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Showing posts with label _TE-VC. Show all posts
Showing posts with label _TE-VC. Show all posts

Wednesday, 4 November 2009

Epic Fantasy Battle: Zombie Pirates (Vampire Counts) vs The Empire - 2000 pts

"Suddenly there was an eerie sound, a sort of growling or gurgling, that lolled across the field from the direction of the foe. It sent a chill down the spine of every living man arrayed there, a chill turned into a shiver by the sight of movement from the foe. Galdabash’s magically animated force of walking corpses had as one began their advance."

Expertly written Warhammer Fantasy Battle story report with great pictures !

(BatPadre certainly knows how to put together a superb fantasy battle report. I find his style, suplemented with his uniquely painted miniatures, conjures up really evocative battlefield imagery which makes me yearn to deploy for battle !)

source : battlereporter.freeforums.orgcredit : BatPadre04-Nov-2009


The Empire Army list

The Pirates of Tabriz Fleet Vanguard Force
(Legal Composition) Empire Roster, 1999 Pts

LORD: Admiral Bartholomeus Pasterkamp
General; Pistol; Sword of Power; Jade Amulet

HERO: Captain Wilfred Mostert
Pistol; Sword of Battle; Talisman of Protection
HERO: Captain Bartolomeo del Portes
Hand Weapon; Sword of Striking; The White Cloak
HERO: Engineer/Captain Claudio Sagrada
Hand Weapon; Repeater Pistol

CORE: Pasterkamp's Crew - 25 Free Company, FC, Extra Hand Weapon
CORE: Mostert's Crew Crew - 25 Free Company, FC, Extra Hand Weapon
CORE: Zazarri Marwan's Regiment - 25 Swordsmen, FC + Det of 10 Crossbow

CORE: 10 Pasterkamp's Handgunners
CORE: 10 Mostert's Handgunners
CORE: 10 Bartolomeo's Handgunners

SPECIAL: Artillery - 3 Great Cannons & 1 Mortar

RARE: Hookhand's Slayers (as DoW Long Drong’s) - 21 Slayer Pirates + Thodrin
RARE: 10 Bartolomeo's Duellists (as DoW Duellists); Musician; Champion

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The Vampire Counts Army list

Galdabash's Zombie Pirates
Old White Dwarf Luthor Harkon Zombie Pirates Roster, 1877 pts

LORD: Grand Admiral Galdabash (as Luthor Harkon)
HERO: Vampire Fleet Captain - Brace of Pistols; Moonshine
HERO: Vampire Fleet Captain - Brace of Pistols; Bloody Norah!
HERO: Vampire Fleet Captain - Battle Standard; Dead Man’s Chest

CORE: 25 Zombie Pirates Deck Hands Mob; Mus
CORE: 25 Zombie Pirates Deck Hands Mob; Mus; Standard
CORE: 25 Zombie Pirates Deck Hands Mob; Mus; Standard
CORE: 10 Zombie Pirates Gunnery Mob
CORE: 2 Bloated Corpses
CORE: 14 Scurvy Dogs

SPECIAL: 5 Animated Hulks (undead ogres)
SPECIAL: 2 Carronades (small cannons)

RARE & SPECIAL: Queen Bess (250 points!)

Scenario notes

Objectives:

•The Tabrizian Pirates are to try to disable/destroy the Queen Bess (a giant cannon) so that the fleet can pass by the river mouth.

•The undead pirates want to stop them, so that they can deny access to the river (Galdabash has forces up river searching for a certain mythical city).

Other considerations:
The Zombies have some defences - sharpened stakes called Stormpoles and some palisades, and so have slightly less points. There is also the fact that the 250 pt Queen Bess might easily blow up if fired (it requires two artillery dice to be rolled and is thus twice as likely as a normal cannon to blow up) and as that would be default win for the Tabrizians it could only be fired in desperation. Thus 250 points are tied up with a practically unuseable gun, which again balances the fact that the Zombies have terrain much favouring them.

The battle to last 7 turns (like the old 6th edition siege scenario).




First part of the Battle of the Dunes - A Fearful Day

Nigh upon twenty packed boats of various sizes made their way towards the shore, the smaller ones riding the choppy waters and almost tossing their occupants overboard as they got close. Only the Arabyan Swordsmen wore armour and they were in one of the larger boats, so none were in too much danger. Besides, considering what faced them, high waves were the least of their concerns.

As the force splashed and waded through the surf the umpteen handgunners amongst them tried to keep their pieces high above the water. Being salty sea dogs of some considerable experience all had of course waxed their pans for protection and several were carrying glass jars with coils of matchcord inside so that it too would remain dry. Once upon the dry sand, while the handgunners poked the wax out of their pans, broke open the jars and fiddled with flints and steels to light their matches, the captains and mates immediately began ordering everyone into fighting bodies ready to advance up and over the scattered dunes. Ahead was the rising ground where, just before the thick tangle of the jungle, rose the fortified hill upon which the ghastly undead had placed their ‘Queen Bess’. Unexpectedly, the huge cannon was still aimed at the river, and stayed so while the undead mustered their own companies on the slopes in a grisly parody of the Tabrizian pirates’ deployment.

It occurred to many of the living seamen that if the great gun hadn’t shifted position then it might not be used against them in this battle. Perhaps Galdabash was more keen to ensure no boats used the battle as a diversion so that they might attempt to slip by? Though it was another, less tactical thought that was in the forefront of many a Tabrizian’s mind - it was entirely possible that amongst the undead foe stood some of their old accomplices and crewmates. This sent a shudder through all those who thought it, followed by a second shudder when the wondered whether by nightfall they too might join the undead ranks.

The field of battle was horribly empty of any form of cover. Between the dunes and the foot of the hill there stretched an open space, flanked on the right by the river mouth. On the expansive lower slopes of the hill were two thin lines of sharpened stakes, with a dangerously inviting gap in the middle that must surely have been left so that some form of counterattack could be launched. Unless, perhaps, Galdabash’s unliving slaves had simply not yet had time to complete their defences?



As the main battle line arrayed itself, the Estalian Captain Bartolomeo del Portes led his skirmishing company of Duellists up on the far right flank, across the rough ground along the bank of the river mouth. He had it in mind to steal the glory and sneak up to the Queen Bess while the rest of the army entertained the foe with their deaths. To his left Claudio Sagrada, acting as Engineer, emplaced a brace of cannons upon a dune, so that he could lend skilled help to whichever one took his fancy. Below him, towards the centre of the Tabrizian line, was the reluctant Captain Wilfred Mostert and his crew, standing sullenly while Mostert tried to look as if he was in a fighting mood that day.

The real centre of the Tabrizian line was made up of the three companies of Handgunners, provided by each of the captains present, as well as the fleet’s admiral Captain Bartholomeus Pasterkamp and his crew and the Slayer Dwarfs of Thodrin Hookhand. All in all, it was a solid enough looking centre. Out to the left was a mortar, occupying the same dune as an Arabyan detachment of crossbowmen. Beyond them marched the Black-clad Arabyan swordsmen, and finally out on the very left, a single cannon (the crew of which were fervently praying that they would seem insignificant to the foe and thus not draw their attention).



