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The Empire at War ... The Gamers Guild => The Battleground => Topic started by: StealthKnightSteg on April 11, 2010, 04:32:09 PM

Title: Steg's Battle Reports (last update: 2015-10-19)
Post by: StealthKnightSteg on April 11, 2010, 04:32:09 PM
I will use this thread to update with my Battle Reports so everyone here can see (and maybe learn from) my battles

Games overview (points(army against)):
8th Ed AB + BRB:
W / D / L :
- Empire - 3 / 0 / 0 - (2,5k, 2k, 2,5k Empire of Wolves list / - / - )
- Beastmen - 0 / 0 / 0 (- / - / - )
- Bretonnia - 0 / 0 / 0 (- / - / - )
- DoC - 0 / 0 / 0 (- / - / - )
- Dark Elves - 0 / 0 / 0 (- / - / - )
- Dwarves - 0 / 0 / 1 ( - / - / 2,5k )
- High Elves - 1 / 0 / 0 (3k / - / - )
- Lizardmen - 0 / 0 / 0 (- / - / - )
- Ogres - 0 / 0 / 0 (- / - / - )
- O&G - 1 / 0 / 1 ( 2,5k / - / 2,5k )
- Skaven - 1 / 0 / 2 ( 2,5k / - / 3k(x2) )
- Tomb Kings - 0 / 0 / 0 (- / - / - )
- Vampires - 0 / 0 / 1 ( - / - / 2,5k)
- WoC - 0 / 0 / 1 ( - / - / 2,5k)
- Wood Elves - 0 / 0 / 0 (- / - / - )
- Multiplayer - 1 / 0 / 0 (3k+3k(Skaven) vs 3k(DoC)+3k(High Elves) / - / - )

Sigmar's Blood Scenario:
versus "TheRatMan" (my brother-in-law) playing Vampire Counts
Battle 1: W (~700 points)
Battle 2: L
Battle 3: L



7th Ed AB + 8th Ed BRB:
W: 1.5k(Skaven), 2k(Skaven)
L: 2.5k (WoC), 2k(DoC), 2k(Skaven)x2, 3k(OnG)
D:
 
7th Ed AB + BRB:
W: 500(Skaven)
L: 750(Skaven)



Link to my Armylists: http://warhammer-empire.com/theforum/index.php?topic=33114 (http://warhammer-empire.com/theforum/index.php?topic=33114)
Link to my Blog: http://warhammer-empire.com/theforum/index.php?topic=32604 (http://warhammer-empire.com/theforum/index.php?topic=32604) 
 
Link to my Lizardmen Blog: http://www.lustria-online.com/viewtopic.php?f=36&t=14667 (http://www.lustria-online.com/viewtopic.php?f=36&t=14667)
Link to my Lizardmen Armylists: http://www.lustria-online.com/viewtopic.php?f=8&t=14389 (http://www.lustria-online.com/viewtopic.php?f=8&t=14389)
Link to my Lizardmen Battle Reports: http://www.lustria-online.com/viewtopic.php?f=20&t=14666 (http://www.lustria-online.com/viewtopic.php?f=20&t=14666)
 


https://wargamingbysks.wordpress.com/2010/04/05/the-empire-vs-skaven-2010-04-05
 
  Skaven vs. The Empire
=====================

Overview
--------
Location: Leeuwarden
Date played: monday 5 april 2010

Terrain was pre fixed about the same as shown

Skaven
------
General: Skaven rat
  (G) Hero, General [0 points]
      - -1 Attack shield, -1 Toughness per succesfull hit sword

  (C1) 20 Core, Clanrats [0 points]
      - Hand weapon and shields or Spears

  (C2) 20 Core, Clanrats [0 points]
      - Hand weapon and shields or Spears

  (RG1) Weapon Team, Ratling Gun [0 points]
      - Unlimited D6 roll for hits, doubles is jam, -2 AS

  (RG2) Weapon Team, Ratling Gun [0 points]
      - Unlimited D6 roll for hits, doubles is jam. -2 AS

  (RO) 2 Special, Rat Ogres [0 points]
      - 2 Rat Ogres (Stupidity if loss of packmaster)

  (P) Special, Packmaster [0 points]
      - With the Rat Ogres, Whip attacks from rank 2


The Empire
----------
General: Vincent Goede
  (C) Hero, Captain [105 points]
      - Hammer of Judgement, Pistol, Full Plate Armor, Shield, Barded Warhorse

  (KotBS) 5 Core, Knights of the Blazing Sun [115 points]

  (S) 16 Core, Swordsmen [121 points]
      - Champion, Musician, Standard Bearer

  (X) 7 Detachment, Crossbowmen [56 points]
      - 30" S4 move or fire

  (GC) Special, Great Cannon [100 points]
      - 3 men crew


  Total: 497 points
  -----------------

Deployment
----------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map01.jpg)

Rules for this game:
500 points
1 hero with max 25 points magicitem allowance
no wizards
2+ core units
max 1 special choice
no rare choices

Deployment:
Empire won the roll and decided to take the center hill side of the board and let the skaven deploy first

Skaven Deployment from left to right:
Rat Ogres with Packmaster
Ratling gun with Clanrats unit 1
Clanratsunit 2 with Ratling gun 2
General in Clanrats unit 1

Empire Deployment from left to right:
Knights of the Blazing Sun
Swordsmen
Behind them on the hill the detachment of crossbowmen
and behind the crossbowmen the cannon higher up the hill

Turn 1 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map02.jpg)

Movement:
- All units march moved forwards
Shooting:
- none
Combat
- none

Turn 1 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map03.jpg)

Movement:
- none
Shooting:
- Cannon overshot C1
- Crossbowmen killed 2 rats in C1
Combat:
- none

Turn 2 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map04.jpg)

Movement:
- All units march moved forwards besides one ratling gun
Shooting:
- the Ratling gun took aim on my swordsmen, rolled a double 6 on 3 dice, hit with S2 and -1AS, killed 4 swordsmen
Combat:
- none

Turn 2 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map05.jpg)

Movement:
- My Knights charged the Rat Ogres, after passing the fear test
- no other movement
Shooting:
- Cannon guessed a good range just infront of C1, but the artillery dice made sure I would only hit the last rank and that one model survived
- Crossbowmen took another 3 down in C1
Combat:
- The knights charged in with +2S on the lances, but failed miserably and took 2 casualties themselfs, autobreak due to fear
- The Rat Ogres and packmaster followed but failed to catch up

Turn 3 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map06.jpg)

Movement:
- The Rat Ogres declared a charge on the fleeing knights, The knight fled of the board due to this and the Rat Ogres failed their charge
- C1 declared a charge on the swordsmen, but they failed just short and ended up only moving their normal rate
- Ratlinggun 1 moved up with the unit as it has lost line of site with any enemy units
- C2 needed to reform to squeeze between the forest and the Ratling gun 2, but due to this and the wheel they didn't get far
- Ratling gun 2 stayed put
Shooting:
- Ratling gun 2 opened fire upon my Crossbowmen killing 3, and the unit past their panic test
Combat:
- none

Turn 3 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map07.jpg)

Movement:
- Swordsmen with the Captain charge the Clanrats with the General
Shooting:
- Due to the nice line up of the 2nd Clanrat unit the cannon took aim and the shot landed right infront (including the extra range) of the unit with the bouce to rank 6, killing 5 rats
- The crossbowmen added another 2 casualties to C2
- C2 then failed their panic test and ran
Combat:
- The skaven general issues a challenge and the Captain accepted (note the skaven player did this after the charge movement already)
- Due to charging the Captain and his horse made the first attacks, -1 attack due to magic shield equipped, the 2 left over attacks from the captain did 1 wound, horse failed the atack
- The clanrats decided to stick this combat out with spears (no use of shield)
- Swordsmen killed 3 rats
- Skaven general attacked back but failed all
- The clanrats decided to stick this combat out with spears and could attack back with 7 killing 2 swordsmen
- Skaven lost the combat by 1 and made the break test (4 wounds, 2 ranks, standard = 7 versus 2 wounds, 2 ranks, outnumber, standard = 6)

Turn 4 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map08.jpg)

Movement:
- The Rat Ogres moved forward to be able to charge the cannon the next turn up the hill
- Ratling gun 1 moved a bit up to get LOS with the crossbowmen
- C2 attempted to rally and failed and moved off the board
Shooting:
- Ratling gun 2 opened fire on the remaining crossbowmen, but failed to kill any
Combat:
- On Initiative: Empire Captain first, then Skaven Chieftain, then Swordsmen (due to winning previous combat), then the clanrats, then horse from the Captain
- Captain failed his attacks
- Chieftain failed his attacks
- Swordsmen killed 4 clanrats
- Skaven returning the favor by killing another 2 swordsmen
- Horse failed yet again
- Combat result: Skaven lost again by 1, but again they past their breaktest


Turn 4 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map09.jpg)

Movement:
- none
Shooting:
- Cannon pivoted towards the Rat ogre and grapeshots them, hitting the rat ogres on 4+ ( 1 got hit) and the packmast fully. Packmaster got killed and missing the Rat Ogre
- The remaining crossbowmen took out the Ratling gun 2
Combat:
- same initiative order:
- The Captain killed the Chieftain with 1 wound overkill
- Swordsmen took down another 2 rats
- The Clanrats bit off another 3 swordsmen
- Skaven lost the combat by 2, but yet again survived their break test!!

Turn 5 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map10.jpg)

Movement:
- With stupidity the Rat Ogres moved half speed forward up the hill for another 50% penalty, thus moving 1,25"
Shooting:
- Ratling gun 1 took out the remaining crossbowmen :(
Combat:
- The Captain + the Swordsmen then took out 3 more rats
- counter attack costed another swordsmen
- but they lost the comabt yet again and finally failed their breaktest
- they fled and got overrun by both the swordsmen and the captain (capturing their banner)
- Ratling gun 1 then had to panic test and lost that aswell


Turn 5 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map11.jpg)

Movement:
- Captain pivoted an marched towards the Rat Ogres
- Swordsmen unit turned and moved towards the Rat Ogres
Shooting:
- The cannon  attempted another Grapshot at the Rat Ogres, hitting one for 1 wound
Combat:
- none

Turn 6 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map12.jpg)

Movement:
- Not much to do then move the Rat Ogres forward 1,25" again, just making the charge on the cannon
- Ratling Gun 1 kept on fleeing towards the table edge
Shooting:
- none
Combat:
- The Rat Ogres killed 2 out of the 3 crew
- The left over crew member fled the combat chased by the Rat Ogres
- Cannon got demolished on the run but they didn't catch the crewmember

Turn 6 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/05-04-2010_vs_skaven_map13.jpg)

Movement:
- Captain and swordsmen moved forward but could not get to charge the Rat Ogres
- The crewmember didn't make the rally test and kept moving
Shooting:
- none
Combat:
- none

End result:
100 extra for general slain
100 for captured banner
no table quarters captured
500 - 2 rat ogres = 400 something vp's
  versus
500 - 105 - Half of 121 = 334 vp's

Difference was between 300 and 499 on the Victory chart up to 999 Size of the game
Empire won by Massacre

Built with Battle Chronicler.
http://www.battlechronicler.com/ (http://www.battlechronicler.com/)
Title: Skaven 10-4-2010 (part 1)
Post by: StealthKnightSteg on April 11, 2010, 04:33:55 PM
https://wargamingbysks.wordpress.com/2010/04/10/the-empire-vs-skaven-2010-04-10/

Skaven vs. The Empire
=====================

Overview
--------
Location: Leeuwarden
Date played: Saturday 10 april 2010

Skaven
------
General: Skaven Rat
  (C) Hero, Chieftain [0 points]
      - General

  (S) Hero, Sorceror [0 points]
      - level 2, Pestilent Breath and Wither (Lore of Plague)

  (C1) 20 Core, Clanrats [0 points]
      - Mucisian, SB, Champion, handweapon + shield or spear

  (C2) 20 Core, Clanrats [0 points]
      - Mucisian, SB, Champion, handweapon + shield or spear

  (G) 5 Special, Gutterrunners [0 points]
      - Skirmishers, Throwing stars, Nets

  (RG1) Core, Weapon Team, Ratling Gun [0 points]

  (RG2) Core, Weapon Team, Ratling Gun [0 points]

  (RO) 2 Special, Rat Ogre [0 points]
      - Frenzy, Stupidty (by lose of Packmaster)

  (P) Special, Packmaster [0 points]
      - Whip (attacks from rank 2)


The Empire
----------
General: Vincent Goede
  (CotE) Hero, Captain of the Empire [105 points]
      - General, Hammer of Judgement, full plate, shield, barded warhorse

  (BW) Hero, Battle Wizard [130 points]
      - Level 2, Lore of Fire: Fireball and Conflagration of Doom
      - Rod of Power

  (KotBS) 5 Core, Knights of the Blazing Sun [115 points]
      - 1+ AS, +2S on charge

  (S) 20 Core, Swordsmen [145 points]
      - 5+ AS (4+ in combat)

  (H) 5 Core, Detachment, Handgunners [40 points]
      - 24" , S4, move-or-fire, armour piercing

  (FC) 7 Core, Detachment, Free Company [35 points]
      - 2 hand weapons

  (C1) 10 Core, Crossbowmen [80 points]
      - 30", S4, move-or-fire

  (GC) Special, Great Cannon [100 points]
      - 60", S10

  (C2) 3 Special, Crewmen [0 points]
      - Crewmen for the cannon, hand weapon


  Total: 750 points
  -----------------

Deployment
----------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map01.jpg)

750 point game
2 Heroes max
2+ core
2 special max
no rare

Terrain pre fixed

Empire won the roll  and decided to deploy on the tree side D6 roll: 6 versus 1 (after 2 rerolls)
Skaven was done first with deployment and got the +1 to roll on turn start. D6 roll: 2-2 So Skaven won and took first turn

Skaven: the gutter runners would get on the table by sneaky entrance

Magic:
Skaven: Lore of Plaque, rolled for Pestilent Breath and Wither
Empire: Lore of Fire, Rolled for Wall of Fire (substituted for Fireball) and Conflagration of Doom

Turn 1 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map02.jpg)

Movement:
- All march moved
Magic:
- none
Shooting:
- none
Combat:
- none

Turn 1 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map03.jpg)

Movement:
- Knights moved to set up flank charge
- Swordsmen and Freecompany  alligned to the oncoming clanrats
Magic:
- Conflagration of Doom killed 3 rats in C2
- Fireball missed
Shooting:
- Cannon overshot Ratling Gun 2
- Handgunners missed C2
- Crossbowmen shot Ratling Gun 1, but they ward saved the shot
Combat:
- none

Turn 2 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map04.jpg)

Movement:
- Rat Ogres moved up towards the Crossbowmen
- Clanrat 1 moved a bit up to align to the swordsmen
- The Gutter Runners appeared behind my cannon
Magic:
- Wither took down 1 Toughness on the Knights and Captain
Shooting:
- The Gutter Runners threw the stars on the cannon + crew, 1 on the crew missed and 4 on the cannon failed to wound (too high Toughness)
- Ratling Gun 1 decided to shoot his own Clanrat unit (rolled double 4) and killed 5, Panic test succesfull
- Ratling Gun 2 also on a double 4 decided to blow itself up
Combat:
- none


Turn 2 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map05.jpg)

Movement:
- Crossbowmen charged C1 in the flank
- Free Company turned to face the gutter runners
Magic:
- Conflagration of Doom got dispelled
- Fireball killed 1 in C2
Shooting:
- Cannon hit the last rank in C2 but failed to wound
- Hand Gunners killed 3 in C2
Combat:
- Crossbowmen lost 2 and failed to kill anyone
- Lost the combat and fled but got caughed

Turn 3 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map06.jpg)

Movement:
- Gutter Runners charge  cannon
- C1 turns around
- RG1 moves towards C1
- C2 turned a bit
- Rat Ogres marched moved
Magic:
- Wither on the Knights + Captain -1 Toughness
Shooting:
- none
Combat:
-Cannon crew got wiped out

Turn 3 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map07.jpg)

Movement:
- Knights moved to get between the buildings
- Free Company moved towards the gutter runners
Magic:
- Conflagration of Doom and Fireball both didn't cast
Shooting:
- Handgunners killed 1 rat in C2
Combat:
- none

Turn 4 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map08.jpg)

Movement:
- Gutter Runners charge the Handgunners in the rear
- Rest moves
Magic:
- Wither failed
Shooting:
- none
Combat:
- 1 Handgunner got killed, they fled and got caught

Turn 4 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map09.jpg)

Movement:
- Swordsmen charge Gutter Runners, they flee, redirect on  C2 fails
- Knights turn again to face the flank of C2
- Free Company tries to attrack the Frenzied Rat Ogres
Magic:
- Conflagration of Doom and Fireball failed again
Shooting:
- none
Combat:
- none
Title: Skaven 10-4-2010 (part 2)
Post by: StealthKnightSteg on April 11, 2010, 04:45:42 PM
Turn 5 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map10.jpg)

Movement:
- Rat Ogres charge the Free Company, they flee but get caught
- Clanrats 1 charge the flank of the Swordsmen
- The frenzied Sorcerer needed to charge the swordsmen and charged out of C2
- The Gutter Runners fail their rally test and keep running
- Clanrats 2 face the Knights
Magic:
- Double 1  resulted in 1 wound on the Sorcerer
Shooting:
- Ratling Gun 1 shoots at the knights, all wounds got saved
Combat:
- The Sorcerer challenged and was accepted by the unit champion, the champion got killed
- Rats killed  1 swordsmen, Swordsmen killed 1 rat
- Combat was lost 6 to 3, the swordsmen failed their break test ran away and got caught
- Swordsmen Unit banner got captured by C1

Turn 5 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map11.jpg)

Movement:
- Knights charge C2
Magic:
- none
Shooting:
- none
Combat:
- The knights killed 4 rats and didn't get hit back
- Won the combat and caught the rats on the flee
- Redirected the pursuit onto the Ratling Gun, they fled
- C2 Unit banner got captured by the knights

Turn 6 - Skaven
---------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map12.jpg)

Movement:
- Ratling Gun failed the rally test and kept fleeing
- Gutter Runners failed the rally test and kept fleeing
- Sorcerer move towards the Knight to get into range for another Wither spell
- C1 turned
- Rat Ogres turned
Magic:
- Wither got cast again on the Knights effectivly killing the knights and leaving the Captain alone with 1 Toughness, he passed his panic test
Shooting:
- none
Combat:
- none

Turn 6 - The Empire
-------------------
  (https://wargamingbysks.files.wordpress.com/2010/04/10-04-2010_vs_skaven_map13.jpg)

Movement:
- Captain charged the Sorcerer
Magic:
- none
Shooting:
- none
Combat:
- The Captain failed to make an impression on the sorcerer. But got 1 wound against.

Score:
Empire got 290 points + 100 points for a captured banner = 390
Skaven got 645 points + 100 points for a captured banner  = 745
Difference = 355 -> Massacre win by Skaven

Built with Battle Chronicler.
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Title: Re: Steg's Battle Reports
Post by: Folken on April 11, 2010, 05:15:28 PM
Excellent reports! I already downloaded that client.
You don't seem to get the great canon to pay for itself.  I definitely would favor picking out those 45 point rat ogres with it.
Title: Re: Steg's Battle Reports
Post by: StealthKnightSteg on April 11, 2010, 05:18:51 PM
Excellent reports! I already downloaded that client.
You don't seem to get the great canon to pay for itself.  I definitely would favor picking out those 45 point rat ogres with it.

It takes some work to actually get the turns down but it works great!!
I would have gone for the rat ogres that second battle if it wasn't for the damn line of sight, they were constantly behind the damn trees.

The dice rolls were definatly not in my favor... all 3 flee / breaks didn't get higher then 5" on 2d6, also the hitting/wounding was horrible.

Edit:
And forgetting that I have the Rod of Power the whole game long didn't help either !!! DOH
Title: Re: Steg's Battle Reports
Post by: StealthKnightSteg on March 07, 2011, 05:36:08 PM
Skaven vs. Empire
=================

Overview
--------
Location: Leeuwarden, The Netherlands
Date played: zondag 6 maart 2011

Rolled for the Battle Type: Rolling 4 so getting Blood and Glory
1500 points = Breaking Point of 2 and both having total of 3 Standards and 1 general  is 5 Fortitude

Terrain D6 +4 = 1 +4 = 5 Terrain pieces
On the Random Terrain Chart:
7 Mysterious Forest
4 Sinister Structure (5 for Idol of Gork)
6 Building
4 Sinister Structure (6 for Tower of Blood)
11 Marsh (5 = 3 for Mist-wreathed Swamp

We used 3 center points of the table to randomise the terrain on from left to right 3, 2 and 1. Most rolls were either a 1 or 2 so location on 1 then Scatter dice + 3d6. Every terrain piece ended up on the right side of the table

Skaven
------
General: Ronald v.d. Starre
  (C1) 25 Infantry, Clanrats [1 point]

  (C2) 25 Infantry, Clanrats [1 point]

  (RG) Ratling Gun [1 point]
      - Deployed with Clanrats unit 2

  (WT) Warpfire Thrower [1 point]
      - Deployed with Clanrats unit 1

  (RO) 4 Monstrous Infantry, Rat Ogres [1 point]
      - 1 Champion

  (P) 2 Infantry, Packmasters [1 point]
      - With Rat Ogres (2nd rank)

  (HA) Monster, Hellpit Abomonation [1 point]

  (BSB) Infantry, Battle Standard Bearer [1 point]

  (Gww) General, with warlitter [1 point]

  (W) Infantry, Wizard [1 point]

  (GR) 5 Infantry, Gutter Runners [1 point]
      - "ambushers"


  Total: 11 points
  ----------------

Empire
------
General: Vincent Goede
  (AL) Cavalry, Arch Lector [247 points]

  (BW) Infantry, Battle Wizard [145 points]
      - level 2

  (WP) Infantry, Warrior Priest [119 points]

  (H) 25 Infantry, Halberdiers [170 points]

  (S) 20 Infantry, Swordsmen [145 points]

  (C) 12 Infantry, Crossbowmen [96 points]

  (KotWW) 10 Cavalry, Knights of the White Wolf [284 points]

  (GC) War Machine, Great Cannon [100 points]

  (M) War Machine, Mortar [75 points]

  (HRB) War Machine, Helstorm Rocket Battery [115 points]


  Total: 1496 points
  ------------------

Deployment
----------
  (http://7.media.hyves-static.net/1250311974/6/d10A/0/img1250311974.jpeg)

Empire starts with Deployment
From left to right:
Knighs of the White Wolf with Arch Lector
Helstorm Rockect Battery
Great Cannon
Mortar
Crossbowmen (6x2)
Swordsmen (5x4)
Halberdiers (5x5) with Warrior Priest
Battle Wizard

(http://2.media.hyves-static.net/1250321089/6/22Qh/0/img1250321089.jpeg)

Deployment for Skaven:
Rat Ogres with packmasters in front of Clanrats 1 with the Warpfire Thrower
Hellpit Abomonation left of swamp
Between Swamp and Building was the Ratling Gun then the Wizard
Clanrats 2 right side of the Swamp

(http://4.media.hyves-static.net/1250321371/6/WQZX/0/img1250321371.jpeg)
(http://5.media.hyves-static.net/1250321644/6/S419/0/img1250321644.jpeg)
(http://6.media.hyves-static.net/1250321909/6/gBRn/0/img1250321909.jpeg)

Spel selection:
Skaven wizard: Wither and Cloud of Corruption
Empire wizard: Flame Storm replaced with Signature spell Fireball and  Cascading Fire-Cloak

Turn 1 - Skaven
---------------
  (http://8.media.hyves-static.net/1250311999/6/NMC3/0/img1250311999.jpeg)

Skaven Troops move forwards
No Magic
No Shooting
No  Combat

Turn 1 - Empire
---------------
  (http://4.media.hyves-static.net/1250312019/6/yim-/0/img1250312019.jpeg)

Empire holds their positions
Magic:
10+ Fireball on the Hellpit Abomination gets dispelled
5+ Cloak is cast on wizard
no more Power Dice

Shooting:
Cannon targets the Hellpit Abomination, Regen Saves against the wounds
Mortar fires at the Clanrats 1 and overshoots
Rocket Battery also fires at the Clanrats 1 and kills 5 clanrats
Crossbowmen fire also at the clanrats and 11 of 12 fail to hit, though the 1 did kill another clanrat making the total 6

End of turn

Turn 2 - Skaven
---------------
  (http://1.media.hyves-static.net/1250312040/6/Umex/0/img1250312040.jpeg)
  (http://3.media.hyves-static.net/1250322170/6/Qv72/0/img1250322170.jpeg)

Hellpit moves into the forest, rolling to see what kind of Forest, it turns out to be a normal one.
Rest moves forward without any effects

In the magic fase he dispells the Fire cloak on the wizard
This ends his turn

Turn 2 - Empire
---------------
  (http://1.media.hyves-static.net/1250312064/6/YzSP/0/img1250312064.jpeg)

Halberdiers and Swordsmen declare charges against the Clanrat 1 unit both at 8" reaction is hold and both units make it into close combat
The Knights move up on the flank of the Rat Ogres

Mage failes to cast his Fireball and cannot cast again this turn
Arch Lector casts Armour of Contempt but gets dispelled
Arch Lector then casts Unbending Righteousness and this gets through giving the unit Unbreakable
Warrior Priest casts Hammer of Sigmar but fails to do so.

Cannon shoots the Hellpit Abomination again and again it Regen Saves the wounds
Mortar Misfires but gets a 6 on the misfire chart and nothing further happens
Rocket Battery takes aim at the Clanrat 2 unit and gets the template above the unit and the wizard behind it. The wizard makes his Look Out, Sir! roll and 11 clanrats die in the process, a panic test is succesfully passed.
Crossbowmen takes a shot at the Rat Ogres with the 2 packmasters, killing both Packmasters and 1 wound on a Rat Ogre

Empire Declares no charges, Skaven General does declare a challange which is picked up by the swordsmen champion.
The Chanpion dies in the combat versus the General
Swordsmen loose 4 guys
Halberdiers loose 0 guys
Clanrats take 5 losses
Combat was won by 12 vs 9
The clanrats failed their Breaktest and flee.
The Swordsmen fail to catch the clanrats but the Halberdiers do.

  (http://3.media.hyves-static.net/1250322434/6/IVJt/0/img1250322434.jpeg)

End of game: Breakpoint of the Skaven reached by killing BSB, SB and General 5-4 = 1 (2 for breakpoint)

Turn 3 - Skaven
---------------
  (http://2.media.hyves-static.net/1250312081/6/NOHL/0/img1250312081.jpeg)

We decided to stick around for another turn to see how the battle would have continued.

Pursuit is worked out for the Swordsmen and Halberdiers from last turn.

The Gutter Runners made their ambush rule and came on the table behind my Crossbowmen
Hellpit Abomination needed to do a random direction move and moved infront of my wizard.
Clanrats 2 moved up towards my halberdiers with the ratling gun tailing
Wizard went into the woods
Rat Ogres went Stupid without their packmasters and moved 2" forward

Magic:
The seer tried to cast Wither but it got dispelled
The attampt to cast Cloud of Corruption, failed to dispel it.
On a 2+ the wizard got hit and died (4 hits, warded 2!!, but only 2 wounds)
On a 4+ the Ratling Gun got hit and killed (WOOHOO hehe)
On a 4+ The Clanrats got also hit and 2 got killed.

Shooting:
The Gutter Runners used their Slings to shoot at the Crossbowmen (double shot and move -2 to hit)
The Warpfire Thrower got 1 knight down.

End of Skaven Turn

Turn 3 - Empire
---------------
  (http://4.media.hyves-static.net/1250312099/6/_Frt/0/img1250312099.jpeg)
  (http://3.media.hyves-static.net/1250322674/6/Ins0/0/img1250322674.jpeg)

The Knights charged the Rat Ogres in the Flank
The Halberdiers got a Swift Reform off and moved towards the Clanrats 2
The Swordsmen failed the swift reform, and just reformed towards the Gutter Runners
The Crossbowmen moved out of the way for the swordsmen only moving 4" for a failed Ld test for marching

Magic:
Totally forgot to cast any prayers..

Shooting:
Mortar took aim at the Hellpit Abomination but missed
Cannon failed to hit with Grapeshot on the Gutter Runners
Rocket Battery was just far enough away and managed to hit and kill 3 Gutter Runners, which failed their panic test and ran off the board.

Combat:
Rat Ogre Champion issued a challange which my Arch Lector accepted.
My AL used the VHS and both did nothing in the battle.
The Rat Ogres lost the battle (Challenge was only contact) and failed their breaktest. They managed to run away from my Knights but needed to take a dangerous Terrain test for 2 Ogres as they ran through my swordsmen unit taking 1 wound.

This was the end of the battle totally as I needed to go home as the little one really needed to go to bed (she and my Girlfriend spend the time with the kids there)

Counted VP's:
Empire: 1066
Skaven 145 (1 Battle Wizard)
Crushing Victory for the Empire
HUZAA, HUZAA, HUZAA!!


Built with Battle Chronicler.
http://www.battlechronicler.com/ (http://www.battlechronicler.com/)
Title: Re: Steg's Battle Reports
Post by: Gneisenau on March 07, 2011, 07:36:48 PM
Congratulations on the win!

A lovely display of "hang back and shoot them to bits while they charge". Also, I think that scenario is pretty cool, because even the nastiest of units (case in point: HPA) becomes irrelevant once the break point is reached.
Title: Re: Steg's Battle Reports
Post by: StealthKnightSteg on March 07, 2011, 07:52:18 PM
Well I placed my block of halberdiers pretty much in the center... and he started placing his first clanrat unit all the way on the right side with all the terrain and I was like.. pah too much obstruction there to shoot it properly.. let it walk all the way to me so I set up on the other diagonal side of the table..

Note: also just noticed this ain't in the right section (used a quick link to my battle report thread...
I hope some admin can move this to the sub forum here where it belongs?

Edit: Thank you! :)
Title: Re: Steg's Battle Reports (2011-04-02, will add 2000 vs Skaven)
Post by: StealthKnightSteg on April 02, 2011, 08:33:41 PM
Won my 2k point battle versus Skaven aswell, full report will follow tomorrow!
Title: Re: Steg's Battle Reports (2011-03-06, added 1500 vs Skaven)
Post by: Odominus on April 03, 2011, 04:27:46 AM
Thanks for the report!
Title: Re: Steg's Battle Reports (2011-04-02, added 2000 vs Skaven) part 1
Post by: StealthKnightSteg on April 03, 2011, 02:57:15 PM
Skaven vs. Empire
=================

Overview
--------
Scenario:
Location: Leeuwarden
Date played: zaterdag 2 april 2011

(http://5.media.hyves-static.net/1273345540/6/vwiG/0/img1273345540.jpeg)
(http://8.media.hyves-static.net/1273345711/6/TxDf/0/img1273345711.jpeg)

Terrain placed without any placement rules, just what we thoughed would look good.
From top to bottom, left to right:
1) v-shaped walls 2x 6"
2) v-shaped walls 2x 6"
3) Skree Slope Hill, any fast movement Take dangerous Terrain test.
4) Earth Blood Mere, Regeneration 6+ to any unit in it
5) Mystical Forest
6) 6" wall
7) 6" wall
8) Mystical Forest
9) Mystical Forest  with below that 3x 6" walls
10) Encampment of Destruction (3 buildings (2 houses 1 tower), walls and Charnel Pit unit within 6" loose 1 Ld, Undead units gain 6+ Renergation)

Skaven
------
General: Ronald v.d. Starre
  (Gen) Infantry, General [1 point]
      - Warlitter

  (BSB) Infantry, Battle Standard Bearer [1 point]
      - joined CR1

  (PP) Infantry, Plague Priest [1 point]
      - Level 2 wizard, joined the Censur Bearers

  (WE) Infantry, Warlock Engineer [1 point]
      - Level 1 wizard, solo


  Core:
  (CR1) 29 Infantry, Clan Rats [1 point]
      - FC, spears

  (RG) Infantry, Ratling Gun [1 point]
      - Connected with CR1

  (CR2) 29 Infantry, Clan Rats [1 point]
      - FC, spears

  (PM) Infantry, Poisonwind Mortar [1 point]
      - Connected with CR2

  (S) 24 Infantry, Stormvermin [1 point]
      - FC, halberds

  (WC) Infantry, Warpfire Cannon [1 point]
      - Connected with Stormvermin

  (Jez) 5 Infantry, Jezzails [1 point]

  (CB) 5 Infantry, Censur Bearers [1 point]
      - Champion

  (GR) 5 Infantry, Gutter Runners [1 point]
      - Champion

  (WLC) War Machine, Warp Lightning Cannon [1 point]
      - 4 crew

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


  Total: 15 points
  ----------------

Empire
------
General: Vincent Goede
  (AL) Chariot, Arch Lector [265 points]
      - on War Altar, Warhammer, Dawn Armour, Enchanted Shield (we figured out this was illegal so no shield during battle)
      - General

  (WL) Infantry, Wizard Lord [230 points]
      - Level 4, Lore of Life, The Crimson Amulet

  (C) Infantry, Captain [125 points]
      - BSB, AoMI, Dawnstone

  (WP) Infantry, Warrior Priest [103 points]
      - 2handed warhammer, Heavy Armor, Ironcurse Icon

  (BW) Infantry, Battle Wizard [145 points]
      - Level 2, Lore of Fire, Rod of Power, Talisman of Protection

  (Hal) 38 Infantry, Halberdiers [210 points]
      - FC

  (Swo) 30 Infantry, Swordsmen [205 points]
      - FC

  (H) 12 Infantry, Handgunners [116 points]
      - FC, Brace of pistols

  (KotWW) 10 Cavalry, Knights of the White Wolf [310 points]
      - IC, FC, Banner of Eternal Flame

  (GC) Warmachine, Great Cannon [100 points]

  (M) Warmachine, Mortar [75 points]

  (HRB) War Machine, Helstorm Rocket Battery [115 points]


  Total: 1999 points
  ------------------

Deployment
----------
  (http://4.media.hyves-static.net/1273349467/6/SrGB/0/img1273349467.jpeg)

Roll off for deciding who can take first pick of side: Ronald rolls 3, I roll a 4 and decide to take the hill side to set up some of my War Machines.
Roll of for start of Deployment is for Ronald

Left to right:
Deployment Skaven:
5 Jezzails in the Tower
5 Censur Bearers with the Plague Priest behind the wall before the Charnel Pit
Warlock Engineer besides that
Warp Lightning Cannon was deployed in the house
Stormvermin with General and Warpfire Thrower
Clanrats 1 with BSB and Ratling gun
Clanrats 2 with Poisonwind Mortar on the other side of the woods, partially in the wood
Hell Pit Abomination on the far right

(http://4.media.hyves-static.net/1273345939/6/aKcB/0/img1273345939.jpeg)
(http://8.media.hyves-static.net/1273346135/6/LYCR/0/img1273346135.jpeg)
(http://7.media.hyves-static.net/1273346350/6/w1bM/0/img1273346350.jpeg)
(http://2.media.hyves-static.net/1273346537/6/NkNi/0/img1273346537.jpeg)

Deployment Empire:
Helstorm Rocket Battery
Swordsmen
Wizard Lord (Life) behind the wall
Handgunners  behind the wall
Halberdiers with the BSB and Warrior Priest in Horde formation closing the gap between the 2 wall formations
Arch Lector on War Altar behind the Halberdiers
Battle Wizard (Shadow) behind the walls
Knights of the White Wolf between the wall and Skree Slope
Mortar and Great Cannon on the Skree Slope

(http://5.media.hyves-static.net/1273346724/6/bCpF/0/img1273346724.jpeg)

Rolling for Spells:
Plague Priest rolls: Plague and Vermintide
Warlock Engineer rolls: Warp Lightning

Wizard Lord (Life) rolls: Awakening of the Wood (replaced by Earth Blood), Shield of Thorns, Regrowth, The Dwellers Below
Battle Wizard (Shadow) rolls: Steed of Shadows (replaced by Miasma), Pit of Shades

Rolling for start:
I roll a 1 + 1 for deploying first = 2, Ronald rolls a 3 he starts.

Turn 1 - Skaven
---------------
  (http://7.media.hyves-static.net/1273349502/6/DPWA/0/img1273349502.jpeg)

As the Clan Rats 2 unit is partially in the forest we roll to determine what kind of forest it is: Abyssal Wood (models with in cause Fear)

Movement Phase:
Compulsary Move by the HPA moves it 8" forward into the next forest.
Roling for the forest: Normal forest
Rest also moves up besides the Jezzails and Cannon

Magic Phase:
9PD vs 9DD
Vermintide got dispelled
Not sure how Plague would effect a warmachine and which stat to use (Toughness test) so we rolled for it 1-3 Crew's T and 4-6 Machines T and we rolled a 1 so the Crew's T was to be used.
Plague  castbut dispell it
3 dice stored in the Rod of Power

Shooting Phase:
Warp Lightning Cannon took aim at the Halberdiers getting 36" placed + 2" from the Art dice getting it right in front of my Halberdiers. Taking it further passed my AL
Taking out 3 Halberdiers and my Arch Lector!!! :( Though it didn't kill my War Altar.
The Jezzails took out one crew member of the Rocket Battery

Turn 1 - Empire
---------------
  (http://7.media.hyves-static.net/1273349518/6/25xl/0/img1273349518.jpeg)

Movement Phase:
Didn't move anything, was going to sit and fire for now.

