Posts Tagged With: Vampire Counts

Ogre Kingdoms vs Vampire Counts (500 points); 22Aug13

The last regular game in our still-unnamed escalation campaign at 500 points is against Aramoro‘s Vampire Counts.  Test games with this match-up have been even more swingy than usual at this points level, but have mainly come down whether I can take on the undead units piecemeal and destroy them outright before they can get themselves back up to strength with Invocation of Nehek.  Grinds generally favour the Vampire Counts.  My list is as noted previously, but for convenience, here it is again.

Miss Madras, Firebelly, additional hand weapon (FB)

Heidi’s lasses, 5 Ironguts, musician (IG)

Helga’s lasses, 3 Leadbelchers (LB)

Blackcat Bone, Sabretusk (ST)

Aramoro has some fluff for his army which he will presumably post in his own blog eventually.  The Vampire in charge, one Barry Von Carstein, has had doubts cast about whether he really is a Vampire at all as test games have regularly seen him miscast in turn 1 and forget his spells, or be poked to death by angry villagers.  Vampire Counts seem have a bit of a problem at this point level because they need the expensive Vampire but can’t afford to do much with him.  Also the units that they can put on the table are generally aren’t big enough to soak up the incoming damage and start grinding right back at their foes.

Barry Von Carstein, Vampire, Summon Creatures of the Night (V)

3 Crypt Horrors (CH)

20 Skeletons, champion, standard (S)

10 Crypt Ghouls (CG)

5 Dire Wolves (DW)

We’re still on Battle Line, and random terrain gives us two mundane buildings, a set of Blessed Bulwarks and a river that we all know is going to turn out to be a River of Light.  Miss Madras rolls up something useless again (probably Piercing Bolts of Burning) and swaps it for Fireball; Barry Von Carstein doesn’t even bother to roll and defaults to Invocation of Nehek (which is apparently critical to playing Vampire Counts).  Note that the Firebelly is deployed with the Ironguts this time to (hopefully) mess with Crypt Horror regeneration.  I win the roll and force the Vampire Counts to take the first turn.

Ogre_Kingdoms_vs_Vampire_Counts_22Aug13_Deployment

With no ranged attacks available the forces of the Undead have no choice but to head forward as quickly as possible.  The Ghouls move into a building for no apparent reason and the Crypt Horrors threaten a flank charge if I dare to charge the Dire Wolves or Skeletons.  3,1 magic dice allow the Vampire to cast Invocation of Nehek which adds a few Dire Wolves to the unit.

Ogre_Kingdoms_vs_Vampire_Counts_22Aug13_Turn_1_Vampire_Counts

Standing around and pinging a few wounds off in each shooting phase is dull (though effective) so I go for a long charge from the Ironguts into the Dire Wolves.  The plan is to blast right through them and over run to (relative) safety.  We roll for the river, and of course, it is Light.  Net of Amyntok goes on the Ironguts but I breathe a huge sigh of relief as they pass the strength test and also complete the charge.  The Sabretusk crosses the river and also gets Net of Amyntok for his troubles; luckily again it passes the strength test which otherwise would probably have been fatal.  Rolling a feeble number of shots, the Leadbelchers manage to scratch a Crypt Horror, then the Ironguts annihilate the Dire Wolves.  The penalty to hit from the Blessed Bulwark makes it a bit sticky though but the Firebelly personally stomps the last one and the unit overruns out of the charge arc for both the Crypt Horrors and Skeletons, again passing the Net of Amyntok test.  Getting stuck there would probably have been the end of the game as I doubt I could have afforded to take both units in the side.

Ogre_Kingdoms_vs_Vampire_Counts_22Aug13_Turn_1_Ogre_Kingdoms

Everyone reforms to make it inevitable that the Ironguts will end up in a sandwich and the Ghouls leave the building to get involved in the game.  Barry Von Carstein passes the magic phase as the risk of miscasting makes it not worth casting a spell that’ll only heal a single wound on the Crypt Horrors.

Ogre_Kingdoms_vs_Vampire_Counts_22Aug13_Turn_2_Vampire_Counts

I try to swift reform the Ironguts so that they can move backwards and possibly take both undead units in the front, but they fail and choose to face the Crypt Horrors as I perceive them both as more killy and more important  to kill off in a single round of combat.  We roll up 2,2 magic dice and the Firebelly kills of the wounded Horror with a medium Fireball then another hapless volley from the Leadbelchers wounds a second.

Ogre_Kingdoms_vs_Vampire_Counts_22Aug13_Turn_2_Ogre_Kingdoms

Needless to say, the Skeletons and Crypt Horrors charge into the Ironguts while the Ghouls continue to slog their way into the action since they don’t have a grown-up around to tell them to march.  It’s another 2,2 magic phase and Invocation of Nehek heals the Crypt Horrors.  After two rounds of terrible rolling with the Leadbelchers my dice go red hot and the Firebelly immolates the Crypt Horrors with her breath weapon alone.  The Skeletons can’t do much damage to the Ironguts and Barry Von Carstein doesn’t make enough of a difference to stop the Ogresses winning due to their musician; they reform to face.

