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Showing posts with label zzThe Griefbringer. Show all posts
Showing posts with label zzThe Griefbringer. Show all posts

Thursday, 30 April 2009

Dark Elves vs Lizardmen 1500 pts battle report

warhammer fantasy battle maps report :-

I think Fear causing Lizardmen Cold Ones caused one commander a little trouble...

"Charge! CHAAARGE! You imbeciles...you stinking goblin-brained fools! Khadriel screamed and ranted. He leapt off his chariot and made as if to run over to the quaking riders atop their panicked steeds.

Thasia caught his arm, "My lord! We must charge ourselves!"

I'll kill you all! Khadriel roared as he allowed himself to be dragged back to his place in the chariot, where the Nauglir were fighting amongst themselves. "I will wear your flesh as a cape! Your blood will be fed to the slaves! AHHHHHHH!"

(a well detailed report interspersed with some atmospheric narrative)

source : druchii.netcredit : The Griefbringer30-Apr-2009


1500 Dark Elves vs Lizardmen: The Grudge Match Continues

It's been a long while since I've gotten in a game of Fantasy. However, with the new army book in hand and some small teaks to my army list, I was ready to take on Bobby's Lizzies again.

The jungle burned with unnatural fire. Once verdant and moist with life, the attentions of dark sorcery had withered and twisted the rugged landscape into a barren, black tangle of dead plants, ash, and dessicated animals. The sky was orange with the horrid fumes created by the sheets of green flame that the sorceresses summoned to do their master's bidding, and the stench was enough to choke a man dead.

Khadriel Griefbringer, Master of the Spire of Blood, breathed in the greasy smoke, relishing the burning sensation as it scorched and poisoned his throat. His driver, Thasia, whipped the Cold Ones further along the apocalyptic expanse of dead trees and scorched earth, the chariot's wheels grinding ashen logs into dust under its spiked wheels.

He had returned to Lustria for the fourth time in as many centuries. This time he was no longer amused to hunt and dodge the wretched lizards of this abyssmal land in their dank holes and sweaty forest. Now he burned his army a road from the sea to the very gates of Atzl-Qora, and there would be no retreat this time. He would either succeed in this endeavour, or perish in its attempt.

Thasia coughed, her face covered with a silk scarf.

Stop that. Khadriel barked, "Breath deep, Thasia. It is the taste of death. Even now, the cowardly skinks run to hide beneath the skirts of their stupid Saurus protectors. They will see how worthless the gesture is when we drag them, screaming, back to the Spire."

Thasia nodded. "My lord is very wise."

Khadriel grunted. He knew she didn't agree. From a less valuable servant, he might have killed her right then, but Thasia had proven herself a skilled bodyguard through the years, and showed promise as a general and a beastmaster. Besides, he knew her objections--the morale of his corsairs was low, thanks in part to the choking fumes he forced them to breathe on their march. Khadriel, though, was unconcerned--if bad air gave them pause, then they were too weak to be in his service and would perish, either by the hands of the enemy or by his own. There was no turning back.




1500 points Dark Elves Army list

Khadriel's Reavers (Dark Elves edition 7)

Khadriel Griefbringer: Master, General, Heavy Armor, Sea Dragon Cloak, Crimson Death
in Cold One Chariot (Light Purple Chariot)
Ithis Duskwalker: Lv2 Sorceress, Focus Familiar, Power Stone, Dark Lore (Chillwind, Word of Pain)--Red-Purple
Helio Deathsong: Lv2 Sorceress, Tome of Furion, Power Stone, Lore of Death (Dark Hand of Death, Steal Soul, Doom and Darkness) in Purple Corsairs

15 Corsairs, Full Command, Reaver w/handbows, Banner of Murder (Light Purple)
15 Corsairs, Full Command, Reaver w/handbows, Warbanner (Purple)
5 Dark Riders, RxBs, Musician (Black)
5 Dark Riders, RxBs, Musician (Navy Blue)
5 Shades, Extra Hand Weapons (Black Skirmishers)
6 Cold One Knights, Champ, Standard, Standard of Slaughter (Dark Purple)



1500 points Lizardmen Army list

Defenders of Aztl-Qora (Lizardmen edition 6)

Scar Vet: General, Light Armor, Enchanted Shield, Always-Strike-First Sword on Cold One, Bane Head (Red)
Skink Priest: Lv2, Diadem of Power, Lore of Heavens (Forked Lightning, Comet of Cassandora) in Yellow Skinks
Skink Priest: Lv2, Cube of Darkness, Lore of Heavens (Forked Lightning, Portent of the Far) in Light Blue Skinks

23 Saurus Warriors, Full Command, Spawning of Quetzl (Blue-green)
10 Skinks, Javelins and Shields (Yellow)
10 Skinks, Javelins and Shields (Light Blue)
10 Skinks, Blowpipes, Scouts (Aqua)
5 Cold One Riders, Full Command (Green)
3 Kroxigor (Olive)
2 Jungle Swarms (Light Green)
Salamander Hunting Pack w/2 Sallies (Orange)

Terrain and Deployment:

The board had two forests only, one in the NW and one in the east, mid-board. I placed my Murder-Corsairs on my west flank, followed by a team of Dark Riders. The center was held by the Cold One Knights and the Chariot, while the east flank had the Warsairs (+Helio) and the second group of DRs, behind which Ithis hid. The shades siezed the eastern forest.

Bobby's lizzies (which seemed much more numerous from the last time I played them at this point level) had a team of skinks + priest in the far west, on the other side of the forest, the Cold Ones and Saurus hugging the western side of the center, the Kroxigor at board center, then the Sallies. Behind the sallies went the other group of Skinks + Priest, then the two jungle swarms shielded the Scar Vet, then the blowpipe skinks, having nowhere to scout (yay burning forest), deployed in the far east.

Deployment:



Turn 1

I won first turn (after about a half-dozen times of us rolling the same thing). The Shades moved forward and shot at the blowpipe skinks, but I miraculously failed to wound anyone. Ithis follwed them into the forest, intending to use her familiar to gain LOS from a safe hiding spot. Both groups of Corsairs moved up and my Murder-sairs, stupidly, wheeled a bit to point themselves at the skinks in the far west. The Cold One units, neither of them stupid this round, stayed put. My western DRs rode up to harry the Cold One Knights, but couldn't kill any, while the ones in the east rode forward and managed to bounce their crossbow bolts off the Kroxigor. My magic phase turned out to be devastating. I hit the Salamanders with a Chillwind and a Dark Hand of Death and threw Doom and Darkness on the Scar Vet. With no high general leadership to save them, the Sallied panicked and, in turn, panicked the skinks behind them, who ran off the board along with a skink priest (though not the diadem one, unfortunately). Altogether, not too bad for a first turn.

