't fail a charge, Apart from that I really don't know. I didn't really have a chance to move as he was in combat on turn 1; and his ghouls had pretty much reached the edge of my deployment by turn 2. The summoning of zombies to block the artillery was also cunning...

Any advice to help Empire Vs VC counts match ups in the future?

PeeKay
08-07-2009, 11:58
Shamefully I don't know Empire army that well but I do know the Vampire Counts.

You are right about concentrating attacks on a unit. VC players don't like losing units of ghouls or skeletons. Your battle might have turned out different if you destroyed that unit of ghouls early on.

I believe it is difficult to stop the VC player invocating or raising the dead but you must stop Vanhel spell as much as possible. I would save the DD and scrolls for this spell.

Also, I will mention because someone else will; kill them vampires!!! Always easy to say than do :)

RaZeR
08-07-2009, 13:07
Another nice report :)
Looking forward to going up against you, although I'm afraid I'll be running a relatively boring chaos list - it has hounds, marauder horsemen, marauders and knights (and chosen, forsaken, spawn and a hellcannon though :))

Keep up the great reports!

KHolbourn
09-07-2009, 14:26
Well folks.

Sadly no game coming up this weekend or on tuesday due to some holiday but next sunday there will be the RaZeR VS me match up :)

Any suggestions for my list to take on his would be welcome (as long as no W.Altars or Steam tanks are involved :cheese:)

(I'll bring the camera and report that one no worries!)

Golden Lion
10-07-2009, 11:43
Hi Kholbourn,

Another good game. Don't feel bad you lost, your ratio is still positive and it indeed sounded like an experienced vampire player.

That was tough luck with the BSB being killing-blowed.. not much you could do about that I'm afraid. I thought your deployment was pretty solid. I noticed that again neither of you fielded a lord, is this intentional? It definitely makes for a slightly different and interesting game. Him lacking a Vampire Lord makes things easier for you, but at the same time you have to make do with Ld8 instead of 9. Which is a big thing against VC!

Which was shown when you failed three fear tests to charge in the same turn, that's just bad luck too though, may well have influenced the outcome. Also, a you said, don't leave home without the Icon of Magnus. It also protects you from terror, which can be a lifesaver.

Yet again, your Greatswords performed stunningly! It is so cool to see them hold against the odds match after match you play. The way you described it was really evocative as well, almost made the defeat 'meant to be' with the Greatswords dying to the very last (and handgunners jumping out of windows).

KHolbourn
10-07-2009, 19:16
Hi Kholbourn,

Another good game. Don't feel bad you lost, your ratio is still positive and it indeed sounded like an experienced vampire player.

That was tough luck with the BSB being killing-blowed.. not much you could do about that I'm afraid. I thought your deployment was pretty solid. I noticed that again neither of you fielded a lord, is this intentional? It definitely makes for a slightly different and interesting game. Him lacking a Vampire Lord makes things easier for you, but at the same time you have to make do with Ld8 instead of 9. Which is a big thing against VC!

Which was shown when you failed three fear tests to charge in the same turn, that's just bad luck too though, may well have influenced the outcome. Also, a you said, don't leave home without the Icon of Magnus. It also protects you from terror, which can be a lifesaver.

Yet again, your Greatswords performed stunningly! It is so cool to see them hold against the odds match after match you play. The way you described it was really evocative as well, almost made the defeat 'meant to be' with the Greatswords dying to the very last (and handgunners jumping out of windows).

I think in his case he like the 4 hero-vamps as it enough magic to spam raise/dance and cheap enough to fit in both the black units and the wraiths.

In my case its because I used the same army I had in the box against the WoC on the weekend. And only had time to squidge the 2x5 units into 1x10 men. If I knoew in advance I was up against VC I would probably have a Lector as the general and at least 1 dispel scroll and of course the Icon! When we run the Pigmar league the Icon will be there to counter the VC/ Daemon players.

Cheers for the greatsword fandom :) I love them and can't see ever not having them in an army. They always perform well and exceed expectaions. Not bad for all the flak they get about being crap :)

Also I may get a pick-up game against my Brother in law tomorrow (fingers crossed) as I brought 1500 points up in my bag on the train today just in case. So with luck come Sunday/monday I'll have a report of Empire Vs chaos dwarf :)

KHolbourn
12-07-2009, 08:55
Hello all! I'm glad I popped a small army in the bag for the train journey up north as there were games to be had! One against the cruel & nefarious dark elves The dark elf army I know is soft but he like it themed as a raiding party off a Black Ark and likes lots of men (and made the list in ~10 minutes :)) And he hadn't played for ~5 years...

It went right down to the last turn... who won?

Empire Army
Warrior Priest (AoMI, great weapon)
Wizard level 2 (death) w/scroll
Captain (BSB, Fullplate, Doomfire ring)
5 Knights w/FC & warbanner
10 Huntsman
25 Swordsmen w/FC, 10 handguns & 9 halberds
20 Greatswords w/FC, 10 Handguns & 9 Halberds
5 Pistoliers w/FC
1 Cannon

Dark Elf Army
Sorceress level 2
Assassin w/AHW
20 Warriors w/FC
20 Corsairs w/FC
20 Executioners w/FC & warbanner
21 Repeater crossbowmen w/FC
5 darkriders
1 Cold one chariot
2 Repeater boltthrowers

Deployment
Dark elves had 2 hills ni their deployment (one on each flank). there was a two forests in the middle roughly in front of each hill and then I had ~ 10" of hedgerow across my deployment zone.

He deployed one repeater & his crossbowmen on the hill on the left (from my PoV). Then warriors, corsairs, chariot & executioners (w/sorceress) in a line across the centre in front of the tiny line on the right that had the second boltthrower. Darkriders were tucked in behind the warriors.

I deployed the swordsmen on the left with their handgunners, cannon & G.sword handgunners hiding behind the hedge row and the greatswords on the right flank. Knibhts were on the right supporting the greatswords and the pistols were on the left. The huntsman went in the forest on the left oppostite the crossbows.

Empire turn 1.

Everything rolled slowly forward. pistols and knights sheltering behind the forests.
In magic the wizard (had 1 & 3 from lore of death) got off to a cracking start killing 5 warriors with Wind of death.
In shooting the handguns were out of range; the cannon misfired and so couldn't shoot in the next turn and the archers failed to kill any of the boltthrower crew. (Not so good. I was relying on the cannon to take out the chariot.)

dark elf turn 1
His army moved forward as one. More or less in a large line.
In the magic phase I got lucky as the sorceress went for bladewind she miscast killing 5 executioners and getting wounded.
In shooting a hail of bolts & reapeter crossbow rounds went off killing 2 archers, a few swordsmen but no knights thank to their thick armour (and long range!)

Empire turn 2
Still no charges as the greatswords went for the left of the forest (tiowards the cenre of the table) and their halberds went right. the knights hanging back in support. The swordsmen continued a trudge across the battlefield. And the pistoliers raced around to the left had side of the hill ~6" away from repeater bolthrower and out of the fire arc of crossbowmen :)
In magic it was mayem again! This time both Wind of Death and Dark Hand of Death were cast as failed to dispel either and ~4 corsairs and all 5 dark riders were killed :) (wow; first time I've seen one of my mage so effective!)
In shooting all 8 archers & 20 handgunners targeted the hapless warriors leaving the champion and standard bearer left alive. Neither of whom panicked! The pistoliers then cut loose. The 4 men killing both the crew and the outrider hitting & wounding and destroying the bolthrower itself with 3 perfectly placed shots (or he'd traded in the pistol for a bolt pistol)

more to come later...... breakfast is needed....

selone
12-07-2009, 09:34
Interesting armylist for him for sure, should be a good game!

Kerill
12-07-2009, 14:16
That is indeed a bit different from the usual dark elf list, look forward to the report

KHolbourn
13-07-2009, 15:34
Dark Elf turn 2
Last 2 warriors charge the arcvhers in the trees who then miss all their stand & shoot attacks. The rest of the army moves forward. Executioners & chariot playing hide & seek behind the trees.
In magic I dispelled thebladestorm & the power of darkness.
In shooting the repeater bolt thrower lets fly killing 5 out 9 halbediers marcching arcoss the battlefield wit the swordsmen. The repeater men can't fire as they turned to chase the pistoliers.
In combat I lose one archer but manage to hold.

Empire turn 3
The greatswords and halberds move up either side of the right hand wood bracketing the executioners. The knights wait behind to kill any dark elf victors. The swordsmen & their 4 halberds continue traversing the width of the battlefield.
In magic the mage's hand of death kills a handful of warriors but wind of death is dispelled. The BSB's doomfire ring kills one of the standard bearer fighting the archers (Was I right in thinking that burning head/doomfire can be cast into combat?)
In shooting the handguns aren't in range of anyone but the cannon lands on the chariot reducing it to crocodile steaks & some kindling. The pistoliers torment the repeater crossbowmen killing ~4. (But in moving the pistoliers I'd made an error and was just in the charge arc. Bar that things were going pretty well.) In the fight bewteen the chapion & the archers the archers killed the dark elf.

dark Elf 3
The crossbowmen charge the pistolliers who flee. His executioners refuse to reform the face the halberds but stya just out of the arc of the greatswords. The corsairs advance to be directly in front of them.
In magic I dispel the bladewind.
In shooting I lose another 2 swordsmen to repeater bolts.

Empire Turn 4
(Well I had the choice of charging the corsairs and risk a flank charge from executioners or be charged by both in front & flank The greatswords charge the corsairs and the halberds on the other side of the wood charge the rear of the executioners. The pistoliers then fail to rally and flee off the side of the board.
In magic the mage is locked in combat and does nothing. Both the doomfire ring (aimed at the corsairs in combat if I'm allowed to?) and the warrior priest are dispelled.
In shooting the cannon locks onto the last repeater bolt thrower and blows it apart with a spot on shot :) (My guesses are getting more accurate over the past few games). The archers kill a repeater crossbowmen.
In combat the halbediers fail miserably and 4 are killed. The rest fleeing ignobly and the executioners (Obviously) elect to hold. In the corsair unit the assassin pops out killing a couple of greatswodrs and the champions from each unit duel. I fluff my attacks and the corsairs kill 2. I lose the combat but hold.

Dark Elf 4
The repeater crossbows stay still. The executioners charge the flank of the greatswords and make it despite the trees in the way. The repeater crew also start to shuffle fowards.
Magic is a non-event with the mage locked in combat and shooting from the x-bowmen manages to pick off 2 archers hidden in the trees but they don't panic.
In combat the champions continue to duel; the assasin kills 2 more and the corsair & executioner attacks kill a few more. I lose by ~4 but stuborn holds me in there (I was lucky with a flurry of 4+ saves against the corsairs/ But the exacutioners just killed them. Why do all elite troops (longbeards, ironbreakers, white lions, questing knights, executioners) get a Str of 4 apart from the greatswords?

Empire turn 5
The swordsmen try and charge the flank of the corsairs but are 1/2" short :( and the knights shuffle to get a charge on the executioners next tunr (assuming I survive till then!).
Magic and shooting are none events as the bound spells are dispelled and the cannon & archers miss.
In combat my luck with dice deserts me and I lose > rank of greatswords for ~1 dead corsair. Thank sigmar for stubborn!

Dark Elf turn 5
The reapters stay still and the bolt thrower crew move forwards towards the sprawling melee in the centre.
Magic & shootnig result in 1 dead archer from the crossbowmen.
In combat I still suck. As the greatswords plummet to ~7 survivors plus the characters. Stubborn holds them again. (My luck with attacks sucked but saving throws were saving lots of suffering. As the assasin had nho extra equipment it was just attacking the unit as he though it unlikley to hurt the T4 1+ save warrior priest)

Empire turn 6
Charge! The swordsmen charge the flank of the corsairs and their halberds hit the rear (or at least I assumje they do like a regular detachment swing move) and the knights thundered in to the flank of the executioners givinga cheerful 5 unit swirling combat.
Magic was a non-event. And I forgot to shoot anything as I was more excited about the massive swirling combat in the centre.
In combat the knights found some rubber lances but someone had been whipping the horses as they stomped on 2 dark elves. The swordsmen were likewise incompetent jkilling no-one bar the champion who killed the corsair champion. The assasin went for the BSB but only wounded him once and was cut down by the imperial hero in return. The halberds then proved their usual worth by killing nothing and giving away 3 combat resolution as 3 died. Corsairs & executioners then killed ~4 more greatswords and killing blowed a single knight. After counting up the scores it was a draw!

Dark Elf turn 6
The crossbows charged the archers who fled. The boltthrower crew charged the rear of the halberds.
No magic, no shooting.
The mass combat continued.... swordsmen, greatswords, executioners & corsairs fell in the mud. At the end of the violence the static resolution (and lack of halberds left to die!) the Empire had won. Executioners & bolt thrower crew fled but the corsairs held in place. All the fleeing elves outran their pursuers....

Victory to the empire! that was a quite a good fun game :) I know it was a soft dark elf list but my brother in-law knocked it up from the models he could find in a his boxes chocked full of various models and ~15 minutes. Plus it was designed as a the raiding party off a Black Ark and he likes lots of models on the table.

I really am starting to lose faith in detachments. In variably they seem to just gift the enemy combat resolution as they get slaughtered. What are other people's views of the halberd detachments?

Next game will be on Sunday when I play RaZeR from this forum and his warriors of chaos for a public thrashing for one of us
Then next tuesday I've got a 3000 point game against the dark elf player who beat me in my first game. Time for revenge I hope (and advice for good things Vs dark elves would be nice. Apparently he has no hydras built so no fire breathing monstrous freaks)

grumbaki
13-07-2009, 16:24
Looks like a great game! Congrats on the win. But one problem:

Pistoliers are fast cav. If you volunatrily flee from a charge, then they automatically rally and can move as normal. Your pistoliers should have rallied, ran back up to the crossbowmen and shot them in the face a second time.

Also, why did you flee with the archers on turn 6? They couldn't rally, so it gave free VP to the dark elf player. Better to stand and shoot and hope that they hold in combat, or better yet take enough of the enemy down to get them to half strength. The worst that could happen would be that the archers would break/die, but fleeing equals the same thing.

SevenSins
13-07-2009, 16:53
nice rep yet again and a fairly soft DE list, but as long as fun was had :)

@grumbaki, fast cav doesn't auto rally, but can move/shoot when rallying after a flee

turn 4 the executioners hold rather than pursue the halberds.... Hatred means they always pursue/overrun when capable (use this to your advantage when facing DE, it applies to everyone but the harpies

KHolbourn
14-07-2009, 20:08
Looks like a great game! Congrats on the win. But one problem:

Also, why did you flee with the archers on turn 6? They couldn't rally, so it gave free VP to the dark elf player. Better to stand and shoot and hope that they hold in combat, or better yet take enough of the enemy down to get them to half strength. The worst that could happen would be that the archers would break/die, but fleeing equals the same thing.

I always kind of forget about the whole VP thing. Its like forgtting to seek out table quarters on the last turn & things like that. Hopefully after a sound thrashing in the GT heats later this year I'll remember the every last VP counts ;) Jokes aside I forgot about it being the last turn and did what I would have done any other turn of the game. Its why my characters always answer challenges or I charge when maybe I shouldn't as it seems "in character"...


nice rep yet again and a fairly soft DE list, but as long as fun was had :)

turn 4 the executioners hold rather than pursue the halberds.... Hatred means they always pursue/overrun when capable (use this to your advantage when facing DE, it applies to everyone but the harpies

Cheers for that. Neither me or my brother-in law knew that. I'll remember for next time (Or possibly the rare occasion my greatswords w/priest actually win a fight rather than being surrounded!)

Any advice for what to take in the 3K game against the DE (probably heavily Khannite) horde next week?

KHolbourn
15-07-2009, 11:20
Here is the List I'll be taking against RaZeR this weekend:-
Comments and critiscms are more than welcome :)

Lector (Armour of Meteoric Iron, Holy Shroud, Great Weapon)
Warrior priest (Heavy armour, Silver Sigil,great weapon)
Warrior priest (Dawn Armour, Greatweapon, Barded Horse)
Warrior priest (Heavy armour, Great weapon, Doomfire ring)

24 Swordsmen w/FC [9 Halberds, 10 Handguns]
24 Swordsmen w/FC [9 Halberds, 10 Handguns]
9 Knights w/FC (Banner of Arcane Warding)

24 Greatswords w/FC [9 Halberds, 5 archers]
5 Pistoliers w/FC
5 Pistoliers w/FC
Cannon

Hellblaster

Its a bit of an experiment with no BSB and no wizards. But with the priestly might I have an impressive 7DD and then have magic resistance on 3 of the units to ward off any nasty gateways/ flickering fires/ buboes/ titillation of slaneesh that may come my way. 3 big combat blocks should hopefully suffice supported by a knightly hammer (I know they are better as 2x5 but sometimes a big unit just look good). And I still have small skirmish screen and 2 units of pistoliers to harass & annoy the chaos horde.

May the best warseerer win ;)

Saviour
15-07-2009, 12:39
Just so you know KHolbourn, the quote below by grumbaki is incorrect:


Pistoliers are fast cav. If you volunatrily flee from a charge, then they automatically rally and can move as normal. Your pistoliers should have rallied, ran back up to the crossbowmen and shot them in the face a second time.

You don't automatically rally, you still have to pass a LD test but if you do so you get to move as normal, including marching back to your enemy and shooting them in the face. :)

Just wanted to make sure you don't get this wrong for future games & inadvertently (and unknowingly) cheat. Towards this end, I suggest that you find the points to put Musicians on the Pistoliers. They work wonders every time, and you're rallying on LD8 as opposed to the average 7.

KHolbourn
15-07-2009, 13:06
Just so you know KHolbourn, the quote below by grumbaki is incorrect:

You don't automatically rally, you still have to pass a LD test but if you do so you get to move as normal, including marching back to your enemy and shooting them in the face. :)

Just wanted to make sure you don't get this wrong for future games & inadvertently (and unknowingly) cheat. Towards this end, I suggest that you find the points to put Musicians on the Pistoliers. They work wonders every time, and you're rallying on LD8 as opposed to the average 7.

Thanks. But that's what I thought as well. Its why the pistoliers are always 114 points. I always include the musician, outrider & repeater pistol. The chance to rally on 8 rather than 7 is always nice.

Of course my pistoliers have a habit of failing their first rally test and passing the turn after when they can't then move & act normally :( Bloody pesky sons of nobles....

RaZeR
15-07-2009, 13:10
Hmmm... Interesting list. I'll try to make some plans that are more complicated than "Throw the lord and the forsaken at it until it dies" :p, as with at least +6 static combat res I don't think that will work this time!

Nice report against the darkelves too, good win. Although as you said it was a pretty soft army.

Also, stop bigging up our game so much, it'll be very embarrassing for me when you paste me now :p

Saviour, don't worry, I know the rules for fast cav so I wouldn't let him cheat :p

Looking forward to reading the next epic report in this thread......

Saviour
16-07-2009, 09:14
In the above list, why not mount your AL on a barded warhorse to give him a 1+ rerollable armour save as opposed to the 4+ you have now?

selone
16-07-2009, 22:46
my view on halberdeer detachments is this- against old school armies they can do some good, against most of the newer armies you may be in for trouble ahead.

KHolbourn
17-07-2009, 12:34
my view on halberdeer detachments is this- against old school armies they can do some good, against most of the newer armies you may be in for trouble ahead.

I'd agree there. Against Chaos Warriors/ multi-attack corsairs all they seem to do is die. Would you/people say that swordsmen are better detachments?



In the above list, why not mount your AL on a barded warhorse to give him a 1+ rerollable armour save as opposed to the 4+ you have now?

I've got one fully painted warrior priest and he's on foot. And I like to have the general in the heart of the army for spreading around that leadership! But.... observe on the list above. The dawn armour and AoMI have swapped around. Mounted priest is now 2+ re-rollable and Lector is 1+ armour/5+ ward :)

RaZeR
17-07-2009, 13:25
Stop advising him :p

Incidentally, as regards the magic resistance... does MR on characters affect the whole unit IF the spell isn't affecting the character himself? For example, if he has the WP with the sigil in a unit of swordsmen, and I cast buboes on the swordsmen champion, does he get an extra dispel dice from the MR?
If not, it becomes interesting with something like plague squall :p Seeing as you don't know who it's going to affect when you try to cast it, does the magic resistance have any effect? (Incidentally, in this case I would guess it doesn't, going by other threads I've read on things like MR+comet, and ring of hotek+comet etc...)

Cheers :p

selone
17-07-2009, 17:03
Yep MR affects the whole unit, even if the spell doesn't affect the MR wielding character precisely to stop that sort of hi-jinx ;)

KHolbourn
19-07-2009, 19:33
Battle is over and the votes have been counted and verified.....

Final score was 1901 VP against 909 VP.....

But which side was the glorious victor?

(Batrep up tomorrow with some photos but the camera had a minor malfunction so only a few photos.)

RaZeR
19-07-2009, 20:50
Note: Chaos Lord on Disc killed more than his points cost, w00t! Suck on that, all you "combat lords are pointless" people :p

KHolbourn
20-07-2009, 10:00
WoC Army (Hopefully RaZeR can fill in the details?)

Lord of Tzeentch on Disc w/flail; 3+ armour, 3+ ward, regen
Sorcerer level 2 of nurgle w/power familiar
Sorcerer level 2 of Slaneesh
2x 5 Marauder horse (with throwing axes)
2x 5 Dire wolves
~15 Marauders (w/Nurgle sorcerer)
5 Knights of Nurgle w/FC
6 Forsaken
~12 Chosen w/FC, banner of Wrath
2 Spawn of Slaneesh
Hellcannon

Deployment

From left to right:-

Pistoliers; Helblaster; Halberds (Handguns & cannon on the hill); Swordsmen (w/Sigil); Greatswords; Swordsmen w/doomfire (and Handguns in house) and Pistols/knights on the far side of the house.
On the chaos side... Lord on disc; Marauder horse; Forsaken; Chosen (Hellcannon on Hill); spawn of slaneesh; marauders w/mage; spawn of slaneesh & dire wolves; marauder horse; knights of nurgle & direwolves

Down the Empire Line (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/Empdeployatsunset.jpg)
Empire Centre (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/EmpCannontheHIll.jpg)
Empire right & the Tower (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/IntheTower.jpg)
The chaos centre (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/Chaoscentre.jpg)
The chaos right (as seen from Empire side) (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/Chaosright.jpg)


Empire Turn 1
All the infantry units walked forward a little the archer screen scurrying into range. The pistols on the left hid behind the forest; pistols on the rights jogging forward screening the knights.
Magic nothing much happened as the swordsmen & knights became unbreakable.
In shooting the handguns in the buildings killed 3 marauder horse and the cannon hit the hellcannon but failed to wound...

"Infantry Forward" (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/Turn1letbattlecommene.jpg)


Chaos Turn 1
All the chaos army ran forward. Dirwolves on the right screening the knights.
The magic phase was shut down completely and in shooting the Hellcannon landed ~5" short of the greatswords.

Chaos advances in the centre (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/T2Chaosadvnaces.jpg)
and on the flanks... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/Turn2Ontheright.jpg)

Empire turn 2
No charges. (As I was stupid and blocked the knights charging the hounds and overrunning/redirecting into the knights). The pistols on the right lined up beside the knights and the pistols on the left faced the Lord on the disc.
IN magic nothing of note happened as most of the RiP prayers remained. And the Doomfire ring was then dispelled.
In shooting the cannon misfired (Total FAIL!) and the hellblaster then levelled at the lord on the disc and exploded (EPIC FAIL!). Other shooting killed a marauder horseman on the left and wiped out the last 2 horse on the right that then panicked the wolves off the board (thus leaving the knights free to charge my knights. Doh!). THe pistols on the left and right then failed to hurt the lord of kill a single knight.

Chaos Turn 2
Chaos knights charge my knights who are unbreakable so don't check for fear. The wolves charged my halberd detachment between the swords & the greatswords. The Lord charged my cannon crew. The spawn on the right charged the pistoliers who fled successfully. The rest of the army wandered slowly forward.
In magic his phase was entirely shut down.
In shooting the hellcannon did better landing an inch short of the greatsword killing 2.
In combat the direwolves killed 1 halberd for one loss and fled the doughty beardy men who held fast. The cannon crew were slaughtered by the Lord the last of them running away never to rally (doesn't matter the arillery sucked anyway). The knights slammed into my knights. The champion and priest dueling for no effect. The chaos knights killing 1 of mine for 1 loss! The chaos knights lost but held.

Chaos Knights on the offensive (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/Knightlyclashobservethespawn.jpg) (and pistoliers on the defensive....)
The cannon crew get their well deserved death (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/Cannonlost.jpg)

Empire Turn 3
Charge! Swordsmen on the left & greatswords charge the chosen. Swordsmen and halberd on the right charge the lone spawn. The pistols on the right rally and circle round against the spawn. And the pistols on the left park beside the forsaken.
In magic a couple of soulfire's are dispelled as does the Doomfire ring. But the greatswords become unbreakable.
In shooting the handguns & pistoliers kill 4 forsaken and the pistols on the right leave the spawn with 1 wound.
In combat the battle between the knights stagnates some more. One of my knights being killed and the combat a draw. The combat against the spawn see the spawn killing 3 halberds and getting wounded twice in return. With the chosen the greatsword champion is killed in the challenge but between the lector, the priest and the men 6 Chosen are killed leaving no return attacks and the chosen break and are run down! The swords overrunning into the slaneesh mage who'd abandoned the chosen a turn earlier.

"For Sigmar!" (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/ManVsChosen.jpg)

Chaos Turn 3
The spawn on the right charges into the knights. The marauders charge into the swordsmen fighting the other spawn. The lord charges off the hill towards the pistols on the left who flee and get away (by ~ 1/2"). The marauder horse lurk forward to menace the handgunners on the hill. The wolves beaten by the halberds continue to flee to the base of Hellcannon Hill.
In magic hysterical frenzy goes off on the marauders with irresistible force! And that's all.
In shooting the Hellcannon lands a shot in the centre of the Greatswords killing 11 (yes 11! Landed in the middle of the unit and then scored a "hit" so no scatter).
In combat the spawn fails to help the chaos knights who are worried when the warrior priest kills the champion and a knight finishes off the spawn. The nurgle knights flee are and run down by the victorious imperial knights. The marauders & spawn battle away. The spawn killing 4 halberds before being killed by the swordsmen. The unbreakable swordsmen hold but the 2 halberds flee never to rally.
The combat between the halberds & the last forsaken sees 1 halbedier killed but the last forsaken is also slain.

Empire Turn 4
No charges to declare. The pistoliers on the left rally and ride around the Lord on his disc. The archers face off against the marauder horsemen. The (now depleted) Greatswords start the march towards the Hellcannon on the hill. And the knights and pistols on the right start to curve around the tower towards the battle.
In magic nothing of note really happens save that I use my 2 power dice to dispel frenzy on the marauders.
In shooting I hammer the lord with 12 pistol shots and 10 handgun shots for no effect. The archers kill 1 marauder horse panicking the other 3 :)
In combat the slaneesh sorcerer is run down as he is defeated by the weight of static resolution. The marauders & the swodrsmen continue their evenly matched fight. The priests Str6 attacks killing 2 and turning the combat in my favour and the victorious swordsmen run down the fleeing marauders & hapless sorcerer.

Chaos Turn 4
Not a lot left at this point. The fleeing marauders rally. The fleeing 4 wolves rally at the base of Hellcannon hill. The lord charges the pistoliers in a charge that takes him diagonally SouthEast across the board towards the Tower. The pistols flee through a halberd detachment but the lord redirects into them.
In magic nothing happens.
In shooting the Hellcannon has more pinpoint accuracy landing in the heart of the swordsmen unit on the left (fresh from killing the lone slaneesh sorcerer) and the shot decimates them killing 13!
In combat the lord predictably kills 4 halberds breaking the unit and running both them and the pistoliers down and parking at the base of the tower.

Empire Turn 5
The left hand swords (who are unbreakable and were just blown up!) charge the hellcannon. The right hand swords charging the direwolf guard (though the wolves were positioned in such a way as to make either the swords or greatswords miss the hellcannon with the ovveruns). The knights and pistols on the right turned to face the floating chaos lord. And the halberds by the hill turned to face the reformed marauder cavalry.
In magic nothing really happened (most of my units were unbreakable so I was happy) and soulfire killed 2 of the wolves in contact with the righthand swordsmen regiment.
In shooting a veritable hail of bullets & arrows slammed into the lord who emerged unscathed (though was forced to regenerate a wound...).
In combat the two wolves were killed and the unit ovveran and stopped at the flank of my other swordsmen unit fighting the hellcannon blocking the greatswords (I actually tried to restrain forgetting that with hatred I wasn't allowed to. But luckily the dice clearly remembered that rule :))
Fighting the hellcannon swordsmen & priest killed 1 crewmen and put 2 wounds on the hellcannon losing a couple in return. But a hellcannon is unbreakable :(

Get that Hellcannon! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2014/Getthecannon.jpg)

Chaos Turn 5
The lord charges my pistoliers who flee through the unbreakable knights so the lord hits them instead. The 3 marauder horse charge the halberd detachment that had been resting after fighting the forsaken.
No magic.
No shooting.
In combat my halberds lose 3 and are promptly run down as they flee. The Hellcannon suffers a 3rd wound but kills ~3 swordsmen (I'm fast running out of rank bonus!). The lord challenges the mounted priest who makes his saves on his 6+ re-rolls (Go Dawn Armour!) though can't hurt the Lord.

Emp & Chaos turn 6
Nothing really happens in turn 6. The archers kill 1 marauder horse to leave 2 left so they can't claim any table quarters. My pistols fail to rally and the one on the edge clips the building so they all die messily... (silly, silly rule :))
In the fighting the Hellcannon eats my priest and more swordsmen but at the end though I lose the combat I'm not outnumbered so hold with a good break test.
With the duel between the Priest and the Lord my priest emerges unscathed despite the 5 Str5 attacks per combat as the 2+ re-rollable save (and Ranald's blessing) prevents his death. With soulfire he even wounds the chaos lord.

Game ends. Victory to the Empire!

Post game thoughts.

I think the chaos army lacked the "big" units to deal effectively with the large combat blocks of men (though the Hellcannon did try!). But the Lord was effective at slaying my support units, pistoliers and worthless cannon crew (though not as worthless as the self-destructive Hellblaster).
My knights did a sterling job of not dying, especially the Priest leading them who survived 3 rounds of combat with a chaos Lord unscathed :)
Was a good fun game and no doubt a rematch will be forthcoming in a the future.....



And later this week I have two games lined up. On tuesday I have a 3K game against the Dark Elf player who beat me in my first game (so I'm expecting lots of Assassins & DE trickery ;)). And on Sunday the WoC Nurgle army is being joined by BoC for an epic 5K "Empire" Vs "Chaos" showdown...

RaZeR
20-07-2009, 12:20
Thanks for writing up :)
Here's my actual armylist, you had it pretty much right:

Lord of Tzeentch on Disc w/flail; 3+ armour, 3+ ward, regen [(2+ armour vs shooting), crown, armour of morrsleib (4+ WSv against mundane, combined with MoT for 3+)
Sorcerer level 2 of nurgle w/power familiar and dispel scroll
Sorcerer level 2 of Slaneesh, infernal puppet
2x 5 Marauder horse of slaanesh (with throwing axes and flails), musician
2x 5 warhounds
19 Marauders (w/Nurgle sorcerer)
5 Knights of Nurgle w/FC, war banner
6 Forsaken
12 Chosen of Slaanesh w/FC, halberds, shields, banner of Wrath
2 Spawn of Slaanesh
Hellcannon

The report is all about right though, except I think the last forsaken died in turn 4 not 3... :p Good write-up though, thanks. I'll put a link to it in my plog :)

My post-game thoughts

Basically, I was very lucky with my artillery dice, and slightly below average with my normal dice, especially in the knights combat. Statistically, my knights should have been killing about 2 per round, and if I'd won that combat I would have then been able to sweep round the back of the building and start clearing up from that flank. However, that would probably have just changed it from a solid defeat to a minor one, as the centre went very badly due to my stupidity :p
Not sure what I was thinking, marching the chosen up to take a charge from 2 fully ranked units with characters... Evidently, I wasn't thinking anything! The marauders were a bit unlucky, but that damn unbreakable didnt help. With 4 dispel dice and 1 scroll, I was struggling to stop all your prayers and the doomfire ring, and I stupidly kept forgetting to use my PD to dispel them in my turns. Ah well, next time! :p

About my units:

Lord was awesome again. He's rock hard against everything except flaming magic (soulfire :o), which kept him going after the rest of the army was dead! He cost 343 points, and killed about 360, so yay! Unfortunately he was unable to kill that damn priest at the end, 5 S7 attacks with WS8. Stupid 2+ rerollable save! I may consider changing his flail to a great weapon, to maintain the S7 in subsequent rounds. Seeing as he's so defensively tooled, it shouldnt matter if he's striking last, and it might have made a difference...

The Hellcannon was the other star of the game, surviving on half strength (yay) and killing half the greatswords and most of a swordsmen block (including the priest) on it's own. Of course I was lucky to roll 3 hits out of 4 scatter-dice rolls, but still... I need to finish painting him so he gets even better!

The 2 spawn were the other things that stood out for me. One survived like 22+ pistol shots before charging into the knights and getting 5 hits and 3 wounds. Of course they were all saved, but still impressive. The other one wiped out a halberdier detachment by itself, supporting my marauders.

The forsaken were disappointing, largely because they only have a 5+ save, so only 2 made it to combat. I then rolled 2 attacks each for them, killing 3 halberdiers, and the one return attack killed one of the forsaken. The next turn I also rolled 2 attacks (dammit), only killing 1 halberdier and getting killed in return. Still useful, but I think I need to screen them better.

The rest of the army didnt really play a part, as I used it so badly! The sorcerers never had much chance with 7pd against 7dd + MR on most units, only spell I got off all game was an IF frenzy on the marauders, which helped but was then dispelled with his 2PD in his next turn...

Anyway, thanks again for the report Ken, and for the game. Will definitely be a rematch at some point!

grumbaki
20-07-2009, 15:00
Brilliant report. I loved the pictures (the hell cannon model is amazing by the way. And for some reason I kept looking at the halberdiers in red/black, the color scheme goes well on them. Kind of makes me regret my Bogenhofen colors). Also, the red backdrop was a good addition, as it makes sure there are no distractions in the picture (such as other gamers or walls of merchandice). Really a well made report.

For the BR itself, the hell cannon was scary. 11 Greatswords and 13 Swordsmen? Really, ouch. And the chaos lord more than carried his weight, cutting down every support unit that had the misfortune of being in his line of sight. On the other side, the Imperial artillery really let you down, but you made up for it with the Imperial Knight's unbreakable armor (those dwarf armor smiths deserve a bonus for those suits of armor) and your incrediably brave rank and file.

selone
20-07-2009, 16:10
Another good report of a classic match up Empire Vs chaos. Do you play World of warcraft btw?

RaZeR
20-07-2009, 21:33
Thanks grumbaki :) The red backdrop is either the actual wall of the store, or my t-shirt. It was in no way intentional for the photos :p
And his rank and file didn't have to be brave, when it was always unbreakable. Darn priests! :p
Thanks for the comments though, and I might leave this back to KHolbourn now!

KHolbourn
21-07-2009, 08:36
Brilliant report. I loved the pictures (the hell cannon model is amazing by the way. And for some reason I kept looking at the halberdiers in red/black, the color scheme goes well on them. Kind of makes me regret my Bogenhofen colors). Also, the red backdrop was a good addition, as it makes sure there are no distractions in the picture (such as other gamers or walls of merchandise). Really a well made report.

For the BR itself, the hell cannon was scary. 11 Greatswords and 13 Swordsmen? Really, ouch. And the chaos lord more than carried his weight, cutting down every support unit that had the misfortune of being in his line of sight. On the other side, the Imperial artillery really let you down, but you made up for it with the Imperial Knight's unbreakable armor (those dwarf armor smiths deserve a bonus for those suits of armor) and your incredibly brave rank and file.

As RaZeR said the red is actually just the wall and the picture only came out like that as I'd forgotten to turn the flash off :)

Cheers for the praise :)
The Lord was nails. And with 2+/3+/4+ saves he couldn't be touched with missile fire or anything else really. Though nice that soulfire put a wound on him for a morale boost!
My artillery sucked but I do agree that the armour on the knights (and especially the mounted warrior priest) was very well made. Saved my bacon! Empire knights are brilliant at just not dying. They may not kill much but they stick around....


Another good report of a classic match up Empire Vs chaos. Do you play World of warcraft btw?

No 'fraid not. I've made a concious effort to avoid the online games confining RPGs to the tabletop variety :)

DE tonight and I'll post that later in the week with some more photos. Any last minute advice for how to deal with those darned DE assassins or the cheesy 1+ save Pendant lord? :)

selone
21-07-2009, 10:32
Sorry its just your use of the word fail, guess its in popular lexicon now :D

Golden Lion
21-07-2009, 11:28
Hi KHolbourn,

Great reports again! I loved the report against Chaos with the pictures adding a lot. Interesting character set-up with all the priests, I usually don't dare to leave the BSB at home when bringing Greatswords to the table. All those bounds being thrown about managed to get some unbreakables through though, so I guess the overkill there helped!

I don't really understand what you meant with the comment regarding your second turn movement with the knights "No charges. (As I was stupid and blocked the knights charging the hounds and overrunning/redirecting into the knights)." Did you mean you blocked your knights, and thereby prevented them from charging the hounds? My guess is that that would have gone wrong, with hounds predictably fleeing and your knights stranding in front of the Nurgle knights. Or were yours really close? Or did I miss something else?

Good read mate! Thanks.

Draconian77
21-07-2009, 11:33
Great report again, I'll just point out some things here and there.

@Razer: Surely you had more than 7PD vs 7DD? By my counting you must have had at least 10~11(10 if the Lord was Lv3, 11 if he was Lv4)PD, + some casting boosts from the Mark of Tzeentch.

You could try giving the Lord a Great Weapon instead of the Flail, but I'm pretty sure that you will only receive +1 Str(because he isn't on foot) so it might not be worth it.

@KHolbourn: Ah...Pendant Lords. Flank his unit and run him down, ignoring his defenses. If he is in a unit of BG, charge it in the flank/rear with something and watch them Pursue automatically because of Hatred. (in the wrong direction of course...)

Other than that, you could try the Hammer of Judgement. Only 25pts and on a 4+ the Pendant Lord takes a wound with no armour or Pendant save allowed. :D

Gl.

SevenSins
21-07-2009, 12:10
another entertaining rep there, thanks.

(That hellcannon looks interesting)

Very much looking forward to the next, DE are fun (or not as the case may be)

RaZeR
21-07-2009, 14:14
All those bounds being thrown about managed to get some unbreakables through though, so I guess the overkill there helped!

Yeah. He had 6 bounds per turn (1 from each priest, 2 from the lector, plus the doomfire ring), and with 4 dd and one scroll he always got at least 2 through...


@Razer: Surely you had more than 7PD vs 7DD? By my counting you must have had at least 10~11(10 if the Lord was Lv3, 411 if he was Lv4)PD, + some casting boosts from the Mark of Tzeentch.

Everyone always assumes that he's a sorcerer lord, but he's not :p He's just a regular combat lord, with a fully defensive kit :p (So just 7 PD + the banner of wrath bound spell)


You could try giving the Lord a Great Weapon instead of the Flail, but I'm pretty sure that you will only receive +1 Str(because he isn't on foot) so it might not be worth it.

