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Offline StealthKnightSteg

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Empire vs Warriors of Chaos 2,5k (2)
« Reply #125 on: February 23, 2014, 04:14:28 PM »
Turn 3 - Warriors of Chaos
--------------------------
 

Lot's of things happening in this turn!
First the Trolls passed their Stupidity check again.
And by doing so they made their long charge into the rear of my Greatswords.
The Daemon Prince charged the front while the Swordsmen counter charged the Daemon Prince.
Scyla charged the Huricanum.
Exalted Hero on Disk charged the flank of the ICK
Chimera charged the Crossbowmen
Hounds 1 fled 7" more
While Hounds 2 and the Chariot moved up the Marauders moved back again.





Magic was evenly divided by the winds this time 5PD - 5DD
Treason was cast on the Halberdiers.

Javelins yet again did nothing on the armor of the Demigryph Knights.

In combat..
Crossbowmen die valiantly trying to stop the Chimera but it overran into the back of the Halberdiers.

ICK take 3 casualties and inflict none back, they break and get caught by the Hero! The Chaos Knights reform.

Scyla put 3 wounds on the Hurricanum but the Acolytesput another wound on Scyla.

Daemon Prnce Kills 4 Greatswords
WP and Swordsmen do nothingand the Greatswords did nothing on the Prince nor on the Trolls
I think the Trolls took 2 more Greatswords down.

In the Challenge between the Warrior and the Arch Lector, one of the Warhorse pullin the Altar killed the Warrior Champion.
BSB Captain kills another Warrior
Warriors kill 5 Halberdiers
Halberdiers kill 2 Warriors
Halberdiers put 1 more wound on the Dragon Ogres killing 1
Halberdier Champion and my BSB where the only one left, so only my Champion fled 7" followed by the Ogres 6"

Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Demigryphs charge the Hounds they flee but get caught anyway!
The lone Halberdier Champion keeps running.
The Wizard turns to face the Chimera (who had reformed to face the War Altar)




Winds of Magic are strong giving 12PD - 6DD
Pit of Shades was cast on the Chimera but it passed the test
Soulfire got dispelled
Hammer and Shield both cast on the Greatsword unit.

The HBVG turns face towards the Marauders and dice rolls are great triple 8! Could have killed 7 bt oly 6 in the unit, so the unit wiped out!
The Great Cannon sends a cannonball towards the Chariot and with a great crack it falls apart!

The Arch Lector gets it by the Warriors and War Altar runs past the Hurricanum taking the badly wounded and incapacitated Arch Lector with it.
Warriors couldn't keep up.
Daemon Prince kills 2 Greatswords, Warrior Preist and the Swordsmen are ineffective, Greatswords do 4 wounds on the Trolls but nothing on the Daemon Prince.
The Greatswords then break from combat running past the Hurricanum.
The Hurricanums Acolytes then put another wound on Scyla and Scyla himself was mezmorized by the beautifull stars painted on the coach and did nothing.

Turn 4 - Warriors of Chaos
--------------------------
 

The Chaos Knights charge the Wizard, not wanting to give up on the magic fase yet he holds.
Dragon Ogres charge the fleeing Greatswords and they run off the board. And redirects into the Hurricanum.
The Warriors chage the Hurricanum aswell (they must fear those acolytes!)
The Chaos Trolls charge the War Altar that takes the severly beaten body of the Arch Lector to safety off the board.
Chaos Hounds 1 fail to rally and runn off the board aswell!
Exalted Hero and the Chimera move. The latter to go look what those Demigryphs will do.





Winds of Magic again lower for the Chaos turn gave 6PD - 4DD
But Inferal Gate gets off and sucks the Great Cannon to its doom.

Daemon Prince slaughters 3 Swordsmen and they run and get caught!
Warriors lay the final blows on the Hurricanum and it falls to pieces burrying the acolytes
Wizard dies in the challenge of the Knight Champion.

Extra note I made: MVG?!? (can't remember what this is...) did 2 wounds on the Daemon Prince.

As most of the troops now had fled the field or where destroyed, Johan decided to sound the retreat. Going away to regroup and replenish its troops!
Till next time Chaos, you won't be that lucky then!


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« Last Edit: February 23, 2014, 04:42:22 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Empire vs High Elves 3k
« Reply #126 on: March 02, 2014, 09:28:49 PM »
High Elves vs. Empire, 2nd Intervention Army of Altdorf
=======================================================

Overview
--------
Scenario: 1. Battleline
Location: St. Niklaas (Belgium), HQ Gaming Club
Date played: zondag 19 mei 2013

Johan van den Kornput was getting a bit weary loosing so often from the forces of evil, so he asked his friend with the elves if he could get a practise battle to get some feeling back at the tactics.
For this battle both wanted to go full out with a full force (2999 pts). They met on the grassy plains. The High Elves wizards put the safe guarding spells up to make sure that fatal wounds would not hurt anyone but would make sure those men could not participate anymore.

High Elves
----------
General: Big Phil

  Special:
  (LC1) Chariot, Lion Chariot [1 point]


  Core:
  (ER) 10 Cavalry, Elyrian Reavers [1 point]
      - FC

  (S) 40 Infantry, Spearmen [1 point]

  (SH) 24 Cavalry, Silver Helms [1 point]
      - FC


  Special:
  (LC2) Chariot, Lion Chariot [1 point]

  (TC) Chariot, Tiranoc Chariot [1 point]

  (DP) 16 Cavalry, Dragon Princes [1 point]


  Hero:
  (N) Cavalry, Noble [1 point]


  Lord:
  (W) Cavalry, Wizard [1 point]
      - Level 4

  (T) Cavalry, Tyrion [1 point]


  Hero:
  (NB) Cavalry, Noble BSB [1 point]
      - BSB


  Total: 11 points
  ----------------

Empire, 2nd Intervention Army of Altdorf
----------------------------------------
General: Vincent Goede

  Lord:
  (AL) Chariot, Arch Lector [349 points]
      - on War Altar (Golden Griffon, Horn of Sigismund), Heavy Armour, White Cloak of Ulric, Enchanted Shield, Sword of Anti-Heroes
      - General

  (BWL) Infantry, Battle Wizard Lord [230 points]
      - Level 4, Lore of Shadow, Dispel Scroll, Ironcurse Icon

  (C) Infantry, Captain [143 points]
      - BSB, Full Plate, Shield, Dawnstone, Dragonhelm, Sword of Striking

  (ME) Infantry, Master Engineer [76 points]
      - Light Armor, Repeater Pistol

  (WP) Infantry, Warrior Priest [119 points]
      - Heavy Armor, Shield, VHS, Biting Blade

  (Hal) 50 Infantry, Halberdiers [330 points]
      - FC, Detachments of Crossbowmen and Swordsmen


  Core - Detachment:
  (XB1) 10 Infantry, Crossbowmen [90 points]

  (S1) 10 Infantry, Swordsmen [70 points]

  (ICK) 10 Cavalry, Knightly Orders Inner Circle [290 points]
      - FC, Lance and Shield, Banner of Eternal Flame


  Special:
  (DK) 3 Monstrous Cavalry, Demigryph Knights [194 points]
      - Champion, Musician, Lance

  (GC1) Warmachine, Great Cannon [120 points]

  (GC2) Warmachine, Great Cannon [120 points]

  (GS) 28 Infantry, Great Swords [338 points]
      - FC, Detachments of Crossbowmen and Swordsmen


  Special - Detachment:
  (S2) 10 Infantry, Swordsmen [70 points]

  (XB2) 10 Infantry, Crossbowmen [90 points]

  (P) 5 Cavalry, Pistoliers [120 points]
      - Champion (Brace of Pistols w. Repeater Pistol), Musician


  Rare:
  (HVG) Warmachine, Helblaster Volley Gun [120 points]

  (CH) Chariot, Celestial Hurricanum [130 points]


  Total: 2999 points
  ------------------

Deployment
----------
 

A normal Battleline was formed.

Wizards choose their spells:
HE wizard (1, 2, 6, 6) picked up Apotheosis, Hands of Glory, Walk Between Worlds(4 for a 6), Fiery Convocation

Carl von Rabenhaupt, Grey Wizard (1,2,6,6 also!) picked up Miasma (for 1), Enfeebling Foe, Pit of Shades (for a 6), Okkam's Mindrazor.

Empire starts with the deployment
(from left to right)
Demigryph Knights, Swordsmen // Hurricanum, Halberdiers (with BSB) // Great Cannon ; Engineer ; HBVG, War Altar, Crossbomen, Wizard, ICK, Crossbowmen, Greatwords (with WP), Swordsmen, Great Cannon, Pistoliers.
Apperantly missing a picture from my left flank..



High Elves (from my left to right)
Lion Chariot, Elyrian Reavers, Spearmen, Silverhelms (with Noble), Lion Chariot, Tiranoc Chariot, Dragon Princes (with Tyrion, Noble BSB and Wizard)



Rolling for first turn (empire 1, elves 5) the Elves go first.

Turn 1 - High Elves
-------------------
 

Pistoliers had made their vanguard move.

