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Showing posts with label Skaven. Show all posts
Showing posts with label Skaven. Show all posts

Thursday, 1 October 2009

2000 points Skaven vs Lizardmen tournament battle (photos)

"These skinks just won’t die!" (Two warhammer lessons; 1] mounts always cause the most damage, esp. warhorses and 2] skinks die hard ! Grrr...)

(another good fantasy tournament battle report from Silas7)

source :warhammer.org.ukcredit : Silas722-Sep-2009


Skaven tournament Army list

Grey Seer Z’ym: (dispel scroll, warpstone charm,
twisted crown of horned rat, riding a screaming bell).
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)

Lizardmen 2000pt Army list

2nd gen slann (2+ ward, +1 spell, diadem of power, haunchi’s totem) leading 16 temple guard
3x12 skinks (cohort, immune psych)
2x3 kroxigor
4 kroxigor
2 scar veterans. (There may be some other magic items, but I forget what they were).

Yes, you read that right. Two 2nd gen slann lists in a row. Time to fight in the shade again! David deploys evenly across the board, while I load most of my troops to the center and right.



Davis unit advance in a neat line. Going with mostly fire spells, the slann kills nine clanrats with firey doom. His scouts poke their heads out of the woods and pepper my night runners with javelins, killing three. Nobody runs. My rats move forward to close the distance with him. Hopefully I can make his immune to psychology work against him. Z’ym makes the singed clanrat unit frenzied, and zaps two skinks with warp lightning. I take some pot shots at the slann. A ratling gun blows away ten of his scouts, and night runners finish off the last one.



His army begins to consolidate towards the center of the board, while skinks and kroxigor work their way towards my weak right flank. The slann burns ten slaves to death, and then casts wall of fire on my frenzied clanrats (who are in charge range of his skinks). Blow darts kill two more slaves and four night runners, who panic away.



Howling in pain and frothing in fury, the frenzied rats charge through the wall of fire into the skinks. Seven of them burn, but the rest make it in to kill two skinks. The skinks kill one in return, and hold. The rest of my army edges forward.

The presence of the Old Ones makes itself felt. My censer bearers somehow avoid getting burned by fireballs, but two globadiers and five night runners get the life drained right out of them, falling to the ground as shriveled husks. An irresistible wall of fire springs up in front of Z’ym’s clanrats, to this frustration. Three clanrats die, and Grr takes a wound (he was in the front, to better influence combats). His skinks shoot five more slaves and the last globadiers from the drained unit. My frenzied clanrats kill 2 skinks, but they hold.



A unit of plague monks and the green censer bearers charge a wall of skinks in the center that are screening his kroxigor. My blue censer bearers charge the skinks coming round my right flank. Z’ym drives the blue censers into a death frenzy. One succumbs to the fumes, but the other two kill eight skinks and break the unit, running them down and pursuing into the kroxigor, where they promptly expire from the death frenzy. The other pestilent troops make short work of his skink screen and blast on through. Each one over runs into a different kroxigor unit, as my army presses forward. My clanrats kill two skinks, he kills none, and they hold.

The slann continues his rain of fire. Three globadiers go up in smoke, another irresistible wall of fire falls on my plague monks: three die, the priest takes a wound. My clanrats kill two skinks, he kills none, and they hold. These skinks just won’t die! My green censers wound a kroxigor twice, and then get chopped in half. The plague monks fare better, breaking and running down the lumbering lizards. The plague monks stand stock still before the wall of fire. Z’ym sees that the kroxigor are ready to charge the plague monks and will break them next round, rolling into his own unit! Warp lightning rends the air and two kroxigor explode in a shower of blood and bone. Zy’m then frenzies the clanrats to his left, preparing them for combat with the kroxigor. One ratling gun jams, the other one kills a third kroxigor, and a jezzail puts one more wound on the surviving one. The threat to the plague monks is contained. Clanrats kill one skink, they hold. Again!



One of his scar veterans charges out of the temple guard at my slaves, his kroxigor swing around the flank at the slaves as well. Understandably they flee. This exposes the flan of his kroxigor to my clanrats, and offers a charge to Z’ym’s unit. The slann lives up to its status as a 2nd generation by casting ANOTHER irresistible spell, this time drain life. Several rats die, but nothing that will cause a panic test. Another wall of fire lands on my frenzied clanrats killing two of them. (Truly a blessing and a curse, that frenzy.) The eternal clanrat / skink fight continues, neither side being able to wound this round. Thirteen clanrats die charging through the wall of fire at the kroxigor, losing several precious ranks. Neither side hits nor wounds, but we hold. The bell charges forward at the scar veteran, which flees. Only now, do I realize that the scar veteran may have HAD to have the mark of immune to psychology on it (as the entire army was a cohort) and therefore couldn’t have fled. Oops. Z’ym twitches and gnashes his teeth in agitation. A vermintide munches a temple guard, and warp lightning kills four others. Both jezzail teams decide to shoot themselves in the face and panic off the table. (Two failed reliable rolls?) Z’ym orders the bell struck, and his clanrats become stubborn. The clanrats finally managed to kill the last skink. My plague monks move behind his main unit

After many turns of silent contemplation and furious spell casting, the temple guard moves forward around my frothing clanrats. His scar veteran rallies. He uses the hanchi totem, and the temple guard move 6” forward, exactly what he needed to hit my seer’s rats.



He kills a lot of rats, but my stubborn rats stay. My clan rats failed to hurt his kroxigor, and he chops some of them down. The plague monks and clanrats charge his hero, who managed to chop down my plague priest before we drown him in a sea of furry bodies. I move some night runners, globadiers, and a ratling gun in range of the kroxigor fight, but decide not to shoot into the combat. His kroxigor had two wounds, andif I killed one, I would have to do three wounds in combat to avoid being attacked, instead of one. Also, if I took any wounds, I would be lower US than him and primed to flee if I lost combat.

Z’ym desperately casts death frenzy on his clanrats, dismissing the fate of the other frenzied units. There was no time for the bloated frog to cast wall of fire again! The bell is struck again, but no sounds emits from it !!! My clanrats fail a third time to hurt the kroxigor, and lose enough in combat to be outnumbered and broken through fear. The ratling gun, globadiers, and night runners all panic and flee (not a very smart move on my part, putting them so close to a combat I was likely to lose). The clanrats and temple guard fight again, and more clanrats die. I lose the combat, and fail my break test. Z’ym screams for Grr to wave his flag. Grr holds up a little snowflake doily he made from the army standard. Z’ym flips out and chases after Grr, threatening to tear him limb from limb! Grr runs away waving his snowflake, and the rest of the clanrats dutifully follow, running from the bewildered temple guard. (This colorful description of failing a break test and re-roll is funnier if you've seen Invader Zim).