Ogre_Kingdoms_vs_Vampire_Counts_22Aug13_Turn_3_Vampire_Counts

The Leadbelchers move up into the river and get Net of Amyntok again; they shoot a single Ghoul in a third round of stellar output.  Barry Von Carstein steps to the fore and criticises the curry-making prowess of Miss Madras.  This insult cannot go unpunished and both are locked in mortal / immortal combat.  Sadly, Barry may indeed just be pretending to be a Vampire and he fails to make any impression on the Firebelly and is kicked in the ghoulies stomped for his troubles.  The Skeletons pull down one Ogress but are smashed to bone dust by the mighty great weapons of the Ironguts.

Ogre_Kingdoms_vs_Vampire_Counts_22Aug13_Turn_3_Ogre_Kingdoms

We only roll up 1,1 magic dice this round but a well timed Invocation of Nehek heals Barry Von Carstein and resurrects a few skeletons.  The challenge gives us no wounds on either side but enough Skeletons fall that the Vampire crumbles to dust.  With only a few Ghouls left, Aramoro has had enough and calls it a day.  Victory to the Ogre Kingdoms!

Ogre_Kingdoms_vs_Vampire_Counts_22Aug13_Turn_4_Vampire_Counts

Another fun game, but the real lesson here is that it’s better to be lucky than good.  If I’d roll less spectacularly with the Ironguts and Firebelly in the crucial first round of combat against the Skeletons and Crypt Horrors I could have found myself on the wrong end of an attrition battle; similarly if any of a number of things had gone wrong against the Dire Wolves I probably would have lost the unit.  So next is probably 750 point games, although there has been some talk of a multi-player game, possibly even Storm of Magic.  We’ll see what happens.

Categories: Battle reports, Campaigns, Escalation campaign, Warhammer Fantasy Battle | Tags: , , , | 5 Comments

Beastmen vs Vampire Counts (2000 points); 04Oct11

This week Aramoro and I managed to fit in our oft-rescheduled Warhammer game of Beastmen against Vampire Counts.  Following a comment from my fellow Beastmen blogger Zebrazach, I decided to try out a Bestigor horde.  After all, if Bestigors are good (and they certainly are) then lots of Bestigors are surely better.  Otherwise, I tried to stick to models I actually have, so no Harpies, though I did proxy in a few Raiders since it’s unwise to ever leave the forest without the little guys.

Great Bray Shaman, level 4, Steel Claws, Jagged Dagger, Talisman of Preservation, Lore of Beasts (GBS)

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

Bray Shaman, level 2, Dispel Scroll, Lore of Shadow (BS)

39 Gors, additional hand weapons, full command (G)

31 Ungors, full command (U)

6 Ungor Raiders, musician (UR)

5 Minotaurs (M)

39 Bestigors, full command, Banner of Discipline (B)

Naturally, Aramoro was keen to try out some of the new Vampire Counts toys in his army of shambling undead, so the Terrorgheist was duly listed along with a hero Tomb Banshee.

Vampire Lord, level 4, Crown of the Damned, Dispel Scroll, Helm of Commandment, Master of the Black Arts, Summon Ghouls, Forbidden Lore (Light) (V)

Mannfred the Acolyte, Black Periapt, Sword of Unholy Power, Walking Death (M)

Tomb Banshee (B)

30 Crypt Ghouls (CG1)

23 Crypt Ghouls (CG2)

14 Skeleton Warriors, full command (SW)

30 Grave Guard, full command, great weapons, Banner of the Barrows (GG)

Terrorgheist, infested (T)

Wow that Vampire Lord comes loaded with a lot of toys.  I don’t really know the Vampire Counts army very well, so I spent a lot of the game asking ‘what does that do?’ followed by ‘I think I heard wrong… it can’t possibly do that rule-bending thing’ (notably, the shooting attacks which happen even when in combat and being able to repeatedly cast the same spell).

The scenario was Battleline with 8 terrain pieces.  In the East was a Sinister Statue (which we never remembered about), the centre held an Altar of Khaine and in the far West we had a Nehekharan Sphinx.  In the South-West were some (normal) walls and in the East was a (normal) fence.  As ever, the forests and the river were mysterious.  The Great Bray Shaman took Wyssan’s Wildform, Curse of Anraheir, Amber Spear and Pann’s Impenetrable Pelt while the Bray Shaman had Melkoth’s Mystifying Miasma and Enfeebling Foe.  Both Vampires, eschewing having to randomly select spells like a peasant, simply took their entire Lores.  We set up, pausing frequently to correct minor mistakes and then again to remind Aramoro to actually put his Terrorgheist on the table (it is mid-painting, so he was just using the base), and the Vampires won the roll to go first.  Against a foe with almost as little shooting as me, I was happy to let them.

