Monthly Archives: October 2010

Beastmen vs Vampire Counts (1500 points); 27Oct10

Serefina slid into the room from the blackest night. Her Master finished wiping a trickle of blood from his chin using a delicate handkerchief; his victim lay gently moaning in her bed clothes.

“I have found the Artefact, my master,” she hissed. “It lies in a tower to the South.”

“Then why have you not brought it to me?” demanded Count Otto Von Marchbank.

“The old man had already been murdered by foul Beastmen.  Even now they despoil his works with their brutish ways,” Serefina returned.  “We must take the Artefact by force of arms if we are to continue our plans.”

After a long hiatus for various reasons, the gaming returned to my house this week.  Aramoro brought out his new Vampire Counts army which is mostly composed of the rather lovely Mantic Games Undead (apart from the characters which so far are just proxied, so that a Necromancer was represented by some fat Brettonian peasant).  In the interests of time, I was lazy and simply used the same list as the last few weeks.

Beastlord, Armour of Destiny, Steel Claws (BL)

Wargor, BSB, Gnarled Hide, heavy armour, shield (BSB)

Bray Shaman, level 2, additional hand weapon, Lore of Shadow (BS1)

Bray Shaman, level 2, additional hand weapon, Lore of Shadow (BS2)

18 Bestigors, full command, banner of eternal flame (B)

19 Gors, shields, full command (G1)

19 Gors, shields, full command (G2)

12 Gors, additional hand weapon, full command (G3)

2 Tuskgor Chariots (TC1 and TC2)

5 Ungor raiders (UR)

Aramoro’s list was:

Vampire Lord, Crown of the Damned, Master of the Black Arts, Summon Ghouls, Helm of Commandment, Forbidden Lore: Light (VL)

Vampire, Black Periapt, Lord of the Dead (V)

Necromancer, Invocation of Nehek, Vanhel’s Dance Macabre (N)

20 Crypt Ghouls (G)

20 Skeletons, full command (S1)

19 Skeletons, full command (S2)

30 Grave Guard, great weapons, full command (GG)

Of course, I don’t know the first thing about Vampire Counts (except that Forkbanger thinks the ‘o’ is silent) so I’m relying on Aramoro to keep me right, which is pretty much how all our games of Warhammer have been so far.  The Undead don’t need to randomise their spells, since the Lord has the whole Lore of Life, and the other casters just pick what they like.  For my own part, one Bray-Shaman takes Melkoth’s Mystifying Miasma and Okkam’s Mindrazor; the other gets Enfeebling Foe and The Withering.  I’m greatly impressed with the Lore of Shadow so far, all the spells seem useful.  We roll for the scenario and it’s the Watch Tower.  For the first time in ages we actually randomly generate the scenery, and end up with a Sorcerous Portal in the North, with a Magic Circle to its East.  There is a mist-wreathed swamp to the East of the tower, and finally the hill in the South East is just normal (boring).  Everything else we just had to hope for the best.  I win the roll and take the tower  – I don’t fancy trying to shift unbreakable units from a fortified position.  The deployment ends up like this:

The game begins with the Ghouls assaulting the tower and the rest of the shambling horde… shamble a bit.  In the magic phase the Vampire Lord raises a few more Ghouls with Invocation of Nehek and puts Pha’s Protection on them, but Vanhel’s Dance Macabre is dispelled.  The Ghouls and Gors waft their weapons / horns / slimy claws ineffectually at each other resulting in a single casualty on each side, so the attack is repulsed.

In response, the Beastmen do what Beastmen do best – rush forward as quickly as they can manage.  The Ungors enter what turns out to be a venomous thicket, but none of them manage to prick themselves on a poison thorn.  I fail my Stupidity check and forget to roll for the ambush.  The Bray Shamans put Miasma on the Ghouls and Withering on the grave Guard, and finally the Ungors can’t even manage a single arrow hit on the Skeletons (this turns out be the only missile fire of the entire game).