Top of Turn 1:



The Skink Priest Nato sniffed the smoky air, his colorful crest flaring red with apprehension. The terrible druchii ran across the blackened field with terrifying speed, and he could sense that Old Krosk, the Scar Vet leading their army, was filled with dread from the way he crouched on the back of his mount.

Then Nato saw it--a small, winged beast, twisted and bat-like, with gleaming black eyes. It landed on the dead branch of a scorched tree and cocked its head at him. Suddenly, he felt the presence of a malign intellect behind those eyes, and he felt the air crackle with obscene power. Bolts of black energy arced across the landscape, reducing many of the skinks prodding the Salamanders forward to dust. The air became so cold it burned, and panic quickly spread.

Nato clutched the sacred Cube of Darkness given to him by his master tightly to his chest and ran for all he was worth.

In Bobby's turn, the Salamander's rallied. He then tried to charge the Dark Riders in the west with both the Saurus and the Cold Ones. I fled, of course, bringing his troops slightly closer but escaping unharmed. The Kroxigor, Scar Vet, Swarms, and both remaining groups of Skinks moved up, as well. Magic was easily shut down (and remained so the rest of the game). Shooting with the Blowpipes at the Shades was likewise worthless (Bobby needed a 9 to hit or some such). The turn ended without incident.

Bottom of Turn 1:



Turn 2

Things start to go poorly for me in this turn, when both Chariot and Knights go stupid (not that big a deal, since they had no target anyway). More importantly, my murder-sairs fail their fear check to charge the flank of the Cold One Riders, leaving them open to a flank charge next turn (stupid first turn wheel!). My Dark Riders in the west rally and try to box-off the riders' charge next turn, shooting down one of the riders in the process. My Shades charge the blowpipe skinks and slaughter them with prejudice (yay extra hand weapons!), running them down. My Dark Riders in the east charge the jungle swarms. I do four wounds with the Riders--good--but then my horses all miss, even with re-rolls! That means 10 attacks back instead of 5; Bobby rolls well, and I lose 3 DRs. Still, the musician wins me the combat by 1, killing one base worth of jungle beasties. In magic, a chuck some spells around but don't manage to do much damage (I consistently rolled 1 or 2 hits with any magic missile for most of the game). Doom and Darkness hits the Scar Vet again.

Top of Turn 2:



Cowards! Khadriel screamed across the battlefield at the sight of his men hesitating to charge the cavalry. His scream was loud enough to unsettle the nauglir mounts around him, and the chariot and the knights jerked forwards under their impulsive movement.

It's no matter, Khadriel thought to himself. "So long as the rest of them hold up..."

In the bottom of turn 2, Bobby charges his scar vet at the dark riders engaged with the jungle swarms, killing them quickly and overrunning to beside my war-sairs and Helio. The Cold One Riders, doing a lot of wheeling, manage to squeeze a pair of riders into contact with my corsairs flank (I've *got* to get better at blocking that stuff.). They fail their fear check (again), lose 4 men, and flee. They escape, at least. Elsewhere, various other elements of his army move forwards, though he forgets all about his Salamanders and they don't shoot. Magic is shut down easily, as usual.

Bottom of Turn 2:



Turn 3

My cowardly corsairs keep running, the b@stards. They go off the board and doom themselves to an ugly fate at their general's hands. The rest of my movment is set-up for the next turn. My Dark Riders ride to the flank of the Cold One Riders, but their shooting does nothing. My Knights wheel to face the Kroxigor while my Chariot sneaks behind to get a next turn charge at either the Saurus or Salamanders (who were actually a bit closer and more towards the center than the map shows). Ithis fled deeper inside the woods to avoid being charged by the Scar Vet. The shades trotted forwards and put a wound on the Kroxigor with shooting. In magic, I took a wound off the scar vet with Steal Soul, hit him with Doom and Darkness, but all other spells were dispelled or failed to do any damage. The Reaver handbows hit and wounded twice, but the scar-vet's 0+ armor save kept him alive and safe.

Top of Turn 3:



In the bottom of the turn, Bobby charged my shades with his remaining jungle swarm. The swarm killed 1, but the remaining attacks back from the shades wiped the swarm out. They overran into the rear of the Kroxigor. The Scar Vet, unable to see Ithis in the woods, tried his luck at charging the warsairs. He eviscerated my champ, of course, but lost combat by 3 and, when coupled with Doom and Darkness, this turned fatal. He fled, and I pursued but failed to catch him (though it was a near thing with the new slaver rule). Elsewhere, the Salamanders moved up, as did the remaining skinks, while the Cold One Riders did an about-face and moved a bit closer to the action at the center of the board. Though magic was shut down, the Salamanders killed 3 Cold One Knights with their massive flame-spew (I had to make 12 saves on a 3+--I was lucky).

Bottom of Turn 3:



Turn 4

This turn was just apocalyptically bad. Trouble the first: Chariot fails stupidity, so no salamander charge this turn. Trouble the Second: The Dark Riders fail their fear test and can't charge the Cold Ones flank. Trouble the Third: Though I pull off the combined charge on the Kroxigor, kill 1 and wound another, and pile up a mountain of combat res for the loss of only one shade, Bobby ROLLS SNAKE EYES. It's at this point I tell him he just won the game--that failure to break is going to cost me upwards of 500 points, ultimately. I swear profusely and proceed to flip off my dice.

On the bright side, I do chase his general off the board. Magic this phase was pretty much nonexistent, though I did manage to roll snake eyes when trying to damage a pair of skinks with the salamanders. Awesome...

Top of Turn 4:



Charge! CHAAARGE! You imbeciles...you stinking goblin-brained fools! Khadriel screamed and ranted. He leapt off his chariot and made as if to run over to the quaking riders atop their panicked steeds.

Thasia caught his arm, "My lord! We must charge ourselves!"

I'll kill you all! Khadriel roared as he allowed himself to be dragged back to his place in the chariot, where the Nauglir were fighting amongst themselves. "I will wear your flesh as a cape! Your blood will be fed to the slaves! AHHHHHHH!"

In the bottom of Turn 4, the Cold One Riders (who *should* have Dark Elf spears in their flanks right now...grumble, grumble...) charge the chariot, forcing me to flee. The Salamanders eat the remainder of their handlers while pelting the chariot with flame (and doing two wounds to it), while the Skinks miss the Dark Riders with their javelins. The Saurus actually fail a fear check trying to charge the chariot as well. In close combat, the Knights/Shades kill another Kroxigor, but the remaining Krox kills all three Knights and runs down the remaining shades. For their monster reaction test, the Salamanders feel guilty for eating their masters and decide to sit tight and just shoot anything nearby. Ugh...

Bottom of Turn 4:



Turn 5

Well, at this point I am pretty sure the game is a collossal failure on my part. Still, I keep slugging along. My Dark Riders charge and run down the skinks plus their remaining priest, losing one of their own in the process. My Chariot rallies, my spells do precious little (really could have used more magic missiles this game...).