Magic Phase:
11PD vs 6DD (rolled good on RoP)
Cast succesfully Shield of Thornes on Halberdiers
Cast succesfully Miasma on Stormvermin for -2 movement
Unbending Rightousness cast on Halberdiers making them Unbreakable
Regrowth cast with IF on the War Altar giving my AL back with 2 wounds (dice placed to mark 1 wound missing) Funny thing was he was saving his dispel dice for this.
Rolled a 7 on the Miscast table doing S10 hits to all models in base contact.. and I had none :)

Shooting Phase:
Cannon did 2 wounds on the Warp Lightning Cannon
Mortar took aim at the center line getting the template on top of the Stormvermin unit and the Ratling Gun (Black Bullseye)
- General made his Look Out! Sir roll
- 5 Stormvermin killed
- missing the Ratling Gun
Rocket Battery also aimed at the center units aiming just a bit short and with the extended roll came just a bit further then the Mortar.
- 3 Stormvermin killed
- Ratling Gun killed
Panic test for the Stormvermin was made.
Handgunners didn't have any targets yet.

Turn 2 - Skaven
---------------
  (http://5.media.hyves-static.net/1273349532/6/zGuF/0/img1273349532.jpeg)

Rolling for Gutter Runners: They stay away

Movement Phase:
HPA moves 14" up the Skree Slope, As the compulsary move isn't mentioned as a fast move for this terrain it didn't take a Dangerous Terrain test

(http://2.media.hyves-static.net/1273346905/6/juPj/0/img1273346905.jpeg)

Rest keeps moving up besides the WLC and the Jezzs.

Magic Phase:
10PD vs 10 DD
Warp Lightning got dispelled
Vermintide got dispelled
Plague got dispelled

Shooting:
WLC overshoots the Knights doing nothing
The Jezzails aimed at the Rocket Battery but failed to hit.

Turn 2 - Empire
---------------
  (http://3.media.hyves-static.net/1273349546/6/fZH5/0/img1273349546.jpeg)

Movement Phase:
Halberdiers Move up and a bit to the side so my AL could also move up next to it
Knights move up to fase the HPA.

(http://2.media.hyves-static.net/1273347081/6/Jvxb/0/img1273347081.jpeg)

Magic Phase:
8PP vs 6DD
Pit of Shades got dispelled (19 vs 19 on the dice rolls)
Regrowth on the Halberdiers failed
Shem's Burning Gaze from the Golden Griffon got dispelled

Shooting Phase:
Hand Gunners kill 4 Clanrats from CR1
Cannon took out the last wounds from the WLC
Mortar hit got scattered on the Clanrats 2 unit and killed 4 rats there (black Bullseye)
Rocket Launcher got a direct hit on Clanrats 1 unit killing 24 rats!!!! (blue Bullseye), only the BSB was left after he made his Look Out Sir roll
Ensuing Panic tests: Stormvermin made it, Clanrats 2 made it, Poison Mortar failed it at first but made it with the BSB re-roll

Turn 3 - Skaven
---------------
  (http://8.media.hyves-static.net/1273349559/6/Tbak/0/img1273349559.jpeg)

Guter Runners make it to the table and got placed behind my Battle Wizard

Movement Phase:
Stormvermin declare a charge against my Halberdiers but fail
HPA moves 5" towards my Knights
BSB joins with the 2nd Clanrat Unit
Warlock Enineer moves into the March
Censur Bearers move up towards my swordsmen and Rocket Battery
Gutter Runners move up to my Shadow Wizard.

(http://3.media.hyves-static.net/1273347250/6/T_f3/0/img1273347250.jpeg)

Magic Phase:
8PD vs 9DD
Warp Lightning gets Dispelled
Vermintide failed to dispell. it hits the Swordsmen for 4 wounds 1 AS killing 3, it also hits the Rocket Battery killing the last 2 crew members.
Plague failed

Shooting Phase:
Gutter Runner took a sling shot at my Wizard doing 1 wound
Poison Mortar misses on the Knights (template went 8" back)
Warpfire Thrower kills 2 Halberdiers (BSB made his Look Out Sir roll), Panic test was made.
Jezzails miss (whatever they where shooting)


Turn 3 - Empire
---------------
  (http://3.media.hyves-static.net/1273349570/6/gUCT/0/img1273349570.jpeg)

Movement Phase:
Swordsmen Charge the Censur Bearers and made it
Halberdiers and the Arch Lector do a combined charge on the Stormvermin and both make it
Knights charge the HPA and make it but taking 2 casualties due to the Skree Slope
Shadow Wizard turns to face the Gutter Runners.

(http://2.media.hyves-static.net/1273347441/6/bl-a/0/img1273347441.jpeg)

Magic Phase:
10PD vs 5DD
Regrowth on the Halberdiers fails to cast
Miasma fails to cast on the Gutter Runners
Healing Hands from the AL on himself (to heal that last wound) fails
Healing Hands from the WP on the AL also fails
Pha's Protection from the Golden Griffon on the Halberdiers fails with snake eyes.
I was really like WTF here, and Ronald laughing his ass off as he now had dice to dispell the buffs still on the Halberdiers..
He tried to dispell 2 times the Thornes.. both also failed!!!

Magic was just not into the game this turn.
Shield of Thornes then killed 3 Stormvermin

Shooting Phase:
Handgunners took out the Warpfire Thrower
Cannon had no visual to any viable targets
Mortar did an indirect shot at the Clan Rats 2, but it scattered right on top of my Halberdiers.. killing 10! Look out Sir made on the Warrior Priest.
OUCH!!

Close Combat Phase:
Swordsmen vs Censur Bearers, Thougness Test killing 3 swordsmen and the Censur Bearer's Champion
Plague Priest kills 1 swordsmen, Swordsmen kill 2 Censur Bearers, Censur Bearers kill 3 Swordsmen
Censur Bearers fail their Breaktest and run 7", Swordsmen in Pursuit move 4"

AL + Halbs vs Stormvermin and General
Impact hits from the War ALtar kill 2 stormvermin
No Challenges
Skaven General hits my Arch Lector killing it!! with 2 wounds (if only he had healed him self up....)
Rest of the combat resulted in 5 Stormvermin killed and 2 Halberdiers.
The Stormvermin failed their Breaktest and flee 8" but get caught by the Halberdiers!!

Knights vs HPA
HPA rolls and gets Avalanche of Flesh and that alone kills my whole unit of Knights!!!
Panic test for the Mortar and Cannon are both passed.

Now the HPA is about free to roam and kill.
Title: Re: Steg's Battle Reports (2011-04-02, added 2000 vs Skaven) part 2
Post by: StealthKnightSteg on April 03, 2011, 02:57:56 PM
Turn 4 - Skaven
---------------
  (http://7.media.hyves-static.net/1273349582/6/YtCK/0/img1273349582.jpeg)

Movement Phase:
Gutter Runners Charge the Shadow Wizard he flees and they didn't catch him.
Rally on the Censur Bearers failed and they keep on running into the last Mysterious Forest which turned out to be a Wild Wood if 4+ then D6 S4 hits at end of movement.
HPA moves into the Cannon.
Clan Rats move forward

(http://3.media.hyves-static.net/1273347626/6/hGTB/0/img1273347626.jpeg)

Magic Phase:
6PD vs 5DD
WarpLightning on my Life Wizard cast with IF, Life Wizard dies. Also a 7 on the miscast table so nothing happens.

Shooting Phase:
The Posionwind Mortar fires at my Handgunners but it misfires and I get to replace the template within 3D6 anywhere I like :)
I place the template on top of his Engineer, but he doesn't get hit.
Jezzails fire at the left over War Altar but fail to wound it (1 hit ward saved on a 2+ due to magical attacks!)
Engineer then tries to shoot my fleeing Shadow Wizard but fails to hit.

Close Combat Phase:
HPA eats my Cannon crew

Turn 4 - Empire
---------------
  (http://8.media.hyves-static.net/1273349591/6/VYWL/0/img1273349591.jpeg)

Movement Phase:
Swordsmen make their Swift Reform and face + move up to the Warlock Engineer
Halberdiers make their Swift Reform making 5 files and moving up to the Clan Rats 2
Shadow Wizard Rallies

Magic Phase:
10PD vs 6DD
Pit of Shades gets dispelled
WP casts Armor of Contempt on himself

Shooting:
Mortar misses the Clan Rat 2 unit
Hand Gunners kill 3 Clan Rats

Turn 5 - Skaven
---------------
  (http://5.media.hyves-static.net/1273349612/6/o-Gv/0/img1273349612.jpeg)

Movement Phase:
Gutter Runners charge Shadow Wizard again which flees again
Censur Bearers and Plague Priest rally
HPA moves into the Mortar
Clan Rats 2 swift reform to face the Halberdiers
The Posionwind Mortar makes his Ld test to march move and moves behind the Halberdiers
The Warlock Engineer fears the oncoming charge from the Swordsmen and hides at the side of the unit out of the charge arc facing the Handgunners

(http://5.media.hyves-static.net/1273347804/6/4vBl/0/img1273347804.jpeg)

Magic Phase:
6PD vs 6DD
Warp Lightning, failed to dispell it kills 4 Hand Gunners. They made their Panic test
Plague failed to cast

Shooting Phase:
Jezzails kill the fleeing Shadow Wizard

Close Combat Phase:
HPA eats the Mortar crew aswell


Turn 5 - Empire
---------------
  (http://3.media.hyves-static.net/1273349626/6/urDa/0/img1273349626.jpeg)

Movement Phase:
Halberdiers charge Clan Rats 2 unit
Swords reform again to face the Warlock Engineer

(http://6.media.hyves-static.net/1273347965/6/Wgdg/0/img1273347965.jpeg)

Magic Phase:
5PD vs 4DD
Soulfire casts with all the dice killing 1 Clan Rat

Shooting Phase:
Hand Gunners kill 4 Gutter Runners (only leaving the Champion), they fail their panic test but can reroll due to the BSB and make it.

Close Combat Phase:
With 5 Halberdiers dead and 4 Clan Rats dead the battle was a Draw. (Both having a musician)

Turn 6 - Skaven
---------------
  (http://7.media.hyves-static.net/1273349638/6/CDk_/0/img1273349638.jpeg)

Movement Phase:
The lone Gutter Runner Champion charges the flank of my Halberdiers (makes it aswell!!)
HPA starts to move towards the Handgunners
Warlock Engineer once again moves out of the charge arc of the swordsmen
Censur Bearers move towards the swordsmen

Magic Phase:
9PD vs 6DD
Warp Lightning  on the Handgunners gets dispelled
Vermintide on the Swordsmen killed 4 but due to the Swamp got to regenerate 1, so only lost 3
Plague failed to cast

Shooting Phase:
Posionwind Mortar fires again, and again misfires and yet again I can replace the template :P This time moved it ontop of the Censur Bearers with the Plague Priest, fortunatly for him it again did nothing.
Jezzails totally miss on the swordsmen

Close Combat Phase:
I Fail to kill the Gutter Runner in the Flank, but the Skaven loose combat.
The Clan Rats fail their Breaktest and run 11" and took 2 casualties more due to the Skree Slope
The Gutter Runner also fails his Breaktest and runs 9"
I decided to pursue the Clan Rats but only got an 8"

Turn 6 - Empire
---------------
  (http://6.media.hyves-static.net/1273349653/6/i9Sj/0/img1273349653.jpeg)

Movement Phase:
I could charge the HPA or the fleeing Clan Rats, but seeing as the Clan Rats points where already void and the HPA would likelike kill my unit of Halberdiers I decided to not move at all.
Neither did my Swordsmen not being able to charge anyway.

Magic Phase:
7PD vs 4DD
Pointless to cast any prayer with my Warrior Priest.. so skipped this phase also

Shooting Phase:
Handgunners Took aim at the Gutter Runner Champion, but he saved the 1 wound.

End Game:
Victory Points counted:
Empire got 1447 points
Skaven got 1075 points

Empire wins by 372 points!!


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Title: Re: Steg's Battle Reports (2011-04-02, added 2000 vs Skaven)
Post by: Kimiko on April 03, 2011, 08:28:25 PM
Can you really bring back the AL on altar with regrowth???
Title: Re: Steg's Battle Reports (2011-04-02, added 2000 vs Skaven)
Post by: StealthKnightSteg on April 03, 2011, 09:28:08 PM
Can you really bring back the AL on altar with regrowth???

Not really sure about this, but regrowth says "Target Unit" and seeing the AL with the WAltar is one unit (just as with counting VP's when the WAltar is still there you don't get any points for the combination) we both figured this was a plausible thing to do.

Edit: hmm just read the spell again and near the end it states it can't heal characters or their mounts, so it wouldn't be possible. Good thing to remember next time..
Title: Re: Steg's Battle Reports (2011-04-22, added a partial 2k vs Skaven)
Post by: StealthKnightSteg on April 22, 2011, 08:17:55 PM
Skaven vs. Empire
=================

Overview
--------
Scenario:
Location: Leeuwarden, The Netherlands
Date played: vrijdag 22 april 2011

The table was already set this way, we didn't move anything and decided to use it as is.

Skaven
------
General: Ronald van der Starre

  Lord:
  (GS) Infantry, Grey Seer [1 point]
      - Level 4, General


  Hero:
  (BSB) Infantry, Battle Standard Bearer [1 point]

  (PP) Infantry, Plague Priest [1 point]
      - Level 2

  (WE) Infantry, Warlock Engineer [1 point]
      - Level 1


  Core:
  (CR1) 19 Infantry, Clan Rats 1 [1 point]
      - FC

  (CR2) 19 Infantry, Clan Rats 2 [1 point]
      - FC

  (CR3) 35 Infantry, Clan Rats 3 [1 point]
      - FC, Holding the Screaming Bell

  (SB) War Machine, Screaming Bell [1 point]
      - With CR3


  Special:
  (WLC) War Machine, Warp Lightning Cannon [1 point]

  (DW) War Machine, Doom Wheel [1 point]

  (Jez) 5 Infantry, Jezzails [1 point]
      - Champion

  (CB) 5 Infantry, Censur Bearers [1 point]

  (GR) 5 Infantry, Gutter Runners [1 point]
      - Scout or Ambush, Throwing Stars

  (MT) Infantry, Mortar Team [1 point]
      - Connected with CR1

  (RG) Infantry, Ratling Gun [1 point]
      - Connected with CR2

  (WT) Infantry, Warpfire Thrower [1 point]
      - Connected with CR3


  Total: 16 points
  ----------------

Empire
------
General: Vincent Goede

  Lord:
  (AL) Infantry, Arch Lector [218 points]

  (WL) Infantry, Wizard Lord [230 points]
      - Level 4 Lore of Life


  Hero:
  (CotE1) Infantry, Captain of the Empire [125 points]
      - BSB

  (CotE2) Monstrous Cavalry, Captain of the Empire [149 points]

  (WP) Infantry, Warrior Priest [96 points]

  (BW) Infantry, Battle Wizard [130 points]


  Core:
  (Hal) 35 Infantry, Halberdiers [195 points]
      - FC

  (Swo) 30 Infantry, Swordsmen [205 points]
      - FC

  (FW) 19 Infantry, Flagellant Warband [190 points]


  Detachment:
  (FC1) 6 Infantry, Free Company 1 [30 points]

  (FC2) 6 Infantry, Free Company 2 [30 points]


  Special:
  (Pis) 5 Cavalry, Pistoliers [114 points]
      - Musician, Outrider with Repeater Pistol

  (GC) War Machine, Great Cannon [100 points]

  (Mort) War Machine, Mortar [75 points]


  Rare:
  (HVG) War Machine, Helblaster Volley Gun [110 points]


  Total: 1997 points
  ------------------

Deployment
----------
  (http://1.media.hyves-static.net/1321345776/6/0n5u/0/img1321345776.jpeg)

Ronald rolled a 5 versus a 4 for me and he decided I would start deploying.
He deployed his Gutter Runners as scouts on the far side of the church ruins.

I finished deployment first and rolled a 4 versus his 2 and decided to go first.

Before Turn 1 I vanguarded my Pistoliers straight forward with a small turn to the left towards his 2 weapon teams behind the rock

Skaven from left to right:
(http://8.media.hyves-static.net/1287444511/6/CQuw/0/img1287444511.jpeg)
(http://4.media.hyves-static.net/1287444619/6/iiRk/0/img1287444619.jpeg)
(http://4.media.hyves-static.net/1287444739/6/c1Fn/0/img1287444739.jpeg)
Empire in one shot (pre vanguard):
(http://7.media.hyves-static.net/1287444854/6/JzhD/0/img1287444854.jpeg)

Magic was rolled:
Grey Seer rolled a D3 to determine the amount of Warp Stone Tokens, he got 1.
Grey Seer then rolled for his spells:
2) Warp Lightning
3) Howling Mob -> Replaced this for 13th Spell
4) Death Frenzy
6) Crack Skull

Plague Priest rolls for his spells:
1) Pestilent Breath
4) Vermin Tide

Warlock Engineer rolls for his spel:
6) Crack Skull

Wizard Lord (Life) rolls for his spells:
2) Flesh to Stone
4) Shield of Thornes -> replaced for Earth Blood
5) Regrowth
6) The Dwellers Below

Battle Wizard (Shadow) rolls for his spells:
3) Withering
4) The Penumbral Pendulum

Turn 1 - Empire
---------------
  (http://7.media.hyves-static.net/1321345790/6/CJTl/0/img1321345790.jpeg)

Movement:
Moved the Flagellants forwad as I wanted them ASAP into combat befre they would be shot to bits
Moved the Pegasus Captain across the battleline to my cannon/mortar to pick up the Gutter Runners, Hope he will be in time!!
Pistoliers marched up to get a clear shot at the Mortar Team.

(http://6.media.hyves-static.net/1287444973/6/7Fwg/0/img1287444973.jpeg)

Magic:
5PD vs 4DD, Winds of Magic were low.
Failed to cast the Penumbral Pendulum, but failed to cast it with 3 PD.
Warrior Priest wanted to cast Hammer of Sigmar on the passing Pegasus Captain, but got dispelled on an equal roll

Shooting:
The Great Cannon took aim at the Ratling Gun team aiming 6" short but rolled an 8" and over shot it, nothing behind it so didn't take the bounce roll
The Mortar crew was pretty scared of the closing Gutter Runners and tried to solve the problem by taking an indirect shot.
It was only slightly of target and managed to kill 1 Gutter Runner
The Helblaster didn't have a target yet so they relaxed for a bit to observe the battlefield.
The Pistoliers took aim at the Mortar team and killed it
Panic tests needed to be resolved: Clan Rats 1 made their test, Clan Rats 3 made their test, the Warpfire Thrower did not make his test and fled 8".

Close Combat:
We didn't have any thing to chop up yet.

Turn 1 - Skaven
---------------
  (http://7.media.hyves-static.net/1321345798/6/yw7x/0/img1321345798.jpeg)

So the turn was up for  the ratmen.

Movement:
No charges were declared.
The Warpfire Thrower rallied
Doom Wheel moved up towards the Flaggelants
Clan Rats 3 with the Screaming Bell, Clan Rats 2 and the Censur Bearers all moved up.
The Gutter Runners sneaked up to the Great Cannon.

(http://2.media.hyves-static.net/1287445089/6/pKbJ/0/img1287445089.jpeg)

Magic:
9 PD vs 8 DD
The Screaming Bell rang it's DingDong and rolled a 6 for a Reroll failed Ld tests within 24" for his turn
Warlock Engineer tried to cast Crack Skull to kill some Pistoliers, but it got dispelled
Grey Seer casts Warp Lightning at the Flaggelants but this also got dispelled.
Then the Grey Seer casts the 13th Spell with all his remaing dice and rolled 22 (+4 for the level of his wizard) and with 2 DD I could not counter it.
He rolled 15 on the Flagellants and those 15 turned in to rats and got killed by my remaining flaggelants.
I stored my remaining 2 DD in the Rod of Power.

Shooting:
The Ratling Gun wanted to finish of my Flaggelants but blew itself up in the process.
3 of the 5 Jezzails got to shoot between the Clan Rats 2 Unit and the Doomwheel to also try and finish off my Flaggelants. Due to poor shooting they only killed one Flaggelant.
The Doom Wheel rolled for a Ld test to restrain itself from shooting at the nearby Clan Rats 2 unit and made this roll
The Warp Lightning Cannon took Aim at the Pegasus Captain but overshot him, though he managed to hit the Hellblaster but the structure of this specialist cannon withstood the beating.
The sneaky Gutter Runner grabbed their Throwing Stars and tried to hurt the Great Cannon crew. Though the crew got some extra training in taking cover and they all survived.

Close Combat:
The little rats didn't have anything yet to set their claws and teeth in.

Turn 2 - Empire
---------------
  (http://2.media.hyves-static.net/1321345817/6/J4t_/0/img1321345817.jpeg)

So Empire's time to strike back at the little crawlies.

Movement:
Flaggelants tried to restrain from charge the closest enemy being the Doom Wheel, but they got so exited that they still charged the Doom Wheel. (rolled double 6 on Ld 10! )
The Pegasus Captain rushed once more to aid the Artillery group.
The Pistoliers manouverd a bit closer to the Clan Rats 1 Unit (at 4" away to get the repeater pistol in short range)

(http://1.media.hyves-static.net/1287445208/6/mceP/0/img1287445208.jpeg)

Magic:
9 PD (+2 from the RoP) vs 7 DD
Wither cast by the Battle Wizard on the Clan Rat 3 unit got dispelled
Penumbral Pendulum (normal version) also cast on the Clan Rats 3 Unit (specifically the Screaming Bell) was cast succesfully and the Dispell attempt was failed. So rolled 6D6 for the range and with 4 dice going on 2's and 3's I didn't make the range.

Shooting:
The Great Cannon turned to face the Gutter Runners to load them up with Grapeshot. Rolled 8 hits and killed all 4 Gutter Runners.
The Mortar crew now more confident about doing their intended job aimed for the Clan Rats 3 unit, but seaminly still shaky from the thread the Gutter Runners presented they missed their target and almost hit one of the pistoliers!
The Hellblaster Volley Gun finally had a target just viewing past the ruins infront of them and could take aim at the Clan Rats 3 unit nominating the unit itself for the shots.
Rolled an 8 and a 2 for 10 shots already. The Crew feeling lucky decided to fire the last set of barrels aswell, but theu misfired on them. The Helblaster Volley Cannon blew up but not before shooting all 30 shots out! With those 30 shots they killed 27 Clan Rats!! They remarkably made their Panic test.
Rolled an 8 and a 2 for 10 shots already. The Crew feeling lucky decided to fire the last set of barrels aswell, but they misfired on them. The Helblaster Volley Cannon blew up but not before shooting another 10 shots out! With those 20 shots they killed only 2 Clan Rats!! They remarkably withstood the barrage.

The Pistoliers now took aim at the Clan Rats 1 unit and killed 4 Clan Rats.

Close Combat:
Due to Initiative the Doom Wheel got first attack and killed the 3 Flaggelants.
Just for fun I decided to roll to martyr them on a D3 and rolled to martyr all 3 of them effectively suiciding the unit :)

Time was short on our hand and we had to abord the game here, but agreed on continuing it on another day. I will follow up on this battle then!


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http://www.battlechronicler.com/ (http://www.battlechronicler.com/)
Title: Re: Steg's Battle Reports (2011-06-02, second part 2k vs Skaven)
Post by: StealthKnightSteg on April 22, 2011, 08:18:53 PM
Turn 2 - Skaven
---------------
  (http://3.media.hyves-static.net/1321345818/6/QXH8/0/img1321345818.jpeg)

Movement:
The Doomwheel moved up 14" between my Captasus and Mortar crew.
Censur Bearers, Clan Rats 2 and Clanrats3 with the bell moved up aswell.

Magic:
8 PD vs 7 DD
Bell rang 6-6-3, all models within 12" gained +1 Attack till the end of the turn which was pretty useless as there where no combats going on.
Also we had to roll for the Watchtower (as the only intact stucture) and on a 4+ it would crumble. And so it did.
As the Bell got a double he had to distribute 5 hits which killed 1 Clan Rat.
Vermintide got dispelled
Warplightning got dispelled
13th Spell failed to make its casting cost.
I then stored 3 Dice in to the Rod of Power.

Shooting:
The Doomwheel shot out 3 ligthning Bolts, The first outright killed my Pegasus Captain with exactly 3 wounds.
The second Bolt failed to hit the mortar, but the third bolt took it out with 3 wounds.
The Warlock Engineer shot his Doomrocket towards my Halberdier unit It landed betewwn my Halberdiers and the Detachment,
killing 2 Free Company men and 2 Halberdiers (after my Arch lEctor made his Look out, Sir! roll)
The Previous turn rallied Warpfire thrower tried to roast my Pistoliers but just failed to make the distance.
The Jezzails then killed one of my cannon crew.
The Warp Lightning Cannon took aim at my Life Wizard that failed it's Look Out, Sir! roll of a 4+ and he took 2 wounds.

(http://1.media.hyves-static.net/1321344504/6/rgOD/0/img1321344504.jpeg)

Turn 3 - Empire
---------------
  (http://6.media.hyves-static.net/1321345829/6/McA8/0/img1321345829.jpeg)

Movement:
The Pistoliers Free Reformed to squeesh through the Clan Rat 1 unit and the Rock And reformed again to face the Warpfire Thrower.
The Swordsmen and their detachment turned and moved a bit to face the oncoming Censur Bearers.

Magic:
7 PD vs 4 DD (lost all the stored dice)
Unbending Rightousness failed to cast
Dwellers Below failed to cast.

Shooting:
The Pistoliers killed the Warpfire Thrower
The Cannon put 2 wounds on the Doomwheel that then made his wound roll twice and stayed put.

Turn 3 - Skaven
---------------
  (http://1.media.hyves-static.net/1321345832/6/jGqf/0/img1321345832.jpeg)

Movement:
The Censur Bearers charged the Free Company Detachment after making their Ld test to subdue their Frenzy so they would charge the Swordsmen.
The Doomwheel now started to make his first round around the cannon.
The Jezzails made a free reform (skirmischers) to face the Pistoliers
Clan Rat 1 unit face also towards the Pistoliers
Clan Rats 2 and 3 (with the bell) moved up in the center again.

Magic:
8 PD vs 7 DD
The Bell rang 3+3+6, doing damage to all T7 models on the Battlefield, only my cannon met this requirement and took 1 wound.
Due to rolling a double again also 4 Clan Rats died.
Pestilent Breath failed to cast
Crack Skull failed to cast
Warp Lightning got dispelled
Crack Skull got dispelled

Shooting:
The Doomwheel misfired on the lightning bolts but only got Burst of Speed and could add 1 more dice to its movement., though no Bolts where launced.
The Jezzails then took out 4 Pistoliers.
Warp Lightning Cannon killed the Life Wizard and 1 more Free Company from the detachment.

Close Combat:
Due to the Censur Bearers all models in contact needed to roll for a Toughness test. 2 Free Company died of this
The Plague Priest killed 2 more men
While the Free Company men and Censur Bearers then hacked at eachother they killed 1 CB and the last 2 Free Company men got destroyed.
They decided to overrun, but rolled 10" and left the table for now.


Turn 4 - Empire
---------------
  (http://5.media.hyves-static.net/1321345844/6/N0N6/0/img1321345844.jpeg)

Movement:
The Pistolier Champion trying to avoid the Clan Rats and the Line of Sight by the Jezzails moved to the rock, but his distance just failed a bit short to stay out of the charge arc of the Clan Rats.
The Swordsmen then wheel and move up to secure a flank charge on the Clanrats 3 if they decided to move up.
The Battle Wizard moved backward to keep his behind save from any charge that might occur.

(http://3.media.hyves-static.net/1321344674/6/TxU5/0/img1321344674.jpeg)

Magic:
9 PD vs 5 DD
Penumbral Pendulum on the Bell got dispelled
Withering on the Clanrats 3 Failed
Hammer of Sigmar by the Warrior Priest on himself failed
Hammer of Sigmar by the Arch Lector on himself got cast.

Shooting:
The Pistolier Champion failed to wound any Clan Rats.
The Cannon rolled a 1 on the too wound chart and thus failed to end the life of the Doomwheel :(

Turn 4 - Skaven
---------------
  (http://5.media.hyves-static.net/1321345852/6/R2Jz/0/img1321345852.jpeg)

Movement:
The Censur Bearers come back onto the table
The Clanrats 1 charge the Pistolier Champion, who flees but fail to run far enough and he gets caught!
The Doomwheel is still working his round about around the cannon.
Jezzails reform to face the cannon again.
Censur Bearers move 5" forward after the swordsmen.
Other Clan Rats stayed put.

Magic:
11 PD vs 9 DD
The Bell did nothing this turn.
I let Pestilent Breath go through, fearing the 13th spell to go with all those PD. It killed 8 Swordsmen!
Crack Skull failed to cast
13th Spell got Irrisistable Force and I needed to kill 15 turned Halberdiers.
The miscast then killed 6 Clan Rats (in CR3) The Grey Seer saved 1 wound, but the Bell took a wound.
Not used any of my dispel dice here I stored 3 dice in the Rod of Power.

Shooting:
Doomwheel missed 3 times on the cannon with his low strength Bolts.
Jezzails on the cannon failed to do anything
Warp Lightning Cannon did 8 hits on the Halberdiers, the Arch Lector made his Look Out, Sir! roll, eventually killing 5 more halberdiers.


Turn 5 - Empire
---------------
  (http://5.media.hyves-static.net/1321345860/6/KmFw/0/img1321345860.jpeg)

Movement:
The Halberdiers and the Swordsmen both charged the Clan Rat 3 unit with the Bell.
The leftover Detachment faced the Censur Bearers to hold them up a bit from entering the main battle.
The Battle Wizard moved up a bit to get line of sight on the Clan Rat 2 unit.

Magic:
12 PD vs 5 DD (got all 3 stored dice)
Hammer of Sigmar by WP on himself got dispelled
Hammer of Sigmar by AL on WP got dispelled
Unbending Rightousness cast on the AL with the Halberdiers
Withering cast with Irresistable Force on Clan Rat 3 unit with the Bell. all got minus 3 Thougness!!
The followed miscat made my wizard loose a level and his Withering Spell.
The Skaven then dispelled the Remains in Play Hammer of Sigmar from the previous turn.

Shooting:
The Cannon misfired on the Doomwheel, but would be able to shoot again next turn.

Close Combat:
BSB killed 3 Clan Rats
-- Grey Seer missed his attack
Arch Lector did 1 wound on the Grey Seer
Warrior Priest failed to wound the Grey Seer
Swordsmen killed 3 Clan Rats (forgot the hatred rolls damnit!)
-- Clanrats killed 2 Swordsmen
-- Clanrats killed 1 Halberdier
-- Rat Ogre Beller did 1 wound on the Warrior Priest
Halberdiers killed 7 Clan Rats.

Turn 5 - Skaven
---------------
  (http://8.media.hyves-static.net/1321345871/6/fPAQ/0/img1321345871.jpeg)

Movement:
Clanrats 2 charged the flank of my Halberdiers
Censur Bearers charged the Detachment which fled but got caught and the CB's ended just short of the flank of my swordsmen.
The Doomwheel keeps pivotting the Cannon.
And Clan Rat 1 unit moves up.

Magic:
5 PD vs 5 DD
Bell rang to cast Scorch which got dispelled
Vermintide got dispelled
Death Frenzy got cast on Clanrat 2 Unit for 2 attacks more
1 Dice stored in the Rod of Power

Shooting:
The first bolt by the Doomwheel killed the last crewmember and the cannon got destroyed. The other 2 Bolts killed 2 Clan Rats from CR2.

Close Combat:
Skaven BSB failed to hit/wound my BSB
Grey Seer failed his attack on the Halberdiers
-- My BSB failed to hit/wound his BSB
Clan Rats on Swordsmen killed 1
Clan Rats on Halberdiers (from both sides) kill 8
Rat Ogre kills my Warrior Priest
-- Arch Lector Kills the Grey Seer!
-- Warrior Priest kill 2 Clan Rats
-- Swordsmen kill another 3 Clan Rats
-- Halberdiers kill another 2 Clan Rats leaving only the champion in CR3.

Death Frenzy on the CR2 unit killed 3 Clan Rats there.

(http://2.media.hyves-static.net/1321344809/6/0Vyc/0/img1321344809.jpeg)

(http://2.media.hyves-static.net/1321344929/6/YHBd/0/img1321344929.jpeg)

Turn 6 - Empire
---------------
  (http://7.media.hyves-static.net/1321345878/6/Bz4r/0/img1321345878.jpeg)

Movement:
The Shadow Wizard moved up to align him self as close as possible to the flank of the Censur Bearers.

Magic:
4 PD vs 2 DD
Healing Hand on the Wizard succesful (healing the wound from the miscast)
Penumbral Pendulum cast on the Censur Bearers. 4 CB's to test I, 3 got killed, Plague Priest made his I test and so did 2 Clan rats that where also hit.
Remains in Play Wither dispel by skaven failed. So the -3T still applied.

Close Combat:
-- Skaven BSB on my BSB did nothing
my BSB did 1 wound on his BSB
Swordmen champion plus one normal swordmen took out the last Clan Rat from the bell pushers
4 Swordsmen did one wound on the Bell
-- Rat Ogre from the Bell did nothing on the Arch Lector
-- Champion from the Clan rats that pushed the Bell did nothing back
-- Clan Rats 2 did nothing on the BSB (only model in contact with them)
Halberdier Champion faile dto wound the Bell any further.

Turn 6 - Skaven
---------------
  (http://2.media.hyves-static.net/1321345889/6/hoNo/0/img1321345889.jpeg)

Movement:
Censur Bearer and the Plague Priest charge the Swordsmens Flank
Doomwheel moved 6" on 4 d6
Clan Rats 1 moves out of line of sight for the Warp Lightning Cannon.

Magic:
10 PD vs 7 DD
The Bell rolls a 4 and does nothing.
Withering (R.I.P.) dispelled
Unbending Rightousness on the Halberdiers dispelled
Pestilent Breath got dispelled
Crack Skull kills the Battle Wizard.

Close Combat:
Thoughness Test on the Swordsmen kill 3
Skaven BSB on my BSB does finally land some wounds, which I now for the first time save on a 1+ AS re-rollable.
+The look on his face was priceless :)
Plague Priest failed his attacks on the Swordsmen
-- My BSB kills the Skaven BSB (even better look on his face now)
The Rat Ogre beller then kills my last Halberdier (champion)
Clan Rats 2 unit does 1 wound on my BSB
-- Arch Lector fails to wound the Bell
-- 4 Swordsmen also fail to wound the Bell
-- 3 Swordsmen tried to kill the Censur Bearer but failed
Censur Bearer Champion in his turn kills 2 swordsmen

Combat result made my 2 units break.
The Swordsmen get caught by the Censur Bearer Champion and the Plague Priest
The Halberdiers... well actually only my Arch Lector now got caught running by the Clan Rat 2 unit.

Empire wipe out
Difference in points was 1630.

Notes:
Captasus is not really my thing to use.
Should have gone earlier into combat with my swordsmen and halberdiers this game as I lost to many men by waiting.
My arterlley needs more protection.
Not sure about the Flaggelants.. I haven't seen much killing yet in several games and they attract mucho magic and shooting before they even get into combat..
That on it's own might be worth something as decoy unit but still lots of points lost there.

Already had another (maybe better suited to my playstyle) 2k list that will be used next time.

Steg out!


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Title: Re: Steg's Battle Reports (2011-04-22, added a partial 2k vs Skaven)
Post by: Porkix on April 25, 2011, 02:54:37 AM
Good report Knight,

Some points I am not sure and I would like to clarify:
- the magic resistance of the war altar should not improve your ward save against magic weapon if I read correctly the rule book.
- when you shoot the hellblaster, if you misfire on the last barrel and get the results "all remaining barrels get 10 shoots" it only applies to the last barrel. In your case, you should have 8+2+10 shots that will still need to roll to hit...

Porkix
Title: Re: Steg's Battle Reports (2011-04-22, added a partial 2k vs Skaven)
Post by: StealthKnightSteg on April 25, 2011, 03:39:06 PM
Good report Knight,

Some points I am not sure and I would like to clarify:
- the magic resistance of the war altar should not improve your ward save against magic weapon if I read correctly the rule book.
- when you shoot the hellblaster, if you misfire on the last barrel and get the results "all remaining barrels get 10 shoots" it only applies to the last barrel. In your case, you should have 8+2+10 shots that will still need to roll to hit...

Porkix

The first point was also adressed by my opponent later and you are right. Only against damage caused by spells

The second point I just reread and indeed the barrel it concerns is affected and any remaining (which in this case is non) so should have been 8+ 2 + 10 I will correct this when we continue the battle!

Thanks for pointing me these out! This is the reason why we play and I report the battles just filter these kind of mistakes out and to get our game more pure!
Title: Re: Steg's Battle Reports (2011-04-22, added a partial 2k vs Skaven)
Post by: Porkix on April 26, 2011, 01:29:06 AM
You are already pounding your opponent so I guess I could give him a hand. I didn't want to sound bad pointing these mistakes.

I am also very surprise by the very poor shooting phases of the ratman, I am used to see much more efficient warmachines especially the mortar. It has  a longer range and can start to be effective early in the game.

I like also how you setup combined charges to get rid of his blocks. Very effective.