The whole battle line moved towards the Empire line. With the Tiranoc Chariot trying to secure the rear of the Dragon Princes from the Pistoliers.



Winds of Magic gave 10PD - 6DD
Fiery Convocation, scrolled
Walk between worlds - dispelled (IF)

Tiranoc Chariot fires their bows at the Pisoliers but fail to hit them.
Elyrian Reavers take out 2 swordsmen.

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

The Demigryphs wanted to charge the Elyrian Reavers, but they fled.
The Pistoliers moved in closer around the rock formation.



Winds of Magic gave 8PD - 3DD
Miasma on Silver Helms (effect???)
Pit of Shades took out 1 Silver Helm.

Pistoliers take out 2 Dragon Princes!
Crossbows2 did nothing
Crossbows1 took out another Silver Helm
Cannon2 misfires
Cannon1 kills 1 Silver Helm and does 2 wounds on the Lion Chariot behind the Silver Helms
HBVG takes down another 3 Silver Helms.

Turn 2 - High Elves
-------------------
 

Silver Helms charge the Halberdiers, Stand and Shoot kill 1, counter charge by the Swordsmen.
Dragon Princes charge the Greatswords, Stand and Shoot kill none (again a failure by Crossbowmen2...), counter charge by the swordsmen.
Lion Chariot1 charges the Demigryphs.
Tiranoc Chariot wants to charge the Pistoliers who flee (and barely stop before the table edge! Phew!
Spearmen and Lion Chariot move up behind the Silver Helms.



Winds of Magic now gave lowly 5PD - 4DD
Walk between Worlds cast on the Dragon Princes making them Ethereal. DRATS..

The Silver Helms the took out 13 Halberdiers and 1 Swordsmen.
While the men of the Empire took down 3 Silver Helms. They stayed to fight another round.

Demigryphs smashed the Lion Chariot to bits and parts after receiving 2 wounds from the impact. They reform to face the flank of the Silver Helms.

A challenge between the Warrior Priest and Tyrion resulted in nothing. (VHS in effect)
Dragon Princes kill 13 Greatswords and 4 Swordsmen.
Great Swords manage to kill 1 Dragon Prince in return. and they stay on Stubborn.

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Demigryphs charge into the flank of the Silver Helms
Pistoliers rally and move up close (4" away) to the Tiranoc Chariot.
ICK move into position to flank the Dragon Princes.



Mediocre Winds gave 5PD - 2DD
Hammer failed by the Arch Lector
Shield was cast by the Warrior Priest on the Greatswords.

5 Crossbowmen2 could shot at the Tiranoc Chariot and gave it a wound!
The Pistoliers then finished the job.
HVBG kills 6 Spearmen.
Cannon1 gets the Lion Chariot but the cannonball only scratshes the body.. (hit roll of 1)

Combat
The Noble and the Silver Helms took out 9 Halberdiers in return the Demigryph take out 4 Silver Helms and the Halberdiers another 1
The Silver Helms on CR -1 stayed for another round

Dragon Princes and their entourage imobilized 6 Great Swords in return the Greatswords took down 1 Dragon Prince.
Great Swords and Swordsmen run. Swordsmen off the board and the Greatswords only 2" and the Dragon Princes crashed into the Crossbowmen.

Turn 3 - High Elves
-------------------
 

Lion Chariot charged the flank of the ICK (pictures show a better view on how it managed)
Spearmen charge the flank of the Demigryphs.
Elyrians Reavers move around.



Steady winds of Magic produces 10PD - 6DD
Fiery Invocation dispelled on IF
Apotheosis dispelled

Reavers try to shoot the HBVG but they fail.

Dragon Princs take 7 out of 10 Crossbowmen, they ran and the overrun pursuit took the Dragon Princes into the Greatswords and tok them out of the battle. They reform towards the ICK.

Lion Chariot takes out 3 ICK. and the ICK fail to reform.

Silver Helms immobilize 6 more Halberdiers, but the Spearmen fail to impress the Demigryphs. Who in turn puts 1 Silver Helm out of the combat.

Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Crossbowmen2 rally and the Pistoliers move up to harrass the flank of the Dragon Princes.



Low Winds of Magic gave 4PD - 2DD
Banisment got dispelled
Enfeebling Foe failed.

Pistoliers immobilize 2 Dragon Princes
Cannon 2 (now back in working order) takes out another Dragon Prince
HBVG takes a field day taking down all Elyrian Reavers in revenge for those pointy arrows coming their way!
Cannon 1 had no clear view on any viable targets.

Lion Chariot takes down another IC Knight, they loose comabt and fail another reform test.

4 Halberdiers are out bu all Silverhelms bite the dust and only the noble is left. Though the spearmen do 1 wound and take out a Demigryph Knight.

Turn 4 - High Elves
-------------------
 

Dragon Princes charge the ICK



Winds of Magic gav a sturdy 8PD - 5DD
Fiery Convocation failed to cast

Another Demigryph Knight is taken out, but the Noble is immobilized by the BSB Captain.
ICK take a beating and only the Champion is left running (after his Standard Bearer took his last stand) but the Lion Chariot is chasing him.

At this point the High Elf General was fearing the HBVG would take it out on the Dragon Princes together with a Cannon and the Pistoliers, Halberdiers would flank the Spearmen and the Swordsmen detachment would help the lone Demigryph in the front.
The odss where against him and he throws in the towell.

Victory practise for the Empire!


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« Last Edit: March 02, 2014, 09:50:17 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Empire vs Skaven 3k (1)
« Reply #127 on: March 07, 2014, 10:29:14 PM »
Skaven vs. Empire, 2nd Intervention Army of Altdorf
===================================================

Overview
--------
Scenario: 5. Meeting Engagement
Location: St. Niklaas (Belgium), HQ Gaming Club
Date played: maandag 20 mei 2013

As Johan van den Kornput was pretty confident after his practise battle against the High Elves, so he mustered his forces again and took in another mage to accompany him. Lenaert Jansz de Graeff the Gold Wizard came to strengthen the army and give Johan more options to choose from on Magic Lores.
His army marched forth and soon his scouts reported a large force of the vile ratmen marching towards his own colomn. Quickly he set up his battle line to meet them head on!
Eager to test his new mage he let Lenaert Jansz de Graeff pick out his metal spells
 (rolls 1,1,3,6) Taking Plague of Rust, Blades of Aiban, Searing Doom and Final Transmutation.

Soon the forces of the ratmen came upon his position and formed their battleline quickly.
A few ratmen sorcerers showed some green lights preparing their spells.
Plague Priest (lvl1) Pestilent Breath (instead of Cloud of Corruption)
Plague Priest (lvl2 on Plague Furnace) Wither and Vermintide
Greyseer from the Plague range: Plague and Blessed with Filth, from Ruin: Scorch and the Dreaded 13th spell (swapped from Warplightning)

Skaven
------
General: Aldaris

  Core:
  (GR1) 6 Warbeast + Infantry, Giant Rats w. Packmaster [1 point]

  (S1) 50 Infantry, Slaves [1 point]


  Hero:
  (PP) Infantry, Plaque Priest [1 point]
      - Lvl1


  Rare:
  (HPA) Monster, Hell Pit Abomination [1 point]


  Core:
  (SV) 46 Infantry, Storm Vermin [1 point]
      - w. Warpfire Thrower


  Core - Detachment:
  (WT1) Infantry, Warpfire Thrower [1 point]


  Lord:
  (WoW) Infantry, Warlord on Warlitter [1 point]


  Core:
  (S2) 50 Infantry, Slaves [1 point]


  Hero:
  (WE) Infantry, Warlock Engineer [1 point]


  Rare:
  (WLC1) Warmachine, Warp Lightning Cannon [1 point]


  Special:
  (PM) 20 Infantry, Plague Monks [1 point]
      - w. Plague Furnace


  Hero:
  (PPoPF) Chariot, Plague Priest on Plague Furnace [1 point]
      - Lvl2


  Core:
  (GR2) 6 Warbeast + Infantry, Giant Rats w. Packmaster [1 point]


  Hero:
  (A) Infantry, Assassin [1 point]


  Rare:
  (D) Chariot, Doomwheel [1 point]

  (RO) 5 Monstrous Infantry + Infantry, Rat Ogres + Packmasters [1 point]


  Core:
  (C1) 23 Infantry, Clanrats [1 point]
      - w. Warpfire Thrower


  Core - Detachment:
  (WT2) Infantry, Warpfire Thrower [1 point]


  Hero:
  (C2) Infantry, Chieftain [1 point]
      - BSB


  Lord:
  (GS) Infantry, Grey Seer [1 point]


  Rare:
  (WLC2) Warmachine, Warp Lightning Cannon [1 point]


  Total: 21 points
  ----------------

Empire, 2nd Intervention Army of Altdorf
----------------------------------------
General: Vincent Goede (SKS)

  Lord:
  (AL) Chariot, Arch Lector [349 points]
      - on War Altar (Golden Griffon, Horn of Sigismund), Heavy Armour, White Cloak of Ulric, Enchanted Shield, Sword of Anti-Heroes
      - General