Grand Admiral Galdabash himself was present at the hill-fort, having returned from the interior partly to ensure his river mouth defences were still intact and partly upon some dark business that only he knew. Now that the Tabrizian fleet had arrived he was glad he was present, so that he could command his forces to fight rather more intelligently than they otherwise would. His shattered mind, however, was still unstable, and he knew that there might (as ever) be extended periods of the fight in which he barely knew what was happening himself. Not that he cared, being so filled with rage and hatred that any other thoughts faded into insignificance.

While his mind was in balance, he acted quickly and ordered his force for battle. His Handgunners he emplaced in the stockade at the hill’s summit, there to provide something in the way of gunfire but more importantly to act as a last defence should anything get close to the stockade and Queen Bess. A little further down the slope he placed his two small cannons, or ‘carronades’, where they might fire over the heads of the rest of his force arrayed even lower downhill. Then came his battle line, including three massed bodies of regimented zombies behind the storm-poles, with two bloated corpses shambling in their rear. His three captains were amongst them, though a pair of them shared command of one of the regiments (one carrying the army battle standard) thus leaving the rightmost regiment of undead pirates without an officer of any kind. He himself stood to the left of the centre, leading his company of massive zombified Ogres; while out on the far left moved his large pack of Scurvy Dogs, ready to be unleashed upon his command to move at speed against the foe.



The crews of the two carronades stood like statues, what remnants were left of their minds being entirely empty. Only the firing of their pieces could snap them out of their catatonic state, for then they would reload just as they had done in life so many times, going through the sequence of motions with barely any need for thought.



In the massed ranks and file of Zombies, however, there was a species of thought. Each individual could hardly be said to have had much ‘on their mind’ but as a body somehow they became more than the sum of their parts, from which was born a brooding anger ready to spur them on to hack, slash and kill for their master.



Galdabash himself glanced to his left, and raised his huge curved blade in the air ready to signal his dogs. The two cannons paired upon the enemy’s right had caught his eye, and he now knew exactly what he wanted his dogs to do.



Claudio Sagrada, meanwhile, had no idea just how fast those dogs could run. If he had known he would surely not have stood there quite as pleased with himself, idly imagining that the two cannons he commanded were like a pair of monstrous pistols that he could wield as if he were a giant. He even had a smile on his face as he entertained himself with his musings! That smile was not going to last.



Captain Bart, admiral of the fleet and commander of the landing force, stood with his own crewmen. His first mate Lisbeth Boone, one of a number of very tough women amongst the fighting pirates of Tabriz, stood to one side of him pointing out which enemy regiment she reckoned was the strongest; while one of the ship’s younkers, the youngest of the foremast men, blew rather annoyingly upon a horn to the other side. The captain’s standard was carried by an old hand in the front rank, with ostrich feathers added to denote that his was the first company, the general’s regiment, for that was what he effectively was now that he had landed and led an army upon dry land.



Suddenly there was an eerie sound, a sort of growling or gurgling, that lolled across the field from the direction of the foe. It sent a chill down the spine of every living man arrayed there, a chill turned into a shiver by the sight of movement from the foe. Galdabash’s magically animated force of walking corpses had as one began their advance. The fastest of all the undead were the Scurvy Dogs who fair-leapt across the field in a very good mockery of living hounds. It was obvious they would reach Claudio Sagrada’s dune-top battery, and that only Wilfred Mostert’s company were close enough to attempt to get in their way. Mostert himself desperately glanced about to see if there was anything else he could do, or anyone who might be able to step in and do what was needed instead of him. When he saw that the hideous form of the vampire Lord Galdabash himself, leading his fearful undead Ogres was heading in his direction too, it suddenly did not seem such a bad thing that he and his men might have to fight the snarling dogs. They had to be an easier opponent than the towering monsters and a vampire infamous throughout the southern hemisphere.

Upon the hill, the three large bodies of zombies also moved forwards, shambling through the protective screen of sharpened stakes towards the cowering foe in the distance. Not one of them cared what bullets or balls might plough through their ranks, nor even if a grenado from the foe’s ‘murdering piece’ would tear them apart. Maybe when you cannot even recall your own name it is hard to care about what happens to you?



Although the zombie rank and file might not have been thinking about enemy’s shot, the firing of their own artillery pieces - the two carronades on the slope above the regiments of zombies - had a rather mixed effect. While one tore through Captain Thodrin’s Slayer Dwarfs to kill three of them in one moment, the other blew itself up. Apparently gun maintenance in Galdabash’s rotting army was not a priority. The gun in question scattered rusty shards of iron from its barrel for many yards around the smoking remains of its now smoking, worm eaten carriage.

Captain Mostert had no real choice, for he could not stand and watch while the cannons were destroyed – not when the battle in many ways depended on the effectiveness of those same cannons. With this in mind he and his men charged at the festering dogs, just managing to intercept them at the foot of the dune.



As Mostert reluctantly led the desperate charge, the rest of the army made its opening moves. On the far left flank the Arabyan Swordsmen marched around the stony ground before them, while in the centre Thodrin’s dwarfs took a more direct route towards the hill. Captain del Portes and his own men, experts in swordplay all, picked their way along the bank of the river slipping on the wet stones.

Four booming blasts burst over the battlefield as the pirates three light cannons (Note: as DoW or Dwarf cannons) and mortar opened fire. A dramatic moment indeed, ruined only by the fact that not one of them hit their targets – doing little more than scattering dirt up into the air. Sadly, the handgunners (aiming like the cannons at the hulking undead ogres) failed also to do any damage. The result was that Galdabash failed even to notice that the enemy had just targeted his unit. His attention, like the gunners’ aim, was elsewhere.

Mostert and his lads did not do so badly against the scurvy dogs, hacking enough of them down to weaken the very magic binding them together in undeath and so another two, otherwise untouched by sword or axe, succumbed to the forces of nature and became simply dead once more. Mostert even started to think perhaps this day would not be so bad after all. He was wrong, about as wrong as a man could get, because the very moment he began to enjoy the hack and slash, Galdabash decided he and his ogres would smash into Mostert’s flank.



Annoyingly for Galdabash, due to the sheer size of the monstrous zombies he was leading, he found himself stranded out beyond the combat. Still, he reckoned he would have plenty of opportunity to kill before the day was out. Out in the centre of the field his three regiments of Zombies seemed to share his enthusiasm to get to grips with the foe, and they raced downhill. (Game Note: we forgot in turn two that none of these zombies could march, as per the rules of undeath, but by turn three when we realised it was too late to go back. Ah well, honest mistake!)



Of course poor Mostert and his crew did not stand a chance against the vicious and powerful foes in their flank. As they began to fall in droves those still alive thought better of waiting their turn. Within moments the entire regiment, Mostert amongst them, turned and fled pell mell towards the river. This was an unfortunate choice of direction for they poured through Bartolomeo’s Duellists, who where so overwhelmed by the sense of panic that they joined them in flight. Galdabash himself, however, ran forwards in pursuit and suddenly encountered one of Claudio’s cannons. The Tilean and his gunners, watching the streaming flight of men at the bottom of the dune and then faced with the horrendous visage of the Vampire Lord bearing down upon them, also chose to take to their heels – along with Claudio! No-one knows why, but the second crew chose instead to stand and fight. Perhaps they saw the first of the Duellists and Mostert’s crew splashing into the waters of the tidal river mouth and decided they would rather perish to Galdabash’s blade than drown slowly?