Ah yeah. I knew there was a reason to not do that! We were discussing it after the game and I forgot that GWs are only +1S when mounted. (So exactly the same as a halberd, except more expensive...) I guess he keeps his flail! Thanks for reminding me :)

Draconian77
22-07-2009, 00:43
Everyone always assumes that he's a sorcerer lord, but he's not :p He's just a regular combat lord, with a fully defensive kit :p (So just 7 PD + the banner of wrath bound spell)



Wow, gutsy choice. I like. :D

You know, upon thinking about it...I did read that battle report, Sorceror Lords can't even be armed with Flails. Arg, need more sleep...

Kerill
22-07-2009, 05:23
Great report, the Tzeentch chaos lord is one of the better of the group for affecting combats, I'd be tempted by enchanted shield, chaos runesword, golden eye and maybe favour and bloodcurdling roar.

RaZeR
22-07-2009, 07:45
Thanks Draconian :)
Kerill, I thought about loads of different kit options for him, but eventually I decided that as he's my general and will be running around on his own, I wanted as much defensive kit as possible! With the combo you suggest, he's only got a 1+ armour save 6+ wardsave in close combat, and that probably wont be enough... I also gave the favour to my chosen champion, to allow re-rolls of their starting bonus. Unfortunately in this game they rolled +1 Ld, so I made them cause fear... And I dont think the roar is worth it, because he's supposed to spend most of his time killing things. The only time he'll get to use a missile weapon is either first turn after he moves up, or if someone flees a charge and there's nobody to re-direct into... I might give him the stream of corruption, seeing as he'll probably only get 1 chance to use it anyway, if I can find the points...

KHolbourn, how'd the game against DE go? :)

RaZeR
22-07-2009, 08:22
Hmm... Was just reading through the rulebook on challenges, and I think we might have got the Lord vs Knights combat slightly wrong...
BRB P77: "Also note that in order to participate in a challenge, either to issue it or to meet it, a character must be fighting in combat already. This means that the model must actually be positioned base-to-base against an enemy model. A Character that is not already fighting, for example because he is in the front rank of a formation that has been attacked in the rear, cannot take part in a challenge."
And BRB P74, Moving Characters Within Engaged Units: "It sometimes happens that a unit is engaged in combat and a character is positioned in the formation in such a way that he is unable to fight, perhaps because he is in the front rank, and the formation has been charged in the flank, or because the enemy unit is smaller and the character is stranded beyond the fighting. In his next movement phase the player is allowed to move the character into a position where he can fight. simply swap the character for an ordinary trooper model that is already fighting. This can mean that the character loses the chance to fight in the first turn of combat."

When I charged your knights, my lord went straight in the middle, against 3 knights, with the priest out of combat... IF that was the right way to align him, your priest couldn't have fought in the challenge first round :p
I doubt it would have made much difference, just thought I'd bring it up incase it happens again :)

Incidentally, I also just realised that only 1 challenge can occur in each combat at a time, so if I have a character and a champion in a unit against another unit with a character and a champion, I can choose to challenge with the champion first, then there's already a challenge, and my character cant challenge despite the eye of the gods rule... Could be handy if I want my character to slaughter rank and file, for example. (Not relevant in this game of course, but I'm toying with a BSB...)

KHolbourn
22-07-2009, 09:37
When I charged your knights, my lord went straight in the middle, against 3 knights, with the priest out of combat... IF that was the right way to align him, your priest couldn't have fought in the challenge first round :p
I doubt it would have made much difference, just thought I'd bring it up incase it happens again :)


I didn't realise that either. Sorry about that then. Unsurprising small things slip by when both still relative beginners to the game. We'll know for next time then!


3K Points Vs the Evil DE horde....

Level 4 Sorcerer w/dagger, +1 spell, power stone & Grey magic
Level 4 Sorcerer w/dark magic, scroll
Level 2 Sorcerer on Cold One w/scroll
Death Hag General w/Cauldron of Blood + "stuff"
Death Hag BSB w/ASF banner, 5+ ward Gift of Khaine
Assassin 1 w/Cloak shadows, RoK, Killing Blow (in shades)
Assassin 2 w/Cloak shadows, RoK, Killing Blow (in warriors)
20 Dark Elf warriors w/FC spear & shield
10 Repeater Crossbowmen
10 Repeater Crossbowmen
5 Dark Riders w/Repeating X-Bows
5 Shades w/Repeating X-Bows, Great weapons
5 Cold Ones w/FC, Killing blow lance; Ring Hotek
5 Cold Ones w/FC
21 Executioners w/FC, AP banner
2 Repeater Bolt Throwers

Brave Empire Troops
Lector (AoMI, Shroud, GW) (w/Greatswords)
BSB (Horse, Fullplate) (w/Greatswords)
Captain (Pegasus, FP, Shld, Lance, Pistol, Casket)
Wizard (Level 2 w/scroll) (w/left hand swordsmen)
Warrior Priest (Horse, Dawnarmour,GW) (w/9 knights)
Warrior Priest (HA, Doomfire, Shield) (w/Central swordsmen)
24 Swordsmen [9Halberds;10 Handguns]
24 Swordsmen [9Halberds]
24 Spearmen [shields; 10 Crossbows; 10 Handguns]
10 Huntsman
9 Knights w/Warbanner
5 Knights w/Champ
5 Knights w/champ
19 Greatswords w/FC [9 Swordsmen]
5 Pistoliers w/FC
1 Cannon
1 Mortar
1 Hellstorm


Deployment
Please see map below. Both of us strung out men across the board. The house was partly in my deployment zone so in went the handgunners from the Swordsmen. His army just watched & waited.
(Not on the map but his shades were in the forest on the right hand side and my pistoliers were one the hill on the left beside the rocket battery)

So how do people think the game went?

RaZeR
22-07-2009, 10:05
No worries. At most I would have killed the champion and maybe got a point or 2 of overkill. I highly doubt you would have broken, still having outnumber and a banner, and then the next round your WP could have challenged and we'd be back where we actually ended up :p Wouldn't have given me half points for the unit or anything, so wouldn't have changed anything at all game-wise :p

Looking forward to this battle. Interesting DE list with no hydra or black guard, and no pendant. Lots of magic though :) Not sure how it'll go, I suspect you might have the edge if your warmachines work, but I'm probably wrong :p Get the report up ASAP!

Golden Lion
22-07-2009, 12:08
Well, you have four infantry blocks to his two, and four cavalry units to his three, so you have the edge in manoeuvrable elements there. However that is indeed a mental amount of magic arrayed against you. Minimal of 12PD, 2 bounds and a stone at first sight? That vs. your 7DD, casket and scroll.. His spells may have hammered you, especially if unseen lurker or something as nasty was rolled by him. But magic is fickle. I will reserve my judgement!

And yes, bring on that report pretty please!

KHolbourn
22-07-2009, 14:03
Okay here is the report.
(Sorry there is no photos. My wife is ill so was admitted to hospital and I was rushing around and forgot to bring a camera. I promise I'll take it the 5K game this sunday.)

Empire turn 1

All 3 knight units trotted forward a little. The huntsman occupied the small building in front of them and the pistoliers & pegasus flew up to take refuge behind the building. The infantry units all edged forward forming a thicker line.
In magic the mage managed to "Beast cower" the dark riders and all the prayers were dispelled.
Shooting was a disaster. The mortar misfired and the cannon misfired and the hellstorm was short (and then on the scatter roll rolled 4 more misfire results! before a number came up for scatter). The gunners in the tower shot the cold ones inthe centre (the ones with the sorceress) killing 1. (They were in range due to the building rules as one end was in the deployment zone but then it stuck 6" further forward).

DE turn 1

The executioners declared a charge against the building w/the archers driving them out. And the repeater crossbows with the level 4 mages marched up & occupied both buildings (Can you march & enter buildings in the same round?). The DE warriors started heading round the far right of the forest and the cold one knights both hopped in a dino-like way forward.
Hmm... magic. I watched the 3 power of darkness spells go off wanting to shepard my dispel die and the power die pile grew to ~16.
I scrolled Pit of Shades on my greatswords, Unseen lurker failed to cast, steed of shadows on the shade assassin failed (cast by cold one sorceress), black horror got through on the units hiding behind the house (killing 2 archers & 2 pistoliers), dispelled the shade assassins cloak, Cold one's with the Cold one sorceress grew to cause terror and let the warrior's assassin cloak go. He was short of the warmachines so decided to charge the Spearmen. At this point 10 crossbows and 10 handguns attached to the spearmen had fun with a clay-pigeon assassin as part of their stand & shoot and blew him apart :)
In the shooting phase I lost 2 knights from the big regiment to the right hand bolt thrower, he failed to wound the hellstorm with the left hand one and his combined dark rider & tower crossbowmen (one unit had only moved not marched) killed a further 4 archers and the shades killed 2 handgunners.

Empire Turn 2

The captain & winged pony charged the left hand bolt thrower. Small knight unit in the centre charged the terror causing cold one's. Sadly the small knight unit on the right failed their fear to charge the other cold one knights.
In other movement the spearmen shuffled to face the shades, greatswords and central swordsmen advanced, the greatswords detachment of swordsmen angling towards the shades and the 2 remaining pistoliers parked in front of the blackguard. The big unit of knights trotted towards the DE warriors and the 4 archers rallied.
Magic. I got a 4+ ward on the mounted warrior priest then miscast but wasn't wounded.
Shooting (there was a snag here). The cannon managed to slough a shot into the executioners and kill 3 (out of 7 dice 4 were 1's!) and the mortar & hellstorm both proceeded to misfire. 28 shots against the shades (2 handgun detachments & the crossbows) killed exactly 1 shade! And the pistoliers then failed to kill any executioners.
In combat my Captain Bob & the flying pony killed the 3 crew and didn't ovverun. The knights charged the cold ones the champions fighting inconclusively. I lost 1 man, he lost 1 elf and a wound on the sorceress but held firm.

DE turn 2
Cold ones on the left charge the archers causing them to flee and fail charge. The warriors continued the advance. The shades eyes up the warmachines, the dark riders surrounded Captain Bob and executioners wheeled up to 1" away from the pistols (the cauldron following them).
And so the magical onslaught began... Pit of shades was failed to cast, unseen lurker moved the cold ones on the left but not far enough, steed of shadows on the wounded level 2 was dispelled, assassin's cloak was dispelled and then sadly Black horror went off on the central swordsmen unit. One big pink tentacled black cloud later (I miss that old template) 17 swordsmen were dead and the unit broke. They were in fact never to rally and spent the next 3 turns fleeing, slowly, off the table. There detachments however held firm.
In the shooting phase the halberds in the centre (belonging to the fleeing unit) were shot up losing 2 and then the dark riders & other crossbows shot at Captain Bob but only wounded the pony twice :) The other bolthrower went for a volley against the knights to no effect and the shades killed a few folk from the spearmen.
In combat the cold ones and now knights battled on (this combat was going to be a long one! Especially as until Turn 4 he thought his Cold One knights had T4!). However I did kill the wounded sorceress :) Heavy armour saving everyone else from harm.

Empire Turn 3
Stupid archers! 4 surviving archers who rally block both the knights and swordsmen charging the cold ones. On the right flank big unit of knights charges the DE warriors and spearmen and greatsword swordsmen detachment charge/flank charge the shades & assassin. Captain Bob charges the darkriders who flee, but not far enough! and lands smeared in dark rider ~ 1" short of the cauldron of blood. He then fails to steal a spell with the casket. The greatswords continue to shuffle forwards and the halberds in the centre about face and retreat into the woods (where they would hide for the rest of the game).
Nothing happens in the magic phase. Everything is dispelled.
My cannon works! It kills 3 executioners before ploughing into the contested hut. Shortly followed by a mortar shell & a rocket. Sadly 3d6 artillery hits only kill 6 crossbows leaving 4 guarding the level 4 dark sorceress. However this does panic her nicely and she flees the building.
Handguns & crossbows then kill nothing else (The last pistolier having been killed last turn by a Chill wind).
In combat the cold-ones and knights continue to flail at each other. But I lose a man! now its 3 on 3. But with the general & BSB they hold. The assassin kills 4 men before the spears & swordsmen kill 2 shades meaning even the shades killing 2 more makes on difference. They break and are run down. The knights & warrior priest slam into the untouched DE warriors and in a display of near-competence slay 6 for no loss and run down the spearmen capturing their banner!

DE Turn 3

Cold ones charge the archers who flee (but get run down) and slam into the swordsmen. Their cowardly detachment refusing to counter charge. The fleeing supreme sorceress rallies and executioners/cauldron creep closer to the greatswords.
In magic the rallied sorceress is unseen lurker(ed) and marches back into the building. Pit of shades hits my handguns in the tower killing 6 and I dispel Black horror before it eats my greatswords. A sorceress then miscasts allowing to try Beast Cowers on the cold one knights in combat with the swordsmen but DE dispel it (but use up the last of the PD).
In shooting the remaining 7 X-bowmen in the right hand tower (3 were used as spell batteries) shoot at Captain Bob and kill the flying pony! The boltthrower fire at the flank of the knights but is bounced by the priests ward save. (We actually had a query here as I thought I could "look out sire" the priest (and then lose 3 knights) but the other fella thought boltthrowers didn't get "look out sir" rolls).
In combat the cold ones are predictably violent and kill ~6 swordsmen for no loss. They flee and get away. The other cold ones are less effective and one is killed for his troubles though my champion dies (leaving 2 fighting 2 knights).

Empire Turn 4
Captain Bob now on foot charges the bombarded house surviving the stand & shoot. No other charges. But the swordsmen do rally on the hill by the rocket. The left hand knights ride forward towards the house and halbadiers reform to rear charge the cold ones should the swordsmen actually hold. The spearmen start marching towards the let hand bolt thrower. The swordsmen detachment hiding in the woods for the rest of the game. The big unit of knights (well smaller now) reforms to face the rear of the 2 cold ones.
Nothing happens in magic...
A rocket, a mortar and a cannon all fire at the right hand boltthrower (the executioners being too near my other troops) and all narrowly miss it. The units on the hill are out of range (and remain so as I forget to march them forward in turn 5 or 6) and the 4 guys in the tower fail to kill any cold ones (it was in fact only at this point we found out Cold One's were T3 not 4....).
In combat the cold ones and knights continue to fight (knights now wounding on 4's not 5's) but nothing happens. Captain Bob is a beast killing 2 crossbowmen for no wounds and sending the sorceress and 2 remaining men fleeing from the building (right in the path of the knights :evilgrin:).

DE Turn 4
Cold ones charge the rocket crew scaring them off the table and redirect into the swordsmen who again are scared. Luckily the sorceress & 2 minions continue to panic and flee towards my 5 knights trapping them between the knights & the house. And the executioners waddle towards the greatswords followed by the cauldron.
In magic Pit of shades fails to kill Captain Bob and with a powerstone and power of darkness and ~7 dice and irresistible force the Executioners are lurked into combat with the greatswords (Damn!). And the cauldron switches on its +1 attack.
In shooting the crossbows in the tower accomplish nothing and the boltthrower kills another 2 knights from the large unit leaving the priest +4 more.
In combat the dice betray me as my two knights lose letting the two cold ones pursue into the flank of the greatswords. Combat is messy as the hag, the executioners & the cold ones kill 10! In return my champion wounds the hag. But lector & BSB keep missing.
On the left the cold ones slaughter another 6 or swordsmen and run the rest down pursuing off the table.

Empire Turn 5
Knights charge the rear of the two cold ones in the big central fight. My other knights charge the sorceress and watch her & the x-bowmen "splat" against house walls and spearmen continue marching towards the boltthrower.
Magic is Captain Bob stealing "creeping death" and reducing the other tower to 2 crossbows and the level 4 sorceress. And the greatswords becoming unbreakable.
In shooting more mortars & cannon balls miss the boltthrower. The cannon landing 2" short and then obviously failing to bounce (cursed jinxed artillery dice).
In combat the executioners with their ASF & +1A cheesieness kill ~8 more greatswords. The two cold one knights are killed by the Empire knights along with a couple of executioners. I lose but am unbreakable.

DE Turn 5
The cauldron shuffles around a bit heading to the left hand house where my small unit of knights are resting after killing the sorceress. The cold one's reapper.
In magic Pit of Shades kills two knights from the small unit but they don't panic.
In shooting nothing happens as the X-bows in house to house fire miss the doughty Captain and a couple of of spearmen are skewered by the bolt thrower.
In combat more horribleness as the Greatswords & knights are brutalised some more leaving 3 greatswords and a wounded BSB and 3 knights. My lector, BSB and other priest rolling a string 6 1's in a row which becomes 8 as I get the snake-eyes I need to hold.

Empire Turn 6
My 3 knights try and avoid the cauldron in the misapprehension that it would butcher them in combat. The halberd detachment from the hill on the right is terrified by the cauldron and flee towards the Cold one knights. The spearmen fail their charge on the bolt thrower.
The captain steals pit of shades and all watch as he hits the Cauldron with it... 4 partial hits (3 hags & the cauldron)... no hits. (Damn my dice some more!)
He then shoots one of the hag attendants dead with his pistol.
In the messy combat my Lector & BSB are both killingblowed (that was a pointless ward save) along with the last of the greatswords. Luckily the knights hold as without the cauldron's +1A no knights are killed.

DE Turn 6
The cold ones on the right charge and run down the terrified halberds. The cauldron charges the 3 knights who hold.
Magic phases is uneventful (all the fun spells have been stolen) though I watch unseen lurker move the Cold ones a little.
In shooting the boltthrower can't reduce the spears to half strength and the x-bows still can't hit the captain in his ruined house.
Combat... The cauldron crew kill 2 knights (more damned double 1's) but the survivor holds! And my other knights beat the executioners who hold.
Counting table quarters reveals that the halberds hiding in the woods save the day contesting the cold one knights for the bottom right quadrant!

Result; A draw. (Empire ~900VP DE ~1100VP)

It was a brutal battle. Particularly the magic phases which wiped out through magic & panic the pistoliers & a full swordsmen regiment. The executioners with that damned warded Hag BSB (that 5+ save saved her 3 times) and ASF and Cauldron +1A were grotesque. And I didn't realise that the Cauldron crew weren't actually the dangerous.

Man of the match has to be Captain Bob who killed Darkriders, a boltthrower and caused the death of the a level 4 sorceress as well as stealing Pit of Shades (I may even get a him a new flying Pony).

Draconian77
22-07-2009, 17:27
As usual a good rep and as usual I'll try to answer the rules questions/point a few things out. :D

First his army list;

His Lv4 Sorceress cannot have the Dagger and an extra spell, both of these items are Arcane.

He couldn't have both the Killing Blow Lance and the Ring of Hotek on one Champion. (combined 50pts, he is only allowed 25pts)

You can't take more than 1 Cloak of Shadows in an army.
(It is treated just like any other magic item)

Rule things;

No marching into buildings.

The Cauldren of Blood, to the best of my knowledge, isn't allowed to charge at all.

Hope these help.

KHolbourn
23-07-2009, 07:47
However that is indeed a mental amount of magic arrayed against you. Minimal of 12PD, 2 bounds and a stone at first sight? That vs. your 7DD, casket and scroll.. His spells may have hammered you, especially if unseen lurker or something as nasty was rolled by him. But magic is fickle. I will reserve my judgement!

As you can see the magic was brutal and it was the Unseen lurker or Black horror that probably spoiled the day for me. I know I should normally take more mages but I struggle to spend lots of points on magic items/characters as I prefer "boots on the ground". I'm sure being whipped with magic will teach me in the end :)



Looking forward to this battle. Interesting DE list with no hydra or black guard, and no pendant. Lots of magic though :) Not sure how it'll go, I suspect you might have the edge if your warmachines work, but I'm probably wrong :p Get the report up ASAP!

Hmm, wamachines. They didn't do so well. If I have a rematch in a while with the DE then there will be hydra's. He has 2; they just aren't painted or assembled yet :)


As usual a good rep and as usual
First his army list;
His Lv4 Sorceress cannot have the Dagger and an extra spell, both of these items are Arcane.
He couldn't have both the Killing Blow Lance and the Ring of Hotek on one Champion. (combined 50pts, he is only allowed 25pts)
You can't take more than 1 Cloak of Shadows in an army.
(It is treated just like any other magic item)

Cheers for that. I asked about the twin cloak thing but he said it was fine. I'll know for next time. I normally just nod and smile and accept the other guy made his list right. I would imagine in most cases its an accidental mistake anyway.


Rule things;

No marching into buildings.

Thanks. I wasn't too sure and didn't want to argue the case on turn 1. As buildings are used frequently in the shop I'll have to go back and investigate that obscure section of the BRB :)

The Cauldren of Blood, to the best of my knowledge, isn't allowed to charge at all.

Is that true of all warmachines? Or just the cauldron?

Hope these help.


Cheers Draconian.

KHolbourn
23-07-2009, 07:53
Right here is the list I'm starting with for the 5K game at the weekend. Any advice/changes would be welcome.

Lector (GW, AoMI, Shroud) w/25 G.Swords
Grand Templar (Laurels & Relic) w/9 Knights
BSB (Horse, Fullplate, Imperial Banner) w/Infantry
Warrior Priest (HA, GW, Icon) w/Greatswords 2
Warrior Priest (Horse, DawnArmour,GW) w/5 Knights
Wizard level 4 w/VHS, tarnus w/Swordsmen 1
Wizard level 2 w/scroll x2 w/Swordsmen 2

24 Swordsmen w/FC [9 Halberds/10 Handguns]
24 Swordsmen w/FC [9 Halberds/10 Handguns]
25 Swordsmen w/FC [9 Halberds/10 X-Bows]
10 Huntsman
9 Knights w/FC, Banner Arcane Warding
5 Knights w/FC, Warbanner
5 Knights w/champion
5 Knights w/champion
20 Flagellants w/prophet

24 Greatswords w/FC [9 Halberds]
19 Greatswords w/FC [9 Halberds]
5 Pistoliers w/FC
5 Pistoliers w/FC
3 Cannon
2 Hellblaster
1 Hellstorm
Steam Tank (I know I've mentioned that I don't like the Steam tank but I think its possibly, maybe okay in a game this large :angel:)

The combined WoC/BoC army I'm facing is going to have ~50 or so chaos warriors and probably 10 knights; between 3 and 9 trolls; ~9 minotaurs & doombull. 1 maybe 2 giants and possibly a shaggoth. Plus the usual beast herds, marauders and stuff....

SevenSins
23-07-2009, 10:12
a single steamtank is fine in 5K :)

another rule-thingy;
Bolt-throwers do indeed allow a "look out sir" roll (as long as you have 5+ rank and file)

nice rep and a bloody battle, burn the dice. You don't have a lot of luck with warmachines, but don't give up, when they work they really make a difference!

Looking forward to the 5K with pictures :) against WOC/BOC will be interesting, remember beasts are susceptible to leadership effects so lore of death may be a good choice

Golden Lion
23-07-2009, 11:37
Hi KHolbourn, loved the report! Sweet jeez, you rolled quite a lot of ones eh? Your Greatswords did it again, being slaughtered to a man without giving ground. Ace. Magic did get to you, that is a bummer, it wiped 2 units completely out and seemed to ruin more than one soldier's day. I think you played well, despite the horrific luck. Dark Elves are a tough foe, that Executioner death star is almost unstoppable. Two of your characters killing blowed in one turn, that's just mean.

Your 5k list looks nice! I like the warrior wizard lord :). I don't usually like scrolls that much, but you might want to fit in one more. Chaos can wreak absolute havoc in the magic phase as well. Hope you get some more luck with those warmachines against all the big gribblies.

Good luck on the battle! And looking forward to seeing the report.

Draconian77
23-07-2009, 12:11
Indeed, I think the "no charging" rule applies to all war machines.
(Although bear in mind that the Hellcannon can charge, being a monster and not a war machine.)

That 5k battle could be messy but thats a very balanced list you've got there. What sort of board are you going to be using? 6x4 just won't cut it for a game of that size in my experience.

KHolbourn
23-07-2009, 15:29
Hi KHolbourn, loved the report! Sweet jeez, you rolled quite a lot of ones eh? Your Greatswords did it again, being slaughtered to a man without giving ground. Ace. Magic did get to you, that is a bummer, it wiped 2 units completely out and seemed to ruin more than one soldier's day. I think you played well, despite the horrific luck. Dark Elves are a tough foe, that Executioner death star is almost unstoppable. Two of your characters killing blowed in one turn, that's just mean.

Your 5k list looks nice! I like the warrior wizard lord :). I don't usually like scrolls that much, but you might want to fit in one more. Chaos can wreak absolute havoc in the magic phase as well. Hope you get some more luck with those warmachines against all the big gribblies.

Good luck on the battle! And looking forward to seeing the report.

My luck for that entire game was dreadful. I think I got off quite lightly. And the killing blow did indeed suck. Still miffed by the sheer amount of killing blow in the game with several armies having entire units of the damn things and nearly every army with magic items to give it to you (and invariably other items immunity to it). Whilst Empire just have to suck it up as only Ludwig has it. And its impossible to avoid it so have to rely on ward saves (and there lady luck never smiles :) )



Indeed, I think the "no charging" rule applies to all war machines.
(Although bear in mind that the Hellcannon can charge, being a monster and not a war machine.)

That 5k battle could be messy but thats a very balanced list you've got there. What sort of board are you going to be using? 6x4 just won't cut it for a game of that size in my experience.

I knew about the hellcannon as it was in danger of rampaging but never did :(
I've booked the "big table" at the shop for Sunday morning. SO its ~8ft x 5ft. So should be big enough for the Chaos Vs Empire showdown.

Draconian77
23-07-2009, 17:37
Cool, bring a camera. :D

KHolbourn
27-07-2009, 07:24
5K Game is all done now. It was a long & bloody affair!

Here is the Chaos army:-

Doombull w/Slaughterers Blade, Dark Heart, Chaos Armour
Wargor w/BSB, Beast Banner, GW, Mark Tzeentch
Bray Shaman (Shadow) w/Staff Dharkoth, Dispel scroll
Bray Shaman (Amethyst) w/dispel scroll
Chaos Sorcerer Lord w/MoT, Skull Katan, Spell familiar, Power familiar
Chaos Sorcerer Lord w/MoT, Homonculous, Black tongue
Exalted Champion w/ MoN, ?
Exalted champion w/ MoN, Steed, Sword Might, Bloodcurdling roar
Throgg the Troll King

~12 Chaos Warriors w/MoN, FC
~15 Chaos warriors w/MoN, FC
Beast herd ~10/6 Gor/Ungor mix w/FC
Beast herd ~10/6 Gor/Ungor mix w/FC
3 Minotaurs w/GW, MoN
3 Trolls
4 Trolls
5 Chaos Knights w/FC, MoN
6 Centigors
Warshrine of Tzeentch
Giant of Nurgle
Giant of Nurgle
Shaggoth

The table was the big ~8x5 ft one. We had a hill on my side. A hill with a house on it on his side. A forest on the right flank and a huge ruined temple/amphitheatre on the left flank (As it looked like a ruined temple we agreed that whoever held the temple at the end would get an additional 400VP)

(See below for the map of deployment)

How do people think the game went then? (Full report will be up today/tomorrow depending on work)

SevenSins
27-07-2009, 09:17
I hope you won (as the doombull was illegal) it would come down to magic for chaos to win I think...

KHolbourn
27-07-2009, 09:39
I hope you won (as the doombull was illegal) it would come down to magic for chaos to win I think...

Cheers for the support, Why was the Doombull Illegal?

(Also Batrep should be up by the end of the day. Lots of growing cells today so not the most time intensive of activities)

KHolbourn
27-07-2009, 10:00
Deployment

I deployed the vast bulk of my infantry in the centre around the base of the hill. With the smaller greatsword unit on the left ready to capture the Temple and the flagellants facing off against the giant and shaggoth to the right of the forest. The grandmaster and his 9 elite knights were slightly off to the right and the other 3 small units supported by a rocket battery & hellblaster were on the left of the big temple facing the troll/ knight/ minotaur assault.


Empire Turn 1

Everything moved forward... Knights on the left going fast. The line in the centre going slow. The flagellants running as fast as their little legs would carry them.
In magic he actually had more DD than I had PD. But never mind. The lvl 2 failed to Conflagation. And the Lvl 4 successfully cast Wind of Death killing 4 chaos warriors from the sorcerer heavy unit.
In shooting the artillery went with a bang! All 3 cannons targeting the the chaos warriors & warshrine (no better targets) but apart from killing some chaos warriors nothing of note happened. The rocket misfired.

The Empire advances (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/EmpirecentreT1.jpg)

Chaos Turn 1

Drunken centigors charge the pistoliers on the right who flee; the nurgle knights on the left charge the pistoliers who flee. The trolls aren't stupid and the giant charges the archers in the temple who hold and actually take a wound off him! The rest of the chaos force wanders slowly forwards (or quickly for the monster flank).
In magic the onslaught starts! Both Sorcerer lords start off with Gateways at the large knight unit. I scroll one and the other does low strength wounds that only kill one knight. The other casters fail to cast or are out of range.
In shooting the warshrine gives the Chaos warriors +1 strength.
In combat the giant hits 4 archers with a club and cause the rest to flee where he catches them and pursues into the greatswords who hold and their detachment countercharges...

I spy with my giant eye.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/Agiantsview.jpg)

Empire Turn 2

Knights on the left charge the chaos knights and the minotaurs (leaving the unit with priest & warbanner unengaged). The centre continues to slowly advance. The flagellants march to ~2" from the shaggoth & giant on the right and the left hand pistoliers flee almost off the board. The ones on the right rally and ride back to in front of the centigors/chaos warrios & sorcerer lords.
In magic my phase is totally shut down apart from the mounted priest and his unit becoming unbreakable.
In shooting the cannons light up again. 2 of them shooting straight forward. One ploughing through 3 chaos warriors; the other through 3 beastmen before hitting Warshrine. It fails it's ward and explodes taking 5 wounds. The 3rd cannon spies Throgg on the end of his unit coming round the temple. The king of Trolls tries to catch the cannonball but takes 5 wounds and is killed outright. The rocket then fires at the mass of trolls but scatters landing on the trolls & 2 units of fighting knights but doesn't kill anything as the troll regenerates the wound and armour saves the knights.
Massed handgun fire, a 28 shot hellblaster volley and pistol salvo kills ~7 chaos warriors from between the 2 units in the centre.
In combat the knights wound a minotaur and kill a chaos knight before being ripped apart by the doombull or the exalted champion. In both cases they break and flee are are run down. The giant is wounded twice by the halberds and once by the greatswords and hits back with his club killing 4. The giant unsurprisingly holds.

Sound the advance! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/EmpireT2Theadvance.jpg)
A wayward rocket (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/Rocketattack.jpg)


Chaos Turn 2

The nurgle knights charge my warrior priest's knight unit. On the right the centigors charge the pistoliers who flee again and the shaggoth & giant slam into the flagellant tarpit. The chaos warriors and beastmen shuffle forwards and the 2 sorcerers & brayshaman leave the chaos warrior unit though I didn't notice (damn!). The minotaur on the right advances quickly swinging past the temple on the bottom right. But without Throgg the trolls are stupid and stumble into each other.
The brayhorn is then sounded and after scattering the beast herd comes on in the middle of my artillery hill!
In magic another gateway is scrolled, the second gateway not doing much damage. Flickering fire claims a knight and the Bray shaman steals a soul (and a wound) from my Grand Marshal. On the right the shadow bray shaman shuffles the minotaurs forward some more with the staff of Dharkoth and then the Tzeentch wargor kills one rocket crew but loses Baleful Transmogrification with a 12 on the miscast table.
In shooting the mounted exalted's bloodcurdling roar kills one of the knights he's fighting before his knights kills another 3 for no loss. The giant picks up the greatsword champion and hides him a sack but is left with only 1 wound. The other giant & shaggoth crash into the flagellants and kill 5. But they don't care :)

Nurgle Vs Empire knights (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/Chaos2Knightscharge.jpg)
Rah I'm a doombull! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/RahDoombull.jpg)(and I've just killed the empire knights)
Stumbling into a tarpit (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T2Thetarpitstrikes.jpg)


Empire Turn 3

The Steamtank with 5 steam points charges the chaos warriors on the left and the knights charge the centigors. The chaos troops flee the iron beast but not fast enough and are ground beneath its wheels which panics the beast herd who proceed to flee off the table. The line of me continue to advance. though the right hand swordsmen reform to face the left flank and Aqshy wizard leaves his unit and rides up to the temple for a better view. On the hill the right hand sword unit reforms to read for the beast herd and the handguns & crossbows turn round. The cannons & hellblaster scattering to not all be in one charge arc. The pistoliers on the right rally and face against the beast herd; the ones on the left fleeing off the board.
In magic nothing happens. Though I try and soulfire the knights but its dispelled. All my other spells are shut down.
In shooting the rocket tries to fire at the stupid mass of trolls but fires straight up thankfully not scattering onto anything important. The letfmost cannon fires at the minotaurs but misfires so can't shoot next turn. The hellblaster on the left faces the minotaurs running round the corner and touch match to paper... "BOOM". The machine explodes but the 30 shots fire off killing 2 minotaurs and heavily wounding the third. The pistoliers then kill 4 ungors and the beastmen laugh.
In combat the knights slaughter 4 centigors for no loss and run the 2 survivors down overruning into the Bray shaman. The giant picks up and squashes a flagellant and the crazies after some martyring wound the giant! before the shaggoth kills a few more. On the left flank the nurgle knights kill the musician while the Warrior Priest survives the challenge with the exalted unscathed thanks to his dawn armour and wounds him. Outnumbered by fear causing and losing because of the musician the warrior priest & standard bearer roll snake-eyes and hold! With the giant in the centre it picks up and throws another greatsword at the halberds before its killed by the return attacks. It then proceeds to kill 7 greatswords as it collapses to the ground.

An unruly mob (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/Anunrulyhordesarrives.jpg)
Knights Vs Centigor(I know they look like pigs :)) (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T3KnightVspigCentigor.jpg)
Go Iron fist! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T3STankcrushesthechaos.jpg)
Captain Lothar with the Banner (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T4TheCaptain.jpg)

Chaos Turn 3

The chaos warriors charge the flank of my knights. The two sorcerer lords retreat into the house on the hill and the beast herd on the my hill charges some artillery catching a cannon & hellblaster crew and panicking a handgun unit and a 2nd cannon crew off the table (that beast herd had now seriously put a crimp into my artillery hill).
The minotaurs marched to within ~3" of the rocket battery and the trolls remained stupid.
In magic the (non-skull of Katan) sorcerer lord went to gateway the Greatswords but miscast and lost the spell and a wizard level and blessedly ended the magic phase.
In shooting the bloodcurdling roar wounded the warrior priest fighting the roaring champion.
In combat the banner man was cut down by the knights and though uninjured the priest fled outdistancing the knights. The giant picks up a throws a flagellant before wounded again :) and the shaggoth kills another 3 or so ragged little crazy men. In the centre his chaos warriors kill 4! knights and I wound the brayshaman. Losing by 4 the knights hold (just!).

Hmm flanked. not good. (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T3Chaosflanktheknights.jpg)
Left flank. Note the lack of imperial troops (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/TheknightslostT2.jpg)... and the stupid trolls at the back.

Empire Turn 4

Swordsmen at the back charge the beast herd. Swordsmen in the centre w/Wizard lord charge the chaos warriors in the flank. the damaged greatswords unit and swordsmen unit start to form up a line to hold off the minotaurs, nurgle knights & the trolls. The Steam tank generates 4 steam points to start driving round the far side of the temple and take the trolls from behind and the pistoliers unsportingly stand behind the beast herd waiting for it to break & flee. Finally the lone mounted warrior priest rallies 2" short of the board edge.
In magic everything I try is dispelled unit I get Doom & Darkness off on the chaos warriors with IF.
In shooting the rocket goes for one last shot on the trolls but misses. The last cannon reloads.
In combat the beast herd loses 2 for 1 kill and is broken and flees into the pistoliers & is killed. The swordsmen kill no chaos warriors but a challenge between the grandmaster and the chaos warrior champion results in no kills or wounds of any kind anywhere. But with static res I win. The shaman gets away but the warriors are run down with knights in hot pursuit. The giant gets sulky and yells & bawls so the 3 surviving flagellants live on for another round of combat :) (This was great holding the chaos monsters up for so long with 200 points of suicide troops).

Lector on the March (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T5Lotharmarches.jpg)
The Temple is Mine! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/Templeismine.jpg)

Chaos Turn 4
The exalted on his horse charges the warrior priest. The doombull & minotaur mate charge the 1/2 strength greatswords and the wargor BSB charges the rocket crew. One troll unit is stupid; the other faces the steam tank. The fleeing beast shaman rallies in front of the knights.
In magic a gateway mauls the swordsmen at the base of the house with 11 Str6 hits! and flickering fire takes out 3 of their halberd detachment. Treason of Tzeentch on the greatswords is dispelled as is the Death shaman's wind of death & steal soul.
(The chaos exalted did kill the warrior priest in shooting with the Bloodcurdling roar but then we decided to fight it out as it would be more fun.)
In combat the exalted butchered the priest :( and got "12" on the Eye of the gods (combat not shooting was clearly the way to go!). The doombull & minotaur slaughters 5 greatswords but the priest kills the the wounded minotaur but the greatswords break and flee and escape pursued by the lone doombull. The wargor BSB kills 1 rocket crew and catches the last one pursuing to w/in 1" of the last cannon. Finally the shaggoth & giant escape the crazed flagellants killing the last 3 twice over with club & cleaver (I don't care. They essentially neutralised 600 points of monster for the whole game and even put 3 wounds on the giant!).

Rah, more Doombull action! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T5thedoombullstrikes.jpg)

Empire Turn 5
The swordsmen storm the sorcerers' tower and the knights charge the lone shaman. The 5 strong greatswords rally and the rest of the line forms up to face the oncoming knights & doombull. The steamtank goes for 5 points for a devastating impact on the trolls and obviously oversteams (damn!)
In magic the lvl 2 in the temple goes to fireball the trolls but fails to cast. The black tongue activates and the resulting miscast and wound kill the poor Aqshy wielder.
In shooting the last cannon kills a chaos knight (leaving 3). The pistoliers with 12 shots manage 1 wound on the wargor BSB.
In combat the shaman suffers a total of 6 wounds and is slain. The knights overruning ~2" shy of the board edge. Storming the tower the 10 swordsmen (5 on each sorcerer) wound the unwounded one but lose 2 men in return so the Sorcerers' bolt the doors.

Left flank reformed (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T5Theleftflanktocontest.jpg)

Chaos Turn 5
The Doombull charges the now 5 strong greatswords. The knights ready to charge the swordsmen and the MoT wargor BSB charges the cannon crew. The trolls are afflicted with supidity. The shaggoth lumbers towards the handguns & X-bows on the hill and the giant chases off towards the Grandmaster & his knights.
In magic the swordsmen are assailed with another gateway killing ~7. Most other magic is either failed to cast or has no effect.
In combat the wargor kills 2 crew but the 3rd man holds! The Doombull fluffs his attacks and is wounded once in return and flees from the tiny humans with the priest & 3 men in pursuit.

Empire turn 6

On the left the priest & 3 men charge the Doombull forcing him to flee into the Chaos Knights way & the pistoliers charge the wargor. On the right the halberds & the swordsmen storm the house again. And the grandmaster with his knights move out of the giants charge arc (discretion and valour and the like). The steam tanks goes for 4 steam points and rolls another 6 to oversteam again. And finally one of my halberd detachments seizes the temple.
Nothing happens in magic.
In shooting 20 shots from X-bows & handguns do 3 wounds on the shaggoth.
In combat the halberds fail badly and despite 3 hits get no wounds. The wizard lords agrees to fight the sorcerer lord (and then steals his stats) but still fails to kill the beloved of Tzeentch who slam the door shut again. The wargor BSB is finally killed under sheer weight of numbers.