Any chance of a win vanished with Z'ym.

Facing two 2nd gen slann is definitely a job of work. Both of the armies were much lower in comp than I was, but we were in the stage where matching were based on battle points. The last game was an entire fluke either, so there’s nothing to complain about. David dice were absolutely on fire, and he weathered everything I could throw at him, which wasn’t terribly much. I confess that right about when both jezzails blew themselves up, I gave up inside. I played the game out, but my heart was definitely not in it, and it showed on my face. Fortunately, my sullen behavior only cost me a point, and by that time I was so far behind it didn’t matter. Kudos to David for bringing a tough list, but not going over the top with it, and for getting a higher battle score than his friend’s comp score.

The ride home was pretty bleak. This year's GT season hasn't treated me kindly. After sitting down and recording my tales of woe, I did find that there was some triumph to be found as well. Derek showed me that High Elves are still a good army in the hands of a good general, without needing to go all cav, and before the new upgrades. Mychael and I had a great game with lots of carnage. I managed a win in game three despite losing my Seer. Brian is so much fun to play you don't mind his army and the rules for the scenario gave me a better than average chance of winning. My last game I can't shake the feeling that my poor dice and Dave's hot dice were a major factor in how things turn out. But isn't that how it goes sometimes? When you are on, you're on.

Sunday, 20 September 2009

2000 pts Skaven vs High Elves fantasy battle (photos)

"...a chariot charged the surviving censor bearers and crushed them all. His mage killed a ratling gun with the dark hand of death, flames of the phoenix singed seven slaves, and the dragon princes were granted an aura of fear." (uh-oh !)

(a short and sweet Warhammer tournament Fantasy Battle massacre !)

source :warhammer.org.ukcredit : Silas720-Sep-2009

Skaven Army List

Grey Seer Z’ym: (dispel scroll, warpstone charm,
twisted crown of horned rat, riding a screaming bell).
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)


High Elf Army list

Archmage (lvl4 ring of corin, jewel of dusk)
Mage (lvl 2, ring of corin, scroll)
Commander (bsb, helm of fortune, sword of might)
21 spears full command
17 spears full command
17 spears full command
6 silver helms full command war banner
5 dragon princes full command
banner of ellyrion
2 chariots
2 eagles
2 bolt throwers


Derek moved his army gradually forward, the bsb/dragon princes pranced through a wood. His mage cooked a yellow jezzail with a dark hand of death, but they didn’t run. His RBT’s started shooting with deadly accuracy, picking off a ratling gun (gotta love hills) and two globadiers, panicking the last one. The skaven horde shambled forward to meet him. Z’ym made the right clan rats frenzied (to avoid panic tests and to better tear up the elves). My red jezzails killed two silver helms, but they remained steadfast. Z’ym cackled as the bell tolled, and each of the bolt throwers cracked a little.


The battle was swiftly joined as his eagles, chariots, and silver helms charged into combat. One eagle failed to reach the yellow jezzails, the other reached the globadiers and tore one to pieces. They cut the eagle back, but fled successfully from the eagle. One chariot crushed a sole censer bearer, and the survivors did three wounds back. The other chariot fared much better, backed up by the silver helms. They decimated the left clan rat unit, paniced the nearby red jezzails who would flee from the field. Two units sacked for the price of one! Five censor bearers were cooked by a ring of fury, while the archmage tried in vain to deactivate my seer’s magic items. All the magic in the army was located in the screaming bell unit, and the magic resistance would prove adequate defense against the ring of corin. Three night runners were slain by RBT fire.

The two survivors let out a vicious squeek and charged the arch mage. The arch mage dodged all their attacks (those Asuryan sure are speedy!) and the spears skewered the poor night runners. Another night runner squad charged the wounded eagle, who fled into some woods and died (how odd is that?) My unit of slaves charge into his dragon princes; five slaves died but the elves were held in place. My censer bearers kill the chariot they were facing.

Derek’s second chariot charged the surviving censor bearers and crushed them all. His mage killed a ratling gun with the dark hand of death, flames of the phoenix singed seven slaves, and the dragon princes were granted an aura of fear. His RBT’s killed the surviving jezzails. The dragon princes killed eight more slaves, but they fought on with insane courage!


My frenzied clanrats charge his spears between the trees, where the pesky mage is hiding. A few die on either side, but the elves break and run down by the clanrats. One of the pesky mages is silenced. My plague monks are just in range of the dragon princes, but do to their position can only charge with the very corners touching. This proves to be a disaster, as the plague priest can only watch as the dragon princes and commander slaughter all the slaves, breaking the plague monks and running them down. Disaster! I managed to dispel the f lames on the phoenix on my poor plague monks.

Derek’s high elves continue to sweep the field clean. His large spears charge my slaves, who fail to flee enough and are caught. His silver helms charge my plague monks on the flank (my plague priest is on the wrong side) and breaks them on the charge. His arch mage left the spear unit and joined a RBT crew. From that vantage point, she rained spells on the clan rats that killed her student, panicing them. The bolt throwers shot the clan rats down to the point where they couldn’t rally. The dragon princes ran down a second unit of slaves. Bit by bit, Derek was carved a statue of victory out of the wood of my army.

Z’ym moved forward and cast pestilence breath on a spear unit, killing about eight of them and they ran to escape his foul stink. He jumped up and down with happiness, then looked around in panic. All of his army was gone now, save for the rats pushing the bell. Behind him were dragon princes, on the flank were silver helms and a chariot, in front of him were the rallied spears.

The arch mages cast flames of the phoenix at the bell, but miscast. Z’ym took that power and hurled a lightning blast that killed three dragon princes, only the commander and champion remained. Z’ym cast warp lighting on the chariot, but HE miscast. The arch mage took that power and cast flames of the phoenix, killing fourteen clanrats! Z’ym howled in rage as the elven chariot and cavalry charged in. The flames burned hotter (I had no chance to dispel it) and cooked all but one of the clanrats and the BSB. The last clanrat died under the hooves of a chariot. Z’ym screamed a challenge and hurled himself at the BSB. He failed to wound, and was cut down. He snickered as his wounds stitched back together, and he outran the elves who tried to catch him. The problem was, he didn’t stop running, and left the field with two night runners hot footing it after him.

All the rats were dead. Long live the High Elves! Derek played his army like a real pro, picking off the small, dangerous units quickly. He applied overwhelming force to deal with situations, and was able to concentrate his spells and shooting to devastating effect. Derek would go on to take 5th place overall with a very balanced, very strong army (similar to lists I used to field). I don’t think I did anything terribly wrong this game. I could have been a little more observant with the plague monks in their spacing, and I could have moved the characters around when combat was looming to make sure they too part instead of sitting around. What do you think?