Thus it was that the Tabrizian right flank was utterly destroyed and dispersed. The sight of it would surely be thought to make all the rest despair, but instead it made them desperate to achieve what they came here for before the Vampire could turn his attention upon them. The entire line surged forwards as fast as they could march, aiming for the hill where Queen Bess sat. The zombies where in their way, but the pirates thought ‘damn them’ (ironic when one considers the zombies were indeed damned) and rushed on regardless. They outnumbered the foe in regiments and companies, and so thought that even if some Tabrizians were stopped by the foe, the others might still break through.



As the Tabrizian seamen began their desperate dash, their mortar launched another grenado aiming for the huge cannon in the hill-top stockade. The crew hoped that by knocking out said beast early they could hastily leave this forsaken beach and return to the safety of the fleet. This time their aim was good, and although the grenado failed to harm the Queen Bess it did tear apart four of her five crew. Another shot like that and Galdabash could find himself without servants able to crew it (though there were still three zombies on the little carronade who might have skill enough left over from their past life to load and fire her). The last ‘surviving’ zombie gunner did not even flinch, instead merely leaning down to pick up the smouldering matchcord clutched in a dismembered hand at his feet. The Queen Bess was still loaded, and the only thought he had in the fragment of a mind left to him was to fire her when his master willed it.

The Zombie regiments in the centre were now close enough to launch their charges and all three of them did just that. The effect was overwhelming for the Tabrizian forces, for the undead just had weight of numbers on their side and the mere sight of them shambling onwards (and so close) frightened two of the pirate regiments so much that they first stumbled and then ran away. Captain Bart’s crew and his handgunners both streamed off towards the surf, leaving Thodrin’s dwarfs and Mostert’s handgunners in the centre, the Arabyan swordsmen to the left and the Estalian handgunners bravely attempting to make a stand on the right flank fighting off a regiment of undead that outnumbered them more than two to one.



A moment later the two foulest, most noisome undead creatures upon the field of battle, walking corpses bloated almost to the point of bursting by foetid gases and held in one piece only by rotting shrouds, moved up to stand right on front of the swordsmen and the dwarfs. Although the living pirates were wholly aware of the awful stench given off by these horrors, they had no idea just how dangerous it could be to stab at them and thus release the rest of the stinking vapours contained within.

Out on the undead left flank, having seen off both cannon crews, Captains Sagrada and del Portes, the pirates and the duellists, Grand Admiral Galdabash now succumbed to one of his fits, his mind becoming so confused that it was all he could do to stagger forwards. His hulking zombified ogres simply matched his step, entirely unaware that their master had lost his wits. Behind him the zombies fighting the Estalian handgunners inflicted terrible losses, their fleet captain alone lashing with a magically imbued cat o’nine tails to lay five Tabrizians low. Such a mauling, delivered by such a frightening enemy, was too much for the seamen who ran screaming away, chasing after those who had already fled. The zombies poured after them, dragging several screaming to the ground, and approaching very close to the already fleeing band of Captain Bart and his crew.



Having not much choice in the matter, what with the bloated corpses standing immediately in their path, the Arabyan swordsmen and Dwarfen slayers both charged.



Maybe their spirit of defiance was contagious, for somehow Captain Bart rallied his men and turned them to face the zombies now to his right. Or was it that he had glimpsed Galdabash disappearing over the dune away from the battle, and so thought perhaps he and his men could destroy the cannon and live after all?



The pirates’ mortar and cannon between them failed to harm anyone, and the handgunners made more noise than real hindrance for the enemy, but the Arabyan crossbowmen at least felled one of the last carronade’s crewmen. In the more up close and personal fights, the two bloated corpses had no chance at all against the massed ranks of those facing them and they were quickly slain, the resulting explosive cloud of caustic vapours fatally choking two swordsmen and a dwarf. Yet the swordsmen, a little more nimble on their feet than the dwarfs, turned this minor loss into good fortune, and leapt over the steaming remains of the walking corpse to begin their run for the hill top. Between them and their objective, the Queen Bess, there stood a single carronade, then a palisade defended by zombies with handguns, so that unless something came over from the far side of the field to catch them in time, they realised they had every chance of reaching and spiking the Queen Bess.



When one of the zombie regiments chose to charge at Pasterkamp’s handgunners the mate leading them ordered them to flee. Not so Captain Bart Pasterkamp’s main regiment, however, for although they had only just rallied, they made a nervous stand against the charge that came against them.



Now that they were locked in combat they could not see that Galdabash had come out of his stupor and had turned his regimented hulks around to begin a march back to the battle, nor that nearby the Scurvy Dogs had extricated themselves from the stony ground on the river bank. Instead of bolting off towards the nearest foe, the dogs began a long dash across the foot of the hill to see if they could intercept the black swordsmen making for the great gun.



The Zombie handgunners stationed on the hill tried their own kind of resistance and fired a volley at the swordsmen, bringing down two - a success that might have surprised them if they had been capable of conscious thought.

Captain Bart Pasterkamp’s belated attempt to stand against the foe proved rather short-lived. He himself was wounded by the vicious magical whip wielded by the vampire fleet captain, while elsewhere in the fighting ranks very little harm was done: the men too frightened to get quite close enough to deliver fatal blows; the zombies too slow witted to get past the fighting seamens’ parries. But with their captain bleeding and the very denizens of hell crowding forwards the Tabrizians could not hold on to their courage and once more turned tail and fled (Game note: Undead US outnumbered theirs by 1, after a loss by 1!) into the sea. The recently elected admiral of the Tabrizian fleet now found himself splashing and scrabbling about, along with his panicked men, trying desperately to climb into one of the boats and push away from this land of death. His wig floated away with a wave, and though for the tiniest moment he almost turned to retrieve it, he remembered he had a spare in his sea chest and decided it would be foolish to risk one’s life for vanity. One wig would have to do (for the rest of this campaign at least).

Off to the side his handgunners were also in the surf, scrambling over one beached boat in an attempt to find one a little further out that would put them to sea a lot quicker than if they had to haul it out.



The Dwarf Slayers had a rather different attitude to the fight compared to their human allies. They simply did not see the foe as something to fear, but as something to be killed, a challenge to be overcome so that they could boast of it and drink to victory afterwards as they always did. Having waded through the sticky mess that was the remains of the walking corpse, they had overrun into the flank of the central regiment of zombies and now began the bloody business of slaughter they had landed on this shore to do. Of the zombies’ two captains only one could fight, but against the torrent of blows that the pistol festooned slayers could rain upon them, the zombies did not really stand much of a chance. Six zombies fell to bullet and blade, then ten more collapsed simply because the magic binding them in unlife weakened as the dwarfs pushed on into them.



The Arabyan Crossbowmen had not the courage to charge the Zombies crossing in front of them, and so allowed the enemy to approach dangerously close to the mortar. The Agha’s Sworsdmen, however, proved less timorous than their detachment of crossbowmen, and continued their advance on the hilltop in the face of a cannon muzzle and its undead crew.



Perhaps a little unnerved by what was surely about to happen, the mortar crew failed to hit the Queen Bess a second time, and instead landed their grenado on the tower upon the other side of the stockade.

Thodrin and his Dwarf Slayers could not believe how simple it was to hack the Grand Admiral Galdabash’s servants down, and before they had really begun to break a sweat the last of the zombies before them succumbed to their blades and pistols, as well as the ever weakening magic holding them together in undeath. Just as the dwarfs were thinking how easy the fighting was, the brave crew of the mortar found themselves facing a threat that they could surely not withstand - the three of them, one a boy armed with only a bucket and another a crippled man with a crutch in his left hand, were now charged by an entire regiment of shambling zombies. Other much larger bodies of men had fled from just such a foe, and yet here these three found the courage to stand and fight! (I could not tell you why.)