Porkix
Title: Re: Steg's Battle Reports (2011-04-22, added a partial 2k vs Skaven)
Post by: StealthKnightSteg on April 26, 2011, 11:37:08 AM
You are already pounding your opponent so I guess I could give him a hand. I didn't want to sound bad pointing these mistakes.

I am also very surprise by the very poor shooting phases of the ratman, I am used to see much more efficient warmachines especially the mortar. It has  a longer range and can start to be effective early in the game.

I like also how you setup combined charges to get rid of his blocks. Very effective.

Porkix

you don't sound bad at all!! I want to win fair and square not due to some misinterpertations of the rules (or misreads due to the heat of the battle or due to time limits not reading carefully enough) Also this was my first use of the Helblaster so I did expect some messups..
Practise makes perfect (well eventually I hope before a new rules update  :engel: :dry: )
 
Well the shooting of the rats being so bad in al those games is more the faulty dice in my opponents hands  :happy: He likes to blow his own stuf up before taking mine out  :biggriin:
Title: Re: Steg's Battle Reports (2011-04-22, added a partial 2k vs Skaven)
Post by: Cursain on April 29, 2011, 01:28:07 PM
I'm not sure if it was mentioned but grape shot's artillery dice roll does not equal the amount of hits, nor does the hellblaster.  It signifies the number if shots you get, at the BS skill of the cannon's crew (3).   The surely didn't roll eight 4+.  That's like a .19% chance or so.

Cursain
Title: Re: Steg's Battle Reports (2011-04-22, added a partial 2k vs Skaven)
Post by: StealthKnightSteg on May 03, 2011, 06:57:23 PM
I'm not sure if it was mentioned but grape shot's artillery dice roll does not equal the amount of hits, nor does the hellblaster.  It signifies the number if shots you get, at the BS skill of the cannon's crew (3).   The surely didn't roll eight 4+.  That's like a .19% chance or so.

Cursain

I know the grapeshot isn't and needs to be done on bs skill to hit, that is actually what I did. I'm not sure if I did it on the HBVG (did it at the Eurobash though), but with a comment from earlier I need to redo it anyway I'll make sure to do it the right way then :)

Thanks atleast for pointing it out!
Title: Re: Steg's Battle Reports (2011-05-06, added 2.5k vs Chaos Warriors)
Post by: StealthKnightSteg on May 06, 2011, 09:58:10 PM
Chaos Warriors vs. 2nd intervention army from Altdorf
=====================================================

Overview
--------
Scenario: Normal Pitched Battle
Location: St. Niklaas (Belgium)
Date played: vrijdag 6 mei 2011

Chaos Warriors
--------------
General: Warhammerlord_Soth

  Lord:
  (G) Infantry, General [1 point]


  Hero:
  (BSB) Infantry, Battle Standard Bearer [1 point]

  (W1) Infantry, Wizard 1 [1 point]
      - Level 2

  (W2) Infantry, Wizard 2 [1 point]
      - Level 2


  Core:
  (CW) 40 Infantry, Chaos Warriors [1 point]

  (M) 40 Infantry, Marauders [1 point]

  (WH1) 5 War Beast, War Hounds 1 [1 point]

  (WH2) 5 War Beast, War Hounds 2 [1 point]

  (WH3) 5 War Beast, War Hounds 3 [1 point]

  (MH) 10 Cavalry, Marauder Horsemen [1 point]

  (CO) 9 Monstrous Infantry, Chaos Ogres [1 point]


  Total: 11 points
  ----------------

2nd intervention army from Altdorf
----------------------------------
General: StealthKnightSteg

  Lord:
  (TGM) Cavalry, Templar Grand Master [230 points]

  (WL) Infantry, Wizard Lord [260 points]
      - Life level 4


  Hero:
  (CotE) Cavalry, Captain of the Empire [139 points]
      - BSB

  (WP) Cavalry, Warrior Priest [150 points]

  (BW) Infantry, Battle Wizard [100 points]
      - Level 2 Metal, added in to up the list from 2400 to 2500

  (ME) Infantry, Master Engineer [90 points]


  Core:
  (H1) 40 Infantry, Halberdiers [220 points]

  (H2) 15 Infantry, Handgunners [135 point]

  (FW) 25 Infantry, Flagellant Warband [250 point]


  Special:
  (KotBS) 7 Cavalry, IC Knights of the Blazing Sun [247 points]

  (G) 25 Infantry, Greatswords [280 points]

  (P) 5 Cavalry, Pistoliers [114 points]

  (GC) War Machine, Great Cannon [100 points]

  (M) War Machine, Mortar [75 points]


  Rare:
  (HVG) War Machine, Helblaster Volley Gun [110 points]


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

Deployment
----------
  (http://7.media.hyves-static.net/1299780310/6/ILLU/0/img1299780310.jpeg)

Scenery: Mid left a Ruined Castle, Center just a normal tower, Up Right Something cavy counts as difficult terrain and Lower Right some rock formations.

Soth deployed his army from left to right:
Marauder Horsemen, War Hounds 1, Chaos Ogres, Chaos Warriors with General, BSB and wizard 1 (Death), War Hounds 2 unit, Marauders with the Wizard 2 (Fire) and then War Hounds 3

(http://4.media.hyves-static.net/1305707347/6/ZMbp/0/img1305707347.jpeg)

Against my deployment:
Knights with Templar Grand Master, Warrior Priest, BSB then next to it Pistoliers who vanguarded 12", then my Artillery is deployed Mortar, Helblaster, cannon with inbetween my Engineer, Halberdiers next, then the Battle Wizard besides the Great Swords. Next up were the Handgunners with the Wizard Lord (Life) and at the edge the flagellants

(http://6.media.hyves-static.net/1305707373/6/IZh_/0/img1305707373.jpeg)

Chaos spell selection:
The Death Wizard got Spirit Leech and Soulblight
The Fire Wizard got Flaming Sword of Rhuin and The Burning Head

Empire spell selection:
The Life Wizard took Flesh to Stone, Shield of Thornes, Regrowth and Dwellers Below (Made my first mistake here for not choosing Throne of Vines on a double roll)
The Metal Wizard took Searing Doom and Plague of Rust.

(http://8.media.hyves-static.net/1305707415/6/HG3G/0/img1305707415.jpeg)

Soth won the roll for deciding who may start and he let me open up the game.

Turn 1 - 2nd intervention army from Altdorf
-------------------------------------------
  (http://7.media.hyves-static.net/1299780326/6/nhJl/0/img1299780326.jpeg)

Movement:
Moved up the Pistoliers further with the Knights behind them. On the other side the Flagellants started to make their way up the board as well. While the rest held the line.

(http://7.media.hyves-static.net/1305707470/6/mPmO/0/img1305707470.jpeg)

Magic:
9PP vs 5DD
Flesh to Stone was succesfully cast on the Halberdiers (spells till next your next magic fase casting is useless if they won't be in combat yet.. As I

found out)
Shield of Thornes also succesfully cast on th GreatSwords.
Prayer of Unbending Righteousness was cast succesfully on the IC Knights.
1 Dice left over went into the Rod of Power.

Shooting:
Pistoliers took out 1 Maurauder Horsemen
Mortar just fired short of the Maurauders
Cannon took out 2 Chaos Warriors

Turn 1 - Chaos Warriors
-----------------------
  (http://6.media.hyves-static.net/1299780317/6/8LRF/0/img1299780317.jpeg)

Movement:
The Marauder Horsemen and the adjescent War Hounds both charged my Pistoliers that turned and fled, but they got caught by the Horsemen. The Horsemen in

their run just past my Knights with the War Hounds behind them.
The Ogres then moved up behind the War Hounds.
Both blocks of the Warriors and Marauders moved up along with the other War Hounds that also reformed at their end locations.

Magic:
9PD vs 8DD
The Chaos Wizards started by removing all the spells I had in play: Unbending Righteousness, Stone to Flesh, Shield of Thornes.
Then the Death Wizard casted Soulblight on the Knights but that got easilly dispelled.

Shooting:
As it then turned out that our Chaos opponent didn't bring any shooting along and thus this fase was skipped.

Turn 2 - 2nd intervention army from Altdorf
-------------------------------------------
  (http://3.media.hyves-static.net/1299780322/6/44W6/0/img1299780322.jpeg)

Movement:
Flaggelants then charge the War Hounds 3 Unit who then fled but failed to run away far enough and got caught by the crazed bunch!
The Knights charge the War Hounds 1 Unit which also flee, redirect of the charge leads them in a frontal fight with the Chaos Ogres.

Unfortunatly this oppenend up my Artillery for the Marauder Horsemen. (In my opinion the 2nd mistake I made)

Magic:
9PD - 3DD
Unending Righteousness got dispelled on the Knights
Searing Doom on the War Hounds 2 killed 1 chaos warrior
Plague of Rust gave the Warriors -1 AS for the rest of the game.

Shooting:
The Handgunners now with a traget in range opend fire upon the War Hounds 2 unit and killed 2 dogs
Now with the flank open to my Artillery my Mortar turned towards the Marauder Horsemen and killed 1 of them
The Cannon took out another Warrior
And the Helblaster got jammed on the third barrel but still killed 2 more warriors

Magic and shooting killed: 4 warriors, 1 horsemen and 2 War Hounds

Close Combat:
The Knights managed to kill 3 Ogres on the charge and lost 3 of their brethern doing so. Winning the combat the Ogres kept firm for another round of combat.

Turn 2 - Chaos Warriors
-----------------------
  (http://1.media.hyves-static.net/1299780328/6/VFY_/0/img1299780328.jpeg)

Movement:
Now that the fast units came in charge distance things were looking grim and the main battle line became unresty.
The War Hounds 2 declared a charge on the Battle Wizard who held as reaction not wanting to go yet. The Hounds then failed their charge and only moved up a few inch.
The Marauder Horsemen felt relieved by the minimum dmage the Mortar did on them that they Charged forward into the Mortar.
The War Hounds 1 then made their rally attempt and faced toward the chaos warriors and ran between them and the Ruined Castle
The Warriors now found themselfs a bit blocked by the failed charge of the War Hounds 2 unit and the just moved in War Hounds 1 unit could only move up a little.
Accordingly the Marauders moved also slightly up.

Magic:
9PD vs 6DD
Soulblight got dispelled
Sword of Flaming Rhuin got dispelled
The Burning Head was failed to cast.

Close Combat:
The Marauder Horsemen had no problem killing the Mortar crew and overran into the Engineer
Not having the advantage anymore of the lances the Knights fluffed most of their attacks and didn't manage to wound any Ogre.
The Ogres on their turn managed to kill another 3 Knights and the Battle Standard Bearer. Leaving only The Grand Master and the Warrior Priest that also got 1 wound and the Preceptor. They were now not confident anymore about the fight that they turned tail and fled away from the Ogres.


Turn 3 - 2nd intervention army from Altdorf
-------------------------------------------
  (http://4.media.hyves-static.net/1299780331/6/dl72/0/img1299780331.jpeg)

Movement:
The Knights (or what was left of them rallied and turned to face the onstorming Ogres.
The Flagellants reformed to hopefully charge down the flank of the marauders.

Magic:
9PD vs 5DD
Shield of Thornes got dispelled
Dwellers Below on the Marauders got IF'ed and killed a few Marauders. The roll on the miscast table then got altered by a chaos item and the Life Wizard

got Powerdrained. Loosing Dwelelrs Below and Flesh to Stone now being a level 2 wizard.

Shooting:
The Handgunners killed another 5 marauders
While the cannon took out another 2 warriors

Close Combat:
The Maurauder Horse didn't leave anything hole of the Engineer and overran into the Helblaster

Turn 3 - Chaos Warriors
-----------------------
  (http://7.media.hyves-static.net/1299780334/6/vONP/0/img1299780334.jpeg)

Movement:
The Ogres indeed looked upon the Knights and charged them again.
The War Hounds 2 unit still felt they could take on the Battle Wizard and charged, though again they failed to reach him.
The Fire Wizard left the unit of Marauders to wander around on it's own near the rock formation, while the Marauders themselfs turned to face the
Flagellants.
War Hounds 1 followed by the Warriors slowly moved forwards.

(http://3.media.hyves-static.net/1305707586/6/4xuI/0/img1305707586.jpeg)

Magic:
7PD vs 6DD
Spirit Leech got dispelled
Burning Head also got dispelled

Close Combat:
The Knights failed to win their combat yet again and now they turned and fled of the board.
The Marauder Horsemen went on with their killing spree and killed the HBVG crew and overran into the cannon.

To be continued next post...
Title: Re: Steg's Battle Reports (2011-05-06, added 2.5k vs Chaos Warriors)
Post by: StealthKnightSteg on May 06, 2011, 09:58:37 PM
Turn 4 - 2nd intervention army from Altdorf
-------------------------------------------
  (http://4.media.hyves-static.net/1299780339/6/8bfD/0/img1299780339.jpeg)

Movement:
The Halberdiers decided to charge the War Hound 1 unit, they fled and the redirect made them come into contact with the Warriors.
The Great Swords wanting to get into the fray aswell charged the War Hound 2 unit that held, but they failed to make their way over through the sand in their Full Plate Armour.
The Flagelants eager to mashup some more chaosscum charged the Marauders.

Fearing the onslaught from the Marauder Horsemen the Battle Wizard moved up behind the Halberdiers to get out of the overrun line.

(http://4.media.hyves-static.net/1305707611/6/fgRW/0/img1305707611.jpeg)

Magic:
5PD vs 5DD
Plague of Rust got dispelled on 12 equal on the dice
Shield of Thornes got dispelled on 9 equal on the dice

Shooting:
Some of the Handgunners were able to take some shots against the now lone wizard and made 1 wound on him!

Close Combat:
Flagellants took 8 casualties before killing 9 Marauders (another mistake here was not Martyring some)
Not winning the combat the battle would continue next round.
The Halberdiers did not fare well taking 12 casualties  amonst them their champion who prevented the General from rampaging through more Halberdiers and killing no warriors, but made their steadfast breaktest.
The cannon crew survived the battle but did not so well on their breaktest and fled after demolishing their cannon.

Turn 4 - Chaos Warriors
-----------------------
  (http://8.media.hyves-static.net/1299780343/6/ozjI/0/img1299780343.jpeg)

Movement:
The War Hounds 2 now charged the Battle Wizard again who now was much closer and thus made their charge easily.
The Horsemen charged the flank of the Greatswords.
The War Hounds 1 rallied.
And the Ogres moved up on the path of destruction the Horsemen already made.
The Lone Wizard now really hide behind the rocks out of sight from the Handgunners

Magic:
5PD vs 3DD
Soulblight on the Greatswords with IF gave them -1S and -1T
Miscast positioned the Large Round Template on the combat killing 5 Halberdiers, 12 Warriors and wounded the Wizard.

Close Combat:
Flagellants hold after lossing another 8 versus 3 Marauders
Great Swords kill 3 Horsemen and lost none of their own, the Horsemen flee and get caught by the now furius Great Swords
The Battle Wizard killed 1 hound before he fled the battle where he got caught by the reaming 2 hounds.

Turn 5 - 2nd intervention army from Altdorf
-------------------------------------------
  (http://3.media.hyves-static.net/1299780346/6/60Uc/0/img1299780346.jpeg)

Movement:
The Handgunners now without targets wheeled to the middle of the table
The Great Swords did a free reform and walked up towards the Warriors in the back of the Halberdiers trying to get to the other side.

(http://6.media.hyves-static.net/1305707637/6/BJEI/0/img1305707637.jpeg)

Magic:
9PD vs 5DD
Shield of Thornes was cast on the Halberdiers
Regrowth was also succesfull on the halberdiers bringing 4 of them back including the champion.

Shooting:
As the Handgunners moved this turn they weren't able to shoot

Close Combat:
The Flagellants took another 2 dead and didn't kill any in return.
The champion again made in into a challenge with the Chaos General and got killed again. Also 8 more Halberdiers bit the dust without killing any in
return.
Still they sticked around, while the Warriors now reformed into 6 wide.

Turn 5 - Chaos Warriors
-----------------------
  (http://8.media.hyves-static.net/1299780351/6/kwSD/0/img1299780351.jpeg)

Movement:
The Chaos Ogres had a long shot in trying to charge the Great Swords but took it, though they failed and moved 3" up.
The War Hounds 2 then moved up to the flank of the handgunners, while the War Hounds 1 unit moved around to also face the Handgunners flank.

Magic:
8PD vs 4DD
Spirit Leech was cast and the Life Wizard failed to dispell it and died there of. Choas therefor gained a PD.
Burning Head also cast was failed to dispel by the army. 4 Handgunners burned to crisp, but they made their panic test.
Sword of Rhuin then made it on to the Marauders giving them +1 to wound

Close Combat:
The Flagellants now became tired and 5 more of them died without killing any in return.
The Halberdiers lost another 8 versus killing again zero of the warriors. This time Steadfast wasn't there to help anymore and they fled 7" but the
Warriors failed to catch them with 5"

Turn 6 - 2nd intervention army from Altdorf
-------------------------------------------
  (http://1.media.hyves-static.net/1299780352/6/_Nz7/0/img1299780352.jpeg)

Movement:
The Halberdiers rally to face the Warriors, but because they rallied they now blocked the charge line for the Great Swords. Big bummer here to get one more big battle in to test the Great Swords.

Magic:
Was now non existant without any casters left.

Shooting:
The Handgunners took aim at the only thing they could shoot at, being the War Hound 2 unit. And they killed the last 2 dogs in there.

Close Combat:
Now the last 2 Flagellants also bit the dust and the fight was over.

Turn 6 - Chaos Warriors
-----------------------
  (http://4.media.hyves-static.net/1299780355/6/jf3w/0/img1299780355.jpeg)

Movement:
Now that the Ogres where a bit closer they now succeeded in their charge of the Great Swords flank (should have turned them in my turn!)
The Warriors charged the Halberdiers.
The Marauders after having reformed to face the Hand Gunners failed their charge.
The War Hounds 1 did make their charge into the flank of the Handgunners.

(http://7.media.hyves-static.net/1305707670/6/TXme/0/img1305707670.jpeg)

Magic:
12PD vs 6DD
I dispelled the Soulblight on the Great Swords
Sword of Rhuin was cast upon the Warriors

Close Combat:
The Warriors crushed the Halberdiers and overran into the front of the Great Swords
As the other battle was not yet resolved they got another round of combat to fight.
The General met the Counts Champion in a challenge and the champion died with 2 overkill
The Warriors then killed another 6 Great Swords
The Great Swords in return then killed the Death Wizard and 2 warriors
The Ogres then killed another 8 Great Swords

The Handgunners lost 1 of their own on the flank charge, didn't manage to kill any in return and just narrowly lost their combat but did not decide to hold and ran off only to be caught by the following hounds.

The result:
A Massive Massacre for the Chaos Warriors.
They won this battle but the war isn't over!


Built with Battle Chronicler.
http://www.battlechronicler.com/ (http://www.battlechronicler.com/)
Title: Re: Steg's Battle Reports (2011-05-07, added Eurobash game 2k vs DoC(L Phil))
Post by: StealthKnightSteg on May 07, 2011, 12:05:09 PM
Deamons of Chaos vs. 2nd intervention army of Altdorf
=====================================================

Overview
--------
Scenario: Normal Pitched Battle
Location: St. Niklaas (Belgie)
Date played: zondag 1 mei 2011

Deamons of Chaos
----------------
General: Little Phil (chasla)

  Lord:
  (B1) Monster, Bloodthirster [500 points]


  Hero:
  (BSB) Infantry, Battle Standard Bearer [1 point]

  (TS) Infantry, Tzeentch Sorcerer [1 point]

  (FoS) Monstrous Beast, Fiend of Slaanesh [1 point]

  (S) 3 War Beast, Screamer [1 point]

  (F) 3 Infantry, Flamers [1 point]

  (B2) 30 Infantry, Bloodletters [1 point]

  (PH) 10 Infantry, Pink Horrors [1 point]

  (CF) 5 Infantry, Chaos Furies [1 point]

  (D) 30 Infantry, Deamonettes [1 point]


  Total: 509 points
  -----------------

2nd intervention army of Altdorf
--------------------------------
General: StealthKnightSteg

  Lord:
  (AL) Chariot, Arch Lector [263 points]
      - War Altar

  (WL) Infantry, Wizard Lord [230 points]
      - Level 4, Life


  Hero:
  (CotE) Infantry, Captain of the Empire [125 points]
      - BSB

  (WP) Infantry, Warrior Priest [103 points]

  (BW) Infantry, Battle Wizard [145 points]
      - Level 2, Shadow


  Core:
  (H1) 38 Infantry, Halberdiers [210 points]

  (S) 30 Infantry, Swordsmen [205 points]

  (H2) 12 Infantry, Handgunners [116 points]


  Special:
  (KotWW) 10 Cavalry, IC Knights of the White Wolf [310 points]

  (GC) War Machine, Great Cannon [100 points]

  (M) War Machine, Mortar [75 points]


  Rare:
  (HRB) War Machine, Helstorm Rocket Battery [115 points]


  Total: 1997 points
  ------------------

Deployment
----------
  (http://5.media.hyves-static.net/1300057412/6/tQKg/0/img1300057412.jpeg)

Note: My scribbles are short and I might miss some things (turn 5-6 for example I have no idea what the bloodletters where doing)

Empire needed to deploy first and finished first as well with the last drop being the characters from the Deamons. Not very good placing of the Bloodthirster versus my calvalry :(

From Left to right:
Deamons:
Fiend of Slaanesh behind that the Screamers and behind that some Flamers.
Then the Bloodletter including the BSB
Then the Chaos Furies with behind them the Pink Horros which count as a lvl 1 wizard as a unit of 10 inlcuded the lvl 2 wizard aswell.
Followed by the Deamonettes
and the Bloodthirster far to the right.

(http://7.media.hyves-static.net/1305707734/6/32a_/0/img1305707734.jpeg)

Empire:
Artillery was set up at the left side with the mortar the most left and the Cannon next to my Halberdiers
Besides the Halberdiers which include the BSB and the WP, where the Handgunners with the Life Wizard Lord.
Setting up in the middle was the Arch Lector on his War Altar and right next to him the Swordsmen.
Then The Rocket Battery took position next to the Swordsmen.
The Battle Wizard took position behind the rock formation. As the Knights took the outermost right edge of the table to be able to come up behind the deamon lines.

(http://6.media.hyves-static.net/1305707701/6/v701/0/img1305707701.jpeg)

Spell selection:
Deamons:
The lvl 2 knows all Life Spells
The lvl 1 Pink Horror unit has Teentz

Empire:
Life wizard rolled 3,5,6,6 grabbing: Flesh to Stone, Throne of Vines, Regrowth and Dwellers Below
Shadow wizard rolled 3 and 4 getting: The Withering and subbing The Penumbral Pendulum for Miasma

Empire won the roll to start and decided to deliver the first punch with a round of shooting.

Turn 1 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://3.media.hyves-static.net/1300057418/6/_gGQ/0/img1300057418.jpeg)

Movement:
Not sure about their opponent the Empire line waited a while longer before moving.

Magic:
5PD vs 3DD
Miasma was cast on th Chaos Furies to give them -1 to movement
Throne of Vines was then succesfully cast.

Shooting:
The Mortar took aim at the Bloodletters, but the shell veered off a bit taking out 1 Bloodletter and 2 Pink Horrors
The Rocket Launcher failed to reach the Deamonettes.
The Cannon unable to see the Bloodthirster yet and not able to shoot a cannonball around the Ruined Castle took aim at the Furies with the Pink Horros behind those. 1 Fury took a full hit from the cannonball but the Pink Horrors were able to dodge the bouncing ball.

Turn 1 - Deamons of Chaos
-------------------------
  (http://8.media.hyves-static.net/1300057423/6/75Xh/0/img1300057423.jpeg)

Movement:
All the units of Deamons move toward the Empire line

Magic:
11PD vs 8DD
Regrowth 1 Pink Horror (Dispell failed)
Flesh to Stone on the Bloodthirster (Dispell failed)
Throne of Vines R.I.P from Empire side got dispelled
Throne of Vines was cast (Dispell failed)

Turn 2 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://5.media.hyves-static.net/1300057428/6/paDX/0/img1300057428.jpeg)

Movement:
The Knights then moved up to distract the Bloodthirster and to take it away from the main battleline.

Magic:
11PD vs 7DD
Throne of Vines got dispelled.
Flesh to Stone was cast on the Swordsmen
Banishment on the Bloodthirster got dispelled by a scroll
Burning Gaze on the Bloodthrister also got dispelled.

Shooting:
The Cannon took aim at the now visible Bloodthirster hoping on a lucky kill, but the big deamon ward saved the cannon ball.
The Rocket battery again failed to hit the deamonettes.
The Mortar hits the Bloodthirster but failed to wound
The Handgunners fluffed all their attacks on the Fiend.

(http://6.media.hyves-static.net/1305707765/6/AFZm/0/img1305707765.jpeg)

Turn 2 - Deamons of Chaos
-------------------------
  (http://6.media.hyves-static.net/1300057437/6/_34h/0/img1300057437.jpeg)

Movement:
The Bloodthirster then charges the Shadow Wizard who flees from the big monster coming at him but his legs can't carry him fast enough and he is taken by the Bloodthirster.
The Furies charged the Rocket Battery on a very high roll.

The screamers then fly over the Mortar killing the Mortar team with their fly by attack, Panic tests are all made.
The rest then move up towards the Empire battleline.

Magic:
9PD vs 9DD
Flesh to Stone is cast upon the Deamonettes giving them +4T (failed to dispell)
Regrowth is then failed to cast.

Shooting:
The Flamers miss whatever they where shooting

Close Combat:
The Chaos Furies manage to kill 1 crewmember, but the rest stick around.


Turn 3 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://5.media.hyves-static.net/1300057444/6/0Roh/0/img1300057444.jpeg)

Movement:
The Swordsmen the flank charge the Furies.
The Knights free reform and move closer to the flank of the deamonettes.

Magic:
5PD vs 4DD
Dwellers Below failed to cast
Banishment failed to cast

Shooting:
Cannon turns around to face the Screamers and to load them up with scrapnel. Doing 10 shots they only manage to kill 1 Screamer.
The Handgunners now wound the Fiend of Slaanesh

Close Combat:
The Furies manage to kill another crew member, but take 1 casualty from the swordsmen and they break. Due to Instability they all die.
The Swordsmen then reform to face the Deamonettes again.

Turn 3 - Deamons of Chaos
-------------------------
  (http://3.media.hyves-static.net/1300057450/6/vYJn/0/img1300057450.jpeg)

Movement:
The Bloodthirster charges the Rocket Battery with the one left over crew member.
The Bloodletters charge toward the flank of the Swordsmen
The Deamonettes reform to face the Knights in their flank.
The Fiend, Flamers and the Pink Horrors all move up

The Screamers take out 2 of the cannon crew.

(http://2.media.hyves-static.net/1305707801/6/Mgho/0/img1305707801.jpeg)

Magic:
9PD vs 10DD
Flesh to Stone gets dispelled
Dwellers Below gets dispelled
the Remains in Play Throne of Vines was ateempted to dispel but this failed.

Shooting:
The flamers took out 2 Handgunners

Close Combat:
The Bloodletters win the combat of the swordsmen, they flee and get caught.

Battle continues next post...
Title: Re: Steg's Battle Reports (2011-05-07, added Eurobash game 2k vs DoC(L Phil))
Post by: StealthKnightSteg on May 07, 2011, 12:05:40 PM
Turn 4 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://3.media.hyves-static.net/1300057458/6/9Xi9/0/img1300057458.jpeg)

Movement:
The Knights charge the Deamonettes
The Arch Lector on th War Altar charges the Fiend
The Halberdiers fail to charge the Flamers.

(http://3.media.hyves-static.net/1305707826/6/9_gA/0/img1305707826.jpeg)

Magic:
6PD vs 4DD
Dwellers Below on the Bloodletters kills 7 of them
Hammer of Sigmar is cast on the AL.

Shooting:
Cannon grapshots the Screamers again but both wounds got Ward Saved.
The Handgunners did 1 wound against the Flamers.

Close Combat:
The Arch Lector kills the FIend and overruns in the Pink Horrors.
The Knights kill 2 deamonettes and loose 2 of their own. The Knights stick around for the next round but the deamonettes reform to 7 wide
The Bloodthirster devours the last crew member of the Rocket Battery and holds there.

Turn 4 - Deamons of Chaos
-------------------------
  (http://8.media.hyves-static.net/1300057463/6/rf-h/0/img1300057463.jpeg)

Movement:
The Bloodthirster then charges the flank of my Handgunners.
The Flamers not having anything to shoot decided to flank charge the AL.
And the Screamers flew over the cannon and partially over the Halberdier unit. Killing the last cannon crew and 2 Halberdiers.
The Bloodletters reformed to face the Arch lector

Magic:
10PD vs 8DD
+4S cast on the Pink Horrors got dispelled
Shield of Thorns got dispelled
Regrowth on the Deamonettes returned the lost 2 back to it's ranks

Shooting:
The Flamers took out 4 Halberdiers

Close Combat:
Handgunners loose their comabt after the challenge and flee and get caught, the Bloodthirster pursued into the Flank of the Halberdiers.
The Arch Lector killed 1 Pink Horror on impact and the champion in a challenge. The battle will continue next round.
The Knights failed to hurt the deamonettes but got 5 dead in return. The fled the scene with the deamonettes behind them.

Turn 5 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://3.media.hyves-static.net/1300057466/6/EUfk/0/img1300057466.jpeg)

Movement:
The Knights Rally and face the Deamonettes.
All other units are locked into combat.

Magic:
3PD - 2DD
Soulfire killed 2 Pink Horrors.

Close Combat:
8 Halberdiers died to the Bloodthirster
1 more Pink Horror died by the AL

Turn 5 - Deamons of Chaos
-------------------------
  (http://7.media.hyves-static.net/1300057478/6/d9-H/0/img1300057478.jpeg)

Movement:
The Demaonettes charge the Knights.
The screamers moved up towards the War Altar

Magic:
7PD vs 8DD
Flesh to Stone on the Pink Horrors got dispelled
Regrowth got IF'ed dispelled

Close Combat:
The knights kill 2 deamonettes and 2 of the knights get killed. They flee of the table and the Deamonettes reformed to face the WAltar
The AL killed another Pink Horror
Another 8 orso Halberdiers got killed by the Bloodthirster and they fled succesfully away from the Bloodthirster.

(http://5.media.hyves-static.net/1305707852/6/ftfK/0/img1305707852.jpeg)

Turn 6 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://5.media.hyves-static.net/1300057484/6/Ew0Q/0/img1300057484.jpeg)

Movement:
The Halberdiers Rally to face the Bloodthirster.

Magic:
8PD vs 5DD
Pha's Protection got dispelled
Soulfire failed to kill any one

Close Combat:
The Arch Lector wins combat killing one flamer and 1 Pink Horror, but both the Pink Horrors as the Flamers make their break test.

Turn 6 - Deamons of Chaos
-------------------------
  (http://6.media.hyves-static.net/1300057493/6/dELP/0/img1300057493.jpeg)

Movement:
The bloodthirster charges the Halberdiers who fail their breakktest turn and run and get caught by the Bloodthirster.
The Deamonettes fail to make their maximum charge length to reach the War Altar.
While the Screamers flew over the War Altar doing 1 wound to the chariot.

Magic:
5PD vs 6DD
Flesh to Stone got dispelled
Regrowth was failed to cast

Close Combat:
1 More flamer died in the battle with the Arch Lector.

(http://3.media.hyves-static.net/1305707874/6/3O8J/0/img1305707874.jpeg)

Final result:
Empire  made 125 Points (70 for the Chaos Furies and 55 for the Fiend)
Deamons made 1762 points (all but the Arch Lector)

The Deamons made a crushing victory against the empire with 1637 points.


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Title: Re: Steg's Battle Reports (2011-05-07, 2k Eurobash game Skaven(Aldaris))
Post by: StealthKnightSteg on May 07, 2011, 02:58:24 PM
Skaven vs. 2nd intervention army of Altdorf
===========================================

Overview
--------
Scenario: Battleline
Location: St. Niklaas (Belgie)
Date played: zondag 1 mei 2011

We rolled for D6+4 terrain pieces and got a total of 10 terrain pieces!

1. Blessed Bulwark (Hard Cover and -1 to hit in CC)
2. Hill
3. Wyrding Well (3" at end movement D6 on drink table)
4. Ghost Fence (Soft Cover instills fear)
5. Building
6. Altar of Kain (within 6" units have Frenzy)
7. Magic Circle (within 6" units have MR(2))
8. Hill
9. Fence
10. Mystic Forest.

Skaven
------
General: Aldaris

  Lord:
  (GS) Infantry, Grey Seer [1 point]
      - Level 4, General


  Hero:
  (BSB) Infantry, Battle Standard Bearer [1 point]

  (PP) Infantry, Plague Priest [1 point]
      - Level 2

  (WE) Infantry, Warlock Engineer [1 point]
      - Level 1


  :
  (Sv) 50 Infantry, Stormvermin [1 point]


  Core:
  (CR) 23 Infantry, Clan Rats [1 point]

  (S1) 50 Infantry, Slaves 1 [1 point]

  (S2) 50 Infantry, Slaves 2 [1 point]

  (RO) 6 Monstrous Infantry, Rat Ogres [1 point]

  (RH) 3 Infantry, RO Handlers [1 point]

  (WT1) Infantry, Warpfire Thrower 1 [1 point]

  (WT2) Infantry, Warpfire Thrower 2 [1 point]

  (WLC1) War Machine, Warp Lightning Cannon 1 [1 point]

  (WLC2) War Machine, Warp Lightning Cannon 2 [1 point]


  Total: 14 points
  ----------------

2nd intervention army of Altdorf
--------------------------------
General: StealthKnightSteg

  Lord:
  (AL) Infantry, Arch Lector [218 points]

  (WL) Infantry, Wizard Lord [230 points]
      - Level 4, Life


  Hero:
  (CotE1) Infantry, Captain of the Empire [125 points]
      - BSB

  (CotE2) Monstrous Cavalry, Captain of the Empire [149 points]
      - on Pegasus

  (WP) Infantry, Warrior Priest [96 points]

  (BW) Infantry, Battle Wizard [130 points]


  Core:
  (H) 35 Infantry, Halberdiers [195 points]

  (S) 30 Infantry, Swordsmen [205 points]

  (FW) 19 Infantry, Flagellant Warband [190 points]


  Detachment:
  (FC1) 6 Infantry, Free Company 1 [30 points]

  (FC2) 6 Infantry, Free Company 2 [30 points]


  Special:
  (P) 5 Cavalry, Pistoliers [114 points]

  (GC) War Machine, Great Cannon [100 points]

  (M) War Machine, Mortar [75 points]


  Rare:
  (HVG) War Machine, Helblaster Volley Gun [110 points]


  Total: 1997 points
  ------------------

Deployment
----------
  (http://7.media.hyves-static.net/1300182646/6/Rqkd/0/img1300182646.jpeg)

We rolled for the Battleline scenario
Skaven deployed at the Magic Circle side and Empire at the Lonely Hill side.

(http://7.media.hyves-static.net/1305707894/6/Q7Ks/0/img1305707894.jpeg)

Spell selection:
Wizard Lord Life took: Awakening the Wood, Throne of Vines, Shield of Thornes, Regrowth
Shadow Wizard took: Miasma and Pit of Shades

Warlock Engineer took: Warp Lightning
Plague Priest took: Vermintide and Pestilent Breath
Grey Seer took: 13th Spell, Death Frenzy, Wither and Plague and rolled for 2 Warpstone tokens.

Empire took first turn

Turn 1 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://7.media.hyves-static.net/1300182654/6/lSix/0/img1300182654.jpeg)

Pre turn:
Pistoliers vanguarded 12"
Stormbanner got activated (4+ to roll before able to shoot for non BS shooting, BS shooting gets -2 to hit and no flying)

Movement:
Pistoliers march onto the flank of the Rat Ogres.
Flaggelants move up 8"
Pegasus captain moves 16" (no flying to the back of the Flagellant unit.

Magic:
7PD vs 6DD
Pit of Shades go dispelled
Hammer of Sigmar on the Peg Captain failed to cast
Throne of Vines failed to cast

Shooting:
Mortar failed the 4+ roll and could not fire this turn
Cannon failed the 4+ roll and also could not fire
The Pistoliers missed the Rat Ogres and their Handlers.

Turn 1 - Skaven
---------------
  (http://5.media.hyves-static.net/1300182660/6/10y9/0/img1300182660.jpeg)

Pre turn:
The Stormbanner deactivates

Movement:
The Rat Ogres failed their march movement and faced the Pistoliers.
The rest of the army surges forward.

(http://3.media.hyves-static.net/1305707922/6/hq5Q/0/img1305707922.jpeg)

Magic:
10PD vs 9DD
Plague on the Flagellants got dispelled
Warp Lightning got dispelled with IF
Wither also got dispelled

Shooting:
WLC 1 misses the Wizard Lord
WLC 2 does hit the wizard lord but he makes his Look Out, Sir! roll and fails to kill the 1 Free Company.
The Doomrocket over shoots the halberdiers.

Turn 2 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://2.media.hyves-static.net/1300182665/6/GHdA/0/img1300182665.jpeg)

Movement:
The Flagellants charge the Warpfire Thrower 1 which makes a Stand and Shoot. The fire drop template then kills 5 Flagellants and the Peg Captain!!
But the Flagellants make it over.
Pistoliers move further up again in the flank of the Rat Ogres.