Top of Turn 5:



In Bobby's half of the turn, the only thing he really does is walk his Kroxigor into the forest.

Turn 6

I, myself, fail stupidity for this round, since I decide to charge the Chariot at the Saurus block. I get word of pain off, but it does no real good since they fail their fear test, anyway. Doom and Darkness is a fraction of an inch out of range. I flub my impact hits, suck my damage rolls, and kill 3 Saurus all-told. Lose by 2, but stick. The Cold One Riders will be coming to kill me next round, and I have delivered my general into doom yet again.

Top of Turn 6:



Bobby's Cold Ones charge my chariot, I break after killing a single saurus, and run for the hills after Khadriel is beaten down (again) by Saurus clubs. I escape pursuit, but to no avail since I cannot rally. Balls.

Bottom of Turn 6:



Final Score

Dark Elves: ~1030
Lizardmen: ~1110
A Draw in the Lizardmen's Favor.


Thasia was summoned back to the Spire of Blood to meet with her lord, who was still recovering from his injuries. In his shadowy throne room, where he dwelled alone with the banners he had siezed in victory, she knelt before him.

She noticed the floor was carpeted with rugs made from elven skin. She swallowed her anxiety--the Griefbringer would not save this fate for her, would he? "You called for me, my Lord?"

Yes, Thasia. Rise.

Thasia rose. "The burning continues well, my Lord. Though we were bruised in the last battle, we still have many able troops and..."

Khadriel cut her off. Thasia noticed the labor with which he was breathing, the odd and broken angle at which he reclined on his iron throne. "I will not lead those wretches to battle again until they prove themselves to me. I am giving you command of the operation, Thasia. You have some talent as a beastmistress; see if you can't bring these beasts to heel for me."

Thasia bowed low. "I am honored, my Lord."

Nonsense--you are expectant and ambitious. You will use me for only as long as you cannot best me. The Griefbringer sneered. "But have no worries, girl--the fools under my command will soon break your body as thoroughly as they have mine. And then, when you fail, I will have the pleasure of skinning you for a rug."

Thasia met her lord's gaze. "That will not happen."

We shall see. Begone.



Post Mortem

Well, that game just p'ssed me off. The constant failure of fear check in the west flank (two failed charges against the juicy flanks of Bobby's cavalry--TWO!) coupled with that enraging Insane Courage roll for the Kroxigors turned what was about to be a great victory into a miserable draw.

Of course, I can't blame dice entirely. I did the math wrong on the amount of stuff I had killed compared to the amount of stuff Bobby had. If I hadn't charged with my chariot in the last turn, that would have been a 300 point knock to Bobby's score, earning me a marginal victory. Oh well.

Magic performed well (though I missed a heavier magic missile spell), shooting was lackluster, but the Chariot is the thing I'm really p'ssed at. I will no longer deliver my general into the hands of the enemy that way anymore. I keep doing it, over and over, and it is stupid. I am going to put my general somewhere he (or, now, she) can do the most good. I don't know where that is, yet, but I'll keep thinking.

In any case, this was a nice, close game (no matter how p'ssed I was in turn 4), and I thank Bobby for another challenging round. Thanks for reading!

Thursday, 15 January 2009

Dark Elves vs Tomb Kings 2000 points

Warhammer Fantasy Battle Report summary:-

"Then they saw him--an undead lord atop a flaming chariot !"
(good battle report interspersed with some great narrative)

source : druchii.netcredit : The Griefbringer15-Jan-2009


Thasia yawned as the fat human screamed, his flesh a webwork of razor thin cuts and rivulets of blood. Her torturers had been working over the self-styled 'Pasha of the Golden Coast' for almost an hour now in the hopes that the bloated toad's blubbering would cheer her, but the torture had become a wholly pedestrian affair. She directed them to a bowl of briny water standing in the corner. "Try the sea salt--see if that wakes him up any. I swear by Khaine if this wretch faints one more time..."

"He will not, mistress, we promise!" The lead torturer assured her, bowing. Thasia took at least some comfort in the fact that the druchii was trembling before her disinterest. It pleased her to know she was frightening to those feared most by her victims.

The expedition Thasia had led from the Spire of Splendid Agony to the so-called 'Golden Coast' had turned out to be an almost total waste of resources. The wretched huts and pathetic settlements along this stretch of coast were anything but golden, and their raids had brought the Lord Griefbringer nothing but slaves. Even here, in the so-called 'Shining City', they had found little but adobe and yellow paint, even after sacking it and raiding every home in the place. Here, at the center of it all, Thasia found herself sitting in a palace no more finely appointed with riches than her cabin aboard ship. She sighed--that was what one got raiding humans. Their idea of 'finery' was wearing hides and having a roof over their heads. Still, Duskwalker's Shades had *insisted* this city had been awash in gold bars no more than a month before their arrival, and more recent scouting reports from her own Riders (whom she trusted much more than any feral scout in the employ of some semi-mad sorceress) had confirmed several active gold mines no more than a few leagues from where she stood. There had to be gold *somewhere.*

Thasia was jolted from her musings by the blood-curdling screams of the Pasha. Thasia turned to him and looked in his piggish, beady eyes. "Have you never wondered, Pasha, where the old saying 'to rub salt in the wound' comes from?"

"A...a thousand curses on you, hell-witch!" The Pasha moaned.

Thasia nodded to the torturers. "Give him a more vigorous rubbing, please. The Pasha seems sleepy again."

The Pasha's screams doubled in volume.

When the torturer's stopped, Thasia squeezed the Pasha's fleshy cheeks in one gloved hand. "Tell me where the gold is, and this will all end. I know it was here--you are causing yourself nothing but pain by denying it to me."

"The gold...is...gone...gone forever...you cannot have it..."

"There is nothing the druchii cannot have, you sow. I have taken everything from you--your family, your subjects, your weapons, your land, your city. All that remains to you is your wretched life."

The Pasha's eyes were dull with terror. Suddenly, Thasia realized, it was not terror of *her* at all. He feared something else. "Then kill me." He hissed.

Thasia smiled. "Kill you? My darling, no! I never said I'd kill you--if you refuse me, I will keep you alive. You will live for a very, very long time. Whoever you fear can do nothing worse to you than my friends here can, I promise you. Before the end, you will beg for your death."

More salt was massaged into the thousand little cuts that crisscrossed the Pasha's body, and his screams contorted his body into unnatural positions. "It is beyond my power! The gold is given to the Great Prince Ahtshep, He Who Dwells In the Valley of Skulls!"

Thasia leaned forward. "Another human prince? You are a fool to have held out this long."

"He is no mere Prince. He is the Lord of Death, Scion of Immortal Settra. If you travel the south road, you will find only dust and death, and no gold."

Thasia raised one eyebrow. "Thank you for your concern for our safety, darling."