Surround that wargor! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T6TheWargorBSB.jpg)

Chaos Turn 6
The doombull fails to rally. Knights climb up the temple to contest ownership and giant and shaggoth move for what would be turn 7 charges.
In magic the other sorcerer lord miscasts on gateway at the knights but gets a "12" but kills only 1 knight. A hail of flickering fires wipe out the swordsmen and leave 2 halberds and the wizard lord at the base of the sorcerers' tower.
Unseen lurker hurls the knights into combat with the halberds on the temple.
Unsurprisingly the 3 knights slaughter 5 halberds and the rest break leaving the knights in control of the Temple.

Knights raiding the Temple (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T6theknightsstormtheTemple.jpg)
Priest Vs Troll (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2016/T6DietreichVsTroll.jpg)

Result: Chaos ~ 1600VP Empire ~2300VP. Marginal Victory to the Empire!

That was a great fun game. Big games are indeed more fun than the regular 2K ones :) The men of the match are sadly probably the flagellants who held up the entire right flank and neutralised those 2 monsters. The steam tank was a bit of a dissapointment. Though I may give it one more shot this tuesday in a 3K game VS demons.
My wizard lord was not that impressive though mainly as I think I chose the wrong Lore. The left flank I was glad held up things just long enough to stop the knights & minotaurs routing everything and the death of Throgg helped immensely. He was unlucky that he was on the edge of the troll unit and so was the only troll I could see with that sniper cannon. Those chaos sorcerer's are horrific. Its something that I've started to notice is that all the army lores are so much better than the regular 8 lores of magic (barring the beast versions of the chaos lores which suck. Which is why the beast w/ MoT was using the WoC lore)

Was brilliant fun. No doubt we'll be repeating that again in the future. (And next time I think I'll swap the Steamtank for KarlFranz & Deathclaw.)

Saviour
27-07-2009, 13:26
Yes, definitely give the Stank another try especially against the Daemons. A word of advice though; when they target it with Flickering Fire of Tzeentch always choose to dispel where possible. When you let it through it'll do 7 S7 hits every time against the Stank. :P

With Daemons, get the Stank into a unit flank asap against anything without regen & optimally with 4-5 Steam Points. 5-6 D3 impact hits at D6 will wipe out at least 5 models, meaning that you're going to be winning combat by at least 3 which makes daemons return to the warp rather quickly. :)

But yeah, vs Vamps Daemons & TK the Stank = Win!

SevenSins
27-07-2009, 19:05
cool rep, and nice pics. Particularly liked the bull-headed giant :)

Growing cells? You work in a lab or something?

The doombull was illegal because they can only take magic weapons (no armor, amulets etc)

Don't give up on the Stank, just give it some more tries untill you get the hang of how to use it.

Draconian77
27-07-2009, 21:35
That looked like a blast(must have taken a while to type out accurately too :D)

Flagellents dying doing what they love always makes me smile.

You know, for a 5k game, just how many points did the Chaos player spend on characters? 2000pts? More? Think he could of done with more units on the board myself.

Thanks for bringing the camera.

Ah, not all the book lores are that impressive, the lore of Dark Magic is so-so, the lore of Athel Loren depresses Wood Elf players and personally, High Magic isn't so scary either.

Metal, Shadow, Beasts, Light and Heavens are all decent lores in the right hands. (Or against the right hands...)
I don't think highly of Fire, Death or Life.

Anyway, cheers for the rep.

KHolbourn
28-07-2009, 07:34
That looked like a blast(must have taken a while to type out accurately too :D)

You know, for a 5k game, just how many points did the Chaos player spend on characters? 2000pts? More? Think he could of done with more units on the board myself.

Ah, not all the book lores are that impressive, the lore of Dark Magic is so-so, the lore of Athel Loren depresses Wood Elf players and personally, High Magic isn't so scary either. Metal, Shadow, Beasts, Light and Heavens are all decent lores in the right hands. (Or against the right hands...) I don't think highly of Fire, Death or Life.

Anyway, cheers for the rep.

You're very welcome. It was great fun. Even it took 6 hours from unpacking to leaving the shop... typing it up took less. though I'm now worried I've made a mistake somewhere in there?

You were right about the lack of units. But the 2 level 4's and 3 level 2's was an impressive horde of magic... I was expecting a total of 50 chaos warriors on the board. Though the lack of minotaurs is my fault (the BoC is my back up army) as there was some miscommunication about the BoC units available.

I think I've just been hammered recently by the VC, DE and Tzeentch magic so feeling like the 'ole Colleges ain't up to the task. In the 3K vs DoC this evening I'm trying 3 wizards (Lvl 4, Lvl2, Lvl2) and probably for simplicty making them all "light" as can't think what other colour would be useful.


cool rep, and nice pics. Particularly liked the bull-headed giant :)

Growing cells? You work in a lab or something?

The doombull was illegal because they can only take magic weapons (no armor, amulets etc)

Don't give up on the Stank, just give it some more tries untill you get the hang of how to use it.

The giant is cool. Even if it was slightly ineffectual (I do love the rag wearing crazies!). I'd never noticed that small print about the DoomBull. Never mind. Why isn't the DoomBull allowed something to protect him? (apart from GW's hate for the BoC ;))

I'll be wheeling out the STank in tonights game against 3K of demons. I'm expecting either Kairos, Skarabrand or a unamed Thirster & Lord Change combo....

(I do work in a lab. I'm a structural biologist so lots of growing cells and trying to persuade proteins to form perfect crystals for me to shoot with X-rays.)

selone
28-07-2009, 09:16
Thanks a lot for the reports matey just got time to look over them and catch up, I'm not sure I'd agree that big games are more fun but different horses for different courses :D To ignite an earlier debate though a bolt thrower plain can't hit any characters from a unit as long as they have 5+ models just like missile weapons I thought?

KHolbourn
28-07-2009, 09:31
Thanks a lot for the reports matey just got time to look over them and catch up, I'm not sure I'd agree thta big games are more fun but different horses for different courses :D To ignite an earlier debate though a bolt thrower plain can't hit any characters from a unit as long as they have 5+ models just like missile weapons I thought?

You're most welcome. As you've posted loads of BatReps any advice on how I could improve them?

The games posted here are literally all the games of WFB I've played ever :) (Was 40K/bloodbowl/man'o'war/spacefleet last time I was playing) So the big games are still really exciting. It'll be back to 2K games after this week though as start practicing for Bath league and the GT...

In this case it was a flank shot on the unit (only rank) so I thought he's get a regular "look out sir" roll but some other were convinced that it doesn't apply to bolt throwers. I'll no doubt find out/ clarify this when I face a wall of dwarf BTs next week. Nnoe tonight from the demon horde :)

Kerill
28-07-2009, 12:46
Cool report, 5k 2v2s can be fun but they take soooo long. BTW your opponent had quite a few illegal things in his list (doombull, 3 arcane items on the sorceror lord) but I'm guessing he's quite a new player?

You might want to think carefully against going for light with all your mages against daemons- banner of sundering has special anti-light properties.

The brb lores vary in effectiveness depending on the opponent (gold being insanely good against my WOC) but I think for empire shooting is probably more effective in general. What GT are you going to?

Lecai_Lathain
28-07-2009, 12:50
Be careful with the light magic, as Greg will likely take the standard of Sundering which means miscasts on double 1, 2s and 3s for lore of light.

Though very handy if you can get cleansing flare off - I'd take a mix of lores if he does have the banner.

Adam

KHolbourn
28-07-2009, 13:00
Cool report, 5k 2v2s can be fun but they take soooo long. BTW your opponent had quite a few illegal things in his list (doombull, 3 arcane items on the sorceror lord) but I'm guessing he's quite a new player?
You might want to think carefully against going for light with all your mages against daemons- banner of sundering has special anti-light properties.
The brb lores vary in effectiveness depending on the opponent (gold being insanely good against my WOC) but I think for empire shooting is probably more effective in general. What GT are you going to?

I didn't realise he had anything wrong with the list at all; but then again I'm new to it too. :)
Going to the Throne of Skulls Heat 3; first ever competition I'll be attending...


Be careful with the light magic, as Greg will likely take the standard of Sundering which means miscasts on double 1, 2s and 3s for lore of light.

Though very handy if you can get cleansing flare off - I'd take a mix of lores if he does have the banner.

Adam

Cheers Adam. No doubt try and choose other more interesting lores then. Any suggestions? (I see you also while away lunch/ coffee breaks on here then ;))

Lecai_Lathain
28-07-2009, 13:53
Cheers Adam. No doubt try and choose other more interesting lores then. Any suggestions? (I see you also while away lunch/ coffee breaks on here then ;))

Oh yes. :)

I'd probably go fire with at least one mage to deal with those pesky plague bearers, at least one light as it's very useful and you may have more luck with miscasts than me :), not sure about the third, maybe even fire again and go for the more destructive spells.

I think Light on a level 2 and then fire on the level 4. The other level 2, could be anything else. How many Warrior Priests will you have?

KHolbourn
28-07-2009, 14:13
Oh yes. :)

I'd probably go fire with at least one mage to deal with those pesky plague bearers, at least one light as it's very useful and you may have more luck with miscasts than me :), not sure about the third, maybe even fire again and go for the more destructive spells.

I think Light on a level 2 and then fire on the level 4. The other level 2, could be anything else. How many Warrior Priests will you have?

I've got 2 warrior Priests, well 1 Arch Lector (though still no War Altar) and Luthor Huss (I like the cause fear so its one unit that won't auto-break).

And trying to decide between the Griffon Banner or a couple or Bound Spells (like doomfir ring/ Orb of thunder...)

Lecai_Lathain
28-07-2009, 14:23
I think Greg will be surprised at the amount of magic you have, which is a good thing.
Rod Of Power would be useful on a level 2 if you have the points. Griffon Banner is handy to get that extra combat res.

I quite like the doomfire ring provided you can get a good shot with it. Guess you'll have guy on pegasus too? If so, orb of thunder is not so useful as you'll want him flying around stealing spells.

KHolbourn
28-07-2009, 14:29
No guy on Pegasus tonight. I sold him and a 3rd knight unit to squeeze in the steam tank. It sucked on Sunday so I thought it deserved a second chance...

So its either Griffon banner or Doomfire & rod of Power (I'll sell a halbedier)?

Lecai_Lathain
28-07-2009, 14:38
I'd go rod of power & doomfire.

Best of luck and see you later

selone
29-07-2009, 00:11
You're most welcome. As you've posted loads of BatReps any advice on how I could improve them?

The games posted here are literally all the games of WFB I've played ever :) (Was 40K/bloodbowl/man'o'war/spacefleet last time I was playing) So the big games are still really exciting. It'll be back to 2K games after this week though as start practicing for Bath league and the GT...

In this case it was a flank shot on the unit (only rank) so I thought he's get a regular "look out sir" roll but some other were convinced that it doesn't apply to bolt throwers. I'll no doubt find out/ clarify this when I face a wall of dwarf BTs next week. Nnoe tonight from the demon horde :)

Your BR's don't need much improvement :)

Page 74-75 states warmachines that use BS can't use a look out sir rule for. It is a weird circumstance for sure, firing a bolt thrower (p90 left hand column, bottom paragraph) also states that if a rank is made up entirely of characters you would have to randomise which one si hit. If there is only 1 then he= hit. Its very rare but can happen if you have a character to the far left or right and you're hit by a bolt.
It kind of makes sense if you think about it literally as the rank and file can't see the bolt that would hit 'sir'

Lesson being don't have characters the first in line to a bolt thrower shot and don't be hit in the flanks :D

Draconian77
29-07-2009, 02:34
(I do work in a lab. I'm a structural biologist so lots of growing cells and trying to persuade proteins to form perfect crystals for me to shoot with X-rays.)

Clearly, this explanation has been refined over the years to become the smile inducing one-liner that we see before us, well played. :D

It is odd how a cannon ball hurtling through the ranks hits the character all the time but the massive bolts never, ever do. :angel:

KHolbourn
29-07-2009, 07:57
Clearly, this explanation has been refined over the years to become the smile inducing one-liner that we see before us, well played. :D


I sense I'm being subtly mocked here :)

Anyway. On with more mayhem & slaughter. Had my 3K game against DoC and even tooled up with mages expecting Kairos or a regular Lord Change and lots of PD hurled against me. Wrong! (though it did mean after the chatter I stayed with the Griffon Banner)

Brave Imperial Forces
Lector (AoMI,Icon,GW) ---> Greatswords
Wizard Lord (lvl4 VHS) [Light spells 1-4] ---> Swords 1
BSB (Horse, Armour, Griffon Banner) -- -> Swords 1
Wizard (lvl 2) [Shadow spells 5&6] ---> Swords 2
Wizard (lvl 1, 2 Scrolls, Horse) [Fire spell 1]
Luthor Huss ----> Knights

24 Swordsmen w/9 Halberds;10 X-bows
24 Swordsmen w/9 Halberds;10 H-guns
5 Knights w/FC, Warbanner
5 Knights
20 Flagellants
19 Greatswords w/FC [9 Swordsmen]
5 Pistoliers
2 Cannon
1 Hellstorm
1 Steamtank

Evil demonic swarm

Skarabrand
Skulltaker in a chariot
Demon Prince of Khorne w/wings, dark insanity
16 Bloodletters w/full command
16 Bloodletters w/full command
10 Horrors
10 Horrors w/spell breaker
~6 Furies
10 Flesh hounds w/Karnak
10 Flesh hounds
3 Bloodcrushers

Deployment:
I more or less hid in the left hand half of the board lining up opposite his main rank & file. With the flagellants positioned to trap his angry dogs led by Karnak. Skarabrand and his flying friend were hidden away on the far right corner on the other side of the ruined temple.

Empire Deployment (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/EmpDeployment.jpg)
There be demons (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/LetBattleCommence.jpg)
Look at who's hiding in the corner.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Whoshidinginthatcorner.jpg)

Full report with more photos will be up slowly as actually busy today! :confused:

How do people think it went?

SevenSins
29-07-2009, 10:43
Rather characterfull demons army ;)
I'll give you the vote of confidence and say minor win to the empire (skarbrand is probably the worst SC in the book, actually aiding your enemies....)

Mercutius
29-07-2009, 14:55
'like your bat-reps! :-)

On your last game: If you had some luck shots with your heavy artillery and get some spells through, you should have come out nicly, or? :-)

grumbaki
29-07-2009, 14:58
Looks like it is going to be a great game. That flank worries me though, and I look forward to seeing how you counter it (translation: I can't wait for the battle report)

Draconian77
29-07-2009, 15:59
I sense I'm being subtly mocked here :)



Not at all!
;)

I'd say a win for the Empire once the dust has settled.
The DoC list has some strange looking units in it. (10 Flesh Hounds per unit, deployed in a line? Strange.)

One quick question; 10 Horrors with Spellbreaker? I'm not entirely sure that they can take that gift, but I'm no expert.

KHolbourn
29-07-2009, 17:38
Okay. Here is the battle report. Thanks for all the positive outcome predictions.

Empire Turn 1

Obviously no charges... The infantry all shuffled forward a little in a long line and the knights on the left advanced cautiously. Luthor & his knights stayed still eying the demon prince/Skarabrand combo on the far right corner with suspicion. The pistols galloped forward to look threatening and get in the way.

In magic from the lone wizard on the hill a fireball killed 4 furies. Burning gaze on the chariot was Spellbroken and Pit of Shades on the bloodcrushers failed to cast. Both Luthor & the Lector became unbreakable.

Shooting... Cannons & rockets started. The cannon on the left just overshot the chariot the cannon on the hill missing shorting on the bloodcrushers and the rocket clipping the left hand blood letters killing a couple. The crossbows targeted the other blood letter unit and killed a couple too.


The centre advances (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Emp1centre.jpg)
The left then follows (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Emp1left.jpg)


Khorne Turn 1

Furies and Skulltaker both declared charges against the pistoliers who fled just far enough.
Skarabrand & the demon prince both ran/flew forward on the right forcing the right hand cannon to choose between them. The rest of the army surged forward in a big wave looking terrifying. The horrors on the left occupying the house.
No magic, no shooting & no combat made it a very quick turn.

Whats that coming over the hill... its not a gnoblar... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos1Whatsthatcomingoverthehill.jpg)


Empire Turn 2

Still no charges. The pistoliers rallied and reformed around the 2 furies. All the infantry & STank advanced slowly apart from the flagellants who quick marched at karnak & the fleshhounds. Luthor and his knights faced off against Skarabrand & the Demon Prince behind the cannon.

In magic burning gaze against the chariot was dispelled. Pit of Shades succeeded! And a lone bloodcrushed fell into the pit. And fireball killed a couple more bloodletters.

In shooting. The cannon on the hill failed to kill the chariot (Can't remember if it either missed of failed to wound). the rocket landed on the horror's barn and the bloodletters killing a couple more bloodletters. The cannon on the right went for the faster moving Demon Prince and scored a direct hit, wounding, going through the ward.... 1 wound (bugger!). The pistoliers wiped out the the 2 furies and then worried about that chariot 20 x-bows/hand guns fired at it for no effect.

Khorne Turn 2

The chariot & right hand bloodletters charged the central swordsmen (w/Wizard lord & BSB) but were both ~1/2" short (phew). The fleshhounds charged the flagellants and the demon prince charged the cannon crew who fled in terror leaving the Demon prince perched on top of the cannon. Skarabrand wandered forward fast as did the other blood letters, bloodcrushers and the 2nd unit of flesh hounds. The horrors exited the building and the horrors on the right continued their looong march round the table.
No magic, shooting
In combat the fleshhounds led by Karnak who could sense his prey (my Arch Lector) was near ate and savaged 11 excited & happy flaggelants.

Karnak hits the tarpit (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos2Thetarpitstrikes.jpg)
The cannon crew flee the demon prince (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos2Thecannoncewfleefortheirlives.jpg)

Empire Turn 3

Combat!! Luthor and his bodyguard charged the Demon Prince, the greatswords charged the Fleshounds, the steamtank & a halberd detachment charged the bloodletters, the swordsmen w/BSB charged Skulltaker and the the knights on the left failed their fear test and didn't charge the bloodcrushers.

In magic the fleshhounds were dazzled by the wizard lord and a couple of bloodletters fireballed. The grey wizard failing to cast another Pit of Shades. On the right Luthor huss casts "Soulfire" and the demon prince annoyingly dies! (I had wanted to kill it in combat and ovverun into Skarabrand. Instead with the soulfire killing him I was stuck with Skarabrand about to charge into the knights & Luthor).

In shooting the cannon on the hill hit Skarabrand dead on then rolled "1" to wound (my artillery always does this! Fails at exactly the wrong time). The rocket landed dead on the central horrors (hitting/wounding 7)but only 4 died. 20 shots & the pistoliers kills not very much.

No combat on the right flank as my knights had doomed themselves by killing the Prince in the wrong phase. So... the Lector accepted Karnak's challenge and proceeded to kill the foul dog! And the greatswords did for another 1.5 dogs. In return I lost 5 flaggellants and a few greatswords. The dog won but everyone was unbreakable.
In the centre the steam tank killed only 2 blood letters despite 8 wounding impact hits (damn wards ;)) and 2 more killed by halberds for the loss of 2 halberds. I won and another bloodletter or so popped.
Skulltaker killed champion but was wiped out by the massive combat resolution (and here I had a problem as the Griffon banner stopped the ovverrun so the 2nd bloodletter unit could now take me in the flank....)

Charge (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Emp3Charge.jpg)!
Luthor vanquishes the Khornate prince (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Emp3LuthorvanquishesthePrince.jpg)
Karnak's prey comes a calling.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Emp3Karnakfindshisprey.jpg)

Chaos Turn 3

The bloodcrushers charged the 5 knights on the left; the bloodletters in the centre hit the flank of my swordsmen & Skarabrand charged Luthor huss. The horrors & fleshhounds crept up some.
No magic; no shooting.
Skarabrand cunningly positioned at the end of the knights away from Luthor bellowed a challenge and killed the knight champion 5 times over; broke the knights and slaughtered them all (Blood for the Blood God indeed).
The Bloodcrushers killed 3 knights for no loss; the 2 survivors broke and were run down.
The bloodletters fighting the steamtank slaughtered another 4 halberds and put a wound on the tank and the 3 surviving halberds fled.
The other bloodletters hit the flank of the swordsmen (w/BSB & Wizard Lord) and then fubbed. The combat was drawn with ~1/2 kills on each side. With the fleshhounds I lost the last 4 flagellants, another 4 or so greatswords and killed a hound with my champion & Lector. I lost again but was cheerfully unbreakable.

Skarabrand strikes at Luthor (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos3Skarabrandstrikes.jpg)
Flanked again. Oops. (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos3flankedagain.jpg)

Empire Turn 4

Was running out of things to move or charge. The x-bows turned to face the onrushing bloodthirster (maybe they could do a wound with stand & slaughter?). The swordsmen on the far left stayed still wary of the fleshhounds to their left. The pistoliers parked in front of the fleshhounds trying to misdirect them away from either of the swordsmen blocks.
In magic a fireball killed 2 horrors and the Grey wizard failed another pit of shades. The wizard lord thn managed to get dazzling brightness on the bloodletters giving me a chance!
In shooting the cannon ball overshot the towering blood thirster by a fraction of an inch (trust me to roll a 10 on the darned artillery dice. I swear that thing hates me) and the rocket misfired as it fired a red emergency SOS flare. Pistols & handguns then manage to score 0 wounds on the fleshhounds.
In combat the steamtank ground the bloodletters impressively reducing them to ~5 models. The BSB impressively survived a load of bloodletter attacks and only 1 swordsman died and 2 blood letters were killed. Another couple of letter's then popped from instability and I was able to turn my unit to face the bloodletters (and gain my ranks back!).
The fleshhounds & greatswords continued fighting leaving me ~8 greatswords and the lector against 6 dogs of Khorne.

All going well at the moment... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Emp4Notlookingsobad.jpg)
Look at us; we're bait for the puppies (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Emp4Pistolierstrytodivert.jpg)


Chaos Turn 4

The fleshhounds charged the pistoliers who then failed their fear check (damn it!) were run down and the fleshhounds instead of being redirected away went straight into the swordsmen on the left and their halberd detachment. Skarabrand checked his ranges and had a choice of 10 x-bowmen on the hill or the flank of the BSB/wizard lord's swordsmen unit. You can guess which he chose...
The Bloodcrushers then wheeled round to face the flank of the swordsmen on the left and the horrors crep a little further forward.
No magic or shooting
In combat the fleshounds continued to eat the greatswords as I failed to hurt the nasty dogs. The steam tank survived more or less unschathed and the other fleshounds ate ~6 swordsmen for no loss but i hit "snake-eyes" to hold. The 4 surviving halberds fled however.

In the combat in the centre Skarabrand called out a challenge which the BSB refused. (I think I made a MASSIVE mistake here. My wizard lord was in combat with the bloodletters; and although not in contact with Skarabrand should still have been able to accept the challenge? I think? And with VHS I would have won. Stupidly I didn't think of this). Skarabrand kills 7 swordsmen, the bloodletters kill a few more me and then I fail to get double 1 and flee. The unit, my BSB and wizard lord being run down by the most favoured/hated of Khorne and his minions who ovverrun into the 3 halberds who'd rallied and were standing beside the steam tank.

Not going so well now :( (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos4Damnallgonewrong.jpg)
The bait didn't do so well (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos4Notethelackofpistoliers.jpg)

Empire Turn 5

Not much left to do at this point. My halberds on the far left and reform to redirect the bloodcrushers away from the swordsmen. The lone fire mage standing on the hill just looked about in mild consternation.

In magic & shooting the mage, crossbows, rocket and cannon all targeted the two horror units reducing the one in the centre to 4 and failing to scratch the other unit on the far right.

In combat it was all downhill. My steam tank got a good head of steam and killed all but one of the remaining bloodletters. Sadly that was the only good combat. The bloodthirster & other 'letters ripped through the 3 halberds like paper and ovverran into the steamtank. The fleshounds ate the last of the greatswords leaving only the unbreakable Lector who smashed a hound to pulp leaving him against 4. On the left flank the hounds ate another 6 or so swordsmen who broke, were run down and provided a nice skull footstool for the blood god as the fleshhounds hit the handguns. The halberds then also panicked and ran away.

A man alone... what a hero (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Emp6Manalone.jpg)

Chaos Turn 5

The bloodcrushers slammed into the flank of the already doomed handgunners. The horrors shuffled around a little. And the khorne opponent looked excited about the oncoming combat....

In combat the bloodcrushers did 11 wounds to the handgunners leaving some dissapointed Fleshhounds and both units ovverran off the table followed by the panicking rocket crew. The lone bloodletter and his mates did nothing to the steam tank as Skarabran chopped huge chunks of the steam tank leaving it with 3 wounds... My undying general continued to battle the hounds.

OOh, canned food and I have 2 tin-openers (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos5Skarabrandfindsatastytreat.jpg)



Empire & Chaos Turn 6

My hill with the fire wizard, cannon & crossbows stood and watched the world turning red (they did kill a few horrors). The steam tank was chopped into scrap metal by the ravaging demon. While my Lector wounded another fleshound.

On the final turn Skarabrand himself pounced on the Lector. Sadly the human stood no chance and was ripped asunder.

Man Vs (near)God. (its never going to end well) (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2017/Chaos6ManVsGod-1.jpg)

Results: Empire were destroyed and the Lord of Skulls has some new ones to polish.

It was all going pretty well. Sadly some bad luck with artillery let me down and allowed Skarabrand to slam into my lines. But the biggest mistake was with the Wizard Lord not challenging Skarabrand he cut the unit to bits. Whilst if I'd thought to challenge him with the VHS I'd have won that one comfortably and possibly let Skarabrand essentially kill himself.... Damn.

But was a great fun game. So that was good. Ironically if I'd not taken the Griffon banner I'd have still broken the chariot but would have ovverrun out of the bloodletters charge arc.

Next week have a 2K game VS dwarves. So I'll be expecting a slow grind.

SevenSins
30-07-2009, 15:05
ouch, quite the turnover there. Looked good quite some time though

You'll be happy to know that you couldn't have accepted the challenge with the wizardlord as challenger and challengee has to be in btb contact :)

Draconian77
30-07-2009, 15:46
I thought that as part of the challenge the challenger and challengee are moved into B2B contact with each other, implying that they don't need to be in B2B contact to start off with? I think he could have accepted, but I don't have my rule book handy to verify.

Looks like the Bloodcrushers caused you a lot of grief in that game, I'm always happy to see that because people consider them a very weak choice in the DoC army, but around here they get charged by Chaos Knights, laugh at their puny attacks and then eat the Knights for breakfast. :D
*(Although they are always joined by a Herald)

I don't think that you could of done much differently, although I guess putting more effort into redirecting Skarbrand wouldn't have hurt.
(Or place the Flagellants in his way next time, that should hold him for a couple of turns)

Nice rep as always.

selone
30-07-2009, 19:03
I think that it goes to show even a weaker demon army can still do some damage, hindsight's a pain btw re: challenge, you'll know next time :D

KHolbourn
31-07-2009, 10:54
I think that it goes to show even a weaker demon army can still do some damage, hindsight's a pain btw re: challenge, you'll know next time :D

I'd love to say that I'll remember for next time but its even money that I'll forget! And I don't think there is such a thing as "weak" demon army with a greater demon roaming the board... Though I'm lucky I guess as the DoC player had been considering a Thirster & a LoC. (He also would have done all Khorne but had to include the horrors to make up minimum core units).


ouch, quite the turnover there. Looked good quite some time though

Yeah. At the end of my turn 4 I was feeling pretty confident. Especially as the Swordsmen w/Griffon banner had just turned to face the bloodletters.

I had though the swordsmen were out of Skarabrand's charge arc and that he was just going to kill the artillery/crossbows on the hill. I was wrong. But hey-ho. Was a great fun game :)


I thought that as part of the challenge the challenger and challengee are moved into B2B contact with each other, implying that they don't need to be in B2B contact to start off with? I think he could have accepted, but I don't have my rule book handy to verify.

Looks like the Bloodcrushers caused you a lot of grief in that game, I'm always happy to see that because people consider them a very weak choice in the DoC army, but around here they get charged by Chaos Knights, laugh at their puny attacks and then eat the Knights for breakfast. :D
*(Although they are always joined by a Herald)

I don't think that you could of done much differently, although I guess putting more effort into redirecting Skarbrand wouldn't have hurt.
(Or place the Flagellants in his way next time, that should hold him for a couple of turns)

Nice rep as always.

Cheers. I thought about the flagellants w/Skarabrand but though that the 2 big units of fleshhounds were a more immdediate threat. I wasn't expecting the twin bad luck with the cannons (a 10 on the artillery dice for the overshoot & a failure to wound) was just annoying :(). As was the fact that soulfire smoked the demon prince so thoroughly. If I could have ovverran him and charged Skarabrand with the knights he'd have been ~8" further delayed....

Sadly no Dwarf game next week now as its been delayed for some WFRP. But A mate is visiting and we're starting a little BoC Vs Empire campaign. Game 1 is tonight although its Warhammer Quest. The result of that will determine the mission for the first WFB game....

Kerill
31-07-2009, 10:58
I

Sadly no Dwarf game next week now as its been delayed for some WFRP. But A mate is visiting and we're starting a little BoC Vs Empire campaign. Game 1 is tonight although its Warhammer Quest. The result of that will determine the mission for the first WFB game....

Sounds cool, are the campaign rules you use online anywhere?

KHolbourn
31-07-2009, 12:29
Sounds cool, are the campaign rules you use online anywhere?

The rules are just some that I & my mate made up for running a short campaign with a mix of Warhammer games & WQ games.

At each game there is a fork depending on who wins and these wind down to one of a series of "grand finales" that can stack the odds in some-one's favour. The WQ is included so that the Beasts player/ Empire player can potentially have a few bonus magic items on their characters. Or a bonus stat point (in the case of the Imperial ones) or the odd bonus unit (for the BoC ones).

Its all set with Khazrak VS Todbringer as the BoC has the Kharak mini and my Empire army (as you may have noticed :)) Is painted up in middenland colours.

Draconian77
31-07-2009, 14:55
As was the fact that soulfire smoked the demon prince so thoroughly. If I could have ovverran him and charged Skarabrand with the knights he'd have been ~8" further delayed....


Something struck me about this; why didn't you Overrun?

Just a quick glance at the rulebook;

(Pg43)
"If a unit charges into combat and, by the end of that turn's combat phase all it's enemies have been wiped out, the unit may make a pursuit move, even with nobody left alive to pursue."

It doesn't seem like you need to kill them in the combat phase, they just all have to be dead by the end.

For example, if a unit of infantry charged a monster and then, in that players shooting phase a stone thrower shot scattered onto the monster and killed it, in the combat phase the infantry would be entitled to their overrun.

It's odd and I can easily see how you could miss it, so I guess just bear it in mind from now on. (Although the odds of it happening again are surely slim...;))

Good luck with the campaign.

KHolbourn
01-08-2009, 16:29
Cheers Draconian. I'll have to check up on that!

Now the great summer of Khazrak's second assault on the Todbringer has begun. Initially with just 4 heroes exploring a ruined chaos tomb to destroy it....

Sir Luther looked across at the red robed priest standing wreathed in the shadows cast by the bare wintry trees.
"What do you think Werner?" He asked motioning with one armoured fist at the cave entrance visible through the dead & dying trees. A skein of mist still clung to the ground outside the cave partially obscuring the obscene runes and symbols daubed on the cliff side. "Is this where the tomb is?". Werner looked back, hard eyes and the twin tailed comet branded on his forehead glinting dangerously in the thin light.
"Indeed Sir Knight." He grimaced and hefted the warhammer. "The taint of chaos is thick upon this place. It must be cleansed."
"That may be well" grunted the third member of their party. "As long as there is gold my bald friend." Werner shook his head sadly. He had not wanted the crude pit fighter to join them but Luther had insisted muttering something about expendable muscle always being needed.
"There is an air of death around this place. I can almost taste the swirling clouds of Shyish around this place."
"No matter Magister" Luther commented motioning the other three men forward. "The tomb is in there. Sigmar has decreed it must be destroyed."
"Faith in Sigmar will prevail" Werner added as the quartet of imperial heroes advanced the dark entrance to the tomb....

This is the first game in an Empire Vs Beastmen campaign (Or a Boris Todbringer Vs Khazrak One-Eye) using a mixture of WQ and WFB games. The first game represents a party of Middenland heroes exploring a chaos tomb to destroy it. Instead they discover beastman massing for a winter of raids and assaults. The results of the WQ adventure will determine what the first game of WFB will be.

Also the success or failure of the heroes can give bonuses in the following games for the BoC or EMpire armies.

"The Team"
Sir Luther Voss: A questing knight from Middenland with the Favour (+1d6 Strength) searching for a lost magic item
Father Werner: A warrior priest of Sigmar
Magister Kessler: A wizard with Confusion, Lightning Bolt & Healing Hands (5 Power Pool)
Manfred the Mangler: A pit fighter from the slums of Middenheim

Into the Tomb!

As the heroes ventured into the tomb they were immediatly met by the guards in the entryway. 3 towering chaos warriors who'd clearly been hiding there since the ending of the Storm of Chaos. Manfred took a pounding coming near to death several times but saved by Werner's Ring of Jade. Meanwhile with the aid of the Blessings of Sigmar Luther set about the chaos warriors with his broadsword and cut them down assisted by the sizzling lightning of Magister Kessler. Searching the bodies they found a pair of darting steel daggers that were taken as a reward by the wizard.

Welcome to the dungeon (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2018%20WQ/Welcometothedungeon.jpg)

Towards the rear of the cave system the party was attacked by a flock of fellbats that the beasts fed with scraps but the flapping creatures were no match for the knight's broadsword or Manfred's pit spike. Picking up an inscence of healing they kicked open the doors and assaulted the tomb complex. As they stumbled into a decript well the beastman struck but were rapidly dispatched by Manfred & Luthor with Werner's blessings boosting the impressive broadsword strikes and claiming the warriors a bag of valuable flashpowder.

Fellbats cannot stand in the face of an Imperial Knight (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2018%20WQ/Questingknightunleashes.jpg)
There be beastmen in this here tomb (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2018%20WQ/BeastmanItsanambush.jpg)!

After a long and twisty series of passageways there was an unexpected happening! Scorpions pounced on the priest wounding him and the ceiling began to cave in at the same time as a portcullis at the end ofthe corridor began to descend. Luckily they all dived through only to be pounced on by the long spears of the Ungors. However after Kessler confusing and electrifying them they proved easy prey for the Knight & pitfighter combination.

Hmm, rocks & a portcullis. No going back now (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2018%20WQ/ArockfalltheportcullisThereisnoesca.jpg)

The Heart of Darkness

In the depths of the tomb the beastmen attacks were coming thick and fast as the party fought hard with the priest & wizard standing at the back supporting the two warriors with extra attacks, lightning, healing & confusing the enemy. All was going well till an unexpected ambush in a narrow corridor caught them unaware! With a minotaur and a bevy of elite beastman jamming the corridor trapping the knight & the priest at the front and the wizard & pitfighter at the back with more beastmen.
The minotaur was dispatched brutally with two massive swings of the questing knight's sword after he unleashed his questing favour (for +4 Strength) and an additional attack from the priest (two hits each for 1d6+10 wounds was a real killer!).
Sadly the beastmen elite were harder to kill and both the priest and the pitfighter were left near death and then almost killed by the Jade Ring backfiring and needing the Incense of Healing opened to heal the party. The pitspike and the darting steel daggers then won the back and the Questing Knight found some luck and slew the rest.

Lots of beastmen (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2018%20WQ/MoreBeastmen.jpg)
An ambush. Its a minotaur (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2018%20WQ/Rahdoombull.jpg) :cries:

Two more corridors and then they found the tomb. A minotaur, 6 ungor and 6 gors packed the tomb as the heroes surged forward. The minotaur was obliterated in seconds from a brutal lightning bolt and the power of the Hand of Death scroll (14 wounds) while the flash powder allowed the heroes to surge forward with multiple attack felling more than half of the gors & ungors in the first round. The few remaining beastkin were scarce able to harm the party and quickly slaughtered allowing the wizard to destroy the magic of the tomb.

Only a few guards.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2018%20WQ/TheTombTherebesomeguards.jpg)

Victory to the heroes of the Empire!

With the victorious Empire heroes the next battle will be a "Hold the Tower" mission. One our brave heroes will have to lead some of the local militia and hold the watchtower until the beacon fire is lit as Khazrak sends a warband of beastman try to stop them warning Middenland about the upcoming invasion.
(Warrior Priest --> Ring of Volans)
(Captain --> Enchanted shield)
(Wizard --> Finger of Death scroll (Gets the steal soul spell as a bonus spell))
(Pit fighter --> Uss the rule of a dwarven Dragon slayer )

selone
01-08-2009, 20:22
I love your idea, I have lent a copy of the generals compendium myself recently and it's gave me a burning desire to play campaigns and scenarios like yourself.

Draconian77
02-08-2009, 03:53
Wow, that takes me back. We still use our Heroquest boards for DnD(their paper mats with squares tend to expire rapidly...) and we had various other home-brewed games take place in those dungeons aswell!

Now, from what I can see, this is going to be great fun.
If the party of heroes gets larger you could try the Seven Knights scenario, it just looks like it's bound to happen. :D

If the Heroes die in the game of WHFB will you recycle them with battle wounds, get new ones, or assume that they escaped safely and continue the quests?

KHolbourn
02-08-2009, 07:26
Wow, that takes me back. We still use our Heroquest boards for DnD(their paper mats with squares tend to expire rapidly...) and we had various other home-brewed games take place in those dungeons aswell!

Now, from what I can see, this is going to be great fun.
If the party of heroes gets larger you could try the Seven Knights scenario, it just looks like it's bound to happen. :D

If the Heroes die in the game of WHFB will you recycle them with battle wounds, get new ones, or assume that they escaped safely and continue the quests?

I've got the heroquest board in the cupboard as well. One of my mates even has all the expansions :)

What's the Seven Knights scenario? Is this a take on Seven Samurai?

If one of the heroes dies in a WFB game then:-
1: The hero is dead & pillaged. The BoC player may include one of his magic items for free in the next game.
2-3: The hero is actually dead.
4-5: The hero is pulled off the field but suffers -1 wound (in WQ) permanently
6: The hero was only stunned and is fine for the next WQ game.

If Empire or BoC win the WFB gam with a massacre then they may add/subtract 2 from the roll. A strong victory gives +/- 1. Its easier to rerieve a body if you win the battle :)

Kerill
02-08-2009, 11:05
Cool stuff, looks like great fun. HQ started me on the GW trail and I have all the expansions (UK and US). Adv HQ was even better and I have WHQuest too, look forward to more of these :)

grumbaki
03-08-2009, 05:20
I love it. If I start listing the reasons why, this might turn into an essay...

KHolbourn
03-08-2009, 08:54
Cool stuff, looks like great fun. HQ started me on the GW trail and I have all the expansions (UK and US). Adv HQ was even better and I have WHQuest too, look forward to more of these :)

It was HQ, space crusade & space hulk that go me hooked when I was a little one.
As for the campaign if Empire win the Light the Beacon game which will be happening on wed/thursday then there will be some more WQ.... Support Empire! :)


I love it. If I start listing the reasons why, this might turn into an essay...

Please do :) (if only to massage my ego ;))

If anyone wants the campaign flowchart/ badly written rules let me know. I'll get them written up electronically during this week rather than on the back of a load of chromatograms.