  (BWL) Infantry, Battle Wizard Lord [230 points]
      - Level 4, Lore of Metal, Dispel Scroll, Ironcurse Icon


  Hero:
  (C) Infantry, Captain [143 points]
      - BSB, Full Plate, Shield, Dawnstone, Dragonhelm, Sword of Striking

  (ME) Infantry, Master Engineer [76 points]
      - Light Armor, Repeater Pistol

  (WP) Infantry, Warrior Priest [119 points]
      - Heavy Armor, Shield, VHS, Biting Blade


  Core:
  (Hal) 50 Infantry, Halberdiers [330 points]
      - FC, Detachments of Crossbowmen and Swordsmen

  (S1) 10 Infantry, Swordsmen [70 points]


  Core - Detachment:
  (XB1) 10 Infantry, Crossbowmen [90 points]

  (ICK) 10 Cavalry, Knightly Orders Inner Circle [290 points]
      - FC, Lance and Shield, Banner of Eternal Flame


  Special:
  (DK) 3 Monstrous Cavalry, Demigryph Knights [194 points]
      - Champion, Musician, Lance

  (GC1) Warmachine, Great Cannon [120 points]

  (GC2) Warmachine, Great Cannon [120 points]

  (GS) 28 Infantry, Great Swords [338 points]
      - FC, Detachment of Swordsmen


  Special - Detachment:
  (S2) 10 Infantry, Swordsmen [70 points]

  (XB2) 10 Infantry, Crossbowmen [90 points]


  Special:
  (P) 5 Cavalry, Pistoliers [120 points]
      - Champion (Brace of Pistols w. Repeater Pistol), Musician


  Rare:
  (HVG) Warmachine, Helblaster Volley Gun [120 points]

  (CH) Chariot, Celestial Hurricanum [130 points]


  Total: 2999 points
  ------------------

Deployment
----------
 

At the back of the colomn where the Hurricanum, Engineer and the Wizard. Protected in the rear by the Inner Circle Knights of the Blazing Sun. As the Skaven poured into the field they didn't manage to deploy yet!.
Johan hoped they would join soon!

In the back field of the Skaven he noted that a Doomwheel, the Rat Ogres and a company of Clanrats (with BSB and Grey Seer) and their Warfire Thrower team together with another Warp Lightning Cannon where also not deployed yet.

Deployment in this Meeting Engagement as followed:
Empire: (left to right)
Demigryph Knights, Swordsmen (det), Halberdiers (w. Captain BSB) // behind them a Great Cannon and the HBVG, Crossbowmen (det) // behind them the Arch Lector on War Altar, 2nd Great Cannon, Crossbowmen (det), Greatswords (w. WP), Swordsmen (det) and Pistoliers (who vanguarded to the hill in the picture of skaven deployment)


Reserves:


Skaven:
Giant Rats, Slaves (w Plague Priest), Hell Pit Abomination, StormVermin (w. Warlord on Warliter), Warpfire Thrower, Slaves (w. Warlock Engineer) // Warp Lighning Cannon on the hill behind, Plague Priest on Plague Furnace pushed by Plague Monks and another pack of Giant Rats. Also a sneaky Assassin parked behind the trees in the middle!


Reserves:


Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Master Engineer, Adriaen van Bergen quickly joined his Artillery on the hill. So did Lenaert Jansz de Graeff join the battlefield behind the 2nd Great Cannon, and also he Hurricanum rolled up next to the War Altar.
Not other moves where issued to keep the formation tight.


Wind of Magic gave 10PD-7DD
Aiban Blades got dispelled
Shield was cast on the Great Swords
Hammer was dispelled on the Great Swords.

Pistoliers kill 4 Giant Rats
Crossbows(2) kill the Warpfire Thrower
Crossbows(1) kill 5 Storm Vermin
Great Cannon(2) shoots at the HPA, but it regens its wounds
Great Cannon(1) also shoots at the HPA, but Master Engineer, Adriaen van Bergen sees it will over shoot and adjusts the angles. Unfortunatly the Cannon then misfires and blows itself up!
The HBVG doesn't have a target within range yet.

Turn 1 - Skaven
---------------
 

The Clanrats with the BSB and Grey Seer and their Warpfire Thrower come joining the battlefield as well as the Doomwheel, WLC2 and the Rat Ogres.
The reinforcements move up and to their positions as the rest of the army also advance.



Strong Winds of Magic supplying the power 12PD - 7DD
Vermintide cast by Irresitable Force kill 3 Great Swords, but the resulting miscast (a 6) killed 4 Plague Monks and gave the Plague Priest and his Plague Furnace both a wound.

Doomwheel fails to restrain and shoots it's lightning out to the Warp Lightning Cannon doing 2 wounds.
The Warlock Engineer fires off his Doomrocket and gets a deadcenter hit on the Halberdiers killing 21!!!
The WLC misfires and shoots in a random direction, doing nothing but redecorating the landscape.

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Stormbanner gets activated.

ICK come on the table to flank the Plague Monks
DGK move up a little (18,5") from the doomwheel
Pistoliers move
GS move up a bit to provide cover to the Xbow detachment. Swords move 2"side ways to keep connected
The chariots move up a bit aswell with the Wizard.





11PD - 6DD are the reapings of the Winds
Banishment kills 2 Storm Vermin
Arch Lector casts the Hammer
Final Transmutation gets scrolled.

Pistoliers try to pot shot the Plague Priest but the bulk of the Plague Furnace is to much cover to hit him.
Both Crossbowmen units can't shoot due to the Banner
Cannon fails to hit the WCL.
HBVG rolls misfire/misfire/4, reroll makes it 2 4's, 4 shots fail to hit the Storm Vermin.

Turn 2 - Skaven
---------------
 

Stormbanner ends

Storm Vermin charge the Halberdiers but fail. Stand and Shoot by the Crossbows kills 4 and the Pistol from the Captain kills another.
HPA moves up towards the Halberdiers.
Assassin parks his but in front of the Swordsmen1
Doomwheel moves up 9"
Other stuff creeps closer (especially the slaves2 unit)





Low Winds of Magic give 3PD - 4DD (due to 2 channels)
Wither gets dispelled
Scorched with 2 tokens gets scrolled.

The Plague Furnaces unleases its Billowing Death on the Great Swords killing 5
Doomwheel's Lightning kills 1 Demigryph
WCL (right side) kills 2 Inner Circle Knights
WCL (left side) shoots at the Wizard and Cannon, the Iron Curse Icon saves the Wizard and the WCL fails to hit the Cannon.
« Last Edit: March 07, 2014, 10:52:09 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Empire vs Skaven 3k (2)
« Reply #128 on: March 07, 2014, 10:29:46 PM »
Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

ICK charge the Giant Rat with it's Packmaster that are in the way!
GS charge the Slave block
Halberdiers charge the HPA taking the initiative hoping that that will prove enough.
Sword detachment take on the Assassin
DGK charge the Doomwheel.

Swordsmen2 move back so the flank of the GS is the one the Plague Monks need to charge next round if they would do so.
Pistoliers run towards the WLC (right)





Winds 7PD - 5DD
Shield by Arch Lector cast
Hammer by Arch Lector dispelled
(note: arch of influence reaching the Halberdiers)
Final Transmutation on the Storm Vermin cast kills 10 Storm Vermin (Warlord made it's Look Out Sir!)

Pistoliers miss their long range shots at the WCL
Crossbows1 kill 6 Storm Vermin
Crossbows2 kill 2 more Storm Vermin
Cannon misfires and is out of the running for next turn aswell.
HBVG kills 12 Slaves (of S1)

ICK just run the Giant Rat and it's Packmaster into the ground.
Greatswords kill 12 Slaves while having lost 3 of their own.
Demis do 2 Wounds on the Doomwheel who runs 13" Pursue 11"
Swordsmen do 1 wound on the Assassin while loosing one
3 Halberdiers died by the HPA while doing 5 wounds on the Monstrousity!!

Turn 3 - Skaven
---------------
 

Giant Rats (1) go stupid and stumble 2" forward
Plague Monks indeed charge and hit the Flank of the Great Swords, Counter charge made by the Swordsmen.
Storm Vermin (what is left) charge the Crossbowmen.
Slaves (1) charge the Halberdiers
Doomwheel rallies to face the DGK, Clan Rats move forward while their Warpfire Thrower takes aim at the Pistoliers, Rat Ogres move up but face backwards to look towards the DGK.






Medium to strong winds give 9PD - 6DD
Wither gives -1T on ICK
Scorch gets dispelled (IF'ed)
Plague was cast on the Halberdiers in combat killing 12 Halberdier plus champion but also 22 Slaves, HPA and the Plague Priest are ok
Jump1 -> kills 6 swordsmen and ends there.