The Pasha began to laugh in a rattling, hoarse voice. "Not for you. We are His vassals, whom He, in His wisdom, has seen fit to spare, so long as we pay Him tribute and guard the approaches to His realm. If you pass the Gates of Raman-Ata, he will visit a plague upon us that will blacken the sun for a thousand days. So it was in the time of my forefathers, and so it will be again."

Silence fell over the room for a moment, and then spontaneous laughter began to spread among the druchii present. Thasia joined in, shaking her head in disbelief. "Poor, poor ignorant wretch! Plague? Fool! The plague is here; the plague is us, and we will never let you see the sun again."

Thasia rose and strode out of the room. Her lieutenants fell in at her side. "We march down the south road, send our scouts ahead. We will strip this land bare, or the Lord Griefbringer will have our hides."

"Mistress," Lekith the Reaver asked, "What of this Pasha?"

Thasia smiled. "See to it he is tortured. Make certain he lasts for one-thousand and one days."


So, in the quest to find Fraley a fantasy army that he'll want to pursue, we set up a 2000 point match against the Tomb Kings. I let him borrow the book and meditate on the list for a while, and do a little research. He came up with a list he had gotten online and a better grasp of the game than before.

The Heralds of Grief

Thasia Helltamer: DE Master (Mistress, in this case) w/Heavy Armor, Sea Dragon Cloak, Whip of Agony, Enchanted Shield, General with Serpent Corsairs (Dark Purple)

Guarael Blackwing: DE Master on Dark Pegasus w/Heavy Armor, Sea Dragon Cloak, Lance, Shield, Seal of Ghrond (Dark Blue)

Ithis Duskwalker: Lv 2 Sorceress, Dispel Scroll, Focus Familiar, Dark Lore w/Chillwind, Bladewind (Black lone model)

Helio Deathsong: Lv 2 Sorceress, Power Stone, Darkstar Cloak, Lore of Fire w/Fireball and The Burning Head (in Light Purple Corsairs)

The Black Orchid: Assassin w/Extra Hand Weapon, Rune of Khaine, Manbane (with Light Purple Corsairs)

14 Corsairs w/Full Command, Sea Serpent Standard (Dark Purple)
14 Corsairs w/Full Command, Warbanner (Light Purple)
6 Harpies (Purple-Red Skirmishers)
5 Dark Riders, RxBs + Musician (Black Cavalry)
5 Dark Riders, RxBs + Musician (Black Cavalry)
6 Cold One Knights w/Dread Knight, Banner w/Standard of Slaughter (Purple Cavalry)
6 Shades w/Xtra Hand Weapons (Black Skirmishers)
Hydra (Blue-green monster)


The Vanguard of Prince Ahtshep

Prince Ahtshep: Tomb Prince, General in Chariot w/Great Weapon, Chariot of Fire (w/Chariots)
High Liche Priest: Heirophant w/Cloak of Dunes, Staff of Ravening (Light Blue lone model)
Liche Priest: Dispel Scroll (w/Green Skeletons)

25 Skeletons w/sword and shield, Standard (Cream)
25 Skeletons w/Sword and Shield, Standard (Green)
16 Skeleton Archers (Light Blue Infantry)
3 Skeleton Chariots w/Standard (Turquoise)
5 Heavy Skeleton Cavalry (Blue Green)
3 Ushabti (Maroon)
3 Carrion (Orange)
2 Screaming Skull Catapults (Yellow)


Terrain and Deployment

The board featured an oasis in the NE quarter of the board, a mountain (big, multi-level hill) along the southern side, a small forest along the west edge, and a small hill in the NW corner. Finally, a pair of statues (gray blocks in the map) represented the border into the Tomb Prince's realm (just for fun).

I deployed Thasia's corsairs in position to pass defiantly through the statues, and Helio's corsairs flanked him to the east. East of that, at board center, went the Knights, and the Dark Riders got a good view of the battlefield atop thier steeds on the mountainside. In the west, the shades scouted up to the small forest, the harpies behind them, along with Ithis and Guarael. The Hydra squeezed between Thasia's unit and the harpies/Ithis, ready to zoom through the forest and chomp stuff up.

The TK castled in the NW corner around the hill on their side. The two catapults went on the hill, obviously, with the archers in front of them, who were meant to act as a screen for the Ushabti, who stood behind them. The two skeleton blocks formed the TK center, with the horsemen and then chariots forming their east flank. The Heirophant hid behind the cream-colored skeleton unit, with the Carrion behind him, ready to zoom out to cause trouble where needed or chase down fleeing units.

The Board after Deployment:



Turn 1

Despite my bonus for having fewer units, Fraley still won the roll to go first. He began by wheeling his line to face a southeasterly direction, expecting to recieve charges, no doubt, from the Knights and corsairs amassing on that flank. Curiously, he backed his Chariots up, taking a very defensive posture with what I think is a very offensive unit, but no matter. His magic/shooting phase made me feel the pain, anyway. As this was my first game actually playing against the Tomb Kings, I suddenly realized just how devastating their magic could be when Fraley was able to take a ranging shot with one catapult, missing the Knights but giving him a good idea of what to do in the shooting phase that followed. Then, the next two shots in the shooting phase felled a pair of Cold One Knights and they, gesturing wildly at their contracts that stated they were in no way obligated to tolerate bombardment by flaming skulls, ran for the hills. Elsewhere, the skeleton archers took shots at Thasia's unit, killing a corsair (a casualty I neglected to reflect in the map; I beg the reader's forebearance).

Top of Turn 1:



Master Guarael Blackwing, tasked as commander of the flanking force meant to surprise the enemy through the small copse of palms and rough undergrowth, steadied his mount, Omen, as Ithis Duskwalker came nearby. "What do you want, witch?"

"I have an offer for you, Blackwing." She said, her voice echoing as much inside his skull as through the arid desert air.

"Speak. I've no time for posturing."

Ithis nodded. "The Lord Griefbringer misplaces his trust in Thasia Helltamer. This I have known for some time, and I know you agree. Our noble lord grows impatient--he needs more troops to finally sieze the prize he has sought these many decades. Helltamer has promised him great prizes from this adventure. If she were to fail...

Guarael nodded, pensive. "I understand. You wish to...retire from the field early? There would be reports, would their not?"

"With only my Shades and the Beastmasters to observe? The Beastmasters will be too busy with the Hydra to notice, and the Shades, well," Ithis grinned, "I find it unlikely they shall live to tell anyone anything."

Guarael snorted. "See to it, or I will report your treachery myself."

"We will meet here later in the battle to solidify our alibis. None will be the wiser."

"We have an accord, witch. Now, begone--Helltamer is ordering the advance." Guarael said and, digging his spurs into Omen's black flanks, he surged into the air.