Draconian77
04-08-2009, 05:19
I think I might take you up on that, our groups campaigns tend to become an excercise in book-keeping. We really can't keep it simple.

I blame roleplaying. :D

The Seven Knights scenario is where one player takes a normal army and the opposing player takes the same amount of points in just characters!

We play it quite a lot around here, it can be a laugh.
A couple of points though;

~It's not heroic to spend 1500+ points on mages. :p
We generally limit the amount of true mages to 50%(Tomb Kings and Warrior Priests wouldn't be "true mages" just in case you're wondering)

~Sometimes we make all the characters "Stubborn" for free, sometimes Stubborn+ItP, it really depends on the opposition)

~If it's not heroic to blast them with 20PD, it's definately not heroic for the opposing army to sit back and shoot you all game. I would try to limit the shooting units to 20% of points or something like that.

These are just some of the housrules that we sometime suse when playing this scenario.

KHolbourn
07-08-2009, 12:11
Sorry Draconian been busy at work so not managed to write-up all the rules yet. But we did play the "hold the Watch Tower" mission :)

Light the Beacons
The heroes have found a BoC army forming! they must light the signal beacons. Khazrak has dispatched a warband to stop them!

Empire get:- 750 Points
max 300 on the road (including the Hero)
min 400 at the watch Tower

BoC get:- 1000 points
Max 1 "monster" regiment

Deployment:-
Tower goes in the centre of the table. Tower units may deploy within 12" of the tower. Hero starts at a thin edge within a box 12" on to the table and 12" to the left & right of the centre line. The BoC player may deploy his troops anywhere that are more than 18" away from the empire troops and starting out of sight. He can use the ambush rules normally if he wants.

Special Rules:-
The tower can begin to try & light the signal fire when the Hero reaches them. Or when they "see" a BoC unit >5+ US. They have a visual range of 12+ 2d6 inches. If a BoC unit is range then the BoC unit may pass an Init test to hide. Creatures with US >2 are auto-spotted if within range as are units that charge/ cast or shoot. Test at the start of each Empire turn.
Once a BoC unit has been spotted revert to normal LoS rules. To light the beacon a single unit adjacent to the Tower can try in the shooting phase. The beacon lights on a 5+. Gunpowder units get +1 to this roll as they play with fire more often. The hero gets +2 to this roll as he's a hero! If the BoC player captures the beacon/tower he can try and put the beacon out. To do this he needs to roll a 5+; gaining +1 for every model he sacrifices to douse the flames (causes panic as normal).

Victory:-
The Empire win if the beacon is successfully lit and stays lit for two complete turns (i.e. From Empire turn 3 until Empire turn 5) or is lit at the end of the game.
The Empire get a strong victory if they are still holding the Tower at End OR the hero survives in addition to the beacon getting lit.
The Empire gets a massacre if the hero survives, the beacon is lit AND they still hold the Tower at the end of turn 6.

The BoC player gets a minor victory if the Empire forces do not light the beacon. A strong victory if he prevents the warning and holds the tower OR kills the hero and a massacre if the beacon isn't lit. He holds the Tower and he kills the hero.

Game bonuses...
Empire can choose to proceed to Immelsheld raid or "Kill the Bray Shaman". In addition they don't have to start with most of their units inside buildings on the Immelscheld Raid. If they won with a massacre then they get 1 henchmen each for the "Kill the Bray-Shaman" side-quest.
Beastmen move to Ambush scenario. If the beacon was never lit (even if subsequently put out) then 1-3 (minor --> massacre) beastmen units that don't have the ambush rule may be included on the ambush scenario.

KHolbourn
07-08-2009, 12:25
Light the Beacons

Ghash sniffed the night air. He grinned a cruel smile around his filed teeth. He could smell man-flesh. He waved a gauntleted fist at the herd of gors behind him moving to ambush the stupid men who were in his forest at night. They should know better. At night the Drakwald belonged to the blessed of the Dark Gods. For their stupidity they would roast on the herd fires tonight...

Captain Johan leant against the parapet of the Tower cursing his luck that had had assigned to a beacon in the middle of the forest. Why, oh why he had made the joke comparing Lord Grubenhag's daughter to an Ogre. Hearing a noise he peered out into the darkness.
"Who goes there?"
"Its nothing captain. Just the forest beasts sir." His bannerman replied reassuring. Ubert was a grizzled veteran in the 8th Middenland Spears and had been doing jobs like this for 10 years. Johan nodded and relaxed.
"A tot of rum for the men Bannerman. Keep us warm & alert on a quiet night"


Empire Troops
Magister Kessler (lvl 2) (Fire 1 + 4 + Steal Soul)
20 Swordsman w/FC

Captain "Johan" w/Full plate, shield & dragon bow
25 Spearmen w/ FC [5 Archers; 9 Halberds]
10 Crossbowmen
10 Hanguns w/Hochland Marksman

BoC Raiders
"Ghash" Wargor w/ HA, GW, Fur of Shagurru, Dark Heart
Bray shaman w/Lvl 2, staff of Darkoth, Chaos armour (Death 1+6)
6 Hounds
3 x Beast Herd w/9 Gors 6 Ungors & FC
15 Bestigors w/FC, Mark of Khorne
5 Centigors

Deployment

The game was played on the long (well longish on a 4'10" by 3' 6" table)
The tower (well slate square mat :)) was at one end beside a hill. There were two other hills one om each side and a number of woods (those green fabric circles). (My 6x4 flocked mat hasn't arrived yet; neither have the trees or buildings :().

Empire deployed the X-bows in the tower with Captain, spearmen, archers & halberds at the base of it. The handgunners with the marksman went on the hill. Magister Kessler & his bodyguard started at the other end of the table.

The BoC had a beastherd w/Wargor and the Bestigor on the left; the rest on the right with the two herds nearer the tower. The plan (I think) was to sneak those 2 herds close to the tower and then use staff of Darkoth to dance them in from outside the visual range.

Guarding the Tower (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/TheTowerguard.jpg)
the ambushing horde... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/Beastmantotherightofthem.jpg)

Empire Turn 1

The Tower was asleep little knowing what was about to happen. Kessler marched up the table and with no targets there was no shooting, magic or combat.

That's a long walk to the tower (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/BoC1Itsalongwalk.jpg)

BoC Turn 1

The centigors started to move round the woods for a rear charge on the swordsmen. The hounds went over the hill heading to the swords flank with the Wargor & his herd doing the same on the other flank.
The bestigor & other herds started creeping towards the Tower.
Staff of Darkoth was dispelled and the shaman had no LoS for his dark hand of death.

Hmm; doesn't look good for Magister Kessler (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/BoC1Thelongwalkbegins.jpg)

Empire turn 2

The sentries on the Tower must have been sleeping as they couldn't see anything. Kessler angled his unit round to take face the herd but still see the hounds. The archers also walked forward on their regular "night patrol".
In the magic phase he slapped the Bray shaman round getting off Steal Soul to steal a wound off the Wargor and then a fireball that incinerated 4 hounds (Phew. That means only US4 in the flank. Go ranks!).

BoC turn 2

The herds surged forward. The Wargor & herd charging the swordsmen with the 2 hounds in the flank. The character-less herd charging the archers who fled. And the shaman's herd popping out of the woods ~8" away from the flank of the spearmen...
The bestigors then advanced towards the Handgunners on the hill and the centigors swept round to stop ~3" behind the swordsmen to kill them when they broke & ran.
In magic the Staff of Dharkoth was firmly dispelled and the fireball then killed 1 spearman.
In combat the foe-render challenged and was accepted by the swordsman champion who promptly killed the beastman. The wargor, 2 hounds & mass gors then attacked but in a flurry of poor rolls & good armour saves only killed 4 swordsmen who replied killing 2 hounds. The swordsmen won by 1 and with a massive "11" on the break test the Wargors fled. Pursued by the swordsmen who finished 2" behind them.

Kessler & his men ambushed (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/BoC2Theattackbegins.jpg)

Empire turn 3

Sound the alarm! The swordsmen charged the fleeing wargor/herd who fled a paltry 5" and were run down by the angry swordsmen. The archers rallied and stood in the middle looking confused.
In magic Kessler gave it his all but failed to cast either fireball or fiery blast.
In shooting things improved. The halberds tried in vain to light the beacon but it had been raining and the pitch wouldn't catch. The same rain obviously affected the handgunners who could only kill 1 bestigor. The X-bows had better luck felling 3 ungors before Captain Johan with his mighty Dragon bow picked off a 4th. They panicked (even with the re-roll) and fled taking the shaman with them.

crossbows panics the beasts (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/Emp3BoCfleelikesheep.jpg)

BoC turn 3

The centigors tried to charge the rear of the swordsmen (now standing on the crest of the hill) but were just short. The bestigors charged the handgunners who fled into the darkness (or actually went "SPLAT" into the side of the tower. I thought it was better delaying the bestigors another round rather than have them ovverun into the Tower so sacrificed the gunners). The shaman and his herd rallied. The other herd milled in confusion before charging the archers again. They fled again sadly straight into the bestigors and died horribly :(
In magic the shaman cheekily used the staff to boost his herd back to the edge of the forest near the Tower.
No shooting or Combat.

Empire Turn 4

The spearmen turned to face the bestigors (I know it exposes the flank to the beast herd but that's a less scary prospect). The swordsmen marched forward over the hill so the centigors lost LoS.
In magic Kessler targetted the Bestigors but fiery blast was dispelled before the fireball killed 1 of the beasts.
Shooting was better, the crossbows with an amazing 9/10 hits killed 3 bestigors and a 4th was dropped by Captain Johan's dragon bow removing any rank bonus they may have had.
Finally the halbediers found a lit match and lit the beacon!! Now it only had to stay lit.

BoC turn 4

The bestigors & shaman's beast herd charged the front & flank of the spearmen and the beast herd was then countercharged by the happy halberds. The centigors wandered up the left edge to stand behind the swordsmen again (wishing their general had found the spare points to buy them throwing axes....) and the central herd stopped ~8" or so from the fight in the centre.
In magic the Bray Shaman went for the big death spell! But thankfully Kessler managed to summon the Winds of magic to stop that devastating all the imperial troops.
In combat the frenzied Bestigors fluffed the combat killing 1 spearman and the champion wounding Captain Johan. The shaman and other Gors in the flank killed another 3. In return Johan killed the champion twice over; the halberds brought down 2 more Gors and the spearmen killed 1 elite Khorne beast. Drawing the combat! (And who said Spearmen sucked ;))

Storm the Tower! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/BoC4AssualttheTower.jpg)

Empire turn 5

Kessler left the swordsmen and wandered to the edge of the woods while the swordsmen turned to face the centigors.
In magic Kessler unleashed with a double irresistible force! Fiery blast & fireball killed 11 out of the 16 strong horde in the centre of the table who fled like little lambs. Crossbows felling another 2 to ensure they could never rally. (Yeah! Go Kessler. Its like he knows he has a name and is a "real" hero).
In combat Captain Johan killed 2 bestigors before the fighting resumed with a few dead on all sides. In the end the Empire won by 2. The khorne beloved held with snake-eyes but the shaman fled and was run down by the pursuing halberd detachment.

Turns 5 & 6

Woohoo! the warning fires are ablaze and signal is sent.
The Bestigors would eventually killed to the last man in Empire turn 6 after managing a second insane courage test.
The centigors charged the swordsmen who held the charge (just) and the turned the tide when the champion had his soul stolen by Kessler and weight of numbers broke them (though the 3 surviving centigors dod escape).

the tower secured (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/BoC5Thetowerissecured.jpg)
Go drunken centigors.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2019%20BoC%201/BoC5Drunkencentigors.jpg)

Imperial victory! (and a massacre at that).

Hmm got real lucky there as poor BoC swung a couple of combats in my favour. But can't complain. I think it was the poor Beast LD that screwed them as they kept panicking and then regrouping and possibly getting a little overambitious and not being patient enough to gather multiple units for a surprise "storm the Tower assualt".

Next....

Khazrak is launching a raid on the town of Immelsheld. But the the town in now forewarned so the defenders won't be sleeping in their bunks.
(~2000pts BoC Vs 1500pts Empire WFB battle).

Also Empire has the choice to send its heroes on a quest to kill a notable Bray Shaman... (Its an optional quest that will effect the raid on Immesheld. If the heroes win then the BoC player is limited 1 shaman (including MoT heroes) and the heroes get "harder". If the heroes are killed then the heroes are dead & the BoC player gets a free lvl 1 shaman w/braystaff (he can be upgraded))

Should I do the side quest? (bearing in mind that because of the massacre I get a henchman for each hero :))

selone
07-08-2009, 13:19
Loving the campaign and ncie to see some scenario games, to your question the answer is- hell yes!

SevenSins
07-08-2009, 18:51
This campaign looks great! please post all scenario rules and similar, my beasts need some air!
As for the side quest; GO!

(nice rep and pics, hopefully terrain and board will be had in reasonable time)

Draconian77
09-08-2009, 04:14
Go for it, side quests normally involve loot...

That mage really must have liked the scent of charred fur!

KHolbourn
11-08-2009, 10:55
So campaign rules...

The flowchart of the campaign is attached. In all cases blue = Empire win and Brown = beastman win. As you see some have no forks and end up going the same way just with advantages to the previous victors...

Warhammer Quest Characters

The WQ characters come into play on some side-quests. In most cases they are regular statted Empire heroes with names but rewards from the WQ can effect the Warhammer games....

Rewards:
After the WQ game if the hero levels up then you can choose one of the increases stats to carry over into the WFB games. In addition if you get a suitable magic item then they can have that for free (Talk to your opponent).

In WFB if you have a hero on the map note how many monsters they kill directly and give them the GC for each of them. Plus a bounty of 1d6x100GC (2d6 if Empire win)

Death
See above... If they die in WQ then they are dead.

So far we've had the "Tomb" and "Light the beacon" and have bypassed Ambush on the Drakwald road. So here is the rules that would have been used for that...

Ambush on the Drakwald Road

With the heroes killed and middenland unaware of the build-up Khazraks plans for a war against the TodBringer were about to begin.// Though the wily heroes escaped Khazrak was pleased that his warbands had silenced the Watch Beacons leaving Middenland unaware of the impending assualt. (delete as appropriate).

A human-looking ungor near Immelsheld has let the warleader know the Town is severely short of black powder but a caravan is on its way from the South with barrels of the stuff. Mobilising one of the Herds under Wargor Haraak the Beastlord has sent his forces South to intercept the caravan and steal the black powder...

Forces

The Empire Army has 1000 points to spend. It must include at least 1 unit of Handgunners and is not allowed any Knights.
None of the named heroes can be in this army.
In addition it gets 3 "black powder donkeys" (the BfSP donkeys). The drovers have handgunner stats and are armed with pistols. They can be upgraded with blunderbusses for 20 points each. Each black-powder donkey must be with a different infantry unit (be it missile or melee) of at least US10.

The BoC army has 1250 points to spend. The entire army must have the "ambush" rule. Though it can include up to 3 units w/o the Ambush rule depending on the results of the Beacon game. If this is being played after the heroes were killed in the Tomb then it may include 3 non-ambush units. These all gain "Ambush" for this mission.

Deployment
The road runs down the centre line of the table (longways). Use a fair amount of woods on the long edges. It's the drakwald forest after all.
The BoC player starts with all his forces off the board and can move them on in the first turn from any board edge. If he wants he can hold some "ambush units" in reserve for a turn 2 entry.

The Empire player deploys use his units within 9" of the centre of the table and 6" of the road. He is marching down the centre of the road.

BoC get the first turn.

Objectives

Empire:-
Get at least 1 Powder barrel off one of the narrow board edges.
You get a minor/ major/massacre for 1/2/3 barrels. Or a massacre by default if you kill all of the Beastmen.

Beastmen:-
Stop them getting the powder units off the board. Then you win. If you capture any black powder donkeys you win by more! A strong victory with 2 captured donkeys; massacre with 3. Also a massacre if you kill all the empire troops. Donkeys are captured like standards.

Rewards
If the Empire win then they are not "surprised" in the Immelsheld raid mission. If they win with a strong victory then there is lots of black powder. All unit champions & characters can be given pistols/ handguns for 6 points (if given to a WQ hero he has the weapon in future quests (but has to buy shot)). If they won with a massacre then 1 unit can be given blast charges like dwarven miners.

If the BoC win then the Empire is surprised! Only 2 units in Immelsheld can start "on watch". The rest begin in their barracks.
If the beasts capture any barrels (irrespective of victory) then they can turn each powder donkey into a "Suicide tuskgor" for 40 points. A suicide tuskgor has the stats of a normal tuskgor except 2 wounds, immune to psychology & 4+ save. And at the end of the BoC movement phase he can detonate the piggy! Place the large blast marker down and treat it like grapeshot. If a misfire is rolled the piggy ate the powder and dies of poisoning with no explosion.

selone
11-08-2009, 12:05
Seems a really great campaign and the flow chart seems very nice for a 2 player campaign :)

Golden Lion
11-08-2009, 14:11
Hi Kholbourn, this campaign is absolutely awesome! I love the mix of WQ with WFB, it really makes for a very fun and diverse read for us. So far you are doing really well, let's hope that continues.. Love it how your heroes can improve via WQ but can also die. If they die, will you replace them with another hero? Or simply more troops?

Also, your two large battles were very impressive. That 5000pt monster sounds like great fun. Congratulations on winning as well! I find warriors of chaos to be tough as hell, especially when heavy on magic. Your game against demons looked tight as well, until that nasty Skarbrand charge. Can't help you on that one either, no rulebook at hand.

Hoping to see more of the campaign soon! I was thinking of something similar, only then with Mordheim rules mixed with WFB.

Good luck and thanks for sharing mate.

KHolbourn
12-08-2009, 07:14
Howdy.

Cheers for the interest in the campaign. The WQ quest & raid should be taking place this weekend. But last night down at the shop my dwarf playing friend couldn't make it but i instead got a game against the Dark Elf player I've clashed with twice before (with a Loss & a Draw).

The Brave Imperial Forces

Arch Lector w/AoMI, Shroud & GW (in Greatswords)
Warrior Priest w/Icon Magnus, HA, Enchanted shield (in Swordsmen 1)
Ashqy Wizard w/horse & 2 dispel scrolls (in swordsmen 2)
Captain w/BWH, Full plate, Griffon Banner (in Swordsmen 1)
24 Swordsmen w/FC [9 Swordsmen & 10 Handguns]
24 Swordsmen w/FC [9 Halberds & 10 Handguns]
5 Knights w/FC & Warbanner
5 Pistoliers w/all options
19 Greatswords w/FC [9 Swordsmen & 5 archers]
1 Cannon
1 mortar

The Evil Naggaroth Raiders

Death Hag w/Cauldron of Blood (& I assume some gifts)
Lokhir Squid face Fellheart (In the corsairs)
Sorceress level 2 w/Dagger, Lore Death (In x-bows 1)
Sorceress level 2 w/Extra spell, Dark Lore (In X-bows 2)
Assassin w/Rune Khaine, Rending stars, Cloak flying (in corsairs)

~20 Corsairs w/FC & frenzy banner
10 DE warriors w/spears
10 X-bowmen
10 X-bowmen
5 Dark Riders
~20 Executioners w/FC & AP banner
5 Cold One knights w/FC

Deployment (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Deployment.jpg)

Who will win?

KHolbourn
12-08-2009, 12:56
Deployment

Swordsmen block with the wizard was deployed by the Tower on the left. With the other swordsmen block, the greatswords & Knights towards the right. The pistoliers were by the Tower on the left as well. Both warmachines went on the hill.
The DE put one X-bow unit in the barn on the right hand side along with the Death mage. The other X-bows were positioned to enter the central Tower on turn 1 with the Dark mage. Cold ones, executioners & Cauldron were on the left. Warriors & Corsairs were on the right. With Dark riders on the extreme right.
Squid face stands ready (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Squidface.jpg)

Empire Turn 1

All the infantry & knights shuffled forward slightly. and the pistoliers raced to hide behind the forest on the left.
My lone fireball was dispelled.
In shooting both mortar and cannon fired. The mortar scattering off the executioners catching 3 cold one's and failed to wound them. The cannon slamming into the barn and despite getting 6 hits only got 4 kills.

left flank (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Empturn1left.jpg)
right flank (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/EmpTurn1.jpg)

DE Turn 1

The executioners, cauldron & Cold one's moved forward on the left. Warriors & Corsairs on the right. And the X-bows moved into the central Tower. The dark riders screamed down the flank heading towards the rear.
In the magic phase both powers of Darkness were dispelled (previously I've let these go off but I made an effort to stop them all game and it worked much better!). Everything else was dispelled and then I scrolled the flying assassin trapping him in the corsair unit.
In shooting a torrent of crossbow fire killed 4 of the 5 archers screening the greatswords.

Empire turn 2

The pistols popped out round the forest to sit on the executioners flank. The swordsmen all shuffled a little and the greatswords & knights crept forward ignoring the darkriders on their flank.
In magic my fireball snuck through! And killed a couple of Corsairs. Nothing else happened.
In shooting the cannon slammed into the building again killing 2 more X-bows bunt sadly not the mage. The Mortar landed on the other tower but failed to wound anything.
Both handgun units targeted the Cold Ones but in flurries of 1s & 2s to wound and good saves only 1 knight keeled over. The pistols then failed to make an impression killing ~2 executioners despite ~8 hits.
Still no combat...

DE turn 2

The cold ones ran forward into the big gap in the centre. The dark riders round the flank to threaten the cannon. The corsairs & warriors shuffled forward and the executioners about faced and marched up to scare the pistoliers. The sorceress in the building with only 4 friends left hopped over to the corsairs.
In magic there was flashes and flickerings but all was dispelled except Word of Pain on the Greatswords (I didn't mind as they had no chance of combat next turn. Though still stupidly forgot the Shroud's MR2) and "Walking death" on the 10 spearmen to cause fear.
Shooting saw a few greatswords fall, 1 wound put on the cannon and 3 pistoliers killed panicking the remaining 2.
the firing squad (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Emp2PIstolshavingfun.jpg)
Doesn't look good to be an artilleryman....
(http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Empturn3.jpg)
Empire Turn 3

The knights charge the warriors. No other charges as the greatswords shuffle forwards to avoid the corsair charge range (as the corsairs had frenzy, Lokhir & an assassin). The swordsmen with wizard turned to face the cold ones and the swordsmen in centre with BSB & priest marched towards the Tower. Also the 2 pistoliers rally.
In magic nothing happens.
In shooting the cannon grapeshots the darkriders hitting 3 with Str8 but killing only 1! The mortar misses the tower (my artillery has been feeble these past few games) and then concerted handgun fire kills 1 cold-one knight and 1 X-bow in the central tower....
In a flurry of abysmal rolling the knights kill no elves. But the ponies save the day killing 2. Sadly the return attacks mean I have to roll a dice and promptly roll a "1" on a save to lose a man. I win combat by 1, the elves break, flee and are run down.

DE Turn 3

Darkriders charge the cannon crew. The cold ones charge the mortar crew who flee in fear so redirect into the flank of the handgunners. Executioners charge the pistoliers who elect to stand and fight as otherwise they'd flee off the table. But also drags the executioners even further off the left.
Corsairs don't move.
In magic nothing really happens. A doombolt kills a few swordsmen and the death mage uses steal soul to kill my knights champion.
In shooting I lose some swordsmen and ~5 greatswords (ouch! I failed to make any saving throws there).
In combat the cannon crew actually kills 1 dark rider! before fleeing and being run down. The handgunners lose 3 men, flee and are also run down as DE cavalry criss cross behind my lines.
And the pistoliers are horribly killed by the executioners (though stupidly I just realised as I typed this that they should have overrun but they didn't!)
Cavalry criss-cross (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/DEturn3.jpg)

Empire Turn 4

No charges. Knights rotate to face the corsairs. Greatswords shamble a little forward with their detachment. Both swordsmen units advance towards the tower.
In magic nothing happens.
In shooting the 10 handguns manage to kill the last 3 dark riders.
No combat...

DE Turn 4

No charges. The cold ones were forgotten about :) The executioners about face and start walking and the corsairs jump forward to be within handbow/ throwing star range.
In magic everything is dispelled or fails to cast or bounces of the MR of the shroud.
In shooting I lose some more greatswords & swordsmen to painful repeater crossbow fire.

Empire Turn 5

Greatswords & Knights charge the corsairs! The BSB and his swordsmen charge the Tower. Then realise they can't as the BSB is on horse (Stupid rule about 1 mounted character in a unit stopping them charging a building. Also the knights failed a fear test to charge the corsairs then we thought that they didn't have to make one as they couldn't see squid face (Lokhir) and so wouldn't be scared by him (they'd already passes a terror test a turn earlier)). Instead the BSB swaps to the wizard's swordsmen unit and the priest and the other swords walk up to the base of the Tower.
In magic the wizard clearly annoyed by foolish magic rules shoots the Tower with an irrestible fireball killing 3 crossbowmen and the lector unleashed soulfire frying 5 of the flammable corsairs (wish they counted towards combat res!).
In combat the assassin predictably killed my front rank. Lohkir was wounded by my champion before killing the man 3 times over and the Lector crushed another corsair. The knights joined in killing 3 more before the corsairs struck back killing 4 more greatswords! I lost by ~2 but everyone held steady.

Go greatswords (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Emp5Gogreatswords.jpg)
The BSB in his new non-tower assaulting unit! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Emp5.jpg)

DE Turn 5
The cold one knights started up to the big fight in the centre and the executioners continued their hurrying across back to the Tower.
Magic saw a miscast in the tower though it didn't wound. But no other spells were cast.
Shooting saw the swordsmen at the base of the tower hammered with bolts leaving ~14 men.
In combat the assassin did not fare so well. Only killing 2 men! Whilst the corsairs did worse killing 1 as I started actually making armour saves. Lokhir challenged the Lector who was unhurt but managed to roll double 1 to wound so didn't kill the squidman. Luckily the 2 survivors and the knights killed 3 won by 4 and ran down the corsairs, the assassin, the sorceress and squid face himself :) (Can you believe it my greatswords actually won a fight rather than dying to the last man! There were 2 left!).

Empire Turn 6

While both the detachments fled in terror from the cauldron the BSB's new unit charged the cauldron and the priest led his whittled down unit into the Tower. And the swordmen detachment from the greatswords charged the barn on the right hoping to kick out the X-bowmen and escape the oncoming cold-one knights.
The lector, his 2 men and the Knights wandered round the tower waiting for the cauldron to flee...
In magic nothing happened. Save soulfire in the tower being dispelled and the BSB being given re-roll hits & wounds.
Shooting saw 1 executioner being killed by the handguns still in my Tower.
In combat the BSB challenged the Death hag and cut the crazy bint down! the wizard of all people killing another hag! With no losses the cauldron fled 10" (At this point I was sure that they hit the knights and should have died but it was the last turn and I didn't want to argue too much. Though the knights were only ~8" behind but at a slight angle... Grrrr :mad:). My swordsmen couldn't pursue because of the Griffon banner. In the tower the swordsmen cut down all the crossbowmen and wounded the sorceress but in a show of ineptitude the priest failed to kill her and she jumped out the window and escaped. On the far right with 1 kill each the swordsmen detachment were locked out and could look forward to being pinned between the X-bowmen & 3 cold one knights.

Tower is mine (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Emp5Wehavethetower.jpg)
For Ashqy (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Emp5Ashqyrules.jpg)
Cauldron "escaping" (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/Emp5Cauldronflees.jpg)

DE Turn 6

The executioners charged the front of the BSB & swordsmen block. The cold one's charged the detachment on the far right and the Cauldron and fleeing sorceress rallied.
Nothing happened in magic and there was no shooting.
Cauldron gave the executioners +1 attack.
Predictably the second attack from the only guy in base-to-base killingblowed my BSB (Stupid cauldron that should have died!) and then after losing ~5 other guys the swordsmen broke & were run down.

Dammed executioners! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2020/DE6DamnedExecutioners.jpg)

GAME ENDS

Minor Victory to the Empire!
(Would have been a major victory were it not for that 600VP (2 banners) swing in the last round. But hey ho... I still won.)

Apart from being mildly rankled about some suspicious movement to save the Cauldron (that cost me my BSB, swordsmen & wizard) it was a good game. And I was again surprised about how well the troops can sometimes do. And it was nice to see the Greatswords actually win a fight rather than being dead to the last man :)

Dwarfs next week. And then end of the month the Pigmar league starts so lots of games!

RaZeR
12-08-2009, 21:18
o/
Lots of catching up for me here :p Taking it in order:

Congrats on the 5k point game, sounds like it was a lot of fun. I'm definitely up for one of those at some point, maybe after I've handed in my first year report though! ;)

Unlucky against the daemons, not sure what you could have done differently. Nice report though...

Your mini campaign sounds awesome as well, I might want to either steal the idea from you, or start another one with you at some point :D Make/get one for empire vs WoC!
Loving the fluff that goes with it as well, looking forward to the next installment. Oh, and definitely do the subquest :p

Lastly, congrats on finally beating that DE player! Shame about the ending, but at least you still won, and it looks like it was fairly comfortable in the end. I was a bit worried after he walked through your artillery so early, but I guess it wasn't really achieving anything anyway!

Anyway, I'm obscenely busy atm, but things should definitely calm down late september (:p) if not before, and I definitely want a rematch at some point!

o/

SevenSins
12-08-2009, 21:49
good stuff as usual, and nice beating the darklings.
The cauldron is a warmachine so.... the crew flees the bucket dies.

Draconian77
13-08-2009, 09:06
Looks like next time the Pistoliers and Mortar might have to do something about those Rxbs! :D

The Cauldren should have been destroyed when it's crew fled.

I still really like your infantry heavy list, although I'd probably try to squeeze in a 6th Knight myself. Units of 5 look so puny...;)

Golden Lion
13-08-2009, 11:07
Hi Kholbourn, another great report that entertained me during lunch. I bow in awe to your GREATswords. Too bad about that iffy move of the Dark Elf player in the end-game, it is probable that he really really wanted his cauldron + executioners to team up on you and strained the rules a bit to make it happen. Although it seems he didn't realise the 'war machines can't flee' part.

It is just that things like that make what's left of the game a bit of a futile exercise, because in the back of your head, you know things SHOULD have gone/be going differently.

Anyways, cool game otherwise, liked the photos as well. You war machines were doing pretty bad, I know how that feels. The RXB's seemed to be doing a number on your army, depsite your cannon hammering them.

Thanks! And as always, waiting for more..

KHolbourn
16-08-2009, 16:18
Cheers for the support. The whole Cauldron thing was annoying but can't be helped. And it was only a casual game. Be more important come next few months when the league begins...

Now on with the WQ game....

Sir Voss nodded as Magister Kessler entered the smoke filled tap room of the Badger's Hole. "Good evening Magister. You succeeded by all accounts". The magister nodded sagley back; his pipe lighting spontaneously in a puff of purple smoke.
"We did indeed suceed Luthor. The beacons were lit and the raiders burned in the brilliant fires of Ashqy."
"And we got the trophies to prove it." Roared Manfred from the back of the Inn. A wench on each knee, a tankard in one hand and a haunch of half chewed meat in the other. "Todbringer be paying double for the haul of Horns that I did got." Luthor rolled his eyes at the thug's behaviour as Kessler answered with a wry smile.
"Well put comrade. Though I have news of a new quest." The two men quieted down and Father Werner raised his head from his prayers and contemplation in the corner.
"Pray tell where Sigmar's Hammer will fall next Magister?".
"Nearby my learned friend" Kessler answered the Priest. "There is a Bray Shaman near. I can sense the disturbance in the aethyr."
"Then he must be smote and his lair cleansed with fire" was all the priest had to say as he stood and picked up the gilt inlaid warhammer from the fireplace. Manfred grinned dumping the wenches on the floor his belt littered with fresh scalps....
"There be gold to find and beasts to slay!"

"The Team"
Sir Luther Voss: A questing knight from Middenland with the Favour (+1d6 Strength) searching for lost magic armour. Now with a Warhelm.
Father Werner: A warrior priest of Sigmar with the Spell Ring (healing spell)
Magister Kessler: A wizard with Confusion, Lightning Bolt, Finger of Death & Healing Hands (5 Power Pool)
Manfred the Mangler: A pit fighter from the slums of Middenheim kitted out with twin knee spikes & knuckle dusters.

An unwelcome reception commitee

The 4 heroes advanced towards the cave entrance and leapt in through the entrance with lanterns lit and saw the 3 massive minotaurs waiting for them!
The battle was fierce with Father Werner falling to the ground near dead before Manfred force fed him a rough pit fighter brew to restore him and Father Werner was forced to exhaust the ring to heal himself.
While that went on lightning bolts, broadsword swings and the rapid pit spike & knee spike combinations dropped two of the massive beasts. The bellows however alerted some nearby ungors who raced to attack the party but barely gave the heroes pause. Though the largest minotaur did have a dragon shield strapped to his back.

A nice welcome comittee (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/WelcometotheDungeon.jpg)
Reinforcements arrive (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/Hornedreinforcements.jpg)

The long dark caves

The caves were dank and filled with foul beasts. Spiders, bats & rats crawled out of the walls and dropped from the ceilings but with sweeps of their swords and jabs with pit spikes all the small critters were dispatched with minimum fuss giving the motly band some treasures as well as a chance to heal their wounds inflicted by the angry minotaurs.

Spiders (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/P1010980.jpg)
Rats (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/Rats.jpg)

The beast clans

Further into the caves with foul writings daubed on the wall in blood and the sench of beast in the air they were ambushed by the chaos scum. A horde of gors, 4-legged centigors wreaking of drink, heavily armoured bestigors and a full dozen massive beasts all leapt out at the heroes.
In all cases the heros prevailed with a flurry of attacks from Manfred killing multiple beasts each round and Father Werner blessing Sir Voss with additional attacks leading multiple deathblows. All the while Magister Kessler stood safely at the back casting lightning or more commonly confounding the beasts that dared to threaten the two massive warriors on the front line.

Beastmen (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/Kesslerinaction.jpg)
Their 4-legged friends (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/Centigors.jpg)
And all their mates! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/lotsofbeastmen.jpg)
Look how far we've come... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/Halfwaythere.jpg)

A Chasm of Fire

As the heroes near untouched by the vast beast herds or creepy crawlies counted their treasures and admired their magical trinkets they heard the unmistakable sounds of chanting, the stench of brimstone and bellows from vast creatures.
Leaping through the doors they stapped back in horror at the vast herd of gors & minotaurs guarding the powerful Bray Shaman clutching a black rune encrusted staff.
The fightnig was intenses. Father Werner's new-found Doomfire ring killed a minotaur instantly as the second was dumbfounded by Kessler before being cut to ribbons by Sir Voss as he invoked the Milkmaid's favour . The gors were short lived as Manfred mangled them. Even the last minotaur was dispatched with extreme speed by the concerted efforts of the party while the Jade Ring and an incense of healing counteracted the effects of bladewinds & doombolts. Father Werner, Sir Voss and the "Mangler" surrounded the shaman and then gifted itself with battle lust. It lashed out with the blade and in a single motion Father Werner was dead. His decapitated head bouncing intothe chasm golden tatoo melting in the molten rock. Incensed Sir Voss & Manfred pounded the shaman unmercifully while parrying or simply taking the blows from the foul creature and Kessler hurling lightning bolts. Eventually under weight of numbers the shaman dead and the heroes leapt sadly with the body of their friend.

A chasm of flames and one or two guards (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2021%20WQ/Thefire-chasm.jpg)

A sad victory
With their victory in the raid on Immelscheld Khazrak's magical support is limited and the Beastman army is only allowed a single shaman or character with Mark of Tzeentch. Sadly with Father Werner's death the only Sigmarite priest in Immelsheld is dead so no Warrior Priests allowed until the next one arrives from the Temple in Immelsheld.

On the plus side the other 3 got enough gold to level up. (I don't have the Questing Knight advancement or skills so I'm using the Dwarf one. But if someone has a copy and could email me that would be great. My PC lacks torrent software (its a work machine))

Sir Luther Voss: Captain w/WS 6 & Enchanted shield for free
Magister Kessler: Now a level 3 wizard (for price of Lvl 2. Though only 1 dispel die). Also has Steal soul as a bonus spell
Manfred the Mangler: He's a Dragonslayer still (w/M4) but also has the Killing Blow rule & light armour.

The Raid will commence this week (its a 1999 point battle).

Kerill
16-08-2009, 18:21
Lovely reports, nice to see them coming. And despite some potentially iffy moves by the dark elf player, kudos to him for not taking a cheesed out list.

KHolbourn
18-08-2009, 10:27
Right. Got my game tonight against a mate with his Dwarven Horde finally arranged. (As long as we can grab a table past all the Bloodbowl players; its the play-offs!)

Brave Imperial Forces hoping to beat the dwarves:-

General (AoMI, GW)
Warrior Priest (HA, GW)
Captain (BWH, Griffon Banner, FP)
Captain (FP, GW)

24 Swordsmen w/Halberds & guns
24 Swordsmen w/Halberds & guns
5 Knights w/ Warbanner
5 Knights
19 Greatswords w/halberds
5 Pistoliers
1 Cannon
1 Cannon
1 Hellstorm

As its dwarves I retired my lone wizard and to squeeze in the mortar downgraded the general from a tooled up Lector to a regular General. We'll see how it goes (camera is paacked so the bloody results of the artillery duel can be watched...)

RaZeR
18-08-2009, 12:03
Nice WQ game :)
Shame the WP died, but I dont like them anyway :p
Good luck against the dwarves, could be a close one...

Malorian
18-08-2009, 14:10
5 Knights w/ Warbanner
19 Greatswords w/Warbanner, halberds

We'll see how it goes (camera is paacked so the bloody results of the artillery duel can be watched...)

You can only have one warbanner so you'll have to change one.


Use your cannons to take out his war machines. Doing D6 wounds rather than the D3 his cannons do mean it is very easy for you to knock him out while he has to be lucky to knock you out.

KHolbourn
18-08-2009, 14:39
You can only have one warbanner so you'll have to change one.

Use your cannons to take out his war machines. Doing D6 wounds rather than the D3 his cannons do mean it is very easy for you to knock him out while he has to be lucky to knock you out.


Cheers for spotting that. First time I've used a general since Game 1! List is now edited...

25 Points upgrades that Mortar into a second cannon :)

KHolbourn
19-08-2009, 14:03
Empire Army

As above save I swapped a cannon for a mortar and took the Dragonbow on the otherwise unequipped Captain.

Dwarf Army
Thane w/Armour & Rune +1 to hit
Runesmith w/stuff
Thane w/BSB, "stuff", Rune of Challenge

2x 19 Clansmen w/FC, HA, shields
1x 10 Quarrellers
1x 10 Thunderers
1x 25 Iron Breakers w/FC
1x 20 Slayers w/FC, Giant slayer
1x Bolt throwers
1x Grudgethrower w/rune of re-roll scatter
1x Organ gun
1x Flame cannon

Terrain/Deployment

There was an emplacement on each side in the centre. I had a hill on my left. He had a building on each flank and there was a wood on the left flank and pond on the right flank.

I deployed Knights (w/FC) on the far left, cannon & mortar on the hill with handgunners and the swordsmen w/BSB & General in front with the "naked" knights. Beside them were the other swordsmen block with the handgunners in cover. The Greatswords anchored the right with pistoliers for company.
The dwarfs deployed the thunderers in the left tower, quarrels in the right. then deployed clan w/runesmith, trollslayers, clan w/BSB & ironbreakers from left to right. The bolt thrower & organ gun went in the emplacement. Grudgethrower in the centre and flame cannon by the left hand tower.