Continuing their plan, the Ghouls charge the Gors in the tower again, the Grave Guard charge into the Bestigors and the Skeletons crash into the other Gors.  The river turns out to a River of Light (seemingly it isn’t apparent that it’s a river of magic until you step in to it), which improbably casts Banishment on both the Skeletons and the Grave Guard, sending a few of them back to their graves again for a while.  The Sorcerous Portal puts Speed of Light on the Skeletons, which probably makes up for the bad luck in the river.  The winds of magic come up 6+6 – I know this is going to hurt.  The Withering is dispelled, and the Invocation of Nehek brings a few Grave Guard back, which must have resulted in the shortest possible banishment in the game.  The Vampire Lord goes for the big one and throws 6 dice at the super version of Birona’s Time Warp.  The miscast wounds the pointy toothed chap, and vapourises a bunch of Skeletons.  It would have been a very different game if he’d been sucked into the warp, but fortunately for our evening (and unfortunately for my chances of victory), it was not to be.  Even with that mighty buff, the Ghouls are repulsed from the tower, although they do kill plenty of Gors in their turn.  The Beastlord challenges but is declined and instead he cuts a lot of Grave Guard into pieces.  A very large number of Grave Guard and Bestigors are felled, but no-one breaks.  Meanwhile, on the other side of the river, the Gors and Skeletons trade blows.  Both the Grave Guard and Skeletons reform to get themselves out of the river.

The ambushing Gors continue their incredible run of form and stroll on behind the Vampire Lord’s unit.  The Chariots move to line up charges in the next turn, and the solo Bray Shaman enters the Tower.  In the magic phase, an attempt to put Miasma on the Grave Guard is dispelled, but Enfeebling Foe does go through.  It doesn’t make much difference, as they still cut down every single Bestigor.  The Beastlord has had enough of this and legs it for the safety of the deep dark forests he calls home, although the battle standard bearer rather unwisely stays and is chopped down for his troubles (due to the rules of course – I would have no problem with him running away).  The Grave Guard pursue, but they aren’t fast enough to catch this goat.  The Skeletons and Gors continue to beat each other up, but the flow is beginning to favour the Gors, especially now that Speed of Light has worn off.

In the time-honoured tradition, the Ghouls charge the tower.  The Grave Guard charge and kill the Beastlord (as a side note, in 3 games I’ve paid 50 points to give him a 4+ ward save, and he has yet to even take a single save).  The Vampire Lord’s unit reforms to face the oncoming Gors, evidently not fancying a rear charge from a bunch of angry goat men.  A whole load of Skeletons, Ghouls and Grave Guard are raised back to continue the fight, but Pha’s Protection and Vanhel’s Dance Macabre are both dispelled on the Ghouls.  It doesn’t cause them any problems, and they finally expel the Gors from the tower.  Meanwhile, I finally remember that I can allocate attacks to characters and the Necromancer is pulled out his unit of Skeletons and beaten senseless by the Gors.  Between attacks and crumbling, all the remaining Skeletons are felled, and the Gors reform to face the tower and its new occupants.

The chariot in the East charges through what turns out to a necrotic ooze (it doesn’t help because we instantly forget about the poisoned attacks) into the flank of the Vampire Lord’s unit and the ambushing Gors get in the front.  The other Gors charge the tower.  The recently ejected Gors fail to rally and change direction to avoid running directly into the Grave Guard.  It turns out that the Sorcerous Portal really dislikes the Western chariot hitting it with a fireball for a couple of wounds.  The Bray Shaman who isn’t running with his tail between his legs tries to put Enfeebling Foe and The Withering on the Ghouls; the former is dispelled but the latter reduces their toughness by 2.  The Ghouls lose by plenty, but of course they are unbreakable so the Gors are repelled.  The Vampire Lord challenges the ambusher champion and duly smashes him to paste, but otherwise a bunch of Skeleton are re-killed.

The Grave Guard reform and begin their long slog back to anywhere that matters, everyone else is too busy to move.  The Sorcerous Portal continues its hatred of the Chariot and puts Plague of Rust on it.  In the magic phase, all the Undead units are reinforced using Invocation of Nehek, but a 1,1 to cast Pha’s Protection ends the magic phase.  Everyone in combat continues to flail at each other, and I make the mistake of trying to direct as many attacks as possible on the Vampire Lord – it turns out that S3 against T5 isn’t going to be very effective (the Bestigor on the chariot continues his improbable ability to either miss or roll a 1 to wound, a theme which has been in just about every game we’ve played).

The fleeing Gors finally manage to rally; they reform to face East.  The unengaged chariot fails a somewhat optimistic charge on the rear of the Vampire Lord’s unit.  Predictably, the other Gors run at the tower again.  The Vampire Lord dispels an attempt to put Miasma on his unit, but Enfeebling Foe does work, reducing his unit’s strength by 2.  The Ghouls once again repel the Gors from the tower.  The Vampire Lord’s killing power is somewhat reduced by the hex on him and few more Skeletons crumble.  We roll for the end of the game… and it doesn’t end.