In the bottom of the first turn, I order the advance. Fraley is at once taken aback by the speed my army has at its disposal, and its ability to neatly bypass the barrier represented by the small forest on his west flank. Guarael leaps over the forest, screened by the harpies, while the shades and Hydra surge to the front of the woods. Ithis follows, but lacks sufficient movement to make it to the safety of the forest. Elsewhere, the Cold Ones complete their disgrace by failing to rally and running straight off the board, the bums. The Dark Riders gallop down the hill and pour crossbow bolts into the skeletal cavalry, killing several. This is coupled with a fireball from Helio's corsairs, knocking them down to one or two horses (I think it was one, actually--again the map is less than accurate). Thasia confindently marches her corsairs through the gates of Raman-Ata, while Helio's corsairs cover her flank, hanging back a bit. Finally, Ithis manages to get off a bladewind that kills off the crew of the closest skull catapult.

Bottom of Turn 1:



Turn 2

Fraley starts turn 2 with a problem on his west flank. Though the map doesn't *quite* show it, the skeletal archers were blocking the Ushabti's ability to charge anything, and the archers would be unable to successfully charge the harpies if they fled, which would leave them useless. He had intended them as a screen, but with Guarael able to fly over this screen and start destroying catapults, the screen wasn't so much helping him and helping myself. He decided to reform the skeletons to face and shoot the harpies, which they did in both the magic and shooting phases, killing only 2, but it was enough to make them run away. Nothing was going to charge or stop Guarael, though, so he took the time to heal the crew on one chariot and used the Carrion to block a charge to the other, keeping his precious catapults from being as easily destroyed. Then, in my backfield, the tomb scorpion dug itself up between the cursed gates and, seeing a lonely and vulnerable Ithis nearby, charged her. I failed my fear check and the sorceress ran straight off the board. Awesome.[sarcasm]

The rest of Fraley's line continued to reform and re-organize itself, getting ready to recieve my attack from the east.

Top of Turn 2 (Harpies are not shown as running off, but they did):



Sammaria and Khesthel rode like the wind from the mountain ridge where they had witnessed the dusty army of bone-soldiers emerge from the sands to challenge the druchii raid. They laughed in delight as their crossbow bolts crumbled undead horseman after undead horseman, and called to each other to greater feats of accuracy.

Then they saw him--an undead lord atop a flaming chariot, a mighty bronze sword held high over his head, his body armored in gold and emeralds. He, with a host of other undead chariots, rode towards the dark elf riders with ghostly steadiness, their pennants and banners barely flowing in the harsh desert wind. Sammaria pointed him out to Khesthel, "Hark! That must be prince something-or-other!"

"Ahtshep!" Khesthel offered, loading his crossbow as he guided his steed with his knees alone.

"Khesthel, I'm alarmed you remembered the name of a long-dead human!" Sammaria chided, putting a crossbow bolt through another skeletal horseman.

"I try to remember the names of those I intend to humiliate. Why do you think I learned yours, Sammaria?" Khesthel shot back, grinning.

"I claim his helmet." Sammaria said, spurring her horse faster.

"Not if I get there first!" Khesthel called, and rode right after her.


In my half of the turn, my plan became (or rather, continued to be) to keep the chariots busy with my dark riders, who would ride circles around them, peppering them liberally with barbed, black-fletched quarrells. Therefore, I moved one group of riders in position to flank the chariots while the other stayed put. I then used their shooting to both finish off the remainder of the heavy skeletal horsemen and to gun down a whole chariot's worth of wounds in Prince Ahtshep's unit (let's hear it for armor piercing!). In the center, both corsair units moved up, but the magic phase was a bust, thanks to Ithis's early departure. Guarael, meanwhile, failed his leadership test to charge the Skull Catapults, leading me to question his loyalty and leading *him* to sit there on his butt and watch the battle go by without him. The Hyrda and the shades, however, had a much better turn, charging into the skeleton archers and ravaging them horribly with a LOAD of wounds (I killed something like 12-13 of the 16 present) and overrunning. The Shades wound up hitting the Ushabti and the Hydra hit the flank of a skeleton block, and the Hydra rampage had begun.

Bottom of Turn 2:



Turn 3

Fraley began the Tomb King turn by charging the Carrion at Guarael who failed his fear test *again* and fled like the unbelievable wuss he is. His angle of flight, however, was just long enough to keep him from fleeing the board entirely, though he was seriously hugging the edge. The screaming skull catapults tried to lob shots at the Dark Riders, but they were too nimble for the ponderous warmachines, and very little damage was done. The Chariots backed off *again*, while the Heirophant flew away from being behind the skeleton block about to have not only a Hydra in the side but a unit of corsairs in the front. The Ushabti recieved the Incantation of Urgency from the Hierophant in question, allowing them to chop down 3 shades in the magic phase (should have saved my dispel dice to stop that one, but I didn't see it coming). Then, in the ensuing close combat phase, they killed the remaining shades for only one wound done in return. The Hydra, however, continued its rampage, killing a load of skeletons and wiping out a bunch more in combat resolution, for a grand total of 16 skeletons dead (!).

Top of Turn 3:



Thasia laughed as she slammed into the ranked pack of animated bones that stood between her and victory. They were slow, slower even than humans, and they were no match for her. She knew mere mortals and Asur would quake in terror in the face of the living dead, but she was druchii, and there was nothing that could stop her. She heard the roars of the war hydra as it tore through the skeletal ranks from the flank and soon, before she had even worked up a sweat, the whole block had melted before her. She ran on, seeking new foes. "Who dares stand before us! Who will challenge me!"

She did not see the ghostly chariots wheeling to her right, nor the baleful glare of the ancient prince who rode at their center.


In my half of the turn, Thasia's frenzied corsairs smacked into the front of the skeletons, but the Hydra still did most of the heavy lifting. The whole block crumbled in short order and Thasia's unit overran into the Tomb King backfield. Expecting a counter-charge on the Hydra from Ushabti and possibly Carrion, I wheeled Helio's unit to be in a position to charge the overrunning Ushabti, should they win, and also so I could get LOS to the tomb scorpion and the Liche Priest hiding in the other unit of skeletons. My fireball at the scorpion was ineffectual, but the burning head I tossed at the liche priest and unit actually went off. However, though he failed his 'Look Out Sir' roll, I rolled a 2 to wound him, so he survived. This is only fair, I suppose, since in my last game against Fraley (who was using Dwarves), a failed 'Look Out Sir' for Thasia led to her being unwounded by a grudge thrower stone. I killed another couple skeletons in the unit, but the casualties were largely inconsequential. Also inconsequential was the shooting of the Dark Riders, who only manage to do one wound to the chariots. Finally, Guarael rallied and turned to face the tomb scorpion, who was no doubt coming to visit next turn.