Saturday, 19 September 2009

Skaven vs Lizardmen 2000 pts fantasy battle (photos)

"He holds my magic at bay, while my ratling gun and globadiers kill five skinks on the left flank. The bell tolls another 13, an army wide panic test. Brian snickers and passes all his tests."

(another friendly, engaging tournament battle report from Silas7)

source : warhammer.org.ukcredit : Silas719-Sep-2009

Skaven Army List

Grey Seer Z’ym: dispel scroll, warpstone charm, twisted crown of horned rat, riding a screaming bell.
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)


Lizardmen Army list

2nd gen Slann
(+1 spell, diadem of power, 2+ ward, fear banner) with
16 temple guard full command, war banner?
2x3 kroxigor
3x10 skinks
5 terradons w/brave
skink priest
nike saurus.

This was another objective based scenario. There were three markers along the center of the table. The player who had the highest collective unit strength within 6” of the objective won it. You needed a majority of the objectives to win the game; victory points only mattered for bonus points. I was sweating because Brian had a 2nd gen Slann, and Brian was sweating because I had him outnumbered about four to one.


Brian deploys his temple guard, salamanders and some skinks near the center objective, and his kroxigor and more skinks near the left one. I split my army evenly between all three objectives. He moves forward cautiously, sending his terradons to about the midfield. I weather his first batch of spells with little damage. I move forward boldly on the right, and with more caution on the center and left. A miscast on my part works in my favor, as I drain away the stored dice he was holding in his diadem!


The rain of spells begins, as the slann kills two jezzails and two censer bearers with his magic missiles. His skinks shoot a few slaves and a clanrat. His terradons hurl javelins and pin the ratling gun to the ground. The salamanders work up a tremendous volume of spit and melt fourteen plague monks into a puddle of goo! My slaves charge his skinks near the central objective. The night runners leave the safety of the woods and charge his terradons. Here's a shot of the left flank, showing the depleted plague monks.


He holds my magic at bay, while my ratling gun and globadiers kill five skinks on the left flank. The bell tolls another 13, an army wide panic test. Brian snickers and passes all his tests. His skinks hold up my slaves, being so close to the slann’s army standard. My night runners fail to wound at all, and his terradons “terr” them to messes, panicing the nearby globadiers. Why oh why didn’t I just stay in the woods? It’s not like he could have charged me! Stupid rats.

The scar veteran decides to take a chance and charges at the screaming bell, brandishing his great weapon. The salamander pack tears along with him. The rain of spells and darts continues to fall. It takes three magic missiles, but the slann finally finished off a unit of censer bearers. His left most skinks shoot the ratling gun that was causing them so much pain, while another plague monk falls from a dart in his neck.

His terradons swoop behind my second plague monk unit and skewer another four plague monks. The slave / skink combat continues, the slaves win but the skinks hold. The scar vet takes many swings at the bell, but only hits once. Once is enough, as I fail my ward save and the bell explodes! Some clanrats die, but my seer survives the mess with only one wound lost. Despite that loss, we still win the combat.


The depleted plague monks and surviving censer bearers charge into the salamander combat, while Z’ym skitterleaps out of the unit and into the clanrats on the right, far away from any hostile enemy. My night runners and globadiers sandwich the skinks between them (to deny them the chance of standing and shooting). The larger plague monk unit charges into the flank of the slave / skink combat, hoping to settle things at last. The last jezzail in the damaged squad takes his own life rather than risk getting fireballed again (reliable… HAH!) This round swings firmly my way. The night runners butcher his skinks, the plague monks slay the last of the skinks. The bell combat is epic: the plague monks kill a salamander, his scar vet challenges and kills my plague priest, and I kill enough handlers to make it nigh impossible for him to hold. My censers and monks run down the fleeing lizards, but my clanrats hold, not wanting to end up in charge range of his temple guard.

The temple guard surges forward into the slaves, who wisely flee. He just manages to “enemy in the way” into my clanrats, who (un)wisely decide to flee as well. Grr laughs manically. Brian sends the terradons into the rear of my plague monks to pin them down. (3d6 for Ld tests plus a BSB makes almost any unit a tar pit). The slann doesn’t blink as his spells kill five clanrats and 4 slaves from the fleeing units. His last unit of skinks shoots two censer bearers. The plague monks weather his charge and hold.

The censer bearers charge the skinks who fired on them, while the few plague monks charge a kroxigor unit in the flank. The slaves flee off the board. Grr yells out “Last one home has to clean the rat ogre cages! WEEEEEE!” and the clanrats leg it after the slaves, also leaving the board. I just lost almost fifty US worth of troops, leaving the center firmly in Brian’s hands. Z’ym curses his idiotic standard bearer, then hurls a plague into the temple guard. Four of them catch cold, and die. Z’ym’s hysterical cackle fills the air. The plague priest moves to the rear of the monks and swats some terradons, but they continue to hold cold-bloodedly. The censer bearers make short work of the skinks (short, get it?), but the plague monks and kroxigor fail to wound each other, and he holds.

Brian looks around the board. Currently I am winning the objective battle: my slaves and Z’ym’s clanrats hold the right objective, my plague monks are contending the center objective, and my clanrats and various skirmishers stand poised to swoop in and take the third, outnumbering his two kroxigor units greatly.


At his telepathic command, the temple guard charge into the plague monk unit. The slann sends more magic missiles to thin out the slave units, killing eight of them near the left objective. The temple guards make a wonderful mess of things and break the plague monks. The temple guardss wisely hold, while the last terradon (the brave, of course) runs down the monks and takes their banner. My other monks fail to wound again, and his kroxigor cuts two of them in half, breaking the rest of them and picking up their standard (this is very important!).

The censer bearers dither between charging the kroxigor on their left and the temple guad on their right. They end up careening into the temple guard, hoping to reduce their unit strength a little. Z’ym orders the clanrats forward towards the center, while the slaves sit on the right objective. Z’ym chuckles and wrings his hands. “Foolish flying jungle lizard! Keep our precious standard. It makes a wonderful conductor… for ELECTRICITY!” The brave is sheathed in a corona of warp lighting, and burns to ash along with his mount and the banner. On the left the night runners and globadiers run behind the kroxigor and pelt them with pointy and stinky things, wounding them slightly. The censers kill two temple guards before being slaughtered.
Here's the hotly contested left flank on the last turn.