The Grave Guard charge the Ungors, who flee and get away.  The Sorcerous Portal puts Plague of Rust on the chariot again.  Invocation of Nehek raises a few Skeletons in the Vampire Lord’s unit, since he is down to depressingly few followers, but Aramoro rolls terribly and it doesn’t help much.  The Lord is still a beast in combat and kills enough Gors to make the handful of survivors flee, but incredibly the chariot sticks around for more.  The Skeletons reform so that they won’t get rear charged by the other chariot.

One set of Gors charges the Ghouls in the tower (again), the others charge the flank of the Grave Guard and the chariot crashed into the Skeletons. Neither the ambushers nor the raider rally.  Miasma on the Ghouls is dispelled, but the Bray Shaman does put Mindrazor on his own unit.  Even with that, it is only a narrow victory over the Grave Guard.  The Gors reform to 3 wide – they’re in a river, so they’re not getting a rank bonus anyway; I figure I might as well have an extra couple of supporting attacks.  The Grave Guard try a combat reform to face them, but fail.  The two chariots deal significant damage to the Skeletons (despite poor impact hits on both occasions), and when the dust settles and crumbling is done the Vampire Lord is left alone with a single wound.  The Gors rip into the Ghouls, and after crumbling there are only 2 of them left, but they still hold the tower.  We roll to see if the game ends… and it does. Victory for the Vampire Counts!

What a great game.  If I had killed one more Ghoul then the Gors would have taken the tower (because the other would have crumbled).  Similarly, if I’d killed one more Skeleton the Vampire Lord would have crumbled, and the army would have begun to fall apart.  On the other hand, I didn’t really have anything left to face the Grave Guard so it would have been all about delaying tactics with them if the game had continued.

Well, they say that you learn more from a defeat than a victory.  One thing that occurred to me after the game was that I’d have been better off sticking the Beastlord and BSB in the tower as soon as possible – with steadfast, leadership 9 and a re-roll, it the Gors in the tower might have lasted a bit longer.  As it was, they ran at the first opportunity after the BSB was gone.  The Bestigors finally bit off more than they could chew with the Grave Guard, after a couple of good games for them splattering Skaven and humans all over the place.  Finally, although I love the hexes in the Lore of Shadow, I was feeling like I might have been better off selecting one of the damage spells.  With Pit of Shades, I might have been able to thin out the Grave Guard and make them more manageable.

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Beastmen vs Empire (1500 points); 20Oct10

Another game of Warhammer to describe, in case anyone is out there reading.  My longest friend, and the man with whom I originally played Warhammer back in the early 90s, Furycat, started an Empire army at the same time I picked up the Beastmen.  He hasn’t actually played that many games (even by the low standards of the rest of the group) because he is much more of a fan of Warhammer 40K.  Anyway, to mollify me (since I’m on rather a Warhammer phase at the moment), he made a list to try out.  I didn’t bother changing my list at all since their outing against Justinmatters‘ Skaven.

Beastlord, Armour of Destiny, Steel Claws (BL)

Wargor, BSB, Gnarled Hide, heavy armour, shield (BSB)

Bray Shaman, level 2, additional hand weapon, Lore of Shadow (BS1)

Bray Shaman, level 2, additional hand weapon, Lore of Shadow (BS2)

18 Bestigors, full command, banner of eternal flame (B)

19 Gors, shields, full command (G1)

19 Gors, shields, full command (G2)

12 Gors, additional hand weapon, full command (G3)

2 Tuskgor Chariots (TC1 and TC2)

5 Ungor raiders (UR)

Furycat took the following list.  Since he hasn’t played much, I think most of the stuff in here is things that sounded cool.  There are a few magic items here and there that I haven’t remembered either, since I didn’t make detailed notes about his list.