Bottom of Turn 3:



Turn 4

Several charges go off at the start of turn 4. First off, the Tomb Scorpion rams into Guarael, trying to pin him to the ground with a killing blow. They do one wound to each other and remain locked in combat. The other charge featured an ushabti charge to the rear of the Hydra (the map doesn't quite show the right angles, but it was a rear) and a flank charge by the Carrion. In a horrifying display of destructive fortitude, the Hydra shrugs off all the incoming hits and, with the help of the beastmasters, wipes out all the Ushabti and does enough combat res to crumble the remaining carrion. When the dust cleared from that one, both Fraley and I exchanged 'Wows'.

Now, for a bit of map-correcting: There was a third charge this turn, but I forgot it happened this turn when making the maps, so you guys will need to pretend. Spinning around in the movement phase, magic from the Liche Priest catapulted the Chariots into the flank of Thasia's corsairs (I tried dispelling, but rolled double ones). The ensuing combat killed 4-ish corsairs and won the chariots the combat by 5. They didn't outnumber, though, so I got a test on a 4. I rolled and, for the first time that game, a leadership test went my way--4 on the nose. The corsairs stuck, and the game suddenly changed. To make things even worse for fraley, he flew his heirophant out from cover to pelt the dark riders closing on him with the staff of ravening and two invocations of vengeance, but when the smoke cleared only 2 DRs had dropped, and they held, as well. Bad news for the Tomb Kings all around.

An erroneous map of the top of turn 4:



Guarael landed Omen in the clearing where he was to meet Ithis, but the place was deserted. Smelling treachery, he dismounted, drawing his sword. Then, skitting over the sandy earth with unnatural speed, a horrid amalgam of bone, bronze, and stone assaulted him, seeking to crush him with its massive claws or spear him with its spiked tail. He was knocked down by the force of its charge but, with its bulk above him, he thrust his blade deep into its body until rivers of silt began to pour from its enchanted innards. The thing hissed with phantasmal rage and dropped its bulk, attempting to crush him, but Guarael rolled away too quickly.

Standing now, his blade and shield ready, Guarael circled the scorpion-creature, his eyes blazing with defiance. "Well then, beast, let us dance..."


With the Chariots pinned in place, the Hydra discovered it had enough space to charge in support of the corsairs. Again, it proved its worth, crushing the ancient warmachines beneath its taloned feet. Though the tomb prince did slay another two corsairs, the rest of his minions failed him, and combat resolution caused him to crumble away. His curse, however, was sufficient to do one wound to the Hydra--the only wound it would take all game. Elsewhere, with the Heirophant exposed, the Dark Riders charged him, cutting him down easily and trampling his sun-dried bones beneath the hooves of their black-hearted steeds. Finally, Guarael was speared by the Tomb Scorpion's tail, killing him, and his steed broke and ran, escaping the board.

Bottom of Turn 4:



Turn 5

With their general and Heirophant gone, the two catapults crumbled immediately, though the other TK units remained. However, with only one block of skeletons left, and they with a Hydra which had overrun into their rear (again, the angles resulted in this last turn--the map doesn't quite do it), Fraley surrendered.

Sammaria and Khesthel let their mounts rest on the hill where, until a few minutes before, the undead warmachines had been raining skulls upon them. They cheered as the mighty Hydra tore the remaining skeletons apart with gleeful ferocity and, when it was over, there was scarely a sign that any army of the dead had ever existed.

"A grand victory today, eh, Khesthel?"

"My only regret is that the wretched prince's golden effects are now the property of our Mistress."

"You know perfectly well it couldn't have ended any other way."

"Cannot a druchii dream, Sammaria?"

"Not when they dream like that, they can't."

Khesthel didn't answer, but spurred his horse down to meet Mistress Thasia and her corsairs, and see if there would be any good pickings left among the dust and bones



Post Mortem

Well, I really have one thing I want to say first, before all others: HYDRA RAMPAGE CANNOT BE STOPPED!

Holy moley, that thing tore a giant hole through the undead and there was absolutely nothing Fraley had that could stop it. His only chance would have been to pelt it with catapult shots on turn 2--the one turn it was exposed before it hit combat--but even that wouldn't have been a guarantee. Beyond that, however, my victory was secured in two places: One, my opponent underestimated the efficacy of druchii fast cavalry and two, that leadership test on a 4 in turn 4. If Fraley takes down the Hydra with catapults, I do not win this game anywhere near as easily. If he deploys in order to shoot down the DR, I am stuck with nothing to stop the chariots. If my general's unit breaks, bad things follow. Woulda-shoulda-coulda, I know, but still, this game was closer than it looked.

I had a lot of fun and have a newly earned respect for the TK magic phase. Even though he was relatively inexperienced with its use, Fraley kept my dispel dice stretched, especially after Ithis ran away (the traitorous wench!). Had he made better deployment decision and had we remembered that Chariots have bows (we forgot), things likely would have been ugly for me.

In any case, the game was great fun and I look forward to the next one. Thanks for reading, and thanks, as always, to my opponent!

Monday, 12 January 2009

Dark Elves vs Orcs and Goblins 1250 points

Warhammer Fantasy Battle Report summary:-

A decisive, well planned victory (excellent battle report, full of character & nice narrative)

source : druchii.netcredit : The Griefbringer12-Jan-2009


Khadriel Greifbringer stood in his chariot overlooking his newest recruits. The orcs his corsairs had recently captured had fetched a surprisingly good price at market, and one of the more prestigious arena-managers had paid an advance for even more of the beasts for the fighting pits of Karond Kar. With the extra coin, he had taken the liberty of hiring an errant Dread Knight and his attendant standard bearer. As of that moment, this Dread Knight was attempting to get his Cold One to wheel with little success. The beast was doing its best to curl its head back to snap off the knight's leg, and in the process the monster and its rider were spinning in circles. Khadriel did his best not to sigh.

"No wonder he was cheap." The voice came from beside him, and Khadriel looked down to see the sorceress, Ithis Duskwalker, leaning non-chalantly against the wheel of his chariot. Her enchanted cloak blurred her outlines so that it wasn't clear where she ended and the long shadows of the late afternoon began. The only thing clearly visible was her sardonic smile and gleaming emerald eyes.

"He is a novice, true. If he lives through a few battles, he will be worth it." Khadriel growled.

Ithis snorted. "I wonder why they call you the Griefbringer sometimes."

"Eh?"

"Is it because you bring grief to others, or to yourself?"

Khadriel scowled. "I've no time for your jibes, sorceress. There are orks approaching--rejoin the scouts and follow through with the plan."

Ithis made a great show of curtseying. "Oh I shall, your eminence, I shall. But first, take this." She flicked a small talisman to him. He caught it and looked it over. Noting his confusion, she added, "The Seal of Ghrond, for their shamans."

Khadriel frowned. "They have shamans?" When he looked up, though, she was gone. Shrugging, he pocketed the trinket, hoping it would do whatever it was supposed to without his attention.