Doomwheel's Lightning does 2 wounds on the DGK
WLC (right) kills 4 Pistoliers, they (well actually only the champion...) panic and ran 7"
WLC (left) kill 5 ICK's

1 Swordsmen dies from the hands of the Assassin.
8 Halberdiers die versus 2 Slaves, Overrun happens as the Halberdiers run, The Slaves into the Engineer and the HPA into the HBVG.
Crossbowmen manage to kill 4 more Storm Vermin while loosing 4 proves to hard a bargain anway and they run off the table! Storm Vermin overrun into the Wizard.
Warrior Priest in Challenge with the Plague Priest from the Plague Furnace and kills the Plague Priest.
1 Swordsmen dies and 9 Greatswords versus 1 Plague Monk and 5 Slaves. Greatswords stay on stubborn, but the swordsmen run off the table.

Turn 4 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

The Assassin drinks his Potion of Strength.

The Arch Lector charges the Storm Vermin
The ICK charge the rear of the Plague Monks
DGK charge the Doomwheel again
Pistolier Champion fails his rally and runs further




Winds blow 7PD - 4DD to the spellcasters
Shemtek (hurricanum) fails
Hammer by AL dispelled
Shield by WP failed
Shield by AL dispelled

Crossbows kill 5 Clanrats

Assassin on steriods kill the last Swordsmen
DGK kill the Doomwheel
Slaves1 kill the Engineer
HPA crumbles the HBVG to dust
Arch Lector challenges the Warlord, but nothig happens there.
The Wizard does get a wound by the Storm Vermin and decides to run! off the board!
All the Great Swords left are killed, the Warrior Priest takes a wound, 2 Knights die and 2 Monks. The WP and the Knights both flee.

Seeing the right flank fall also now, Johan shakes his head and yet again sounds his horn of retreat. Another defeat given by the forces of Evil!


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After thoughts:
I had some good luck in the first turns, but when the battelines clashed my luck seem to have run out.. I think that I had to little control on the field to pick out my battles better. Having a few more chaff units or goign Griffon formation would have helped me more here.
Also staying defensive undermined getting my choice of battles together with the run out luck didn't help..

Therefor adjusted lists will be incoming for the next Eurobash!
But maybe I will have another report for you as I hope to do the first battle from the Blood of Sigmar campaign soon!
« Last Edit: March 07, 2014, 11:00:29 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Sigmar's Blood - Battle 1
« Reply #129 on: April 11, 2014, 08:42:27 PM »
https://wargamingbysks.wordpress.com/2014/03/16/the-midnight-hunt-sigmars-blood-battle-1

The Faithful Few vs. Ghorst's Nightstalkers
===========================================

Overview
--------
Scenario: 1. Battleline
Location: Leeuwarden, The Netherlands
Date played: zondag 16 maart 2014

Terrain set up accordingly to the scenario.

Per the scenario rules we start off with 0 points on the Great Darkness time tracker.
Effect: All Empire units have +1Ld

von Korden rolled a D6 for the spell that the White Ring of Templehof (Ring of Volans but only lore of Light spell choice) would contain (from the lore of Light) -> Net of Amyntok

The Faithful Few
----------------
General: Vincent Goede (SKS)

  Hero:
  (AvK) Infantry, Alberich von Korden, Witchhunter [90 points]
      - Hand Weapon, Light Armour, Brace of Pistols, Great Weapon, White Ring of Templehof


  Core:
  (S) 20 Infantry, Sigmar's Sons, Swordsmen [170 points]
      - Duellist Eben Swaft, Musician Redd Jaeger, Standard Bearer Detlef Ghoulslayer

  (H) 10 Infantry, The Silver Bullets, Handgunners [120 points]
      - Marksman Curser Bredt, Musician Lutiger Swift, Standard Bearer Ulf Weissman

  (KBS) 8 Cavalry, Knights of the Blazing Sun [206 points]
      - Preceptor Lupio Blaze, Musician Luco Silvera, Standard Bearer Ulvo Travastis


  Special:
  (GC) Warmachine, Hammer of the Witches, Great Cannon [120 points]


  Total: 706 points
  -----------------

Ghorst's Nightstalkers
----------------------
General: Ronald v.d. Starre

  Hero:
  (HG) Chariot, Helman Ghorst [225 points]
      - Corpse Cart pulled by Brothers Ghorst S4, lvl2 Necromancer - Vanhel's Danse Macabre and Gaze of Nagash, Cursed Book and hand weapon


  Core:
  (CG) 20 Infantry, The Feasters in the Dusk, Crypt Ghouls [210 points]
      - Champion (Crypt Ghast)

  (DW) 10 War Beasts, The Direpack, Dire Wolves [90 points]
      - Champion (Doom Wolf)

  (SW) 20 Infantry, The Konigstein Stalkers, Skeleton Warriors [130 points]
      - Champion, Musician, Standard Bearer


  Total: 655 points
  -----------------

Deployment
----------
 

Ghorst's troops start to deploy first.
From Left to Right:
The Konigstein Stalkers, The Feasters in the Dusk, Helman Ghorst (on Corpse Cart)
The Direpack was kept in Ambush.


von Korden set up his troops.
On the hill: The Hammer of the Witches, next to it The Knights of the Blazing Sun. In front of it all: Sigmar's Sons with von Korden and to their right The Silver Bullets.

Battle overview


Rolling for the first turn: VC get's a +1 for the scenario rules
von Korden's accusation needs to point at Ghorst.

Turn 1 - The Faithful Few
-------------------------
 

von Korden found that he was hampered by the swordsmen so he moved out to see if he could reach out to Ghorst while the Empire line would hold.


Magic was skipped as von Korden didn't had an use for his ring yet.

The Hammer of the Witches took aim at the Corpse Cart, but it misfired (rolling a 4) and it wouldn't shoot for next turn as well. Von Korden was not pleased.
The Silver Bullets took aim at the Crypt Ghouls and managed to turn 1 back to the soil!

Turn 1 - Ghorst's Nightstalkers
-------------------------------
 

Ghorsts host stumbled forward.


The Magic Winds blow and give Ghorst 5PD and von Korden 4DD.
Ghorst casts Dance Macabre giving the Crypt Ghouls extra movement towards the Empire line.
Ghorst then casts Gaze of Nagash with Irresistable Force. It kills 4 Swordsmen.
The miscast results on a 6 and Ghorst saves on a 1.

Turn 2 - The Faithful Few
-------------------------
 

Seeing a chance to show his leadership Eben Swaft declared a charge by his Swordsmen on the Crypt Ghouls.
They make it in to combat.
Von Korden moves in closer towards Ghorst while the Knights move in to support the Swordsmen.



The Winds of Magic blew and von Korden decided to make use of it to activate his ring. Net of Amyntok was Irresistably cast on the Corpse Cart.

The Silver Bullets now take aim at the Skeletons and kill 4.

Sigmar's Sons wiff all their attacks and loose one to the grabbing claws of the Ghouls, they do win combat and 1 ghoul crumbles back to the dark earth.

Turn 2 - Ghorst's Nightstalkers
-------------------------------
 

The Direpack emerges on the battlefield turning their attention towards the Great Cannon.
Ghorst rolls to see if he can move, passes the test and moves up. The Konigstein Stalkers move and wheel towards the combat going on between the swordsmen and ghouls.



Magic Winds blow firm giving 11PD to Ghorst and 6DD for von Korden, but Ghorst fails his test (regenerates 1 wound) and isn't able to cast any of his spells.

The Swords kill 2 ghouls but loose 3 of their own they loose battle by 1 and their faith falters as they fail to hold. They run 7 but are caught by the pursuing ghouls and are dispersed.

Turn 3 - The Faithful Few
-------------------------
 

Preceptor Lupio Blaze seeing the urgency in the situation in front of him didn't hesitate and charged into the flank of the Ghouls.
The Silver Bullets seeing their direct thread being occupied turned around to face the Direpack to be able to shoot them next turn.
In the meanwhile von Korden preoccupied tracking down Ghorst moved in closer to him (halting 5,5" infront)



Back in action the Hammer of the Witches turned towards the Direpack hoping to obliterate them with a Grapeshot. But it only fired off 2 projectiles that missed the direwolves!
von Korden too 4 shots at Ghorst doing 2 wounds and killing him outright!
Due to the General being slain the magic that holds the undead to this world dissipates and 6 Skeletons, 2 ghouls and 2 Dire Wolves crumble.

The ghouls kill 1 Knight while the Knights slaughter 6 ghouls, they loose combat by 8 and the rest crumbles away. The Knights reform to face the Skeletons.

Turn 3 - Ghorst's Nightstalkers
-------------------------------
 

Testing to see how the army holds without it's General: 7 Skeletons crumble while the Corpse Cart and Dire Wolves pass.
The Corpse Cart charges von Korden who readies his Pistols but fail to wound the undead contraption.
The Skeletons (what is left of them) charge the Knights.
The Dire Wolves charge the Great Cannon.



Impact Hits do nothing on von Korden and the 6 attacks by the brothers Ghorst also fail.
von Korden making his 2 attacks hits with 1 but rolls a 1 to Wound, the re-roll also produces a 1!!!
von Korden looses the battle by one on his improved Ld (9) - 1 he fails his break test and flees 12" and the cart pursues 7"

The Knights kill 1 skeleton, combat resolution makes another crumble and 1 stays put.