Everything hangs in the balance on the last turn. The slann directs all of his remaining spells at the left clanrat block, killing about eight of them with spells. They panic and flee off the table. Suddenly the entire left flank is in doubt! My slaves, globadiers, and night runners all run like mad towards the objective. Z’ym urges his rats forward, but they won’t make it to the center in time. In spite, he kills a few more temple guard, reducing them down to three remaining. Shooting fails to kill any kroxigor, and the battle comes to an end.

Brian holds the center objective, and I hold the right. We add up the unit strength on the left flank. I have a total of twenty four (slaves, globadiers, and night runners) and he has eighteen for the two kroxigor units… and TEN for the captured standard. He has twenty eight, giving him the objective and the game!

At the time I was pretty broken hearted about losing that clanrat unit in the last turn, but as I review the report, this was a kick-bottom game of Warhammer. Brian is the kind of opponent who can make you laugh even when he's kicking your butt. Fortune swung back and forth, and while Brian was winning on points I was making him work hard to get the objectives. The last round was crucial. One thing I could have done better was to move Z’ym’s clanrats a round sooner, so they could have held the center. Who knows how things would have gone though? I do think my dice let me down in a number of key places, and I don’t know if I could have accounted for that. What do you think?

Friday, 18 September 2009

2000 points Wood Elves vs Skaven battle report (photos)

"A hail of doom arrow killed 10 slaves on the right and panicked them. His glade guard got in a shooting war with my jezzails, killing one in each team and panicking them off the board." (will they hold ?!)

(another short but succinct Warhammer Fantasy tournament report from Silas)

source :warhammer.org.ukcredit : Silas718-Sep-2009

2000 pt Skaven Army

Grey Seer Z’ym: dispel scroll, warpstone charm, twisted crown of horned rat, riding a screaming bell.
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)


2000 pts Wood Elves Army list

Highborn (great weapon, rhymer’s harp, annoyance?)
noble (bsb) with 22 eternal guard (full command, war banner)
3x10 archers
3x8 dryads
2x5 wild riders (full command)
3 treekin
3 warhawk riders
giant eagle



The game started slowly, our two armies advancing towards each other. I baited some of his wild riders off the left board edge with my night runners, this would keep that nasty cavalry a little further from my flank as I marched more towards the center.


His warhawks charged my seer, wounding him once before they hit and ran. A hail of doom arrow killed 10 slaves on the right and panicked them. His glade guard got in a shooting war with my jezzails, killing one in each team and panicking them off the board. My clanrats charged a nearby eagle and broke it, but failed to catch it. Two units of slaves charge in and tie up his war hawks and his elm dryads.

A huge combat erupted in the center. Willow dryads come to the rescue of the warhawks, breaking the slave unit. The willows would pursue into some night runners, and the warhawks pursue into globadiers. On the right the elm dryads ripped the slaved to shreds and chased through into some more night runners.


On either side of the carnage, the highborn’s eternal guard stared daggers at Z’ym and his bell. Z’ym cast an irresistible plague into the eternal guard, killing seven of them, and spreading it to kill 4 more dryads. Cackling with glee, Z’ym ordered the bell struck…. which promptly blew up, killing Z’ym with it. My rightmost plague monks and censer bearers charged the treekin, breaking them and running them down. My ratling gun blasted four of his birch dryads. The earth grew wet with blood and sap.

On either flank, the wild riders come charging in. My clanrats flee on the left but are run down, and my plague monks on the right are hit in the flank and broken as well. The glade guard shoots all but one of the censer bearers. After killing the night runners, the willow dryads charge a ratling gun and chased it off. The elm dryads tear the night runners into bits, declining to charge the clanrats, who still looked in shock at the ruins of the bell and seer at their feet. Grrr waved his banner and urged them to fight on, in his high pitched voice.


The skaven army squeaked as one and swarmed forward: censer bearers charging the willows, clanrats and plague monks charging into the eternal guard, and the lone blue censer bearer dodge a dozen arrows to charge into the glade guard! The surviving ratling gun roared and mowed down the wild riders that killed their parent unit. The green censers kill seven willow dryads, the last holds. The clanrats and plague monks fail to do a singe wound (!), while the eternal guard and their leaders kill nine rats. Both units break, despite Grr’s frantic flag waving, and the plague monks are run down. The lone censer bearer kills two glade guards, but they hold.

The slaughter continues, but the Asrai’s spirits are rising. His eagle runs down the clanrats that failed to catch him earlier. The wild riders move around to the flank of Grr’s clanrats. The birch dryads charge the censer bearers, killing two before I wipe them all out. Two more glade guard fall to fumes and flail, but they persevere. The elm dryads kills seven clanrats, but can’t overcome the weight of number and banners. With two army standards so close to each other, breaking was unlikely for either side. Covered with the sap of the birch dryads, the green censer bearers charge into the flank of the clanrat fight. Grr sees the waiting wild riders, and high tails it out of the unit into a nearby unit of slaves. The glade guard finally drags down the last blue censer bearer. Three elm dryads fall, along with one clanrat, and the elm dryads are run down and destroyed.

Their victory is short lived. The wild riders charge the flank of the clanrats and scatter them under their spectral hooves. Grr waves his army standard, not in victory, but in defeat (Ed -Wood Elves beat Skaven).

What a slugfest this turned out to be! Mychael was a great opponent, it was nice to fight him w/out any extreme scenario cards in play. There were a few points when dice really let me down; in playing about 20 games with this army the bell only blew up twice. The combat with the eternal guard was disappointing; even a few wounds to them would have made it much easier to hold. I think I played a pretty good game, overall. What do you think?

Wednesday, 29 July 2009

2500 points Skaven vs Orcs and Goblins Fantasy Battle Report (pictures)

Orcs & Goblins vs Skaven - the Warhammer Army "low-lifes" in action ;)

"As the Orcs started their own advance, they could see the grinning faces and large front teeth of the Ratling gun crews. They really looked like they were enjoying themselves, and their advance showed a cocky confidence that unnerved a number of the Greenskins."

(Padre's reports are too good to miss, they're always amusing and engaging and are not to be missed - check out his other Warhammer reports under the "frequent writers" authors link)

source :battlereporter.freeforums.orgcredit : BatPadre29-Jul-2009


Warlord Gildag fights Clan Skallagad
Greenskins versus Skaven, 2500 points. Home rules terrain set up.

“I could crush any foe with this lot,” boasted War Boss Gildag to his chariot riding Big Boss. “Look at ‘em - you got eyes. There’s nowt could stand against ‘em! Not little ratmen, that’s for sure!”

Surveying his force, Gildag meant what he said - this was no empty boast nor self-deception to make him feel better about his chances - he truly believed it. He had two companies of Boar Riders, two Boar Chariots, a Giant, three war machines, two big regiments of Orc Warriors, umpteen Orc and Goblin archers, Goblin Wolf Riders and two Shamans. Top all this off with his own magical axe and kickin’ boots and he reckoned any enemy was doomed.