Magic:
7PD vs 8DD
Throne of Vines got dispelled
Pit of Shades failed to cast
Hammer of Sigmar on the AL got dispelled

Shooting:
The Pistoliers kill 1 RO handler
Mortar hits the Clan Rats on a direct hit and kills 14 Clan rats and does 1 wound on the BSB, The Warpfire thrower 2 fails his Panic test and runs towards the hill
Cannon takes aim at the WLC 1 but fails to wound it (rolls a 1!!)
The Helblaster kills 2 StormVermin but blows it self up in the process.

Close Combat:
The Flagellants loose another 2 of their kind before destroying the Warpfire thrower and overrun in the slaves
(We had a little debate wether or not the flagellants could overrun in the flank of the Stormvermin as the wheel could not be made
due to the slaves, but the slaves where further away and the Flagelants would have hit them first for wheeling towards the slaves.
So we rolled for the outcome.)

Turn 2 - Skaven
---------------
  (http://8.media.hyves-static.net/1300182671/6/w0w6/0/img1300182671.jpeg)

Movement:
The Warpfire Thrower 2 rallies and faces the Pistoliers
The Rat Ogres sick of chasing the Pistoliers turned toward the main battleline and moved forward.
While the rest moves up.

(http://5.media.hyves-static.net/1305707964/6/0hIC/0/img1305707964.jpeg)

Magic:
11PD vs 9DD
Warp Lightning gets dispelled
Whiter gets dispelled
13th spell failed to cast and wounds the Grey Seer!

Shooting:
The Warpfire thrower kills 4 Pistoliers and the left over Champion makes his Panic check.
WLC 1 tries to shoot the Life Wizard again, who makes his Look Out Sir roll again, but this time 1 of the Free Company bites the dust for him.
WLC 2 misfires but may shoot again next turn

Close Combat:
3 Flagellants die versus 5 slaves.

Turn 3 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://3.media.hyves-static.net/1300182682/6/q6Yb/0/img1300182682.jpeg)

Movement:
Pistolier moves to the flank of the Warpfire Thrower.
Halberdiers move up 1" while their detachment of Free Company moves side ways till max 3" away from the Halberdiers. Setting up for the Flank charge.

Magic:
9PD vs 6DD
Throne of Vines got dispelled
Awakening the Woods failed to kill any Stormvermin
IF Pit of Shades killed 2 slaves
Shadow Wizard then swaps with the Life Wizard and then rolls on the miscast table and rolls a 7 and nothing happens as there are no more models in base contact

Shooting:
The Pistolier Champion took out the Warpfire Thrower.
The Mortar made a direct hit against the Stormvermin and killed 15 of them and they past their panic test.
The cannon misfired and got destroyed.
All surrounding models and units made their panic tests.

Close Combat:
Flagellants loose another 4 against killing 1 slave


Turn 3 - Skaven
---------------
  (http://2.media.hyves-static.net/1300192345/6/7VZb/0/img1300192345.jpeg)

Movement:
The Slaves 1 charge the Swordsmen they made it and get counter charged byt the Free Company.
The Stormvermin move up some more while the following clanrats take refuge in the building.
The Rat Ogres move up a bit. And decide to drink from the well. The wellis generous and revives the slain Handler.

Magic:
10PD vs 10DD
Plague got dispelled
(don't have any more notes here... not sure if anything else happend here)

Shooting:
WLC 1 fails to destroy the Mortar
WLC 2 hits the Halberdiers killing 14, they then failed their panic test and ran of the board!!!

Close Combat:
The Plague Priest hits on the Warrior Priest killing him.
5 slaves die and 2 Free Company die and 1 Swordsmen dies.
The other slave unit now took out the rest of the Flagellants and moves up

Turn 4 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://7.media.hyves-static.net/1300182694/6/E377/0/img1300182694.jpeg)

Movement:
Detachment from the Halberdiers was just able to see the flank of the really long bus of slaves and charged it
The Pistolier moved towards the Warp Lightning Cannons.

Magic:
4PD vs 3DD
Miasma got dispelled on the Slaves 1
Shield of Thornes got dispelscrolled on the Slaves 1

Shooting:
The Pistolier failed to wound a slave from Slaves 2
Mortar skimmed the Stormvermin and killed 3 of them.

Close Combat:
Plague Priest kills 2 FC's on the right side
6 slaves tried to hit the Life Wizard but failed to impress
1 slave killed 1 FC on the left side
8 slaves killed 3 swordsmen
Right FC kills 3 slaves
Left FC kills 2 slaves
Swordsmen fluff most and where only able to kill 1 slave.
They did win combat and reformed to 7 wide.

Turn 4 - Skaven
---------------
  (http://2.media.hyves-static.net/1300182697/6/iMmF/0/img1300182697.jpeg)

Movement:
Stormvermin declares a charge against the Mortar but fail to reach it.
Slaves 2 and Ogres move up.

(http://5.media.hyves-static.net/1305708004/6/CxTC/0/img1305708004.jpeg)

Magic:
9PD vs 6DD
Wither got dispeleld
Plague on Swordsmen with Irrestable Force cast by the Grey Seer. He rolled a 7 on the miscast table and as they are in
the house we rolled a D6 to determine the models in base contact. 4 Die and made their panic check.
Resolving the Plague: 2 Free Company dead on both sides. 20 Swordsmen die and 18 Slaves die. All remained.

Shooting:
WLC 1 fizzles his shot
WLC 2 kills the shadow wizard

Close Combat:
1 Swordsmen dies
and 3 slaves get killed
Combat won by 2 but the slaves made their steadfast breakcheck.

Turn 5 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://2.media.hyves-static.net/1300182705/6/8MOB/0/img1300182705.jpeg)

Movement:
Pistolier moves up further

Magic:
3PD vs 2DD
Regrowth 2 Swordsmen back

Shooting:
Pistolier fails to hit the WLC1
Mortar then misfires with a Short Fuse.

Close Combat:
4 Swordsmen die while killing 2 Slaves.
FC 2 flees, FC 1 got killed
The Swordsmen flee and get caught.

(http://7.media.hyves-static.net/1305708046/6/u4qe/0/img1305708046.jpeg)

With only a Pistolier Champion a running Free Company man and 1 Mortar left, the Empire ceded the battle and fled the field!


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Title: Re: Steg's Battle Reports (2011-05-07, added 3 Eurobash games)
Post by: Aldaris on May 07, 2011, 03:12:08 PM
Great thread man! That game was great fun, and you are a very pleasant guy to play with!
 :::cheers:::

EDIT: and I just notice I made a mistake: I wouldn't have been able to shoot with the WFT after having rallied that turn. Oops.
 :icon_redface:
Title: Re: Steg's Battle Reports (2011-05-07, added 3 Eurobash games)
Post by: StealthKnightSteg on May 07, 2011, 03:13:54 PM
Great thread man! That game was great fun, and you are a very pleasant guy to play with!
 :::cheers:::

haha I saw you sneak in a comment looking forward to our game while I just posted it before you!! Sneak edit :)

And thanks very much and I can say the same about you a very nice opponent all into fair play and great for some laughs aswell!! Together with lots of Maes!
Title: Re: Steg's Battle Reports (2011-05-07, added 3 Eurobash games)
Post by: StealthKnightSteg on May 07, 2011, 03:18:27 PM
As soon as I get my camera back (hopefully with the memory card and the pictures) I'll start adding them to the battles!

One more Battle report coming up 3k versus OnG from a combined effort by Finlay and FrIday. Though this will come from memory only as I didn't make any notes what so ever..
Title: Re: Steg's Battle Reports (2011-05-07, added 3 Eurobash games)
Post by: chasla on May 08, 2011, 05:57:41 PM
Our battle daemons vs empire was nice ;) I really liked to play against you hopefully next year again
Title: Re: Steg's Battle Reports (2011-05-13, added 4th Eurobash game 3K OnG)
Post by: StealthKnightSteg on May 13, 2011, 10:12:05 PM
Orcs and Goblins vs. 2nd intervention army of Altdorf
=====================================================

Overview
--------
Scenario: Normal Pitched Battle
Location: St. Niklaas (Belgie)
Date played: maandag 2 mei 2011

Nothing special about the terrain

Orcs and Goblins
----------------
General: Finlay and FrIday

  Lord:
  (OGen) Infantry, Orc Warlord [203 points]
      - Armour of Destiny, Shield, Choppa of Anti Heroes, Ironcurse Icon

  (Gr) Infantry, Grishnak, Night Goblin Great Shaman [220 points]
      - Level 4 goblin shaman, Talisman of Preservation


  Hero:
  (OSh) Infantry, Orc Shaman [100 points]
      - Level 2

  (OB) Infantry, Orc BSB [134 points]
      - Great Weapon, Armour of Silvered Steel, Luckstone


  Core:
  (BU) 30 Infantry, Big Uns [350 points]
      - AHW, FC, Razor Standard

  (NG1) 60 Infantry, Night Goblins 1 [245 points]
      - Nets, Spears, 2 fanatics, FC

  (NG2) 60 Infantry, Night Goblins 2 [245 points]
      - Nets, Spears, 2 fanatics, FC

  (WR) 10 Cavalry, Wolf Riders [150 points]
      - Spears, Shields, Bows, Mus


  Special:
  (SC1) War Machine, Spear Chukka 1 [35 points]

  (SC2) War Machine, Spear Chukka 2 [35 points]

  (BC1) Chariot, Boar Chariot 1 [85 points]

  (BC2) Chariot, Boar Chariot 2 [85 points]

  (T1) 3 Mounstrous Infantry, Trolls 1 [105 points]

  (T2) 6 Mounstrous Infantry, Trolls 2 [210 points]


  Rare:
  (RL1) War Machine, Rock Lobba 1 [85 points]

  (RL2) War Machine, Rock Lobba 2 [85 points]

  (DD) War Machine, Doom Diver [80 points]

  (G) Monster, Giant [1 point]

  (MSoD) Monster, Mega Spider o'Doom [290 points]


  Total: 2743 points (not all counted but adds up to 3k)
  ------------------

2nd intervention army of Altdorf
--------------------------------
General: StealthKnightSteg

  Lord:
  (ALoU) Chariot, Arch Lector of Ulric [328 points]
      - Shield, Dawn Armour, Sword of Anti-Heroes, VHS

  (WL) Infantry, Wizard Lord [260 points]
      - Level 4, Lore of Life, The Crimson Amulet, Rod of Power


  Hero:
  (CotE1) Infantry, Captain of the Empire [125 points]
      - BSB, AoMI, Dawnstone

  (CotE2) Mounstrous Cavalry, Captain of the Empire [160 points]
      - Pegasus, FPA, Shield, Wyrmslayer sword, Aldred's Casket of Sorcery

  (WPoU) Infantry, Warrior Pries of Ulric [96 points]
      - HA, Shield

  (BW) Infantry, Battle Wizard [100 points]
      - Level 2, Lore of Fire

  (ME) Infantry, Master Engineer [90 points]
      - Pigeon Bombs


  Core:
  (H1) 35 Infantry, Halberdiers [195 points]
      - FC

  (S) 35 Infantry, Swordsmen [235 points]
      - FC

  (H2) 15 Infantry, Handgunners [135 points]
      - MUS, SB

  (C) 15 Infantry, Crossbowmen [135 points]
      - MUS, SB

  (FW) 21 Infantry, Flagellant Warband [210 points]


  Special:
  (IKotW) 10 Cavalry, IC Knights of the White Wolf [300 points]
      - FC

  (G) 20 Infantry, Greatswords [230 points]
      - FC

  (P) 5 Cavalry, Pistoliers [114 points]
      - Mus, Outrider with Repeater Pistol

  (GC) War Machine, Great Cannon [100 points]

  (M) War Machine, Mortar [75 points]


  Rare:
  (HVG) War Machine, Helblaster Volley Gun [110 points]


  Total: 2998 points
  ------------------

Deployment
----------
  (http://8.media.hyves-static.net/1305699239/6/Jwk4/0/img1305699239.jpeg)

OnG took first turn

Turn 1 - Orcs and Goblins
-------------------------
  (http://6.media.hyves-static.net/1305699245/6/tS51/0/img1305699245.jpeg)

Pistoliers vanguarded forward pre-turn
Most Orc and Goblin units stumbled forwards.
Magic was dispelled
Shooting took out the Great Cannon

Turn 1 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://7.media.hyves-static.net/1305699254/6/RMT3/0/img1305699254.jpeg)

Captasus moved behind the house, Flagellants and Pistoliers advanced on the right flank.
This released 2 Fanatics towards the Pistoliers

Magic did not do much and neither did the shooting

Turn 2 - Orcs and Goblins
-------------------------
  (http://2.media.hyves-static.net/1305699257/6/e6YX/0/img1305699257.jpeg)

Some units like the Wolf Riders, Night Gobos 1 and the Big Uns failed their animosity and stayed put.
Due to the NG 1 and Big Uns doing nothing Magic was neither much this turn.
Shooting how ever took out 4 pistoliers and the Mortar.

Turn 2 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://3.media.hyves-static.net/1305699258/6/082B/0/img1305699258.jpeg)

Charges were issued, but the flagellants failed to reach their target.
Magic was again not really present besides taking a few gobbo's out of the picture with flamestorm.
Handgunners tried to take out the boar Chariot 1 to make the spider flee but they didn't succeed to kill it.
Crossbowmen tried to whittle down the Trolls 1 Unit.
In combat the Knights lost a few of there men to the Giant doing 1 wound back.
The Pistolier on the other hand managed to break the Spear Chukka 2 crew, destroying the war machine.

Turn 3 - Orcs and Goblins
-------------------------
  (http://8.media.hyves-static.net/1305699263/6/rqEa/0/img1305699263.jpeg)

Spider charged the Handgunners, Trolls 2 charged the flank of the Flagellants. Wolf Riders turned around to chase the Pegasus Captain.
Rest moved up to the Empire Battleline.
1 Fanatic died.

Magic and shooting took out the Engineer and some troops.

Combat was bad for Empire, The Knights got crushed by the GIant and the Flagellants took some heavy casualties.
However the Handgunners only lost a few and held firm against the Spider.

Turn 3 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://4.media.hyves-static.net/1305699267/6/ltyc/0/img1305699267.jpeg)

The Swordsmen charged the flank of the Spider, The Pegasus Captain charged the Rock Lobba 1 and the Pistolier moved towards Rock Lobba 2
With the Wizard Lord moving out of the Crossbowmen unit.

Magic was low this turn

Shooting was bad without the Engineer and the Helblaster took it self out. Crossbowmen could not impress the incoming Trolls.

Combat wasn't great but not good either. The Swordsmen and Handgunners held the line versus the Spider.
The Pegasus Captain destroyed the Rock Lobba, but the Flagellants got destroyed as well.

Turn 4 - Orcs and Goblins
-------------------------
  (http://6.media.hyves-static.net/1305699269/6/h6m9/0/img1305699269.jpeg)

Trolls 1 charged the crossbowmen angry about the bolts still sticking in their hides.
Both chariots charged the flank of the Swordsmen.
The Wolf Riders charged the Pegasus Captain.
While the others moved on with the Trolls 2 unit taking some damage by the wood.
NG1 released 2 Fanatics one toward the Life Wizard just not making it and the other killed it self in the woods.

Again magic did not do much.
Shooting this time did also not much.

In combat the Orcs and Goblins had almost as much luck.. Still the comabt continued with the Swordsmen and the Handgunners (now down to only a few) still held the line.
The Pegasus Captain on the other hand broke and got caught by the wolfriders.
The Crossbowmen held firm against the Trolls

Turn 4 - 2nd intervention army of Altdorf
-----------------------------------------
  (http://2.media.hyves-static.net/1305699273/6/SYMR/0/img1305699273.jpeg)

The Lone Pistolier charged the last Rock Lobba. The War Altar turned to face the inbound Giant.
The rest of the line tried to hold with the Halberdiers not keen on facing the Big Uns just yet.

Magic saved some Swordsmen but was otherwise uneventfull

The Lone Pistolier did great at breaking another War Machines crew utterly destroying the wooden contraption.
Combat in the Line carried on for yet another turn with the troops now getting down and tired.

Turn 5 - Orcs and Goblins
-------------------------
  (http://4.media.hyves-static.net/1305699275/6/uY9Z/0/img1305699275.jpeg)

The Big Uns charged the Halberdiers, the Trolls 2 charged the Greatswords coming out of the wood
The Giant charging the WarAltar.
The fanatic infront of the Life Wizard killed him self in the woods like his mate did before him. While the other fanatic wandered off the board.

Combat this turn was great. The Handgunners and Swordsmen both broke from combat now and both got chased to death.
Where the 2nd Boar Chariot pursuit into the War Altar.
The Crossbowmen lost their combat and also got caught fleeing.

The Greatswords held out.

But the damage was so extensive that Empire grabbed what they had and fled the battlefield to regroup and take them greenskins on another day!


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

Note from the writer: I didn't have any notes kept, nor had any pictures taken. Memory is a bit clogged after near 2 weeks, but I hope this gives a good enough view of how the battle went in main lines.
Title: Re: Steg's Battle Reports (2011-05-13, added 4th Eurobash game vs OnG)
Post by: rufus sparkfire on May 13, 2011, 10:47:43 PM
Quote
I didn't have any notes kept, nor had any pictures taken. Memory is a bit clogged after near 2 weeks, but I hope this gives a good enough view of how the battle went in main lines.

It looks like you remembered it really well!


Great report!
Title: Re: Steg's Battle Reports (2011-05-13, added 4th Eurobash game vs OnG)
Post by: StealthKnightSteg on May 13, 2011, 10:53:41 PM
Thanks Rufus!! :)

Added some recovered piccies to the other 3 battles!!
Title: Re: Steg's Battle Reports (2011-05-1, added 4th Eurobash game vs OnG)
Post by: StealthKnightSteg on May 14, 2011, 08:34:27 PM
Also modified the old reports to fix some broken pictures... Hyves is not that very good keeping the same URL for pictures. They swamp once in a while on IP adress in the url.
Title: Re: Steg's Battle Reports (2011-06-02, added 2nd part 2k vs Skaven)
Post by: StealthKnightSteg on June 02, 2011, 05:53:10 PM
Added the second part of my 2k battle in this post:
http://warhammer-empire.com/theforum/index.php?topic=33259.msg597930#msg597930

Also adjusted the 1st part with new results from firing my volley gun.
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: Willem I on June 05, 2011, 07:50:19 AM
Love to read your battle-reports. It shows you fight some good battles! Hate to see you lose a lot of them, though :(

If you played closer to the Randstad we could grab some games together :)
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: StealthKnightSteg on June 05, 2011, 10:18:58 AM
I loose them mostly due to tactical insights still, but I'm learning and also the Eurobash gave me some good insights on army composition. This last battle I finished was still with a pre- eurobash list that I had already written off for use :)

I might look into coming over a day orso so we could do a battle once, but need to see when it is viable to do so.. Also got kids here and a Girlfriend that needs to be supportive about me going.. Best option is once in 4 weeks (due to rotation weekends for the kids) but that one weekend is also my GF's free weekend (see works during the weekend normally). But I certainly think we can arrange something! Also Leasecar with Gaspass for the win! :)
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: StealthKnightSteg on March 13, 2012, 12:43:32 PM
Fixed broken pictures once again... though it seems Hyves fixed to problem with IP url's, hopefully they are now static adresses so I won't have to fix the links to the pictures another time soon.

Also I hope to add another Battle Report soon! (need to practise before the next Eurobash!)
Title: Re: Steg's Battle Reports (2011-04-02, added 2000 vs Skaven) part 1
Post by: Windelov on March 15, 2012, 03:20:26 PM

Taking out 3 Halberdiers and my Arch Lector!!! :( Though it didn't kill my War Altar.



First, nice rapports.
 
The quote above is interesting as to my knowledge shots fired vs chariots in 8ed no longer requires randomization and counts as a single model with split profile. Thus, it would be impossible to have your arch lector killed and your chariot surviving..

Furthermore, as your arch lector is the only rider of the chariot, it would presumably run amok. 

Any thougths on this?

Title: Re: Steg's Battle Reports (2011-04-02, added 2000 vs Skaven) part 1
Post by: StealthKnightSteg on March 15, 2012, 09:41:31 PM

Taking out 3 Halberdiers and my Arch Lector!!! :( Though it didn't kill my War Altar.



First, nice rapports.
 
The quote above is interesting as to my knowledge shots fired vs chariots in 8ed no longer requires randomization and counts as a single model with split profile. Thus, it would be impossible to have your arch lector killed and your chariot surviving..

Furthermore, as your arch lector is the only rider of the chariot, it would presumably run amok. 

Any thougths on this?

If it were a normal chariot.. but this is a chariot with a character (lord) and thus it's treated as character and mount. see BRB-105, it follows all the rules for ridden monsters. save for the fact they don't roll for the monster reaction table.

As for running amok... as far as I know the thing just keeps sitting there on the spot.
From the Empire FAQ:
Q. If the Arch Lector riding atop the War Altar is killed, is the War
Altar removed from play? (p53)
A. No.

But it's not very clear on this as there is no crew on the waraltar... I think this may well be an incoming addition to the war altar to add a crew member to make it more inline of the rules for chariots / characters that use them as mounts (like the lion chariot of HE)
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: StealthKnightSteg on March 19, 2012, 08:32:25 AM
As I asked on warseer if someone knew if the WarAltar might get a crewmember they also pointed out that my thinking of the War Altar being dead in the water isn't correct. You should still use it as a normal chariot.
Which is a little wierd without a handler, but ok :)
Will keep this in mind next time my AL dies and still use my War Altar for it's impact hits and tie a unit up.
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: Fidelis von Sigmaringen on March 19, 2012, 08:56:46 AM
There is really nothing in the rules to prevent you from using the War Altar in a normal fashion, even after the AL has been killed. Presumably, it is being moved by the will of Sigmar - or simply the horses. However, the only damage it could do would be from impact hits and the attacks of the horses. Nor could it use the magic power of the Griffon.
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: Windelov on March 19, 2012, 02:45:30 PM
Hi Steg
Thanks for correcting me on this subject. I will just insert a handler on the war alter so that the death of the lector is not the end of story for the war alter.  :-)
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: StealthKnightSteg on March 19, 2012, 02:58:06 PM
Hi Steg
Thanks for correcting me on this subject. I will just insert a handler on the war alter so that the death of the lector is not the end of story for the war alter.  :)

You can do this for the looks, but keep in mind that the handler you place doesn't have a profile and can't do anything then.
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: StealthKnightSteg on April 23, 2012, 11:08:03 AM
So yesterday I played a practise game at 2500 points versus skaven.
Getting back from the rust I gathered about the rules.

Still missed some things during the game (both of us did) but all in all it was good to get a little back into shape for the Eurobash.

I didn't take any notes for a battlereport though. I will at the Eurobash!

+++ Empire 8th ed AB 8th ed BRB 2500 (2500pts) +++
+++ 2500pt Empire 8th Ed AB and 8th Ed BRB Roster (Standard) +++

Selections:

+ Lords + (544pts)

    * Arch Lector (319pts)
        Heavy Armour
        * Magic Items
            AB - The White Cloak of Ulric, BRB - Enchanted Shield
        * War Altar of Sigmar
            AB - The Golden Griffon, AB - The Horn of Sigismund


    * Battle Wizard Lord (225pts)
        Lore of Beasts, Wizard Level 4
        * Magic Items
            BRB - Dispel Scroll


+ Heroes + (297pts)

    * Captain of the Empire (138pts)
        Battle Standard Bearer, Full Plate Armour, Shield
        * Magic Items
            BRB - Dawnstone, BRB - Dragonhelm, BRB - Shrieking Blade

    * Master Engineer (65pts)
       
    * Warrior Priest (94pts)
        Heavy Armour, Shield
        * Magic Items
            BRB - Ironcurse Icon, BRB - Sword of Might


+ Core + (670pts)

    * Halberdiers (435pts)
        (Regimental Unit)
        Champion, 40x Halberdiers, Musician, Standard Bearer
        * Free Company Militia
            10x Free Company Militia (Detachment)
        * Swordsmen
            15x Swordsmen (Detachment)

    * Knightly Orders (110pts)
        5x Knightly Orders, Lance and Shield

    * Knightly Orders Inner Circle (125pts)
        5x Knightly Orders Inner Circle, Lance and Shield


+ Special + (739pts)

    * Demigryph Knights (174pts)
        3x Inner Circle Knight, Lance

    * Great Cannon (120pts)

    * Greatswords (445pts)
        (Regimental Unit)
        Champion, 25x Greatswords, Musician
        * Free Company Militia
            10x Free Company Militia (Detachment)
        * Standard Bearer
            BRB - Banner of Eternal Flame
        * Swordsmen
            10x Swordsmen (Detachment)


+ Rare + (250pts)

    * Celestial Hurricanum (130pts)

    * Helstorm Rocket Battery (120pts)

Created with BattleScribe

Versus:

Grey Seer on Bell (level 4)
Plague Priest (level 2)
Warlock Engineer (level 1)
BSB

Clanrats x 30 pushing the Bell (spears)
- Warpfire thrower team
Clanrats x 20 (or 25) (spears)
- Ratling gun team
Clanrats x 25 (or 25) (spears)
- Mortar team
Skaven Slaves x 40

Gutter runners x 5
Censer Bearers x 5
Rat Ogres x 4 + 2 handlers (champion Ogre)
Shooty teams x 6 (including champion)

Doomwheel
HPA
WLC

But to summ it up:

Played Battle for the Pass scenario with some scenery rolled for, but none had a real impact except for the Frenzy tower. Which let him fail a few charges.

* War Altar is good with providing Hatred to combat units close by and getting that soulfire off next to the Cannon was nice aswell! To bad the damn Cannon did squat..

* Magic: Offensive was okish My opponent had to make alot of decisions to dispel  while on the otherhand letting some other good buffs through. Defensive felt like I was underperforming.. needed to use my dispel scroll early on and had to count on my opponent not making his casting roll or IF on 13th spell as I ran out of dice fast.
Also my spell selection was crap as I used Beast the first time (and not choosing Wyssan...misread the other buff spells to only characters and those turned out to be in the wrong UNIT...)

*Shooting: only had a great Cannon and Helstorm (with engi) and both didn't go great.. fluffed alot with my cannon and the templates of the helstorm could have been better... 1 time 3 templates on arty dice of 10!!... so I reroll.. misfire.. then a 6 on the misfire chart.. bye bye helstorm damnit.

* Combat: Was rather good, really impressed by the Demigryphs as they rolled up a complete unit of skaven slaves and with some help a Doomwheel. I had my characters (BSB and WP) deployed in my GS which didn't see much combat (besides the Doomwheel) and would have been more usefull in my Halberdiers as they did most combat..
Detachments worked awesome as road block and extra combat utility.
Did forget the +1 to hit a few times from the Hurricanum (but that thing was a bit invisible on the field (only the base as I have to build it yet..)

At the end of turn 4 we called it due to time..
I only lost the Helstorm, 1 unit of IC Knights (5) and 1 detachment of 10 Militia.
He lost some weapon teams, his gutter runners, Rat Ogres, Doomwheel and a complete unit of clanrats including his BSB

Result:
Empire lost: 305 points
Skaven lost: 963 points

Crushing Victory to Empire!!

HUZZAH!!
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: Finlay on April 23, 2012, 11:21:15 AM
Quote
Combat: Was rather good, really impressed by the Demigryphs as they rolled up a complete unit of skaven slaves

This made me laugh.

"I'm really impressed my unit which costs 174 points was able to beat a unit worth 80 points"

Damn skaven slaves.
Title: Re: Steg's Battle Reports (2011-06-02, 7 full 8th ed battle reports (+2 7th ed))
Post by: StealthKnightSteg on April 23, 2012, 12:18:13 PM
Quote
Combat: Was rather good, really impressed by the Demigryphs as they rolled up a complete unit of skaven slaves

This made me laugh.

"I'm really impressed my unit which costs 174 points was able to beat a unit worth 80 points"

Damn skaven slaves.

Well they did it on the turn they charged in... and 3 Demigryph Knights versus about 40 slaves.. I think it was good no matter the point allocation.. It would have been less of an impression if they needed 2-3 combat rounds to do it..
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 04, 2012, 10:41:49 PM
Orc's & Goblins vs. Empire
==========================

Overview
--------
Scenario: Normal Pitched Battle
Location: St. Niklaas - HQ Gaming Club
Date played: zaterdag 28 april 2012

The 2nd intervention army from Altdorf responded on a call mabe by Elector Count Wolfram Hertwig from Ostermark. A band of Orcs and Goblins
were advancing into his province but his troops where occupied by some Chaos incursions in the northern part of his province.
Joined by a few local militia parties General Johan van den Kornput took the lead and marched to confront the greenskin horde.

Side / Start roll off: Empire 4 vs O&G 3, Empire set up south.

Spell Selections:
Orc Savage Shaman: Fist of Gork and Hand of Gork
Night Goblin Great Shaman: Vindictive Glaze, Gift of the Spider God, Itchy Nuisance and Curse of the Bad Moon

Joost de Moor - Battle Wizard Lord (Beasts) had chosen Wyssan's Wildform, Pann's Inpenetrable Pelt, Amber Spear and Savage Beast of Horros
as his spells for this battle

Orc's & Goblins
---------------
General: Finlay

  Lord:
  (OW) Infantry, Orc Warlord [1 point]

  (NGGS) Infantry, Night Goblin Great Shaman [1 point]
      - Level 4


  Hero:
  (NGBB) Infantry, Night Goblin Big Boss [1 point]
      - BSB

  (SOS) Infantry, Savage Orc Shaman [1 point]


  Core:
  (OB) 30 Infantry, Orc Boys [245 points]
      - Full Command, Hand Weapon / Shield

  (SO) 24 Infantry, Savage Orcs Big 'Uns [299 points]
      - Full Command, AHW

  (NG) 58 Infantry, Night Goblins [249 points]
      - Full Command, Netters, Spears

  (GW1) 5 Cavalry, Goblin Wolf Riders [60 points]
      - Spears / Bows

  (GW2) 5 Cavalry, Goblin Wolf Riders [60 points]
      - Spears / Bows


  Special:
  (OBC) Chariot, Orc Boar Chariot [85 points]

  (GWC) 2 Chariot, Goblin Wolf Chariot [100 points]

  (Tro) 6 Monstrous Infantry, Trolls [210 points]


  Rare:
  (RL1) Warmachine, Goblin Rock Lobber [85 points]

  (RL2) Warmachine, Goblin Rock Lobber [85 points]

  (DD) Warmachine, Doom Diver [80 points]

  (AS) Monster, Arachnarok Spider [290 points]


  Total: 1852 points
  ------------------

Empire
------
General: StealthKnightSteg (Vincent)

  Lord:
  (AL) Infantry / Chariot, Arch Lector [319 points]
      + War Altar
      - HA, The White Cloak of Ulric, Enchanted Shield

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


  Hero:
  (CotE) Infantry, Captain of the Empire [138 points]
      - BSB, FPA, Shield, Dawnstone, Dragonhelm, Shrieking Blade

  (ME) Infantry, Master Engineer [65 points]

  (WP) Infantry, Warrior Priest [94 points]
      - HA, Shield, Ironcurse Icon, Sword of Might


  Core:
  (Hal) 40 Infantry, Halberdiers [435 points]
      - Full Command, Detachments of 10 FCM + 15 Swordsmen


  Detachment:
  (Sw1) 15 Infantry, Swordsmen [0 points]
      - Detachment of Halberdiers

  (Fc1) 10 Infantry, Free Company Militia [0 points]
      - Detachment of Halberdiers


  Core:
  (Kn) 5 Cavalry, Knightly Orders [110 points]
      - Great Weapons

  (ICK) 5 Cavalry, Knightly Orders Inner Circle [125 points]
      - Lance and Shield


  Special:
  (DGK) 3 Monstrous Cavalry, Demigryph Knights [174 points]
      - Lances

  (GC) Warmachine, Great Cannon [120 points]
      - 3 crew

  (GS) 25 Infantry, Greatswords [445 points]
      - Full Command, Detachments of 10 FCM + 15 Swordsmen


  Detachment:
  (Sw2) 15 Infantry, Swordsmen [0 points]
      - Detachment of Greatswords

  (Fc2) 10 Infantry, Free Company Militia [0 points]
      - Detachment of Greatswords


  Rare:
  (CH) Chariot, Celestial Hurricanum [130 points]

  (HBVG) Warmachine, Hellblaster Volley Gun [120 points]


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

Deployment
----------
  (http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/576099_228414563933722_100002955391486_396388_231503748_n.jpg)

2500 points
Orcs & Goblins from left to right:
Doom Diver - Rock Lobber - Trolls - Orc Boys with the Orc Warlord - Orc Boar Chariot - Night Goblins with the BSB and Great Shaman -
Arachnarok Spider - Savage Orc Big 'Uns with the Shaman / Goblin Wolf Riders - Rock Lobber / Goblin Wolf Chariots - Goblin Wolf Riders.

Empire from left to right:
Knightly Order / Demigryph Knights - Free Company detachment with Battle Wizard Lord - Swordsmen detachment / Greatsword regimental unit
Celestial Hurricanum - Helblaster Volley Gun - Engineer / Arch Lector on War Altar - Great Cannon - Free Company Detachment / Halberdier
regimental unit - Swordsmen detachment - Inner Circle Knights.

Roll off for the first turn: Empire 6 (+1) vs O&G 1, Empire starts.

Turn 1 - Empire
---------------
  (http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash4/389742_228414587267053_100002955391486_396389_75208104_n.jpg)

Vanguard moves:
Both Goblin Wolf Rider Units moved up closer.

(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/403388_228416233933555_100002955391486_396398_459450740_n.jpg)
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash3/582205_228416310600214_100002955391486_396399_1573918594_n.jpg)
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-prn1/536069_228416357266876_100002955391486_396400_749741263_n.jpg)
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash3/522227_228416430600202_100002955391486_396401_275133508_n.jpg)
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-prn1/543303_228416473933531_100002955391486_396402_1512804493_n.jpg)

Movement phase:
ICK charge GW2, they flee 7" and ICK follow 6".
On the other flank the Knights and Demigryph Knights advance towards the O&G artillery.
Halberdiers and their detachment move a bit forward where the swordsmen also angle a little.
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc7/577672_228416510600194_100002955391486_396403_524731049_n.jpg)

Magic phase:
11 PD vs 7DD
Banish from the War Altar got dispelled as got the Wyssans Wildform cast by the Battle Wizard Lord.
All 3 prayers got through by the Arch Lector.

Shooting:
Adriaen van Bergen the Engineer decided to help the Hellblaster which shot 4 Goblin Riders back to the World's Edge Mountains
Unfortunatly the cannon nearby misfired and could not fire next turn as well.
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash2/74701_228416580600187_100002955391486_396404_570793550_n.jpg)

Turn 1 - Orc's & Goblins
------------------------
  (http://a6.sphotos.ak.fbcdn.net/hphotos-ak-prn1/546270_228414603933718_100002955391486_396390_695404835_n.jpg)

The Night Goblins failed their Animosity test and the Great Shaman would not be of any help this turn.

Movement phase:
The Trolls just made their long range charge on the knights (15")
Both Wolf Rider units failed their rally and kept on fleeing. The Goblin Chariot handlers couldn't care about their comrade passing.
The rest kept a steady pace forward.
(http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/524249_228416633933515_100002955391486_396405_1682406614_n.jpg)

Magic phase:
The Savage Orc Shaman faile dto cast Hand of Gork and his Fist of Gork got Dispelled.

Shooting phase:
The Arachnarok crew shot their arrows short of the Ostermark Free Company.
The Doomdiver dived on the Demigryph Knights doing 4 wounds killing one of them.
Both Rock Lobbers shot their rocks at the Helblaster but only managed 1 wound on it.

Close Combat phase:
The Troll vomit was to much for the brave Knights and they got decimated by the Trolls that overran into the Demigryph Knights.

Turn 2 - Empire
---------------
  (http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc7/36616_228414613933717_100002955391486_396391_1014110888_n.jpg)

Movement phase:
The Inner Circle Knights Charged the fleeing Goblin Wolf Riders, which fled on. Failing to redirecting into the Goblin Wolf Chariots they move up 5".
The rest of the army moves up to meet the advangement of the Orcs & Goblins.
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash3/531335_228416697266842_100002955391486_396406_1517634910_n.jpg)
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash4/319802_228416753933503_100002955391486_396407_404189362_n.jpg)

Magic phase:
Joost de Moor killed 5 Orc Boyz with an Amber Spear and fortified the Demigryph Knights with Wyssan's Wild Form.