The army of the Undead marches shuffles forward.  The Eastern Ghoul pack enter what turns out to be a Blood Forest and I sigh as I realise that lots of spells are going to be cast in this game and that the forest could end up just about anywhere (moving terrain makes Battle Chronicler-ing the game harder).  The Winds of Magic blow at 6,4 and the Vampire Lord pulls another couple of power dice out of nowhere thanks to his Master of the Black Arts.  Invocation of Nehek raises 5 Ghouls in the forest, which scoots 8″ toward the river (and fails to take any of them with it).  Winds of Undeath takes a couple of wounds off here and there and raises a Spirit Host in front of the Gors, then Birona’s Timewarp is put on the Western Ghouls.  I dispel both Shem’s Burning Gaze (on the Raiders) and Pha’a Protection on the Grave Guard.  The Terrorgheist clears his throat and 5 Gors perish.

The Gors, not fancying a giant undead monster in their flank, manoeuver to keep the big guy in their front arc and refuse the bait of the Spirit Host.  Everyone else goes forward with the Minotaurs angling to either direct the Ghouls out of the way or face the interesting part of the battlefield depending on how things went.  The Great Bray Shaman uses the first few of his 3,2 magic dice to put Curse of Ahraheir on the Ghouls in the Forest (but luckily we forgot to move it again) then gets an Irresistable casting of Wyssan’s Wildform (on two dice) on the Gors.  The resulting Magical Feedback wounds the Bray Shaman, but my general is made of sterner stuff.

The turbo-powered Western Ghouls charge the Minotaurs, but the Grave Guard, needing a 3 to charge the Raiders roll 1,1 and stumble forward ineptly.  Despite rolling only 5,1 magic dice, the Vampires end up with 10 power dice after using the Black Periapt, Master of the Black arts and channelling (not Black channelling though).  Curse of Years on the Gors is dispelled, but Vanhel’s Danse Macabre gets the Grave Guard into the Raiders.  I was going to use my Dispel Scroll at this stage, but it was pointed out that it could just be cast again.  How happy would I be if I could just cast Wyssan’s Wildform as often as I felt like it?  Pha’s Protection and Speed of Light are cast on the Ghouls in combat (the former was let through, the latter I failed to dispel).  In a mighty display of shouting ‘Boo!’, the Terrorgheist scares another 6 Gors to death.  My Ungor Raiders turn out to be little ninjas, killing 4 Grave Guard before being cut down; the Undead reform to 5 wide to get round the Altar.  The Ghouls are taking none of that nonsense from the Minotaurs, killing 4 of them and leaving the last one to flee (though he does take a single Ghoul with him to snack on).  They reform to face the Bestigors.

Unfortunately for the Ghouls in the forest, the reforming of the other pack leaves the Bestigors a clear path to their flank (I considered going for the Skeletons instead but it was a bit too risky on the charge roll, and failing would have meant terrible things happening to the Bestigors).  The Gors, seeing path out of the Terrorgheist’s charge arc, run screaming into the Spirit Host, apparently hoping to dissolve it by weight of numbers and flags.  The Bray Shaman moves to try to encourage the Grave Guard to stay out of the way a bit longer while the Ungors wheel to keep the Ghouls off the back of the Bestigors for a turn.  With 4,3 magic dice, the Great Bray Shaman puts the Curse on the unit of Ghouls he’s fighting, then Wildform on the Ungors (to keep the expected combat against the Ghouls a bit more even).  Miasma on the unengaged Ghouls is dispelled.  In combat, the Great Bray Shaman makes way to get involved, as does the Tomb Banshee (though the latter is careful to avoid the magical attacks of the former, moving over to keep some of the Bestigor swings from mattering).  Even with such a narrow contact point and the Banshee blocking some attacks, the Ghouls are mauled down to only 4 plus the Banshee after crumbling.  The Bestigors reform to 5 wide to keep the Skeleton Warriors from sneaking past them.  Meanwhile, the Spirit Host fails to wound any of the Gors and disappears to static combat resolution.  The Gors gleefully over-run past the Terrorgheist and out of the way.