Fear the dwarven emplacemen (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/TheDwarvenbunker.jpg)t
Ready for War! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Deployment.jpg)


Empire Turn 1

The line advanced cautiously. Knights flanking the wood for a two-pronged charge on the runesmith. Pistols heading towards the iron breakers.
No Magic (and there would be none for the rest of the game)
In shooting the artillery were a dream come true! The cannon was a little long on the Ironbreaker and hit the quarreler tower killing 6 of them. The rocket strayed a little off the organ gun emplacement and killed 3 iron breakers and then the mortar scattered off the organ gun and landed on the BSB's clan warriors killing 7 (It was the most successful artillery phase I've had since that 5K game a month ago!).
The captain's Dragon bow then pinged off the grudge thrower.

Sound the advance (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Turn1Empireadvance.jpg)
Laser guided mortar! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Emp1Laserguidedmortar.jpg)

Dwarf turn 1

All the dwarven units waddled forward slowly.
The grudgethrower went long over the swordsmen w/Captain and missed. the Organ gun eradicated all 5 pistoliers (Ouch! That was painful). The flamecannon hit the naked knights but they passed their saves, the bolt thrower skewered 3 greatswords and the thunderers couldn't penetrate the Knights armour.

Empire Turn 2

The two knights trotted around the forest a little angling for a double charge on the Runesmith's clansmen. The rest of the army advanced a little more.
In shooting the cannon misfired, the mortar scattered massively and missed the artillery as did the rocket battery (not as good as last turn then). The Dragonbow picked off a single dwarf from the BSB's unit.

Dwarf Turn 2

All the units continued to advance some more. The ironbreakers & BSB heading towards the greatswords. The Slayers blocking the knights charging the clansmen in the flank.
A world of pain began! The grudgethrower landed directly between the captain's swordsmen & their detachment and would have scattered until the rune activated killing 3 halberds & 7 swordsmen. The flamecannon killed 2 swordsmen from the general's unit & 1 from their detachment. The Greatswords lost ~6 to the organ gun & bolt thrower and the thunderer's killed 2 knights from the FC unit. So forcing virtually every unit in the empire army to take a panic test (either from flames or 25% slayage). Only the captain and his swordsmen broke though (thank Sigmar for LD9 general!).

The bearded ones advance! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Turn2Slayerscrashingmyparty.jpg)

Empire Turn 3

I charged the knights w/banner at the Clansmen and the naked knights at the slayers (mainly to stop the slayers charging my general's unit in the flank) and moved the swordsmen detachment up behind the knight to further slow down the slayers. The fleeing swordsmen rallied.

The cannon aiming at the artillery was ~2" short and then misfired on the bounce (bugger); the mortar exploded in mid-air and the rocket misfired and couldn't fire next turn either. (Ah, my artillery is back to its normal form. That of a several hundred points of vulnerable VPs with no offensive value). The Handgunners missed/ failed to kill any clansmen and the dragonbow pinged off an ironbreaker's hat.

In combat 8 knights (inc. a champion) and 8 horses all attacked and killed not a single bloody thing. In return the slayers killed a knight; the unit broke was run down and the slayers ran into the swordsmen block. The clansmen also broke my knights but they managed to outdistance the dwarves' little legs.

The brave knights charge in... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Emp3CHargingknights.jpg)
And cowardly knights fleeing.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Turn3Knightslosers.jpg)
See the gaps in the Imperial ranks :(http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Turn3theranksdepleting.jpg

Dwarf Turn 3

The Rune/smith clansmen charged the fleeing knights who fled just shy of the board edge (by about 1"!) and the BSB/clansmen and Ironbreakers moved closer to the greatswords.

In shooting the laser guided grudgethrower killed a few more folk. The flamecannon bbq'ed some swordsmen with the BSB/general and the thunderers gunned down some more. The organ & bolthrower mauled the greatswords leaving them with the warrior priest & ~7 men.

In combat the slayers predictably won the combat and ran down the swordsmen (these Slayers are fast!) but luckily (well I say luckily but...) because the swordsmen w/BSB & general had been so mauled in the shooting phase there were no rear ranks for the slayers to clip and so they ran past that unit.

Empire Turn 4

With the rune of Challenge activated the few surviving greatswords charged the BSB & clansmen. Their detachment charging the ironbreakers to hopefully prevent the greatswords being flank charged. The general & BSB went for flank charge with the remnants of the swordsmen but were ~2" short.
The other swordsmen unit moved up to support the others while the fleeing knights rallied.
The cannon aimed at the runemsith and landed ~1" short of the dwarf to not bounce. The mortar scattered way off target just catching the organ gun itself where its Str3 couldn't hurt it and the rockets reloaded. All the handgunners shot at the slayers and managed to kill 1 feeble dwarf. (Another crap round for the "venerated" Imperial artillery).
In combat the swordsmen predictably missed with all of their attacks and lost 4 to the general & ironbreakers broke and were run down by more fast dwarves. The priest accepted the clansmen champion challenge and they did nothing to each other (2 1's to hit but hatred gave me 1 hit so I rolled a "1" to wound :(). The champion and 2 mates all attacked the dwarven BSB wounding him once. I lost the combat but held on Stubborn.

Dwarf turn 4

The ironbreakers charged towards my (relatively) intact swordsmen who fled. The slayers advanced towards the handgunners on the hill and runesmith walked up to ~3" away from the knights (now without their warbanner).
In shooting a hail of fire reduced the swordsmen with the general to 3 men and further depleted my other swordsmen unit but it refused to panic.
In combat the warrior priest was wounded once before managing to kill the dwarf champion and with 4 attacks against him the wounded BSB was finally dispatched. Though I lost the combat by 1. Then predictably with the luck of the dice in this game I rolled a pair of 10's for the break check and they fled straight into the ironbreakers & were killed by them and the speedy dwarves that caught them. (That's the first time my greatswords have behaved this way! I'm not impressed).

Empire turn 5

Feeling most things were slightly futile the BSB tried to charge the organ gun but was 1" short so instead stood there under many artillery pieces. The general left the swordsmen unit to single handedly charge the rear of the dwarf clansmen. And my 3 knights couldn't get out the way so charged the runesmith & clansmen. The fleeing swordsmen rallied. No-one else did anything.
The cannon missed the ironbreakers, the mortar missed the ironbreakers and finally the rocket landed where I wanted killing 3/4 of the bolt thrower crew. 10 handgunners shot at the slayers killing none. 10 handguns shot at ironbreakers killing none. (Man has the shooting phase sucked in this game for me!).
In combat my general killed 1 dwarf and was wounded (despite the 1+ save!) but held. The knights failed to kill anything despite a total of 7 attacks (4 lances & 3 horses) and then fled off the board.

I fear dwarven warmachines! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Turn5Fearthedwarvenguns.jpg)
Guns to the left of him, cannon to the right.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Turn5Lastditchcharge.jpg).

Dwarf turn 5

The slayers charge the handgunners and the ironbreakers move up to ~2" away from the "intact" swordsmen.
The grudgethrower & flamecannon both misfire! (Finally a dwarven misfire) the boltthrower misses the flank of the general's ex-swordsmen unit and the Organ gun rather predictably rolls 10 hits against the BSB who's wounded 4 times and makes 0 saving throws.
The thunderers are out of range of the swordsmen as they have no rear ranks (being that there's just 3 of them!).
In combat the general kills another 2 dwarves to win the combat! (but of course they hold). The trollslayers kill 4 handgunners and then run that unit down. (Where did he find these sprinting slayers!)

Empire Turn 6

The 3 surviving swordsmen impressed with their general flank charge the warrior unit whilst the swordsmen & handgunners front & flank charge the ironbreakers.
In vain the artillery tries to do something but fails miserably.
The general and his 3 helpers kill 2 dwarves and finally break the unit and run them down getting the standard and recapturing the greatsword's standard. In the fight with the iron breakers my captain accepted the thrane's challenge and missed with all 3 attacks and was wounded. The swordsmen & handgunners killed no-one and lost a few men but drew overall (I would have won had my men not thrown down their banner when they panicked earlier).

Dwarf turn 6

Nothing moved really.
The grudgethrower was silent; the flame cannon out of range and the bolt thrower was reloading (only 1 crew left) and the organ gun only managed a paltry 4 shots (lowest all game) to add a 2nd wound to my general. And the 4 crossbows killed the champion & musician leaving the swordsmen standard by himself.
In combat my captain was killed but the swordsmen killed a single Ironbreaker and I won the combat by 1. But obviously they passed their break test.

The slayers' long walk ends (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Theoranehairedones.jpg)
Ironbreakers finally see action (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2022/Ironbreakersheld.jpg)

Result: A crushing defeat for the Empire.

Hmmm. Did not go well. While I have to say my luck was awful I did make a few errors as well. The pistoliers were always going to die being near the organ gun so should have been supporting the cavalry on the left and I should have just placed both knight units together.
The artillery was woeful form turn 1 onwards killing nothing except 3 crew in turn 5. But equally I should have ignored the occasional opt-shot at units and just focused on his artillery that was brutal & horrible! (Though we were using the big template for the Grudgethrower hence the horrible casualties caused by that panicked my Swordsmen in turn 2. But hey-ho we'll know for next time!).
Good game if infuriating with my all rubber lance Knights and the olympic class sprinter slayers that ended up standing in my deployment zone!

On thursday I defend the town of immelsheld from the Beastmen. And next Tuesday I get to face 2000 points of chittering skaven (though I won't be taking Manfred's Ratslaying helm as that would be a little harsh).

grumbaki
19-08-2009, 14:46
Great reports. I really love the WQ ones, they are a welcome change and are full of fluff. As for the Empire v Dwarf battle...kudos on giving a detailed account of a loss. Your luck was horrible and his dwarfs were very fast indeed. At least your general showed his valor, and your BSB did get to strike a fine pose in front of the artillery. Better luck next time!

2 points though:

1) When the game starts, the rulebook states that there is more than 24'' between the two armies. This means that organ guns, handguns and helblasters cannot fire on turn 1 if they go first. This means that your pistoliers should have been alive.
2) Don't let him use the large template for a stone thrower unless he is willing to count his stone thrower as a mortar. Giving him that advantage, especially for a runed up stone thrower, will really hurt.

KHolbourn
19-08-2009, 15:05
2 points though:

1) When the game starts, the rulebook states that there is more than 24'' between the two armies. This means that organ guns, handguns and helblasters cannot fire on turn 1 if they go first. This means that your pistoliers should have been alive.

I had the first turn. It was a very small paragraph and my pistols advanced into=no-mans land. It was bad deployment on my part really. I should have put them on the left behind the woods away from that horrid Organ gun!

2) Don't let him use the large template for a stone thrower unless he is willing to count his stone thrower as a mortar. Giving him that advantage, especially for a runed up stone thrower, will really hurt.

That was a mistake on both our parts. I thought it was a large template as all mine are (mortar's & rockets) and it was the dwarf player's 2nd game (and first with a Grudge thrower) so was honest mistake :) And I don't think it would have changed the outcome sadly (Damn that Organ gun! and my inability to roll a D6 :mad:)



Glad you enjoy them & hope China is going well? I'll report on all the games win or lose. I'm always a little suspicious of threads that are always a massacre in the favour of the author... :)

Malorian
19-08-2009, 17:50
Aww man... what happened to the idea of using your cannons to destroy his war machines... 1 cannon aiming at the organ gun and 1 at the grudge thrower could have put things in your favor very quickly... oh well...

Too bad about the bad luck but good report all the same.

selone
19-08-2009, 19:33
Glad you enjoy them & hope China is going well? I'll report on all the games win or lose. I'm always a little suspicious of threads that are always a massacre in the favour of the author... :)

Wait, what? :eek:

Keller
20-08-2009, 12:52
Another great report!

I'd agree with everyone else here and suggest using your warmachines to take out his next time. Well, actually, since he's a new player, I might not, since it would spoil his fun a bit.

I've recently started a small dwarf army, not having much experience with them in the past. I am amazed at how tough they are; certainly a tough nut for the Empire. I will probably end up with an EM v DW sometime in the future, since my buddies and I let anyone use any army available, so I am curious as to how I would fair in such a game.

Anyway, keep em coming!

grumbaki
20-08-2009, 14:58
Wait, what? :eek:

Yup. It's why my thread had to end so early. Still, I'm glad that I finally got in a 2k game to finish it off.

KHolbourn, what do you think of the dragon bow? I've used it once before and was not impressed. For a minimum of 75 points you get a str 6 shot that hits on 3's (a dwarf bolt thrower with an engineer gets a rank penetrating one for 60). For 10 points though, he can have full plate and a shield for a 2+ save in close combat. He can then go with a warmachine to guard it against fast cav and the like.

An idea that just came to me:

Captain: Dragonbow, Lance, Full Plate, Warhorse (not barded!), Shield (101 points)

He gets himself a 2+ armor save, can have some punch in hand to hand combat and best of yet he can join a unit of pistoliers to give them some punch if they decide to go for a flank charge. Alternitavely, he can go with a unit of outriders. He fires with them and can respond to throw away units from your opponent (such as a cheap unit of dogs used to make them reposition or waste a turn of firing). Just an idea of how to make, what I see, a waste of a character into something more useful.

KHolbourn
21-08-2009, 07:57
Yup. It's why my thread had to end so early. Still, I'm glad that I finally got in a 2k game to finish it off.

KHolbourn, what do you think of the dragon bow? I've used it once before and was not impressed. For a minimum of 75 points you get a str 6 shot that hits on 3's (a dwarf bolt thrower with an engineer gets a rank penetrating one for 60). For 10 points though, he can have full plate and a shield for a 2+ save in close combat. He can then go with a warmachine to guard it against fast cav and the like.

An idea that just came to me:

Captain: Dragonbow, Lance, Full Plate, Warhorse (not barded!), Shield (101 points)

He gets himself a 2+ armor save, can have some punch in hand to hand combat and best of yet he can join a unit of pistoliers to give them some punch if they decide to go for a flank charge. Alternitavely, he can go with a unit of outriders. He fires with them and can respond to throw away units from your opponent (such as a cheap unit of dogs used to make them reposition or waste a turn of firing). Just an idea of how to make, what I see, a waste of a character into something more useful.


I like the Dragonbow. As I like all my "block" units to have a character its nice to give a Captain (or the BSB if I don't use the Griffon Banner) with BS5. With Str6 its nice for picking off Chaos Knights, putting a wound on Dragon Ogres/Giants/Shaggoths or just trying to take out Warmchine Crew. In every game I've used it's always made its points back. Though I've never thought of leaving him on his as a Warmachine guard. That's quite a cunning plan!
I may try that in the near future!

Right tomorrow is the:-

Raid on Immelsheld

Objectives
The BoC must break through the thin line of Immelsheld's defenders to get the tasty villagers that lie beyond. The Empire player must hold the line!

Forces
The Empire player gets a standard 1500pt force chosen from either the Empire or Middenland army lists. With their backs to the hapless village the Empire army is allowed to re-roll panic checks during the game. The BoC player chooses a 1999 point list from the BoC book. Due to the Bray Shaman being killed the BoC player is limited to 1 magic user.

Terrain
As its an Imperial village the Empire player gets to set-up the terrain. After he's set-up the terrain the BoC player may move any 2 woods and place them anywhere on his half of the board. The Imperial player must also nominate a 12" section of his board edge that is the "village entrance".

Deployment
Empire deploy 18" in from each short edge. 12" onto the Table. BoC deploy as for a normal pitched battle. Ambushing units may not enter from the Empire table edge.
Empire puts down the first unit then take turns as normal.

Victory

BoC get VP for any unit in Empire Deployment at the end of the game.
BoC also get double VP for any unit that leaves the Empire board edge passing through the "village entrance" (And starts pillaging the village beyond).
The Empire player gets a bonus +250VP if he prevents any BoC unit from escaping off their board edge and +499VP if he prevents any BoC units finishing in his deployment and none enter the village.

The few, the proud, the Brave

Sir Luthor Voss (FP, Ench shield, Sword Justice)
Magister Kessler (lvl2(3) wizard)
Manfred the Mangler (pit fighter weapons...)

24 Spearmen w/Shields, FC [10 archers, 9 Swordsmen]
5 Knights w/standard
20 Crossbowmen
10 Huntsman
20 IC Teutogen Guard w/FC, Warbanner [9 Swordsmen]
1 Cannon
10 Wolf-kin (light armour, Greatweapon)

The fearsome beastmen raiders

Wargor w/ Sword battle,HA, Pelt Dark One
Bray Shaman w/Staff Dharkoth, Chaos armour lvl 2
Wargor w/HA, BSB (banner +1 attack)

13 Gor 7 ungor w/FC
13 Gor 7 ungor w/FC
13 Gor 7 ungor w/FC
10 Hounds
24 Bestigor w/FC, MoK,Warbanner

5 Centigors w/light armour & throwing + champion
5 Minotaur w/GW, FC. MoK.
1 Giant mutant monstrosity

Will the forces of Immelsheld be able to hold off the chaos horde? Or will they be swept aside in a tide of fur, horns & teeth? And more importantly will our intrepid heroes survive the battle!

Golden Lion
25-08-2009, 07:23
And yet more great reports! The WQ ones are definitely very fun to read, make me think of old school Diablo. That battle against dwarves went pretty bad! Your luck was apalling and I know how frustrating and demotivating that can be, I hope your opponent was a good sport about it and made it a fun game regardless. I think you didn't use your cavalry very well in this game, although I find it hard to use them well against dwarves. My guess is it might have been better to hold them back, or charge at the artillery, rank them 3 or 2 wide to make it possible. They might not win instantly (rubber lances sure don't help) but they will stop it from firing.

Really liking the set-up for the beastman game. 1999 vs. 1500 is gonna hurt! Good luck!

SevenSins
25-08-2009, 08:36
Interesting setup, and the best of luck, looking forward to the raid. Go beasts! (sorry)

KHolbourn
26-08-2009, 09:32
Hey. Thanks for the support/praise! Sorry there's been a delay. Wife is now full term so waiting for baby to arrive at any day. Its slowing the gaming done some... Though she's promised I'll still be allowed to the club on tuesday's so all will be good for the continuing trails of the Empire...

Right last night at the Club was a 2000 point games against the dreaded rat people!

Empire List

Captain (Fullplate, enchanted shield, doomfire ring)
Captain (BSB, BWH, FP, Griffon banner)
Wizard (lvl 2, Fire, Horse)
Wizard (lvl 2, Death)
24 Swordsmen w/FC & Swordsmen & Crossbow detachments
25 Spearmen w/Shields & FC & halberd detachment
10 Handgunners w/ a hochland marksman
5 Knights w/FC & Warbanner
19 Greatswords w/FC & Swordsmen & archer (5) detachments
5 Pistoliers
Mortar
Hellstorm
Hellblaster

The chittering masses

Plague Priest w/stuff
2x Warlock engineer lvl 2 w/scroll & warpstone stuff
Assassin w/ninja stars

3x20 Clanrats w/FC (2 Ratling guns, 1 warpfire thrower)
20 Plague monks
10 Censor bearers
2x 4 Globadiers
4 RatOgres
5 Jezzails
5 Tunneling eshin rats
1 Rat swarm

Deployment
I deployed the handgunners w/marksman on the hill with the fire wizard and the artillery. Then deployed the Spearmen, swordsmen (w/general & BSB) and greatswords in a line out towards the left flank with the crossbows in the centre (a stupid move which left them unable to see or shoot for ~half the game!). The far left had the Knights hiding behind the building from the hill in the skaven deployment zone. The pistols started on the rise ready to ride out into the centre.

The skaven deployed 2 clanrats (1 ratling & warpfire) and the plague monks in the centre shielded by the censor bearers. The third clanrats went on the far left w/ 1 unit of globadiers and a warplock engineer. The rat ogres & swarm & other globadiers started on the right sheltering from my hill behind the building. The assassin started in a wood on my right (damn his ninja stars and my **** poor knights deployment!)


The empire line (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Deployment-1.jpg)
Rat Ogres on the right (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Ogresontheflank.jpg)

Empire Turn 1

My entire infantry line advanced at a trot. The left flank sheltering behind the hill the right just rolling forward around the woods.
In magic conflagration of doom was dispelled (with a 13 actually :)), fireball did 2 wounds to the rat ogres and wind of death was scrolled.
In shooting there was a shock. Laser guided artillery! Both mortar and hellstorm landed directly on the plague monks, clanrats & censor bearers killing ~8 or so skaven all told (Now I was just hoping that the artillery wouldn't copy last game with a good turn 1 and then a string of misfires & massive scatters). The sniper rifle missed a ratling gun and the archers failed to hit anything.
No combat

Sound the advance (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Empturn1.jpg)

Skaven Turn 1

The horde ran forward! the globadiers and engineer on the left occupying the building the centre running forward behind a censor screen and the rat ogres and swarm heading to the artillery on the right.
Skaven lightning hurts! 9 spearmen die in one blast and then only 1 archer is killed by a bound item as the other is dispelled. But ouch!
Skaven shooting see 1 knight killed by tiny ninja stars of doom from the assassin in the woods. And the jezzails blow 3 pistoliers out of the saddle.

the horde scurries closer (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Skaven1.jpg)

Empire Turn 2

The spearmen advance further looking to flank charge something and the rest of the line stands on the top of the hill looking "scary". The knights trot forward aiming at the isolated unit of clanrats on the extreme left. And the 2 surviving pistoliers ride into the centre of the massed skaven forces.
In magic wind of death is scrolled again. And everything else is dispelled meaning the Doomfire ring can't be stopped :) It kills a censor bearer and 4 clanrats which makes the rats promptly turn & flee.
Another round of laser guided rockets & mortars (what is up with the artillery today I ask you!) reduces the plague monks to 9 models and leaves only 5 censor bearers. The archers fail to kill the warpfire thrower all alone (he was with the clan rats that fled the Doomfire ring) but the ratling gun in the centre dodges pistolier fire and another sniper round. The handguns and paltry 4 crossbows that could see accomplished nothing. The hellblaster cranks up to shoot the rat ogres but manages 4 shots before jamming for this turn & next. And it misses. (Artillery back to form)
With no combat that was turn 2.

the line standing firm (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Emp2.jpg)
"The Globe Inn" (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/GlobesintheInn.jpg)

Skaven Turn 2

With happy squeaking the censor bearers charge the spearmen and are countercharged by the halberds. The rat ogres charge the rocket but are short... (looks like the rocket & mortar will only be getting one more shot off then).The rest of the army advances forward Globadiers on the left leaving the building and heading towards the knights and the clanrats and ratling moving up to the edge of the building. The ones on the right heading towards the two pistoliers. The fleeing clan rats also rally.
In magic more crackling lightning comes out, some is dispelled but a few greatswords are killed.
In shooting the pistols do a heroic job as it takes the 4 globadiers a ratling gun and the jezzails to finish them off. Sadly the knights don't do so well as 4 globes and 3 ninja stars later the knights are all dead :(
In combat the warp incense kills 3 spearmen but as the famed Middenland halitosis hits back 3 censor bearers drop dead as well. In the actual combat the 2 survivors kill 4 spearmen before being killed off by the halberds & spearmen who overrun into the clanrats beyond. Then the warpfire thrower looking at a whole hill of packed empire troops; he rolls 2" and is literally mm short of the archer screen (phew!).

Go clouds of poison fog (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Skaven2Gospears.jpg)
The rocket only has one strike left... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Skaven21shotleft.jpg)

Empire Turn 3

No charges. With my hill about to be ovverrun the fire wizard trots away from the doomed handguns & artillery. The swordsmen and detachment walk down the hill to confront the depleted plague monks. The greatswords stay on the hill.
In magic the death wizard goes for dark hand of death on the Warpfire thrower and a dark hand does appear; sadly dragging the wizard and 2 greatswords into the realm of chaos (yup; double 1 followed by double 1). The other wizard and doomfire ring are dispelled.
In shooting with their last shots before a ratty death the mortar lands right on the rallied clanrats killing a few and the hellstorm scatter wildy... but lands on the jezzails killing 3 and making them flee (Well done artillery. Your 3 turns were good ones). The archers fail to kill the warpfire thrower but the sniper rifle works and the ratling gun on the right is killed!
In combat the overrunning spearmen & halberds kill a whopping 2 skaven and are badly beaten and flee but aren't caught (its a shame they lost 9 to lightning and 7 to the censor bearers as it left me 0 ranks).

Awaiting the plague monks (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Emp3.jpg)

Skaven Turn 3

Plague monks charge the Greatswords who countercharge with their detachment. The clanrats on the left charge the fleeing spears (who get away) and catch & eat the halberds (who didn't). The Rat ogres charged the Hellstorm but the crew flee (having done enough to earn their points back). The swarm charges the flank of the handgunners and muddy night runners pop out of tunnels and charge the mortar crew.
The clanrats on the left shuffle a little bit forward and the ratling gun stays still peeking round the corner of the building. The assassin hides in the woods.
In magic warp lightning is painful killing more greatswords and then the engineer targets the fleeing spears... the horned one likes this with a "13" to cast; 11 hits and the fleeing 9 spears leave nice carbon outlines on the ground.
In shooting the warpfire does a long shot with an 8" and almost overshoots the greatswords hitting 6 and killing 2. The ratling on the left spins up killing 3 swordsmen detachment on the hill.
In combat the swarm fluffs its attacks and does no wounds so the handguns reform to face them. The night runners kill the mortar crew. The plague monks kill a couple of swordsmen; lose ~3 back but are on Snake-eyes due to the Griffon Banner. They flee and are cut down by angry detachment.

Hill overrun with rats! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Skaven3Goodbyethehill.jpg)

Empire Turn 4

The archers charge the warpfire thrower that flees. The swordsmen & detachment charge the mortar battered clanrats who also flee. The greatswords & swordsmen turn to face the clanrats & globadiers on the left and the crossbows march up the hill to try and see something to shoot! (My fault for stupid deployment position).
In magic the surviving mage accomplishes nothing and the doomfire is dispelled.
In shooting I only have the Hellblaster. It aims at the "victorious" clan rats and rolls 4 shots before misfiring (again) but gets a 6! 24 shots and an exploded hellblaster later a pitiful 4 clanrats have died. (Yup artillery is back on crappy form).
In combat the handgunners lose a man to the swarm but stay still.

Forward for Karl Franz (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Emp4.jpg)

Skaven turn 4

The nightrunners charge the handgunners. The Rat Ogres meander towards the handgunners. The globadiers on the right pottered towards the Swordsmen. On the left the globadiers and the assassin moved to shoot the greatswords. The fleeing clanrats sprint off the table and the warpfire thrower rallies.
In magic the engineer on the left spying my lone wizard cackles evilly and unleashes lightning. He takes a wound himself and 4 hits result in only 1 wound on the fire wizard (lucky fiery devil!). The other engineer unimpressed goes to lightning the greatswords but finds out that lightning while wearing metal on a building roof is a bad idea as with a double-1 he electrocutes himself and dies (even better!).
In shooting the ratling gun hoses the detachment on the hill killing all 6 of them.
In combat unsurprisingly the handgunners lose badly flee and are cut down.

Empire turn 5

The swordsmen's detachment charge the warpfire thrower causing it to flee again. The swordsmen turn to face the clanrats and the globadiers by the building on the right. The fire wizard moves behind the forest where the engineer can't see him but he can see the rat ogres. And the archers standing by the door of the building on the left enter.
In magic the firewizard goes for a fireball on the rat ogres and miscasts; but the lone engineer has no targets for his free lightning spell. So the mage tries Conflagration of Doom and miscasts a second time! This time taking a Str2 hit which he thankfully survives.
In shooting the archers with the amusing building rules teleport the length of the 12" building lean over the roof and shoot the ratling gun dead.
There is no combat.

The greatswords still hold the hill (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Emp5.jpg)

Skaven turn 5

The clanrats on the left taunt the greatswords as the globadiers and assassin move into shooting positions. The swarm & night runners close in on the wizard and the clanrats & globadiers in the centre turn to face the swordsmen with the rat Ogres moving up in support.
In magic the engineer tries lightning on the swordsmen but its dispelled.
In shooting the greatswords are reduced to 8 men. The swordsmen lose 2 men to poison globes.
No combat.

Empire Turn 6

The swordsmen w/general charge the globadiers screening the clanrats losing none to the stand & shoot. The greatswords advance towards the clan rats. The mage fearing the oncoming swarm rushes to join the crossbows on the hill.
In magic the mage goes to fireball the assassin and miscasts for the 3rd time in a row! (Man that warp lightning screwed up his spellcasting skills) but he survives the Str 4 hit ending that phase.
In shooting the crossbows manage to hit one 1 globadier and apanic them off the board.
Combat is short with the globadiers being butchered and the unit overunning into the clanrats *(I know this was a mistake, though forgot at the time).

Clash in the centre (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Emp6ontheright.jpg)
Waiting for the charge on the left (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/Emp6.jpg)

Skaven turn 6

The clanrats on the left charge the greatswords; the swarm and night runners charge the crossbows in the rear (I thought they were out of range. But was sadly wrong). And the Rat-ogres move up behind the clan rats fighting the swordsmen.
Magic is dispelled.
No shooting.
In combat the swarm and nightrunners lose 2 rats for 4 crossbows and sadly the crossbows flee just far enough to hit the greatswords and are killed (goodbye miscast wizard :(). The swordsmen slaughter the clanrats and break them and panic the rat ogres. The greatswords take no losses and kill 4 rats back winning due to the high ground!

Result - Well technically it may look like I won as all the skaven are fleeing. But I shouldn't have been in that position. So if no-one minds we'll call it a draw. (I realised afterwards after a pint that I shouldn't have overrun with the swordsmen unit as they had the griffon banner so shouldn't have hit his clanrats & hence wouldn't have panicked his rat ogres).

Aside from feeling like a tit from forgetting the no-overrun Griffon banner it was a great fun game. Especially with large amount of crazy luck (good & bad) on both sides. And just a friendly match.

Next tuesday (assuming my wife doesn't give birth over the weekend, I'm supposed to have another weeks grace) its the first game of the Pigmar league against a 2K Dwarf list that I suspect will have a large anvil...

(And the beast's game will be this Thursday. Sorry for the delay. I keep getting caught up prepping for the new arrival).

Malorian
26-08-2009, 17:51
Too bad about the griffin banner mistake. That banner is awesome and that drawback something I use whenever I can (attacking the unit to reduce numbers with no fear of being caught if I run).

Good report.

SevenSins
26-08-2009, 21:46
nice rep, surprised it was so even, as the skaven army was a bit odd... Screening with censor bearers, NO SLAVES, and such ;)

Dungeon_Lawyer
27-08-2009, 00:22
"The Globe Inn"[/I] (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2023/GlobesintheInn.jpg)



You should have called it the Globe Theatre :D

I liked the close-up pictures-It puts you right in the action. Too bad your magic/artillary abandoned you after the first turn....Very sporting of you to call it a draw due the giffon banner mishap..

Great report, I find Skaven shooting (especaiily the potential of the ratling guns) pretty scary myself. I need to finish and psot my batrep against the skaven too....good luck with the baby and in your upcoming games against dwarfs and beasts. You dont see many beasts batreps these days....looking forward to them!

KHolbourn
27-08-2009, 10:28
The Raid on Immelsheld

Sir Luthor looked about him as the trees shook and a massive twisted beast head appeared above the distant trees in the shadowy pre-dawn light.
"Fear not men. The cannon will soon take that monstrosity down. And Middenland bravery, and a tot of rum, will do for the rest." At his bravdo the spearmen and crossbowmen laughed and cheered but a current of fear still ran through the line as they waited behind the barricades and hedges.
"Do we have enough Luthor?" Magister Kessler asked him shrouded in a thick shadows that seemed to move of their own accord and cause the spearmen to step back in alarm. Rubbing their wolf-heads' charms to ward off the sorcery.
"We'll have to my friend." Luthor replied quietly clapping his wizadrly friends on the shoulder. Ignoring the chill of the shadows as they wrapped around his hand. "I miss Werner. He would have been an asset here."
"Indeed." Was Kessler's only remark as he watched the treeline as a the horde of beasts lurched into view. Every space in the thick treeline seemed filled with a towering creature half-man, half-beast. Many towering above the height of the human with massive crude weapons and armour the colour of blood stained brass. As Luthor turned to give the order for the crossbows and archers to open fire a shout from the flank distracted him; "Come on you apes.... do you want to live for ever!?" As he watched with a wry smile Manfred and a small band of his pitfighter friends from the Middenheim slums race towards the monster filled tree line. With bravery like that Sir Voss reflected. How could they lose....

Deployment

The Empire for the most part deployed in the village behind the walls. The Crossbows & cannon beside the building behind the walls. The Tuetogen guard in the entryway w/Kessler, the spearmen with Sir Luthor behind the wall and then Manfred, the knights and the wolfkin on the flank. Scouts hiding behind the central woods.
The BoC player had placed a wood in the centre to shield part of the board and placed the frenzied minotaurs, bestigor & giant on the right shielded by hounds with the Shaman's herd on the left. Two other herds and the Wargor boss were ambushing. The BSB went with the bestigor (as BoC master reckoned 3 frenzied Str6 attacks on the charge was a good thing. Couldn't argue against that!). Centigors were in the centre lined up to run through the woods and into the huntsmen.

Let the raid begin (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Deployment.jpg)

BoC Turn 1 (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn1Beasts.jpg)

The whole beast army ran forward with appalling speed closing the distance really fast. The dogs shield in the minotaurs & bestigors and giant just hoping to be out of crossbow range and for a cannon misfire.
The shaman got off dark hand of death (he had that & Walking death spell) but was out of range (that's the real reason Kessler didn't dispel it; honest).

Empire Turn 1

The Knights & wolfkin & Manfred advanced towards the giant, bestigor & dog screen. Nothing else moved save the archers screens shuffling about.
In magic phase Kessler (chose Beasts with Bolthrower, Bears' anger and Crow's feast in addition to Soul Steal) had boltthrower on the giant dispelled but cast Crow's feast to kill 1 centigor.
In shooting the cannon ball hit the beast giant square in the forehead causing 4 wounds! The crossbows killed 3 ungors, the huntsmen killed a centigor panicking the 3 survivors. The archer screen put a wound on the minotaurs.

archers suicide screens
(http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn1Empire.jpg)
BoC Turn 2

The dogs charged the knights & the wolfkin/Manfred. (I think this was a mistake as the knights were unlikely to break and even the light armour wolf kin were unlikley to break. Would have been better stopping 1" in front of the knights / wolf-kin and misdirecting their charges.) The minotaurs had to charge the huntsmen who fled and the bestigor & giant advanced on the right. Shaman's herd ran forward on the left and with a booming "QUACK" the brayhorn sounded. The wargor coming on from the left flank and the other unit scattering and coming on from the beastman table edge (someone woke up late :)). Also the centigor's rallied.
In magic the shaman's attempt to hand of death was dispelled, as was Walking death.
In Combat the hounds lost 1 dog to the knights and fled to be run down and the knights overran into the 1W giant (this is why I think the BoC player made a mistake). The dogs killed 1 wolfkin but lost 2 back and 2 from Manfed and they pursued an impressive 10"/11" placing them near the bestigor flank....

Go dogs... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn2BoCreinformcementsarrive.jpg)
Oops. Poor giant. (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn2BoCbyebyedogs.jpg)

Empire Turn 2

Manfred charged the bestigor flank with the Wolf-kin. Nothing else moved except the archers failed to rally and fled a little more!
In the magic phase Kessler's boltthrower failed to cast and his crow's feast killed a measly 2 ungors (Where is all his power today? I think its because I didn't choose fire).
In shooting crossbow shooting thinned down the shaman's herd by another couple. And the cannon slammed into a minotaur with an impressive 6 wounds! (so killed the wounded one). The archers accomplished nothing.
In combat the knights dealt the killing blow to the giant before it could swing it's club and ovveran straight into the front of the bestigor unit. In that combat knights, Manfred & the wolf-kin put a wound on the BoC BSB and killed ~4 other bestigor. In return 2 knights were chopped down along with 2 wolf-kin (Man these bestigor are horrible). The knights, wolf-kin and of course Manfred all held.

Die bestigor die! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn2EmpDiebestigorsdie.jpg)

BoC turn 3

All 3 beast herds ran towards the empire line (the one that came on the BoC table edge last time trailing by a fair bit). The minotaurs charged the archers, again, who fled, again. And the centigors peeked out the woods with their throwing axes.
In magic dark hand failed to cast on 1 dice before (and what Kessler had all his dice to dispel) Staff of Dharkoth activated but with irresistible force and threw the wargor & his side-one herd against the crossbowmen and the wall.
The centigors missed with their axes.
In combat the wargor whiffed with his 4 attacks killing 1. The rest of the herd were also confused by the rapid movement and killed a mere 1 crossbow from ~17 attacks. The crossbows killed 1 back and made their break test.
In the fight with the bestigor 2 knights and 2 wolf-kin were killed before Manfred finished off the BSB. The knights fled leaving the wolfkin & Manfred to battle against the frenzied goats.

Almost there (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn3BoCclosingin.jpg)
The last hurdle (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn3BoCHoldthewall.jpg)

Empire Turn 3

Hmm. Not going so well. Kessler and his Teutogen guard advanced to meet the onrushing horde. Their swordsmen detachment charging the beast herd in the flank to support the crossbowmen. Nothing else moved. Though all the archers rallied and the fleeing 2 knights.
In magic crow's feast was dispelled but Kessler managed to steal one of the Bray Shaman's wounds (Don't try and out-magic Magister Kessler! :)) and then bear's anger himslef for the coming round of pain!
In shooting the cannon misfired (as I knew it was going to now that it could see the minotaur flank.)
In combat Manfred was wounded and several more wolf-kin killed for the loss of a few bestigor. Sadly the crossbows did not do well. The flanking swordsmen killed a meagre 1 beast, the crossbows killed 2 more. but in return the Beasts & wargor killed 10 crossbows (making up for last turn) and ate the fleeing remnants while the swordsmen ran too fast and too far (though not off the table edge).
(Sadly I realised I'd made a mistake at this point. With both archer screens rallied he could charge them all and if they fled EITW into the teutogen guard or if they held they may survive...)

next turn will hurt... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn3EmpireSallyforth.jpg)

BoC turn 4

Many, many charges! The Wargor charged the cannon crew and his herd charged the rear of the Tuetogen guard (why did I move them forward)? The shaman's herd & centigors charged the left hand archers and the minotaurs the right hand ones (at least by holding they'd angle the minotaurs into the spearmen behind their wall). The third herd moved up to the central wood.
In magic walking death was dispelled and the staff of Dharkoth was clearly expended as its two dice scored a whopping 3 (also a Doh for the BoC player as he forgot to dispel the Bear's Anger).
No shooting.
Combat. The centigors & herd butchered 8 archers for no loss, they fled and the centigors & beast herd slammed into the teutogen guard. The 4 minotaurs with a whopping 17 attacks hit 13 times and I was hoping for 10 kills and no overrun but annoyingly 1 archer survived (first time I've seen a player hoping for 1's to wound) who fled (though close as he rolled 3 on the break test!) was caught and the minotaurs hit the spearmen and were countercharged by their detachment. 2 bestigors attacked Manfred and the doughty pitfighter was smashed to the floor, as were a few wolfkin leaving 1 man to hold them Bestigor in place.
The wargor embarassingly killed only a single cannon crew and drew the combat.
In the centre the Teutogen guard & Kessler with 2 herds & the centigor battled. A total of 25 attacks were launched but only a single bearded northman fell (Oh yes! Lucky with those armour saves failing 1 out of 9:))
In return Kessler ate 3 beastmen himself and the unit killed all 3 centigors and 2 beasts from the rear herd and won! The rear herd panicked and fled straight off the table but the Shaman's herd held just.
(The points to upgrade them to Str4 Inner circle were well worth it as it gave let them wound on 2+ and given the number of 2's I rolled (~4) was well worth it to win the combat. Though why aren't Empire elite Str4 like every other army including those damn pansy elves & human Brettonians!)