The rest of Gladabash’s forces attempted to close with the few enemies remaining on the field of battle: the hulks made their way towards the centre of the field; the dogs continued their rush to reach the Arabyan swordsmen (though their pace had now slackened somewhat because Gladabash had moved away from them and his power to urge them on had diminished due to the distance). The Vampire Lord had in fact moved away from his undead Ogres to make his own way across the field, so filled with rage he no longer sought the safety of numbers and desired only to close with the enemy quickly and personally, to sate the bloodlust that all his kind shared.

The carronade upon the hill fired directly into the swordsmen advancing straight towards it and brought two down, but the zombie handgunners behind and above them failed in their own attempts so dramatically that one of the misfiring handguns felled the zombie carrying it.



Two of the mortar crew were torn apart by the zombies, and the last (the boy who due to his short stature had been overlooked by the dim witted unliving seamen) fled screaming away from them to drown in the sea. This left only one artillery piece on the field - the cannon on the Tabrizians’ far left, whose crew gave thanks to Manaan that they had been spared so far and now offered the promise of sacrifices and prayers if he would continue his protection.

The Arabyan Swordsmen, unwilling to receive another carronade shot, now launched their charge at the little gun and its crew, even though their attack took them uphill and over quite a distance and thus might prove a dangerously long run. Their luck held, however, and they reached the little artillery piece before it could be reloaded.



The two zombies crewing it unsurprisingly proved little challenge for the corsairs’ deadly scimitars and they soon leapt over their now dead (rather than undead!) corpses to begin their dash for the hilltop. Once again whatever desert gods they looked to for good fortune smiled upon them and they managed to get right up to the stockade and charge into the zombie handgunners defending it.



Thodrin’s Dwarfs turned to face the hulking ogres shambling near them, and one or two looked up to watch the flight of the last cannon’s ball as it curled through air towards the Queen Bess. The crew’s prayers had been very well received, apparently, for Manaan himself must surely have carried the ball to its target. It scored a direct hit on the great cannon and damaged it badly. (Game note: 2 wounds out of 5, the ball being D3 wounds light cannon ball.) The Arabyan crossbow and last unit of handgunners hoped to make their own contribution count also and shot every quarrel they had loaded into the Scurvy Dogs (Game note: being lower down all their ranks could shoot). It appeared that Manaan was too busy with the cannon ball for not one bullet or bolt pierced a single dog. Nothing could stop the dogs from reaching the swordsmen now.

Galdabash and one of his regiments of zombies now chased away the last of the Tabizian handgunners (which was all they could reach), while the Scurvy Dogs hurtled up the hill to do what they had been trying to do for some time now - attack the Swordsmen.



The ensuing fight was bloody, scimitar against tooth, claw and musket butt, yet neither side could gain the advantage and the struggle went on. If they could not defeat the undead soon, the swordsmen feared that the daylight would fail and no doubt bring all sorts of new terrors to the field. Such fear was not helped by the fact that they were already tiring, nor the way they were terribly isolated up there on the summit.

Down below Thodrin attempted to lead his Dwarfs in a charge against the Ogres, perhaps thinking he might at least keep their attention away from the hill, but his little legs proved too … well … little, and the charge failed to reach the foe before it petered out. All he could do was begin to re-order his warriors ready to try again!

The cannon misfired, but the crew boldly set about reloading with the intent of shooting one last time before fleeing for the safety of the fleet. On the hilltop the fight went on: dogs rolling down the hill as they were hacked apart and zombies falling where they stood when the curved Arabyan blades cut deep enough. Yet the Arabyans were dismayed to find that the foe’s lack of fear, nor care for their own (un)lives, meant that they fought on regardless and relentless.

It was beginning to look like the Tabrizians would not get to the Queen Bess, and that many men had died and were yet to die pointlessly that day. But then came the cannon’s last ball, an iron roundshot following exactly the same path as the previously successful one, and thus striking the Queen Bess square on. The huge but ancient and rusty warmachine could not withstand such a blow, so that it was shattered by the impact - it’s very barrel cracking open as the carriage collapsed. After countless years of service, both for the living and the undead, her majesty had finally died. Her last surviving crewman simply stood as he had before, yet to realise that his ward was destroyed. Strangely, he was joined in his lack of motion by the three Tabrizian crewmen on the dune, though their gormless stance was due not to ignorance but rather genuine surprise at what they had done.



It was almost a full minute before they snapped out of the shock induced by their success, then the gunner turned to his two matrosses and said simply, “That’ll do for today, eh?” They nodded in response, and leaving their own piece on the dune they slid hastily down the sand and bolted for the nearest boat.

They were not the only ones to make this decision. Thodrin’s dwarfs saw no use in fighting on when the Queen Bess was destroyed and they too made dash for the beach. Theirs was a more orderly affair than the other Tabrizians around them, almost as if daring the foe to try to follow them. The Arabyan Swordsmen on the hill also knew that to linger was not only dangerous but utterly futile, and they began their own pell mell run all the way to the surf, dropping shields and casting off helmets that they might run that little bit quicker

Not one undead pirate pursued them, for their master did not will them to do so. He cared not which man or dwarf escaped this beach, for his mind was filled with another concern: If the Queen Bess was destroyed, how could he prevent the Tabrizian fleet from ascending the river? His own ships had mostly been destroyed in a recent storm, though this had not troubled him particularly - a mere distraction while his servants searched for the city of gold. His boats and wherries had been safe upriver during the storm, but were now much farther upriver searching. So he had nothing here at the river mouth to prevent the Tabrizians' ascent of the river. What now?

A shimmer of heat haze obscured his blue-skinned body, yet every man, orc and dwarf aboard the Tabrizian ships somehow knew he was there and that his attention was upon them. The fury in his glare, the intensity of his anger not only stirred up the haze about him but poured out across the water to wash up against the ships - a palpable force of wicked intent which sent a chill up every spine. And the thought that crossed every one of their minds? Grand Admiral Galdabash had not finished with them yet.

(This was an approx. 2000 point Empire versus old WD Luthor Harkon list. If you noticed that the zombie player did not use the Queen Bess then I ought to explain - he thought if he did it would blow up and thus gift victory automatically to the Tabrizian player!)

Thursday, 28 May 2009

Empire vs Vampire Counts tournament battle report 2000 pts (pictures)

"the knights rallied, the steam tank took 3 steam points and the knights on my right moved past the zombies while the swordsmen moved up to take the zombies on with their detachment (could I actually get to use the detachment rules for the first time ever I wondered?)" [Ed. I agree, the detachment rules can be quite difficult to take advantage of]

(a frenetic sounding pitched Warhammer tournament battle report)

source : warhammer.org.ukcredit : Snail27-May-2009


2000 point Empire Army List

Arch Lector of Sigmar - 324 Pts
Heavy Armour, Shield , The Mace of Helstrum, Van Horstman's Speculum, War Altar

Captain - 155 Pts
Lance; Pistol; Full Plate Armour, Shield, Pegasus, Aldred's Casket of Sorcery, Pegasus

Battle Wizard - 150 Pts
Magic Level 2, Rod of Power, Ring of Volans

Battle Wizard - 150 Pts
Magic Level 2, 2 Dispel Scrolls

9 Crossbowmen - 115 Pts
Musician, Marksman
5 Free Company

11 Swordsmen - 112 Pts
Musician, Duellist
5 Free Company

5 Knightly Orders - 123 Pts
Musician

5 Knightly Orders - 123 Pts
Musician

Great Cannon - 100 Pts

Great Cannon - 100 Pts

4 Outriders - 134 Pts
Musician, Champion, Hochland Long Rifle

4 Pistoliers - 114 Pts
Musician, Outrider, Repeater Pistol

1 Steam Tank - 300 Pts

Casting Pool: 6

Dispel Pool: 6

Models in Army: 67

Total Army Cost: 2000


2000 pt Vampire Counts Army list ("Rabbit’s Vampires").