In a move that I somehow didn’t see coming, the Terrorgheist charges the Bray Shaman.  More expectedly, the Ghouls charge the Ungors and the Vampire Lord goes for broke, charging his Skeletons into the flank of the Bestigors.  The Grave Guard wheel round the Altar of Khaine and I realise that it’s going to Ungor sandwich time shortly.  Indeed, an Irresistable casting of Vanhel’s Danse Macabre ensure that the Grave Guard contact the rear of the Ungors, but Mannfred the Acolyte loses all his remaining wizard levels.  Pha’s Protection on the Skeleton Warriors is dispelled, and of three attempts to reinforce the mauled Ghoul pack, one is dispelled, one is Scrolled (I was about to lose the Shaman anyway, so there was no reason not to use it) and once reincarnates five Ghouls.  In the shooting phase, the Terrorgheist shouts the Bray Shaman to death (oh well, I suppose it only hastened his inevitable end) but the Tomb Banshee can’t be heard above the braying of Bestigors.  The Great Bray Shaman makes way once again to cut down the annoying Tomb Banshee, and the Bestigors finish off the Ghouls.  A couple of Skeletons are cut down, but two hits on the Vampire Lord roll 1,1, to wound so this one is obviously destined to go to single combat.  Crumbling takes care of a few more Skeletons, then the Bestigors reform to face them for width and maximum contact.  Things don’t go so smoothly for the Ungors who are duly hammered.  Even in defeat they do me proud though, as the Ghouls fail to restrain pursuit and are dragged away from the action in the West.  The Grave Guard are more sensible though, reforming back to 10 wide and facing the rear of the Bestigors.

The Wargor signals a swift reform, and the Gors begin a long trudge to actually achieve anything in this game.  We roll 5,2 magic dice, but the Great Bray Shaman casts Curse of Anraheir on the Grave Guard with Irresistable Force killing 4 Bestigors in the miscast and sucking up the rest of the power dice.  I consider  using some of the dice collected by the Jagged Dagger to do more casting but since the Vampires have their full allotment of dispel dice it would probably be a waste this time.  The Vampire Lord takes a look at the enraged goatmen facing him, then takes a look at the giant axes they’re all wielding and finally decides on the ‘soft’ option of issuing a challenge.  It’s a good call, but the Great Bray Shaman is no slouch in combat either; the pair of generals trade a wound each.  Meanwhile, the skeletons are smashed down to just the champion, and with just him and the Vampire Lord left to face 10 crumble wounds, that means it’s good night from both of them.  The Bestigors shrug and reform to face the Grave Guard.

Neither the Grave Guard nor the Ghouls crumble after the demise of their master, but the Terrorgeist obligingly falls into a pile of dust (it had a taken a wound from dangerous terrain earlier thanks to its shenanigans in the woods).  To make matters worse, the Grave Guard fail the frenzy check due to the proximity of the Altar of Khaine and charge into the Bestigors who are waiting and licking their lips in anticipation of a proper fight.  The Ghouls sheepishly reform to face back to the action, wishing that they could use musicians.  I am amazed by the sheer power of the Bestigors.  They take a few casualties from the Grave Guard, but six of them gang up to send Mannfred back to the earth and the rest wipe the Grave Guard out to a man.  There isn’t even anyone left to face the 20 or so crumble wounds coming to them.  With that and only having a single Ghoul pack left, Aramoro has seen enough and concedes.  Victory for the Beastmen!

That was certainly a game of two halves.  For the first couple of turns I felt like I was really getting crushed, after the Minotaurs were mauled by the Ghouls and the Gors were out-manoeuvered by the Grave Guard and Terrorgheist.  Then, once the Bestigors got into combat, it was a different game entirely.  The unit isn’t cheap, but it really hands out damage like nothing else.

The Minotaurs might have been a little unlucky facing Ghouls with such good magical support, but as it happened they were nothing more than an expensive speed-bump.  I think Aramoro made a big mistake in reforming the Ghouls as it allowed the Bestigors to get past them, and from there they were able to chew through three units on their own.  The Ungors, by contrast, died horribly as well but at least they did it on my terms, holding off two units when it mattered most.  And as for the Raiders, they performed far better than could be expected.

On the down side, I completely wasted the Gors and Wargor and they achieved almost nothing other than not dying.  Even thinking back, I’m not really sure how I could have used them.  Although they’d have stuck around with the Terrorgheist in their flank, it would have killed plenty of them in the process.  Similarly, I didn’t really get much value out of the Bray Shaman, but I’m not too worried about that – I didn’t have enough magic dice to make much of his spells this time, but there have been plenty of battles when he’s shown his mettle.

Overall, I think that there are two major learning objectives here.  One is to moan less.  I’ve noticed again how whiny I can be when things don’t seem to be going well and I need to stop that.  It’s especially embarrassing in games like this where the flow of the battle swings so dramatically back in my favour.  The second is to recognise that I’m not likely to be doing much apart from picking my Beastmen off the table in the first few turns – they don’t have much in the way of missile weapons and I rarely take ranged damage magic either.  But when the herd gets into tooth-and-nail range, that’s where the battles are won.

Categories: Battle reports, Warhammer Fantasy Battle | Tags: , , , | Leave a comment

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.

Categories: Battle reports, Warhammer Fantasy Battle | Tags: , , , | 2 Comments

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