2 crew got killed and 1 dire wolf bites the dust. However the crew fail their breaktest and the cannon is left behind.

Turn 4 - The Faithful Few
-------------------------
 

Von Korden believing to have run far enough caught his breath and turned to face the renegade Corpse Cart.


The Silver Bullets aimed their handguns on the Dire wolves and shot 4 of them down.

The Blazing Sun Knights finished off the last skeleton and reformed towards the Corps Cart.

Turn 4 - Ghorst's Nightstalkers
-------------------------------
 

The Corpse Cart charged von Korden again. He makes his Stand and Shoot and gets 2 Wounds on the Cart only to see them regenerated again.

The Dire Wolves charged the Handgunners whom shoot at them taking all of them down on the charge!

Impact Hits cause 1 Wound on von Korden, von Korden makes 2 Wounds on the Cart, making the combat a draw.

Turn 5 - The Faithful Few
-------------------------
 

Knights of the Blazing Sun rushed into the combat to aid von Korden in his battle.
The Handgunners failed their swift reform and made a normal reform facing towards the combat and tower to occupy it if the battle would linger on.


The Knights put another wound on the Corpse Cart. But they needed to shield von Korden's badly wounded body from further harm after him taking his last Wound.
The Corpse Cart then crumbled back into the dirt.

Aftermath:
Next battle von Korden and Ghorst both will start at -1 wound (due to not surviving this battle)
But von Korden gains Stubborn for killing Ghorst.
Lupio Blaze, preceptor of the Blazing Sun gains Devastating Charge for destroying a unit in battle.

VC has 4 victory points (2 for von Korden, 1 for the great cannon, 1 for the swordsmen) ticking 4 points on the Time Tracker, still keeping the same effect of The Fires of Faith (+1Ld for all Empire units)


Built with Battle Chronicler.
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« Last Edit: February 10, 2016, 06:56:25 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline SevenSins

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Re: Steg's Battle Reports (last update: 2014-04-11)
« Reply #130 on: May 03, 2014, 06:57:20 AM »
Great thread, and many fine reports  :eusa_clap:

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2014-04-11)
« Reply #131 on: May 05, 2014, 03:16:37 PM »
Great thread, and many fine reports  :eusa_clap:

Thanks!
Many more to come as the Eurobash (edition 7) has come to an end :)
Many more losses to learn from!  :unsure:
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Gunman006

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Re: Steg's Battle Reports (last update: 2014-04-11)
« Reply #132 on: May 07, 2014, 05:01:25 PM »
Yeah nice reports, enjoyed reading them in my downtime at work lol
http://wargaming.no/

Government? You call this a government? It looks like something a deranged Snotling would come up with! - Bretonnian Ambassador to the Court of Emperor Karl Franz

Offline stareso

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Re: Steg's Battle Reports (last update: 2014-04-11)
« Reply #133 on: May 09, 2014, 11:28:10 AM »
A lot of fun reports SKS! Thanks for posting so many. They are educational, losses as well. I can see some parallels with my own play style, you seem to play with a somewhat static line, I do the same. This is inviting for Empire because we get to shoot more. But I think it also leaves all options wide open for the opponent. They decide where and when to attack. Just as you observe in that last skaven game. I'm personally still struggling how to combine shooting with mobility.

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2014-04-11)
« Reply #134 on: May 09, 2014, 12:41:50 PM »
Well I changed my static line to a more moveable line with the reversed Griffon formation.. As you'll see in the coming reports I try to force my self to more maneuvrabilty, though I still find it hard to do so as you have less drops then your opponent. But it's better to limit their movement ranges then your own. (Still learning)
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Empire vs O&G 2,5k
« Reply #135 on: May 23, 2014, 11:20:46 PM »
The Waaagh vs. Empire, 2nd Intervention Army of Altdorf
=======================================================

Overview
--------
Scenario: 1. Battleline
Location: St. Niklaas (Belgium), HQ Gaming Club
Date played: donderdag 1 mei 2014

Johan still displeased by his last defeat ordered his captains together for a scolding!
Was this what the Empire and Karl Franz sent them out to do? His Captains nodded these results needed to improve!

A few days later on his march through the Nordland they encountered a large goblin army, wondering why they where so far away from the World's Edge Mountains.
Some militia walked towards the army of Johan, they seemed to be tracking this goblin horde for a while and according to them it looked like some sort of expeditionary force.

Together with the militia Johan marched out to confront this host eager to test his new tactics that he talked over with his captains.

The Waaagh
----------
General: Harold van der Starre

  Lord:
  (S1) Infantry, Skarsnik [1 point]
      - Special Character

  (OW) Infantry, Orc Warboss [1 point]
      - riding a Wyvern

  (W) Monster, Wyvern [1 point]


  Hero:
  (NGS1) Infantry, Night Goblin Shaman [1 point]
      - Lvl 2, Dispel Scroll

  (NGB) Infantry, Night Goblin Bigboss [1 point]
      - BSB


  Core:
  (OBU) 12 Infantry, Orc Big 'Uns [1 point]

  (SR1) 10 Cavalry, Spider Riders [1 point]

  (SR2) 10 Cavalry, Spider Riders [1 point]

  (NGA1) 20 Infantry, Night Goblin Archers [1 point]

  (NGA2) 20 Infantry, Night Goblin Archers [1 point]

  (NGS2) 20 Infantry, Night Goblin Spears [1 point]

  (NGS3) 20 Infantry, Night Goblin Spears [1 point]

  (NGS4) 20 Infantry, Night Goblin Spears [1 point]

  (NGS5) 40 Infantry, Night Goblin Spears [1 point]


  Rare:
  (M) Unique, Mangler [1 point]

  (G) Monster, Giant [1 point]


  Special:
  (T) 3 Monstrous Infantry, Trolls [1 point]

  (GWC) Chariot, Goblin Wolf Chariot [1 point]

  (SH) 10 Cavalry, Squig Hoppers [1 point]

  (S2) 10 Infantry, Squickherd [1 point]
      - 3 herders, 7 squicks


  Rare:
  (D) Warmachine, Doomdiver [1 point]

  (GF1) Infantry, Goblin Fanatic [1 point]

  (GF2) Infantry, Goblin Fanatic [1 point]

  (GF3) Infantry, Goblin Fanatic [1 point]

  (GF4) Infantry, Goblin Fanatic [1 point]

  (GF5) Infantry, Goblin Fanatic [1 point]

  (GF6) Infantry, Goblin Fanatic [1 point]


  Total: 27 points
  ----------------

Empire, 2nd Intervention Army of Altdorf
----------------------------------------
General: Vincent Goede (SKS)
  (AL) Infantry, Arch Lector [200 points]
      - AOMI, Fencer's Blades, TOTS

  (BWL) Infantry, Battle Wizard Lord [225 points]
      - lvl 4, Dispel Scroll

  (CB) Infantry, Captain BSB [143 points]
      - FPA, Dawnstone, Dragonhelm, Sword of Striking

  (C) Monstrous Cavalry, Captasus [145 points]
      - FPA, Lance, Shield, Pegasus w. Iron-hard Hooves, Helm of the Skavenslayer, Dragonbane Gem

  (ME) Infantry, Master Engineer [65 points]

  (WP) Cavalry, Warrior Priest [135 points]
      - Barded Warhorse, HA, Shield, VHS, Shrieking Blade

  (A1) 10 Infantry, Archers [80 points]
      - Musician, 2x archer detachment

  (A2) 5 Infantry, Archers [35 points]

  (A3) 5 Infantry, Archers [35 points]

  (H) 50 Infantry, Halberdiers [330 points]
      - FC, FCM detachment, Swordsmen detachment

  (S) 15 Infantry, Swordsmen [105 points]

  (FCM) 15 Infantry, Free Company Militia [90 points]

  (ICK) 10 Cavalry, ICK of the Blazing Sun [290 points]
      - FC, BoEF

  (DK) 4 Monstrous Cavalry, Demigryph Knights [252 points]
      - Champion, Musician

  (GC) Warmachine, Great Cannon [120 points]

  (CH) Chariot, Celestial Hurricanum [130 points]

  (HVG) Warmachine, Helblaster Volley Gun [120 points]


  Total: 2500 points
  ------------------

Deployment
----------
 

Aparently the Goblin army was led by Skarsnik and made sure that the Empire's Wizard needed to come on as a reinforcement.
The rest of the army was good to go.

Jacob Duym the Celestial Wizard chosen for his supporting lore, now having a bit more time, chose his spells:
(rolling 1-2-4-4 going for Sig-1-4-5) took Iceshard Blizzard, Harmonic Convergence, Uranon's Thunderbolt, Casondora's Comet

While the nameless goblin shaman (lvl2) took Gork will Fix It and Curse of tha Bad Moon from the Little Waagh (rolling 4 and 6) and got really lucky and had 6 Mushrooms.