Dark Elf Army

Khadriel's Corsair Party
General: Khadriel Griefbringer, Dark Elf Noble w/ Heavy Armor, Sea Dragon Cloak, Lance, Seal of Ghrond
mounted in Cold One Chariot w/Spears (Light Purple Chariot)

-Ithis Duskwalker, Lv2 Dark Elf Sorceress (Death Lore) w/Darkstar Cloak, Cloak of Dark Souls (With Shades)
-15 Corsairs, Full Command (Purple)
-15 Corsairs, Full Command (Dark Purple)
-5 Dark Riders, Musician and RxBs (Black)
-6 Shades (Black Skirmishers)
-6 Cold One Knights w/Champion, Standard (Purple Cavalry)
-Reaper Bolt Thrower (Light Purple Warmachine)


Orc and Goblin Army

Big Toof's Boyz
General: Big Toof, Ork Big Boss w/Light Armor, Enchanted Shield, Extra Choppa, Kickin' Boots (in Big'uns)

-Zitnit, Lv2 Goblin Shaman w/Staff of Sneaky Stealin (in blue goblins)
-Frink, Lv1 Goblin Shaman w/Dispel Scrolls x2 (in red goblins)
-10 Black Orks, Full Command, Shields (Dark Green)
-19 Big'uns w/Extra Choppa, shields, Full Command (Green)
-19 Night Goblins, Full Command, Netters, Spears, 1x Fanatic (Blue)
-19 Night Goblins, Full Command, Netters, Spears, 2x Fanatic (Red)
-5 Boar Boyz

Terrain and Deployment
My opponent, Kurt, began deployment by placing a forest at the edge of the 'no man's land' square at board center. I mirrored this by placing a forest at the other end, figuring that doing so might bracket his larger units into a narrow space, limiting their ability to maneuver (this would later prove very true). Along the north edge there was a hill just above the western forest, and in the south there was a hill at the center of the deployment zone. To round it out, there was a third hill north of the east forest, but it would play no role in the game.

Kurt placed his Big'uns and Black Orks to hold the center, with the Night Goblins on each flank, and the Boar Boyz in the far west to come up my flank. I responded by placing my Corsair blocks in the center in front of the RBT, which went on the hill (of course), and flanked them by the Chariot in the west and the Knights in the east. The shades occupied the western wood, and the Dark Riders were left to tangle with the Boar Boyz. When we finished deployment, the board looked like this:



Turn 1
Kurt had fewer units, and so got the +1 to go first (strange how this keeps happening against the orcs for me--aren't they supposed to be cheap?). Kurt won the roll handily and took advantage of it. Animosity saw his warboss's unit surge forward 6", but in their reguar movement they only moved another 2" to keep pace with the Black Orcs, who marched ahead. The goblins followed suit, but moved more slowly, knowing that they wouldn't totally fit between the forests. The board boyz also surged foward, but not their full move, hoping to avoid a Dark Rider charge. Magic was shut down entirely by my Sorceress, who dispelled a Foot of Gork aimed to squash my Reaper. This was to begin a theme for Kurt's wizards--they were either dispelled by me, or failed to meet their casting number. They never got off a spell all game.

Top of Turn 1:


Khadriel watched as the orcs surged forward into the narrow clearing between the woods. As usual, he was surprised at their lack of imagination--surely they saw the trap they were walking into? Snorting, he discarded the thought--of course they didn't. He doubted the greenskin beasts thought at all. He turned and nodded to the Reaper crew, who immediately let fly a hail of screaming, barbed steel at the small group of heavily armored orks charging their direction. Not many fell, depite the bolts lodged in their armor and shields, but no matter. They were weakened, and that was what counted. Just then, crossbow bolts erupted from the forest on his left flank, harrying the goblin regiments, of all things. "What the hell are you playing at, Duskwalker?"

"Milord?" His driver asked.

Khadriel shook his head. "Nothing. Tend to your work."

It was then that he felt the Seal of Ghrond grow cold against his chest, and he understood. "Shamans," he nodded, "Of course."


In my half of the turn, I began with what would become a pattern for me: Stupid Cold Ones. My chariot went stupid and blundered forward. This, fortunately enough, was just fine with me, since I only planned to scoot my regiments up a tiny bit anyway. The corsairs walked a couple inches up, while the Knights wheeled themselves into flanking position. Meanwhile, the Dark Riders galloped ahead to bait the Boarboyz away from my main units, peppering them with ineffective crossbow fire. The Shades moved forward, too, and fired at the blue goblins, killing one or two (I think). They also teased out the units lone fanatic, who promptly charged into a tree and died. In the magic phase, the sorceress cast Steal Soul on Shaman Zitnit and squeaked by their 4 dispel dice, taking one of his wounds away. Finally, the Reaper threw a volley of bolts into the Black Orks, killing 1.

Bottom of Turn 1 (I forgot to reduce casualties from the goblins/orcs in this map):



Turn 2
In the top of 2, Kurt fell for the bait by charging my Dark Riders with his boars, who promptly fled out of their range. This, however, put the boar boyz in an awkward position for future turns. Animosity gave Kurt a break this turn (at which point I commented, prophetically enough, that he never seemed to have much trouble with that major ork weakness), so his units moved forward in formation, preparing for the next turn charge. The goblin regiments had to wheel to prevent going into the forest, so they were effectively eliminated as potential flankers in future turns. With no shooting, Kurt again attempted to use his magic to stomp the bolt thrower, and he was again dispelled. His other casting attempts failed.

Top of Turn 2:


"Milord, the Orcs are almost upon us!" Khadriel's driver sang, bloodlust thick in his voice.

"Have you reigned in the beasts?" He asked, eyeing the reptilian monsters yoked to his chariot who had, until recently, been trying their best to break free of their bonds.

"I have. They await the command."

Khadriel lowered his lance and braced himself. "Charge!"


In my half of the turn, I sprung stage 1 of my trap. Khadriel and his chariot slammed into the black ork regiment, killing 6 instantly. The cold ones tore apart another, while Khadriel, in a challenge to the Black Ork boss, skewered him in one clean hit. The small regiment of orcs, outnumbered and pummeled, broke before the chariot's terrifying assault and was summarily run down. Elsewhere, the Dark Riders rallied and rode to the flank of the boars, felling an ork with crossbow fire, while the shades continued to whittle goblins out of Zitnit's unit. The Cold One Knights went stupid (that's 2 failed tests on Ld 9 in 4 attempts!), which was very dangerous, given the pack of Big'uns staring at them. The western corsairs wheeled to present a threat to a big'un flank, while the center corsairs retreated a few spare inches to limit the chances of being successfully charged. The sorceress' second attempt to steal Zitnit's soul was thwarted by a dispel scroll, and her second spell (Dark Hand of Death) somehow managed to get through, though it failed to kill any boars.