Shooting phase:
Adriaen van Bergen again helped the Helblaster as the crew of the cannon where still bussy getting it ready.
It did 2 wounds on the terrifying Arachnarok Spider

Close Combat phase:
The Demigryph Knights put 1 Troll down (3 wounds) before they got vomited on aswell losing another Knight (4 wounds),
This was to much for the last Knight and he fled the combat.
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-prn1/531458_228416830600162_100002955391486_396408_1708169599_n.jpg)
Title: Re: Steg's Battle Reports (last update: 2012-04-22)
Post by: StealthKnightSteg on May 04, 2012, 10:42:21 PM
Turn 2 - Orc's & Goblins
------------------------
  (http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash3/530402_228414627267049_100002955391486_396392_780182210_n.jpg)

Movement phase:
The Orc Boyz now wanted to charge the Ostermark Militia unit detached to the Greatswords, but they did a tactical retreat.
The Arachnarok Spider however made it to the other Ostermark militia.
The Savage Orcs Tried to reach the Swordsmen unit detached to the Halberdiers but failed to reach them.
The Goblin Wolf Chariots seeing the failed advance made by the knights charged into them.
The one Goblin Wolfrider left the battlefield to run home. The intact unit of Goblinriders did manage to turn around.
The Trolls went stupid and only stumbled 2" forwards.
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/399013_228416873933491_100002955391486_396409_1321506633_n.jpg)
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc6/156473_228416913933487_100002955391486_396410_1714609311_n.jpg)

Magic phase:
The Goblin Shaman got the Curse of the Bad moon off and the vortex just hit the Greatswords killing 3 of them.

Shooting phase:
The first Rock Lobber misfired but would be operational next turn.
The second Rock Lobba got lucky and destroyed the Helblaster.
Doomdiver missed it's target.

(Note: Somewhere I also lost 4 Swordsmen in Sw2)

Close Combat phase:
Impact hits by the chariots killed 3 Inner Circle Knights which in return killed one chariot. Though they lost combat and turned to flee 12".
The Ostermark Free Company got utterly destroyed by the Arachnarok Spider, which overran into the Great Cannon.
(http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/538702_228416963933482_100002955391486_396411_671693012_n.jpg)
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398288_228417077266804_100002955391486_396412_407305940_n.jpg)
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc7/306172_228417137266798_100002955391486_396413_756160037_n.jpg)

Turn 3 - Empire
---------------
  (http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash3/576027_228414660600379_100002955391486_396393_2050664633_n.jpg)

Movement phase:
The Halberdier horde took notice of the Arachnarok Spider and charged the side.
The Greatswords charged the Orc boyz supported by the Swordsmen picking up the Boar Chariot.
The Inner Circle knights rallied to face the lone Wolf Chariot. While the Ostermark Free Company rallied to support the Greatswords next turn.
The last Demigryph knight didn't feel like sticking around and left the battlefield.
The Hurricanum followed the charges by the Greatswords and Swordsmen to support them.
Adriaen van Bergen and Joost de Moor repositioned themselfs for better use while Emil Valgeir the Arch Lector moved up towards the other
flank of the Arachnok Spider.
Swordsmen detachment of the Halberdiers moved backward so they would not get surprised by the Savage Orcs.
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-snc7/578887_228417197266792_100002955391486_396414_1045001489_n.jpg)
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash3/540010_228417257266786_100002955391486_396415_1463602936_n.jpg)

Magic phase:
The Hurricanum unleashed Iceshard Tempest on the Night Goblin unit and 5 died.
Joost de Moor added another kill by a weak Amber Spear.

Close Combat phase:
Swordsman failed to impress the Orcs on the chariot and took 1 for the team.
The Greatswords champion got into a challenge and didn't survive the meeting with the Orc War Boss.
His troopers however managed to kill 4 Orc Boyz.
The Halberdiers chopped ravingly at the big spider inflicting another 3 wounds for the loss of 3 of their own.

Turn 3 - Orc's & Goblins
------------------------
  (http://a5.sphotos.ak.fbcdn.net/hphotos-ak-prn1/560457_228414697267042_100002955391486_396394_1463486986_n.jpg)

Movement phase:
The Night Goblins charged the Sowrdsmen to help the Boar Chariot.
The Savage Orcs charged the Flank of my Halberdier unit.
And the Goblin CHariot charged the Inner Circle Knights again.

Magic phase:
3 PD - 3DD
Fist of Gork got dispelled

Shooting phase:
Rock Lobber 1 missed
Doomdiver missed
Rock Lobber 2 knocked out Emil Valgeir so he couldn't participate in this battle anymore.

Close Combat phase:
The Orc War Boss issued another challenge but Godfried van Mervel the Warrior Priest refused and ran to the back of the Greatsword unit.
The resulting battle saw 6 Greatswords dead and 4 Orc Boyz.
The Boar Chariot took 1 Wound and the Swordsmen took 2 and they Held.
On the otherside the Halberdiers managed to finish off the Arachnarok Spider but not before Willem Corneliszoon van Duyvenbode the BSB got
subdued by poison. The Savage Orcs then followed by killing 9 halberdiers. This was a bit to much for them and they fled towards the edge.
The Goblin Wolf Chariot killed the last 2 Inner Circle Knights.
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash3/522876_228417303933448_100002955391486_396416_48953837_n.jpg)
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash3/528835_228417367266775_100002955391486_396417_46685064_n.jpg)

Turn 4 - Empire
---------------
  (http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash4/292667_228414703933708_100002955391486_396395_1490623482_n.jpg)

Movement phase:
The War Altar with a uncounscious Emiel Valgeir charged the flank of the Savage Orcs as do the Swordsmen.
The Ostermark Militia joins the Greatswords in their battle against the Orc Boyz.
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/577844_228417447266767_100002955391486_396418_976670213_n.jpg)

Magic phase:
7PD - 5DD
Sees an IF'ed Wyssan's on the Swordsmen fighting the Boar Chariot and Goblins
He loses a Wizard level for it and forget's the spell for this battle.

Shooting phase:
The Cannon pivoted to flank shot the Trolls and managed to kill 1

Close Combat:
The Greatswords supported by the Militia took out 4 more Orcs after Godfried turned another challenge down.
They lost 5 Greatswords in return.
The Swordsmen nearby lost 2 more. But both sticked to their combats.
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash3/557745_228417523933426_100002955391486_396419_1568888716_n.jpg)

The Altar and Swordsmen fighting the Savage Orcs managed to kill 1, but the chariot took 2 wounds and the Swordsmen lost 2 men.
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash3/526227_228417600600085_100002955391486_396420_1813787665_n.jpg)

Turn 4 - Orc's & Goblins
------------------------
  (http://a1.sphotos.ak.fbcdn.net/hphotos-ak-prn1/552803_228414730600372_100002955391486_396396_1397688838_n.jpg)

Movement phase:
The Goblin Wolf Riders and the Chariot moved closer towards the fighting Savage Orcs as did the Trolls from the other side.

Magic phase:
Saw another Curse of the Bad Moon vortex going off sliding across the fighting units taking down 2 Swordsmen, 5 Greatswords and 1 Militia.

Shooting phase:
One Rock Lobba killed 3 Halberdiers.

Close Combat:
4 more Greatswords bit the dust for none of the Orcs in return.
The Militia shaken by the onslaught failed their attacks.
Another 2 Swordsmen died also for nothing in return.
More Swordsmen died by the hands of the Savage Orcs while the Chariot took another wound from them.

Turn 5 - Empire
---------------
  (http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/535653_228414747267037_100002955391486_396397_154530611_n.jpg)

Movement phase:
Halberdiers back in bussiness failed to charge the Savage Orcs
But the Hurricanum chared the Boar Chariot.
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash3/533045_228417640600081_100002955391486_396421_1808879180_n.jpg)

Magic phase:
Joost Amber Speared the Trolls for 1 wound

Shooting phase:
The Cannon overshot the Trolls

Close Combat phase:
The charge of the Hurricanum demolished the Boar Chariot.
But then the retreat horn was sounded, and the Emperial troops feld the battle field to regroup further on
leaving a few scouts to track the Orc and Goblin troops.

This battle was won but the campaign wasn't over yet!


Built with Battle Chronicler.
http://www.battlechronicler.com/
Title: Re: Steg's Battle Reports (last update: 2012-04-22)
Post by: Cursain on May 04, 2012, 11:19:36 PM
Thanks for the battle report StealthKnightSteg.
Man our demigryphs and anything armored fall apart like a wet paper bag when it comes to goblins and their armor avoidance abilities......sigh.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 04, 2012, 11:27:24 PM
Indeed, that matchup on the left flank was utterly crap and on the other flank I really fluffed every damn charge roll and then taking impact hits which I then fluffed to save..

I did learn a bit more about moving with detachments and such which come out better in the next battles!

Next up will be Empire vs Empire 2500 (against Commandant), will probably do that sunday during the day.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: commandant on May 05, 2012, 11:20:24 AM
You need 2 cannons man
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: rufus sparkfire on May 05, 2012, 11:58:10 AM
Great report Steg! I haven't played you yet, have I: next year for sure!

You actually cast the bound spell on the hurricane wagon? I played against two of those and at no point did my opponents even consider the idea!


I'm not sure owlbear knights are much good, but maybe that's because I found out the ogre version costs only a small amount extra and is way better.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Willem I on May 05, 2012, 12:38:30 PM
Ogres dont use rules, so it's kinda comparing apples to oranges ;)

Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 05, 2012, 12:54:01 PM
Great report Steg! I haven't played you yet, have I: next year for sure!

You actually cast the bound spell on the hurricane wagon? I played against two of those and at no point did my opponents even consider the idea!


I'm not sure owlbear knights are much good, but maybe that's because I found out the ogre version costs only a small amount extra and is way better.

You have played me last year together with Finlay on the last day 3k Orcs & Goblins of yours combined against my 3k Empire. But not one on one yet. Would be nice for us to do a game next year for sure!

I find the bound spell from the hurricanum useful to cast to draw out dispel dice as the unexpected result from the spell frightens people, it can be nothing but can be devastating as well. And if it gets dispelled so what I have other good spells and prayers I then can try and cast next :)

The Demigryph Knights are not so good on their own I found out unless they charge a really crappy opponent, but the do swing a drawed battle in your favour as a support unit and I think you should see them as that. They will life longer that way aswell for the amount of points you put on the table that way. I think Pistoliers will be my harrasment choice nr1 again.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: rufus sparkfire on May 05, 2012, 01:25:08 PM
Was that me though? Not sure it was! Maybe it was FR1DAY?

I'm sure the bound spell is helpful, I just thought it was funny that I never saw anyone try to cast it.

I think I regret buying my owlbear knights actually. I might sell them (still on the sprues!).



Quote from: Willem I
Ogres dont use rules, so it's kinda comparing apples to oranges

True!
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Cursain on May 05, 2012, 01:35:54 PM
Great report Steg! I haven't played you yet, have I: next year for sure!

You actually cast the bound spell on the hurricane wagon? I played against two of those and at no point did my opponents even consider the idea!


I'm not sure owlbear knights are much good, but maybe that's because I found out the ogre version costs only a small amount extra and is way better.

I agree.  I think Empire is paying a premium for a 1+ armour save and WS 4.
Compare the demigryph to the Mournfang in a prolonged battle vs say....a unit of DE spearmen. I think the Mournfang is much better being T4, and dishing out S5 impact hits, and getting 5 attacks. 

I'm not sure how they factor the points but demi gryphs should cost at least 5 less than mournfangs.  The T3 hurts, especially against stupid warmachines that ignore armour.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Lord Solar Plexus on May 07, 2012, 09:19:52 AM
Most warmachines that matter wound T4 as easily as T3. Mournfangs may well be better. In all honesty I would care if I could chose between the two.

Steg, thanks for another cool batrep. On your turn 3, your Swordsmen charged the Boar Chariot and took a wound. Are those things stubborn/unbreakable or did your opponent just roll well for the chariot's break test?

Same question regarding the Halberdiers vs Arachnarok, is it stubborn?
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Fandir Nightshade on May 07, 2012, 09:21:37 AM
Yes stubborn but I think with very low ld so you have to keep it close to the boss.

Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 07, 2012, 09:33:39 AM
The Boar Chariot had a succesfull breaktest if I remember correctly and the Spider actually won combat but I sticked around on Hold the Line at Ld9
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 07, 2012, 09:36:36 AM
Was that me though? Not sure it was! Maybe it was FR1DAY?

I'm sure the bound spell is helpful, I just thought it was funny that I never saw anyone try to cast it.

I think I regret buying my owlbear knights actually. I might sell them (still on the sprues!).



Quote from: Willem I
Ogres dont use rules, so it's kinda comparing apples to oranges

True!

Oh I think it was Fr1day indeed last year, so the we definatly need a battle next year!

maybe that bound spell is easy to forget aswell that you have it with the new toy there is so many things to remember..

I might be interested in those owlbears then if you really want to sell them on! I still want 2 boxes to model me some Halber wielding knights aswell.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Lord Solar Plexus on May 07, 2012, 11:16:05 AM
The Boar Chariot had a succesfull breaktest if I remember correctly and the Spider actually won combat but I sticked around on Hold the Line at Ld9

Ah, okay. I thought you had won against the Spider (3:3 wounds + a pile of SCR).
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 07, 2012, 11:25:54 AM
The Boar Chariot had a succesfull breaktest if I remember correctly and the Spider actually won combat but I sticked around on Hold the Line at Ld9

Ah, okay. I thought you had won against the Spider (3:3 wounds + a pile of SCR).

Hmm seems you are right, probably the Spider got easy on the break test that round, the round after I lost the combat due to the savage orcs in my flank..
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Fandir Nightshade on May 07, 2012, 11:29:24 AM
Also you could have placed your Hurricanum better (closer to the Halberdiers) to grant them also +1 to hit against the spider. At least from the look of your diagramm the hurricanum just barely touching the Greatsword unit and also placed pointing to the table edge instead of towards the O&G army should have been enough to grant more units the bubble effect.

That said great work on those reports I will dig through all of them and give you more smart ass advice (if you want it...otherwise I just enjoy your great work and shut up).
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 07, 2012, 11:36:47 AM
I'm half way the report of me against Commandant, you'll see that positioning of my hurricanum from that battle on will be better :)

And please give as much comments as you can, all will be very usefull for me to analyse my own gaming! But start with the O&G against Finlay as the other once posted here are older and don't matter that much anymore with the new book.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Fandir Nightshade on May 07, 2012, 12:24:55 PM
What was your reason to place knights (white wolves) in front of knights (Demigryphons) better to keep one unit in reserve in the center and move them where you need them next time.

The biggest mistake that lost you the game was retreating with your swordsmen during the turn your halberds attacked the Spider, they should have advanced into the path of the savage orc big unz in and in an angle accept the charge of the savage orcs to divert them away from the battle, your halberdiers would have most likely killed his spider in that turn and could have helped out against the rest of Finlays army in the center.

  (http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash3/530402_228414627267049_100002955391486_396392_780182210_n.jpg)


Here just move towards them and in an angle to the table edge on your right they would have been out of the game for at least 2 turns charging killing overrunning next turn reform and only the turn after that maybe in charge range.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 07, 2012, 12:42:27 PM
I put out the KotWW there first to face the Artillery when the trolls came on I figured that I needed support there to even get a change, eventually moving up was just a bit to far (15"out and the trolls charging exactly 15") and the following combats was just crap against Troll Vomit..

Thanks for pointing that out! That would have been a way better option to go with then trying to flank the Savage Orcs a turn later with my Swordsmen, as I didn't stick around with my Halberdier horde that turn..
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Fandir Nightshade on May 07, 2012, 12:58:17 PM
You were too defensive overall you waited for Finlay to come to you and basically gave him control where to fight and when your army could have advanced aggressively with the war altar and the hurricanum right behind with some diverting (savage orcs) you could have most likely overtaken the other units in his army in hand to hand fighting.


Also I know it is some work to redo the unit bases but I suggest you field your greatswords 7 wide and either cut the unit to 21 or increase to 28 somehow 7 is the way to go as 14 attacks of high Ws and S are better than 10 attacks with +1 CR.

Especially with a Hurricanum and War Altar around.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 07, 2012, 01:32:23 PM
Yeah that defensive feeling I had aswell and it will show in the next battles that I am a bit more offensive (made a bad mistake against Shavs dwarfs again though on this)

I will look into 7 wide GS of 28 then I think, just need to figure out how to account for 3 more in the list then.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Fandir Nightshade on May 07, 2012, 01:33:57 PM
Drop the musicians and the champions how often have you used the free reform in the last 5 games?

Champions are fine on knights and demigryphons otherwise they are 10 points bad invested (as are musicians) nobody will force you to kick the models out of the unit just make sure you tell the enemy that you have no command in the unit.

Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 07, 2012, 01:47:13 PM
well the Musicians I used alot actually... I want them for my detachments aswell damnit!  :biggriin:
Champions in my Regimental unit were pivitol a few times to make sure my characters weren't picked up in a challenge I knew I would loose!
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: Lord Solar Plexus on May 07, 2012, 01:47:39 PM
Battle reports are indeed very helpful in analysing one's mistakes. Of course it's all easier to lean back and discuss to and fro than during the heat of a battle but still. For example, my lone BSB got charged by a Plague Priest in my last battle. The PP caused one wound, so we figured wound + charge > army standard = dead BSB but he occupied a house and it only dawned on me much later that there is no charge bonus. 

(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash3/530402_228414627267049_100002955391486_396392_780182210_n.jpg)

Good that you bring that picture up once more. It looks as if the Halberdiers are quite a bit forward - can you even get them all into contact? Wheeling 90 degrees and then moving straight ahead appears to bring only a couple of Halberdiers into the fight.
Title: Re: Steg's Battle Reports (last update: 2012-05-05)
Post by: StealthKnightSteg on May 07, 2012, 02:12:51 PM
well the diagram doesn't do the actual thing justice as you can see in the picture

(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398288_228417077266804_100002955391486_396412_407305940_n.jpg)

I didn't get all 10 models in contact but about 8 maybe 9
Title: Steg's Battle Reports - 2500 Commandant's Empire
Post by: StealthKnightSteg on May 07, 2012, 09:23:30 PM
Ducktastic Empire vs. Empire
============================

Overview
--------
Scenario: Normal Pitched Battle
Location: St. Niklaas (Belgium) - HQ Gaming Club
Date played: zaterdag 28 april 2012

After the lost battle against the Orcs & Goblins the scouts reported that the Orcs & Goblins returned back to the mountains.
Taking note that the battle went poorly General Johan van den Kornput decided that his army needed some extra battle training and asked one of the local standing armies to set up against the 2nd Intervention Army of Altdorf.
A few Battle Wizard Lords put up some protective shields to make sure no one would actually get killed though they would feel the pain from hits.

Spell selection:
The Heavens Battle Wizard Lord from Commandant's Army rolled 1-4-5-6
1.  Harmonic Convergence
4. Urannon's Thunderbolt
5. Comet of Casandora
6. Chain Lightning

Janus Dousa - Battle Wizard Lord (Fire) rolled 2-5-5-6 and took
Sig. Fireball
2. Flaming Sword of Rhuin
3. The Burning Head
5. Fulminating Flame Cage

Ducktastic Empire
-----------------
General: Commandant

  Lord:
  (AL) Infantry, Arch Lector [1 point]

  (BWL) Infantry, Battle Wizard Lord [1 point]
      - Level 4, Heavens


  Hero:
  (BSB) Infantry, Captain of the Empire [1 point]
      - BSB

  (CotE) Monstrous Cavalry, Captain of the Empire [1 point]
      - Pegasus

  (WP) Infantry, Warrior Priest [1 point]

  (WH) Infantry, Witch Hunter [1 point]
      - Brace of Pistols

  (ME) Infantry, Master Engineer [65 points]


  Core:
  (Hal1) 50 Infantry, Halberdiers [450 points]
      - Full Command, Regimental Unit


  Detachment:
  (Hal2) 20 Infantry, Halberdiers [0 points]
      - Detachment of Halberdiers


  Core:
  (HG) 10 Infantry, Handgunners [90 points]

  (ICK) 10 Cavalry, Knightly Orders Inner Circle [280 points]
      - Full Command


  Special:
  (GS) 40 Infantry, Greatswords [470 points]

  (GC) War Machine, Great Cannon [120 points]
      - 3 Crew


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

  (CH) Chariot, Celestial Hurricanum [130 points]


  Total: 1731 points
  ------------------

Empire
------
General: StealthKnightSteg (Vincent)

  Lord:
  (AL) Infantry / Chariot, Arch Lector [319 points]
      + War Altar
      - HA, The White Cloak of Ulric, Enchanted Shield

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


  Hero:
  (CotE) Infantry, Captain of the Empire [138 points]
      - BSB, FPA, Shield, Dawnstone, Dragonhelm, Shrieking Blade

  (ME) Infantry, Master Engineer [65 points]

  (WP) Infantry, Warrior Priest [94 points]
      - HA, Shield, Ironcurse Icon, Sword of Might


  Core:
  (Hal) 40 Infantry, Halberdiers [435 points]
      - Full Command, Detachments of 10 FCM + 15 Swordsmen


  Detachment:
  (Sw1) 15 Infantry, Swordsmen [0 points]
      - Detachment of Halberdiers

  (Fc1) 10 Infantry, Free Company Militia [0 points]
      - Detachment of Halberdiers


  Core:
  (Kn) 5 Cavalry, Knightly Orders [110 points]
      - Great Weapons

  (ICK) 5 Cavalry, Knightly Orders Inner Circle [125 points]
      - Lance and Shield


  Special:
  (DGK) 3 Monstrous Cavalry, Demigryph Knights [174 points]
      - Lances

  (GC) Warmachine, Great Cannon [120 points]
      - 3 crew

  (GS) 25 Infantry, Greatswords [445 points]
      - Full Command, Detachments of 10 FCM + 15 Swordsmen


  Detachment:
  (Sw2) 15 Infantry, Swordsmen [0 points]
      - Detachment of Greatswords

  (Fc2) 10 Infantry, Free Company Militia [0 points]
      - Detachment of Greatswords


  Rare:
  (CH) Chariot, Celestial Hurricanum [130 points]

  (HBVG) Warmachine, Hellblaster Volley Gun [120 points]


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

Deployment
----------
  (http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc7/306139_230119273763251_100002955391486_400272_551835458_n.jpg)

2500 Points:

Using the same Battlefield structure as against the Orcs & Goblins the 2nd Intervention Army set up on the same side.

Commandant's Army deployed from left to right:
Helblaster Volley Gun -  Master Engineer - Great Cannon - Inner Circle Knights / Halberdier detachment - Halberdier Horde with Witch Hunter
and Warrior Priest - Celectial Hurricanum / Handgunners with Wizard Lord behind the Building - Greatsword Horde with the Arch Lector and
Battle Standard Bearer - Pegasus Captain hiding behind the rock formation.
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash2/156214_230121743763004_100002955391486_400287_1552559079_n.jpg)
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc7/148976_230123210429524_100002955391486_400292_1852193959_n.jpg)

Johan van den Kornput deployed his army from left to right:
Knights of the White Wolf / Swordsmen Detachment 2 / Demigryph Knights - Ostermarks Free Company Militia 2 / Greatswords - Great Cannon -
Arch Lector on War Altar - Helblaster Volley Gun / Master Engineer - Ostermarks Free Company Militia 1 with the Fire Wizard Lord -
Halberdier Horde / Celectial Hurricanum - Swordsmen Detachment 1 - Inner Circle Knights of the Blazing Sun on the other side of the table.
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/292208_230125627095949_100002955391486_400302_842034524_n.jpg)
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash3/562473_230131517095360_100002955391486_400317_1456634172_n.jpg)

The roll off let Johan take the first turn. But the Witch Hunter called out a Heresy against Janus Dousa the Fire Wizard Lord.

Turn 1 - Empire
---------------
  (http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash4/306103_230119313763247_100002955391486_400273_1416464112_n.jpg)

Movement phase:
All of the empire moved forwards besides the artillery.
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/542968_230131620428683_100002955391486_400318_1090186470_n.jpg)
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash3/581529_230136220428223_100002955391486_400320_1912401141_n.jpg)

Magic phase:
8PD - 7DD
Flaming Cage was cast upon the Inner Circle Knights. S10 big template
Burning Head IF cast on the Halberdiers where the Witch Hunter failed his look out, Sir! roll taking 1 wound with 2 more Halberdiers dead
S10 big template on the Wizard giving him 1 wound and taking down 4 Militia

Shooting phase:
The Great Cannon put one wound on the Helblaster

Turn 1 - Ducktastic Empire
--------------------------
  (http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc7/578290_230119330429912_100002955391486_400274_1178450124_n.jpg)

Movement phase:
Inner Circle Knights charge the flank of the Knights of the White Wolf
Handgunners with the Wizard Lord move into the building.
Rest of the Army moves up.

Magic phase:
10PD - 6DD
Extended Comet of Cassandora was Irresistably Cast just infront of my War Altar. (2 marks on it)
He did loose 2 levels and forgot the Convergence beside the Comet.

Shooting phase:
Great Cannon missed the Hurricanum
Helblaster put 1 wound on the Demigryph Knights

Combat phase:
The Knights of the White Wolf loose combat and run of the table and the Inner Circle Knights followed taking
2 dead from the Fulminating Cage

Turn 2 - Empire
---------------
  (http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/574774_230119360429909_100002955391486_400275_383660198_n.jpg)

Movement phase:
Demigryph Knights charged the Helblaster
The Greatswords and their Swordsmen detachment setup to catch the Inner Circle Knights when they return.
The rest moved in closer.
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-prn1/535302_230136547094857_100002955391486_400321_1422391221_n.jpg)
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/389288_230136610428184_100002955391486_400322_49319497_n.jpg)

Magic phase:
10PD - 4DD
Banisment from the War Altar kills 6 Halberdiers

Shooting phase:
10 Halberdiers lay dead after a good volley by the Helblaster Volley Gun
And the Great Cannon took out their counterpart.

Close Combat phase:
The Demigryph Knights lay waste to the Helblaster and overran into the Master Engineer.

Turn 2 - Ducktastic Empire
--------------------------
  (http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash3/538815_230119373763241_100002955391486_400276_465569344_n.jpg)

Movement phase:
Halberdier Horde charges the Free Company Militia detachment 1
Halberdier detachment charges Free Company Miltia detachment 2
Pegasus.. ehmm Duck Captain charges my Hurricanum in the flank
Inner Circle Knights came back on the table and moved a little to face the Swordsmen
The Hurricanum and Greatsword horde both moved up.
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/383431_230137077094804_100002955391486_400323_1421785136_n.jpg)

Magic phase:
The Comet landed putting 3 wounds on the War Altar, destroying the Great Cannon and the Helblaster.
Chain Lightning followed putting my wizard out, jumping to my War Altar where it did not do anything,
From there it jumped to the Halberdiers and then the Swordsmen1 killing 4 and 2 respectivly.

Shooting phase:
In hindsight I think he forgot his Handgunners here!

Close Combat phase:
Engineer died by the Demigryph Knights which then reformed to face the battlefield.
The Militia 1 detachment got overrun by the Halberdier Horde which then met with my Horde
The Halberdier Detachment did win combat against my Militia 2 but only killing 3, Though they
did break and so the Halberdiers met up with the War Altar (just clipping it)
The Duck Captain managed to put 3 wounds on the Hurricanum. But it stuck around.

to be continued...
Title: Steg's Battle Reports - 2500 Commandant's Empire
Post by: StealthKnightSteg on May 07, 2012, 09:23:56 PM
Turn 3 - Empire
---------------
  (http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/554411_230119403763238_100002955391486_400277_24293953_n.jpg)

(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/549355_230137150428130_100002955391486_400324_324743892_n.jpg)
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash3/576295_230137203761458_100002955391486_400325_1515777069_n.jpg)

Movement phase:
The Knights of the Blazing Sun assaults the house with the Handgunners.
Greatswords and Swordsmen charge the IC Knights.
Free Company Militia rally's and face the battle.
Demigryph Knights move in closer towards the Halberdiers and Hurricanum.

Magic phase:
Re-roll to wound prayer got off at the Arch Lector.

Shooting phase:
Ehmm let's skip that.

Close Combat phase:
The Swordsmen killed 1 IC Knight and the Greatswords killed another 2 IC Knights.
The Blazing Sun Knights managed to kill 4 handgunners for 1 dead knight inside the house but
they stayed put.
The Halberdiers bolstered by the prayers of the Arch Lector killed 15 of their counterparts.
But suffered 6 dead as well. Commandants Halberdiers figured it was time to leave the battle
but they didn't make it. Overrunning into the Hurricanum.
The Duck Captain managed to kill our Hurricanum.

Turn 3 - Ducktastic Empire
--------------------------
  (http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash3/522207_230119423763236_100002955391486_400278_1380509038_n.jpg)

Movement phase:
Greatsword horde charge the Swordmen detachment 1, who decide to flee and leaf them stranded just past the Pillar Gate.
The Duck Captain charges the War Altar.

Magic phase:
A Lightning Bolt wounded one of the Demigryph Knights.

Shooting phase:
The Handgunners shot one of the Blazing Sun Knights of his horse.

Close Combat phase:
Nothing happend in the Halberdier Detachment / War Altar / Duck Captain battle.
The Inner Circle Knights lost another round of combat but didn't stick this time and ran off the board.
Greatswords and swordsmen restrained pursuit and reformed towards the battle.
(http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398852_230137260428119_100002955391486_400326_395024809_n.jpg)
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash3/558704_230137350428110_100002955391486_400327_735079921_n.jpg)
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash2/150756_230137430428102_100002955391486_400328_779514056_n.jpg)

Meanwhile the Hurricanum flees from combat against the Halberdier horde who pursue it to the scrapheap.
They hold before the house.

Turn 4 - Empire
---------------
  (http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc7/35900_230119460429899_100002955391486_400279_1541358785_n.jpg)

Movement phase:
Greatswords and Swordsmen charge the Halberdier detachment.
Demigryph Knights charge the Duck Captain
and the Halberdiers assault the building.
The Swordsmen detachment didn't think the time was right yet and ran further.

Magic phase:
Re-roll to Wound and 5+ Ward Save prayers were cast on the Greatswords. (failed them with the AL)

Close Combat phase:
Duck Captain dies. War Altar and DGK reform facing the Greatsword Horde.
Halberdier detachment loses combat and flees, but gets caught by the Greatswords.
10 selected Halberdiers kill 2 Handgunner's

Turn 4 - Ducktastic Empire
--------------------------
  (http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/546028_230119487096563_100002955391486_400280_218112038_n.jpg)

Only thing happening this turn was that Commandant's Greatsword Horde turned
to receive the impact by the oncoming units.

If anything else happend I forgot to write it down...

Turn 5 - Empire
---------------
  (http://a1.sphotos.ak.fbcdn.net/hphotos-ak-prn1/559587_230119503763228_100002955391486_400281_1450280299_n.jpg)

Movement phase:
War Altar with the Arch Lector together with the Demigryph Knights charge the Greatsword Horde.
Th Halberdier Horde yet again assaulted the house.
Free Company Militia 2 reformed while the Greatswords and Swordsmen moved up after the
War Altar and Demigryph Knights.
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-prn1/525816_230137483761430_100002955391486_400329_1267244884_n.jpg)
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash4/301763_230137537094758_100002955391486_400330_1244765931_n.jpg)

Magic phase:
was uneventfull

Close Combat phase:
Handgunners died and the Wizard Lord took 1 wound before he escaped through the
backdoor and off the table!
The Demigryph Knights together with the Arch Lector killed 10 Greatswords while
the Greatswords with their Arch Lector and BSB Captain managed to put 2 wounds
on the Knights and 1 wound on Emiel Valgeir the Arch Lector.

Here Commandant conceaded the battle.
It was a well played game where Johan van der Kornput saw that his army could
perform well!


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


Next up 2000 points Empire vs Empire
Willem I was my opponent in that battle!
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: Lord Solar Plexus on May 08, 2012, 07:16:05 AM
Willem I? Thank Sigmar it isn't Johann von Nassau!

Excellent report, as always. I'm your fan, Steg.  :-D  Looks like commandant's Greatswords were slow to get around the terrain and affect the battle. Their new motto: Let op de droempels.
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: StealthKnightSteg on May 08, 2012, 08:51:51 AM
Willem I? Thank Sigmar it isn't Johann von Nassau!

Excellent report, as always. I'm your fan, Steg.  :-D  Looks like commandant's Greatswords were slow to get around the terrain and affect the battle. Their new motto: Let op de droempels.

haha I think you mean "drempels".
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: Fandir Nightshade on May 08, 2012, 09:16:25 AM
I am not sure I would have charged my swordsmen into the front of the IC knights really strange you took no casualties from their S4 attacks. The greatswords in the flank should have been enough to put them in serious trouble.

Also you shouldn´t deploy your DGK in the second line of attack I think you have seen how much damage they can dish out. Get thim into combat ASAP best vs infantry with S3 or S4.

Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: StealthKnightSteg on May 08, 2012, 09:21:42 AM
Yeah I got lucky with the swordsmen doing the 6+ AS and 6++ Parry :)

This time it did go as planned as the KotWW took the hit by the IC Knights so my DK could rampage, but I do agree that they need combat asap.
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: Fandir Nightshade on May 08, 2012, 09:37:22 AM
You should also have cast the cage on the halberdiers.

If you have the choice I suggest not using Fire again though Light could be fun as phas protection is nice if you want to stick all your stuff so closely together.
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: StealthKnightSteg on May 08, 2012, 09:42:51 AM
next battles I actually used Shadow (well maybe not against Willem I.. not sure anymore what I used there, would need to look at my notes which are at home ofcourse)
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: commandant on May 08, 2012, 11:59:49 AM
I think trying to kill his BSB was a mistake.   I done 9 attacks and no wounds on him.   Should have just pumped the unit.   Other than that it was a fine game for SKG.   
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: StealthKnightSteg on May 08, 2012, 12:41:43 PM
I think trying to kill his BSB was a mistake.   I done 9 attacks and no wounds on him.   Should have just pumped the unit.   Other than that it was a fine game for SKG.

Indeed as I equip my BSB for protection (1 or 2+ AS rerollable). Though you had a moral victory as the Witch (my wizard lord) died... even if the Witch Hunter had no part in it  :biggriin:
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: commandant on May 08, 2012, 01:57:18 PM
I think trying to kill his BSB was a mistake.   I done 9 attacks and no wounds on him.   Should have just pumped the unit.   Other than that it was a fine game for SKG.

Indeed as I equip my BSB for protection (1 or 2+ AS rerollable). Though you had a moral victory as the Witch (my wizard lord) died... even if the Witch Hunter had no part in it  :biggriin:

The witch died in every game that the witch hunter played in and only against Rufus was there even a chance that the witch hunter had anything to do with it :)
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: Fandir Nightshade on May 08, 2012, 02:10:13 PM
It was always his evil eyes!

Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: rufus sparkfire on May 08, 2012, 02:12:21 PM
Great report! I'm glad to see the duck died (again).

Also, well done for using fire magic instead of one of the obvious choices!



Quote from: commandant
The witch died in every game that the witch hunter played in

I don't think my shaman lord died! Who killed him?
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: commandant on May 08, 2012, 02:15:18 PM
Great report! I'm glad to see the duck died (again).

Also, well done for using fire magic instead of one of the obvious choices!



Quote from: commandant
The witch died in every game that the witch hunter played in

I don't think my shaman lord died! Who killed him?

Was he in the orc unit that the Greatswords were taking apart at the end of the game.   I though he was with the savage orcs that the halberdiers ran down.   Saved 2 5+ ward saves that B*****d
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: rufus sparkfire on May 08, 2012, 02:23:46 PM
He was with the savage orcs. They got run down? I must have blocked that out, or been too drunk to notice. Or both.
Title: Re: Steg's Battle Reports (last update: 2012-05-07)
Post by: commandant on May 08, 2012, 08:40:43 PM
we were both fairly drunk by the end :)
Title: Steg's Battle Reports (2000 against Willem I)
Post by: StealthKnightSteg on May 08, 2012, 09:30:52 PM
Middenheims? Empire vs. Empire, 2nd Intervention Army of Altdorf
================================================================

Overview
--------
Scenario: Dawn Attack
Location: St. Niklaas (Belgium) - HQ Gaming Club
Date played: zondag 29 april 2012

To make sure his army got the tactics right Johan van der Korput altered his army a little and
asked his friend Willem I to meet him at a sandy spot near the Lower Talabec river.
So Willem I's Middenheims? army arrived at the sands.
Again the Wizards put their protective spell around the armies so no real casualties would occur.