Minotaurs hit the screen (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn4BoCuh-oh.jpg)
and keep on going (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/Turn4BoCbadtimesahead.jpg)

Empire turn 4

The swordsmen detachment rallied. The knights shuffled and lingered near the bestigor. Nothing else was alive/unengaged to move.
In magic Kessler had a "cunning plan" and cast steal soul successfully despite the best attempts at dispelling and devoured the shaman's ife force :) Kessler then recast Bear's anger.
No Shooting.
In combat the 2 cannon crew were butchered by the Wargor. The teutogen guard lost no men (mainly as Kessler ate 2 Gors so only 7 attacks back) and then killed 3 gors. The middenheim elite then ran down the fleeing herd stopping ~2" short of the third herd in the central forest. The bestigors finally killed the last of the wolf-kin. (and then cursed as the knights were angled to draw the frenzied bestigor away from the village, and the VPs...)
The minotaurs had a field day. They suffered 1 wound from the spearmen and none from Sir Luthor as his magic sword failed him utterly (Its not fighting in a dungeon... the sun was shining in his eyes). His armour & shield saved him from the attentions of a frenzied minotaur but sadly 2 swordsmen and a whopping 7 spearmen were butchered. Sir Luthor decided that dishonour was indeed better than death and fled with the spearmen whilst the detachment on the minotaur flank held (on a 3).

BoC Turn 5

Unable to get out the way the herd in the middle charged the Teutogen guard (they could have retreated into the wood but would have never been able to make the Village then. If they beat the guard they could have made it...). The bestigor had to charge the knights who of course fled leading the bestigor away from the village. the lone wargor charged the 9 man swordsmen detachment that had rallied.
No magic or shooting. Though Bear's anger was dispelled with the two free PD.
In combat the minotaurs killed 2 swordsmen and broke the unit through fear, failed to restrain and chased off after them towards the table edge (also away from the village though.) The herd bounced off the impressive IC Teutogens. With 5 attacks on him Kessler was wounded twice (well when I say wounded, the wounds he stole from the bray-shaman were taken off. Something I made clear ;)) but then 4 gors were killed & with ranks & warbanner they fled and were run down.
the lone wargor killed 2 swordsmen but they held.

chase the knights... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2024/BoCTurn5GoKessler.jpg)

Empire Turn 5

The knights rallied (And luckily were in charge range of both Bestigors & mintaurs to lead them away from the village). The Teutogens & Kessler turned round.
A Hunter's spear and a crow's feast later Kessler had killed a minotaur (thats 440GC for me to spend).
In combat the wargor killed another 2 swordsmen and they broke but he couldn't catch them as they fled parallel to the board edge.

BoC Turn 6

The wargor looked at the swordsmen detachment but the decided to head off the board edge towards the village (damn! that just cost me 499VP). But better was the bestigor & minotaur both having to charge the knights who held to ensure that both frenzied units had to charge them...
In combat as one would expect the knights were massacred (they suffered 8 wounds between the 2 of them!)

Empire Turn 6
Nothing happened. Magic failed to kill the 3rd minotaur.


"Hold" Sir Voss bellowed loudly over the sounds of panting and clunking metal. "We can reform here and wait for survivors. The beasts will be delayed pillaging in the town." At his words more than a few of the doughty spearmen looked both angry and disgusted. They shouldn't have fled but those monsters had towered above them each swing of their blades hewing down at least two men. Even Sir Voss's magical blade had failed against the cursed monsters of the blood god. Now they were a 2 miles beyond the town and shepherding a fleeing crowd of villagers, militia, women children and it seemed 3 farms worth of geese, goats and sheep.
"My lord" Ivan called, pointing off to one side. Luthor looked where the blood spattered man was pointing gaping in a mixture of admiration and fear as a swirling doorway of dark shadows appeared in the wintry sunlight road prompting screams from the commoners who scattered in all directions. The tramp of heavy boots echoed eerily from the shadowy portal as the Teutogen guard with some swordsmen and Magister Kessler marched out of the shadowy doorway.
"Kessler you survived!" Luthor exclaimed. The last he'd seen of the Magister and his guard was of them being virtually buried under a mound of 2 and 4-legged beasts.
"We did my friend. We did. And left a veritable tower of the dead behind". At his words Luthor saw many of the elite guardsmen smile briefly before returning to the customary grim expressions.
"Did Manfred make it?" Luthor asked already fearing the answer. A grim shake of the head was the reply.
"All those who still lived I have brought with me". The town is no more. As if to punctuate his words a gust of wind carried the sound of faint screams and animalistic bellows to the survivors with a whiff of smoke and roasting flesh.
"Ulric preserve them" Voss murmured under his breath.
"Ulric preserve all of us my friend." Was the Magister's response. "The warlord is cunning and has already sent monsters to cut us off at the river. We must move now or we'll be cut-off..."


Result: A draw! But as the Wargor made it into the village and the minotaur & bestigor were still loose we're pushing down the BoC win path.

That was close! A few things really swung that for me. One was the Teutogen guard holding and winning against all the odds. Likewise the swordsmen detachment that dragged the minotaurs off towards the wrong table edge in turn5 and the knights that kept them there. The frenzy in the end I think worked against him. As while I couldn't beat his units in combat I could stop them going where he wanted.

Sir Luthor has survived. Despite fleeing like a little girl and Kessler was amazing. Man of the match indeed. Sadly Manfred was not so lucky. The Bestigor are feasting on his remains as we speak. Now 2 brave heroes lie dead on the field of battle or in the dark of a cave....

Next Battle should be "Rearguard" but we are going to do "Breakthrough" instead with some survivors & scattered villagers trying to escape the advancing Beastmen.

selone
27-08-2009, 14:41
nice update as usual, but I'm confused by "he wargor looked at the swordsmen detachment but the decided to head off the board edge towards the village (damn! that just cost me 499VP)"

KHolbourn
27-08-2009, 15:51
nice update as usual, but I'm confused by "he wargor looked at the swordsmen detachment but the decided to head off the board edge towards the village (damn! that just cost me 499VP)"

It was part of the scnario rules. If the Empire managed to stop any BoC units getting into the village they got a bonus 499VP (If there were any BoC in the deployment zone that was reduced to 250VP). And in this case I was pretty confident that if the Wargor had still been there then Kessler may have killed him with magic.

Dungeon_Lawyer
27-08-2009, 18:05
I love the last picture of the set in contrast to those preceding it showing this thick frenzied battle, you get to that last shot and there's simply NOTHING there!


Your artillary always seems to start out strong and then fades around turns 3-4. That cannon shot into the minotaur flank would have been great had it not misfired....

Can I make a request?: Pigeon Bombs!

Malorian
27-08-2009, 20:28
Have to admit I was cheering for the beasts... but only because they are so rare ;)

SevenSins
27-08-2009, 22:32
very nice rep, didn't expect this one to be so close, beasts being what they are and all (leadership issues mainly)

KHolbourn
29-08-2009, 21:58
I'm glad you're enjoying the Beast's campaign. The LD does seem to be a real issue. Even with the Mark Undivided re-roll on panic.

I still really like the beast's though. Just hoping that they actually get some power creep (or leap) come the spring book. Though in the games we're doing the beast herds will be ranking up in 5 minimum to avoid shafting them unneccesarily.

Got a game this weekend against my usual weekend opponents Nurgle warriors. After the last games massive 5K fun we reduced the lists to a smaller 2.5K.

The Imperial Army

General w/Griffon, AoMI, Doomfire, Relic & Lance
Warrior Priest w/Dawn Armour, BWH, GW
Warrior Priest w/GW, HA, Icon Magnus
Aqshy Wizard lvl 2 w/Scroll & horse

25 Swordsmen w/FC [10 Crossbows & 9 Halberds]
23 Swordsmen w/FC [10 Handguns & 9 Halberds] (Wizard here)
10 Handguns w/hochland
5 Knights w/FC & Warbanner (mounted priest here)
5 Knights
5 Knights
19 Greatswords w/FC [9 Swordsmen] (foot priest here)
5 Pistoliers w/all options
1 Cannon
1 Hellstorm rocket battery

The Evil Horde of Chaos death

Tzeentch Sorcerer Lord lvl 4 w/Homonculous, Skull Katan, Scroll
Chaos sorcerer Lvl 2 (death) w/scroll
Exalted w/Steed, "stuff"
Throgg

4 Chaos Trolls (throgg here)
~20 Chaos warriors w/FC & MoN
~18 Chaos warriors w/FC & MoN (both sorcerers here)
1 Chaos chariot
1 Chaos giant
5 Chaos Knights w/FC & MoN (Exalted here)

Deployment (all the directions are form the empire side despite the photo being the other way round. Sorry!)

I deployed mostly on the hill facing the gap between the two forests. The swordsmen w/halberds and crossbows were on the left (the crossbows were out of shot) and the other swordsmen & greatswords were deployed 2 deep in the centre with the firepower on the hill; 3 knights on the right and the rocket on the far right (out of shot where it couldn't misfire and hit my lines) with pistols in the centre (hoping to ride forward and cause havoc). And the general and the griffon on the hill.

The chaos deployed in a tiny box facing the centre of my line (maybe I should have spread out more?). The giant on the far right opposite the rocket battery.
Ready for Battle! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Deployment.jpg)

Chaos Turn 1

The entire chaos army charged forward. Trolls and chaos knights leading the way (and the trolls screening the uncharacter filled chaos warrior unit). The giant ran down the right hand side.
The magic phase (was going to hurt). 5 dice from the lord; 2 from his friend and 2 for turning up against my 5 dispel die. Doom & darkness hit the swordsmen w/wizard in the centre forcing me to scroll Beguiling transformation and dispel the treason of tzeentch.
No shooting and (thankfully) no combat.

Empire Turn 1

My swords, crossbows and halberds began to redeploy towards the centre. Two knights units heading towards the chariot & chaos sorcerers. The third unit started to roll towards the giant. In the centre the greatswords and swordsmen edged forward. THe general on his griffon paused waiting to strike (and not wanting to charge the trolls or land by himself in the centre of the killing ground) so flapped down to the base of the hill. The pistols rolled down the centre to distract and hopefully redirect the knights.
In magic the wizard had fireball dispelled and failed to cast burning head. Both priests had their magic dispelled. The general's Doomfire ring failed to wound a troll or a chaos warrior.
In shooting the rocket misfired and couldn't fire till turn 3 and with a '10' on the artillery dice the cannon overshot Throgg (the artillery trend is worrying me!). 19 handgun shots resulted in 2 wounds and +1 attacks for the trolls (I didn't know about that chaos regneration property. Its so cool.) and the pistoliers failed to scratch the nurgle knights. The sniper missed the sorcerer lord (and would continue to miss wither every single shot this game. Someone cracked his sights).

I see you Throgg! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn1IseeThrogg.jpg)
No combat so onto turn 2 (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn1Empire.jpg)

Chaos Turn 2

Bring the pain! The trolls declared a charge against the pistoliers who failed their fear test and fled clearing the line for the nurgle knights & exalted to charge the swordsmen w/wizard. The swordsmen held but their detachment were scared so refused to counercharge. The chariot carged the red/green knights who fled and also panicked the blue knights...

The two warrior blocks ground inexorably closer and the giant closed on the right flank.

In magic doom and darkness went off on the swordsmen and I couldn't dispel. The beguiling transformation was a dispelled at least. Infernal gateway went off on the warrior priest's knights with 3 6's (very irresistable) and 2 knights were killed and they panicked as well. (Hmm turn 2 and all 3 units of knights and the pistoliers were fleeing....)
In combat the knights were devastating to say the least slaughtering 9 swordsmen to no loss. With -3 leadership they needed snaek-eyes and failed to get and were run down; the detachment failed its fear test fled and was also run down as the knights slammed into the greatswords (Not good. There goes a swordsmen block and my wizard).

The pride of the Empire (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/TUrn2WoCknightsflee.jpg)

Empire Turn 2

My Griffon charged the sorcererlord's unit in the flank but was annoyingly 2" short. All my knights and pistoliers rallied. The swordsmen on the left charged the exposed flank of Throgg. The crossbows lined up on the left of the hill to give supporting fire.

In magic the knights became unbreakable but doomfire was dispelled as was soulfire on the rampaging knights.

In shooting the rocket battery reloaded. The cannon took aim at the sorcerer lord and promptly exploded (nice to se the artillery keeping up its standards). The pistols did better stripping 4 wounds off the chaos giant. Sadly the handguns could only kill 2 warriors from the approaching unit.

In combat the knights went wild killing 7 greatswords for no loss. With an 11 the greatswords fled along with their detachment as the knights ran them down pursuing off the table. (Turn 2 and the knights had riddden through the centre of line cutting through 2 blocks of troops and 2 characters with no loss...)

In combat with the trolls Throgg killed 3 men for no wounds but the weight of numbres was too much. The trolls fled but outdistanced the swordsmen who then overran into the chaos warrior unit.

Swordsmen Vs Troll (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn2Empire.jpg)
Knights on the rampage (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn2WoCNurgleknightsonaroll.jpg)
So close too far! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn2Empdamnjustshort.jpg)

Chaos Turn 3

The giant charged the mounted warrior priest and his knights. The knights returned to the table angling at the handgunner hill (and the crater were the cannon had been), the trolls rallied and the chaos warrior with the sorcerers reformed to face the griffon riding general.

In magic the onslaught was mostly weathered. THe general being wounded by a dark hand of death despite his 1+ save and 4+ ward and then gateway miscast ending the phase.

In shooting THrogg went to vomit on the general but was ~1" short of the griffon's rear.
In combat the wounded giant battered at the knights with his club killing 1. With the warbanner I won combat but of course stubborn on 10 kept the giant there.

On the left the swordsmen and chaos warrios battled it out with the champions dueling to no effect and ~4 swordsmen falling to the diseased chaos mincing machines. I lost but held on a 5.

Note the lack of the Imperial centre... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn3WoCwhereismycentre.jpg)

Empire Turn 3

The two units of "naked" knights went to the charge the chariot and the griffon went to charge the chaos warrior unit but only in BtB with the two sorcerers to maul one of them. Sadly the chariot chose to flee and the flight path hit the griffon, destroying the chariot, but all the impact hits were against the griffon and did enough wounds to kill it leaving my general against the sorcerers and 20 warriors al alone (that was damned annoying :(, if amusing). The pistols went to chase the nurgle knights parking behind them.
The doomfire ring was dispelled as was an attempt to soulfire the giant.
In shooting the rocket misfired (again) causing some pretty fireworks. 20 handguns shots and 10 crossbows resulted in a dead trooll, a wounded troll and an "Eye is closed" result (they had no other targets). The pistols also eventually managed to gun down 1 of the nurgle knights.

In the combat on the left the swordsman champion survived another round of combat but ~5 of his friends were not as lucky. Though the swordsmen rolled their 3 to hold. With 3 misses my general felt pathetic and was cut down as he tried to un away from the massed ranks of chaos warriors (Grrr, damn that chariot). In the combat with the giant the priest was picked up and hurled back into the unit but the giant was wounded in return but held again.

Did anybody see my griffon? (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn3WhereismyGriffon.jpg)

Chaos Turn 4

The trolls and chaos warriors realigned to face the knights on the right hand side. The knights harged the handgunners wiping out 1 unit as they fled and causing the hochland unit to flee as well.

In magic I lost a total of 3 red/green knights to a painful Str7 gateway and the swordsmen fighting the chaos warriors felt the sting of doom & darkness.

In combat the chaos warriors finished toying with the swordsmen with the champion being killed along with ~5 other swordsmen with only a "3" on the break test the swordsmen fled but managed to outdistance their pursuers but ran into the charge arc of the oncoming knights (so I suspect they'll be fleeing next turn too).

Its all going downhill... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn4Wherediditallgowrong.jpg)

Empire Turn 4

The pistols fled in terror from the giant. The red/green knights moved up to face the trolls and the blue knights wheeled to face the flank of the giant. The swordsmen did rally as did the fleeing handguns.
No magic.
In shooting the rocket misfired (again dammit!) generating some pretty fireworks. The crossbows killed 1 of the oncoming warriors.
In combat the giant swung his club vigourously and smashed the priest into paste. Luckily was only 1 wound so with Warbanner it was a draw.

Turns 5 & 6

As you can see it was not going well. On the left flank the chaos warriors and knights charge, kill or chase off the hanguns, swordsmen remnants and the crossbows ably helped by Call to Glory summoning a big angry exalted hero.
On the right the two red/green knights charged the trolls and kil the wounded one before Throgg vomits them to death. The giant (with its 1 wound) killed the knights it was fighting and charged the naked knights. However as it went to jump up & down it fell over and imapled itself on the dead bodies of the other knights :) The knights were then hammered with magic and fled off the table.
The rocket woke up on turns 5 & 6 and despite wild scatters killed 2 chaos warriors.

The giant just before it kills itself (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn5Killthegiant.jpg) :evilgrin:
Not much left (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn5.jpg)
Call to Glory... wouldn't be a game without the red guy appearing (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2025/Turn6CalltoGlory.jpg) :)

Result: A large spanking for the Empire. :D

Well what to say... Those knights hit my line and everything fell to pieces. Again the level 4 zeentch casting was painful and damaging so next time I may choose a more offensive mage list. The griffon was a big let down. Though likley my fault for not using it in a sensible manner. Was a good fun game though. Even if watching 220 points of griffon being run down by a fleeing chariot was mildly upsetting...


Tomorrow will be a WQ game with Magister Kessler and Sir Voss with some men-at arms trying to rescue Manfred who is being held and tortured by the beastmen! (My mate likes Manfred so we thought Kessler & Voss should have a chance to rescue the happy pitfighter).

Next game will be on Tuesday. Its the breakthrough scenario form the Pigmar league against someone's dwarves (he's ranked 6th in the seeding i'm ranked 24th out of 24 :))

SevenSins
30-08-2009, 06:52
quite a rough turn there. Chaos knights are damn scary, blocks of infantry seem to just melt when facing them (unless they're undead/demons)...

How about not taking any artillery next time? get another unit of pistoliers and some scouting archers or something ;)

KHolbourn
30-08-2009, 20:28
quite a rough turn there. Chaos knights are damn scary, blocks of infantry seem to just melt when facing them (unless they're undead/demons)...

How about not taking any artillery next time? get another unit of pistoliers and some scouting archers or something ;)

Those knights were indeed brutal. I think normally I've always managed to whittle them down some to limit the pain.

The no artillery is tempting :) Especially given the recent performance! I'll give them one last chance in the pigmar league...

Now my campaign against the BoC has been continuing with a WQ game to rescue poor Manfred...

Rescue the Pitfighter

"Well?" The Luthor demanded of Kessler impatiently. "Is he alive after all?". The Magister looked up at Sir Luthor; eyes afire with crackling azure blue light as faint screams and roars echoed from the bowl of water that was wreather in blue and silvery smoke.
"He does live my friend. Manfred is clearly tougher than we expected. He lives though not for long. Even now the shaman we killed master is on the way to sacrifice the blood of Manfred and all the other prisoners".
"We must not delay then!" Luthor declared hand tightening on the blood stained grip of his sword. He turned to face the few spearmen, crossbows and Teutogen guard that were with them as they clustered round the lumber shack where they had sought shelter from the oncoming beasts. "We need volunteers of brave men to fight with us to free our comrades!". The declaration met a wall of silence from the men who'd witnessed the slaughter at the village.
"We will reward the heroes handsomely" Kessler added, a wave of his hand sending a pulse of golden energy spreading across the frozen grass leaving golden fronds & leaves. A wave of volunteers surged forward eyes fixed on the golden plants.
"You 7 can come with us. The rest of you remain here. We return shortly and the we'll see about throwing these beasts back!".

Into the Depths

Kessler & Sir Luthor along with 3 swordsmen, 2 of the Teutogen Guard and 2 crossbowmen that survived the rest of their unit being massacred headed towards the gaping cave mouth in the cliffs near the village.

Pushing through the thick undergrowth and webs they were set upon by a mass of spiders but these proved no pause for such seasoned adventurers although a Dragon shield was found in the cobwebs and given to the senior Teutogen guard.
Pushing deeper into the cave complex the men at the rear of the group were ambushed by some Gors but in a wave of magic Kessler killed most of them, freezing them in place, and the hammers & swords killed the rest.

In to the dungeon... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Letusbegin.jpg)
Hope no-ones got arachnaphobia (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Arachniphobia.jpg)
Ambushed! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Ambushed.jpg)

A packed Guardroom!

Hearing sounds ahead Kessler & Sir Voss leapt through the doors to be met by a posse of gors and another foul protege of the shaman they had killed a week past. The shaman died quickly in a wave of magic and crossbow bolts as Luthor and the men at arms cut down the gors. Just as they were finished with a grunting som tuskgors and bestigor entered and the battle continued apace. A moment later as the tuskgors lay dead a rattle of hooves and 3 centigor rode in as well. Screams announcing the end of one of the crossbowmen and one of the swordsmen. Finally with the power of Kessler's ice magic and the massive sweeps of Luthor's sword all of the foul beasts were slain and there was much treasure to be had for Sir Voss and Magister Kessler including the dead shaman's Lightning fire ring that Sir Luthor slipped on and a deathstone he had in his pouch.

The guard room and the shaman (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Beastmen.jpg)
first Hounds (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Hounds.jpg)& then bestigors & centigors (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Centaurs.jpg)!

End Game

Pushing towards the sacrifical chambers where they could hear the cries of the prisoners they slew another small group of ungors that dared ambush them as well as a massive collection of vampiric bats. Then they burst out into the massive central room of the complex with a wounded Manfred bound on an altar to the dark gods. Guarding him was the blood soaked Wargor that had wreacked havoc in the village, 3 towering minotaurs and a posses of Gors. The humans threw themselves into the fight!
The lightning fire immolated one of the minotaurs instantly and the freezing winds of magic and crackling lightning weakened the second for the hammers of Teutogen guard to finish off. The third minoatur lasted scant longer killing a Tuetogen before being slain. The wargor and its cursed sword was a tougher proposition killing the remaining two swordsmen with single sweeps of the sword (18 wounds will do that!) before it began to duel with Sr Luthor. Just as Sir Luthor got the upper hand a second wargor burst in with yet more beastmen. This one was quicker to fall as the freeze spell killed the beastmen and more spells and crossbow bolts battered the wargor as Sir Luthor's enchanted shield saved him from harm again and again until Kessler gestured and a massive bolt of celestial lightning hurled the hulking beast across the room in a actinic haze of burnt meat and smoke.

They had found their badly wounded friend Manfred and some other survivors. Of the 7 men that had set out with the heroes a single Teutogen Guard and a crossbowman survived.

Down the stairs is the altar... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Intothedepths.jpg)
The horned guards (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Manfredsprison.jpg)
Sir Luthor duelling the Wargor (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/SirVossandthewargor.jpg)
But a second wargor arrives (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2026%20WQ%203/Asecondwargor.jpg)

"Quickly. the exit is here." Sir Luthor whispered to Henrich the Teutogen Guardsman dragging the unconscious pit fighter while Kessler and Enricho covered the rear with spell and crossbow. Breaching the surface all 4 men breathed a great sigh of relief as the fresh air, open sky and glittering sky welcomed them.
"Quickly now Sir Luthor." Kessler hissed as he wove a complex incantation and tendrils of green energy caused the trees themselves to bend and twist sealing the entrance. "We will not have much time before the pursuit is upon us. I can feel the aethyr twisting as the Bray lord approaches and I will need all my strength to face him". The 3 men nodded Sir Luthor grapping Manfred's grubby feet only the plate gauntlets stopping him cutting his hand on a blade concealed in the pit fighters toe cap.
"The white wolf" A cautious call from the far side of the grove.
" He still howl's" was Henrich's response as their fellow men appeared on the far side of the grove.
"My lord we found survivors." The bannerman said bowing hastily. "This is Alberto Einstino." the bearded veteran pointed out a portly man, tilean by his face. "We found him in the woods with his assistants dragging some sort of cannon! He also has pigeons. He says the relief column is almost here." As if to bar the relife of his words a hunting horn sounded close by.
"It seems Wilhelm that our relife is not the only thing that is close by...."


Results:

Manfred has been saved!
Sir Luthor is buying himself more toys but now has the Enchanted Shield and the Doomfire ring for free in the WFB game.
Magister Kessler got himself a Powerstone in addition to his extra spell.

The next game in the campaign has changed a little now. Instead of the rearguard scenario its now going to be up to any readers to decide:

A) Sneak out through the Troll's lair (Warhammer Quest)

B) The breakthrough scenario; similar to the Immelsheld but in reverse using the warband rules for the few survivors

C) Flank attack. The Survivors Vs BoC with the Middenland cavalry reserves

Dungeon_Lawyer
31-08-2009, 00:37
I love your thread! Too bad aginst WoC--but rescuing the pitfighter was a cool read
my vote is for:
c) flank attack


p.s. Pigeon Bombs!!!!

SevenSins
31-08-2009, 19:03
(I feel like a spammer on this thread :P) I add my vote to the flank attack.

KHolbourn
02-09-2009, 07:15
I love your thread! Too bad aginst WoC--but rescuing the pitfighter was a cool read my vote is for:
c) flank attack
p.s. Pigeon Bombs!!!!

I'm glad you're enjoying it. And also glad Manfred is rescued! He can wreak vengenace in the next game :)


(I feel like a spammer on this thread :P) I add my vote to the flank attack.

Not at all :) Its great that people comment. means I know people are interested in my random scribblings...

And next Campaign mission with its 2 votes will be Flank attack as Kessler, Sir Voss and the survivors try to hold off the Beasts in time for the cavalry to arrive.

Also last night was the first league match for the 2009 Pigmar League. Where I was playing a dwarf army in breakthrough! (Only units ending the game in enemy deployment zone counted for VPs.) In the league each person has picked a 3000 points force and for all their matches they have to use a 2000 points sub-force from that.

Brave Empire Troops

Warrior Priest w/HA, Hammer Judgement, BWH
BSB w/FP, BWH, Griffon Banner
24 Swordsmen w/FC [9 halberds, 10 handguns]
24 Swordsmen w/FC [8 Free company, 10 handguns]
5 Knights w/FC & Warbanner
5 Knights
10 Huntsmen
19 Greatswords w/FC [9 Swordsmen]
2x 5 Pistoliers w/all
Cannon & Hellstorm

The Stout Bearded ones

Runesmith Bob on his Anvil of Doom w/2 runes spelleating
Thane of Bling w/+1 to hit, +1 Str, +1 attack
Thane w/BSB, Warbanner rune

3x 20 Clansmen w/FC
2x 10 miners
2x 10 Thunderers
Organ Gun

Deployment

I had a hill on the left; building on the right an inch of so out of the deployment zone. He had a hill on the left and 2 woods near the centre of the table.

I set up cannon and rocket on the hill. Then in a line across swordsmen, Greatswords, swordsmen with handgunners on the hill and just behind the building. The two units of knights were on the extreme right. The pistols in the centre ready to race forward. The huntsman went in the left hand woods to pounce on the organ gun.

He set up his 3 units in the space between the woods. One thunderer unit on the left hand hill with organ gun. The other on the right flank. The anvil deployed out of line of sight behind the right hand wood. Thane was in left hand clan unit; BSB in central clan unit.
With Rune of Strollaz the 3 clansmen units all marched forward into the gap between the two woods.

The Wheeled Anvil specially for breakthrough (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Anvilonwheels.jpg) ;)
Ready for the off! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Deployment.jpg)

Empire Turn 1

The line of men advanced. The knights on the right trotting up rapidly to flank the advancing dwarves. The pistols ready to pounce next turn hiding out of sight behind some trees (This was stupid. I'd forgotten the dwarves had moved so should have just ridden up and shot the little bearded freaks!). The handgunners on the left entered the house. The huntsmen appeared at the edge of the forest ready to attack the organ gun.
No magic. I had one priest and he had 2 spell eating runes & 7 dispel die. There was never any magic! (Though my prayers were never eaten!).
In shooting the rocket and cannon both aimed at the advancing dwarves. The rocket carried 2" extra forward before scattering 10" straight back to my line killing a pistolier and 4 swordsmen. (Hmm I see a trend here!). The cannon intending to go 1 better exploded in a ball of flame. (Why did I bring artillery? Really why? You'd think I would have learned my lesson by now.) With the handguns either moved or out of range and distracted by the artillery I forget to fire the archers. (And of course with forgetting the pistols could have reached the dwarves I've left all the pistols out of range too!)

Its a patriot missile battery. See the friendly fire (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn1Friendlyfire.jpg)
Before the anvil kills all the fast cav.... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn1.jpg)

Dwarf Turn 1

The 3 dwarven units trot a little further forward. No miners this turn.
No magic.
The organ gun levels at the archers in the woods and promptly explodes (Interesting. It appears my artillery curse has started to afflict my opponents as well :)). The thunderers on the hill only kill 1. Then the anvil goes "BONG" with ancient power wiping out both units of pistoliers and failing to kill the naked knights and panicking my Greatswords. (That anvil is a stupid thing.)
No combat.

Empire turn 2

No charges. The naked knights on the right angle towards the 10 thunderers. The other knights trot behind them heading to the right hand clansmen. THe swordsmen w/Griffon banner head towards the same ones. The Greatswords rally and left hand swords wait for their support. The archer move out of the thunderers fire arc to shoot some dwarves in the back.
No Magic.
In shooting the rocket will do better! but overshoots 10" and then scatters 10" further towards the dwarf board edge missing the dwarves by a long way (Well at least it didn't hit any on my lines I guess). The handguns & archers manage to kill 1 dwarf from each of the 3 units.
No combat

The knights at this point felt good... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn2Empire.jpg)


Dwarf Turn 2

The righthand clansmen turn to face the oncoming knights. The central block steps forward a little and the left hand block hugs the forest. And a unit of miners comes on and wheels towards the hellstorm. Finally the thunderers on the left reform to face the archers.
No magic
In shooting the 10 thunderers on the right shoot at the naked knights but kill none. (Phew. Go 1+ armour saves!). The anvil goes lesser "BONG" and charges the miners into my rocket crew (I don't care. Save that 110 or so points are now parked in my deployment zone).
In combat the miners kill 2 crew and chase off the 3rd (He rallies but doesn't do anything else).

Empire Turn 3

The banner knights charge the dwarf clansmen, the naked knights charge the 10 dwarven thunderers. The rest of the line sneaks a couple of inches further forward. Sadly the thunderers empty 3 saddles! (I failed 3/4 3+ saves)and the remaining 2 guys panic and flee straight into the building and die (Good riddance. My knights have been failing as well the past few games). The left handguns turned round to face the angry miners. The huntsmen seeing the thunderers marched back into the centre of the woods to hide.
No magic.
In shooting the 10 handguns in the building picked off another 2 dwarves from the central unit.
In combat my 5 knights w/warbanner killed a massive total of 1 dwarf and then lost a man in response (See my knights all have rubber lances!). With 2 attempts to hold on a 6 they failed (with 10 & 12 no less!) and fled a whopping 6" and were run down by the dwarves (Who of course were now in a perfect position to flank charge the Griffon banner unit).

Dwarf Turn 3

The victorious clansmen charged the flank of the griffonbanner unit. The central dwarves w/BSB moving up to ~4" from the front (I can see what's happening here). The left hand dwarves stayed still. The miners turned to face the handguns on the hill on the left.
No magic.
In shooting the handgun went "BONG" and the BSB unit crashed into the front of my BSB unit and was counter charged by the halberd detchament.
In combat the halberds killed a dwarf! and I lost 2 swordsmen. But with no ranks, flanks etc... I lost badly and fled. The swordsmen getting away (but sadly leaving all their flags behind); the detachment fled 3" and were run down (So now with the knights and the swordsmen I've manged to boost 2 dwarf units ~13" towards my deployment zone).

By now the knights were dead..... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn3Goingdownhill.jpg)

Empire Turn 4

The fleeing swordsmen rally. The two other units both ready for a double charge on the left hand clansmen unit next turn.
No magic.
In shooting the handguns in the tower shoot the BSB's unit and reduce it 10 men (Score! half strength for VP calculations). The handguns sadly can't shoot the miners 2" away and kill only 2.
No combat

Not so hard without our flags :( (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn4Alackofflags.jpg)

Dwarf turn 4

The two clan units charge my rallied swordsmen. The miners charge the handguns who flee a pathetic 3" and and are run down by dwarves. The other miner unit arrives and is placed directly behind the double charged swordsmen unit.
No magic.
In shooting the "BONG" pushes the miners into the rear of the swordsmen.
In combat I only lose ~3 men but with rear charges and double front charges, no banners etc... I don't get snake eyes, flee and are caught & cut down dragging all 3 units into the deployment zone... Damn.

Empire Turn 5

the left hand swordsmen and greatswords charge the clan unit and both detachments flank left & right. The huntsmen run out of the woods and line up behind the dwarves should they break & flee.
No magic.
In shooting the handguns kill some dwarves and the archers kill no thunderers.
In combat I lose 2 swordsmen to the thane but cut down 4 dwarves with greatswords, Warrior Priest etc.. The dwarves need a 4; get a 5 and flee through the huntsmen and are killed. Sadly all my pursuit rolls are quite low.

This is more like it! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn5Surrounded.jpg)
Not so tough now beardy boy (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn5Thaneisdead.jpg) ;)

Dwarf Turn 5

No charges. Left hand miners creep into my deployment zone.
In shooting the thunderers reduce the huntsmen to 6 men. The anvil goes for Wrath & Ruin and misfires and so can't fire in turn 6 (phew).

Empire Turn 6

Rush to the "endzone". Greatswords, the 2 detachments and the huntsmen all make it. Sadly the swordsmen clip the stupid wood just and are ~1" short of the dwarven deployment zone (so costing me 169VPs)
In shooting the handguns sadly kill 4 miners leaving the unit 6 strong (just above half strength).

Empire breakthrough (though the swordsmen are annoyingly 1" short!) (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn6EmpireBreakthrough.jpg)

Dwarf Turn 6

Shooting fails to panic my greatsword unit despite 4 being killed.
Dwarven breakthrough (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2027%20league%201/Turn6Dwarvenbreakthrough.jpg)

Results:-

Dwarves 528 VP Empire 414 VP :- Draw! Though annoying as I would have liked a slight win if that swordsmen unit had made it. (Ironically on regular VP's I was massacred 1668: 658).
My knights and artillery did not help me again. The knights seem unable to kill dwarves and the artillery is best not mentioned.

As that game only took ~2 hours we decided to play another game. Though just a regular pitched battle game... (please see next post)

grumbaki
02-09-2009, 13:57
Great battle report. Your artillery/knights really are horrible. I've never seen luck like that before. My advice:

Have your Knights be from the "Order of the Everlasting Light"

The warrior code of this Order is founded squarely on the principles of justice and fairness. Naturally, as nobles, the Templars' opinion of justice contrasts markedly with that of the common folk, but it cannot be argued that the Templars often willingly fight for those who have no others to defend them. Templars of the Everlasting Light defended the plague-struck village of Hafbad when no other would, and members of their Order gave their lives to defeat the mighty Shaggoth Brakorth in the Worlds Edge Mountains. Despite such deeds, the Order has passed into history for another, less glorious reason: the Templars of the Everlasting Light are cursed.

The secret of how they became thus afflicted is locked within the Order's records, but speculation has it that they offended some deity while on crusade in Araby. Whatever the cause, they find themselves thrown from their horses at inopportune moments; swords break as a deathblow is delivered; and seemingly stable earth turns to marsh or quicksand once the hooves of their steeds touch it. Only a member of this Order (Kurt von Tzalza) could be struck in the eye by a ricochet that was fired behind him. Only a Grand Master of the Everlasting Light (Sigismund Drak) could be dumped unceremoniously into a cart-load of manure during a victory parade in Altdorf, the only such cart for many miles around. Only one Chapterhouse, in the entire history of the Empire, has vanished into a yawning chasm as the result of a freak earth tremor. There are many more varied accounts of this ill-fortune in the histories of the Empire. Nevertheless, the Templars of the Everlasting Light never want for recruits. To a certain class of nobility, it is better to belong to a famous Order, however unlucky it may be, than to one whose name is unknown beyond the walls of their Chapterhouse.



Then for your artillery. Have them be the Stirland Artillery battery. Experimental weaponry used by rustics!

This may not help your luck, but at least it would fit your rolling.

selone
02-09-2009, 15:50
Normal knights do have it tough against dwarfs, not wounding on 2's for one. keep up the reports matey!

KHolbourn
03-09-2009, 08:08
Great battle report. Your artillery/knights really are horrible. I've never seen luck like that before. My advice:
Have your Knights be from the "Order of the Everlasting Light"
The warrior code of this Order ........beyond the walls of their Chapterhouse.
Then for your artillery. Have them be the Stirland Artillery battery. Experimental weaponry used by rustics!
This may not help your luck, but at least it would fit your rolling.

Cheers Grumbaki. I like that. Especially the back water rustics playing with the artillery. If in doubt I'll start crewing the gun with flagellants :)


Normal knights do have it tough against dwarfs, not wounding on 2's for one. keep up the reports matey!

I've not tried IC knights really as I've normally run out of special slots with cannon/pistols & greatswords. Maybe I'll give them a go in the future. Though not in the league games as we have a fixed 3K list and select a 2K list for each game from that.

Right. No my second game of dwarves from tuesday night. Just a regular pitched battle this time.

Lists:-

Dwarf

As above (as no extra models in the case)

Empire

General w/ FP, GW
Priest w/ HA, GW
Captain w/FP, BWH, Griffon banner
Captain w/FP, GW

2x24 Swordsmen w/ FC [halberds; guns]
5 Knights w/FC
5 Knights
10 Huntsmen
19 Greatswords w/FC [Swordsmen]
5 Pistoliers
Rocket battery
Cannon

Deployment

I deployed pretty much the same as the last game.
The dwarves deployed crammed in the corner on the left hand edge on the hill. With a ring of clansmen/thunderers around the anvil.

A dwarven castle (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/ADwarvencastle.jpg)

Dwarf Turn 1

No movement; no magic; no combat
In magic my pistoliers were all killed and the rocket crew panicked and fled off the table as the Anvil went "Bong".

turn 1 (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/ADwarvencastle.jpg)

Empire Turn 1

The entire army began to march forward. The greatswords heading left of the forest; everything else heading to the right of the trees. The archers peeked out the woods and aimed at the organ gun.
No magic.
The cannon fired at the runelord and was spot on (it literally landed on the runelord's head. The curse has been lifted :)) then rolled a 1 (so curse not lifted then :(). The archers then failed to do anything to the organ gun.

the long walk begins (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/Turn1Empire.jpg)

Dwarf Turn 2

Some miners came on behind the cannon.
In shooting the anvil bonged the miners into the cannon crew. The organ gun opened up on the archers killing 8 w/10 shots (ouch!) making the last 2 flee never to rally.
In combat 2 crew were killed and the dwarves ran down the survivor running a good 9" or so. Near the greatswords.

turn 2 (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/ADwarvencastle.jpg)

Empire Turn 2

The army continued the slow march forward; or gallop for the folk on the horses. The greatswords turning to face the miners.
No shooting as the handgunners were on the move.
No combat.

Still marching (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/Turn2Empire.jpg)

Dwarf turn 3

The miners charge the swordsmen who flee (to pull the miners into the greatsword charge arc) but roll 2" and are caught & killed. Nothing else moves.
In shooting the organ gun gets 10 hits against the naked knights leading the charge killing 2 of them. The anvil with a lesser "bong" lets the miners move out of the greatsword's charge arc threatining the flank of the advancing column.
No combat.

turn 3 (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/ADwarvencastle.jpg)

Empire Turn 3

The entire army rumbles further forward. Save the greatswords who redeploy to face the miners. The handguns with the greatswords stay still to blast the annoying miners.
No magic.
In shooting the handgunners kill off 3 of the miners who being dwarves don't panic.
No combat.