“This is gonna be a good day for killing,” he mused, philosophically (for an orc).

Once the Big Boss had trundled off in his massive chariot, Gildag surveyed the field of battle ahead. Like everywhere in the Badlands it was a barren and unforgiving place, but even so he’d turned the lie of the land to his advantage. He had the higher ground on his right, and the enemy had rough ground and a huge rock messing up with their advance. Gildag’s only problem would be arraying his warriors so that they could all get stuck in.



He sent his archers to make a show of it on the right, with the goblin wolf riders out the farthest just in case the enemy tries some trickery and comes around the side. He reckoned that lot could hold their own while he concentrated all his strong units together, like the bunched fingers of Gork’s fist ready to punch the enemy’s face in. He kept his two Orc Boyz regiments together, leading one himself, and ordered the Big Boss to sort the chariots and Boar Riders and the half-cut Giant out on his left. Some goblins meandered out in front on that flank, but to be honest Gildag failed to notice. It was easy to forget about goblins, until they got in your way. The war machines he simply expected to fit in where they could, and prove themselves worthy of their supper.



He was satisfied, pretty much, with the line. When he saw the goblins to his left he laughed, thinking that they looked a little comical out there, faffing about with their short bows and looking busy - as if they could contribute anything to the fight! When he looked forwards, however, and saw the enemy line advancing, the smile left his face. There were a lot of them, and they had plenty of their damnable gunpowder and warpstone machines with them (and he knew full well how potent they could be).

“Better get in quick,” he thought to himself, satisfied that this must be a good plan what with him being a military genius and everything.

The Skaven clan Skallagad managed a much neater array than the Greenskins opposite them - almost exactly precisely lined up. Gildag was not wrong when he reckoned they had plenty of machines of war - they had two units of nine Jezzails, four Ratling guns, two War Lightning Cannons and two Warplock Engineers. All this as well as three huge spear armed Clanrat regiments, a big block of armoured Stormvermin and a body of Plague Monks out on their far left and facing the Arrer Boyz and Gobbos.



“More to kill than we thought,” shouted Gildag for his boyz to hear. “We’re gonna enjoy this, lads, eh?”

A cry went up from the orcs at the back, the ones who could not really see the foe properly: “Kill, kill, kill!” But at the front the orcs just silently mouthed the words whilst staring at the enemy and trying to do a bit of counting. None could count that high.

It was the Skaven who made the first move, and it was their machines that they chose to deploy. While the Warp Lightning cannon and Jezzails crept along the far right flank, to get around the huge rock in their way, the four Ratling teams bravely strolled out ahead of their regiments and began to warm up their weapons. The Rat Ogres positioned themselves on the near side of the rock, as if readying to deliver a flank charge at anything that might come to the front of the Skaven centre.



The Jezzails at the rear stayed put - they could already see the enemy and reckoned they were in range. When the first blast of magic and shot came it wasn’t that impressive, what with so many machines having busied themselves with moving. The Engineers failed to harm the chariots but the Jezzails killed one of the Doom Diver crew goblins, as well as damaging the machine itself.

As the Orcs started their own advance, they could see the grinning faces and large front teeth of the Ratling gun crews. They really looked like they were enjoying themselves, and their advance showed a cocky confidence that unnerved a number of the Greenskins.



It turned out that the goblin archers did get in the way, for just as the giant and the chariots were wanting to get up quick before being riddled with warpstone pellets and lightning, they found themselves somewhat blocked. One chariot bit the bullet (!) and headed off towards the far left flank, hoping to hit the Jezzails before being shot to pieces and thus chase them off the field. Meanwhile the rest of the force advanced as best they could. The boars outstripped the foot warriors, and came on quick on the left, some keen to put the rock between them and the enemy’s deadly guns.



One Ratling team was crushed by the magical Foot of Gork, the orc shaman responsible proudly and flamboyantly bowing after his spell was cast. None of the warriors noticed - they’d long since made a point of ignoring his antics. The Doom Diver killed three Jezzails and sent the others running in panic, a site which some of the orcs did notice - though they would never cheer goblins and so pretended not to see. The Plague Monks, however, proved made of strong stuff - for when twenty eight arrows in total flew at them, from Orcs and Wolf Riders, none were harmed. While the Goblin archers on the far right were busy squabbling, which meant the goblin shaman wasn’t doing what he should be doing either, the other goblin archers and the Bolt Throwers did shoot, but they could no bring down any of the Ratlings.

Both units of Boars were snorting and stomping, keen to throw themselves at the foe and start gouging and trampling, but they were not there yet!



Meanwhile the goblin wolf riders stared with disbelief at the unscratched Plague Monks, while one of them mumbled: “They got armour under them rags?”

The reply he got was the usual, “Dunno!”



The real shooting was about to begin.

Just before the warpstone bullets went flying, the right most Clanrat regiment charged into the advancing Boar Riders, not keen to learn whether they could survive receiving the Boars' charge.



The other Boars received a different kind of attack as two died to Warp-lightning hurled by an engineer. They managed to take this without panicking, but when another four fell to a blast of Ratling Gun bullets their courage failed them and the surviving pair turned tail and galloped away.



Nearby, the chariot advancing on the Jezzails out on the flank found itself badly damaged as it’s prey fired a volley at it, and out in the centre of the field a total of ten Orcen warriors tumbled to the ground as a brace Ratling Guns had a go at them.



Luckily, however, the two Warp Lightning cannons fared a lot less well than their smaller counterparts, as both misfired. One blew up as a consequence, the other just fizzled. As the sound of the blast echoed across the field, the Clanrats facing the Boar Riders won the combat by sheer weight of numbers, their very momentum pressing hard upon the surviving six Orc riders. Just as the other Boar Riders had done, this unit also broke and fled - outdistancing their pursuers and so surviving the ordeal. The Clanrats moved boldly on and soon ran into the flank of the Chariot that had been bearing down on the Jezzails. It now looked very doubtful that the Orcs would find a means of silencing the deadly gunners out on that flank.



Warlord Gildag looked about him at his regiment, and even his slow counting skills were sufficient for him to understand very quickly that if he did not think of something soon he would have no warriors left. Luckily his very frustration was the thing that gave him the answer - he cried “Waaagh!” and let his lads know that now was the time to push that little harder towards the foe. His own diminished regiment leapt ahead of the line and he knew that he would have his chance yet to smash into the foe without having to face another torrent of death-dealing bullets.



Seizing the chance he shouted his command and his lads charged ahead into the Stormvermin. As if they thought his command applied to them as well, the goblin wolf riders and the orcen archers who had advanced down the hill when the ‘Waaagh’ was shouted, simultaneously charged into the Plague Monks off to the right of their Warlord.