Spell selection:
Willem I's Life Wizard level 2 rolled: 2 + 5
2. Flesh to Stone
Sig. Earth Blood

His Fire Wizard Lord level 4 rolled: 2 + 4 + 4 + 5
2. Flaming Sword of Rhuin
4. Piercing Bolts of Burning
Sig. Fireball
5. Fulminating Flame Cage

Ring of Volans got 3 of Beasts but took Wyssan's (the signature)

Our Fire Wizard Lord level 4 rolled: 1 + 2 + 3 + 6
1. Cascading Fire-Cloak
2. Flaming Sword of Rhuin
3. The Burning Head
Sig. Fireball

Middenheims? Empire
-------------------
General: Willem I

  Lord:
  (GM) Cavalry, Grand Master [185 points]
      - Sword of Anti-Heroes

  (BWL) Infantry, Battle Wizard Lord [200 points]
      - Level 4 Fire


  Hero:
  (CotE) Infantry, Captain of the Empire [115 points]
      - BSB, Ring of Volans

  (BW) Infantry, Battle Wizard [100 points]
      - Level 2 Life

  (ME1) Infantry, Master Engineer [65 points]

  (ME2) Infantry, Master Engineer [65 points]


  Core:
  (Hal) 30 Infantry, Halberdiers [210 points]
      - Full Command

  (Swo) 25 Infantry, Swordsmen [205 points]
      - Full Command

  (ICK) 8 Cavalry, Inner Circle Knights [230 points]
      - Full Command


  Special:
  (GS) 20 Infantry, Greatswords [250 points]
      - Full Command

  (GC1) Warmachine, Great Cannon [120 points]

  (GC2) Warmachine, Great Cannon [120 points]

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


  Total: 1985 points
  ------------------

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

  Lord:
  (AL) Infantry, Arch Lector [150 points]
      - AoMI

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


  Hero:
  (CotE) Infantry, Captain of the Empire [128 points]
      - BSB, FPA, Shield, Dawnstone, Dragonhelm

  (ME) Infantry, Master Engineer [65 points]

  (WP) Infantry, Warrior Priest [112 points]
      - GW, HA, VHS


  Core:
  (Hal) 30 Infantry, Halberdiers [390 points]
      - Full Command, Detachments of 15 FCM + 10 Crossbowmen


  Detachment:
  (Fc1) 15 Infantry, Free Company Militia [0 points]
      - Detachment of Halberdiers

  (XB1) 10 Infantry, Crossbowmen [0 points]
      - Detachment of Halberdiers


  Core:
  (Swo) 25 Infantry, Swordsmen [265 points]
      - Detachment 10 Crossbowmen


  Detachment:
  (XB2) 10 Infantry, Crossbowmen [0 points]
      - Detachment of Swordsmen


  Special:
  (DGK) 3 Monstrous Cavalry, Demigryph Knights [174 points]
      - Lances

  (GC) Warmachine, Great Cannon [120 points]
      - 3 crew

  (GS) 20 Infantry, Greatswords [250 points]
      - Full Command


  Rare:
  (HBVG) Warmachine, Hellblaster Volley Gun [120 points]


  Total: 1999 points
  ------------------

Deployment
----------
  (http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/522231_230722580369587_100002955391486_402004_328048246_n.jpg)

At "Dawn" of the agreed day the "attack" would take place, though the mists where
heavy from the Lower Talabec river and some units had rouble getting in the right position!

(The rulers of 18" represent the left and right flanks)
Deployment from left to right:
Johan ven der Kornput was the first to arrive with his army.
Deploying in the Center: Great Cannon - Swordsmen - Crossbowmen2 with the Wizard Lord -
Free Company Militia - Halberdiers with the Arch Lector and BSB Captain - Crossbowmen1 -
Helblaster Volley Gun / Master Engineer.
Deployed on the Right Flank: Greatswords with the Warrior Priest - Demigryph Knights.
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-prn1/536782_230727337035778_100002955391486_402028_1989539209_n.jpg)
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash3/541258_230727953702383_100002955391486_402030_439201049_n.jpg)

While Willem I followed with his deployment:
His Right Flank: Halberdier Horde with Fire Wizard Lord
Center: Great Cannon1 / Master Engineer1 - Helblaster Volley Gun / Master Engineer2 -
Greatswords - Inner Circle Knights with the Grand Master.
His Left Flank: Swordsmen with BSB Captain and Life Wizard - Great Cannon2
(http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/485685_230728047035707_100002955391486_402031_634021256_n.jpg)
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash3/560350_230728140369031_100002955391486_402032_531554231_n.jpg)

I roll to start.

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash4/305600_230722603702918_100002955391486_402005_865713718_n.jpg)

Movement phase:
Demigryh Knights move up aggressivly with the greatswords following them.
The Militia and Halberdiers move a bit more defensily up towards the enemy.
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/523839_230728217035690_100002955391486_402033_1590030547_n.jpg)

Magic phase:
Fireball directed at the Halberdiers got dispelled
Flaming Sword of Rhuin got cast on the Great Cannon

Shooting phase:
Crossbow detachment1 killed 2 Greatswords
while Crossbow detachment2 killed 6 Halberdiers
The Great Cannon took out his direct opponent on the other side.

Turn 1 - Middenheims? Empire
----------------------------
  (http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/559485_230722637036248_100002955391486_402006_868648920_n.jpg)

Movement phase:
Willem I's now out of work Master Engineer started running towards the Helblaster
while the Helblaster Engineer moved as far as he could towards the Great Cannon
without the Helblaster loosing his aid.
Halberdiers crept sideways 4"
Inner Circle Knights and the Swordsmen angled to face the Demigryph Knights.

Magic phase:
7PD - 6DD
Fireball killed 4 Crossbowmen in XB2 (failed to dispel)
Flesh to Stone was cast on the swordsmen (also failed to dispel)

Shooting phase:
The Great Cannon aimed for the Demgryph Knights and put 2 wounds on them.
The Helblaster took out a complete rank of Halberdiers (10 dead).

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://a1.sphotos.ak.fbcdn.net/hphotos-ak-prn1/546136_230722650369580_100002955391486_402007_2109641189_n.jpg)

Movement phase:
The Demigryph Knoghts saw the Great Cannon out of reach and charged
the Swordsmen
The Greatswords followed up the hill
While the Militia and Halberdiers moved closer towards the Greatswords.
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/404975_230728300369015_100002955391486_402034_1803338345_n.jpg)

Magic phase:
5PD - 5DD
Fireball got dispelled

Shooting phase:
Crossbow detachment1 missed their target
Crossbow detachment2 killed the running Master Engineer
The Great Cannon took out the Helblaster before it could do anymore damage.

Close Combat phase:
The Demigryphs and their riders took down 5 swordsmen while taking 1 wound,
letting one Knight fall. The battle was a draw but the horn of the Swordsmen let them carry
the battle. Promptly the Demigryph Knights fail their Leadership test and ran off 9"
followed by the Swordsmen by 5"

Turn 2 - Middenheims? Empire
----------------------------
  (http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash3/523032_230722670369578_100002955391486_402008_47354520_n.jpg)

Movement phase:
Greatswords attempted a charge on the Militia but failed
Inner Circle Knights attempted a charge on the Halberdiers and also failed
The Swordsmen charged the Greatswords.
The last Master Engineer runs towards the last artillery piece
While the Halberdiers moved 4" sideways again.

Magic phase:
7PD - 7DD
Flesh to Stone - Dispelled
Wyssans Wildform - Dispelled

Shooting phase:
The Great Cannon took another 2 wounds of a Demigryph Knight.

Close Combat phase:
My Warrior Priest issued a challenge which the BSB Captain accepted
With VHS in play his BSB captain took 1 wound
The greatswords then lost 1 of their own, but hit back killing 4.
But the battle would continue for another round.

to be continued...
Title: Steg's Battle Reports (2000 against Willem I)
Post by: StealthKnightSteg on May 08, 2012, 09:32:18 PM
Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash2/150768_230722680369577_100002955391486_402009_1300556750_n.jpg)

Movement phase:
I rally the Demigryph Knights.
And I move my Militia and Halberdiers into position to take the charges in a better way.
With this move he either can charge both GS and ICK in on my halberdiers but then my
Militia can counter charge his Greatswords or he needs to divide his charges.
Also I tried to copy his Halberdier movement with my Swordsmen :)
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash3/575324_230728393702339_100002955391486_402035_239145072_n.jpg)
(http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc7/574845_230728480368997_100002955391486_402036_1054567622_n.jpg)

Magic phase:
7PD-6DD
Sword of Flaming Rhuin got Dispelled
Re-roll to wound Prayer by the Warrior Priest with the Greatswords got cast.

Shooting phase:
Great Cannon put a cannonball through the Militia and Halberdiers on the Inner Circle Knights.
Willem I's Grand Master failed his Look out, Sir! roll but didn't get hurt. But the Knight behind him
wasn't so lucky!
(note: I did look this up just now when writing this, and only Monsters, Monstrous Infantry/Beast/Cavalry
will stop the cannonball not normal cavalry BRB-113)
The Helblaster then rolled a Misfire / Misfire and a 6, Due to the Engineer 1 Misfire got re-rolled into an 8.
All 7 hits however on the Inner Circle Knights failed to kill any.
Crossbow detachment1 had no valid targets
Crossbow detachment2 kills another Halberdier.

Close Combat phase:
In the Challenge between the Warrior Priest (with VHS) and the BSB Captain, the Captain took 2 wounds
and was out of the battle
The Swordsmen (and the wizard) managed to kill 1 Greatsword.
While the Greatswords directed 3 attacks on the wizard for 2 wounds taking the wizard out. And the others
killed another 3 swordsmen.
The Swordsmen seeing their 2 Heroes on the ground ran for it but even with the Full Plate the Greatswords
caught them!

Turn 3 - Middenheims? Empire
----------------------------
  (http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/559531_230722687036243_100002955391486_402010_1007687266_n.jpg)

Movement phase:
Greatswords and Inner Circle Knights both charge my Halberdiers.
And the Militia counter charges.
The Master Engineer took position up in front of the Great Cannon.

Magic phase:
7PD - 5DD
The Flaming Sword of Rhuin got scrolled by me
IF cats Flaming Cage on the Halberdiers killed 1 outright.
But the Miscast (4 on the miscast table) killed 9!! Halberdiers and did 1 wound on the Wizard.
Next on the D6 roll (a 1) the Wizard lord died!

Shooting phase:
The Great Cannon took out the wounded Demigryph Knight.
(http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc7/389615_230728590368986_100002955391486_402037_1977367290_n.jpg)

Close Combat phase:
The Grand Master (Revealing his Sword of Anti-Heroes) kills 4 Halberdiers
My BSB Captain kills 1 Inner Circle Knight
Inner Circle Knights kill 6 Halberdiers
My Arch Lector kills 1 Greatsword while the Militia and the Halberdiers added another 8!
Combat is won, the Greatswords fled 10" followed closely by the Militia on 9", but the
Inner Circle Knights held tight.
Winning the combat I choose to reform and that brought another 4 dead halberdiers due
to the cage OUCH! I forgot about that..

Turn 4 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash4/385610_230722707036241_100002955391486_402011_168153611_n.jpg)

Movement phase:
Militia charges the Greatswords and manage to catch them, but it almost put them off the board.
Demigryph Knight charges the Great Cannon (ignoring the Master Engineer to the side or did it flee?
and then redirecting in the Cannon? which seems more likely)
Greatswords free reform towards the Inner Circle Knights and move up closer.
Crossbow detachment 1 moves closer to get into range of the Halberdiers.
Swordsmen now move forward.
(http://a3.sphotos.ak.fbcdn.net/hphotos-ak-ash3/536293_230729097035602_100002955391486_402038_2087115086_n.jpg)

Magic phase:
7PD - 5DD
5+ Save prayer on the Halberdiers got dispelled
Sword of Rhuin got dispelled
Re-roll to wound prayer on the Halberdiers got through.

Shooting phase:
Crossbow detachment 2 kill another 2 Halberdiers
Great Cannon with no other viable targets overshoots the Halberdiers.

Close Combat phase:
All attacks done on the Inner Circle Knights missed, failed to wound or got saved.
All Halberdiers got killed and the Arch Lector suffered a wound.
Loosing combat the Arch Lector ran on his own as the BSB Captain held
valiantly his Banner high till he was ran to the ground. (10" run)
The Knights followed the Arch Lector with 5"
The Demigryph Knight failed to wound the Cannon Crew but the charge alone was
enough to let them fail their breaktest and they got destroyed.

Turn 4 - Middenheims? Empire
----------------------------
  (http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash3/561218_230722743702904_100002955391486_402012_155165867_n.jpg)

Movement phase:
The Inner Circle Knights Charges the Crossbowmen detachment1, they flee.
And the charge got redirected into the Helblaster
They took a dangerous Terraintest as they charged through the Pillar Gate
loosing 1 Knight on the charge.

Magic and Shooting phase was no more

Close Combat phase:
The Grand Master killed 1 crew member.
The other 2 Crew managed to unhorse 1 Knight before the Knights swarmed
all over them.
The Knights then restrained their overrun as that would pass the Master Engineer.
So they reformed towards the rest of the battle line.

Turn 5 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://a1.sphotos.ak.fbcdn.net/hphotos-ak-prn1/542964_230722760369569_100002955391486_402013_1380932136_n.jpg)

Movement phase:
The Arch Lector and the crossbowmen rallied
They reformed to face the IC Knights.
The Swordsmen positioned themselfs next to the other detachment.
While the Miltia reformed to face the Halberdiers where the
Demipryph Knight followed (not wanting to waste time on a dancing Engineer)
The Greatswords tried to walk up to the IC Knights.
In the meanwhile the Master Engineer tried to block the path of the IC Knights
making sure they had to charge him and not the Arch Lector and making sure
the overrun path took them away from the Arch Lector.
(http://a5.sphotos.ak.fbcdn.net/hphotos-ak-ash4/405129_230729177035594_100002955391486_402039_789688059_n.jpg)
(http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash3/541304_230729233702255_100002955391486_402040_1869141148_n.jpg)
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-snc7/305573_230729287035583_100002955391486_402041_344105753_n.jpg)

Magic phase:
9PD - 6DD
A Fireball kill 9 Halberdiers!
But Sword of Rhuin got dispelled on the Crossbows

Shooting phase:
Crossbow detachment2 added another 2 dead Halberdiers leaving the Champion on it's own!
The Great Cannon tried to hit the Master Engineer (5" out rolling 2 and 2...)

Turn 5 - Middenheims? Empire
----------------------------
  (http://a4.sphotos.ak.fbcdn.net/hphotos-ak-prn1/562423_230722773702901_100002955391486_402014_1737992667_n.jpg)

Movement phase:
The Inner Circle Knights charged the Master Engineer
The Halberdier champion ran towards the table edge trying to get
out of range of the crossbowbolts.
While the Master Engineer tailgated my Demigryph Knight.

Close Combat phase:
The Master Engineer died very fast by the Knights but they only
overrun 3"!! (3 times a 1 on the swiftstride roll!! )

Turn 6 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc7/577840_230722797036232_100002955391486_402015_2074863227_n.jpg)

Movement phase:
The Militia tried to charge the Halberdier champion needed 6+6, rolling 5+6.
The Swordsmen charge into the front of the Knights
The Greatswords fail their charge also by 1"
Demigryph Knight is allowed to march and runs towards the Halberdier champion
Crossbow detachment2 moves closer towards the Halberdier champion.

Magic phase:
8PD - 4DD
A Fireball scourged the Halberdier champion!
Sword of Rhuin got cast upon the Swordsmen.

Shooting phase:
The Great Cannon now over shots the Engineer (5" infront + 8")

Close Combat phase:
Grand Master kills 1 Swordsmen, the knights kill another 3.
Swordsmen hold on steadfast.

Turn 6 - Middenheims? Empire
----------------------------
  (http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash3/522309_230722807036231_100002955391486_402016_1533708790_n.jpg)

Movement phase:
The Master Engineer charges the Demigryph Knight but fails it by miles.

Close Combat phase:
The Grand Master kills another 2 Swordsmen
The Knights kill 2 more Swordsmen.
The Swordsmen hold on Steadfast.

Game ends here:
Major victory for the 2nd Intervention Army of Altdorf!
Johan van der Kornput now feels confident that his army won't let him
down again!

Game thoughts:
1) I don't know why Willem let his halberdiers be cannon fodder, he could have done
way more with them.
2) Crossbowmen added some good firepower to the battle!
3) To bad I needed to chase the ICK a bit too much to kill them.
4) Fire wizard actually did his work in this battle, but still switching to shadow for next battle!


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

Next battle report will be 2500 point Cavalry list I made against Shavixmir's Dwarfs!
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: Tosk on May 09, 2012, 02:49:36 AM
Very intrestting Battle report.

Congratz on the victory though and good luck with your next battle :::cheers:::
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: Lord Solar Plexus on May 09, 2012, 10:58:48 AM
Yep, very interesting. As an aside, I do think Fire is a very good lore.

Crossbows shooting at what is more or less a static target all game long and never in danger of getting charged can indeed inflict some casualties but I don't think that'll be the norm. Also, you cannot move 4" to the side. Those Halberdiers should have reformed + moved, or just wheeled + marched to get into the battle.

Charging the Greatswords with the Swordsmen was folly. Believe me, I know what I'm talking about, I'm an expert for folly moves. They should have declared a charge on the DGK's and taken them out of the picture. From the diagram it also seems as if they would be in the Greatswords' flank. They might not have fit in there, or they might have lost still but they could have held out for one more crucial turn. Perhaps.

When the ICK + Greatswords charged your Halberdiers and you killed so many, did the Greatswords not kill a single model?!? You were 10:10 on kills + your flank...?

Lastly, BSB's do not run, they just die when they flee.
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: StealthKnightSteg on May 09, 2012, 11:07:41 AM
I think Fire can be great indeed if it goes your way.

Anymodel can move half their M sideways or backwards (marching would be 4" for halberdiers then) even chariots can move sideways even if it seems awkward... well no that wouldn't seem awkward.. IT IS AWKWARD!

The diagram is a little out of place, the swordsmen where in the frontal arc mostly (50%+) of my GS. I also think Willem I still neds to learn alot  :happy:

The Greatswords fluffed the attacks the few the where left after the carnage I did on them due to them being ASL. He was very unlucky there.

Where did you read that a BSB was running? His died in combat and I let mine die due to last stand..

Quote
Loosing combat the Arch Lector ran on his own as the BSB Captain held
valiantly his Banner high till he was ran to the ground. (10" run)
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: Cursain on May 09, 2012, 01:07:01 PM
I think Fire can be great indeed if it goes your way.

Anymodel can move half their M sideways or backwards (marching would be 4" for halberdiers then) even chariots can move sideways even if it seems awkward... well no that wouldn't seem awkward.. IT IS AWKWARD!

The diagram is a little out of place, the swordsmen where in the frontal arc mostly (50%+) of my GS. I also think Willem I still neds to learn alot  :happy:

The Greatswords fluffed the attacks the few the where left after the carnage I did on them due to them being ASL. He was very unlucky there.

Where did you read that a BSB was running? His died in combat and I let mine die due to last stand..

Quote
Loosing combat the Arch Lector ran on his own as the BSB Captain held
valiantly his Banner high till he was ran to the ground. (10" run)

I'm not sure you can march and reform as well.  Not even a swift reform allows you to march.
pages 14 and 95 of the BRB

If a unit is in a deep bus formation and does a 180 I think the reform will use up its entire allowance because the back rank will sometimes have to maneuver between 6-8 inches.
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: StealthKnightSteg on May 09, 2012, 01:13:54 PM
It depends on if moving side ways or backwards is counted as reforming or not... Or if it has it's own caveat on not being able to march move when going sideways or backwards, I don't have the BRB with me now so can't check but will this evening. Only thing I'm sure off is that moving sideways or backwards is halfing your Movement rate so atleast 4M means moving 2M sideways or backwards.
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: Willem I on May 09, 2012, 06:02:27 PM
Nice to reread our battle here :) I do have to get more battles under my belt to become a better general.

My army's called 'Holdland's 8th militia', btw, or 'Averland 8th militia', but that name is confusing as I don't use the Averland colourscheme.
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: StealthKnightSteg on May 09, 2012, 07:10:07 PM
Yeah that is why I do the reports mostly to learn from it and get better at it :)
Though it takes some time to write up such a battle report, but I think it's worth it!

And I knew I was mistaken with the name!! I just went with your color scheme :)

@Cursain:
I reread the passage about moving side ways and backwards and under the Marching section BRB-26 3rd paragraph it does say they can't move sideways or backwards during march. But in the section before that Moving Backwards and Sideways is an actual movement without the reforming but then at half speed. (rounding up to whole inches btw). So at half their M value.
It didn't have much of an impact on the game but good to remember that next time it's only 2".
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: Cursain on May 09, 2012, 07:38:01 PM
Yeah that is why I do the reports mostly to learn from it and get better at it :)
Though it takes some time to write up such a battle report, but I think it's worth it!

And I knew I was mistaken with the name!! I just went with your color scheme :)

@Cursain:
I reread the passage about moving side ways and backwards and under the Marching section BRB-26 3rd paragraph it does say they can't move sideways or backwards during march. But in the section before that Moving Backwards and Sideways is an actual movement without the reforming but then at half speed. (rounding up to whole inches btw). So at half their M value.
It didn't have much of an impact on the game but good to remember that next time it's only 2".

Thanks for tracking that down StealthKnightSteg.  That bit of info could help a lot in a future battle I'm sure.  Especially if somebody is trying to get out of your charge arc.
Title: Steg's Battle Reports (Shavixmirs Dwarfs 2,5k)
Post by: StealthKnightSteg on May 13, 2012, 02:02:36 PM
Dwarfs vs. Empire, 2nd Intervention Army of Altdorf
===================================================

Overview
--------
Scenario: Normal Pitched Battle
Location: St. Niklaas (Belgium), HQ Gaming Club
Date played: zondag 29 april 2012

Seemingly a Dwarf Lord watched the practise battle we had
against Willem I's Empire and came to Johan asking for such a
practise battle for his patrol that was in the neighbourhood.
Johan for the first time meeting dwarfs was keen to try out some
alternative tactics he was contemplating and agreed on a battle.
The next afternoon the 2 hosts met on the field.

Johan decided to take his Cavalry to the maximum and to take
Carl von Rabenhaupt the Grey Wizard
His Spell Selection:
rolled: 3 + 3 + 6 + 6
Taking:
Sig: Melkoth's Mystifying Miasma
3: The Withering
5: Pit of Shades
6: Okkam's Mindrazor


Dwarfs
------
General: Shavixmir

  Lord:
  (DL) Infantry, Dwarf Lord [1 point]

  (AoD) Infantry, Runelord [1 point]
      - Anvil of Doom


  Hero:
  (TBSB) Infantry, Thane [1 point]
      - BSB

  (T) Infantry, Thane [1 point]
      - Rune of Challenge


  Core:
  (DW) 10 Infantry, Dwarf Warriors [80 points]

  (Q) 10 Infantry, Quarrellers [110 points]
      - Great Weapons

  (LR) 29 Infantry, Longbeard Rangers [431 points]
      - Great Weapons, Scouts


  Special:
  (M1) 24 Infantry, Miners [314 points]
      - FC, Steamdrill

  (M2) 24 Infantry, Miners [314 points]
      - FC, Steamdrill

  (C1) Warmachine, Cannon [90 points]

  (C2) Warmachine, Cannon [90 points]


  Rare:
  (OG) Warmachine, Organ Gun [120 points]


  Total: 1553 points
  ------------------

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

  Lord:
  (GM) Cavalry, Grand Master [259 points]
      - Shield, Runefang, The Other Trickster's Shard

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


  Hero:
  (CotE) Cavalry, Captain of the Empire [157 points]
      - BSB, FPA, Barded Warhorse, Dawnstone, Dragonhelm, Sword of Striking

  (WP1) Cavalry, Warrior Priest [130 points]
      - HA, Shield, Barded Warhorse, VHS, Warrior Bane

  (WP2) Cavalry, Warrior Priest [85 points]
      - HA, Shield, Barded Warhore


  Core:
  (Hal) 30 Infantry, Halberdiers [390 points]
      - FC, Detachments: 2x 10 Crossbowmen

  (XB1) 10 Infantry, Crossbowmen [0 points]

  (XB2) 10 Infantry, Crossbowmen [0 points]

  (KWW) 10 Cavalry, Knights of the White Wolf [250 points]
      - FC, Great Weapon

  (ICKot) 12 Cavalry, Inner Circle Knights of the Blazing Sun [340 points]
      - FC, Lance and Shield, Banner of Eternal Flame


  Special:
  (DGK) 3 Monstrous Cavalry, Demigryph Knights [174 points]
      - Lance

  (GC1) Warmachine, Great Cannon [120 points]

  (GC2) Warmachine, Great Cannon [120 points]

  (Pis) 5 Cavalry, Pistoliers [120 points]
      - Mus, Champ witth Brace of Pistols including Repeater Pistol


  Rare:
  (CH) Chariot, Celestial Hurricanum [130 points]


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

Deployment
----------
  (http://sphotos-d.ak.fbcdn.net/hphotos-ak-frc1/398933_233246413450537_1864655825_n.jpg)

At a crystal clear sky the armies looked at eachother.
Johan wondered why the dwarf army was so small.

Deployment from left to right:
Dwarfs:
Runlord with Anvil of Doom - Dwarf Warriors - Organ Gun - Quarrellers -
Cannon1 - Cannon2 - Longbeard Rangers (Scouts) with a Thane

Empire:
Inner Circle Knights with Grand Master, BSB and WP - Knights with WP / Hurricanum -
Great Cannon1 - Xbow 1 with Wizard Lord - Halberdiers - Xbow 2 - Great Cannon2 -
Pistoliers - Demigryph Knights.

Turn 1 - Dwarfs
---------------
  (http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash3/550997_233246450117200_443166879_n.jpg)

Vanguard move made by the Pistoliers took them near the Pillar Gate.

Movement phase:
The Longbeard Rangers moved up and reformed in 10 wide

Shooting phase:
Cannon 1 shot 1 Pistolier of his horse
Cannon 2 misfired, reroll (rune) misfired again and blew up.
The Pistoliers just in range of the Quarrellers lost another one
to the bolts.

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://sphotos-h.ak.fbcdn.net/hphotos-ak-frc1/538274_233246466783865_1835359543_n.jpg)

Movement phase:
Rune of challenge made sure my Demigryph Knights would charge the Longbeards
Pistoliers move up to the empty well.
Made the biggest mistake here by not marching both knight units towards the Anvil and
Organ gun! Fearing the Organ Gun to much..
(http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash3/554833_233248233450355_1606363367_n.jpg)
(http://sphotos-d.ak.fbcdn.net/hphotos-ak-ash3/554578_233248266783685_2050393928_n.jpg)
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-prn1/542561_233248320117013_1662243189_n.jpg)

Magic phase:
Miasma got dispelled
Withering on the Quarrellers made them T2.
Save prayer failed

Shooting phase:
Crossbowmen killed 6 Quarrelers (Shavixmir made the mistake on letting go the
Withering on them because he thought they where handgunners also why the
Quarrellers where deployed a bit back to be out of range of the handguns)
Both Cannons took aim at the Organ gun. But with 5" infront and rolling 2 and 2
and the other 10 both missed their target.

Close Combat:
Demigryphs and their riders killed 6 Longbeards
But they took 8 wounds in return (2 dead Demigryph Knights)
They fled from combat 10" followed by the longbeards on 5"

Turn 2 - Dwarfs
---------------
  (http://sphotos-e.ak.fbcdn.net/hphotos-ak-prn1/560164_233246500117195_2018792830_n.jpg)

Movement phase:
Both Miner units came on the board where M1 included the Dwarf Lord and BSB Thane
The Longbeards charged (6") the fleeing Demigryph Knight who ran 9" more.

Shooting phase:
The Organ Gun took out the Pistoliers
The Quarrellers returned fire on the Crossbowmen but no kills
The Anvil made sure the Miner1 unit charges the flank of the Inner Circle Knights
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash3/534404_233248373450341_1430549608_n.jpg)
(http://sphotos-c.ak.fbcdn.net/hphotos-ak-prn1/521471_233248413450337_271789582_n.jpg)

Close Combat phase:
Challenge made by the Warrior Priest was accepted by the Miner Champion.
With VHS in play nothing happened in the challenge
The Grand Master made way to the combat (so only characters in the fight)
The Captain and Grand Master together killed 5 Miners
While the Dwarfs did 1 wound on the Grand Master.
The battle was lost by 1 (breaking my rank bonus). I then failed to make the breaktest
twice on Ld8 and ran off the board followed by the dwarfs. BSB with Last Stand died
on the spot.

(I basically lost the battle here, but I continued to see if there was anything to be saved)

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash3/543356_233246536783858_881966679_n.jpg)

Movement phase:
Demigryph Knight rallies
Hurricanum moves sideways 3,5" to get away from the Miner2 unit
Knights reform to face the Miner2 unit

Magic phase:
Miasma gets dispelled
Pit of Shades saw a Dispel Rune drawn.

Shooting phase:
Crossbows kill 2 Quarrellers
Great Cannon 1 overshoots Cannon
Great Cannon 2 does 1 wound on the Organ Gun.

Here I leaned back on my chair sighing again about the performance
of my cannons. My chair Sighed with me
(http://sphotos-d.ak.fbcdn.net/hphotos-ak-ash3/549261_233248446783667_713383794_n.jpg)

to be continued...
Title: Steg's Battle Reports (Shavixmirs Dwarfs 2,5k)
Post by: StealthKnightSteg on May 13, 2012, 02:03:46 PM
Turn 3 - Dwarfs
---------------
  (http://sphotos-a.ak.fbcdn.net/hphotos-ak-prn1/559409_233246526783859_1134511083_n.jpg)

Movement phase:
Longbeards fail to charge the Great Cannon (3+1=3")
Both Miner units made their free reform and moved up.
(http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash3/536572_233248523450326_1193120034_n.jpg)
(http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash3/546662_233248603450318_1723745752_n.jpg)

Shooting phase:
Cannon kills 2 Knights
Anvil made sure the Miners2 charged the Hurricanum

Close Combat:
The Miners do 2 wounds on the Hurricanum which fled 7"
followed by the miners with 2"

Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash3/543356_233246536783858_881966679_n.jpg)

Movement phase:
Knights charge clipping the Miner2 unit
Demigryph Knight moves infront of the Great Cannon
Followed by the Crossbowmen2
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash3/555307_233248646783647_1499259370_n.jpg)

Magic phase:
12PD-9DD
Save prayer Dispelled
Wound prayer Dispelled
Miasma Dispelled
IF'ed Pit of Shades on Miner 1 unit kills 4
The Miscast then kills 4 crossbowmen 1 halberdier and does 1 wound on the Wizard

Shooting phase:
Crossbowmen kill another Quarreller
Great Cannon2 overshoots Organ gun (again 5" in front + 10")
Great Cannon1 hits the Cannon but does only 1 wound.

Close Combat phase:
Combat was a draw (dunno if any kills, blank notes on that)
Both reform.

Turn 4 - Dwarfs
---------------
  (http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash3/533368_233246566783855_421765247_n.jpg)

Movement phase:
Miners1 fail the charge on the Knights
Longbeards charge the Demigryph Knight

Shooting phase:
Cannon kills the Hurricanum.
Anvil made sure the Miners1 still reaches the Knights

Close Combat phase:
Demigryph Knight kills 1 Longbeard but then dies.
The Longbeards overrun 2" not reaching the Great Cannon
The Knights and Warrior Priest kill 7 Miners in Miner2
Warrior Priest and 2 Knights die due to combined Miner units.
The knights hold.

Turn 4 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash3/579818_233246583450520_899678236_n.jpg)

Movement phase:
Halberdiers rform to face the miners

Magic phase:
Mindrazor saw the 2nd Dispell Rune drawn
Miasma got Dispelled

Shooting phase:
Crossbowmen2 kill 1 Longbeard
Crossbowmen1 failed to kill the last Quarreller
Great Cannon2 overshoots Organ Gun yet again (5" +10")
Great Cannon1 kills Cannon! Finally a breakthrough in the artillerywar.

Close Combat phase:
The Knights kill 2 Miners in Miner2
But all 4 Knights died.
Miners reform

Turn 5 - Dwarfs
---------------
  (http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash4/301727_233246596783852_971569176_n.jpg)

Movement phase:
Miners1 charge the Great Cannon1
Miners2 failed the charge on the back of the Crossbowmen with the Wizard Lord
LongBeards charge the Great Cannon2
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash3/564182_233248690116976_1088840003_n.jpg)

Shooting phase:
Anvil made sure the Miners2 made the charge they failed (they could just sqeeze in)

Close Combat phase:
4 Crossbowmen died they run 7" followed by 6" off the Miners
Both Cannons died and both the Miners1 and Longbeards overran (Longbeards
couldn't hit the Crossbows)
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-prn1/148739_233248766783635_998455901_n.jpg)

Turn 5 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash3/547534_233246606783851_1360965674_n.jpg)

Movement phase:
Halberdiers charge the Miners1
Wizard and Crossbows rally
Crossbowmen2 reform to face the Longbeards

Magic phase:
10PD-9DD
Miasma gave -1WS to the Miners
Withering got Dispelled

Close Combat phase:
Halberdier kill 5 Miners
Miners kill 7 Halberdiers
Combat lost by 1 they fail their Ld test and run but are caught by the Miners
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-snc7/319835_233248840116961_772008957_n.jpg)

Johan decided that this was enough and threw down a towel in the ring.


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

Next battle will be against Aldaris his Skaven
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: shavixmir on May 19, 2012, 11:09:50 AM
See those white dots on the Dwarven movement trays.
They're the souls of poor departed dwarfs. I know it looks like blue tack... it's not though.
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: rufus sparkfire on May 19, 2012, 11:55:25 AM
Great report Steg. I can't believe you broke the chair!


Hey Shavixmir: did you have three copies of that rune that lets characters join scouts or miners? If so what other runes did you give them in order to make each rune item different?

Or maybe I'm misremembering the dwarf book, because I can't find mine.
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: StealthKnightSteg on May 19, 2012, 07:18:52 PM
Neither could I, but Soth said they were poor quality IKEA chairs and that I wasn't the first to break one of those. I'm just glad I wasn't flat on my back on the floor with that!
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: Wendersnaven on May 19, 2012, 11:58:51 PM
Thanks for the report.  I was routing for ya steg, but you know how I think miners are the coolest thing in warhammer... :blush:
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: StealthKnightSteg on May 20, 2012, 08:00:22 AM
Not moving with my knights on turn 1 was a big mistake, not making the Ld test was crap.
But as I skimmed through the Rulebook again I should have shot the wall with my cannons let it crumble and then shoot the Anvil. As that thing is really nasty making out of sequence charges!
Title: Re: Steg's Battle Reports (last update: 2012-05-08)
Post by: StealthKnightSteg on May 13, 2013, 09:44:29 PM
Skaven vs. Empire, 2nd Intervention Army of Altdorf
===================================================

Overview
--------
Scenario: Blood and Glory
Location: St. Niklaas (Belgium), HQ Gaming Club
Date played: zondag 29 april 2012

Skaven
------
General: Aldaris

  Lord:
  (GS) Infantry, Grey Seer [255 points]
      - General

  (W) Infantry, Warlord [125 points]
      - with War-litter

  (PP) Unique, Plague Priest [285 points]
      - On Plague Furnace


  Hero:
  (BSB) Infantry, Chieftain BSB [70 points]

  (WE) Infantry, Warlock Engineer [15 points]


  Core:
  (Cr) 23 Infantry, Clanrats [112 points]
      - Champ, Mus and SB

  (WT1) Infantry, Warpfire Thrower 1 [70 points]
      - with Cr

  (S1) 48 Infantry, Skavenslaves 1 [104 points]
      - Champ and Mus

  (S2) 49 Infantry, Skavenslaves 2 [104 points]
      - Champ and Mus

  (Sv) 46 Infantry, Stormvermin [347 points]
      - Champ, Mus and SB

  (WT2) Infantry, Warpfire Thrower 2 [70 points]
      - with Sv


  Special:
  (GR) 5 Infantry, Gutter Runners [72 points]
      - Champ

  (PM) 20 Infantry, Plague Monks [165 points]
      - pushing the Plague Furnace, Champ, Mus and SB

  (RO) 6 Monstrous infantry, Rat Ogres [240 points]
      - with 3 packmasters

  (P) 3 Infantry, Packmasters [24 points]
      - with Rat Ogres


  Rare:
  (WLC1) Warmachine, Warp Lightning Cannon 1 [90 points]

  (WLC2) Warmachine, Warp Lightning Cannon 2 [90 points]

  (Dw) Warmachine, Doomwheel [150 points]

  (HPA) Warmachine, Hell Pit Abomination [235 points]


  Total: 2623 points
  ------------------

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

  Lord:
  (AL) Infantry, Arch Lector [152 points]
      - AHW, AoMI, General

  (BWL) Infantry, Battle Wizard Lord [200 points]
      - Lvl 4, Lore of Shadow

  (GotE) Monster, General of the Empire [387 points]
      - Griffon (Bloodroar), White cloak of Ulric, Sword of Might, TOTS, shield, fpa


  Hero:
  (BSB) Infantry, Captain of the Empire [143 points]
      - BSB, fpa, shield, Dawnstone, Dragonhelm, Sword of Striking

  (ME) Infantry, Master Engineer [65 points]

  (WP) Infantry, Warrior Priest [84 points]
      - Ha, Shield, Ironcurse Icon, Shrieking Blade

  (WH) Infantry, Witch Hunter [55 points]
      - Brace of Pistols

Core:

  (Hal) 50 Infantry, Halberdiers [330 points]
      - Champ, Mus, SB, detachments FCM1 + S1
 
  (FCM1) 10 Infantry, Free Company Militia 1 [60 points]
      - Detachment of Hal

  (S1) 15 Infantry, Swordsmen 1 [105 points]
      - Detachment of Hal

  (KWW) 5 Cavalry, Knightly Orders [120 points]
      - GW, Mus

  (KBS) 8 Cavalry, Knightly Orders Inner Circle [240 points]
      - Champ, Mus, SB, Banner of Eternal Flame


  Special:
  (DK) 3 Monstrous Cavalry, Demigryph Knights [174 points]
      - Lance

  (GC1) Warmachine, Great Cannon 1 [120 points]

  (GC2) Warmachine, Great Cannon 2 [120 points]

  (G) 30 Infantry, Greatswords [360 points]
      - Champ, Mus, SB, detachments FCM2 + S1


  Core:
  (FCM2) 10 Infantry, Free Company Militia 2 [60 points]
      - Detachment of GS

  (S2) 15 Infantry, Swordsmen 2 [105 points]
      - Detachment of GS


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


  Total: 3000 points
  ------------------

Deployment
----------
  (http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash4/431780_374218312686679_1932121712_n.jpg)

After the lost battle with the dwarves morale was low when Johan's forces
stumbled upon a strong force of skaven that just sacked a little village.
On the outskirts the 2 armies met.