Luthor Huss (LH)

Warrior Priest on foot (WP)

Wizard, level 1, Lore of Fire (W)

7 Empire Knights, lances, full command (K)

39 Spearmen, full command (S1)

39 Spearmen, full command (S2)

10 Handgunners (H1)

10 Handgunners (H2)

10 Swordsmen, full command (Sw)

2 Cannons (C1 and C2)

As usual, we rolled up our spells.  The Fire wizard took Cascading Fire Cloak, both Bray-Shamans take Melkoth’s Mystifying Miasma (as it’s the signature spell, it’s just too good to leave behind); one gets Enfeebling Foe, and the other The Withering.  Incredibly, the table hadn’t been interfered with since the last game, so we just shuffled a couple of bits and added the Penguin of Doom to be a statue or whatever.  The hill on the West was an Anvil of Vaul, but the other two were just normal (booooring).  One marsh was a mist-wreathed swamp and the other an Earthblood mere, but since we didn’t go near them during the game, that didn’t matter too much. Finally, the statue was an Altar of Khaine, giving frenzy to anyone nearby.  We rolled and got the Watchtower mission, but since that would have involved moving all the terrain, we re-rolled and got the Meeting Engagement.  Furycat went first, but ended up with the Wizard, both Handgunners units and a cannon delayed in the pub.  One set of Spearmen stayed in reserve to keep the Wizard company (it’s slightly ambiguous in the rules if you can choose to do this, but it’s not really important).  Only a single Bray Shaman is too drunk to deploy at the start for the Beastmen, so a unit of Gors stays by the table edge to wait for him to amble on.

Empire turn one begins with the Spearmen restraining the urge to run headlong at some Gors (they were just in range; it is my lack of skill with Battle Chronicler that makes it look otherwise) which was probably wise, then shuffle back a bit to avoid getting more of same next turn.  The late comers amble on to the North board edge, and the Swordsmen reform to face South at the Ungors.  In the magic phase, the Wizard puts Cascading Fire Cloak on the Spearmen, and both Priests try to cast Unbending Righteousness on their units; Luthor Huss’s spell (or prayer) is dispelled.  Finally, the only Empire ranged weapon that had the foresight to start on the board (a cannon) puts a disappointing single wound on a chariot.

The Beastmen, needless to say, race forward as quickly as they can.  The raiders head West to avoid being in range of the Altar of Khaine’s effect, since the last thing they want is to be forced to charge anything.  The Shaman finishes the remains of last nights kebab and shuffles into Gors 1 with a guilty look on his face (perhaps it should be a sheepish look).  The wounded chariot has to head South a bit to avoid a cliff face on the hill – in my defence, Justinmatters is very good at making scenery look real, and I couldn’t see the cliff side from my part of the table.  Both Bray Shamans attempt to put Miasma on the unit of Spears with the Warrior Priest, and both times it is dispelled.  Enfeebling Foe work on them though, and finally, one of them fails to roll the 3 needed on his last dice to dispel Unbending Righteousness.  The raiders pepper the cannon crew with arrows, and improbably cause a wound.

The Swordsmen try and fail a long charge into the Ungors, and everyone else just shuffles and readies their spears for the inevitable charges next turn.  Luthor Huss and his knights back up a little to guarantee they won’t be charged by Gors next turn, and thereby improve their chances of lancing a few of them later.  In the magic phase, the Wizard predictably dispels Enfeebling Foe, and both Priests successfully put Hammer of Sigmar on themselves; Beastmen fail to dispel anything at all.  Between the Eastern Handgunners and the Northern cannon, the wounded chariot is blasted to smithereens.  The other cannon tries a somewhat underwhelming grapeshot on the Ungors, to no effect.  In fact, it was so poor it makes me wonder if we read the rules correctly.

Now it is time for the big beastmen show.  The Bestigors crash into the Spearmen, although an optimistic charge by some Gors fails to join them.  Both the surviving chariot and the extra hand weapon Gors cross the river (which turns out to be a river of blood, and we completely forget to roll for fear, of course) and get into contact with the other spear block.  The raiders run round the side of the Swordsmen, looking for a go at the cannon.  The winds of magic roll 6,1 and with the extra dispel dice generated by the Priests, I’m not likely to get much out here.  Instead, Cascading Fire Cloak and Unbending Righteousness are dispelled (I’d have done Hammer of Sigmar on the Warrior Priest too, if I’d remembered about it).  The only try at an actual spell, Enfeebling Foe on the Spearmen with the Priest, is irresistably dispelled.  Ungors continue to fire arrows at the cannon, but normality is resumed and nothing happens.  Fortunately, close combat is more decisive.  The extra hand weapon Gors go frenzied with their Primal Fury and chop the Wizard into bits (note – this is where the game started to become less fun – more on that at the end), along with a whole bunch of Spearmen.  The humans fight back admirably, taking out the chariot entirely and killing a couple of Gors.  The Spears lose by plenty, but they are Steadfast, so they stay for more of the same.  The Bestigors cut down more than a full rank of Spearmen for hardly any losses (apart from the Priest, who accounted for a couple on his own); the Spearmen need 1,1 to stick around, and unbelievably they pull it off.  Cue much undignified bitching from me.