Now the choppas rose and fell, swinging, slashing, piercing and tearing, and as their blood-red business was being done the two Shaman set about casting magics onto two of the Ratling Guns - this time slaying both teams. When the Doom Diver missed the last surviving team, the goblins who up 'til now had merely got in the army’s way made up for their blundering and laid low the team with the twang of their bow strings. No Ratlings were left now, and the Orcs would not miss them!

In the centre numbers were against the Greenskins once more, for although seven Stormvermin fell to the Warlord’s Boyz, the ratmen managed to hold their ground. Not so the Plague Monks who found themselves overwhelmed in their flank and rear and fled, only to be cut down by the Wolf Riders. The right flank of the battlefield now belonged to the Greenskins. Things were not going the Greenskin’s way on the other side of the field, however, as the Chariot was broken and fled off the field, with the Clanrats pursuing to once again smash into the rallied Boar Riders. They had already captured that unit’s standard but it seemed that this would not satisfy them and they wanted to kill the whole unit.



The Skaven now charged their rightmost Clanrat regiment, still wholly intact, onto the flank of the Warlord and his boyz.



Elsewhere on the field the fleeing Jezzails rallied, meaning there were still two sizeable units of these to continue their deadly armour-piercing volleys. The other Jezzails chose to stand still so that they could see off the pair of Boar Riders who were unengaged. This proved easy for them and their bullets. Just as they were sniggering at wat they had done, the Warp Lightning Cannon right next to them fired right through them aiming at the giant. It did indeed hurt the giant, but the arc of lightning killed two of the them also as it coursed over them! Their sniggering stopped.

Bravely the Rat Ogres moved up to face the now steaming (in more ways than one) giant. Their handlers cowering behind the beasts and hoping the giant would not notice them.



There was fighting all over the field of battle now. The Clanrats out on the far right of their line broke the Boar Riders facing them, but could not catch them, giving the Orcen riders one last chance to rally - which they would do (thanks to their musician)! These Boars Riders might not exactly be smiting the foe, but they were certainly keeping that particular regiment very busy!

Another Orc regiment who proved unable to withstand the damage was the hard-pressed Warlord’s unit. Gildag and his lads were surrounded and very much outnumbered, and when they broke and ran it nothing short of a disaster for the Greenskins. Not only were they cut down in flight, the Warlord Gildag dying, but the nearby massed regiment of Orcs panicked at the sight of the destruction and also fled away! The Stromvermin were carried forward in pursuit into the Wolf Riders, but these cunning goblins knew not to fight when they had no chance and fled away voluntarily.

Off on the far left of the Greenskin’s ragged ‘line’ the Boars (as I mentioned) rallied once more. They were not the only ones - the large Orc Boyz regiment halted and reformed, while the tricky Wolf Riders turned around to wonder at their successful escape. While the greenskins rallied their strength, four Stormvermin fell to their magic, and although the Doom Diver and Bolt Throwers could not harm them, the Orc Arrer Boyz to their front brought down another two. The armoured Skaven did not look so threatening all of a sudden.



When the Giant charged at the Rat Ogres they had wit enough to know that they ought to be afraid, while to their left the central Clanrat regiment fled from the Big Boss’s Chariot charge not out of fear but out of a deep rooted instinct for survival. The Giant thumped one of the Ogres with his club and pounded him into the hard ground, spattering blood over the rest of the unit. This was all a bit much for them, and they fled. The Giant lurched after them and was just about to hit the Warlord and his Clanrat regiment in their flank when they also chose to flee. Luckily for them they ran a little faster than the Giant could manage and they escaped his wrath (for now).



Frustrated by their long journey across the field, the Clanrats out on the far right decided to attempt one last time to finish off the Boar Riders and once again delivered a charge. Surely the Orcs could not hope to remain on the field now?



Somehow the Boars found a courage they had been previously lacking, and without a loss of their own to the ratmen they killed two and then stood their ground.

The Stormvermin, even though hampered a little by difficult ground, charged into the Arrer Boyz, losing only one of their number to the Orcs’ countershot.



The Warlord rallied his regiment but the other fleeing Clanrats ran on some more. What little Skaven shooting could be done had no real effect on the enemy, and it was down to the fighting to see if the rats’ advantage could be built upon. Unexpectedly as three died on both sides in the fight between Arrer Boyz and Stormvermin, it was the Skaven elite warriors who broke and fled, being cut down by the pursuing Orcs. The Greenskins were as surprised at this turn of events as the enemy, and several Arrer Boyz stood dumbfounded for a moment (by which I mean those few who were not repeatedly hacking away at the fallen Stormvermin)!

Now the Greenskins finally had a chance to deliver a powerful punch at the foe, and the Giant and Chariot smashed at one and the same time into the recently rallied Clanrats and their Warlord (with the army standard lurking in the rear ranks). The rallied Rat Ogres could only watch from the side to see what such massive force would do to their Warlord. The Chariot killed two rats as it hit them, and the Big Boss managed to sneak a scratch or two past the Skaven magical armour and ward saves, but could not quite kill him. A few other warriors died, but the whole combat was shaken when the Giant chose not to fight but merely to bawl at the foe. Somehow, in the face of that awful sound, the ratmen found the nerve to stand their ground. It was not enough to scare them off.

While this was happening every Jezzail team on the field was dying - a result of the two Foot of Gork spells conjured by the Shamans, combined with the Doom Diver’s suddenly very accurate shot. Not one Jezzail remained. The Warp Lightning Cannon crew out on the flank found this development a little unnerving and fled down the edge of the field away from the site of the destruction.

Not that anyone else on the field noticed (what with bawling Giants and magical gods’ feet stamping about) but the Clanrats in the corner of the field finally broke the Boars and sent them packing for good.

Although the running Clanrats and the Engineer with them rallied in the centre, the Warp Lightning Cannon crew had seen enough and disappeared into the gloom. The Rat Ogres, still dazed from their recent bout with the Giant, turned to look at that Giant currently engaged with their Warlord and his regiment.



Finally the Warlord showed what he could do and slaughtered the Orcen Big Boss, sending the Charioteer fleeing away. But the Giant, stubborn (and drunk enough not to really notice) killed a pair of rats and fought on. Behind him the last large Orcen Warrior regiment left moved up to prepare for a charge, one which they reckoned they had every chance of delivering because the Giant once again held his ground, even though blood streamed from five great gashes in his hide.