Rabbits army consisted on a Vampire Lord L3, Vamp BSB, Thrall with great weapon, Thrall L2, 2x15 Ghouls, 2x20 Skeletons, 20 Zombies, 10 Skeletons, 2x3 Fell Bats, 2x6 Dire Wolves.

Spells

Book – Burning Gaze and Dazzling Brightness
Sword - Burning Gaze and Cleansing Flare
Vampire Lord – Raise the dead, Wind of Undeath, Summon Undead Horde
BSB – Gaze of Nagash
Great Weapon Vamp – Raise Dead
L2 Vamp – Vanhel’s, Gaze of Nagash

Deployment

With Rabbit putting his objectives in-between the 2 deployment zones and mine inside and just outside mine I guessed he’d be coming to get me. With that in mind I deployed my army either side of the wood in my deployment zone so that the Knights could go forward and get in the way and the other units protect the flanks with the steam tank and war alter together to try and double team units. The pistoliers I put on the left flank to sweep round to deal with his dogs on that side then cause as mush of a nuisance as possible.



Turn 1

Rabbit went first and moved up everything forwards with both units of bats flying right in front of my army the unit on my right was ready to charge the cannon next turn. His dogs pushed up on the flanks and apart from that not much happened. In his magic phase he raised a silly about of fell bats into the unit in front of the cannon and did some raises here and there.

So in my first turn I had a major threat of the big unit of fell bats so in went one of my units of knights hoping to at the very least tie them up for long enough and hopefully win in the end. My stank and war alter made a beeline for the centre of his army the lector looking at the units with characters in and stroking his shiny mace. The steam tank on the other hand was planning on slowing up a unit of ghouls while the other unit of knights diverted the other unit on the flank. The pistoliers fancied their chances against the dire wolves so popped out to shoot them and the peg captain flew over to start steeling spells, the mage in the swordsmen didn’t like the idea of being assassinated by some dire wolves so joined the now safeish cannon. In the magic and shooting phase I concentrated on my right hand unit of skeletons and started to whittle them down, the peg captains stole the BSB’s raise spell and the out riders killed a fell bat and the pistoliers shot a couple of wolves. In combat the bats got stood on by horses, the knights once again getting shown how to kill something by their horses but when the dust settled one bat still stood.



Turn 2

Rabbit had a few charges to make this turn with the wolves on my right going into the flank of my knights and fell bats on the left going in to hold up the stank. The wolves on the left decided to be annoying and not charge to hold the pistoliers up for another turn. In the movement phase the rest of his army pushed forwards again. Magic raises some fell bats back which I let off so more knights are in combat, nothing else of importance got off. In combat the knights won leaving a few dogs and bats left and the other bats did nothing to the stank.

In my turn the war alter ploughed into the Skeletons holding the L2 vamp, the stank decided it would use 4 points to crush the annoying bats and the free company flanked the wolves overcoming their fear to help the knights out. The pistoliers danced around the annoying wolves and the peg captain flew over to try and nick the lords spells. My other knights got in front of the ghouls on my left to direct them away from my lines. Magic and shooting concentrated on the skeletons with the BSB again and the war alter fried some skeletons. The pistoliers shot the wolves to leave one standing and Mr Sniper picked out the great weapon vamp in the ghouls on the right and did a wound. I think my captain decided he liked the Invocation of Nehek spell and stole the lords copy of it adding it to the BSB’s he already had, just 2 more and he’d have the full set. Combat saw the war alter run over some skeletons and the champion get a mace to the face (nowhere for the L2 to hide next turn) the stank did a little bit of over kill on the bats and the knights and free company finished off the wolves leaving a lonely bat.

Turn 3

So with only a couple of Invocation of Nehek left and units which really needed some help Rabbit was starting to worry about his units. He charged the ghouls in front of the stank in to hold it up and the Knights with the Vampire in the other unit, the Knights fled and he enemy in the wayed the out riders who were just out of stand and shoot distance, they held. His zombies moved on towards the fell bat combat and he turn the BSB’s skeletons to face the knights fighting the bats. The lords unit just hung around at the back not knowing what to do really. In the magic phase he got off a summon undead horde and helped out some of the units, the Vamp with great weapon also healed his wound. In combat the L2 vamp got a mace to the face and the steam tank took a wound, those cheeky ghouls. The outrider champion died valiantly in a challenge and they won by 1 to see the vamp back down to 1 wound. The Knights finally finished off the bats.

In my turn the knights rallied the stank took 3 steam points and the knights on my right moved past the zombies while the swordsmen moved up to take the zombies on with their detachment (could I actually get to use the detachment rules for the first time ever I wondered?) The Peg captain flew in front of the skeletons with lord in so if the war alter could finish up the skeletons he could have a flank charge if he chased the captain. In the magic phase I killed enough of the BSB’s unit to put a cannon ball through his head and the pistoliers killed the last wolf. In combat the stank killed many ghouls but they were still there at the end and the war alter continued to kill skeletons. The Vamp with great weapon finished off the out riders and ran into the knights.



Turn 4

At this point things were in the balance. Rabbit charged the lords unit into the peg captain and moved the zombies forward turning the last 2 skeletons from the BSB’s unit to face the knights. Not much happened in the magic phase and combats apart from the vampire with great weapon not managing to get through the knights tough armour and popping and the peg captain killing the skeleton champ but breaking and not getting caught.

In my turn my right hand unit of knights charged the 2 remaining skeletons and the swordsmen with detachment charged the zombies, so new was this to me I had to read the rules on what happened but in the end it was not to be as the detachment failed their fear test. My other unit of knights moved up to block the ghouls. In the magic phase the wizards targeted the ghouls in front of the knights to get the numbers down the war alter let rip with cleansing flare and soul fire. Shouting saw some of the Lords skeletons die and a few more ghouls. In combat the steam tank ran over the ghouls and the knights killed the 2 skeletons while the swordsmen won their combat the war alter finished off the skeletons it was in combat with.



Some close ups of the action







Turn 5

Rabbits charged my knights who died either to fleeing or breaking from combat (I can’t recall) and his lords unit pottered around wondering where everyone had gone. Again not much happened in the magic phase and the swordsmen won their combat again.

In my turn my army surrounded his lords unit and basically through magic, crossbow fire and cannon ball to the lord’s head finished off the unit. The ghouls crumbled a bit. The free company had gone into help out the swordsmen and won combat with a few left.



Turn 6

The ghouls and zombies crumbled and my army took all the table quarters and objectives.



Battle Result - Empire Victory !