The Empire know they’ll have to start killing off some Beastmen if they’re to get anywhere in this game, so Luthor Huss leads his knights into a unit of Gors.  The Swordsmen wheel in anticipation of a flank charge on the Bestigors, and everyone else stays still to shoot their move-or-fire weapons.  An Irresistable Soulfire kills 4 Bestigors, and Luthor Huss tries the same but it is dispelled.  The cannon tries another disappointing grapeshot on the Ungors, killing one, and some Handgunners chip in at long range to kill another.  The other cannon just misfires on the bounce and so has no effect.  The Spearmen in the North do a lot of damage to the Gors, a handful of survivors flee and are run down for their trouble.  The knights kill many Gors for only a single loss, but the Gors are Steadfast (and near the Beastlord and BSB) so stick in there.  The Bestigors are whittled down a bit more (mainly by the Priest, the Spearmen themselves don’t do much killing) but shred another boatload of Spearmen.  They’d need 1,1 to stay again, and they don’t have what it takes this time, so they flee (but escape).

At this point, Furycat throws in the towel.  In some ways, this is a bit of surprise – he has plenty of units left, and he’s done a fair bit of damage to me.  On the other hand, he hadn’t been enjoying the game since the incident with his Wizard.  We had a lengthy discussion afterward, joined by Justinmatters, in which Furycat stated how he doesn’t feel he can do well with the Empire other than by playing what he feels is the cheesy way, which I infer involves taking nothing but artillery and camping on a board edge.  I don’t know either Empire or Warhammer Fantasy well enough to refute this.  Since then, he’s made up another list, so I guess he is willing to have another go.

Regarding the specific episode in which the Wizard was taken out by attacks from rank and file guys, it is possible that I’ve understood the rules wrongly, and that you can’t just allocate attacks to whoever is in front of you.  But I think I’m right.  As for what can be done about this, I am not sure.  Anyway, Furycat thought that the Wizard would be safely protected inside the unit, and that he would in effect have 39 ablative wounds before he got stabbed, and was miffed to find that this was not the case.

For my own part, it isn’t much fun playing against someone who isn’t enjoying their game.  Still, I learned that even with a chariot for company, 12 Gors isn’t enough to take on a horde of Spearmen.  Kind of obvious really, but you never know until you try.  I also learned that one should not rely on spells, because all the extra dispel dice generated by the Warrior Priests cause havoc with the magic phase.

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Bray-Shaman conversion

As previously mentioned, I’m aiming to have an all plastic army if I can manage it.  To that end, I’ve converted a Bray-Shaman from part of the Gor sprue (strictly speaking, this is probably a kit-bash if you’re a purist).

I took the least armoured body, which isn’t especially hard since Gors don’t wear much armour.  For his right arm, I’ve just replaced the mace head with the goat skull that comes as filler on the sprue (I imagine that this is intended as a banner top under normal circumstances).  The left arm is one of the ’empty’ hands, with a spare Gor head from the old mixed herd box hanging from the bottom and a little Milliput linking the head to the hair, which I hope looks like he’s holding his victim’s recently decapitated head by its lank locks.  I’ve given him an extra set of horns to show that he’s a cut above the average Gor, and finally I made a cloak out of Milliput.  It’s my first ever try at doing anything more than filling gaps with this stuff, so hopefully it’ll work out.  I’ve scored the back so that it looks a bit more like fur.  To be honest, I think it looks a bit ropey, but Furycat assures me that it’ll be improved by painting.  Here’s hoping.

Finally, I stuck the Bray-Shaman on part of a spare Carnifex carapace I had, mainly so that he’s a taller than the rest of the Gors, which should help him stand out if he goes with a ranked unit.  There are a couple of blobs of Milliput on the base, mainly because I invariably make up too much of the stuff.  I’m planning to use snow for the bases, so their main purpose here is just to give a little bumpiness.

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Beastmen vs Skaven (1500 points); 06Oct10

It’s been a while since I got in a game of Warhammer Fantasy, due to holidays and playing other silly games, but yesterday I managed to fit in a 1500 point battle against Justinmatters’s Skaven army.  Thanks to the Isle of Blood box, he has plenty of models to choose from, but we ultimately were both pushing quite a bit of paper around the table too.  Justinmatters is a skilled painter, but so far all he has to show for it is a few brown sprayed rat men.  Not that I’m doing better, of course.