With little else they could contribute the Clanrats off on the far flank charged and destroyed the Bolt Thrower. Meanwhile in the centre of the field the Warlord had not really thought the consequences of his next action through - skillfully, bravely even, he slew the giant, only then to watch the massive monster fall onto his own regiment and crush four of them. For a brief moment the ratmen wondered whether fleeing was the best course of action, but between them the Warlord and the Army Standard bearer convinced them to stay.

While the Arrer Boyz squabbled, thus distracting their Shaman (the third time a Greenskin Shaman had failed to use magic for this same reason), the last regiment of Boyz finally got to deliver their charge, hurtling into the Warlord and his clanrats.



The fight was bloody but evenly matched, so that the two units settled down to begin an exhausting bout of hack and slash. Thus the battle came to an end - both sides very badly mauled, neither able to claim a true victory.

Result = Draw (Skaven 1614 VP to Orc 1702 VP, thus Orcs up by only 88!)

Thursday, 9 April 2009

Skaven vs Lizardmen 4999 point battle report

warhammer fantasy battle report :-

Almost 5000pts of Skaven - that's a lot of rats ! Where's rentakill when you need them :)

(almost every Lizardmen / Skaven unit in the army books are used in this battle)

source : warhammer.org.ukcredit : David L09-Apr-2009


Lizardmen Army list (edition 6)

Sacred Host of Quetzl:
2nd Gen Slann (duh!)
BSB, Totem of Prophecy, Plaques of Protection and Tepok, Diadem of Power
fireball, Conflagaration of Doom, little death missile, big death missile, Unseen Lurker

Oldblood, la, sh, Quetzl, Tepok, Chotec
Scimitar of the Sun, Jaguar Charm, 5+ ward

Oldblood, la, Quetzl, Itzl, Old Ones, cold one
Sword of Might, Maiming Shield, Curse Charm of Tepok, 4+ ward vs S5+

Scar-Vet, la, sh, Quetzl, Huanchi
Sword of the Hornet

Scar-Vet, la, sh, Quetzl, Sotek
Bane Head (Grey Seer on foot)

Skink Priest, level 2, Blood Statuette of Spite
little magic missile, cause fear

Skink Priest, level 2, two scrolls
big magic missile, Doom and Darkness

17 skinks (all skinks have javelins)
13 skinks
13 skinks
10 scouting skinks
20 Temple Guard with Jaguar Standard
23 Saurus Warriors of Quetzl, full command
23 Saurus Warriors of Quetzl and Huanchi, full command
4 Kroxigors with champion
4 Kroxigors with champion
5 Terradons with chamiopn
7 Saurus Cavalry, champion, Huanchi's Blessed Totem
3 Salamanders
Stegadon
Stegadon



Skaven Army list

Warlord, two weapons, Enchanted Shield, Regeneration, Bands of Power

Grey Seer on Screaming Bell
extra power dice, 5+ ward save, one re-roll

Grey Seer on foot, 4 dispel scrolls

BSB with Storm Banner

Assassin with +2 strength hidden in Bell unit

Engineer with Storm Daemon and 4+ ward save

Engineer with Tenebruous Cloak, Death Globes

Plague Priest, Liber Bubonicus, Warpstone Token

30 clanrats, full command, rattling gun
30 clanrats, full command, rattling gun
30 clanrats, full command, rattling gun
30 clanrats, full command, rattling gun
28 giant rats
28 giant rats
5 globadiers
5 globadiers
4 Plague Rat Swarms
29 stormvermin, full command, war banner, rattling gun
29 slaves, musician
28 slaves, musician
6 night runners, two weapons
6 night runners, two weapons
6 night runners, two weapons
6 night runners, two weapons
10 jezzails
1 rat ogre
1 rat ogre
1 rat ogre
1 rat ogre (yes, four units of 1 rat ogre each. these actually work pretty well)
29 plague monks, extra weapons, full command, Burning Hatred
10 Plague Censer Bearers
Warp Lightning Cannon
Warp Lightning Cannon


I suspect people will question the 'lack' of slaves. I'm not sure if Raf was remembering this, but we played this matchup a couple years ago at perhaps 3000 pts. Quetzl skinks, especially in range of a Slann, can hold slaves forever or even beat them. That blocks up everything behind, including playing havoc with LOS. I clogged up a chunk of his army with just skinks and slammed tons of hitting power into other stuff.


Setup

We put two standard 6 ft tables end to end. The meeting point had a slight gap and wasn't perfect, so I put down the cloth top to cover that, then some stuff to mark the edges of the battlefield. Intentionally not measuring, it ended up 107 inches wide (just short of 9 ft). We took turns placing terrain, then rolled for sides.
Two impassable cliffs in the middle, one with a river (difficult) with bridge (open) draining to the table edge. Couple forests, couple of hills, and a square swamp on his side.



I set out to turn his flanks, but this didn't work very well so the battle largely split into 3 pieces divided by the impassable cliffs.

On my right, the terror causing Stegadon hoped to send various enemies running. The Huanchi Saurus would take advantage of the forest to engage quickly and maybe even charge. Raf's hugely superior numbers left me expecting more drops near them while they ended up facing almost nothing and never saw combat. Kroxigors with screen made the inner edge of my right flank.

I faced giant rats, clanrats with rattling, night runners and two rat ogres. Plus a warp lightning cannon.



The center had the Temple Guard, other Saurus with scar-vet, the JSoD Oldblood, two skink screens, Terradons and Salamanders.

I faced Plague Monks with priest, Plague Censor Bearers, night runners, two rat ogres, Stormvermin with BSB and Grey Seer, clanrats with Bell, slaves and more clanrats.





My left had another stegadon to make things run, plus cavalry with skink screen.

I faced giant rats, slaves, clanrats and the globadiers.



The Warhammer Game

He won the first turn, moved up a bit, and started magiccing. I survived the first turn okay, losing less than half the big skink screen and one dispel scroll. Slann also failed a 2+ ward against Jezzails, but the toad has 7 wounds left.
I move up on my turn and try to Unseen Lurker Terradons into Jezzails. This draws his first scroll and leaves the Terradons screwed. Magic missiles did take out 2 rattling guns.

He activates the Storm Banner on his turn 2, which he took principly to negate Terradons killing his wizards. The Storm banner will refuse to burn out until turn 5, which ends up hurting him a lot more than me. The Terradons had to flee a charge on his turn 2, then fail to rally (despite the Slann), fail to rally again (on their own) and leave the table, so that goal of the Storm Banner was unnecessary. To make the Storm Banner even sillier, the Bell rolls a '13' on turn 3 which panics the Salamanders, leaving the banner having almost zero affect on the Lizardmen.