4-0 Win on objectives 2800 VP’s to me 257 VP’s to Rabbit

Battle Round up

After my peg captain had stolen the raise spells it was very hard work for Rabbit as he couldn’t bring models back and my army was able to whittle everything down with him not being able to do anything. I don’t think I made any mistakes which I was happy about and was also very happy about how well my army performed against vampire counts. Another great game.

Friday, 5 December 2008

The Empire vs Vampire Counts 2250 pts

Warhammer Fantasy Battle Report summary:-

Ouch, it was just one of those days ! (a quick read for a 5 minute coffee break)

source : warhammer.org.ukcredit : Atchman5-Dec-2008



Grutch and I have been chatting on TWF chat about the Halberdier. He challenged me to take an army of mostly halberdiers for my next battle with Empire just to see how they did. This will hereby be known as the “Battle of Grutch’s Folly”.

Empire Halberdier List:

Lords and Heroes
Grutchlector Grutch (if it was the Atchlector he would be on his beloved Popemobile)
Archlector, barded steed, heavy armor, shield, Holy Relic, Sword of Might
Warrior Priest, Icon of Magnus, Heavy Armor, Shield, Hammer of Judgment
Level 2 Mage, Rod of Power (Light Lore: Burning Gaze, Cleansing Flare)
Level 2 Mage, 2 x Dispel Scrolls, Barded Steed

Core:
26 Halberdiers with Shields, Full Command
10 Free Company Detachment
25 Halberdiers, Musician, Standard
10 Free Company Detachment
25 Halberdiers, Musician, Standard
10 Free Company Detachment
10 Handgunners
10 Crossbowmen
5 Knights, Musician Only
5 Knights, Musician Only

Special Choices:
2 Mortars
5 Outriders with Champion
5 IC Knights, Full Command, War Banner



This is probably the shortest battle report I’ve ever written. The Fell Bats, Wolves, and Wolf Thrall crushed the Empire right flank. My shooting didn’t do much of anything so it was a cakewalk. It did reduce the Black Knights so that they didn’t outnumber my IC Knights. The IC Knights held the charge of the Black Knights and crumbled them; the only success of the battle.

Over on the left flank, the Fell Bats failed to charge the mortar, but landed behind the Grutchlector’s unit. Through some seriously crappy dice rolls, the Grutchlector’s unit ran and was destroyed by crossfire. This took the offending unit out of charge arc of the flagellants and the remaining unit of Halberdiers. These did manage to destroy the Spirit Hosts in short order, but it was too late to save the Grutchlector. When the Grutchlector fled, so did the mortar. The one on the hill had a perfect hit on the Zombies, but rolled a misfire.

A unit of Vanilla Knights held up the Vampire Lord and some ghouls (it was unbreakable), but the game wasn’t in doubt at that point and I conceded. I had nothing left to fight with as I had lost a ton of points and was now deprived of my leadership battery.

Victory to the Vampire Counts on Turn Three!

Summary:
What can I say? My shooting did nothing relevant to the game, perhaps I misdeployed, but I thought I could have reduced or destroyed the Wolf Unit.

The Halberdiers were worse than horrible. The Fell Bats were killing two or three per turn. If those were swordsmen they could have easily shrugged off the attack and perhaps put a wound or two back on the Bats.

To be honest, I’m sure I misdeployed the army. I needed a lot of space for three battalions AND shooters. I think the list could have been more competitive if I had just taken two blocks of Halberdiers and the rest in something else. However the goal was to try an army where Halberdiers were the “backbone of the Empire”. Obviously GW was delusional when they made this statement. I can never see any circumstance where I would take Halberdiers over Swordsmen or Spearmen except as a detachment.

If you really want to make up a good Halberdier army, make the units large. The rest of your army would need to be heavy hitters such as Archlector on the War Altar, BSB with Sigismund Banner, and a couple of maxed out level 2 light mages. I would use either a lot of knights and/or the Steamtank. The mandatory two cannons to help protect your vital units and of course detachments to make the Halberdiers at least some threat might work. Even then the Halberdiers would only be window dressing and not a serious threat to anyone or anything.

Friday, 21 November 2008

Vampire Counts vs The Empire 2000 pts

Warhammer Fantasy Battle Report summary:-

Never underestimate the danger of a spell miscasting ! (excellent battle report)

source : plasticlegions.blogspot.comcredit : John21-Nov-2008

This was our scheduled game from our 2/19 Mighty Empires campaign at Games Workshop, Oak Park. We decided to play the game a week late mainly so we could both get our VC Spearheads and check out the new book and Bill could run a new list.

ARMY LISTS

VAMPIRE COUNTS


LORD

Vampire Lord
-Dread Knight
-Walking Death
-Master of Black Arts
-Talisman of Protection
-Book of Arkham
-Rod of Flaming Death
-Barded Nightmare

HEROES

Vampire BSB
-Avatar of Death
-Walking Death
-Royal Standard of Strigos

Necromancer
-extra spell: raise dead
-Scepter of noir
- Corpse Cart
-Balefire

Wight King
-Hand of Dust
-Skeletal Steed

CORE

23 Skeletons FC/ War Banner

20 Zombies

20 Zombies

5 Fell Bats

SPECIAL

11 Black Knights
-Champion
-Standard Banner/ Banner of Barrows
-Skeletal Steeds

3 Cairn Wraiths
-Tomb Banshee

RARE

1 Varghulf

total= 2143
________________________________________________

THE EMPIRE


LORD

General of Empire
-Sword of Power
-Holy Relic
-Enchanted Shield
-Warhorse w/ Barding

HEROES

Captain
-Battle Standard Bearer
-Armor of Metoric Iron
-Sword of Justice

Wizard
-Level 2
-Dispel Scroll x2

Priest
-Icon of Magnus


CORE

29 Swordsmen/ FC with War Banner
Detachment 10 Spearmen
10 Free Company

10 Handgunners
marksman w/ HLR

10 Huntsmen (scouts)

15 Flagellants

SPECIAL

2 Great Cannon

10 Knightly Orders /FC
-Inner Circle
-Bannor of Valor

14 Greatswords / FC

Total= 1993

( yes, no rares for me in this list, thou in retrospect I would have rather had the Hellblaster than the Huntsmen)


Mighty Empires disclaimer- Being this a Mighty Empires game there are few things that need mentioned as this is different than the standard Warhammer pitched battle. Bill's list is at 2143 because he has the option of spending gold earned in campaign to increase his army size up to 250 points. In this case he went with 143gp, the are two strategy events that took place that effect deployment. In Bill's case he had "Survey the Battlefield" which allows him to rearrange two pieces of terrain anyway he wants before deployment. In this case we started with a 4x8 table laid out completely even on both ends, he moved a forest and hill (thereby denying my cannons use of the terrain feature). My event is "Espionage" which takes place after the game is concluded and allows me to steal back victory points. We also both control hexes with "special buildings" in them and these buildings effect the game we are playing. I have an observatory, which allows me to have the "scouts" campaign rule, which forces Bill to set his entire army up first, then I deploy and get 1st turn. Bill has a graveyard which gives him a gravestone randomly deployed on the battlefield which is static item with a bound 4 casting of "raise dead" attached to it.


Deployment - Vampire Counts

Bill deployed tightly on his right half of the table, with his Black Knights on the Left flank and his Fell Bats on the right, There are some Proxies here due to the fact Bill just got some new models, you'll see my Griffon in some photos, which is proxying for the Varghulf and one of Bills BlackCoaches is proxying as the Corpse Cart. Late in the game you will see a lone banshee which is actually a raised spirit host chasing down my wizard thanks to the spell, "Wind of Death".
Bill's got magic heavy list with 8 base power dice and 6 Dispel Dice, his spells are 3 Raise Deads, Van Hels Dance Macabre, Wind of Death, plus Vampires get Invocation of Nehek for free.