Both armies deployed facing eachother.
Empire (left to right)
Great Cannon, ICK of the Blazing Sun with Jacob Blommaert Warrior Priest, Demigryph Knights, Helblaster Volley Gun with Engineer aid, Archer detachment1 // Free Company Miltia detachment from Nordland // Hurricanum, Halberdiers with Willem Corneliszoon van Duyvenbode, Captain bearer of the Battle Standard and leading the army on the field Arch Lector Willem II van der Marck // Archers, Archer detachment2 // Swordsmen detachment




Goblins (left to right)
Night goblin archers, Wolf Chariot // Shaman, Trolls // Night goblin spears // Night goblin spears, Spider Riders // Night Goblin Spears, Squick Hoppers // Skarsnik, Mangler, Night goblin archers // Squickherd, Night Goblin BSB, Giant, Orc Big 'Uns // Night goblin spear horde, Wyvern with Orc Warboss, Spider Riders, Doomdiver.




Rolled off to see who wuld go first, Empire 6 +1 vs Goblins 6.
Empire to take first turn.

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Looking at a huge amount of green skins Johan wasn't to eager to surge forward just yet, he wanted to see how the first movements of the green wave would develop before committing to the slaughter of close combat.
So the ICK and DGK moved up only a little, but Captain Hendrick Lonck on his Pegasus rushed forward to get at the Doomdiver as fast as he could.
A bit late to the party but Jacob Duym entered the field and joined up with his Archer unit.



Magic was strong at the start of the battle, giving 12PD vs 6DD
Jacob Duym casted the Comet aiming for the center of the goblin line, but his attempt got Scrolled.
Iceshard Blizzard was then succesfully cast at the Doomdiver.
Harmonic Convergence succesfully at the ICK.

The Great Cannon took aim at the Wyvern and it's Warboss considering that as it's primairy target. It was a perfectly aimed shot! Taking the big Monster down and wounding the Warboss (2 wounds).

Turn 1 - The Waaagh
-------------------
 

Animosity made the Center Archer unit take it out on the Spear Horde resulting in 2 dead goblins in the horde and 3 dead archers. While the Spider Riders at the wall made a squabble out it.
The Trolls didn't pass their stupidity test and stumbled 1" forward.

Mangler moved 12" and rushed toward the Empire center, while the Giant and the rest of the left flank moved forward with the archers going the full distance.
The Orc Warboss now left without his ride joined with the Big 'Uns.



Winds of Magic where slim and gave 5PD vs 4DD and a channel.
Bad Moon got cast and hits a Troll before ending up in the path of the ICK, The Troll regenerates the wounds caused by the Bad Moon.

Doom Diver fails to shoot due to the Iceshard Blizzard.

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

ICK want to charge the Chariot, it elects to flee, redirection on the archers fails and they move 6" forwards.
Captain Hendrick Lonck charged the Doomdiver.
Archer detachments move forward for the redirects while the other detachments with the hurricanum take up positions.




Mediocre Winds gave 6PD (+1 Hur +1 Channel) vs 4DD
The Hurricanum cast its Stom on the Giant but fails to hit.
Comet got dispelled
Harmonic Convergence is cast on the Hellblaster.
Badmoon Vortex moves infron of the DGK.

The Great Cannon shoots at the Chariot and does 2 wounds on it.
Helblaster Volley Gun shreds the Mangler to bits
While the arrows of the archer detachments fail to impress on the Squig Hoppers.

Captain Hendrick Lonck made short work of the crew operating the Doomdiver, kiling 2 and making 1 run away leaving the contraption deserted.
He then faces the flank of the goblin army.

Turn 2 - The Waaagh
-------------------
 

Trolls still went stupid and moved 4"this time
Animosity made the left most Archers move 6" and also the Spears behind the trolls but couldn't move through.
Left side Spider Riders made a long charge into the DGK.
The Giant failed the charge towards the Archers and their Stand and Shoot did nothing.
The Chariot rallies.
Rest of the army surges forwards.




Magic Winds where dim and ony gave 3PD and 2DD
Gork Will Fix it gets scrolled
Dispel on the Bad Moon Vortex fails.
So the Bad Moon travels on through the DGK but doesn't wound them.

Left most archers shoot at the ICK and manage to knock 1 Knight from his horse.

The DGK kill 6 spider riders for 0 wounds back. The Spider Riders then ran as fast as the can in. going 9" and the DGK pursueing 3" (on swiftstride roll!)
« Last Edit: May 23, 2014, 11:42:15 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Empire vs O&G 2,5k (2)
« Reply #136 on: May 23, 2014, 11:21:20 PM »
Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

ICK charge the Spears nxt to the woods making a fanatic appear that goes straight through but only scratches the armour of the Knights.
DGK charge the Squick Hoppers making a Fanatic pop from the Archer unit behind. that whirls towards the archers but is just short.
Hendrick Lonck charges the flank of the Spider Riders.
The center moves up and the archers take on a better position for redirecting. While the swordsmen detachment moves up to be able to aid Hendrick Lonck.





Winds of Magic picking up strength gives 9PD and 4DD
Comet gets dispelled
Hammer and Shield gets cast by the WP on the ICK
Harmonic Convergence cast on DGK.
While the Bad Moon vortex now moves behind the DGK after a 15" move.

Both Archer detachments fire at the their closest target but both fail to land a hit or wound.
HBVG does 4 wounds on the Giant.
Great Cannon misfires while aiming for the chariot but will be able to shoot next turn.

Goblin Spears fail their Fear test (shrieking blade)
Jacob Blommaert the Warrior Priest kills 1 and the Knights kill 7 and the horses trample 1 more.
Goblins fail to do anything on their WS1, they break and flee 6" and the ICK pursue 5" (again what's up with the swiftstride rolls...)
Atleast the Goblin unit ends their move in the next unit (going past 1") they fail their Panic test and run also (past the first unit)
Due to the pursue of the ICK it triggered yet another Fanatic from the unit behind the Trolls, killing 1 Knight.

The DGK kill all the Squick Hoppers before they can do anything and they overrun into the fleeing Spider Riders killing them. They then reform to face the center Archer unit.

Meanwhile Hendrick Lonck and his Pegasus fail to hit anything but so do the Spider Riders. So Hendrick Lonck wins the combat and the Spider Riders break and get caught (6" vs 7")

Turn 3 - The Waaagh
-------------------
 

Animosity struck the greenskins again.
This time the Spear Horde needed to charge the closest enemy, being the Captasus.
Also the center Archer unit needed to do this.
Hendrick Lonck elected to stay to see if these short legged green stuff would make such a long charge. And they did! sending 2 fanatics out half way.
One of those fanatics hit Hendrick doing 2 wounds! But the goblins took 2 dead due to dangerous terrain (the wall) on the charge (Later we found out that obstacles doesn't apply to infantry to take a test)

The Archers charged in on the Demigryphs being their closest enemy.

The Trolls this time not being Stupid charged into the flank of the ICK.

The Giant charged the Achers3 who fled, and he redirects into the Militia.

The Big 'Uns charge the other Archer detachment who also flees but get caught by the Orcs (Dangerous Terrain kills 2 Orcs (Big rocks))

The 3 rampant fanatics move around with 1 hitting the DGK but it saves it's wound.

The smaller Spear unit fails to rally and runs off the board. The bigger unit does manage to rally and turns to face the ICK, releasing their fanatic towards them, but it fails to reach them.





Winds of Magic where good this time for the Greenskins. 9PD vs 7DD.
Gork will fix it was cast with IF on the ICK, the resuting miscast did nothing to the lone shaman
We then dispelled the Bad Moon Vortex.

The goblin archers on the left fired at the Great Cannon and killed one of it's crew.
The bows from the chariot pitched in but failed.

The 2 ICK kill 1 troll! (Flaming Banner, Horse did 1 wound and both knights wounded). The Trolls making their normal attacks failed to bypass the armour saves. (I gave a tip after the battle to use the vomit attacks on high AS models next time)
The Trolls made their breaktest. The ICK then reform to face the Trolls.

The Demigryphs kill 9 Goblins and the Knights killed another 5, the Goblins Flee but are caught and the Demigryphs slam into the Squigherd.

Giant Swings his club at the militia and kills 1, the militia does 1 wound on the Giant. Thunderstomp kills another 3. The Militia holds the Line on the reroll.

Hendrick Lonck kills 3 goblins before he decides to make a run for it. He flee's 10" but finds out that it wouldn't be enough after the Goblin horde fails to restrain and flies of the battle field!
The goblins loose another 3 by passing through the Fanatic and 2 more due to the terrain.

Turn 4 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

The Swordsmen detachment now charges the Big 'Uns.
The Archers rally.

Winds of Magic gave 7PD vs 4DD
Comet got cast, marking a spot near the left archers.
Harmonic Convergence cast on the Militia.
Hammer by Arch Lector Willem II van der Marck IF cast.

HVG missing good targets takes out the closest Fanatic.
Great Cannon shoots at the Chariot but fails to wound it. (rolled a 1)





ICK put 2 wounds on the Trolls, the Trolls then failed their breaktest and flee 7". Pursued of 4" bringing the ICK into the flank of the Spear unit, but with wheeling clipping the Fanatic taking 2 casualties!