The skaven army was surprised to see the Empire force and due to the low
morale of the Empire force it would be a battle that would break any moment
in a win or lost situation!
3 Break points (6 fort each)

In position:
Skaven:
(left to right)
Rat Ogres with handlers - Plague Monks pushing Furnace - Warpfire thrower with Stormvermin (Warlord) -
Warpfire thrower with behind the Stormvermin the Clanrats (BSB and Grey Seer) - first Warp Lightning Cannon-
Slaves1 - Slaves 2 (Engineer) - Doomwheel - HPA - 2nd Cannon and Gutter runners in south/east corner

Empire:
(left to right)
Knights - Griffon general - Halberdiers (BSB + WP) with militia and swordsmen screening - Cannon 1 -
With Hunter - Greatswords (AL) with militia and swordsmen (Wizard) screening - HVG - Engineer -
Cannon 2 - Demigryph knights - IC Knights.

Pictures: 4 skaven/3 empire
(http://sphotos-c.ak.fbcdn.net/hphotos-ak-prn1/936982_374215662686944_162351414_n.jpg)
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash4/408497_374215676020276_1473305017_n.jpg)
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash3/942824_374215679353609_130159531_n.jpg)
(http://sphotos-d.ak.fbcdn.net/hphotos-ak-ash3/601669_374215699353607_446483961_n.jpg)

(http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash3/943647_374215732686937_1558353087_n.jpg)
(http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash4/248203_374215726020271_655418678_n.jpg)
(http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash3/941876_374215782686932_1696606450_n.jpg)


The mages prepared for their combat with the following spells:
Plague Priest: 1 and 2 (Pest Breath and Blessed with Filth)
Grey Seer: 5, 3 and 2 of Plague and 4 of Ruin. Ended up with 13th, Wither,
Plague and Cloud of Corruption.

Battle Wizard Lord: 2,5,6,6 Ended up with Miasma, Pit of Shades, Mindrazor
and Withering



Turn 1 - Skaven
---------------
  (http://sphotos-e.ak.fbcdn.net/hphotos-ak-prn1/935239_374218316020012_266870334_n.jpg)

Movement phase:
Except for the WLC's the whole skaven army moved forwards.

Magic phase:
9PD vs 6DD
Plague was cast at the swordsmen detachment holding the wizard. But the
Wizard Lord dispelled the feeble attempt.
Then Wither was succesfully cast giving the same unit a -1T

Shooting phase:
Doomrocket was fired by the Warlock Engineer, but it went of f in the woods
somewhere behind the Empire army.
Doomwheel kills 3 nearby slaves due to the lightning it eminates.
The centre WLC was forgotten during placement and we agreed on a redeploy.
It went next to the other on the hill.
The now left Cannon shoots and hits the Swordsmen and the Greatswords behind them.
Killing 0 swordsmen and 13 Greatswords!
The redeployed cannon misfired and kills 6 slaves and is destroyed in the process.
A very succesfull redeploy if I may say so ;)

(http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash4/419610_374215872686923_926915479_n.jpg)
(http://sphotos-c.ak.fbcdn.net/hphotos-ak-prn1/13198_374215862686924_583959807_n.jpg)

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://sphotos-d.ak.fbcdn.net/hphotos-ak-prn2/969254_374218306020013_1938767619_n.jpg)

Pre-turn:
Stormbanner activates: -2 to hit penalties for ranged

Movement phase:
Inner Circle Knights charge the HPA
S1 charges towards the Warpfire thrower. It Stands and Shoots.
It explodes doing so and takes 3 Stormvermin with it. Swordsmen
stop as they lost their chargetarget.
Griffon General charges the Furnace.
Witch Hunter moves out to create line of sight toward the Grey Seer.
FCM1 follows the tracks of the swordsmen and the Griffon.
FCM2 with the GS move up a bit.
Demigryphs turn to face the Gutter runners.

Magic phase:
5PD - 4DD
Wither and Miasma both get dispelled.

Shooting phase:
As the Witch Hunter had declared the Grey Seer as his target at the
start of the game.
He takes a long shot at him but misses.
GC1 shoots at the Stormvermin/Clanrats but totally overshoots its targets.
GC2 aims at the Doomwheel, overshoots and destroys the other Warp
Lightning Cannon.
Helblaster aims at the Stormvermin but manages to kill only 1.

Close combat phase:
HPA rolls a 6, 2 dead Knights, no wounds back. Battle will continue next round.
The Griffon takes 3 wounds and hits the Grey Seer for 1. Unfortunatly, the griffon
breaks from combat and is overrun.


Turn 2 - Skaven
---------------
  (http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash3/941425_374218339353343_1667977878_n.jpg)

This turn will be the most decisive one of this battle!
First the Stormbanner burns out.

Movement phase:
Stormvermin charge the Swordsmen detachment
Plague Monks charge the Militia 1 detachment.
Slaves1 charge the other Militia detachment.
Doomwheel runs into the IC Knights
Gutter Runners charge the Cannon.
Other movement was noted by the RatOgres running past the other
Knight unit. And the other slave block moves up.

(http://sphotos-f.ak.fbcdn.net/hphotos-ak-prn2/969837_374215936020250_1913459502_n.jpg)
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-snc6/182846_374215992686911_1129347155_n.jpg)


Magic phase:
6PD - 6DD
Plague gets cast on the Halberdiers -> 22 dead
I then redirect it on the Clanrats -> 9 dead
again redirected at Greatswords now -> 10 dead
redirected against the Stormvermin in combat with the Swordsmen
in this fight: 19 Stormvermin lay dead against 6 swordsmen
yet again redirected now on the Slaves in combat with Militia2
here 22 slaves died with 6 militia. And here it ends.

Poison Attacks are the cast on the Plague Monks.

Shooting phase:
The Warpfire Thrower (moved it somewhat as the diagram is a bit off
balance for line of sight) shot at the Greatswords and managed to kill
the Arch Lector (OUCH!) and 2 Greatswords.
The Doomwheel kill 3 IC Knights

Close Combat phase:
IC Knights get whacked by the impact from the Doomwheel.
Cannon crew isn't a match for the Gutterrunners
Militia 1 is killed by the Monks
Swords die by the Stormvermin
Militia 2 fighting the slaves leaves 1 last man standing and he decides
to stick around to fight some more slaves!

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (http://sphotos-c.ak.fbcdn.net/hphotos-ak-snc6/179114_374218346020009_2024872847_n.jpg)

Note: Plague Monks and Stormvermin overran last turn into Halberdiers.

Movement phase:
Charges where set Demigryphs charge the Gutter Runners
Greatswords took a long shot at charging the Clanrats who flee.
redirected into the nearby slaves.
Swordsmen directly charges into the slaves to aid the lonely Militia.

The WitchHunter rallies.
The Knights move into the rear of the Rat ogres also looking at the
battle of the Plague Monks.

(http://sphotos-d.ak.fbcdn.net/hphotos-ak-snc6/249055_374215989353578_988661308_n.jpg)
(http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash3/943479_374216059353571_2046731081_n.jpg)
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-prn1/936205_374216102686900_1081670419_n.jpg)

Magic phase:
4PD-3DD
To wound prayer gets dispelled (with IF)
Save prayer gets scrolled.

Shooting phase:
Cannon kills 4 Clanrats
Helblaster knocks off 14 slaves from S2

Close Combat phase:
Demigryph Knights kill 3 Gutterrunners, they flee 9"
followed by the knights with 7"

Greatswords + 1 Militia + Swordsmen kill 4 slaves
The slaves kill 1 Greatsword, 1 Militia and 4 swordsmen.
They lost the battle and blow up, so the Swordsmen overrun into the
other Slave block. While the Greatsword move another 5".

Then the big battle between the Halberdiers, Plague Monks
and Stormvermin.
First a Thoughness test. 1 Monk dies versus 6 Halberdiers.
A challenge was issues by the Warlord against the Halb Champion.
Battle result: lots and lots of dead halberdiers, 6 overkill on the halb
champion and the Warrior Priest didn't survive.

Here we reached my BREAKPOINT.

Great battle Aldaris! with lots and lots and even more DEATHS!! AWESOME :)

After battle pictures:
(http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash4/248137_374216176020226_1981979539_n.jpg)
(http://sphotos-d.ak.fbcdn.net/hphotos-ak-ash3/600928_374216269353550_1776008323_n.jpg)
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash3/600829_374216259353551_549577819_n.jpg)

Built with Battle Chronicler.
http://www.battlechronicler.com/
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: StealthKnightSteg on May 13, 2013, 09:47:18 PM
Sorry Aldaris that you had to wait for this one so long! It's almost time for our next bash already...

To Little and Big Phil our battle will come soon, but will be a more of a picture report as I didn't take notes during the game and after a year things do fade off.

Also next Bash reports will be shortly after in the weeks coming and will not wait so long any more! PROMISE!
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: Aldaris on May 13, 2013, 11:05:01 PM
Yeah, taht was some proper mayhem!
 :-D

Nice pics, and nice report!
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: Fandir Nightshade on May 14, 2013, 07:32:41 PM
WHY for Sigmars sake did you charge the Griffon into one of the most dangerous infantry units on the table?

Thanks for the report though great pics and good job with the battle chronicler.  :::cheers:::
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: Lord Solar Plexus on May 15, 2013, 08:17:45 AM
That was my first thought as well. Okay, I lied, my first thought was "Ah, another nice BatRep!"  :icon_biggrin: Still, an ItP unit...not a good target for Bloodroar.

It seemed to me you frittered away what little you had piecemeal. 5 knights or 10 Militia will simply drown IME. Why did you not run them up at an angle and let his units run into each other? Flanking a Slave bus (or any other that isn't outright unbreakable) with 50 Halberdiers would make them go Pooof in no time.

Charging the Knights into the HPA on their own was also a mistake I feel. They would have died even without the DW. You need at least 12 S5 hits to kill it if you can negate regen, more if you cannot, and with it going first, that's a steep proposition! Miasma helps but it's difficult.

Letting the DGk get distracted like that was also not a good idea. I'm surprised the Gutter Runners were even still in your charge arc. Normally you can only catch them if they want that.
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: StealthKnightSteg on May 15, 2013, 04:51:10 PM
I was trying to get the Plague Priest out of the game early (and the general wasn't the army general (my AL was) So I wouldn't loose that much in break points if it failed. Though I hoped for more then 1 wound done on the Plague Priest and that the General with his awesome beast wasn't such a wuss..

My detachments didn't have much of a flanking use with so many skaven on the table as well with out making it target practise for the bigger units guarding the sides like the HPA and ratogres, so in the end I just tried to make them speed bumps, witch worked ok with 1 slave bus..

As for the rest I'm not sure why I decided some stuff as it's been a long time.. Only thing we both really enjoyed was the bouncing plague, that was fun!
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: Crankiebrell on May 16, 2013, 05:22:00 PM
Nice reports. We all make mistakes here and there. Mine was while playing against new high elves, didn't realize new special character gave ward vs normal attacks and the banner of complaints gave ward to magic so that huge unit of white lions were basically immune to anything I put at it. How is a skimpy elf str 4 base but our GS are str 3.... anyhow... where did you get your metal movement trays, they look quite sturdy
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: StealthKnightSteg on May 24, 2013, 08:39:15 PM
Nice reports. We all make mistakes here and there. Mine was while playing against new high elves, didn't realize new special character gave ward vs normal attacks and the banner of complaints gave ward to magic so that huge unit of white lions were basically immune to anything I put at it. How is a skimpy elf str 4 base but our GS are str 3.... anyhow... where did you get your metal movement trays, they look quite sturdy

They are not metal though, they are casts that I bought from Tiny's World (one of the locals here as well) added with some rubber sheeting and rare earth magnets under the models.
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: Mortim on May 28, 2013, 09:11:57 PM
Thanks for the good read and for the braveness of putting up quite tough defeats :-)


Having read those 2 reports, I Think Empire needs to seize the initiative much more!

In both games the empire lines reacted more than acted to force the opponent to react... Especialy game 1 vs the dwarfs!

Game vs dwarf miner army:

Too much focus and hopes on the empire cannons (which failed anyway). Just leave the cannons back there (its only 240 pts) and Move up with your entire army! go kill the dwarfs cannons, Anvil etc. Those short legged miners cant outrun the Empire Knights!


Game vs Skaven:

Skaven is Always tricky no matter what you do.. but as Lord Solar said vs a big infantry army, try to break their line and create traffic jams by either redirecting their troops (angling your sacrifce units and countercharging) or Create a Big hole in the middle to breakthrough (much harder to achieve since you need to deploy well/get lucky and to hope your Knights+griffon can break through quickly Before they get countercharged).


Good read and nice report! and btw I wanna see more action with your Griffin lord+ AL combo (I want to try something similar :-))

Thanks,

Mortim
Title: Re: Steg's Battle Reports (last update: 2013-05-13)
Post by: StealthKnightSteg on May 29, 2013, 07:29:34 PM
Thanks for your reaction Mortim!

I do realize I'm to passive a player, and I really need more gaming time to get rid of that play style more.
I will post a few more battle reports in the couple next weeks, but alas no more Griffon General, I found him way to weak from that game in that setup, and I haven't figured out yet how else I'm going to fit him in.
Title: Empire + Skaven versus Daemons of Chaos + High Elves
Post by: StealthKnightSteg on June 10, 2013, 09:43:46 PM
Regrouping his Empire army and moving on through the northern provinces, Johan van den Kornput heard from his forward scouts that there was a very unusual stand off happening not far away across some hills and forests.

They told him a massive Daemon of Chaos army had some control spells going on at some High Elf host and that now both armies were about to engage a new Skaven army.

Johan sent more scouts to observe the situation so he could decide how to act on this situation.

He learned that the Skaven army were badly outnumbered by both armies facing them and that the High Elf army was already starting to deform into chaos beings. Johan lost hope to ever save them and decided that both armies (the Daemons and the turned High Elves) should be destroyed before they would assemble even more creatures and armies to the Chaos Gods will!

He let his army move up towards the forming battle line of the Skaven pointing to the opposing side and gesturing with his hand across his neck. The Skaven leadership (if you can call it that way) nodded and soon they mingled to try and get a good setup going!

Deployment:
3000 points each army made it 6k vs 6k
Empire: Me
Skaven: Greyseer Star (Ronald)
Daemons of Chaos: Little Phil (from an earlier match up)
High Elves: Big Phil
(http://sphotos-c.ak.fbcdn.net/hphotos-ak-prn2/600423_385192034922640_116802639_n.jpg)
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash4/1000797_385192051589305_1112171590_n.jpg)
(http://sphotos-a.ak.fbcdn.net/hphotos-ak-frc1/602370_385192031589307_1051653958_n.jpg)
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-frc1/295526_385192184922625_2087225948_n.jpg)
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-frc1/998143_385192211589289_2077469579_n.jpg)
(http://sphotos-c.ak.fbcdn.net/hphotos-ak-prn1/947063_385192238255953_946047145_n.jpg)
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-frc3/969181_385192304922613_656849853_n.jpg)

The Daemon force apparently got a bit confused with the newly arrived Empire force. Johan noticed and seized the opportunity to take the initiative! And send his troops forward!

Turn 1a (Empire + Skaven)
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash4/1002970_385192364922607_27899053_n.jpg)
(http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash4/1005134_385192401589270_399378086_n.jpg)

The Skaven noticed the advance of the Empire forces and hurried onto the field to get first blood before those hummies would!

(http://sphotos-d.ak.fbcdn.net/hphotos-ak-frc1/1003125_385192461589264_792508218_n.jpg)
(http://sphotos-f.ak.fbcdn.net/hphotos-ak-prn1/942563_385192491589261_77313554_n.jpg)

Turn 1b (DoC + HE)
The Daemons started sending their chav units first while the rest was still trying to understand how to respond.
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-prn2/971452_385192531589257_8014174_n.jpg)
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash3/931312_385192624922581_40317502_n.jpg)
(http://sphotos-a.ak.fbcdn.net/hphotos-ak-prn2/8688_385192678255909_1440603507_n.jpg)
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-frc3/969205_385192718255905_960932813_n.jpg)

Turn 2a (Empire + Skaven)
Cavalry units storm in on the flanks while the slower infantry manoeuvres to get tactical positions going to pick up the bigger daemon blocks. While the main part of the Skaven army would deal with the busier part of the battle field trying to hold there. Johan didn't mind that the main part of the Skaven force would wittle down during this battle as it would save him another battle after this one!
(http://sphotos-f.ak.fbcdn.net/hphotos-ak-prn2/969210_385192768255900_1643030359_n.jpg)
(http://sphotos-d.ak.fbcdn.net/hphotos-ak-ash4/1005575_385192831589227_3754958_n.jpg)
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash4/998373_385192854922558_1290794227_n.jpg)
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-frc1/1002403_385192954922548_1555822441_n.jpg)

Turn 2b (DoC +HE)
The Daemons already fighting off the cavalry on the flanks while the center now tries to get into combat positions
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-frc3/972264_385192974922546_218961967_n.jpg)
(http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash4/5337_385193061589204_1686621558_n.jpg)
(http://sphotos-a.ak.fbcdn.net/hphotos-ak-prn1/936122_385193094922534_1167476787_n.jpg)
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-prn2/971083_385193144922529_372645951_n.jpg)
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash3/5764_385193208255856_34048177_n.jpg)
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash4/1001463_385193248255852_1580638402_n.jpg)

Turn 3a (Empire + Skaven)
Daemons still a bit hesitant to enter combat with the Empire or otherwise occupied with Skaven are now facing battle hardened infantry near and on their lines!
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash3/943602_385193301589180_1272525264_n.jpg)
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash4/999379_385193358255841_1780208341_n.jpg)

While the Skaven are still holding on in the center!
(http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash4/1002803_385193391589171_1345751097_n.jpg)
(http://sphotos-a.ak.fbcdn.net/hphotos-ak-frc1/995836_385193434922500_1370566118_n.jpg)

Turn 3b (DoC + HE)
Not dealing with the Daemon chav now starts to get annoying and they rampage through our artillery and long range shooting! Of course they annihilate the Skaven troops first so Johan is not overly concerned yet! Skaven center is still holding!
(http://sphotos-d.ak.fbcdn.net/hphotos-ak-ash3/995666_385193598255817_971086410_n.jpg)
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash3/600277_385193654922478_1596922394_n.jpg)
(http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash3/995321_385193661589144_1201832117_n.jpg)
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-frc3/970233_385193778255799_1400507529_n.jpg)
(http://sphotos-a.ak.fbcdn.net/hphotos-ak-prn2/8444_385193831589127_1408859964_n.jpg)

Turn 4a (Empire + Skaven)
Time to clean op the Chaos hounds before they chew up Empire artillery!
(http://sphotos-g.ak.fbcdn.net/hphotos-ak-prn2/970337_385193888255788_831086445_n.jpg)

Also time to get the heat on the Daemons now! Halberds kill off their daemons to face their flank combat with some Elfs. While the Greatswords roll up a lot of pinkskins!
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash4/485595_385193934922450_1484089056_n.jpg)

No more skaven to move the Bell around, but it's still holding!
(http://sphotos-b.ak.fbcdn.net/hphotos-ak-prn1/941930_385194058255771_316743546_n.jpg)

On the other edge it isn't going to good with the Skaven, Clanrats are running and the HPA still hasn't seen combat! While the Doomwheel's parts are already scattered across the battlefield... Good to see the Knights of the Blazing Sun are ready to face some new enemies!
(http://sphotos-f.ak.fbcdn.net/hphotos-ak-ash4/999539_385194178255759_101164917_n.jpg)
(http://sphotos-d.ak.fbcdn.net/hphotos-ak-ash3/942033_385194231589087_1191252205_n.jpg)

Turn 4b (DoC +HE)
Daemons and Elves did their moves, magic was poor and shooting was uneventful. Seeing their Flanks getting overrun by the Empire units they started to scramble from the battlefield. The Empire cavalry followed up and slew most of both armies leaving only flocks of troops scattering into the surrounding forests. After the mayhem Johan called for a general rally to form up near his position so he could face the remnants of the Skaven army, but as he looked around he could see no trace of the vile ratmen!
Title: Empire vs Vampires 2,5k
Post by: StealthKnightSteg on February 06, 2014, 09:05:37 PM
Vampire Counts vs. Empire
=========================

Overview
--------
Location: St. Niklaas (Belgium), HQ Gaming Club
Date played: zaterdag 18 mei 2013

Moving around with his host Johan van den Kornput came upon on a warband of Vampires and their monsters near an Arcane Ruin.
Quickly he set up his forces to meet them on the field!

*Rolled for terrain after random setup. Picked out 3 special terrain: Magic Forest (wich turned out to be Blood Forest), Arcane Ruin and a pice of wall a Blessed Bulwark, rest stayed normal.

Vampire Counts
--------------
General: Chosen of Sigmar

  Lord:
  (WK) Infantry, Wight King [1 point]

  (VL) Cavalry, Vampire Lord [1 point]


  Hero:
  (V1) Infantry, Vampire [1 point]

  (N) Infantry, Necromancer [1 point]

  (C1) Infantry, Cairnwraith [1 point]

  (C2) Infantry, Cairnwraith [1 point]


  Core:
  (S) 47 Infantry, Skeletons [1 point]

  (Z) 20 Infantry, Zombies [1 point]

  (H1) 5 Cavalry, Hounds [1 point]

  (H2) 5 Cavalry, Hounds [1 point]

  (G) 19 Infantry, Ghouls [1 point]


  Special:
  (BK) 11 Cavalry, Black Knights [1 point]

  (V2) 4 Monstrous Beasts, Vargeists [1 point]


  Rare:
  (T) Monster, Terrorgeist [1 point]


  Total: 14 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 [225 points]
      - Level 4, Lore of Fire, Dispel Scroll


  Hero:
  (C) Infantry, Captain [148 points]
      - BSB, Full Plate, Pistol, Shield, Dawnstone, Dragonhelm, Sword of Striking

  (ME) Infantry, Master Engineer [75 points]
      - Repeater Pistol

  (WP) Infantry, Warrior Priest [79 points]
      - Heavy Armor, Shield, Shrieking Blade


  Core:
  (H) 40 Infantry, Halberdiers [270 points]
      - FC, Detachments of Crossbowmen and Free Company Militia

  (XB) 10 Infantry, Crossbowmen [90 points]

  (FCM) 10 Infantry, Free Company Militia [60 points]

  (ICK) 8 Cavalry, Knightly Orders Inner Circle [230 points]
      - FC, Lance and Shield

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

  (GC) Warmachine, Great Cannon [120 points]

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


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

  (CH) Chariot, Celestial Hurricanum [130 points]

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


  Total: 2498 points
  ------------------

Deployment
----------
  (https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t1/1891271_491259024315940_536504519_n.jpg)

Spells:
Vampire lvl 2 rolls 1 and 2 and ends up with: Wind to Death, Invocation
Necromancer lvl 2 rolls 5 and 6 and ends up with: Curse of Years, Invocation
Vampire Lord lvl 2 rolls 3 and 4 and ends up with: Gaze, Invocation (for Raise Dead)

Battle Wizard Fire Lord Janus Dousa lvl 4 rolls 1,4,6,6 and ends up with: Fireball, Piercing Bolts, Flame Cage and Flame Storm

Deployment from Left to right:
Vampires:
Hounds (1), Vargheists, Terrorgeist, Cairnwraith (infront of Terrorgeist), Ghouls with 2nd Cairnwraith, BlackKnights with Vampire Lord, Zombies and Hounds (2), Skeletons with Necromancer, Wight King and Vampire
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/1606494_491256520982857_568035516_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc3/t31/1898707_491256554316187_911532887_o.jpg)

Empire:
Demis, ICK, Great Cannon, Free Comp (detach) (behind them War Altar), Halberdiers with WP and BSB, Crossbowmen (detach) (behind them Hurricanum), HBVG, M. Engineer, Greatswords and their Swordsmen (detach)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t31/1899521_491256517649524_1585970296_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t31/1899706_491256510982858_1688613213_o.jpg)

The hounds vanguarded upon the Empires lines.
Then we rolled to see who would start
Chosen of Sigmar rolled a 4 against my 2, so Vampire begins.

Turn 1 - Vampire Counts
-----------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t1/1601263_491259020982607_1010919518_n.jpg)

The Vampires notice the Empire army and quickly surge forwards!

The Winds of Magic flow richly for the Vampires: 10 PD - 5DD
Wind to Death was cast towards the Great Swords but only reached 12" (needed 18)
Gaze was dispelled
Invocation was dispelled

As for Shooting only the Terrorgeist used his Scream and obliterated the Great Cannon!

(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t31/1614581_491256584316184_1312739840_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash3/t31/1801248_491256587649517_1546812576_o.jpg)

Turn 1 - Empire
---------------
  (https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t1/12074_491259027649273_1477030916_n.jpg)

The valiant men turned into a rage seeing their cannon destroyed so easy that they emediatly charged into them!
The Demigryphs charged the Hounds (1)
The Blazing Sun Knights charged the Terrorgeist together with the Free Company Men while Willem II van der Marck on his War Altar followed in support.

Meanwhile the Greatswords moved up near the vortex while their swordsmen detachment moved around the ruin.

The Winds of Magic still strong, flowed for 10 PD - 8 DD
A Banish got dispelled
Flame Cage got dispelled
And a dispell attempt on the Vortex failed.
But the vortex ended anyway.

Crossbows took down 3 hounds.
While the Volley Gun took 8 shots Adriaen van Bergen tweaked the gun a bit, but then a barrel misfired so only 3 shots ended up in the skeleton unit. Only taking down 1!

Combat goes well for the Demigryph riders and their mounts, they killed 3 hounds and the rest crumbled away!
The Terrorgeist scratched away at the Free Company Men but they where to fast for it.
Though the Blazing Sun Knights got freightend by the monster but still managed to put 2 wounds on it.
Angrily the Terrorgeist Stomped at the Free Company Men crushing 2 beneath its boney paws.

Turn 2 - Vampire Counts
-----------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t1/1779929_491259060982603_589549859_n.jpg)

The lone Cairnwraith charges the Blazing Sun Knights in the front while the Vargheists came through the woods to charge in the flank.
The last 2 hounds charges into the Hellblaster.
While the rest moves up the line.

(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/t31/1655782_491256627649513_1548643742_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31/1899319_491256644316178_545944949_o.jpg)

The Winds of Magic now seem to slow down a bit, 7 PD - 7 DD
Invocation was miscast
Gaze on the crossbowmen got dispelled.

The Terrorgeist screamed towards the Knights and 2 dropped down in agony.

In combat the Hounds fail to hurt the crew, but hiding behind the massive bulk the crew also didn't manage to get rid of the hounds.
The Vargheists fail to impress on the Knights, but another 4 Free Company men got crushed by the Terrorgeist.
The Men themselfs failed to make an impression as well, but one of the horses kicked so hard on a Vargheist that it took a wound!

Turn 2 - Empire
---------------
  (https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc1/t1/602335_491259067649269_1185807028_n.jpg)

Adriaen van Bergen (Master Engineer) seeing his beloved machine being damaged charged in on the Hounds
Lancelot van Brederode (Halberdier Captain), Jacob Blommaert (Warrior Priest) and Willem Corneliszoon van Duyvenbode the Battle Standard Bearer order their unit to charge the Blood Knights but the men weren't ready yet and failed the charge.

Meanwhile the Greatswords and Swordsmen move in closer to threaten the flank of the Skeleton unit.

(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash3/t31/1614624_491256674316175_1027980257_o.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/t31/1836683_491256724316170_695985789_o.jpg)

The Winds of Magic now down to stiff breeze, 5 PD - 2 DD
Flamecage got Scrolled
Banish only saw a 1, 2 on 2 dice..... and fizzled

Crossbows took 3 skeletons down.

The Hounds killed 2 crewmen while the crew took down 1 hound. The remain crew flew away from his machine, but Adriaen wasn't going to give it up!
Vargheist manage to kill a knight and so does the Cairnwraith, but the horses of the Knights took down the Terrorgeist! And the Knights manage to give the Vargheist another wound.
Loosing combat the Vargheist get another wound and so does the Cairnwraith.
Title: Empire vs Vampires 2,5k
Post by: StealthKnightSteg on February 06, 2014, 09:05:56 PM
Turn 3 - Vampire Counts
-----------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t1/1620949_491259070982602_625331312_n.jpg)

The ghouls charge the remaining Free Company Men. The Blood Knights take advantage of the failed charge by the Halberdiers and charge them in response.
Zombies and Skeletons now feeling the closest human flesh coming from the Greatswords and Swordsmen turn towards them.

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/t31/1239070_491256730982836_706917845_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/1404623_491256727649503_910139895_o.jpg)

Winds of Magic still in a firm breeze give 5 PD - 3 DD
Curse of Years cast by 5 dice got Scrolled not taking any chances.

Vargheists kill another Knight.
Ghouls kill all Free Company Men
While the Hound and Master Engineer keep dancing around eachother.

The Vampire Lord kills 10 Halberdiers
Captain kills 1 Blood Knight
Halberdiers kill 7 Blood Knights
Warrior Priest takes 1 wound and another 5 Halberdiers lay dead on the ground by the Blood Kights and their mounts.

Turn 3 - Empire
---------------
  (https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc1/t1/1604498_491259100982599_673732109_n.jpg)

The Demigryph Knights slam into the rear of the Vargheists
Steering the War Altar Willem II van der Marck crashes into the Ghouls.
While on the other side of the field Diederik Sonoy leads his Greatswords in charge on the Skeleton unit, followed close by the swordsmen.

The Hurricanum moved closer to support the Halberdiers.

(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/t31/1075413_491256784316164_1647719196_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31/1795910_491256814316161_1998071599_o.jpg)

Winds of Magic picking up in strength again gave 10 PD - 7 DD
Flamecage on Skeletons got dispelled
Fireball (2d6) on the Zombies cindered 10 into crisps
The Arch Lector tried to cast his Shield but it got dispelled, but the Hammer got through.

The Hound and the Master Engineer still couldn't decide how to defeat each other.
The Demigryphs kill 2 Vargheists (6 wounds) and hurt another (1 wound)
A warhorse did another wound and both the Vargheists and the Cairnwraith went POOOFFFF.

The impact of the War Altar didn't leave much of scratch and killed only 1 Ghoul.
Willem II van der Marck rid the world of the Cairnwraith hiding in the Ghoul unit. But the lone Free Company Men didn't survive.

Our BSB got a pummel and he hid between the ret of the men (defeated), 3 Halberdiers died, but they killed 2 Blood Knights in return.

The Greatswords lost 8 of their own while only managing to break the bones of 1 skeleton (WTF..)

Turn 4 - Vampire Counts
-----------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t1/1618453_491259107649265_1479613458_n.jpg)

The zombies reform and move a bit closer towards the Blessed Bulwark

(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t31/741298_491256840982825_1715413425_o.jpg)
(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/t1/11583_491256864316156_1626600055_n.jpg)

The Winds of Magic are still at a brisk breeze, 8PD - 5DD
Evocation by the Vampire Lord got Dispelled
Evocation by the Vampire got cast by Irressitable Force, 5 Skeletons, 10 Zombies, 3 Hounds, 3 Knights and 3 Ghouls emerged from the tained soil. (added in already on this turns picture)
Though the vampire lost all his wizard levels.

The Arch Lector kills 2 ghouls
The Hounds and the Engineer are still not doing much
Greatswords put 1 wound on the Wight King, 8 Greatwords die with 6 Skeletons. Somehow the Greatswords decided to run, but were to slow!
In the center of it all the Warrior Priest kills 1 Knight, 8 Halberdiers and the Halberdier champion bite the dust.

Turn 4 - Empire
---------------
  (https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t1/1654243_491259114315931_720639369_n.jpg)

Swordsmen detachment in disbelieve charges the flank of the Skeleton unit.
The Blazing Sun Inner Circle Knights together with the Demigryphs charge the flank of the Ghouls.

(https://scontent-b-ams.xx.fbcdn.net/hphotos-frc3/t31/1782269_491256924316150_935630594_o.jpg)
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash3/t31/1618370_491256977649478_51005484_o.jpg)

The Hurricanum moves in close to the War Altar.
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash3/t31/1524312_491257004316142_1548410505_o.jpg)

The Winds of Magic still blowing at its contineous strength 8 PD - 6 DD
Irresistible Force Cage of Flame cast on the Skeletons and kills 1 at impact.
5 Crossbowmen got killed by the magic blast and the rest panic and run!

The Hounds and the Engineer still look at eachother and are still hesitant to do anything
The Swordsmen kill 3 skeletons, Skeletons kill 3 Swordsmen they break and run 6"
The Skeletons refrain.

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/t31/1009006_491256887649487_180115169_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn2/t31/1556333_491256904316152_709032742_o.jpg)

The Arch Lector kills 2 Ghouls, Demigryphs kill 5, Knights kill 3, Stomp kills another and the Ghoul unit goes POOF
Demigryphs Overrun but don't make it to the BloodKnights.

The Bloodknights kill the Warrior Priest and 6 Halberdiers. they break and run (loosing their standard). The Blood Knights reform to face the Demigryph Knights.

Turn 5 - Vampire Counts
-----------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t1/1620863_491259147649261_323556970_n.jpg)

Zombies charge the Fleeing Halberdiers, which ran another 7"
The Bloodknights charge the Demigryphs.

The Winds of Magic seem to dim a bit 5 PD - 3 DD
Evocation was made, 1 Hound, 9 Zombies and 3 Bloodknights emerge on the battlefield. (added in this picture)

In combat the Hounds finally made a move and landed 1 woud on the Engineer.
Vampire Lord consumes a Potion of Strength and on his own he wipes out the Demigryph Knights.

(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn1/t31/1524044_491257014316141_418760507_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t31/1599795_491257040982805_1802006154_o.jpg)

Seeing this last feat combined with the strengthening of the undead forces Johan sounded the retreat!

824 points of Vampires killed
1339 points of Empire lost


Built with Battle Chronicler.
http://www.battlechronicler.com/
Title: Empire vs Empire of Wolves 2,5k (1)
Post by: StealthKnightSteg on February 17, 2014, 10:18:33 PM
Empire of Wolves vs. Empire, 2nd Intervention Army of Altdorf
=============================================================

Overview
--------
Scenario: 1. Battleline
Location: St. Niklaas (Belgium), HQ Gaming Club
Date played: zaterdag 18 mei 2013

Regrouping his army after the lost battle against the Vampire host, Johan van den Kornput encountered a General on some wierd magically enhanced duck that he uses as a Pegasus.
His group of brigands and men of arms didn't seem up to all that good in these parts and under some crazy general this host might became a liability if left unchecked.

So Johan lined up his forces to make short work of this rable!

The field wasn't that spectacular with a small forest and some round rock formation and left over pieces of wall from some ancient hovels.

Empire of Wolves
----------------
General: Commandant

  Core:
  (K) 10 Cavalry, Knights [1 point]

  (HoH) 5 Cavalry, Handgunners on Horse [1 point]

  (P) 15 Infantry, Pistolmen [1 point]


  Lord:
  (W) Infantry, Wizard [1 point]
      - Lvl 4 Fire / Metal


  Core:
  (WoU) 40 Infantry, Warriors of Ulric [1 point]


  Hero:
  (C) Infantry, Captain [1 point]
      - BSB


  Core:
  (FCM) 10 Infantry, Free Company Men [1 point]
      - Pistols

  (B) 8 Infantry, Brigands [1 point]
      - Crossbows

  (MaA) 40 Infantry, Men at Arms [1 point]


  Hero:
  (WP) Infantry, Warrior Priest [1 point]


  Special:
  (M) Warmachine, Mortar [1 point]

  (GC) Warmachine, Great Cannon [1 point]


  Lord:
  (D) Monstrous Cavalry, Ducktasus [1 point]


  Total: 13 points
  ----------------

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


  Lord:
  (BWL) Infantry, Battle Wizard Lord [225 points]
      - Level 4, Lore of Fire, Dispel Scroll


  Hero:
  (C) Infantry, Captain [148 points]
      - BSB, Full Plate, Pistol, Shield, Dawnstone, Dragonhelm, Sword of Striking

  (ME) Infantry, Master Engineer [75 points]
      - Repeater Pistol

  (WP) Infantry, Warrior Priest [79 points]
      - Heavy Armor, Shield, Shrieking Blade


  Core:
  (Hal) 40 Infantry, Halberdiers [270 points]
      - FC, Detachments of Crossbowmen and Free Company Militia


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

  (FCM) 10 Infantry, Free Company Militia [60 points]

  (ICK) 8 Cavalry, Knightly Orders Inner Circle [230 points]
      - FC, Lance and Shield


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

  (GC) Warmachine, Great Cannon [120 points]

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

  (S) 10 Infantry, Swordsmen [70 points]


  Rare:
  (CH) Chariot, Celestial Hurricanum [130 points]

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


  Total: 2498 points
  ------------------

Deployment
----------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t1/1604853_496235060485003_1295698938_n.jpg)

Rolling for spells:
The Wizard of the Empire of Wolves rolls for his Fire spells 6, 5 and 1 (Flamestorm, Flamecage and Fire Cloak) and his Metal spell: a 4 (Golden Hounds)

Our own Janus Dousa (Fire Wizard Lord) rolls 1,2,3,4 (last turns into the Signature spel) (Fire Cloak, Flaming Sword, Burning Head and Fireball)

Commadant starts deploying first (left to right):
Knights, Handgunners on horseback, Pistolmen (with wizard), Warrior of Ulric with BSB, Free Company Men with Brigands in front, Men at Arms with Warrior Priest, Mortar, Great Cannon and behind those the Ducktasus
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t31/1898396_496236443818198_1108066063_o.jpg)
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn2/t31/1781190_496236413818201_225467086_o.jpg)

Johan van den Korput deploys his units (left to right):
Demigryph Knights, Swordsmen detach, Greatswords with Warrior Priest, Free Company Men behind them the Hurricanum, Halberdiers with the BSB, War Altar, Crossbowmen, HBVG, Great Cannon, Inner Cirlce Knights of the Blazing Sun.
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t31/1601810_496236357151540_270322293_o.jpg)
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/t31/1801388_496236350484874_150561682_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/t31/1548200_496236353818207_537540737_o.jpg)

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc1/t1/1797407_496235063818336_1313666148_n.jpg)

The handgunners on horse made their vanguard move.
Johan eager to get this past him started the first advance.