The Empire

I deploy in a much wider line with The Greatswords on the left flank and my Knights on the right, I have gap in my line where both cannon have a wide channel to fire into the VC lines, Bill put zombies there but I still have angles first turn to try to get some better units. My Huntsmen set up in the forests hidden right in front of the Cairn Wraiths. I sent my Handgunners up so they are making a beeline to take the watchtower, which means they aren't going to be able to fire until turn 3 but they will take the focus of a strong unit to dislodge. For Spells I choose the lore of Fire and Roll "Wall of Fire" and choose to take "Fireball" I have 4 Power Dice and 4 Dispel Dice. ok, enough deployment talk-On with game!



Turn 1 The Empire

I cautiously move forward with the exception of my Flanks both My Knights and Greatsword move ahead, I want to bait the Cairn Wraiths with my Greatswords are they are immune to Fear (Icon of Magnus)and Bill doesn't know that yet, My Knights have cover from the watchtower and while it won't until turn three I going to get hopefully get around or flank someone. My huntsment stay hidden because to expose themselves now opens them up to charges from the Wraiths or Varghulf which is sucide, I want them to weed out Zombies so I need to wait it out and hope bills goes for a more dangerous unit. In My Magic Phase I find out about Balefire from the Corpse Cart, I move my wizard forward enough he's within the 24" of the corpse cart and I get -1 to my casting for Wall of fire my difficult to get base "12" is now a "13" and my risky 1 die follow up now needs a "6" ouch, I whiff on both spells. the Shooting phase is equally a dud, as I am short on my first guess and my second cannon "misfires" right off the bat, thankfully I roll a 4 which "may not shoot" so I just lose this turn. Nothing for me 1st
turn, so much for "Scouts"



Vampire Counts

All Bill's troops advance, and of course the Wraiths and Varghulf head straight for the forest and my Huntsmen, I woun't need to take psych test until my turn they weren't charged but are surrounded. The Magic Phase starts off with using the Gravestone to raise some Zombies, I let the 7 zombies take the field and they pop up right infront of my flagellants so they are going to get crushed., Bill cast Wind of Death, which fails, he casts another raise that I dispell with dice. He then breaks out the magic item, "The Rod of Flaming Death" which is a bound item and is as nasty as it sounds, I Dispel that with dice too, he has another Raise Dead and raises another unit of Zombies, not wanting to use my scrolls yet, this time I let 10 Zombie pop up but they are right near my Huntmen, bill uses "Dance" to make them charge my Huntsmen who wisely flee, lucky I roll high enough I get out of the forest and away from the wraiths and Varghulf as well. In the shooting Phase the Tomb Banshee's ranged attack is in range of my Greatswords and one falls to it, it is the games 1st Kill, we both get past the 1st turn unscathed.

Turn 2 - The Empire

My Flagellants have no choice (thanks to being Frenzied) then to charge those zombies right in front of them, My Huntsmen Rally and the rest of my troops advance, except for my swordsmen who hold as I dont want to risk getting flanked by one of those fast units bills got on the loose. I use my detachments to block, the Free Company move to block the Fell Bats who came 20" up the left side (obviously headed to my backfield and cannons) but If I dont block them he's got clear charge on the rear of my Greatswords which I definitely dont want., My spearmen move to block the Varghulf, My Knights keep advancing around the back of the watchtower and my Handgunners move and capture the watchtower and will be able to shoot from it 360 next turn. Again Bill's dispel dice in combination with my tough success rolls, mean I get nada out of the magic phase. My cannon do a little bit better, my guesses are perfect but my bounce one is bad and I only kill 1 zombie, second one (aiming at the corpse cart) put two wounds on it. In close combat my Flagellants blow right through those seven zombies and overrun right into the rear of that other unit of Zombies that tried to charge my Huntmen. I Kill 8 zombies that turn, not much. but with the new rules you get 50VP for every raised unit you destoy regardless of size so that's a good thing for the Empire.



Vampire Counts

Bills Black Knights use the ethereal ability to wheel thru the center hill and make along charge attempt at my Flagellants rear, they come close but fail. one of his starting units of zombies charges into the flagellants flank. The Wraiths and Varghulf reposition but dont engage yet. The Wraiths movement causes a terror check on the Huntsmen who fail and are fleeing again. The Fell Bats take another 20 inch move toward my cannons, I am only going to only get one more round of shooting with them unless I intercept. Bill's core unit of Skeleton Warriors led by his General and BSB are currently looking at flank charge from my Knights, so he rotates to face me and holds/ Magic Phase starts off with Wind of Death with a dice roll, it goes off big and I use a dispel scroll to get rid of it, Next up is the bound spell with Rod of Flaming death, Bill has 10 power dice with the bonus 2 from the Vampire Power "Master of the Black Arts" so I only throw one dispel die at the rods bound spell luckily I roll a 3 and get it on the nose. So I am holding my remain three dice for what ever else bill has in store for me which is definitely a bunch of Raises, Dances on the Black Knights and some Invocations to heal but the dice had something different to say as his General casts and its a miscast, he then rolls an 8 meaning among other things the Magic Phase immediately ends, which puts a BIG stick in Bills plans. I lucked out there. In the shooting phase the Banshee tries another Ghostly Howl but this time can't beat my Greatswords Leadership ( 8 with Priest). On to Close Combat, My Flagellants martyr I roll a "6" (3) and get all three bonuses, they shred the unit of Zombies the rear charged and the other unit strikes out and loses combat by 6 so it takes six wounds, I get another 50 points for a destroying a raised unit.



Turn 3 - The Empire

My Knights charge the Skeletons, I pass the fear test and am in. My Greatswords charge the Cairn Wraiths they too pass the fear. My General also charges the Cairn Wraiths, I need to succeed as he has the magic weapon needed to destroy them, He fails so no charge. My Huntsmen were fleeing and fled off the table. the free company is too close the wraiths and they flee as well. My other units adjust the positions, my swordsmen rotate away from the Varghulf and face the oncoming black knights. In the Magic Phase I finally get a Wall of Fire off on the Black Knights with high roll, Bills dispel fails with double "1"...unfortunately Bill only loses 1 Knight. The shooting phase starts off with another "misfire" this time one cannon blows up, the other scores a great hit into the Black Knights and Kills 2 more, My handgunners shoot at the black knights from tower, with really strong rolls, I kill 3 more Black Knights. I take down 1/2 the unit in the last two phases...pretty optimistic so far. Close Combat thou goes sideways as despite tons of hits on my charging knights I only end up with 3 kills. This is the VC main unit with two characters, I soon find out he has static CR of +9!!!, on the strike back I lose 1 knight ...I lose combat by "5" and need insane courage, I fail, manage to escape but knights are fleeing and dont go far. My Greatsword cant wound the Cairn Wraiths due to ethereal but I can still beat them due to static bonus, the wraiths fail to kill a single greatsword this round and I win combat by "2" killing one of them. My Flagellants finish off seven more zombies from the unit that was flanking them on the previous turn.