"Are we there yet" (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/Turn3Empire.jpg)

Dwarf Turn 4

The miners turn to face the greatswords and the other miners don't put in an appearance yet. The hill stays still.
In shooting the anvil goes fo "wrath & ruin" but fails but isn't harmed by the mishit. The organ gun gets 8 hits (So its had 10, 10, 8!) plus the thunderer unit's contribution wipe out the naked knight unit.
No combat.

turn 4 (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/ADwarvencastle.jpg)

Empire Turn 4

The knights and griffon banner swordsmen are now in range of the thunderer's, a clan unit and the organ gun! Lets hope thy live to see next turn then. The other swordsmen and detachments also move up in support and the priest and his greatswords charge those pesky miners.
No magic.
No shooting.
In combat the greatswords & priest kill 5 miners and chase down and kill the 2 survivors.

the end in sight! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/Turn4Empire.jpg)

Dwarf Turn 5

Movement! The clan unit on the right advances forward to shield the thunderers. Another clan unit advances round the hill from the left flank.
No magic.
In shooting the thunderers & organ gun reduce the command group knights to the champion and warbanner bearer. And some men are killed by the anvil.
No combat.

Empire Turn 5

The two knights charge the organ gun. The BSB/general swordsmen charge the clan warriors. Detachments and other swordsmen advance to charge next turn.
The greatswords are stuck in a wood so prepare to watch from the trees.
No magic
In combat the knights kill 2 crew but being stubborn they don't flee. The clansmen are devastated by the charge! The general killing 3 with his greatweapon; the BSB another 1 and the swordsmen 1. (Why couldn't I have rolled like this in the league game!) Not getting snake-eyes the swordsmen watch the dwarves flee an impressive 11" right off the board.

the way is open! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/EmpireTurn5.jpg)

Dwarf turn 6

The second unit of miners turn up on the flank of the captain's so far unengaged swordsmen unit. Nothing else really moves.
No magic.
In shooting the miners are "boinged" into the flank of the swordsmen. And the thunderers kill 6 swordsmen from the general's unit in a withering hail of fire.
In combat the miners only kill 1 swordsman while the swordsmen and the captain with his trusty GW kill 3 miners back and win with a musician. They turn to face the miners. The knights also manage to kill the last organ gun crewman.

Empire Turn 6

The knights charge the flank of the blue thunderer unit and the general's swordsmen charge the yellow thunderers who are 3" away so can't stand & shoot. The thunderers are then flanked by the general's halberd detachment.
No magic.
No shooting.
In combat the knights kill 1 thunderer for no loss but the dwarves hold. The general, halberds, swordsmen and BSB roll amazingly killing ~6 thunderers and break the unit. The halberds pursue catching them and overrunning into the runelord on his anvil. In combat with the miners the swordsmen and captain kill 4 and break the miners but are outrun by tiny legs...

Its an uphill struggle... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/EmpireTurn6.jpg)
but we'll manage (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2028/Endofgame.jpg)

Result Empire ~1085 Vs Dwarves ~690 (Minor victory)

Well that was the fastest warhammer game I've ever played as it took ~40 minutes from turn 1 to turn 6. Of course only 1 army was actually moving.
As is normal the artillery were a waste of time though at least the knights were successful in absorbing lots of firepower and killing 1 organ gun. While the griffon banner and cheap empire characters with great weapons did a great job once they reached combat (and were not flanked charged as normally seems to happen to me:angel:). It wasn't the most fun games and I know it was a "weak" dwarven castle as he hadn't a great range of models with him so no doubt if he had a better "castle" army the result would have been different as far fewer models would have made it into combat. But heyho. Was nice to get 2 games in a night.

If the baby proves stubborn and doesn't come out this weekend I'm playing either a Teclis or Prince on Dragon High Elf game next tuesday (not league though) and the flank attack BoC campaign game on Sat or Sun.

thanks for reading.

SevenSins
03-09-2009, 08:26
good stuff, gunlines/castles make for faster games, if not so exciting ones.

really looking forward to the campaign continued

KHolbourn
06-09-2009, 20:26
Cavalry to the rescue

In this installment the heroes and survivors must hold off the attacking forces until the cavalry despatched from Middenland arrives to save them.

Forces

Beasts of Chaos

Choose a 2250 point force with no restrictions

Empire

Choose a 1000 point foce to accompany Kessler & Sir Voss with no cavalry allowed (as all were killed defending Imelsheld).
A unit of crossbows and a unit of Tuetogn guard may have champions for free. If the Tuetogen guard unit has a champion then he has the Bronze Shield for free (was his reward from the tombs).
Kessler: Level 3 wizard (for lvl 2 price) with Steal soul
Sir Luthor Voss: Has WS6; enchanted shield & Doomfire ring
Manfred the Mangler: Giant-slayer w/M4 & Killing Blow

Choose a 1250 force for the flanking force. It must be all cavalry or skirmish models as they are moving fast to ride to the rescue.

Set-up

Set up as normal for a pitched battle. The smaller Empire force deploys at the start. The reserves wait off the board. The Beasts cannot ambush in this scenario.

Each turn after turn 1 roll for the Empire reserves (Turn 2 5+; Turn 3 4+ etc....). They can move normally onto the table as if they fled off.

Victory

Play 6 turns normally. Normal VP's apply.


The Forces of the Empire
Village Defenders
Sir Luthor Voss
Magister Kessler
Alberto Einsteino Engineer w/repeater pistol & Pigeon bombs (Hope you're happy now Dungeon_Lawyer :))
24 Spearmen w/FC [9 Free company]
19 IC Tuetogen Guard w/FC [10 archers; 9 Halberds]
20 Crossbows w/FC
Hellblaster Volley Gun

The relief columns
Captain on Pegasus w/FP, Shield, Lance, Pistol
Warrior Priest w/HA, BWH, Hammer Judgement
9 Knights w/FC & Warbanner
5 Knights w/FC
5 Knights
5 Knights
5 Pistoliers w/all options
5 Pistoliers w/all options

The monstrous forces of the Beasts

Doombull w/HA, Slaughterer's Blade, Mark Tzeentch [Spells 0 + 5]
Wargor w/HA, Sword battle, Mark Tzeentch [Spells 2 + 3]
Wargor w/HA, BSB, Banner of Beasts, Mark of Tzeentch [Spells 0 + 1]
Bray Shaman w/ Chaos armour, Staff of Dharkoth (Lore Death) [Spells 1 + 6]

3x Beast Herd w/FC (14 Gors/6 Ungors)
3x 3 Minotaurs w/LA, GW, Mark Tzeentch
20 Bestigor w/FC, Warbanner, Mark Tzeentch
Chaos Giant mutant monstrosity

So will the defenders survive or will this be the end for Sir Luthor & Magister Kessler? (Manfred was still recovering from his wounds so was too sore to attend the battle) Can Magister Kessler stand up against the pain of 14 power dice being hurle against it!?

Deployments:
Down the Barrel of Einsteino's pet (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/DowntheHellblastersights.jpg)
The Imperial enclave (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/EmpireDeployment.jpg)
The reserves (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Thereserves.jpg)

SevenSins
06-09-2009, 21:00
actually 16PD (if my count is right), that aside looks like an interesting matchup. My vote rests with the beasts I'm afraid.

pigeon bombs? ;)

KHolbourn
07-09-2009, 12:12
Empire turn 1

The spearmen with Sir Luthor & the Teutogen with Kessler advanced slightly and the archers started running towards the house to intercept the Giant and the 3rd Beast herd that was on the far left (and out of shot in the picture).
In magic Kessler failed to get either Hunter's Spear off (his other spells were Bear's Anger, Wolf Hunts & Steal Soul).
In shooting the Hellblaster waited till things were in range but Einsteino sent off one his pigeons. Sadly it exploded in mid-air. The 20 crossbows leveled at the lead minotaur unit on the hill opposite and felled one beast and near fatally wounded another (a total of 5 wounds!). This panicked the beasts who turned and fled right off the board (fleeing a whopping 17"!).

Beasts turn 1

Everything ran forward. The two beast herds on the right with the wargor & shaman in aiming for the cover of the trees. In the centre the 2 remaining minotaurs came forward flanking the bestigors that had the Doombull & BSB in. The giant walked towards the house and the 3rd herd also ran to go around the far left of the house.
Magic. 14PD (where did the 16 come from?) vs Kessler's 3 dispel die... The shaman pushed forward the wargor's herd with the Staff of Dharkoth, 2 archers were killed with Str6 (the maximum!) red fire, the wargor's unit got a 5+ ward from the yellow fire and the crazy turn into bestigor fire failed to cast. Quite light this round I feel.
No shooting. No combat.

The charge of the furry ones
(http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn1Beasts.jpg)
Empire Turn 2

With a blare of horns the cavalry arrived! (Go rolling a 6!) The unit of 9 w/the warrior priest and the other FC unit came on at the bottom edge supported by the pegasus and a unit of pistoliers. The two other naked knight units and the 2nd pistoliers came on by the shaman's beast-herd. Along the Imperial line nothing moved.
In magic hunter's spear was dispelled as was the doomfire ring, the priest's unbreakable before irresistible force got Wolf-hunts on a unit of naked knights crashing into the flank of the shaman's unit.
In shooting Einsteino manned the Hellblaster getting off 14 shots before it jammed (and couldn't fire next turn) killing 3 bestigor. The crossbows shot at the next minotaur unit (the to the right of the bestigor) killing 1.
In combat the 5 knights slammed into the flank killing 2 for 1 loss. With the banner & the outnumbering they lost but held.

Standing ready (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn1Empire.jpg)
Help is at hand (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn2Empirereserves.jpg)

Beasts Turn 2

The giant charged the archers who fled in terror. The bestigor, minotaurs and wargor's herd all advanced. The wargor's herd threatening the flank of the knightly column. The 3rd herd ran to the edge of the building on the extreme left. The unwounded minotaur unit turned right and moved to support the shaman's herd.
In magic it was an onslaught. The shaman's staff propelled the wargor towards the pistols who fled in response before a trip-6 got off drain life killing 2 knights in combat with shaman's unit, 3 knights from the other nearby unit and a pistolier. The BSB's flickering fire was 1 Str 1 so I was glad I let that through, the wargor's treason on the Teutogen guard was dispelled and then the doombull cut loose with pink fire killing 5 spearmen and summoning 5 bestigors!
No shooting.
In combat the knights killed 1 gor but one of the knights was killed the other fleeing off the board but the unit restrained itself. With the newly summoned bestigors they killed 2 spearmen before losing 2 back and fleeing. Sir Luthor failed to restrain them and the chased 11" slamming into the bestigors with the angry Doombull & BSB.

Empire Turn 3

The pegasus rider charged into the Doombull flank. The 5 Knights with command charged the wargor fled into the woods. This cleared the way for the Priest & 9 knights to ride past the woods flank secure. Both units of pistols surrounded the shaman's unit hoping to panic them and kill them by running. The 2 knights remaining in a unit standing waiting to charge something that was tempting.
The Teutogen guard advanced towards the 3rd beast herd approaching from round the building and the oncoming giant!. The halberds and free company both moved towards the Bestigor combat. Finally nestled between the hedgerows the archers rallied.
In magic the doomfire ring & priest's "re-roll for Sir Luthor" were dispelled as was Wolf hunts on the big knights but Steal soul got another wound of the minotaurs heading towards the spearmen flank killing the second one.
In shooting the pistols found that shooting skirmishers is hard (this was a rather painful mistake and one I was soon to be punished for). Killing only 3 ungor and not panicking the unit. The crossbows redeemed (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn3ByeGiant.jpg) themselves however as with 20 shots they did 6 wounds to the giant and it toppled to the ground quite dead :) Inspired Einsteino released a pigeon but sadly the bird liked him and wouldn't flap away so the charge exploded wounding the engineer, killing 2 crossbows & a hellblaster crew (You see this is why I've never taken engineers!).
In combat the spears & Sir Luthor killed 3 bestigor and the pegasus Captain killed another and wounded the doombull. In return the Bestigor/Wargor killed a spearman (they had some bad luck) and the Doombull with its 5 attacks put a wound on Sir Luthor, a wound on the Pegasus Captain and 2 wounds on the Flying donkey. And with that many attacks healed his lost wound in the process. But no-one broke.

Battle raging (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn3.jpg)
A clash of generals! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn3BestigorVsSirLuthor.jpg)
Catch the pigeon (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn4Damnthosepigeonbombs.jpg)


Beasts Turn 3

On the right the shaman charged the pistols above him causing them to flee off the table. The minotaurs charged the other pistol unit making them flee. The now lone minotaur charged the spearmen flank and the cowardly halberds refused to countercharge. The wargor and his herd rallied. The 3rd herd came around the building looking for a turn 4/5 flank charge.
In magic the shaman used his staff to bring his unit back towards the 2 knights and the woods in the centre. The wargor got off treason of tzeentch on the crossbows and 4 of them managed to jab quarrels into their throats before he gave his unit a 5+ wards save. The BSB got his re-rolls and as the Doombull went for pink fire again it miscast and Kessler cast Bear's Anger on Sir Luthor in response.
In combat the pegasus captain killed 2 bestigors, Sir Luthor now-half beast ripped the Doombull apart taking all 4 of its wounds (with his 6 Str 6, WS 6 attacks) the unit killed another couple of bestigor and lost 3 men to the angry wargor and another 2 to the bestigor champ. The minotaur in the spearmen flank added to the carnage killing 3 men with great sweeps of its cleavers. Again no-one broke dragging the brutal combat on for another round.

Fun on the right flank (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn4Beastsontheright.jpg)
A pigeon eye view (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn4Beasts.jpg)

Empire Turn 4

The big unit of knights charged in on the flank of the bestigor just squeezing in as the halberds & free company charged the flank and rear of the lone minoatur. The pistols rallied and ran round behind the 3 minoaturs on the right flank and the unit of 5 knights w/command moved round the forest to support them. The two knights moved to taunt the minotaurs and drag them away from everything else.
The Teutogen guard confident about the fight in the centre turned to face the oncoming 3rd herd.
In magic Kessler efforts to cast were dispelled though after dispelling Kessler's soul stealer, priest's unbreakable, doomfire ring the Beasts player had no dice left to stop the recasting of Bear's Anger on Sir Luthor.
In shooting the Hellblaster was back! It opened up; along with the crossbows on the wargor's unit in the woods and despite needing 7's to hit and the 5+ ward they managed to fell 4 beasts. (Not the best of phases. Though the Hellblaster did manage 16 shots before jamming on the 3rd barrel). The pistols rapid fire killed a minotaur.
In combat the "angry" Luthor hewed through 4 bestigor, the pegasus knight killing another 2, the priest and knights killing 1, the spearmen killing 1 and the 4 spearmen, 3 halberds & 3 free company killing the minoatur. The last 2 survivors and the BSB fled but were run down by the knights, pegasus and detachments. Only Sir Luthor's spears holding.

Knights charge forth... (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn4Chargeoftheheavybrigade.jpg)
and are victorious! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn4Bestigordefeated.jpg)

Beasts Turn 4

The beast's player got aggressive. The 3rd herd charged the pegasus that fled so he EITW'ed into the 9 knights avoiding clipping the Teutogen guard. On the right the wargor's beast herd charged the pistols who fled and the minotaurs charged the knights who stayed (I wanted them to stay to make the minotaurs move far enough that the pistols could flee without clipping the minotaurs and being killed.) Sadly the pistols fled 16" and hit the minotaurs and died anyway. The shaman's unit ran towards the woods in the centre.
In magic the staff of Dharkoth threw the wargor's unit into the 5 knights with full command and treason of tzeentch was dispelled but the ward was put back up. (With 2 dead the magic was becoming manageable).
In combat the 2 minotaurs brutalised the 2 knights and started feeding. The beast herd annoyingly killed a knight for only 1 loss and then the knights got box-cars on the break test and fled. In the combat on the right the beasts failed to kill any knights for the loss of 3. They fled and were run down by the vengeful knights who chased almost to the house.

Its the 3rd Herd! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn5thelostherdarrives.jpg)

Empire Turn 5

Hmm. With the guard facing the left flank and the knights running off to the left I had nothing to stop the beast herd in the central woods or the beast herd on the right from storming the hill...
Sir Luthor and his spearmen reformed to face the woods. The knights doubled back on themselves as did the guards but they were going to be no-use. The crossbows redeployed to face the herd on the right. Sadly the pegasus continued to flee as did the knights fled right off the board and this panicked both the detachments in the centre leaving the spears by themselves. The archers started running towards the house to claim the table quarters it straddled.
In magic the knights became unbreakable, doomfire was dispelled as was hunter's spear.
In shooting the hellblaster let rip with 22 shots and killed 3 ungor thanks to poor hit rolls and the ward save.
No combat!

I spy a minotaur
(http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn5Iseeyou.jpg)

Beasts Turn 5

The shaman's herd darted out of the woods threatening the spearmen flank (quite obviously going for the staff of Dharkoth approach) and the other herd charged the crossbows who elected to stand and shoot (for 2 reasons. 1) I thought they were out of range; I was 0.5" wrong and 2) if I fled I'd run straight off the hill). The stand and shoot killed 0 beastmen.
In magic treason of tzeentch on the teutogen guard sucked out most of the dispel die so the staff was used to launch the herd into the spearmen flank.
In combat the herd fighting the crossbows gutted 6 for no loss and ran down the survivors before overrunning into the lone engineer as the hellblaster crew fled the hill. The herd fighting the spears also did well (as Sir Luthor was at the far side of the unit) killing 4 spearmen for no loss. Sir luthor though is a fast runner and outdistanced the pursuing Gors.

Luthor is bested (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn5Beasts.jpg)

Empire turn 6

Damn. That was unfortunate. The pegasus rallied on the far side of the board. Sadly neither detachment rallied and Sir Luthor continued his run straight off the board. The archers almost reached the house and the Teutogen guard and knights were in place for a hapless turn 7 charge.
In magic Kessler's best attampts were dispelled and he was just of range for Bear's Anger on the wounded engineer.
No shooting.
In combat the engineer was disembowelled by the wargor who restrained his pursuit.

Save the left flank (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn6EmpireHelpthehill.jpg)

Beasts turn 6

Both herds ran towards the remaining empire troops and waved and mooed. The minotaurs stayed back claiming table quarters.
In magic Kessler must have been exhausted from the day as Treason of Tzeentch went off and 9 elite guardsmen killed themselves! before the shaman's drain life killed another 2 Teutogen guard (no combat and then 11 casualties on the last turn. I could have wept:cries:), 3 knights, 2 halbediers and 1 free company.

A brutal wave of magic (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Turn6Endofthegame.jpg)

Results:- A draw! Both sides had killed ~1400 points of each others and captured some banners. Ended up being a difference of <100 points.

(a treat for the generals courtesy of wife (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2029%20BoC%202/Victorgoesthespoils.jpg))

That was a fun if brutal game. It was all going well for the Empire until I cocked up on the right flank and wasted the massive hammer unit that was the Teutogen Guard. But at least Kessler & Sir Luthor survived and Sir Luthor got to take down the doombull in 1 on 1 combat.

With the draw both sides withdrew to lick their wounds. Now the next phase of the campaign will be the "Forces are gathered" which will just be a straight 3K pitched battle with the Empire led by Count Todbringer himself and the Beastmen by the sly cunning of Khazrak one-eye.

RaZeR
07-09-2009, 15:12
More nice stuff :)
I'm guessing the baby didn't come yet then?
I make it 14 PD as well, I guess SevenSins thought the doombull generated 4? (If he does, then it is 16, but as he only has 2 spells I'm guessing only 2 PD :p)
2 base
Doombull +4
Wargor +2
Wargor +2
Bray Shaman +2
3x 3 Minotaurs +3
20 Bestigor +1

Anyway, looking forward to some more. Also I handed in my first year report last week, and have my first year viva tomorrow, so hopefully after that I can think about some Warhammer again! Of course you'll be busy with the baby by then, perfect timing :p

Seabo
07-09-2009, 17:52
Cool batrep :)
Avid Beasts player myself though I tend to lean towards Nurgle.
Couple things though...first the minotaurs can only pursue 3D6. They flee 2D6 like all other normal speed troops.
Secondly a bunch of magic questions...what's Treason of Tzeentch?? Beastie players was using spell list in army book right so probably Green Fire.
How exactly did he summon Bestigors? Doombull had Indigo Fire so it pops horrors for each dead enemy...horrors...not bestigors...
Lastly there's the Staff of Darkoth...can only be used if a beasts unit is within 12" of caster AND within charge range of an enemy..they must be within charge range not use it to get closer.

Dungeon_Lawyer
08-09-2009, 08:34
Inspired Einsteino released a pigeon but sadly the bird liked him and wouldn't flap away so the charge exploded wounding the engineer, killing 2 crossbows & a hellblaster crew .

Yeah! :D pigeon bombs lol, c'mon there fun! admit it lol....lol...lol. I had to laugh when I read this batrep. Dont give up on those pigeon bombs too soon..
I like that the game ending in such a close hard fought draw-

With the draw both sides withdrew to lick their wounds. Now the next phase of the campaign will be the "Forces are gathered" which will just be a straight 3K pitched battle with the Empire led by Count Todbringer himself and the Beastmen by the sly cunning of Khazrak one-eye.

OH man Im really looking forward to this one!--A great fluff battle is in store. Dont these two (Todd & Khaz) despise each other???? Boris killed Khaz's prized dog and poked out his eyball and then Kaz retuned the favor by ambushing Boris and gouging out the counts eye too, right???? They need to get into hand to hand....

Are there any rules for Boris Todbringer?-he's got a runefang right???

SevenSins
08-09-2009, 09:41
16PD? have no idea how I counted that one :p
Brutal game, and give Luthor a medal, taking down a doombull in hand to hand earns bragging rights


Cool batrep :)
Avid Beasts player myself though I tend to lean towards Nurgle.
Couple things though...first the minotaurs can only pursue 3D6. They flee 2D6 like all other normal speed troops.
Secondly a bunch of magic questions...what's Treason of Tzeentch?? Beastie players was using spell list in army book right so probably Green Fire.
How exactly did he summon Bestigors? Doombull had Indigo Fire so it pops horrors for each dead enemy...horrors...not bestigors...
Lastly there's the Staff of Darkoth...can only be used if a beasts unit is within 12" of caster AND within charge range of an enemy..they must be within charge range not use it to get closer.

Indigo Fire has been FAQ'ed so it creates Tzangors instead (way better).

Tutore
08-09-2009, 16:50
KHoulbourn, I discovered your battle report thread only today and find it VERY interesting. Empire is one of my favourite army.

One question only: are pigeon bombs one use only or not? From my italian armybook it looks as it was.

KHolbourn
09-09-2009, 08:03
KHoulbourn, I discovered your battle report thread only today and find it VERY interesting. Empire is one of my favourite army.
One question only: are pigeon bombs one use only or not? From my italian armybook it looks as it was.

I'm glad you're enjoying it. And hope you continue to. Pigeon Bombs can be used every turn; well at least until the poor engineer is killed by misfiring pigeons!


16PD? have no idea how I counted that one :p
Brutal game, and give Luthor a medal, taking down a doombull in hand to hand earns bragging rights
Indigo Fire has been FAQ'ed so it creates Tzangors instead (way better).

I wouldn't worry, I make mistakes all the time (as people have pointed out throughout this thread :)). And you're right Luthor was on fire. I'd never really appreciated how bad-ass Bear's Anger was. He's also got enough cash to make level 3 now!


Yeah! :D pigeon bombs lol, c'mon there fun! admit it lol....lol...lol. I had to laugh when I read this batrep. Dont give up on those pigeon bombs too soon..
I like that the game ending in such a close hard fought draw-

OH man Im really looking forward to this one!--A great fluff battle is in store. Dont these two (Todd & Khaz) despise each other???? Boris killed Khaz's prized dog and poked out his eyball and then Kaz retuned the favor by ambushing Boris and gouging out the counts eye too, right???? They need to get into hand to hand....

Are there any rules for Boris Todbringer?-he's got a runefang right???

I'll give the pigeon bombs one last chance then in the "Forces are gathered" game then. And see if Khazrak can be pigeoned to death.

And you're right about Boris/Kharak. Boris killed Redmaw (the pooch) and an eye so khazrak took Boris's eye in return. Boris is an Empire SC with a runefang and an amulet that heals him to full each turn. The rules for him are in Storm of Chaos.

KHolbourn
09-09-2009, 08:12
Good new for me, I'm now a Dad to a beautiful baby girl!

(born at 3am Yesterday and a good 8lb+.)

So after the hospital finshed it visiting hours I went down to the shop/club/pub to wet the baby's head. And ended up getting a table to manage a game. (Bear in mind that this game was after ~3 hours sleep so some of the decisions/plans went a little awry :))

My List

Warrrior Priest w/AoMI, Icon, W
Warrior Priest w/BWH, Dawn armour, GW
Wizard level 2 w/scroll & horse
BSB w/BWH, FP, Doomfire ring

25 Swordsmen w/FC [Handguns & Halberds]
5 Knights w/FC & Warbanner
5 Knights
10 Handguns w/Hochland sniper
5 Pistoliers w/trimmings
19 Greatswords w/FC [Free company]
Cannon
Hellblaster
Hellstorm

HE List

Prince on Stardragon w/Halberd, 2+ save, 4+ ward
Mage lvl 1 w/annulian crystal

2x10 Archers
14 Whitelions w/FC & Lion Banner
~15 Phoenix Guard w/FC Banner sorcery
6 Dragon Princes w/FC
7 Swordmasters w/champ
1 Great Eagle

How do folk thing the game went?
(I'll post the rep later in the week. Off to hospital to bring my family home :))

Tutore
09-09-2009, 09:29
The empire list looks more solid.

cheers for your newborn, I have three children and now face BIG difficulties finding time and energies to play and paint warhammer :)

PeeKay
09-09-2009, 09:59
Congrats on your new born

RaZeR
09-09-2009, 13:01
Big congratulations on the daughter :)


Also I handed in my first year report last week, and have my first year viva tomorrow, so hopefully after that I can think about some Warhammer again! Of course you'll be busy with the baby by then, perfect timing

Told you so :p

Very impressed that you managed to get a game in the same day your daughter was born! I bet you lost though; too many distractions!

Looking forward to the report, and more news on the family. Let us know when you're next allowed out to play!

grumbaki
09-09-2009, 16:17
Good new for me, I'm now a Dad to a beautiful baby girl!

(born at 3am Yesterday and a good 8lb+.)

Congradulations!:D

KHolbourn
11-09-2009, 11:27
Everyone finally asleep! Type a bat rep and enjoy the silence.

So Deployment:-

There was a wood in the centre of my deployment and a house and ruins on the right & left side of his (from my perspective). Some hedges also present on the left flank.

Empire had both units of knights and the swordsmen w/detachments on the right of the woods. The Hellblaster was behind the woods to fire either side, with the pistoliers who were hiding there to avoid any turn 1 shooting. The greatswords and sniper handguns were on the left and the cannon & rocket were in the extreme left corner.
He deployed archers; white lions; the eagle & swordsmasters on the left opposite the greatswords. 2nd Archer w/mage were in the house on the right with the phoenix guard & dragon princes. The dragon started hiding behind the house.

HE Turn 1

Swordmasters, white lions & phoenix guard all march forward. The Dragon Princes move cautiously to avoid any charges from my knights. And the Dragon flew right down the right hand edge using the wood to screen itself from the cannon. Eagle flew down the left heading for the cannon.
In magic Drain magic & shield of Saphery were dispelled. And they were every single turn.
In shooting I lost a handgun from the detachment on the right from shooting in the house.
No combat

Empire Turn 1

The greatswords w/FC on the right held steady. Naked knights ran forward as a suicide screen. Pistols ran forward to abuse the phoenix guard. Everything else held still (At this point I was actualy flummoxed about what to do as I hadn't ben concentrating when deploying stuff so the Dragon could now devastate the right flank. Especially as the mage only had Oxen Stands & Wild Hunt spells.)
In magic everything was dispelled. Except Blessing of Sigmar on the Hochland sniper.
In shooting the cannon missed the masses of troops in the centre of the table and the rockt misifired and would be quiet until turn 3. The hellblaster opened up and gunned down 4 white lions who fled in panic. THe handguns on the left killed a swordmaster though the sniper missed. On the right the pistols & handguns killed ~3 phoenix guard.

KHolbourn
12-09-2009, 08:25
HE Turn 2

The Dragon Princes on the right charge the naked knights who flee through the Warbanner/W.Priest knights (but don't panic them) who are then charged by the dragon but hold (due to proximity to the board edge). The Phoenix Guard charge the pistols who predictably flee.
On the left the cannon is charged by the wounded Eagle (Hangunners shot the eagle, not the swordmasters and did 1 wound) the white lions rally behind the archers and the swordmasters move behind the hedge.
In magic the mage miscasts and does a Str6 to herself but I roll a 1 so no wound. And as units in buildings are skirmishers no models are in BtB so no archers die.
In shooting the archers on the left kill 2 hellblaster crew (out of 3 hits. Grrr) and the archers on the right killed a couple more handgunners.
In combat the Knight champion is sacrificed to the Prince & dragon and takes 4 wounds. I lose by 1 but hold. The Eagle is wounded by a cannon crew and kills one but wins due to overrun and chases the crew of the table.

Empire Turn 2

Nothing charges. The pistols and the naked knights rally. The swordsmen/detachment decide not to charge the dragon (probably a little too far away) and the greatswords/detachment start to advance towards the swordmasters/white lions. The pistols ride back up to harass the phoenix guard. The lone crewman drags the hellblaster towardsthe right flank and the dragon.
All of the warrior priests and Doomfire ring are dispelled but Wild Hunt throws the naked knights into the Dragon Princes who hold.
In shooting the hellstorm reloads and the hellblaster moved. Handgunners kill 2 swordmasters on the left and other handgunners & pistoliers kill a few more phoenix guard.
In combat the Dragon & Prince kill 1 knight (Go armour saves!) so with the warbanner & equal numbers I win by musician (drum roll please as a LD test that could decide the game is rolled) but the Dragon holds on a 7 (Rolled a 6 & 1; his face was funny when the 6 landed :)). In the knights combat between Dragon Princes & Knights 1 of mine is killed with ASF but I kill 1 in return but lose by 2 (outnumber & banner) but hold.

HE Turn 3

No charges. White lions advance towards greatswords. Phoenix guard continue to potter forwards. The eagle returns and lands on the flank of the handgunners w/ sniper on the left.
In magic nothing happens.
In shooting I lose a couple more handguns on the right and have 2 pistoliers left.
In combat the knights lose 1 to the Dragon Princes for no loss and the knights flee and are not caught(but amusingly thanks to the casualties fit between the swordsmen and the dragon combat). The priest challenges the dragon but doesn't do too well and with only 3 knights and outnumbered by a terror causer they flee off the table pursued by the giant Star Dragon.

Empire Turn 3

The swordsmen charge the dragon princes and the 2 pistols stand behind the phoenix guard. THe greatswords charge the white lions. And the naked knights rally.
In magic nothing happens apart from I move the naked knights forward slightly with Wolf Hunts.
In shooting with handguns, pistols and 18 hellblaster shots kill all but 4 phoenix guard who promply flee.
In combat the swordsmen lose only 1 man and break the dragon princes with static res' and fail to catch the poncy elves. The white lions are brutal wounding the warrior priest, the BSB and killing the greatswords front rank. The characters kill 3 and I win and break the white lions (another 10 for their LD :)) but fail to catch the doughty elves.

Turns 4 & 5
(We had to finish off early as we started a bit late).

The swordsmen spend two turns chasing the Dragon Princes across the battlefield using static res to beat them each turn and run them into the building before the Dragon breathes on the swordsmen killing 9 and then rear charging them before after they killed the D'Princes. THe swordsmen then also ran into the building.

On the left the eagle was killed in combat by a handgunner and the last 4 phoniex guard were killed by the naked knights roaming around.

The rocket then saved the day in turns 4 & 5 landing on the building with the archers in killing 4 (the guess was easy; diagonally across the board I just guessed 60:)) then on turn 5 it landed on the building again did 3 hits of which 2 randomised onto the mage killing him and not even killing the archer!

Results: A close Draw (Mainly thanks to the 150 VP laser guided rocket on the last turn!)

Was an interesting game with the Dragon involved and seems to create a game with more limited engagement. I think I prefer games with more units on each side as it seems to create games with "epic" clashes of armies in the centre. So a reason to stick to my "lots of troops" approach.
(Sorry the game took so long to report; lack of sleep and lots of nappies to change!)

Tomorrow night's game is a 3K game against Warriors of Chaos. So I'm thinking of lots & lots of units with some minimal characters/magic defense.

KHolbourn
15-09-2009, 21:33
In amongst the dirty nappies and the crying :) I got out tonight down to the club for a 3k friendly game (and I promise to get the report up in less than 4 or 5 edits).

The Vile forces of Chaos

Lord on Juggernaught w/Axe of Khorne, 0+ save
Sorcerer Lord w/ 4+ ward, spell familiar (lore fire)
Wulfrik the Wanderer (hunting my Lector)
Nurgle Sorcerer w/Book of Secrets

~25 Marauders w/FC, HW & Shld
11 Marauders w/FC (+ Wulfrik)
15 Chaos Warriors w/FC & Warbanner
2x 5 Marauder Horse w/throwing axe
6 Marauder Horse w/Flail, MoK
5 Dogs
5 Knights w/FC, Banner of Rage
4 Chaos Ogres
1 Chariot w/MoK
1 Giant
2 Spawn (One Khorne, One Slaneesh)

The Brave Forces of the Pope

Pope Lector w/AoMI, Relic, GW
Priest w/BWH, HA, GW
Wizard lvl 2 w/horse, wizard staff, scroll
BSB w/FP, BWH, Doomfire
Captain w/Flying pony, FP, shld, lance, pistol, Casket

25 Swordsmen w/FC [10 Handguns; 9 Halberd]
25 Swordsmen w/FC [10 Handguns; 9 Free company]
2x5 Knights
9 Knights w/FC & Warbanner
10 Huntsmen
20 Flagellants
19 Greatswords w/FC [9 Swords; 10 X-bows]
5 Pistols
5 Outriders w/sniper
Steam Tank

After the artillery not behaving in the past few games they've been benched for a couple of games. But I thought I'd try a steam tank...

So who will win?

KHolbourn
17-09-2009, 10:03
Deployment

There was a hill with a tower on my right and a building on my left flank. In the centre towards the left & right edges there were woods.
I deployed (left to right) Captain on pgasus, 2x 5 knights, Swordsmen w/mage and handgunners in the building, 20 flagellants, 9 knights w/warrior priest, swordsmen w/handgunners & BSB on the edge of the hill and greatswords w/lector & x-bows anchoring the extreme right (though I don't know why I didn't put the x-bows in the tower. It was a very pleasing line of men stretching from on flank to the other). The huntsmen went in the woods on the right.
Chaos deployed dogs, marauder horse, Khorne marauder horse and chaos ogres on the left, slaneesh spawn & sorcerer lord behind the wood. Then the giant, the big marauder block w/nurgle mage, chaos warriors, marauder horse and chariot. The khorne spawn was opposite the huntsmen woods and finally the dogs and knights w/jugger lord were on the far right. Wulfrik and his small marauder unit were waiting in the wings.

Chaos Turn 1

The chaos horde surged forward. The giant and infantry in the centre. The spawns both moving very slowly towards woods. The dogs & knights on the right raced forward and on the left both marauder horse and the ogres and a second dog unit ran forward.
The lord walked into the woods hiding amongst the edge of the trees looking at the Empire line. Finally Wulfrik crept out of the tower and appeared behind the greatswords.
The sorcerer lord miscast with fireball but rolled a 12 and killed 4 pistoliers and dark hand of death was dispelled. Ending the magic phase pleseantly early.
No shooting.
No combat.

The chaos advance (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn1WoCrightflank.jpg) and on the left (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn1WoCLeft.jpg)

Empire Turn 1

One of the "kamikaze" knights units charged the dogs on the left. No other charges. THe second unit of knights ran up towards the marauder horse. The pegasus captain flapped over towards the woods and the giant landing near the socerer lord. On the right the infantry blocks stayed still. In the centre the big block of knights, the flagellants and last pistolier all moved forward. I forgot to move the huntsmen so no luring the khornate chariot into the woods. The greatsword and detachment turned to face the newly arrived marauders and Wulrik. The steam tank with 4 steam points rumbled slowly forwards angling towards the knights & jugger. Finally the pegasus captain stole Conflagration of Doom from the sorcerer lord.
In magic Conflagration of Doom was dispelled. The mage cast a 4 dice firbeball at the sorcerer lord. With T4, 4+save, 4+ ward the chaos general mocked the spell and let it go through. 4 wounds and 3 failed ward saves later the sorcerer lord was a smoking ruin. WooHoo! The knights and greatswords became unbreakable. And finally the BSB's doomfire ring smoked a dog on the left but bounced off the knights and with the general 2" behind them the dogs didn't dare run.
In shooting x-bows and handguns shot at the knights killing 2 of them. The other handguns in the tower on the left shot and wounded the giant. THe pistolier failed to wound the giant and the outriders were ~2" short. The outrider sniper missed the nurgle mage.
In combat the 5 knights killed 4 dogs and chased the last one to within a few inches of the chaos ogres.

The Empire left (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn1Empleft.jpg) and the empire right (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn1EmpRight.jpg)

Chaos Turn 2

The dogs on the left charged the handguns, the knights & jugger charged the swordsmen w/BSB. The khorne horse charged the naked knights who tried to flee but were caught. Wulfrik and his buddies charged the greatswords and were counercharged by the detachment. The other marauder horse moved to march block the other naked knight unit. In the centre the infantry units rumbled forwards. THe chariot moved a little trying to angle so as to avoid seeing the huntsmen next turn. The marauder horse moved to the right of the woods. Both spawn crawled forward getting nowhere fast.
In the magic phase the nurgle mage wounded the mounted warrior priest with buboes and dark hand of death was dispelled.
In shooting a hail of throwing axes failed to kill any knights.
In combat the dogs were all killed by the stand and shoot reaction. With the knights the champion suffered a whopping 8 wounds! and the 3 knights killed a further 5 swordsmen for no loss. The swordsmen block were broken, fled and were run down which panicked the handgun detachment. (Blood for the Blood God indeed). Wulfrik challenged the pope did no wounds and was wounded once in return. 2 marauders were killed by swordsmen; 2 greatswords died before 3 more maruaders were cut down by the greatswords. Wulfrik was then chased off the board by the hatefilled pope & greatswords.

Blood for the blood god (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn2WoCChaosLords.jpg)! and get that Pegasus (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn2WoCleft.jpg)

Empire Turn 2

The pistolier fled in terror from the giant blocking the knights charge. The second unit of naked knights charged the chaos ogres on the left. The steam tank turned round to cannon & steam the victorious knights. The lector came back onto the table. The swordsmen with mage angled to face the oncoming chaos maruaders. The flagellants ran up towards the giant. The handguns on the hill rallied. The huntsmen appeared down the edge of the woods. The pegasus captain landed behind the marauders and stole regeneration from the nurgle sorcerer.
In magic my fireball was dispelled and the wounded priest healed himself.
In shooting steam tank cannon ball landed on the khorne lord but the brass freak caught the iron ball (rolled a 1 to wound) and the steam gun killed another knight. The handguns in the tower killed 3 khornate marauders. The crossbows pincushioned the khorne spawn killing it. The archers shot and killed 3 marauder horsemen. The outriders opened up on the giant leaving the chaos freak with only 2 wounds. Finally the pegasus captain shot down a marauder with his trusty pistol.
In combat the 5 knights did 2 wounds to the Ogres and took no wounds in return. But sadly the ogres didn't break.