Where the Militia tried to lock up the Handgunners they failed to mak their charge.
The others moved up.
(https://scontent-b-ams.xx.fbcdn.net/hphotos-frc3/t31/1965586_496236430484866_1938957690_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t31/1556410_496236483818194_1367622931_o.jpg)

Winds of Magic blow strong - 10PD - 6DD
A fireball was failed to cast
Storm of Shemtek from the Hurricanum got dispelled

Shooting then.
The Crossbows kill 1 Warrior of Ulric
The HBVG kill all Handgunners on Horse rolling a tripple 6 on the art dice.
The Cannon unfortunatly came short to hit any Brigands.

Turn 1 - Empire of Wolves
-------------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/v/t1/1621901_496235070485002_280437763_n.jpg?oh=da6fa1c6ea60bb02f8ba3489436a1b06&oe=53923BFC)

Commadant made a Frenzy test (not sure for what anymore)
And he made his advance

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn1/t31/1957720_496236497151526_1147535566_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31/966510_496236520484857_1038798231_o.jpg)

The Winds of Magic dwindled and refused to give much power - 3PD - 2DD
-1  to hit shooting cast on the Ulric unit

The Ducktasus fires his pistol at the ICK but misses
The Mortar misfires and can't fire next turn
The cannon takes out the Huricanum (5 wounds)

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash3/t1/1653615_496235097151666_1636138004_n.jpg)

The ICK declare a charge on the cannon, they need to take a terraintest due to passing the wall, 2 Knights died tying to jump the wall.
A panic check then send the whole unit running away from the wall! (wut?!??)
Halberdiers charge the skirmishing pistolmen, Stand and Shoot kill 1 Halberdier, and they fail to make the charge.
Greatswords charge the Knights who can also Stand and Shoot and kill 1 Greatsword. But they made the charge.
The others moved up to close the gaps or pose other threats.

(https://scontent-b-ams.xx.fbcdn.net/hphotos-frc1/t31/1926069_496236547151521_535441907_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-frc1/t31/1926139_496236573818185_269784264_o.jpg)

The Winds of Magic fickle as they are pcked up again 8PD - 5DD
Banishment on the Pistolmen kills 6 of them
Fireball rolls snakeeyes
Hammer of Sigmar got dispelled

Crossbows kill 1 Free Company Men
HVBG kill 9 men at arms at an art dice roll of tripple 8
Cannon takes aim at the wizard in the skirmisher pistol men, who takes his LO,S! roll 1 Pistolmen and 1 Ulric warrior bites the cannon ball.

The Greatswords kill 3 knights, the knights run 7" followed by the Greatswords 5"

Turn 2 - Empire of Wolves
-------------------------
  (https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc3/t1/1780748_496235100484999_1169134656_n.jpg)

The Knights fail to rally and run 4" more.
The Ducktasus charges the HBVG
others move. Wizard moves out of the Pistolmen next to the Brigands.

(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t31/922625_496236583818184_263766480_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/t31/1654789_496236617151514_49647459_o.jpg)

Winds of Magic now at a steady breeze give 5PD - 5DD
Flame Cage on the Halberdiers. 2 dead by the initial scorch

Pistolmen kill another Halberdier.
Brigands kill 4 more Halberdiers.
Cannon fails to hit the ICK.

Ducktasus kills 1 crew member of the HBVG.

Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t1/1601339_496235107151665_662734433_n.jpg)

ICK rallies, facing the direction of the cannon again.
Halberdiers together with their Militia charge the Pistolmen. Stand and Shoot kills 1 Halberdier.
The Demigryphs charge at the Knights who run away.
The rest changes facing and moves up.

(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t31/1606421_496236647151511_1159794876_o.jpg)
(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc1/t31/1960937_496236657151510_1585516912_o.jpg)

Winds of Magic give 4PD - 4DD
Burning Head kills 1 Brigand
Fireball gets dispelled

Crossbows kill 1 Brigand
Cannon kills 3 Men at Arms

Ducktasus kills the other 2 crew members.
Halberdiers and Militia wipe out the Pistolmen, and the Militia overruns into the Brigands.


Turn 3 - Empire of Wolves
-------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-frc3/t1/1607052_496235130484996_998264450_n.jpg)

The Ducktasus charges the Great Cannon
The Knights rally to face the Demigryphs.
Wizard joins the Free Company Men when they reform. Some other movements by the Ulric warriors and Men at Arms.

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/t31/1618289_496236710484838_1871909461_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc1/t31/1795467_496236753818167_1371501114_o.jpg)

Winds of Magic picked up a bit, 8PD - 5DD
I dispelled the Flame Cage (because I forgot the previous time)
Golden Hounds IF'ed on the AL, Cloak of Ulric saves me 2 wounds! Wizard turns into a level 1 Wizard with only the Flame Cage as spell.

The Canon shoots at the War Altar to try and take it down, but the protective magic War Altar and the Arch Lector save both.

Ducktasus demolishes the Great Cannon.
The Miltia kills 3 briggands for 3 of their own.
Title: Empire vs Empire of Wolves 2,5k (2)
Post by: StealthKnightSteg on February 17, 2014, 10:19:10 PM
Turn 4 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t1/1964909_496235133818329_514333801_n.jpg)

Arch Lector charges the Duck
Halberdiers charge the Ulric Warriors
Demigryphs charge (but fail) the Knights
The ICK now moves carefully across the wall
Greatswords and the Swordsmen move in closer

(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t31/1617540_496236763818166_21164496_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/t31/1781844_496236797151496_355561419_o.jpg)

Winds are low 4PD - 3DD
Shield cast on the AL
Hammer IF'ed on the AL

Crossbowmen kill 1 Men at Arms.

Free Company Men kill the Brigands and overrun into the Free Company Men containing the Wizard.
The Arch Lector does 1 wound but takes 1 wound, the duck impressed makes a run for it. 11" following 7"

BSB Captain kills 2 Ulrican Warriors, but the units decimates the Halberdiers, the Captain as lone survivor has it's last stand.

Turn 4 - Empire of Wolves
-------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t1/1016750_496235137151662_1149350339_n.jpg)

The Knights charge the demigryphs
Men at Arms charge th flank of the Free Company Men.
Ducktasus rallies, while Warriors of Ulric turn towards the Greatswords.

Winds of Magic give 6PD 7DD
Killing Blow on Warriors of Ulric dispelled.

The Cannon load a grapeshot and fires it at the ICK but fails to hit anything.
Mortar kills 2 Swordsmen.
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc1/t31/904384_496236833818159_1041561479_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t31/1796910_496236853818157_1164839294_o.jpg)

Demigryphs kill 3 Knights
Men at Arms kill 2 Militia
My Free Company Men do 2 wounds on the Wizard.
My Militia the gets wiped out.
Both units then Overrun (Not sure if the FCM could have as they where already in that combat, but the MaA was new in that combat)


Turn 5 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn2/t1/1780771_496235187151657_721260224_n.jpg)

War Altar charges the Ducktasus
ICK charges the Cannon
Greatsword charge the Warriors of Ulric
Swords fail their charge on the Warriors of Ulric.
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/1780069_496236887151487_1363744016_o.jpg)
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc3/t31/1932658_496236910484818_2072435970_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31/1553058_496236927151483_1235513260_o.jpg)

Still steady the Winds of Magic give 8PD - 5DD
Burning Head got Dispel IF'ed
Hammer of Sigmar on GS dispelled
Shield on GS cast
Hammer on AL failed

Crossbows kill 2 Men at Arms
Engineer kills 2 Men at Arms

Impact Hits by the War Altar crush the big Duck and takes its rider with him!
Demigryphs kill last 4 Knights (reform to face GS)
Warriors of Ulric kill 10 GS
GS kill 10 WoU, making it a draw (10+BSB+SB - 10+charge+SB both musicians)

Knights kill the Cannon (reform to face Mortar)

Turn 5 - Empire of Wolves
-------------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t1/1800381_496235190484990_1840683091_n.jpg)

Men at Arms charge the Crossbowmen, the wall claimed 1 MaA, Stand and Shoot did not take any lives.

(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t31/1618365_496236967151479_1169505773_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t31/1891598_496236980484811_1377833603_o.jpg)

Still a steady breeze 8PD - 6DD
Killing Blow on the Warriors of Ulric, Dispelled
Howling Wolf, Dispelled (IF)

Warriors of Ulric killed 3 Greatswords
Greatswords killed 5 Warriors of Ulric, they pass their breaktest.

The Men at arms kill all the crossbows and the Wizard and overrun.

Turn 6 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t1/1781895_496235203818322_188433201_n.jpg)

Swordsmen charge the flank of the Warriors of Ulric.
ICK charge the Mortar
War Altar (late reform after battle with Duck which I had forgotten, tnx for allowing it Commandant) charges the FCM in the rear.
Engineer moves to the flank of the Men at Arms, Demigryphs move in closer as support to the Greatswords.
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc1/t31/1939494_496237003818142_24086057_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t31/1962414_496237027151473_1889030488_o.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash3/t31/1782378_496237030484806_961646078_o.jpg)

The stiff breeze lit up a bit more 11PD - 6DD
Soulfire by the AL kills 2 FCM
Shield on Greatswords get dispelled
Hammer on Greatswords gets scrolled

The Engineer kills 1 men at arms

ICK kills the mortar.
Impact by the War Altar kills 2 more FCM
Arch Lector kill 2 more FCM, they run 9" The War Altar pursues into the rear of the Warrior of Ulric.

New impact of the War Altar doesn't do any damage.
Arch Lector challenges, Captain accepts, but nothing happens
Warriors of Ulric kill 3 Greatswords
Warrior Priest kills 1 WoU
Swordsmen kill 2 WoU
Greatswords kill 5 WoU

Warriors of Ulric run, GS and War Altar in pursuit, but fail to catch them.

Turn 6 - Empire of Wolves
-------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t1/1620540_496235237151652_1274993156_n.jpg)

Warriors of Ulric and the Free Company Men rally.
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31/1898907_496237047151471_298189036_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t31/1965511_496237080484801_1380287083_o.jpg)

Flame Cage was cast on the Arch Lector giving him 1 wound.
With this the scattered remnants of the Empire of Wolves army ran off in to the woods.

Victory for the valiant men of Altdorf!


Built with Battle Chronicler.
http://www.battlechronicler.com/
Title: Re: Steg's Battle Reports (last update: 2014-02-17)
Post by: Fandir Nightshade on February 18, 2014, 07:16:34 AM
Those are amazing! Thanks for sharing  :eusa_clap:
Title: Re: Steg's Battle Reports (last update: 2014-02-17)
Post by: Lord Solar Plexus on February 21, 2014, 05:42:51 PM
Lots of work put into those BatReps, very nice. Thanks for sharing, SKS!
Title: Empire vs Warriors of Chaos 2,5k (1)
Post by: StealthKnightSteg on February 23, 2014, 04:13:52 PM
Warriors of Chaos vs. Empire, 2nd Intervention Army of Altdorf
==============================================================

Overview
--------
Scenario: 5. Meeting Engagement
Location: St. Niklaas (Belgium), HQ Gaming Club
Date played: zondag 19 mei 2013

After having replenshed his troops and contracting the Grey Wizard Carl von Rabenhaupt to replace Janus Dousa, Bright Wizard who was summoned by his college to return.
Marching north they would inspect some of the smaller settlements to see if they needed some protection aid from the local beastmens.
Unfortunatly they didn't encounter any beastmen during their march, but did find one settlement being ransacked by a host of Chaos Warriors led by a Daemon Prince!

Seeing that this army was mostly small groups of heavy monsters and the like, Johan didn't had much hope of defeating this army, but he might be able to weaken it greatly.

Some hills (NW and SE corners) and one in the SW corner with a big rock on it surrounded the settlement of 5 houses and some already destroyed.

Warriors of Chaos
-----------------
General: Fr1day

  Lord:
  (DP) Monster, Daemon Prince [1 point]
      - Tzeentch


  Hero:
  (HoD) Cavalry, Hero on Disk [1 point]
      - BSB, Tzeentch

  (SA) Monstrous Beast (Special), Scyla Anfingrimm [1 point]


  Core:
  (WoC) 18 Infantry, Warriors of Chaos [1 point]
      - Shield

  (CC) Chariot, Chaos Chariot [1 point]

  (CW1) 5 War Beast, Chaos Warhounds [1 point]

  (CW2) 5 War Beast, Chaos Warhounds [1 point]

  (MH) 6 Cavalry, Marauder Horsemen [1 point]


  Special:
  (CK) 5 Cavalry, Chaos Knights [1 point]
      - FC

  (C) Monster, Chimera [1 point]

  (DO) 3 Monstrous Infantry, Dragon Ogres [1 point]

  (CT) 6 Monstrous Infantry, Chaos Trolls [1 point]


  Total: 12 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 [225 points]
      - Level 4, Lore of Shadow, Dispel Scroll


  Hero:
  (C) Infantry, Captain [148 points]
      - BSB, Full Plate, Pistol, Shield, Dawnstone, Dragonhelm, Sword of Striking

  (ME) Infantry, Master Engineer [75 points]
      - Repeater Pistol

  (WP) Infantry, Warrior Priest [79 points]
      - Heavy Armor, Shield, Shrieking Blade


  Core:
  (Hal) 40 Infantry, Halberdiers [270 points]
      - FC, Detachments of Crossbowmen and Free Company Militia


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

  (FCM) 10 Infantry, Free Company Militia [60 points]

  (ICK) 8 Cavalry, Knightly Orders Inner Circle [230 points]
      - FC, Lance and Shield


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


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


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

  (GC) Warmachine, Great Cannon [120 points]


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

  (CH) Chariot, Celestial Hurricanum [130 points]


  Total: 2498 points
  ------------------

Deployment
----------
  (https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc3/t1/1549200_498715773570265_1855067952_n.jpg)

Rolled for the scenario: Meeting Engagement.

The Wizards choose their spells:
Carl von Rabenhaupt (Shadow) rolled 1 Steed of Shadows (replaced for Signature Miasma), 2 Enfeebling Foe, 3 Withering, 5 Pit of Shades

The Daemon Prince rolled (in Tzeentch) for 1 Treason, 2 Pig Fire, 5 (traded for Signature Blue Fire), 6 Infernal Gateway.

The Inner Circle Knights of the Blazing Sun stayed in reserve
Warriors took 2 units of Chaos Warhouds and a Chaos Chariot in reserve.

Deployment from left to right:
Warriors of Chaos:
Chaos Knights, Chimera, Dragon Ogres, Warriors, Exalted Hero (in the back field), Scyla, Daemon Prince, Chaos Trolls, Marauder Horsemen (with a vanguard movement)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash3/t31/882710_498717536903422_828000677_o.jpg)
(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash3/t31/1891543_498717700236739_984180024_o.jpg)

NB: Marauder Horsemen already moved for turn 1

Empire:
Wizard with Crossbowmen, Halberdiers with BSB, Militia, War Altar, Hurricanum, Great Swords, Swordsmen. Bottom to top on the edge: Great Cannon, Engineer, HBVG, Demigryphs.
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash4/t31/1658209_498717533570089_630825902_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t31/1921029_498717546903421_276286161_o.jpg)

Fr1day stole initiative with a roll of a 6.

Turn 1 - Warriors of Chaos
--------------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t1/1780642_498715783570264_440966358_n.jpg)

The Marauder Horsemen moved up to flank my Demigryhs as the Trolls moved back a bit to stay out of range from the HBVG.
The first hounds came on the playing field. And the rest of the army surged forward!

(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn2/t1/1899890_498717693570073_677969625_n.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc3/t1/1618596_498717703570072_1936566547_n.jpg)
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc1/t31/1890456_498717743570068_1357113481_o.jpg)

5PD - 3DD was what the winds gave us to play with.
Pig got dispelled
Treason used up my scroll early in the game.

Javelins from the Marauders didn't leave a scratch on the Demigryph Knights.

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/t1/1911894_498715776903598_1376620731_n.jpg)

Crossbows with the Wizard moved behind the Halberdiers fearing the Chimera
Greatswords moved up a bit as the Demi's reformed to turn face at the Marauders
Militia moved back a bit with the War Altar and Hurricanum to not provoke a charge yet from Scyla
Inner Circle Knights decided to join the soon to start bloodshed. And circled behind the Chaos Knights.

(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/t1/1620381_498717763570066_1584722217_n.jpg)
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc3/t31/1913383_498717786903397_483478960_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31/1898794_498717816903394_909352162_o.jpg)

6PD - 3DD was the catch from the winds this time
It showed a IF'ed Miasma (-3Initiative) on the Warriors (I think it was.. my notes fail me here..), But the magic disturbance kills 4 crossbowmen and the Wizard takes a wound.
Also the Hurricanum failed to let it's Storm go.

The Great Cannon did't do so great as it misfired and malfunctioned.
The Captain shot his pistol at the warriors but missed.

Turn 2 - Warriors of Chaos
--------------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-frc3/t1/1959889_498715816903594_2143498579_n.jpg)

Stupidity test was made for the Trolls.
Scyla did make the charge into the militia.
The Chariot and the second hound unit now also came out to play.
The Chimera and the Deamon Prince both flew over my lines and parked them selfs in rather annoying positions.
As the Chaos Knights reformed to face the threat in their backs.

(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/t31/1606398_498717860236723_163251947_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/1836726_498717883570054_1626197001_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t31/1553280_498717890236720_58452899_o.jpg)
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/t31/1800150_498717920236717_1659588931_o.jpg)

The winds blowing strong this turn gave 11PD and 6DD
I don't know what spell was to be cast but it ended right there with tripple 1's

The Marauder Horsemen fail to cash in on 2 wounds, the armor was to solid to penetrate.
The Chimera took a breath at the Halberdiers trying to toast the BSB and killed 8 Halberdiers.

The Militia too a severe beating and lost 7 of their men, but they managed to inflict 1 wound on Scyla and found it reason enough to stick around.

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-frc3/t1/1620641_498715820236927_845168490_n.jpg)

ICK charge the Chaos Knights.
Halberdiers supported by the Arch Lector on his War Altar charged the Warriors, by doing so the Halberdiers found themselfs also in combat with the Dragon Ogres, this could mean a really tough battle!
Hurricanum moved a bit in to support, while the Wizard left the Crossbows to line up at the flank of the Dragon Ogres. The Crossbowmen turned to face the Chimera.
Greatswords with their detachment fearing for their rear turned around to look at the fearsome Daemon Prince.
The Demigryphs not eager to leave the flank of the HBVG only moved up a bit towards the Marauders.

(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t31/1606333_498717970236712_6981165_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31/1965580_498717983570044_560398548_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc3/t31/1780269_498717993570043_694325522_o.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/t31/1782294_498718013570041_77217481_o.jpg)

The winds dimming a bit again gave 7 PD - 4DD
Miasma failed to cast
Shield and Hammer by the Arch Lector both got dispelled.

HBVG kills 3 hounds, they panic and run away.

Knight champion issued a challenge and it was picked up by my Halberd champion, he obviously didn't survive.
1 More ICK dead for 1 Chaos Knight

The remaining 3 Militia men bite the dust and Scyla reforms to face the Hurricanum.

Impact Hits by the War Altar kills 4 Warriors, the BSB Captain kills 1 more
In challenge (Warrior Champion vs Arch Lector) the Arch Lector took 1 wound
Halberdiers do 3 Wounds on the Dragon Ogres and kill 4 more Warriors killed 8
The Dragon Ogres did better and killed 3 Halberdiers.
The Warriors and Ogres loose their combat but both stay in the battle (drats!) (11 vs 12 wounds, both SB's but I got Charge and BSB so 12 vs 13 in my favor)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t31/1899368_498718056903370_2031141291_o.jpg)
Title: Empire vs Warriors of Chaos 2,5k (2)
Post by: StealthKnightSteg on February 23, 2014, 04:14:28 PM
Turn 3 - Warriors of Chaos
--------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t1/1964846_498715833570259_1841091929_n.jpg)

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.

(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc1/t31/1957744_498718060236703_1745642212_o.jpg)
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc1/t31/1891490_498718076903368_664292303_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t31/1781149_498718120236697_1955391896_o.jpg)

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
-------------------------------------------------
  (https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn1/t1/1925032_498715873570255_974444262_n.jpg)

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)

(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t31/1599354_498718123570030_1730304117_o.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t31/1795814_498718143570028_839212569_o.jpg)

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
--------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t1/1013253_498715886903587_1712460230_n.jpg)

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.

(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/1909333_498718206903355_1145246151_o.jpg)
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc3/t31/1974345_498718203570022_1570891596_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-frc3/t31/1900541_498718226903353_732690096_o.jpg)

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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Title: Empire vs High Elves 3k
Post by: StealthKnightSteg 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
----------
  (https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc3/t1/1506060_501909003250942_1718905733_n.jpg)

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..
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t31/1669982_501909923250850_1431249843_o.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t31/1795965_501909929917516_856549573_o.jpg)

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)
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn1/t31/1077590_501909969917512_2063507751_o.jpg)
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn2/t31/1602198_501909926584183_1324814757_o.jpg)

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

Turn 1 - High Elves
-------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t1/1959578_501909006584275_1676866238_n.jpg)

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.
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/t31/1900628_501909989917510_412843510_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc1/t31/1962247_501909999917509_633742293_o.jpg)

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
-------------------------------------------------
  (https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn1/t1/1926947_501909009917608_176138909_n.jpg)

The Demigryphs wanted to charge the Elyrian Reavers, but they fled.
The Pistoliers moved in closer around the rock formation.
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/1801352_501910049917504_659097605_o.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc3/t31/1913247_501910103250832_1264666303_o.jpg)

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
-------------------
  (https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/t1/1653703_501909046584271_2089655012_n.jpg)

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.
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t31/893869_501910119917497_1537086481_o.jpg)
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc1/t31/1493462_501910139917495_112614426_o.jpg)

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
-------------------------------------------------
  (https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/t1/1606881_501909049917604_769173199_n.jpg)

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.
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc3/t31/1965431_501910159917493_974638363_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t31/1654627_501910179917491_142474366_o.jpg)

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
-------------------
  (https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc3/t1/1798818_501909053250937_1010645019_n.jpg)

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.
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31/1911096_501910193250823_1664160765_o.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t31/1890496_501910219917487_1660352820_o.jpg)

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
-------------------------------------------------
  (https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/t1/1888538_501909076584268_797036403_n.jpg)

Crossbowmen2 rally and the Pistoliers move up to harrass the flank of the Dragon Princes.
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t31/1658314_501910229917486_593037570_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/t31/1898752_501910253250817_1323976151_o.jpg)

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
-------------------
  (https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn2/t1/1800431_501909079917601_1389757602_n.jpg)

Dragon Princes charge the ICK
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t31/1553118_501910269917482_758988513_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/t31/1669622_501910299917479_1877116108_o.jpg)

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!


Built with Battle Chronicler.
http://www.battlechronicler.com/
Title: Empire vs Skaven 3k (1)
Post by: StealthKnightSteg 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
----------
  (https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/t1/1782036_504078309700678_1834484331_n.jpg)

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)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc1/t31/1909232_504079913033851_830165291_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/1655277_504079909700518_1500845889_o.jpg)
Reserves:
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc1/t31/10003662_504079996367176_1392844055_o.jpg)

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!
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-frc3/t31/1956733_504079919700517_2141952210_o.jpg)
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/t31/1980178_504079956367180_630217204_o.jpg)
Reserves:
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t31/1617916_504080003033842_1262658677_o.jpg)

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-frc1/t1/1003493_504078313034011_800012010_n.jpg)

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.
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn1/t31/1962490_504080023033840_1702616626_o.jpg)

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
---------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t1/1655904_504078316367344_1915179389_n.jpg)

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.
(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc1/t31/1890644_504080043033838_2098252694_o.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/t31/1782295_504080059700503_1515691089_o.jpg)

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
-------------------------------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t1/1932347_504078356367340_515723167_n.jpg)

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.

(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc3/t31/10003580_504080083033834_265706348_o.jpg)
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/t31/1655791_504080109700498_557660746_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc1/t31/1836932_504080123033830_943293296_o.jpg)

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
---------------
  (https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/t1/1621889_504078359700673_1385748064_n.jpg)

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)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t31/10014714_504080139700495_1020583178_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/1966128_504080159700493_1775911623_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t31/1669753_504080173033825_1343882759_o.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/t31/1504353_504080186367157_813652058_o.jpg)

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.
Title: Empire vs Skaven 3k (2)
Post by: StealthKnightSteg on March 07, 2014, 10:29:46 PM
Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc1/t1/1772_504078366367339_961134167_n.jpg)

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)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-frc3/t31/1655451_504080206367155_2113645650_o.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash3/t31/1090919_504080243033818_344814806_o.jpg)
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc3/t31/1780121_504080263033816_588081741_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc3/t31/1654596_504080286367147_1591700131_o.jpg)

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
---------------
  (https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc3/t1/1925339_504078386367337_1122426607_n.jpg)

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.

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/t31/1978389_504080306367145_827107316_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31/705392_504080346367141_208078691_o.jpg)
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc3/t31/1279003_504080376367138_1201418245_o.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t31/1890533_504080409700468_681068736_o.jpg)

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
-------------------------------------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-frc3/t1/1975163_504078389700670_856320969_n.jpg)

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
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/t31/1836616_504080423033800_122640659_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t31/1801295_504080456367130_37456392_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/t31/965514_504080479700461_932799358_o.jpg)

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!
Title: Sigmar's Blood - Battle 1
Post by: StealthKnightSteg 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
----------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map01.jpg?w=660)

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.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-0b-deployment-vampire.jpg?w=660)

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.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-0a-deployment-empire.jpg?w=660)
Battle overview
(https://wargamingbysks.files.wordpress.com/2014/03/turn-0c-deployment-table-overview.jpg?w=660)

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
-------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map02.jpg?w=660)

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.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-1a-empire-movement.jpg?w=660)

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
-------------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map03.jpg?w=660)

Ghorsts host stumbled forward.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-1b-vampire-movement.jpg?w=660)

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
-------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map04.jpg?w=660)

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.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-2a-empire-movement-1.jpg?w=660)
(https://wargamingbysks.files.wordpress.com/2014/03/turn-2a-empire-movement-2.jpg?w=660)

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
-------------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map05.jpg?w=660)

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.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-2b-vampire-movement-1.jpg?w=660)
(https://wargamingbysks.files.wordpress.com/2014/03/turn-2b-vampire-movement-2.jpg?w=660)

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
-------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map06.jpg?w=660)

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)
(https://wargamingbysks.files.wordpress.com/2014/03/turn-3a-empire-movement-1.jpg?w=660)
(https://wargamingbysks.files.wordpress.com/2014/03/turn-3a-empire-movement-2.jpg?w=660)

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
-------------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map07.jpg?w=660)

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.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-3b-vampire-movement-1.jpg?w=660)
(https://wargamingbysks.files.wordpress.com/2014/03/turn-3b-vampire-movement-2.jpg?w=660)

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
-------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map08.jpg?w=660)

Von Korden believing to have run far enough caught his breath and turned to face the renegade Corpse Cart.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-4a-empire-movement.jpg?w=660)

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
-------------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map09.jpg?w=660)

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
-------------------------
  (https://wargamingbysks.files.wordpress.com/2014/03/20140316_sigmars_blood_1_ronald_map10.jpg?w=660)

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.
(https://wargamingbysks.files.wordpress.com/2014/03/turn-5a-empire-movement.jpg?w=660)

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)


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Title: Re: Steg's Battle Reports (last update: 2014-04-11)
Post by: SevenSins on May 03, 2014, 06:57:20 AM
Great thread, and many fine reports  :eusa_clap:
Title: Re: Steg's Battle Reports (last update: 2014-04-11)
Post by: StealthKnightSteg 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:
Title: Re: Steg's Battle Reports (last update: 2014-04-11)
Post by: Gunman006 on May 07, 2014, 05:01:25 PM
Yeah nice reports, enjoyed reading them in my downtime at work lol
Title: Re: Steg's Battle Reports (last update: 2014-04-11)
Post by: stareso 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.
Title: Re: Steg's Battle Reports (last update: 2014-04-11)
Post by: StealthKnightSteg 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)
Title: Empire vs O&G 2,5k
Post by: StealthKnightSteg 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
----------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/v/t1.0-9/10380307_540863296022179_6073268919397702362_n.jpg?oh=2c0f17a27013d19a2283e26638bef5dd&oe=53F7400E)

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
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t31.0-8/10295053_540864376022071_150056175689543078_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t31.0-8/10387015_540864386022070_7596410623822847368_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/l/t31.0-8/1415538_540864382688737_5679922233986034246_o.jpg)

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.
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31.0-8/1511772_540864426022066_2143567393404753259_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31.0-8/10348720_540864439355398_4469086366672766940_o.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/10257287_540864452688730_2912265114717567662_o.jpg)

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
-------------------------------------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t1.0-9/10415678_540863286022180_4818304876537897258_n.jpg)

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.
(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc3/l/t31.0-8/10380105_540864486022060_6288084142816526074_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/10403869_540864499355392_5666213874255173928_o.jpg)

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
-------------------
  (https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t1.0-9/10349021_540863292688846_6070557643738197330_n.jpg)

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.
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn1/t31.0-8/10257968_540864516022057_7850473690052393622_o.jpg)
(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/1782495_540864532688722_6469543790079669714_o.jpg)

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
-------------------------------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t1.0-9/10402625_540863322688843_6791846172667428544_n.jpg)

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.
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc3/t31.0-8/1796919_540864542688721_7049404361493516534_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31.0-8/10382124_540864556022053_6741956413210608983_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t31.0-8/10273322_540864582688717_4119009434912509627_o.jpg)

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
-------------------
  (https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/t1.0-9/10309357_540863326022176_6608954611155943675_n.jpg)

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.
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn2/t31.0-8/10259108_540864599355382_337904547579373851_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t31.0-8/10387155_540864619355380_440933273930711976_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t31.0-8/10386945_540864636022045_2590631312863418097_o.jpg)

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!)
Title: Empire vs O&G 2,5k (2)
Post by: StealthKnightSteg on May 23, 2014, 11:21:20 PM
Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t1.0-9/10363367_540863336022175_4925648915949481150_n.jpg)

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.
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/10285828_540864656022043_2907206009147908182_o.jpg)
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/t31.0-8/10353338_540864676022041_7342200470781861253_o.jpg)
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/t31.0-8/10403939_540864692688706_7663716639750877920_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t31.0-8/10258649_540864706022038_8098816659999798865_o.jpg)

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
-------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t1.0-9/10334430_540863359355506_7159299476162443408_n.jpg)

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.
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t31.0-8/10285676_540864709355371_3101265335893827045_o.jpg)
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc3/t1.0-9/10291234_540864739355368_1799728363548790009_n.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/1617355_540864742688701_2391849142610253792_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc3/t31.0-8/10295162_540864756022033_188517477687233852_o.jpg)

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
-------------------------------------------------
  (https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10341547_540863372688838_6698924490574317702_n.jpg)

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)
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/10256189_540864779355364_6657875083359630420_o.jpg)
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/t31.0-8/10272740_540864782688697_8174838829481647755_o.jpg)
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/t31.0-8/10284877_540864812688694_181063353258960316_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-ash4/t31.0-8/10258811_540864849355357_6914056399494461450_o.jpg)

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
-------------------
  (https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn1/t1.0-9/10312610_540863399355502_8114997205747251819_n.jpg)

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)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-prn2/t31.0-8/10369066_540864856022023_4444970152491408010_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31.0-8/10258157_540864872688688_3953888681154411484_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-ash3/t31.0-8/10265434_540864902688685_18533948219338233_o.jpg)

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
-------------------------------------------------
  (https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10341475_540863426022166_3768684142334743585_n.jpg)

Halberdiers charge the goblin horde, loosing 5 Halberdiers due to the terrain.
Hurricanum and FCM move up followed by the archers.
(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc1/t31.0-8/10295487_540864916022017_5909698243515700214_o.jpg)
(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/t31.0-8/10382343_540864922688683_5722779517531092512_o.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash4/t31.0-8/10353499_540864952688680_1654654308086825284_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-prn1/t31.0-8/10256735_540864966022012_3734574220873412613_o.jpg)

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
-------------------
  (https://scontent-a-ams.xx.fbcdn.net/hphotos-frc3/t1.0-9/10273428_540863429355499_7862580376747823372_n.jpg)

Trolls and Goblins rally. Trolls go stupid (does this happen after rally?) and move 5" forward.
Both fanatics go into nomandsland.
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/10257097_540864989355343_3549881275214193160_o.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/10273306_540865062688669_5188118521623876883_o.jpg)
(https://scontent-a-ams.xx.fbcdn.net/hphotos-frc3/t31.0-8/10403761_540865076022001_1178041437849420959_o.jpg)
(https://scontent-b-ams.xx.fbcdn.net/hphotos-frc3/t31.0-8/10338446_540865082688667_3250294006620590450_o.jpg)

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.
Title: Re: Steg's Battle Reports (last update: 2014-05-24)
Post by: StealthKnightSteg 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

(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-1.jpg)
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-2.jpg)
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-3.jpg)
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-4.jpg)
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-5.jpg)

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 :(

(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-6.jpg)
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-7.jpg)
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-8.jpg)

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
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-9.jpg)

Ghouls and dire wolves engaged the flaggelants which defiantly hold them off dishing out lots of damage
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-10.jpg)

Swordsmen kill 10 zombies (last note)
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-11.jpg)

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)
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-12.jpg)

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.
(https://wargamingbysks.files.wordpress.com/2015/10/20150920-sigmars-blood-2-13.jpg)

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.
Title: Re: Steg's Battle Reports (last update: 2014-05-24)
Post by: StealthKnightSteg on October 04, 2015, 10:11:33 AM
double post
Title: Re: Steg's Battle Reports (last update: 2015-10-04)
Post by: StealthKnightSteg on October 04, 2015, 10:16:34 AM
triple post
Title: Re: Steg's Battle Reports (last update: 2015-10-04)
Post by: Baron von Klatz 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:::
Title: Re: Steg's Battle Reports (last update: 2015-10-04)
Post by: StealthKnightSteg 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:
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: StealthKnightSteg 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:
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-0-0-empire-deployment.jpg)

Vampire deployment:
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-0-1-vampire-deployment.jpg)

Table setup as described in the book (4x4)
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-0-2-table-set-up.jpg)

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"
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-1-0-empire-movement.jpg)

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.
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-2-0-vampire-movement1.jpg)
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-2-0-vampire-movement2.jpg)

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.
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-2-1-empire-movement1.jpg)
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-2-1-empire-movement2.jpg)

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
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-3-1-vampire-charges1.jpg)

Charge - Cairnwraith charges the Militia
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-3-1-vampire-charges2.jpg)

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
(https://wargamingbysks.files.wordpress.com/2015/10/20151018-sigmars-blood-3-turn-4-1-vampire-movement.jpg)

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!
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: Discoking 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
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: StealthKnightSteg 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/
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: StealthKnightSteg on May 23, 2016, 10:11:50 PM
The 9th Age Battle Report (short)

Empire of Sonnstahl vs Orcs and Goblins

https://wargamingbysks.wordpress.com/2016/05/23/t9a-battle-report-empire-of-sonnstahl-versus-orcs-and-goblins/
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: StealthKnightSteg 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/
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: Noble Korhedron 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?
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: StealthKnightSteg 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/
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: Noble Korhedron 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?
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: StealthKnightSteg on September 27, 2016, 05:46:54 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?

Yeah there are some news posts / forum topics on any progress you can follow for that.

For me I left 9th age. To big of a change to learn all the quirks and AoS is working way better for me also because I spent once a month a day at a GW store
Title: Re: Steg's Battle Reports (last update: 2015-10-19)
Post by: Noble Korhedron on September 27, 2016, 06:23:02 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?

Yeah there are some news posts / forum topics on any progress you can follow for that.

For me I left 9th age. To big of a change to learn all the quirks and AoS is working way better for me also because I spent once a month a day at a GW store
I wouldn't let that stop me; I'd just play 9th Age - or even WHFB 8th Ed. - at the FLGS with whoever was willing, and look up old 8th Ed. erratas to use in GW! ;-)