DGK kill 4 Squigs after the reroll they saty in the combat.

The Giant swings his club again thumping 1 Militiamen into the ground. The Militia then land 3 wounds on the Giant and it topples over backwards. A loud cheer is heard all over the battlefield.

The Orcwarboss kills 1 swordsmen, the swordsmen kill 4 Big 'Uns and the Big 'Uns kill 2 more swordsmen. The Orcs stay around for another round of combat.

Turn 4 - The Waaagh
-------------------
 

No Animosity this turn.
Trolls keep running.
One Fanatic kills the lone Goblin Shaman (talk about bad luck!)
Another whirls itself off the table and the others aren't doing any harm.
Chariot wheels around to get a flank charge next turn on the ICK.
Reform made by the goblin horde to face the Halberdiers (swift failed)




No magic this turn.

Archers kill another of the Great Cannon crew.

Goblins are feared by the Shrieking Blade wielded by the Warrior Priest.
The Knights then kill 10 goblins while the goblins manage to kill 1 knight.
The Goblins break and flee 3" followed by the Knights 10" which made them flank the Goblin Archers.

The Demigryphs take 1 wound for killing 1 Squig in the herd.

The Orc Warboss misses his attacks, the swordsmen kill 4 Big 'Uns they flee 6" followed by the swordsmen 6" which made them flank the goblin horde.
(passing terrain tests).

Turn 5 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Halberdiers charge the goblin horde, loosing 5 Halberdiers due to the terrain.
Hurricanum and FCM move up followed by the archers.





Winds of Magic gave some good power (forgot to note down how much)
But the Comet comes down, killing 8 Goblin Archers, 4 ICK (leaving the WP and Champion) and destroying the chariot.
Urranos Thunder dispelled on the fanatic
Hammer and Shield both cast by the Arch Lector.
Harmonic Convergence on the DGK.

(hard to see) 5 of the 10 archers fail to hit the fanatic infront of the DGK. but the HBVG does kill the one on the left.
Great Cannon with no other targets shoots at the Goblin Spears next to the forest, but over shoots and hits Skarsnik.
It does the maximum of wounds on it and he i knocked out of the battle!

ICK Champion and the WP kill 3 goblins who flee 2" and the ICK unit pursues them 12" and goes off the table.

DGK kill 3 goblin handlers, the 2 left over squigs go rampage doing 2 wounds on the DGK killing 1
killing 6 Goblin Spears  who flee 10" in Panic, BSB gets 3 wounds and the Fanatic dies. So does 3 Militia and 2 Halberdiers.

Willem Corneliszoon van Duyvenbode BSB kills 1 goblin, Arch Lector Willem II van der Marck kills 1 more.
But the Halberdiers go berserk on the goblins! The Swordsmen then kill the last 5! Goblin horde totally wiped out!

Turn 5 - The Waaagh
-------------------
 

Trolls and Goblins rally. Trolls go stupid (does this happen after rally?) and move 5" forward.
Both fanatics go into nomandsland.





The last goblins look around them and see they are alone with a few stupid trolls and they run off  leaving victory for The Empire!
(Looking at the cleared table we call it)

General Johan van den Kornput smiled knowing that this was his first success with the new system, but he kept weary as he also knew that this army was surprised and scattered and not led by a good tactician as Skarsnik was. He needed to prove himself soon again!

Built with Battle Chronicler.
http://www.battlechronicler.com/

After thoughts:
It was a come back into the game battle for Harold, he had to pick up a lot of the mechanics again and adjusting them for 8th ed.
He also made some crucial tactical errors which made me hop combats a lot and he didn't have much luck aswell.. And not using the Vomit Attack by his Trolls cost him that battle probably.

For myself, I played good and aggressive with my Knights and DGK but lacked a bit in that with my infantry and still need to get the hang of redirecting better.

Next up: 3k against Cisse's Skaven.
« Last Edit: May 24, 2014, 12:00:22 AM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

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Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2014-05-24)
« Reply #137 on: October 04, 2015, 10:05:55 AM »
https://wargamingbysks.wordpress.com/2015/10/04/the-parley-of-blades-sigmars-blood-battle-2/

So a few weeks ago we decided to plan our 2nd Sigmars Blood campaign game, and altered it a little to match AoS rules.

Volkmar's Crusade took the field  to engage Count Mannfred.
Time Tracker still on the Fires of Faith (+1Ld -> +1 Bravery)

Armies:
Volkmar's Crusade
Volkmar the Grim on War Altar

Arch Lector Kaslain with 2h hammer (Warriot Priest scroll, modded to d3 damage as he should have the Mace of Helsturm and re-roll failed to wound)

The Tattersouls
20 Flaggellants with a Prophet of Doom

Alberich von Korden, Witch Hunter (-1W due to previous campaign battle)

Sigmar's Sons
20 Swordsmen with FC

The Silver Bullets
10 Handgunners with FC (Marksman had normal handgun with improved to hit)

Knights of the Blazing Sun
8 Knights with FC

Hammer of the Witches
Great Cannon with crew

The Midnight Haul
Count Mannfred on Barded Nightmare, should have a bounded spell steed of shadows, treated that as having flying and M12" all the time, not sure what we did with his sword and armour.

The Tithe
30 Zombies (SB and Mus)

The Devils of Swartzhaven
3 Vargheist, incl Vargoyle

Helman Ghorst, Necromancer on Corpse Cart

The Feasters in the Dusk
20 Crypt Ghouls with Crypt Ghast

The Direpack
10 Dire Wolves with Doom Wolf

The Konigstein Stalkers
20 Skeleton warriors with FC


Setting up according to the scenario ad Empire took first turn
Emp 1.1
Praying for the Cannon to re-roll failed hit and wound. Did thn 3 wounds on the Corpse cart.

VC 1.2
Command ability, Vargheists get re-roll hit/wound, and whole line moved up







Emp 2.1 (won initiative)
Pre turn: the Sinister Statue killed 3 zombies
Handgunners kill 1 skeleton warrior, and the Canon fails to wound! on von Carstein
The Knights moved up and charged the Vargheists dealing 3 wounds, but taking a whopping 8 and then the last 4 fled :(





VC 2.2
Wind of Death did 1 wound on the Warrior Priest (Kaslain) and 1 on the Swordsmen
3 zombies and 1 skeleton resurrected

Emp 3.1 (won initiative again)

--at this point I stopped taking notes, so from memory---

Skeletons and von Carstein charged in on the Handgunners and the With Hunter


Ghouls and dire wolves engaged the flaggelants which defiantly hold them off dishing out lots of damage


Swordsmen kill 10 zombies (last note)


The handgunners with the Witch Hunter were valliant but to no avail and were wiped out when the Vargheist also started to join the fight even though one of the Vargheist fell (last wound to be done)


In the center though the swordsmen held bravely and trained with their shield they withstood almost all of the attacks done. Volkmar even decided to lend a hand.


The cannon and crew were shortly after the handgunners fell cleaned up by the Vargheists, while the skeletons and von Carstein joined the fight with the swordsmen.

Meanwhile Kaslain aided the Flaggelants and together they managed to wipe out all of the dire wolves and ghouls, only to be found by the Vargheists and they soon met their end but not without taking another one of the Vargheists down.

The swordsmen still didn't wat to budge managed to finish off the zombies and some more skeletons, but the weight from von Carstein and the the Corpsecart finally took their toll on them.
Ending turn 6 with only Volkmar left on the table versus a few skeleton warriors, corpsecart, 1 Vargoyle (Vargheist leader) and von Carstein

Scenario ending:
Kaslain will start next battle with 1 less wound
Kordon will start next battle with another wound less
and the Time Tracker now on The Thinning (all Empire now at -1Ld -> -1 Bravery)

All in all a good battle and the minor adjustments needed to match the rulings for AoS worked fine, though it felt if the Empire were a bit underpowered versus the Vampires, not sure how it would have been with 8th ed rules.
Volkmar and the War Altar are pure support stuff.. their battle powers in combat where really lacking I felt.
« Last Edit: February 10, 2016, 08:13:01 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

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Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2014-05-24)
« Reply #138 on: October 04, 2015, 10:11:33 AM »
double post
« Last Edit: February 10, 2016, 08:07:09 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2015-10-04)
« Reply #139 on: October 04, 2015, 10:16:34 AM »
triple post
« Last Edit: February 10, 2016, 08:06:23 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Baron von Klatz

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Re: Steg's Battle Reports (last update: 2015-10-04)
« Reply #140 on: October 07, 2015, 03:22:28 AM »
Very nice battle report!  :eusa_clap:

Your armies were both very well painted as well. :-)

Shame to hear your loss but it's the truth of things that our valiant state troops have a hard time holding the line against the forces of darkness. A Luminark may help along with more firepower to whittle down the enemy's ranks.

Though greatswords and warrior priests with shields may give a better edge in melee.