My list was a variation on the one I used against Aramoro‘s Brettonians here, but I decided to give Shadow magic a try, among other minor changes.  The bracketed letters are the key for the Battle Chronicler maps.  The small unit of Gors is ambushing.

Beastlord, Armour of Destiny, Steel Claws (BL)

Wargor, BSB, Gnarled Hide, heavy armour, shield (BSB)

Bray Shaman, level 2, additional hand weapon, Lore of Shadow (BS1)

Bray Shaman, level 2, additional hand weapon, Lore of Shadow (BS2)

18 Bestigors, full command, banner of eternal flame (B)

19 Gors, shields, full command (G1)

19 Gors, shields, full command (G2)

12 Gors, additional hand weapon, full command (G3)

2 Tuskgor Chariots (TC1 and TC2)

5 Ungor raiders (UR)

Justinmatters opted for this (roughly – I’m not sure about some of the Skaven stuff).

Plague Priest on Plague Furnace, level 2, Plague Censer (PF)

25 Plague Monks, additional hand weapon, full command (PM)

5 Plague Censer Bearers (PCB)

23 Clanrats, spears, shields, full command (CR1) with Poison Wind Mortar team (PWT1)

20 Clanrats, spears, shields, full command (CR2) with Poison Wind Mortar team (PWT2)

25 Clanrats, spears, shields, full command (CR3) with Ratling Gun team (RG)

20 Skavenslaves (S1)

20 Skavenslaves (S2)

2 rat swarms (RS1)

2 rat swarms (RS2)

Doomwheel (D)

We roll up spells.  My Bray Shamans (er, Bray Shamen?) both swap a spell out for Melkoth’s Mystifying Miasma, BS1 gets Okkam’s Mindrazor and BS2 gets Enfeebling Foe.  The Plague Priest takes Pestilent Breath and Plague.  The terrain set up was even lazier than usual – furycat and I had played a highly entertaining game of 40K the previous evening (he won, for the record) so we just took all the futuristic stuff off the board and went with it.

The scenario was Dawn Attack.  The Skaven won the dice off and set up first, and were duly hamstrung by continually rolling units to be on flanks, which caused some problems throughout the game.  For my part, I mainly got to put my units down where I wanted them.

I fail to do the Warhammer Fantasy equivalent of stealing the initiative, and off we go.  About half the Skaven head forward to get to grips with the Beastmen, and the rest mill around trying to get where they want to be (i.e. usually on the opposite side of the battlefield).  The slaves find that they are in a fungus forest, but wisely don’t eat the mushrooms – they mve out to avoid the temptation next turn.  The Plague Censer Bearers gingerly dip their toes in the water of the river, and it turns out to be a river of blood.  I’m not sure why they couldn’t tell that just by looking at it – maybe all rivers in the Old World look like blood?  The Doomwheel trundles rapidly forward, then zaps a couple of wounds off the rat swarm behind it with some static electricity.  It must be going across a nylon carpet.  Apparently Skaven magic is short ranged, since the Plague Priest declines to cast anything.

The Beastmen begin their turn by declaring charges on the Doomwheel by the Gors and one chariot.  The Gors are too slow, and clip-clop gently forward, but the chariot rams the giant rodent ball [rules mistake here: we forgot that the Doomwheel causes Terror].  The rest of the Beastmen duly surge forward, and the ambushers continue their good run of form by showing up behind the Skaven lines.  The winds of magic are mighty, as 6,6 is rolled.  Miasma goes on the Plague Monks, but is dispelled on the Doomwheel.  However, this allows the Shaman to use Enfeebling Foe on the big machine (this plan sounded cleverer in my mind, before I found that most of the Doomwheel’s attacks are of a fixed strength anyway).  A few impact hits and chopping later, and the Doomwheel flees, only to be run down by the heroic charioteers.   The over-run isn’t quite enough to contact the rat swarm though.