Also on his turn 2, the plague rat swarms charge the remaining big screen which is joined by the JSoD [Jaguar Saurus of Doom - Ed]. I figure the 4+ close combat save on the skinks will reduce his damage enough for the 7 attacks Oldblood to chop the swarms to pieces. I think the skinks should even get in a couple wounds, since even the Oldblood is swinging first after the charge. Plus any combats I lose will be near the Slann. Instead, it will take that worthless Oldblood until turn 5 to wipe out the swarms and he takes 2 wounds in the process. He then survives one round against the assassin, but does no damage and dies to 3 strength 2 hits from Vermintide. 301 points of total waste.

-----

On the right, the Stegadon manages to terror away the clanrats and chase off the giant rats, but the rattling gun hangs around a while. The Storm Banner stops some of its shooting, so it only takes a skink off the top and does one wound to the Stegadon. Eventually the skink javelins take out the rattling, and the Stegadon charges the WLC on turn 6. The WLC did no damage. My 4 Kroxigors step forward and take a charge from 2 rat ogres and 6 night runners. The Skaven do 2 wounds, I do lots and get a pursuit move. Various rallied rats will get in the way of the Kroxigors and slow them down, but eventually they turn towards the center.

-----

On the left, a cautious advance with the Stegadon and use of the skinks keeps the globadiers from doing anything. But I cannot get past things quickly and end up using the Blessed Totem just to charge giant rats. The rats get obliterated, and one globe unit panics, but I don't pursue far enough to hit the globadiers that pass panic. The skink unit will finish off the globes and the giant rats. Not pursuing into another target leaves the cavalry to take Warp Lightning from an Engineer that wanders over this direction. Dispel attempts fail and Storm Demon plus the main spell wipe out the unit in one magic phase. The Oldblood, despite his 0+ armour and 4+ ward, takes 2 wounds when I let warp lightning hit him the next round.

The Stegadon starts with some better luck, getting a slave unit to fail terror. But it makes too many "skink saves" against magic and shooting and the crew is shot off the back while the Stegadon only takes 1 wound. It then fails the reaction test and rolls "whimper", leaving him standing around uselessly in great position to turn towards the middle. So close!

-----

With the leadership failures of the Terradons and Salamanders and the inept Oldblood, my center is not as powerful as I expected. That gets worse as I am steadily blasted by magic. His 10 total warp tokens will never roll a '1'. All the warp lightning he casts all game will produce two total hits on himself. With 17 power dice a turn, plus 10 tokens, he will never miscast. Over 100 total casting dice without a miscast. I miscast at least 3 times and get only two IFs, both on spells that don't matter much. Unseen Lurker is scrolled three times, miscast twice, and a priest ended the magic phase before it was attempted the other turn (Dumb order on my part, but I rolled the Slann's dice for the heck of it and he miscast anyway). The Plague spell injures the scar-vet and kills half the Saurus unit, then kills several TG as well. Other damage reduces the Saurus to 11 guys and the Temple Guard to barely more before combat. I lose a Kroxigor and various skinks.

My skink priest gets his big magic missile off early and takes out half the censor bearers. Salamanders wipe out a night runner unit which panics slaves.

The last 11 Saurus in the middle arrange to charge the 5 Plague Censor Bearers and also hit night runners in the process. I expect to chop them up pretty good, especially with rank, banner, numbers. I then can pursue into the plague monks directly behind, or just sit and flee their charge. Nope. I kill 1 on the charge and lose 4, actually losing combat the first round. On the positive side, this does block the plague monks from doing anything and gives the Salamanders another shot at them. Plus the Saurus do hold and eventually break the rats. Salamanders are never too impressive and even cause a panic test on themselves by eating skinks. Thankfully they pass that one. Obviously, the few remaining Saurus flee when the plague monks charge.

By the start of my turn 4, the inept Oldblood and the rat swarms are clogging things a bit, and I've fled with Kroxigors and Saurus. The Temple Guard were just charged by the Stormvermin, who then got frenzied. They were joined by the general (which I foolishly didn't notice) and abandoned by the Grey Seer (skitterleaped himself into the forest). My scar-vet fights with his shield, letting him hold onto his last wound (toughness test earlier) for a couple rounds, until I forget the Bands of Power. I'm losing that fight badly, but the TG are holding and hoping for help. No wizards have been killed at this point, although my statuette priest took a wound with a miscast and one engineer wounded himself once with warp lightning.

All the Saurus on the table being largely inept, on turn 4 the Slann and priests finally step it up a notch. The Slann cannot see the Grey Seer in the woods, but the priest from the left side can. Ahhh, telepathy! Okay, first the Slann has to take out the rattling gun blocking LOS, but that is helpful anyway. One little missile gets the gun, the other and conflag are stopped. I get the 2d6 missile off at the Grey Seer, but it produces only 4 hits and the rat lives. With the dispel dice gone and me somewhat desperate, I finally use the Statuette of Spite and the Grey Seer fails the test! The left wizard then fires off his own magic missile, killing the Engineer that blew away the entire Saurus Cavalry. I still fell I've got big problems from my troops (and characters!) getting outfought by Skaven, but two dead wizards and the last rattling gun improve the situation a lot.

-----

In the end game, the Kroxigors from my right manage to come around the central cliffs and reverse direction. With the frenzied plague monks chasing fleeing Saurus, the Kroxigors hit them in the rear and wipe them out. The Screaming Bell unit, with assassin on the correct corner, jumps into the front of my TG (already fighting Stormvermin) on turn 6. 3 Skaven characters kill the last 5 Temple Guard and break the Slann. (The Bell had rolled Terror causing, so I was autobreaking anyway). But the fat toad displays unexpected nimbleness and flees 9 inches, escaping the clutches of the evil rats. The Slann rallies in the bottom of the turn and has a shot at earning a massive victory by Lurking the victorious Kroxigor into the Stormvermin flank .... but miscasts.






Battle Result & Victory Points

Lizardmen Casualties:
Oldblood of total incompetence
Scar-Vet
Saurus Cavalry
Temple Guard
half core Saurus
Terradons
Kroxigor
two skink units
injured mounted Oldblood of some incompetence
injured skink priest
two captured banners

Skaven casualties:
Grey Seer on foot
Engineer
Plague Priest
5 rattlings
2 clanrat units
both giant rat units
censor bearers
plague monks
all the night runners and globadiers
both slave units
one WLC
Jezzails (panic from magic)
half Grey Seer on Bell (self inflicted. Bell doubles got 1 wound, doubles or warp lightning for the other)
half Stormvermin (magic on turn 6)
half BSB (a TG got a swing in)
one captured banner
one table quarter claimed by Lizardmen (my right, the stormvermin aren't far enough to my right)

Lizardmen win by about 1100 points!

Total time to play, including unpacking, setup, and repacking = just over 5 hours.
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