Bottom of Turn 2:


Turn 3
In turn 3, Animosity finally came to bite Kurt by squabbling the red goblins. The boars reformed to face the dark riders while the blue goblins stayed put (and Zitnit's magic was, again, shut down). Then Kurt had to decide what to do with his big'uns and general. He had a choice of the Cold Ones, who would almost certainly flee and expose him to a combo flank/rear charge of corsairs, the west corsairs, which would expose him to a flank/rear charge of corsairs and cold ones, or the center group, who would only expose him to a pair of flank charges and, with any luck, he might be able to overrun into the Reaper. He chose the center option and went for it. He came up short by 3" or so, which left his expensive, valuable unit surrounded on three sides by bloodthirsty Druchii. Uh-oh in Orc town...

Top of Turn 3:


In my half of the turn, I let the wolves of my army have their head, and triple charged the big'un with two blocks of corsairs and the knights. The carnage was incredible. The orcs were so close that, even though my Cold Ones went stupid (again! Sheesh!), they still blundered into the orc flank and got their charge. I felled 11 Big'uns and wounded Big Toof who, in turn, killed a Reaver in a challenge. Beyond that, only one other corsair died, and I won combat by a monumental 17 to 4. Big Toof and his boys broke and fled into the waiting arms of their captors, the Knights (I realize now that we played this a bit wrong--the big'uns should have fled through the cold ones at first, but there could be little doubt I would have run him down regardless). Elsewhere, the Dark Riders continued to harry the Boar Boyz, killing another 2 (go Druchii accuracy!), while the combined firepower of the Reaper and the Shades finally panicked the blue goblins, who ran for the hills (literally). Magic was uneventful, with my sorceress shut down again. Finally, Khadriel's chariot turned around to face the blue goblins, though their fleeing later in the turn would foul up the next turn's charge.

Bottom of Turn 3:


Big Toof's Last Stand

Turn 4
Reeling from the blow to his army last turn, Kurt's luck did not improve. The Red Goblins squabbled again (probably debating whether it would be worth it to get any closer to the bloodbath they were watching), and the blue goblins failed to rally, running out of sight behind the northern hill. About the only thing that happened was the two remaining boar boyz charged the shades and sorceress in the woods. I know Kurt wanted me to stand and take the charge so his boyz would kill something, but I told him that I would flee. Not only would holding risk my expensive sorceress, my whole magic phase, and my useful shades, but it also was in keeping with the character of the druchii to be a bastard and run for the hills. So, they did, and the Boars didn't have sufficient movement to make it through the woods and catch them. Yes, yes, I feel dirty.

Top of Turn 4:


Ithis smelled the ork cavalry coming before she heard it. She turned to the shades around her--her blood relatives from the cold mountains of Naggaroth. "Come cousins, let us flee. Leave the ork to tangle himself in brambles."

The hardened druchii responded immediately, and in the blink of an eye there was no trace of their ever being there.


In the bottom of turn 4, the chariot went stupid (ugh...), relinquishing any chance it would have to make itself useful in the rest of the battle. The shades also didn't rally, and fled back towards the board edge. The Dark Riders positioned behind the boars, trapping them between the forest and their spears (heh, heh...) and the Reaper trimmed a couple goblins out of the red unit. Before any charging would happen, though, I had to wheel and position my Knights and corsairs to attack the gobbos. Also, I needed to tease out the fanatics. I moved my undamaged corsairs within 8" (yay, M5!) and sent the pair of them loose. Kurt opted to send them towards my chariot (gulp...) but they both rolled a little short of actual interception. There was no magic since my sorceress was running away like, well, like a little girl.

Bottom of Turn 4:


Eep! Fanatics! Step on it, Bob!

Turn 5
The Boar boyz, realizing their mistake, argued with each other about what to do this turn, sealing their fate. Zitnit and his blue buddies rallied, but his Foot of Gork was, again, dispelled. The red goblins stayed put, resigned to their fate, while the fanatics whirled out of control, just missing the chariot and everything else, for that matter.

"You imbecile!" Khadriel bellowed at his driver, who was hopelessly whipping the cold ones to little effect.

The Druchii general backhanded the fool to the floor and then, hefting his lance, thrust it deep into the backside of one of the beasts. "Run, you miserable lizards! RUN!"

The chariot bucked forward, and Khadriel turned to see the insane, whirling goblins being left behind. He didn't notice that his driver had fallen out until some time later.


In my half of the turn, the chariot regained its senses and trundled away from the pursuing fanatic. The dark riders charged the remaining boars, killing 1 to no losses in return and sending the last one fleeing for the hills. The knights and corsairs declared a charge on the red goblins, who fled in response. With no real targets, the Reaper remained silent, its crew taking a break to do their nails.

Bottom of Turn 5:


Turn 6
The red goblins didn't rally, and just kept running. The blue goblins got atop the hill but, again, Zitnit's spells did nothing. One fanatic dropped dead, while the other ran in an irrelevant direction. The boar, of course, kept running.

Top of Turn 6:


In a final act of stupidity, my Cold Ones blundered into my corsairs, eliminating any chance of catching the fleeing red goblins (and potentially robbing me of 18 some-odd slaves. Grrrrr...). The shades rallied, and the Sorceress managed to get off a Dark Hand of Death on the lone fanatic, frying him. The Reaper and Dark Riders shot the Blue goblins again into a rout, and the game came to a close.

Bottom of Turn 6:


Final Score (Victory Points)
Dark Elves: 1850 (2 banners, 3 quarters, a general)
Orcs: 0 (yes, 0)

Khadriel drove his chariot back to the lines to witness his corsairs celebrating the victory. He wound his way through the crowd until his found the Dread Knight, Hargan, drinking from a horn. Khadriel snatched it away from him and slapped him in the face. The druchii fell silent, watching. Khadriel leaned down and, looking Hargan in the face, poured the wine into the dirt. "Until you learn to control your beast," he hissed, "You drink nothing but seawater."

Hargan wiped the blood from his lips, his face a mask. "Your will is mine, milord."

Khadriel threw the horn into the mud and strode away. "And somebody find me a new driver! I seem to have lost mine!"


Post Mortem
Wow, what a victory. Kurt was routed straight off the field. I attribute my success to a couple things: First, Kurts disastrous failed charge in turn 3 sealed his fate. Were it not for that blunder, I would have likely lost many other elves. Second, he put too many points into 'expensive' stuff in an army that really ought to bring numbers to bear first, quality later. 10 Black Orks are less than half as good as 20 regular boyz, methinks, and goblin units ought to have either fanatics or netters, not both. Finally, Kurt's complete lack of shooting allowed the fast yet fragile elements of my army to do as they pleased (namely the dark riders). The movement phase was mine to exploit, and without any fast cav or shooting of his own to contest it, he didn't have a chance.

Still, we both had fun despite the rout, and it was a good game. I feel as though I'm getting the hang of these O&G lists, though. I'm raring for a chance to test myself against another army. Thanks to my opponent, and thanks for reading!
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