Continue the advance (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn2Emp.jpg)

Chaos turn 3

The 3 remaining khorne marauder horse charged the wizards swordsmen block losing 1 to a stand and shoot. THe other marauder horse charged the rear of the knights. The giant charged the flagellants. On the right the 2 marauder horse charged the archers as did the chariot (and took 2 wounds from the woods as it did so). The slaneesh spawn shuffled after the pegasus captain. The knights & jugger slowly swivelled round to face the rear of my army. The marauders & warriors also slowly shuffled forwards trying to gauge the distance between them and the big knight block.
In magic buboes was dispelled but dark hand of death killed 3 outriders panicking the rest off the table.
No shooting.
In combat the giant killed 3 flagellants, lost the combat but didn't fall over or flee. The 2 remaining khorne marauders killed 3 but lost 1 in return. The last one fled never to rally. The Ogres and marauders had a battle with the knights each killing a knight and the 3 survivors fled only to be caught by the marauder horse as they re-rolled pursuit. The chariot killed all 10 archers through impact and slaughter and then destroyed itself overrunning through the woods. The 2 marauder horse popping out of the woods on the flank of my knights.

An arboeal chariot (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn3lureinthewoods.jpg). Marauder horse striking (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn3WoCCharge.jpg)

Empire Turn 3

The steam tank drove at high speed into the jugger & knights. The lone pistolier fled and died. My big block of knights decided not to charge (and then I found out I was just in range. I'm not very good at judging 14" yet. I can do 8" and 24" quite well at least). The greatswords started to march across the field to battle. The swordsmen retreated back towards the building where their handgunners were hiding. The pegasus captain still behind the marauders failed to steal another spell (and would fail for the rest of the game).
In magic Burning head on the Ogres was dispelled and fireball failed to cast.
In shooting the crossbows put 1 wound on the slaneesh spawn. The handguns reduced the marauder horse on the left down to 2 men. The pegasus knight executed a 2nd marauder.
In combat the flagellants despite their puny Str 3 managed a wound on the giant before the beast picked one up and shoved ithe hapless loon down his trousers! Losing the combat the giant neither fell over or fled. The steam tank slammed into the knights & lords obliterating the 2 knights and doing 1 wound on the Lord. He replied doing 2 wounds on the steam tank. But deciding that the Blood God was unimpressed with steam tanks the Lord fled off the board seeking more fleshy people to kill.

Tankshock (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn3TankVsKhorne.jpg) The end is nigh (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn4Pickme.jpg)

Chaos Turn 4

The 2 maruader horse on the left charged the swordsmen detachment. The Chaos Ogres charged the swordsmen block. On the right the 2 marauder horse charged the flank of my knight block. The infantry continued to advance slowly. The spawn started running towards the flagellants.
In magic everything was dispelled.
No shooting.
In combat the marauders killed 3 free company and with their horselords ability ran down the free company. The ogres lost a wounded brute to stand and shoot and fled in panic. On the right the 2 marauder horse failed to wound the knights and sadly as the warrior priest rolled a fistful or 1's I could only kill 1 and was forced to pursue the lone man trapping my knights in the woods (grr! That was most annoying as my opponent knew). The flagellants then killed the giant (All hail Sigmar!).

The battle swirling (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn4WoC.jpg)

Empire Turn 4

No charges. The steam tank turned and drove up towards the knights and the centre. The greatswords and detachments trotted towards the centre. The knights reformed to at least face the oncoming chaos warriors. The flagellants turned to face the marauders.
In magic my fireball was dispelled and the knights became unbreakable.
In shooting the handguns and crossbows didn't really accomplish much.
No combat.

Trapped in the woods (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn4stranded.jpg)

Chaos Turn 5

The spawn charged the flagellants. The chaos warriors charged the knights. The 2 surviving marauder horse galloped across the board. The ogres failed to rally and continued to run...
In magic I dispelled the buboes and dark hand of death.
No shooting.
In combat a massive rain of blows failed to kill a knights thanks to their armour. Though no chaos warriors were killed leaving the combat a draw. Sadly 4 crazies were killed by the spawn leaving none to attack back.

Empire Turn 5

The steam tank drove at high speed straight into the chaos warriors. Nothing else really moved very much.
In magic nothing happened save the knights became unbreakable.
In shooting nothing really happened.
In combat the steam tank drove over 4 armoured warriors as with a double 1 another 2 warriors were killed by the Str3 knights (for shame :)). The chaos warriors broke but managed to outrun the knights.

Tankshock II (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn5Emp.jpg)

Chaos & Empire Turn 6

The chaos warriors fail to rally and the marauders turn to face the pegasus captain but he survives the abusive magic phase. The 2 surviving marauder horse charge a halberd detachment that holds.

In empire turn 6 the Lector charges the flank of the 2 marauer horse and kills them both. THe knights and the pegasus charge the front of the marauders and the steam tank slams into the flank. In the ensuing combat the steam ank grinds 8 under its wheels and a further 5 are killed by swords & lances. THough sadly the knights champion is killed by the sorcerer before the marauders flee and are wiped out.

The game ends with the wounded spawn still locked in combat with the diminishing flagellants who managed to reduce it to 1 wound.
Tankshock III go the panzer (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2031/Turn6Endoftimes.jpg)

Result: A massacre to the Empire

That was a good fun game. The steam tank was amazing crushing the knights/juggernaught; the chaos warriors and the marauders. Considering its last 2 outings it was brilliant! Now I'll have to resist the temptation to bring a steam tank in future games. It was fun not having any artillery to dissapoint me.
Next week is a 4k of Ogres vs 2K Dwarf & 2K Empire (me). Then the league game is the week later. And depending how things go with new arrival I may be able to get the finale of the BoC campaign with Boris Vs Todbringer.

RaZeR
17-09-2009, 13:44
2 more nice reports :)
Congrats on the massacre of chaos, he was a bit screwed as soon as you managed to kill his sorc lord I think... Good job against the Star Dragon as well, it's a shame your artillery still sucks. However, while that is the case, fancy a game sometime? :p

grumbaki
17-09-2009, 14:09
Great report! Good job crushing the chaos horde, the steam tank really did work well.

I look forward to the Boris v. Todbringer fighter. Watching the elector count of Middenland smack himself in the face for 6 turns should prove entertaining. :p

Malorian
17-09-2009, 17:35
Well the stank did well but at the same time you weren't against any warmachines. It seems the stank either does amazing or gets hit by a cannon and is useless (kinda like wraiths and magic weapons).

Congrats on being a dad too :D

SevenSins
18-09-2009, 14:19
nice going, driving the northerners back..... wait a minute that didn't come out right, I'm a northerner myself damnit...

Freman Bloodglaive
22-09-2009, 10:03
May I suggest a BSB on barded warhorse with sword of might and white cloak?

He's actually quite solid, and the +1 combat resolution that he provides by himself coupled with three strength five attacks gives quite a boost to single rank knight units.

Dungeon_Lawyer
22-09-2009, 18:16
wow the stank ruled the chicken coop in that one! Fun report to read.

I also liked the "laser guided" rockets in the game vs HE's

++I would be remiss if I did not post this.....

CONGRATS ON THE BABY GIRL!!!!!!

KHolbourn
23-09-2009, 07:25
Great report! Good job crushing the chaos horde, the steam tank really did work well.
I look forward to the Boris v. Todbringer fighter. Watching the elector count of Middenland smack himself in the face for 6 turns should prove entertaining. :p

Doh. I hadn't noticed that typo. Things still busy here so probably be a delay to the Khazrak Vs Todbringer till middle of next week.


May I suggest a BSB on barded warhorse with sword of might and white cloak?
He's actually quite solid, and the +1 combat resolution that he provides by himself coupled with three strength five attacks gives quite a boost to single rank knight units.

That's quite nice. Never considered that before. I may give that a go in the next game that I play. Normally I go BSB w/BWH, Full plate and either the Griffon Banner OR a Doomfire ring.


wow the stank ruled the chicken coop in that one! Fun report to read.
I also liked the "laser guided" rockets in the game vs HE's
++I would be remiss if I did not post this.....
CONGRATS ON THE BABY GIRL!!!!!!

Thanks :) Still slightly overwhelmed. And yes the steamtank did rule the roost. I was most surprised.


Right. Last night was a 4K game Vs Ogres w/2K me and 2K dwarven ally.

Empire Forces

Wizard Lord (fire) w/Horse, Tarnus
Wizard lvl 2 (death) w/wizard staff
Wizard lvl 2 (beast)
Warrior Priest w/AoMI, Icon Magnus, GW

25 Swordsmen w/FC [handguns/ Free company]
25 Spearmen w/FC [handguns/ free company]
20 Flagellants
10 Huntsmen
2 Cannon
19 Greatswords w/FC [X-bows/ halberds]
5 Pistoliers

Dwarven Allies

Thane w/Ward save
Ruensmith w/ Rune balance
Dragon Slayer w/ASF

20 Clanwarriors w/FC, HW & Shield
20 Clanwarriors w/FC, Greatweapons
10 THunderers
10 Quarrellers
19 Iron Breakers w/FC, Imune to fear banner [thane is here]
2 Bolt throwers w/engineer
Grudgethrower w/Rune accuracy, Rune Penetration
19 Slayers w/FC
Flame cannon

The Ravenous Horde

Tyrant w/Wyrdstone, enderizer
Bruiser w/ 2 sword gnoblars + stuff
Bruiser w/ BSB, Spangle shard + stuff
Hunter w/ 2 sabretooths
2 Butchers 1 w/Bangstick

2x3 Bulls w/bellowers
5 Bulls w/FC [Tyrant & Butcher]
3 Iron Guts w/FC, Warbanner [Butcher]
4 Iron Guts w/FC [Bruiser]
~10 Trappers
3x 31 Gnoblars
4 x 2 Lead Belchers
3 Yhettis
3 Maneaters w/Cathayan Longsword [Bruiser BSB]
3 Gorgers
Scrap launcher

How do you think thing went in this pretty battle?

The left (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Deploymentontheleft.jpg)
The right (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Deploymentontheright.jpg)
The allies (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/DeploymentTheallies.jpg)

SevenSins
23-09-2009, 14:41
I seriously doubt the ogres will have a good day. But to the victor goes the food (or spoils as the case may be)

Keller
23-09-2009, 15:44
My vote goes for the Empire/Dwarf alliance. The Ogres are tough, but will strugle against the magic of the Empire, and are extremely vuneralble to all ranged attacks, especially S4+. I'm guessing they will take some heavy losses long before combat is drawn.

Dungeon_Lawyer
25-09-2009, 20:16
my bet is on the dwarf/empire alliance rhopmer-stomping all over the fatties

selone
26-09-2009, 09:48
I'd be pleasanantly suprised if the Ogres won :)

KHolbourn
26-09-2009, 12:31
Right here is the report you've all been waiting for. Sorry that the pictures end at turn 4. Battle was getting tense and camera was a distraction :)


Allies Turn 1

On the right th flagellants and slayers started towards the gap between the trees and the building. The dwaven thunderers entered the building. In the centre swordsmen and Iron breakers advanced up to the hedge. On the right the pistols raced forwards and the greatswords and gratweapon dwarves shuffled forwards.
In magic the death wizard started by miscasting Wind of Death and was promptly wounded and lost the spell. The wizard lord was out of range with fiery blast so risked nothing else.
In shooting the cannons and grudgethrowers opened up. The right hand cannon hit a leadbelcher killing it and the BSB but his "look-out Gnoblar" kicked in so a maneater was killed instead. The right hand cannon overshot the big unit with tyrant & butcher. The grudgethrower also missed. The flamecannon had a long shot and just caught the lone bull unit doing 2 wounds and panicking them. On the left the crossbows killed a leadbelcher, the bolt throwers missed and the dwarf crossbows on the right missed. The huntsmen in the trees then did 1 wound to a leadbelcher (hmmm; not the most impressive of shooting phases!) .

OK turn 1

Run forward! All the units in the ogre army marcher forward at high speed. The bulls rallied. And one gnoblar unit entered the pub on the left.
In magic no spells got through save bonecracker on the pistols. It killed 2; they panicked and clipped the dwarf greatweapons and cannon crew and panicked both!
In shooting the scrap launcher found something pretty and so didn't fire.

Here they come (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Turn1Ogrecentre.jpg)

Allies Turn 2

The pistols failed to rally and ran a pathetic 4" towards the edge (but not making it). The dwarves rallied. The cannon crew fled off the table. The centre stayed still. The spears turned round in case of gorgers appearing (and they had nothing else to do).
In magic the wizard started things off by miscasting; didn't take a wound but the magic phase ended. (I spent all these points on wizards and they're bloddy useless!).
In shooting the right hand cannon didn't bounce so was short on the flank of the iron guts in the centre. The grudgethrower went wide again. The flame cannon did some wounds on the big unit but didn't panic them. The bolt throwers killed an ogre and a lot of other shooting killed another lead belcher and a bull from the big unit. (Not the best round of shooting as the warmachines started to misbehave a little).
Still no combat (though that's about to change!)

On the right (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Tufrn2Ally.jpg)
hungry customers (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Turn2OK.jpg)

OK turn 2

Feeding time! The Tyrant's unit charged the ironbreakers, the maneaters & BSB charged the thunderers in the house and the leadbelchers on the right charged the wooded huntsmen. Everyone else stood firm but the huntsmen who were caught & consumed.
And all 3 Gorgers appeared in the rear of the centre! Elsewhere all ogre units continued the advance including the Yheetees who appeared in the woods on the left flank (who knew yhettis could run through trees!).
With a treble 1 I failed to dispel bone-breaker and the death wizard was killed.
In shooting 3 leadbelchers wiped out the crossbows on the left and in the centre a few handguns were killed off.
In combat with impact hits (they had some sort of wallcrushing ability) the maneater killed all 10 thunderers. In the centre the tyrant challenged the thane who failed one ward save took 3 wounds and died (damn). But he was the only casualty. The ogres lost narrowly but held.

Where did thios gorgers come from? (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Gorgers.jpg)
Bigfoot! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Bigfoot.jpg)
Feeding time! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Turn2Ogre.jpg)

Allies turn 3

On the left the greatswords charged the hunter (who thought he was out of range) and the halberd detachment tried to block the yhetees charge on the dwarf flank as the dwarves faced the 3 bulls in fonrt of them. The free company charged the big ogre unit fighting the iron breakers and the flagellants moved towards the iron-guts/bruiser unit on the right. In the back the amber wizard charged a gorger (hoping for bear's anger in the magic phase). The pistols rallied.
In magic the amber mage immediately miscast taking a wound and ending the phase (Why can't I have effective magic after spending so many points on it!?).
In shooting the grudgethrower missed. The flame cannon clipped the butcher/iron gut unit doing some wounds but not making them flee. handgun fire killed a leadbelcher in the centre and a bull on the left. Both bolthrowers spun round and hit the same gorger killing it outright. The cannon hit the building with the maneaters in getting 5 hits; 4 on the maneaters and 1 on the BSB. All of which wounded. (now at this point we had a disagreement we thought that each hit would do d6 wounds as a hit from a cannon does d6 wounds. The OK player thought 1 wound per hit. And the BRB just said "in case of multiple strength values i.e. a stonethrower, use the lower strength value. In the end we rolled for it. It went the OK player's way). So 1 man eater died.
In combat the hunter couldn't wound the greatsword champion (go double 6 for armour saves!) and both cats were killed by the priest & men and the hunter was run down. In the centre the freecompany and ironbreakers killed 2 bulls and won the combat the dwarves running down the tyrant, butcher & bulls. The amber wizard was eaten by the gorger.

Hunt this! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Huntthis.jpg)
Battle for the hedge (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Turn3Battleforthehedge.jpg)

OK turn 3

The bulls charged the dwarves on the left head on and the yhetees s-turned to swerve around the halberds and hit the dwarves in the flank (I didn't realise they could do that).
the 2 gorgers charged a bolthrower each but went in at odd angle to line up charges for the overrun (can you do that or do you have to charge the most direct path? E.g. the gorger charging the bolthrower on the right was at 6 O'clock relative to the BT but chose to move to a position at 8 o'clock so the overrun would hit the wizard lord). The guts & bruiser charged the flagellants. The scraplauncha charged the handguns in front of the spears. And a lone leadbelcher charged the grudgethrower. Maneater & BSB headed out ofthe house towards the rear of the ironbreakers.
Magic was a non-event.
Shooting resulted in the belchers killing 1 slayer and killing 1 belcher as the other one ran away.
In combat the gorger ate the right hand BT crew and overran into my wizard. The gorger on the left ate the BT crew and overran into the flank of the handguns. The scraplanucha and gorger killed 7 handguns and the scrap launcher hit the spearmen in the pursuit.
The suprised dwarves lost enough to the bulls & yhetees that they were outnumbered autobroke (stupid, stupid, stupid fear rules! especially as so many things cause fear nowadays) and the yhetees hit the flame cannon. The flagellants lost lots but didn't care. The grudgethrower crew drew with the belcher.

Who's in my house? (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Turn3Maneatersinthehouse.jpg)
the end is nigh (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Endisnigh.jpg)

Allies turn 4

Iron breakers charge the Iron guts/Butcher. Greatswords reformed heading for the gnoblar house. Dwarf clansmen on the right started heading towards the gorgers. Slayers moved towards the gnoblar unit in front of them. Pistols moved round behind the 3 Bulls who'd just killed the dwarf warriors. Free company moved to block the maneater/BSB chrge on the iron breakers and redirect them.
In magic burning head went off for little effect. And the greatswords became unbreakable.
In shooting the cannon hit the BSB/maneater and blew the last maneater away. The handguns shot at the BSB leaving him with 1 wound left.
In combat the scraplauncher bouced off the spearmen and ran away. The yhetees ate the flamecannon and ovverran into the flank of the spearmen. The gorger killing blowed the wizard lord with one hit as obviously I failed the ward save. More flagellants died. The ironbreakers and ironguts continued to battle with not many wounds on either side. The grudgethrower crew wounded the leadbelcher and it fled.

OK Turn 4

The Gorger on the right charged the spearmens' other flank. The BSB charged the free company detachment. A unit of gnoblars charged the slayers (for comedy I think :)). The leadbelchers on the left turned to face the greatswords. The scraplauncha continued to flee and turned and ran back through the spearmen killing a couple of them. The lone leadbelcher rallied and reloaded.
In magic with IF the ironguts and butchers got +1 strength. He also healed himself after I rolled 2 1's and 2 6's to dispel.
In shooting the gnoblars in the pub threw bar stools at the greatswords (20 of them!) killing 2 of them. The 3 leadbelchers opened up one lead belcher dying and 2 greatswords being killed off.
In combat with the BSB killing 4 the rest of the free company was run down. The fight with the butcher & ironguts continued to grind on slowly with very little damage on either side. The last of the flagellants was killed by the iron guts on the right.
The slayers killed ~9 gnoblars for no loss and failed to catch the fleeing midgets. The spearmen with yhetees and a gorger lost 7 men and broke and were run down by the snowmen who almost ran into the swordsmen. The gorger was wounded by the swordsmen and ate a couple more. (I then forgot to turn the swordsmen round to face the oncoming Yhetees. Silly, silly me).

General mayhem! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2032/Turn4scattered.jpg)

Allies Turn 5

The spearmen's detachment and the dwarf clansmen went to charge the yhetee's but sadly the dwarves (as is normal so far this game with LD on the allies team) didn't leaving 9 free company to charge the yhetees.
The pistol's raced after the lone Bull from the ones that took down the dwarves. The greatswords charged the gnoblar pub and the slayers kind of shuffled about.
In magic the priest's soulfire was dispelled.
In shooting the hanguns killed the rallied leadbelcher . The crossbows on the extreme right killed an irongut and sadly the cannon ,isfired and wouldn't be able to fire next turn (though in this case I don't really mind as it had done a sterling job up to this point). The pistols also brutally gunned down the last bull in front of them.
In combat the swordsmen killed the gorger that was on their flank (and then I found out that despite winning and killing it I couldn't turn to face the oncoming Yhetees. So you can guess what was about to happen!). The free company did no wounds; lost 3 men; didn't get double 1's and fled and the yhetees restrained themselves. The ironguts and ironbreakers continued to duel to little or no effect.
The greatswords lost no men to the stand and shoot and killed 9 gnoblars (out of 12 attacks!) for no losses and kicked the gnoblars out of the building.

OK turn 5

The ironguts on the right charged the dwarf crossbows. The gorger and yhetees charged the swordsmen flank. The BSB charged the ironbreaker rear. Both fleeing gnoblars rallied and the ones on the left reformed in a big line facing the inn.
In magic nothing happened.
In shooting the 2 lone leadbelchers on the left flank reloaded.
In combat the swordsmen were butchered horribly. the yhetees overran into the grudgethrower and the gorger overran to infront of the handguns. The BSB killed 3 ironbreakers and that turned the tide and the dwarves were run down. On the right with impact hits, the bruiser and the ironguts all 10 dwarf crossbows were killed to a beard which panicked the cannon crew off the table.

Allies Turn 6

The pistols wandered up to behind the BSB. The dwarven clansmen at the back reformed to face the yhetees/gorger. The slayers and greatswords stayed still. And the runesmith was still hiding in the woods at the back blissfully unaware of the carnage around him.
In magic nothing happened.
In shooting the pistols let fly and without mercy gunned down the ogre BSB (yay!) and the handguns took a wound off the gorger leaving it sadly with 1 left.
In combat the Yhetees tore apart the grudge thrower crew and overran into the handguns.

OK Turn 6

The gorged charged the handguns. Nothing else had targets to charge so more or less stood still.
In magic the bangstick and bonecrusha on the pistols was dispelled.
In shooting 34 gnoblar sharp stuff on the greatswords in the pub resulted in 0 dead.
In combat the gorger and the yhetees ate 7 handguns and killed the rest.

The battle was done..... Ogres ~3400 Allies ~3100; result a Draw!

So that was fun. It was a close game save for the super yhetees that came racing round the flank and the cannon ball not wiping out the maneaters and BSB in the building. Though the dwarves failing nearly every LD check didn't help.
Though I think the allies deployment didn't help as having the spearmen and dwarf clansmen as 2nd row units meant they just weren't used that well. And we wasted the slayers by leaving them on the flank when we should have thrown straight down the centre. If we had perhaps generalled a little better things may have workd out better. though it was secret deployment with lots of boxes down the middle and fairly cluttered on our side...
But was a fun game nonetheless.

Now just a few days to choose my list before the League match against the magic frog on tuesday (and many ferverent prayers to Sigmar that the rocket & cannon can reduce the temple guard/saraus blocks before they reach my line).

SevenSins
26-09-2009, 21:41
hmm, a draw you say? your wizards being utterly useless might have played some part here ;)
Cannons do d6 wounds per model hit by the way (so can take out entire ogre units if they hit the flank) in buildings though not to sure...

Some strange charges I think: the s-charge sounded illegal as you only get one wheel on a charge, but with the "free" aligning move it can be made possible.
Gorgers on warmachine charge is ok though as warmachine crew skirmish (right?) you can hit them wherevr you want and they line up in front of you

a fine rep as ususal, and your luck seems to be predictable. Maybe try a match with no warmachines and no magic (apart from priests) to not get disapointed by anything?

grumbaki
27-09-2009, 06:18
Horrible, horrible luck. And I think that cannons still do the d6 wounds to units in buildings. You just use the lower strength, if there is one. All other rules for the missile stays the same (still armor piercing, still multiple wounds, flaming, etc). That is how I read it anyways.

You did well, all things considered (are you sure those were wizards? They seemed more like patients who escaped from one of Shallaya's hospices) you did really well and deserved the hard fought draw. I look forward to the next installment (and hopefully some more WH Quest too!)

selone
27-09-2009, 08:25
Thanks for the rep, when the first spell you cast is a miscast you can tell what sort of game it's going to be for magic :(

KHolbourn
29-09-2009, 21:34
Hey.

I don't what was wrong with mages against those Ogres... Maybe I should stick with the artillery. At least that can be comical when it goes wrong :)

Now onto my league match....

The Scaled Horde of Chotek

Slaan w/ MR3, ethereal, All Lore of Fire, bonus Die per spell, 2+ ward save
Skink priest w/lvl 2; Staff Sun (Portent & shield)
Skink priest w/lvl 2; Thunder stick (Comet & Uranon's Bolt)
24 Saraus w/spears & FC
12 Skink skirmishers (priest goes here)
12 Skink skirmishers (priest goes here)
20 Temple Guard w/FC (Kermit goes here)
8 Cold One cavalry

The Imperial Army

Pope Tristan (Lector)
Mini-Swarchzhelm (BSB)
Red wizard (on horse) w/Fireball
Purple wizard w/Dark Hand & Seal Stoul

24 Swordsmen w/FC [Handguns & Halberds]
24 Swordsmen w/FC [Handguns & free company]
5 Knights w/FC, Warbanner
10 Huntsmen
19 Greatswords w/FC [Swordsmen]
Pistoliers
Hellstorm
Cannon

The scenario was Battle for the Pass from I think the GT. Playing long ways and the long edges are impassable rocks and units near the edge can be crushed by falling rocks on a 6 (well take 1d6 Str 4 hits). The scenarios can be found here (pigmar rules (http://www.pigmar.co.uk/resources/articles/league2009-final.pdf)).

So do you think iI'll be able to pick up my 3 league points?

Deployment

voila (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/Deployment.jpg)
The dpeloyment was in a narrow box. There was a building on the ight hand side of the middle of the table. The lizards had 2 hills on their sides (one on left, one on right). My left was anchored by a wood and there was a nother wood in the way on the right.

The frog & Temple guard were in the centre. The saraus spears were on the right; the cold ones on the left and the skinks were on the edges (comet priest on the right; shield priest on the left).

I had the cannon on the left by the wood with handguns; the Swordsmen with 2 wizards and their free company. Then behind the right wood was the griffon banner swordsmen with their guns to the right. THe cavalry was hiding behind them using the building and wood to screen them from harm. The huntsmen were behind the building. And the Greatswords were in the second rank.

Dungeon_Lawyer
30-09-2009, 05:16
I like the huntsmens deployment, good spot for march blocking, but why not in the building? (perhaps you have a plan!) You look like you will have some time to shoot before the armies close.....The only thing I am worried about at this point is the comet since your forces are clustered together, but I think you have this....(Your mini's are painted, unpainted mini's are bad voodoo and you have far more infantry blocks)

Saviour
30-09-2009, 07:13
Sorry KHoulbourn, but the deployment rules coupled with the fact his army has much harder hitting elements means I'm going to tip him for a significant win.

I hope you did well though. :)

selone
30-09-2009, 10:20
Aye the temple guard are going to be mighty hard to shift.

KHolbourn
30-09-2009, 13:17
I like the huntsmens deployment, good spot for march blocking, but why not in the building? (perhaps you have a plan!) You look like you will have some time to shoot before the armies close.....The only thing I am worried about at this point is the comet since your forces are clustered together, but I think you have this....(Your mini's are painted, unpainted mini's are bad voodoo and you have far more infantry blocks)

I didn't think that you could deploy scouts in view of the enemy army? So always behind the building or in the centre of woods.

And thanks for the vote of confidence!

So now the game:-

League Game 2 Battle for the Pass

Turn 1 Lizards

The entire lizard army marches forward at high speed. The left hand skinks tucking in behind the cold one cavalry.
In the magic phase (which incidentally is the phase that was terrifying me for most of the game) I scroll the skink's Uranon Thunderbolt on my knights; let the celestial shield go on the Temple Guard; scroll Fiery Blast from the Slaan and can't stop the irresitible Conflaration of Doom on the wizards' swordsmen. But after the dice settle 5 hits results in 0 wounds. (It may have cost me 2 out of 3 scrolls but that was a nice phase!).
No shooting.
No combat.

Turn 1 Empire

The archers enter the building. The pistols and knights move up sheltering behind the building. All 3 infantry blocks shuffle backwards 2". The free company moves to the right clearing the rockets LoS to the oncoming horde.
In magic I get no spells through. (Though with 5PD against 6DD I had no high expectations for my wizards).
In shooting the rocket falls short of the lizardmen horde. The cannon slams into the cold ones hitting 2 killing 1. The handguns on the left kill a second one. On the right the handguns & archers manage to kill 1 saraus spearman.
In combat nothing happened.

The slow retreat (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/Turn1.jpg)

Turn 2 Lizard

The army marchers forward in a more or less straight line. The spear's angling for the gap between the woods and the building on the right. The Cold Ones camping by the woods on the left.
In magic I ready for a world of pain. I use my last scroll on a comet but then the Frog miscasts and ends the phase (but is unhurt).
No shooting
No magic

Turn 2 Empire

The 2 swordsmen blocks continue to pull back slightly and the knights align behind the building to flank charge the saraus as they come round the corner. The pistols race forward to be in the centre of the lizard horde.
In magic I predictably get no spells through.
In shooting the cannon kicks off misfiring though just this turn. The rocket is amazing landing in the heart of the temple guard unit killing 7 (woohoo Laser guidance! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/T2Laserguidance.jpg)). The pistoliers kill another 2 almost halving the unit in a stroke. The handguns on the left kill a cold one knight (now just 5 left) and the handguns on the right kill 2 saraus. The huntsmen in the building kill a couple of skinks.
Still going backwards (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/Turn2Empire.jpg)
And this is why (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/Turn2thescaledhordeadvances.jpg)

Turn 3 Lizards

The coldones charge the left handguns who flee a measly 2" and are run down (though leaving the cannon with a beautiful flank shot). The temple guard and spears walk slowly either side of the pistols. The skinks on the left run to the woods. The skinks on the right run into the centre and aim at the pistols.
In magic the comet skink fails to cast his comet. The shield skink miscasts and loses a level and takes a wound. The slann unleashes fiery conflagration killing 4 spearmen and then fiery blast killing a few more. The comet priest then uses his bound spell to lightning bolt the knights killing 2.
In shooting I lose 2 pistols to the skinks.
No combat.

Turn 3 Empire

The swordsmen on the right stay still this time. The swordsmen and greatswords in the centre wait; as do the knights on the right. The 3 pistols ride around the temple guard unit.
In magic nothing happens as usual.
In shooting the cannon does Str8! grapeshot but only manages to kill 2 Cold One knights after a few ones (leaving 3 left). The rocket would have landed in the temple guard but scatters into nowhere (and would do so next turn as well). The pistols reduce the temple guard to 9 lizards. The handguns on the right kill another Saraus. The archers kill another 3 skinks.
Still no combat.

Turn 4 Lizards

The cold ones charge the greatswords (who despite the Lector are scared!) and are flank charged by the swordsmen detachment. The spears charge the handguns who flee (leaving the saraus open to the griffon banner unit; the knights and the detachment!). The skinks on the left move towards the cannon. The skinks on the right stay in the centre harassing the pistols.
In magic the portent skink gives 3 re-rolls. The comet skink miscasts; takes a wound allows me to cast a spell! I choose fireball and kill nothing. The slaan fries a few more swordsmen leaving me ~13 and the wizards.
In shooting hails of darts kill my pistols and even kill a knight. Sadly this causes the unit to panic and run into the cliff face :(
In combat the lector challenges the cold one champ. And with 1+ save and 4+ ward is unharmed before killing the lizard man. With some impressive saves I only lose 1 greatsword. I win but they hold.

Cold ones strike! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/Turn3lizardcharge.jpg)
Who will charge first! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/Turn3funonthetopofthevalley.jpg)

Turn 4 Empire

Hmm. With no knights I don't want to charge the spear block head on so reverse wheel a tiny bit with the griffon banner bunch to face the house directly (so if the spears charge me and a I win they may flee straight into the building). Nothing else moves.
In magic I get no spells through again (what a shocker!)
In shooting the cannon gets a lovely shot at the Temple guard 10" away killing 3 of the front rank. The huntsmen continue to pick off the skinks with comet priest.
In combat the cold one's kill 1 greatsword. In return I kill 1 cold one and the last one flees but I have to pursue and now have my flank open to the 6 temple guards & Slaan.

Turn 5 Lizards

The Temple guard charge the flank of my greatswords. The spear saraus charge the griffon banner swords who countercharge with their detachment.
The skinks in the centre (all 3 of them) run forward. the skinks on the left surround the cannon.
In magic the Slaan goes to doomfire the greatswords but miscasts and gets a 3! He's wounded and the magic kills 4 temple guard! leaving only the banner & champion. The slann then casts sword of Rhuin (that was a massive stroke of luck). Skinks fail to cast :)
In shooting the cannon crew are ripped apart in a hail of blowpipes.
In combat the spear saraus kill an outrageous 7 swordsmen for the loss of 2. But with the Griffon banner and flank charge I win but the halberds can't catch the fleeing lizards who fall short of the house. The lector challenges the temple guard champion and kills him. With only US4 in the flank I get my ranks back and win combat and turn to face but the slaan & lone guard holds.

Battle is most certainly joined (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/Turn4Chargeofthecrocodiles.jpg)

Turn 5 Empire.

The wizards & swordsmen charge the slann flank. The swordsmen detachment charge the skinks on the left to stop them charging the greatswords rear. And finally the halberd detachment on the right charges the fleeing spears mercilessly driving them into the house walls (woot. 16 spear saraus killed by 9 halberds!). The archers leave the house heading for the top left TQ.
In magic I get IF on steal soul and kill the wounded comet priest as his soul is stolen by purple wizard. With a trip-1 to dispel soulfire goes off but can't hurt the slaan.
In shooting the archers reduce the centre skinks to just the brave.
In combat the temple guard is killed but the Slaan with cold-blood holds as he can't be wounded by anyone. The swordsmen kill 1 skink but lose 2 men but hold (with my swordsmen being 3x3 we ranked the skinks up 5 wide to maximise frontage. Is that right for skirmishers or should they have been 3x like my swordsmen?).

Goodbye ethereal frog! (http://i830.photobucket.com/albums/zz225/KHolbourn/Game%2033/Turn5thefrogisdefeated.jpg)

Turn 6 Lizard

With no options the skink brave charges the wizards in the swirling slaan combat.
In magic I dispel doomfire but he casts flaming sword.
No shooting.
In combat the skink is killed and doesn't wound the wizards and the slaan despite killing a greatsword is broken and run down horribly despite being immune to non-magical attacks... (Now where is my butter & garlic)
The swordsmen detachment lose another 2 men and are broken and run down by the angry skinks though they do kill the wounded priest before they die.

Turn 6 Empire

The archers and halberds march to claim table quarters.
The wizards reposition to see the skinks.
In magic the wizards fail to cast fireball but cast dark hand of death sadly only killing 2 skinks but reducing the unit below half.
No combat.

Game Ends. Empire 2510 VP - Lizards 628 VP. Massacre and 3 league points to the Empire!

Well that went well. I only lost my mounted units, cannon and a detachment and he had 1/2 a skink unit left. Though I think his "unluck" in the magic phase didn't help him but the rather solid plan of shooting then combo-charging worked well (even if the knights did flee). Focusing on the cold one's first was a good move to cripple them then the blocks also helped and the laser guided rocket shot that landed on the temple guard was ace. I don't care that it didn't kill anything else for the rest of the game. It fired 4 times w/o a misfire!
The other thing that I thought did well was deciding to not charge the spear saraus and instead angle my block to make them run at the building. 12 attacks was preferable to 24. Especially as his 12 managed to kill 7! (Galling when maths says he should have killed 2/3).

So very happy with how that went! Next week is potentially another league game Vs Warrior of Chaos in the Take & Hold scenario. So against chaos with lots of magic; spawn & heavily armoured chosen that could be quite tough.

grumbaki
30-09-2009, 13:34
I'm going to say that your horrible magic luck will rub off on your opponent for this game, giving you a solid victory.

Best of luck, I look forward to seeing how this goes.

edit:

I called it. Great game and good tactics. Thoroughly enjoyable.

Keller
30-09-2009, 15:41
Congrats on the great win! Yet another stellar read!


. The swordsmen kill 1 skink but lose 2 men but hold (with my swordsmen being 3x3 we ranked the skinks up 5 wide to maximise frontage. Is that right for skirmishers or should they have been 3x like my swordsmen?)..

Nope, you did it right. Skirmishers move to bring as many models into base contact as possible, provided no model moves farther than its maximum allowable move. Since you are in 3-wide, the skinks go 5-wide to maximize contact via the corners.

SevenSins
01-10-2009, 07:12
good game Kholbourn, sound tactics and functional warmachines really helps alot :)

selone
01-10-2009, 09:35
Very nice win, well done!

KHolbourn
06-10-2009, 08:46
Thanks for all the plaudits & ego stroking :D

'Fraid there will be no game tonight as fatherhood strikes with a grumpy and nocturnal baby. Have to wait until next week when family visiting allows me to escape and sneak off to the club night. I've been assured that things settle down eventually so normal weekly reports and the BoC campaign will resume as soon as possible.

grumbaki
06-10-2009, 13:47
Don't worry about it. Seeing as how you've got a newborn, I'd be worried if you managed to still get in your weekly games/battle reports. ;)

Take it easy and take your time. Better to take care of your duties and keep the quality up for the battle reports than to rush them.

Malorian
06-10-2009, 14:16
I've been assured that things settle down eventually...

'Settle down' just means you actually get to have sleep.

The best thing you and your wife can do is setup a system where for one night a week you watch the kid while the other has the night off.

Really helps you recharge and lets you find time to do the things you love.

KHolbourn
14-10-2009, 08:52
Phew; welcomed from the doldrums of page 2!

Was out at the nice new club venue last night (with a bar in it no less!) for my 3rd League game. The scenario was Take and Hold which involved the centre of the table being the objective. And at the end of each player turn from 3 onwards you scored VPs (100 turn 3; 200 turn 4 etc...) for a max of 2000 from the objective.
Table quarters; banners and generals etc... don't score and all "killing stuff" points are halved...

Due to baby induced fatigue I took the same last as I had for the last game. It was in the case...

The Imperial Army

Pope Tristan (Lector)
Mini-Swarchzhelm (BSB)
Red wizard (on horse) w/Rune Burning Iron
Purple wizard w/Transmutation & Distallation

24 Swordsmen w/FC [Handguns & Halberds]
24 Swordsmen w/FC [Handguns & free company]
5 Knights w/FC, Warbanner
10 Huntsmen
19 Greatswords w/FC [Swordsmen]
Pistoliers
Hellstorm
Cannon

Warband of Kolsveinn the Cunning
Kolsveinn the Cunning Sorc Lord (Lvl 4, BWH, Crown of Everlasting Conquest, Spell Familiar) [took Celestial but sadly (for him) didn't get celestial shield]
Wulfrik the Wanderer
Sigarr the Stern (BSB, BWH, Rapturous standard)

15 Warriors w/FC, Warbanner , MoS (With Sigarr)
23 Marauders w/FC, MoS, LA & shields (With Kolsveinn)
11 Marauders w/Music, flails, MoK (With Wulfrik)
5 Marauder Horsemen: Shields, Spears, Throwing Axes, Musician
5 Marauder Horsemen: Shields, Spears, Throwing Axes, Musician
5 Warhounds 30
5 Warhounds 30
5 Chaos Knights: Musician, Standard, Banner of Rage 265
Chaos Spawn: Mark of Slaanesh 75
Chaos Warshrine 130

Glasscannon
14-10-2009, 09:04
Good luck against the chaos, looks to be an interesting list look forward to reading the report immensely