Good luck in your next bout. Glory to the Empire and Sigmar! :::cheers:::
"No battle is ever meaningless for all life is merely death post-poned"
-elector count of the Empire.

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2015-10-04)
« Reply #141 on: October 07, 2015, 06:56:24 AM »
Very nice battle report!  :eusa_clap:

Your armies were both very well painted as well. :-)

Shame to hear your loss but it's the truth of things that our valiant state troops have a hard time holding the line against the forces of darkness. A Luminark may help along with more firepower to whittle down the enemy's ranks.

Though greatswords and warrior priests with shields may give a better edge in melee.

Good luck in your next bout. Glory to the Empire and Sigmar! :::cheers:::

Problem is we are doing these scenario's with the given lists, so no tweaking :)
Battle 3 will be a Light Wizard with a Luminark and 20 militia vs Coventhrone, hexwraiths and a banshee

And next time I'll take pictures with the setting on 14M instead of 1M pixels  :unsure:
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2015-10-19)
« Reply #142 on: October 19, 2015, 08:13:32 PM »
https://wargamingbysks.wordpress.com/2015/10/19/the-hidden-necropolis-sigmars-blood-battle-3/

Time for battle number 3 in our Sigmar's Blood Campaign, again tried to get them into AoS rules

Battle 3 is a side venture in the campaign.
Side note: Sorry for bad pictures, but was still half in macro mode as I set it up and I couldn't get it back normally it seems.

It's the white Wizards of Templehof led by Jovi Sunscryer needed a bigger and higher up lens to send his message to the college in Altdorf.
Arriving at the observatory they encounter the Guardians of the Necropolis.

Armies:
Jovi Sunscryer - Light Wizard carrying the Talisman of Preservation (4+ ward save, kept this as is)

The Templehof Luminark a Luminark of Hysh (subbed in my Hurricanum), as the campaig added a spell (Shem's Burning Gaze) we gave it Arcane Bolt.

Stirland's Revenge
20 Militia led by Bernhardt of the Goat

versus

Whispering Nell
Tomb Banshee with the Ghostly Howl range halved (10 to 5") ad adding 2 (I think it was) to the dice rolls comparing it to the bravery.

Vhostus of the Black Scythe
Cairn Wraith

The Chillgheists
5 Hexwraiths with Hellwraith

The Claw of Nagash
Mortis Engine (Reliquary does D6 mortal wounds instead, due to old rules giving it a bonus S for turn number)

Time Tracker was on "The Thining" -1 Bravery for Empire

Setup in their small corners.
Empire would get VP's for every turn the Luminark touched the Observatory in the middle and 1 VP for destroying the Mortis Engine
Vampire would get VP's for every destroyed unit and D6 for destroying the Luminark

Empire Deployment:


Vampire deployment:


Table setup as described in the book (4x4)


Turn1 Empire:
Herophase - Inspiring Presence on the Militia; Mystical Shield on the Luminark
Movement - Luminark moved up 10" towards the Observatory (why did I forget to run here?), Militia ran up 8" and Jovi 10"


Turn1 Vampire:
Herophase - Inspiring Presence on the Hexwraiths
Movement - Hexwraith move 18", Mortis following with 16", Cairn Wraith and Banshee moved the other way around the Observatory with both 10"


Turn2 Vampire:
Herophase - Inspiring Presence on the Hexwraiths
Movement - Cairn 11" and Banshee 8" ran closer, Mortis Engine moved 14" and Hexwraith followed next to it.
Chargephase - Mortis Engine and Hexwraiths both fail their 9" charge range on the Luminark.



Turn2 Empire:
Herophase - IP on Militia; Luminark Casts Arcae Bolt on the Hexwraith but fail to get it off; Jovi the re-applied the Shield on the Luminark
Movement - Luminark parked itself against the Observatory. Jovi and the Militia moved up next to a wall.



Shootingphase - Searing Beam of light blasted 6 wounds of the Mortis Engine

Turn3 Empire:
1 Victory Point gained (touching the Observatory)
Herophase - IP on Militia; Arcane Bolt (by Luminark) causes 3 wounds on the Hexwraith (killing 1); Magic Shield back up on the Luminark.
Movement - Militia moved up 5" towards the Cairn wraith. Jovi followed.
Shooting - Beam missed, Militia did 1 wound on the Cairnwraith
Charge - Militia failed a 8" charge on a 7.

Turn3 Vampire:
Herophase - IP on Hexwraith
Movement - Mortis Engine and Hexwraith moved closer to the Luminark (both on 3"), Banshee ran closer somewhere middle ground between Luminark and Militia. Cairn closed in on the Militia.
Shooting - Wail of the Damed by Mortis engine does 2 wounds on the Luminark


Charge - Cairnwraith charges the Militia


Mortis Engine and Hexwraith both make their charge on the Luminark.

Combat -
Cairnwraith kills 4 Militia
+ Luminark kills the wounded Hexwraith
Hexwraith do 3 wounds on the Luminark
+ Militia can't seem to hit the ethereal being
Mortis Engine does 3 mortal wounds on the Luminark (4 left)

Turn4 Empire:
1 Victory point
Herophase - IP on Militia; Arcane Bolt by Luminark fails (again); Shield back up on Luminark
Movement - none
Shooting - Militia shoots the Mortis Engine doing 2 wounds; Beam fails to hit (again)
Combat -
Luminark does 3 wounds on the Mortis Engine (now down to 1!!! If only it would have failed that last save..)
+ Cairn kills 2 more Militia
Militia in return do nothing..
+ Hexwraiths fail to do anything
+ Mortis Engine same luck, nothing

Turn4 Vampire:
Herophase - IP on Hexwraith; Relic used: Heal 5wouds on Mortis Engine (NOOOOOOOO!!!), Heal wound back on Cairn, deals exactly 4 wounds on the Luminark destroying it (making this the last turn), 1 wound on Jovi and 5 Militia fell.
Movement - now free the Mortis Engine and Hexwraith move towards Jovi; and Banshee closes on the Militia


Shooting - Banshees Howl does 4 wounds on the militia; Wail from the Mortis Engine does 2 wounds on Jovi
Charge - Hexwraith and Mortis Engine charge Jovi; Banshee joins the fight on the Militia.
Combat -
Hexwraith take out Jovi (exactly 2 wounds)
+ Militia again does nothing
Cairn kills 4 militia leaving only the leader Bernhardt of the Goat
Banshee then fails it's only attack

End of game
Victory Points:
Empire: 2 (due to touching the Observatory 2 turns)
Vampire: 2 (2 units destroyed) + D6 for destroying the Lumiark... rolls a 6 (Sigh)

For next Battle:
Luminark starts with D3 less wounds (rolls a 3, so down 2 wounds)
Jovi starts next battle with 1 wound less.

Vhostus (Cairn) gains the Regeneration rule (need to figure out how to treat that next game according to AoS rules)

TimeTracker shifts 8 points.

Next and last will be the massive battle for Castle Sternieste. Stay tuned!
« Last Edit: February 10, 2016, 08:13:45 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Discoking

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Re: Steg's Battle Reports (last update: 2015-10-19)
« Reply #143 on: November 03, 2015, 06:51:51 PM »
Nice reports dude :)

I only just realised this section was here,usually just visit the AoS bit

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2015-10-19)
« Reply #144 on: February 06, 2016, 09:07:09 PM »
I will be posting my battle reports here in my Blog now:
https://wargamingbysks.wordpress.com

I also will (in time) upload all previous battle reports I have here (and then update the picture links from there (stationary url links instead of from FB)

For now this is my new battle report: AoS battle: The Ritual ... Stormcast Eternals vs Seraphon
https://wargamingbysks.wordpress.com/2016/02/06/the-ritual/
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2015-10-19)
« Reply #145 on: May 23, 2016, 10:11:50 PM »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2015-10-19)
« Reply #146 on: June 14, 2016, 12:42:18 PM »
from the Eurobash my Stormcast versus grey Seer Stars Skaven - battlereport
https://wargamingbysks.wordpress.com/2016/06/13/aos-battlereport-the-breakthrough/
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Noble Korhedron

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Re: Steg's Battle Reports (last update: 2015-10-19)
« Reply #147 on: September 25, 2016, 07:46:10 PM »
Where do I get the 9th Age rules, and is there a way to quickly get updates? I assume you have to download the updates manually?

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2015-10-19)
« Reply #148 on: September 26, 2016, 06:49:44 PM »
Where do I get the 9th Age rules, and is there a way to quickly get updates? I assume you have to download the updates manually?

It's all here:
http://www.the-ninth-age.com/
Everyone is entitled to be stupid, but some abuse the privilege.

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Offline Noble Korhedron

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Re: Steg's Battle Reports (last update: 2015-10-19)
« Reply #149 on: September 26, 2016, 07:30:54 PM »
Where do I get the 9th Age rules, and is there a way to quickly get updates? I assume you have to download the updates manually?

It's all here:
http://www.the-ninth-age.com/
I think I remember hearing about this before, but I don't recall exactly when; is the site pretty self-explanatory? So I just need to come back every so often for updated files?