Ouch!  The rat swarm charges into the chariot to stop any more impact hits from messing up the Skaven plans, and the Plague Monks are frenzied, so they declare a charge on the raiders [another rules mistake – I think they might be able to take a leadership test to avoid doing this].  They are nowhere near close enough to pull off a charge (especially since they were Miasma-ed) so they push the Plague Furnace into the river.  The rearmost Clanrats turn to face the ambushers, as does their attached Ratling Gun team.  The Skaven get 5,4 for magic dice.  Plague on the Gor unit nearest the river is dispelled (but only just – we had to check if a tie was good enough), and Pestilent Breath fails to wound the couple of raiders who are foolish enough to be in range.  The Ratling Gun pumps out an outrageous number of shots, killing 4 of the ambushing Gors.  The rest of them remember that they were supposed to be washing their hair, and leg it straight back off the board.  Easy come, easy go.  A good shot from the Plague Wind Mortar chokes a couple of Gors from G2.  The Tuskgor chariot cuts up a few of the rat swarms, but there are still enough wounds left to soak up the Instability damage.

The raiders declare a charge on the Clanrats, and the Bestigors behind them try to charge the Monks.  The raiders don’t make it, but they are fast enough to get out of the way of the Bestigors, who rampage into the disease ridden rat men.  Everyone else continues the advance, except for 5 of the Gors in G1, who are eaten by a Wildwood they unwisely stray into.  You would have thought that forest creatures would know which trees to avoid, but apparently not.  The magic phase gives us 4,2 dice to play with, resulting in the enhanced version of Miasma going on the Monks again.  Enfeebling Foe was tried too, but it failed to cast.  In the close combat phase, the Beastlord cuts the Plague Priest to shreds, and the Furnace itself takes 3 wounds from the Bestigors.  Otherwise, a few Monks die, taking a couple of Bestigors with them.  The Plague Monks lose by a fair margin, but they’re unbreakable as long as the Furnace is there, so they stick around for a bit more.  The chariot squashes the last couple of rats in the swarm it was fighting.

The furthest forward Clanrats (CR2) charge the flank of the Bestigors, and the rat swarm charges the raiders, taking a couple of wound to a stand and shoot reaction.  One unit of slaves charges G2, who hold, since they can’t wait to beat some ratty face in (especially puny ones that they can probably win against).  Finally, the Plague Censer Bearers charge the Tuskgor chariot.  There’s no magic, since the Plague Priest is down, and both Plague Wind Mortars miss their intended targets (however, this did explain why the slaves charged the Gors – I didn’t realise the Skaven could shoot into combats involving slaves), so it’s on to the combat phase.  We start on the West and move over.  The raiders go totally ninja and take the rat swarms down to a single wound (yes that’s right, 5 raiders managed to take out 9 wounds of swarm between stand and shoot, combat and instability).  The Beastlord and his drinking buddies smash the Plague Furnace to flinders, and cut up a load of Clanrats and Plague Monks for good measure for the loss of only a handful of Bestigors.  The Plague Monks (who are no longer unbreakable) turn and flee, but the Clanrats are made of sterner stuff and settle in for a long slugging match; the Bestigors reform to face them.

Justinmatters decides to call it at this point.  I don’t really know anything about Skaven, but it looks to me like there are a lot of rats left on the table.  We call in Furycat for a second opinion, and Justinmatters agrees to see how the rest of the combats go.  We move onto the Plague Censer Bearers, and two of them choke on their own fumes before the rest of them are splattered by enraged goatmen and spiky boars.  Needless to say, that wasn’t the encouragement Justinmatters needed to continue, so the result is a victory to the Beastmen.

A fun game for me, but I think Justinmatters was finding it hard going from the deployment phase onward.  It didn’t help that neither of us could seem to roll anything but 1s and 6s for most of the game.  The real killer for the Skaven was that both the Plague Monks and the Clanrats fighting the Bestigors ended up in the river, and so couldn’t claim rank bonuses, which would have turned the big combat in the middle.  The Doomwheel getting vapourised in turn 1 was also important, of course, and might not have happened if we’d remembered it caused Terror. With luck, Justinmatters will chip in with his thoughts.

For my own part, I was happy enough with the way I played, but I need to think about how to avoid the Bestigors getting flanked.  I was impressed enough with the Lore of Shadows to use it again – maybe I should try it in tandem with the Lore of Beasts.  After all, Wyssan’s Wildform is still hard to beat as a signature spell.  As for the large numbers of Gors, I didn’t feel like they had much of a chance to do anything apart from be eaten by trees, shot by machine guns and choked by gas bombs.  They’ll be back…

Categories: Battle reports, Warhammer Fantasy Battle | Tags: , , , | 6 Comments

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