Vampire Counts

If you play Warhammer you know that turn three is always the big turn. I did some damage to Bill last round so it was payback time, and I paid and then bill must of forgot I paid, because I just kept paying. Bills General and his Skeletons charge my fleeing Knight they are 4" of so inches behind after the flee and pursue next move, I don't need to roll more than "5" on the 3d6 to get away. I roll the dice one at a time to add to the drama, 1 die- ONE , (not good), 2 die - ONE, (holy shit) 3 die - ONE !! I roll a "3" on the flee and am caught by the 8" charge and destroyed. Of course I am seriously bumming, although the same thing basically happened to High Elves in the last game I played only it was worse because his General was in the unit. Anyway that kind of shit happens, way to often I laugh it off...but I am crying!!! LOL. The Fell Bats charge my remaining cannon, kill the crew and spike it. The Varghulf charges my spearmen detachment. The remaining Black Knights charge into my Flagellants who are still tied up with Zombies. The magic phase starts of with raising on Black Knight back to life, Bill fails to raise a wraith. I get hit with big wind of death and use my second and final scroll on that, and use my dice to dispel another raise and a dance. out of dispel options I take the rod of flaming death on my Handgunners in the building and am lucky to only lose 3, then Bill reveals the Black Book and the Hand of Dust which give him a free move on his General's Unit and the Hand of Dust take out the remaining Flagellants but fortunately it gets exhausted after one use. In Close Combat the Varghulf crushes my spearmen who break like a twig and get run over, the overrun plows him into the flank of my swordsmen, exactly what I wanted to avoid as I worried about the Black Knights. That also causes my wizard to flee from the Varghulf and he does. The Banshee kills 2 Greatswords this time I still combat (rank, outnumber, standard) by 1 so one the wraiths takes a wound. my casualties are brutal, 9 Knights, (lose Banner), 10 Spearmen, 10 Flagellants, 2 Greatswords, 3 Handgunners, 1 Cannon and Crew . 38 units in one round, and I have two units (free company and wizard) fleeing. that's got to be a record for me....Bill is pretty psyched right now.



Turn 4 - The Empire

Despite the massive losses, I still have my best units except for knights still alive so I carry on. My General tries charging the Wraiths again, this time he is in. My Free Company Rallies, but my wizard keeps running. In the magic phase my priest tries a soul fire and bill fails to dispel its bound 4 ( rolled a three or double "1"s not sure) anyway that kills the other other wraith and puts a wound on the Banshee. shooting from the Handgunners takes out three zombies. In close combat my General polishes off the Banshee. Varghulf is flanking but is only US 4..he kills 3 swordsman and I can't hit it but my unit has a static CR of +6 plus another for outnumber so I win by 4 and the Varghulf take four wounds, but because of regeneration it only takes 2 of it four wounds. since I won the combat I get a free turn to face and get my BSB into attack it next turn.


Vampire Counts

The VC General and his Skeletons charge the watchtower, my handgunners are butchered and the VC claim the watchtower, Bill reforms his Black Knights to get into position to use dance to get them to charge the greatswords.(but ends up being too far away) The Fell bats fly off into the far quarter to claim it and score. The magic phase the General casts Wind of Death, luckily I only take two wounds from it but the spell raises a 2 wound spirit host at the end of the spell another unit I have to deal with. Bill then uses a "dance" to have the spirit host charge my fleeing wizard but I roll high and escape. all the rest of Bill's spells fail (3 raise deads)The Varghulf kills a few more swordsmen, my BSB puts some wounds on him and the Swordsmen win combat, bill makes alot of regeneration saves and the Varghulf hangs on with 1 wound.



Turn 5 - Empire

Greatswords charge the Black Knights, my general is pointed the wrong direction and can only turn to hope to get in with Black Knights in turn 6. My free company moves up to help either the swordsmen or greatswords last turn. My wizard rallies, I get nothing in the magic phase and I have not shooting left. In close combat The Wight King Issues a challenge against my Greatsword Unit champion. I accept and they fight to a draw...I still lose 2 Greatswords, I do lose combat this time but I am stubborn and I pass the break test. My swordsmen finish with Varghulf with one wound it can't hope to win, it kills couple more swordsmen and while I fail to wound it, it loses combat and can't pass enough regenerations saves to live, and it dies.

Vampire Counts

Spirit Host charges my Wizard, he flees again and escapes (barely), The General and his Skeletons leave the watchtower moving toward combat. Bills holds back his remain zombies and corpse cart trying to conserve points. Magic Phase starts with Raise Deads, I let bill heal up a few Black Knights worries about the other spells I dispel the book, the rod, and a dance, bill fails to get any other dances off to move his Generals unit closer. Combat continues with Black Knights and Greatswords, this time the wight king kills my unit champion, I manage to kill a few knights but lose a few more greatswords, I lose combat and am outnumbered but I am Fearless (icon of magnus), taking the normal break test..I roll insane courage anyway..(go figure)



Turn 6 - Empire

Swordsmen charge the Black Knights flank, My General and Free Company Hold. My Wizard Rallies again. In Close Combat the Wight King challenges my BSB, stupidly I accept thinking I can take him or at least hold my own for the round, but I am forgetting about KILLING BLOW, and stupidly I lose my BSB...giving bill some easy points. In the resulting combat I cause a few wounds but the CR loss is what does the Black Knights in, they lose CR by enough to be easily destroyed.



Vampire Counts

Last licks- the Spirit Host charges my Wizard..I have nothing to lose and take the charge, Bill holds all his units back not wanting to give up any more points we know this game is looking like a Draw we both have all our heroes alive my swordsmen are 20 strong with full detachment left, plus I have some greatswords. Bill also has all his heroes, plenty of Skeletons, some zombies, his corpse cart and the Bats way over on the other side of the table. Bill's is going to finish it off by hammering me in the magic phase. He starts off with General throwing four dice for a "Wind of Death", Bill throws the dice and rolls a MISCAST..again oh shit he says...he then rolls his miscast dice and Sigmar steps in and makes them SNAKE EYES....Bill about soils himself the same way I did back in bottom of turn three when I rolled a natural "3". Bills 445 point general dies and units start crumbling after he loses about 15 or so zombies, the spirit host and a few skeletons. (although in retrospect ,writing this I dont think we checked the bats) At that point the game ends there is no close combat (so my wizard lives)


Battle Victory Points


VAMPIRE COUNTS

Units Destroyed:-

Captain of Empire BSB- 120
Spearmen - 60
Handgunners- 105
Huntsmen- 100
Flagellants- 150
Cannon x 2- 200
Knights- 330

Units at 1/2 str

Greatswords 85

Table Quarters 1= 100

Capture Banners 1= (Knights) 100

Total Score= 1350


THE EMPIRE

Units Destroyed:-

Vampire Lord (General) 445
Wight King 157
11 Black Knights 341
3 Cairn Wraiths 175
Varghulf 175
3 units of Raised troops 150
(2 Zombies, Spirit Host)

Units at 1/2 Strength
Zombies 40
Zombies 40

Corpse Cart (2 wounds) 50

Enemy General Slain- 100

Captured Banner ( Black Knights) - 100

Total Score = 1773

Results + 423 EMPIRE, MARGINAL VICTORY.


In the end, without Bill destroying himself and giving me about 600 points all in with the crumbling, it was a draw in his favor at about 200 points. I hate winning that way....but the shitty dice are part of the game...and the back and forth of which made this game very exciting and a total nail biter Huge thanks to Bill for coming over and being a great sportsman...

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