Battleround 2Vampire turn 2:
Herophase: The Ghoul King's regeneration kicked in and he healed back 2 wounds,4 Zombies stood back up and the 2 Black Knights felled by the Hellblaster pulled themselves together and got back up. The Ghoul King failed to cast the Black Hunger.The Necromancer used his skills and summoned 20 Zombies to join the unit that got badly shot up last turn.The Vampire Lord brought the 9 Black Knights killed in the previous turn back to harry the Empire right flank.
Movement: The Undead all move closer to the Empire except the Zombies who just merged and the Ghouls in combat.
Charges: The newly summoned Black Knights fail to charge the Reiksguard and Empire Knights but the other unit charges the Swordsmen/Halberdiers.The Skeletons charge the big unit of Swordsmen shielding the Handgunners.The Ghoul King fails to charge the Demigryphs.
Combat: The Ghouls start and inflict 5 wounds on the Demigryphs.The Swordsmen kill 8 Skeletons who can only kill 1 Swordsman.The Black Knights don't fare much better against the other Swordsmen and only kill 3 and loose 4 Knights when the Halberdiers behind the Swordsmen step up and attack back.
Empire turn 2:
Herophase: Dark Enchantments hits the Amber Wizard on Horse again but for 1 wound this time.The General with Standard tells the Swordsmen protecting the Handgunners,the Handgunners and a unit of Halberdiers to Hold the Line.One Warrior Priest casts Shield of Faith on the Swordsmen shielding the Handgunners while the other casts hammer of Sigmar onthe Handgunners.Balthazar fails to cast Arcane Bolt at the Ghoul King who unbinds his Mystic Sheild on the Demigryphs.One Warrior Priest casts Shield of Faith on the Swordsmen shielding the Handgunners while the other casts hammer of Sigmar onthe Handgunners.The Amber Wizard on foot heals his fellow Wizard back to full wounds who in turn Mystic Shields the Swordsmen unit in combat with the Black Knights.
Movement: Reiksguard move to engage the Black Knights.
Shooting: The Hangunners drop 15 Skeletons.The 2 cannons only manage 6 wounds on the Black Knights in combat while the Hellblaster manages to kill 4 Grave Guard.
Charges: Reiksguard charge the Black Knights and the Demigryphs charge the Ghoul King.
Combat: Demigryphs hit the Ghoul King for 4 wounds who manages to infict 1 in return.The Ghouls manage 2 wounds against the other Demigryph unit who in turn cut 6 Ghouls down.The Reiksguard only manage 1 wound against the Black Knights but survive the round untouched.The Swordsmen/Halberdiers finish off the other Black Knight unit after it failed to best the Swordsmen's defence.The Swordsmen in combat with the Skeletons only managed 1 wound while somehow the Skeletons found a way through their formidable defense and killed 2 Swordsmen.
Battleshock: The remaining Skeletons fall apart and crumble.
Battleround 3Undead turn 3
Herophase: The Ghoul King regenerates 2 wounds while 3 Zombies and 2 Grave Guard pick themselves back up. The Ghoul King summons 10 Ghouls behind enemy lines to aid him in his fight on the Undead right flank while the Vampire Lord summons 5 more Black Knights to ais his fight on the left flank.The Necromancer Mystic Shields Krell. Krell uses Lord of Bones on the Grave Guard unit with Wight Blades and Crypt Shields.
Movement: Time for the big guns to get stuck in.The Grave Guard units move to charge distance while the Blood Knights emerge to join the fight.
Charges: Everyone who can charge does charge with no units failing.The Hangunners stand and shoot the Grave Guard unit with Great Wight Blades killing 10.
Combat: It takes both Grave Guard units to wipe out the Swordsmen shielding the Hangunners.The Blood Knights finish off the Swordsmen but are loose 2 Knights to the Halberdiers.The Zombies kill 4 Swordsmen and loose 6 to the Swordsmen and Halberdiers in return.The Ghoul King and his Ghouls manage to inflict 2 wounds on each Demigryph unit and survive the round unscathed.The newly summoned unit of 5 Black Knights loose 4 Knights the Empire General and his Knights after only inflicting 1 wound on the Empire Knights.The Reiksguard and Black Knights can't get through each others armour,stalemate.The Warrior Priests enter the fight with one taking on the Wight King and causing 1 wound,the other got stuck into the Zombies and killed 2.Finally Krell stepped forward and with 2 swings of his axe ended the life of the greatsword General befoe he could even lift his weapon.
Battleshock: 1 Grave Guard with Great Wight Blade crumbles.
Empire turn 3:
HeroPhase: Dark Enchantments hits the Amber Wizard on foot for 1 wound.The General with Standard tells the Handgunners and both units of Halberdiers to Hold the Line.The Amber Wizard on foot Arcane Bolts the last Black Knight freeing the Empire General and his Knights to do as they wish.Balthazar Gelt Arcane Bolts Krell but it is unbinded,he then casts Searing Doom on Krell hitting 4 times but Krell only takes 2 wounds.The Amber Wizard on horse Mystic Shields the Halberdiers in combat with the Blood Knights. Both Warrior Priests cast hammer of Sigmar one for the Hangunners and the other for the the Halberdiers.
Movement: Free of the Black Knights the General and his Knights move to charge the Blood Knights.The Rieksguard retreat from the stalemate with the Black Knights.
Shooting: With Krell in range now the cannons take aim,hitting 3 times,wounding 3 times but they just bouce off the Armour of the Barrows.The Hellblaster takes aim at the Wight Blade wielding Grave Guard and cuts 5 down.The Handgunners take out 8 Great Wight Blade Grave Guard.
Charges: With the enemy on the doorstep,Balthazar charges to try and finish off the Grave Guard.The General and his Knights charge the Blood Knights.
Combat: Balthazar Gelts heroics pay off and he finishes off the Grave Guard.The Blood Knights fancy their chances against the charging Empire Knights so direct all their attacks at the halberdiers killing 6.The Empire General gets 1 wound through on the Vampire Lord who in turn wounds the General twice.The Ghoul King suffers another wound after failing to hurt the Demigryphs.The Zombies take 3 Swordsmen down before 15 of them are cut down the Halberdiers.
Battleshock: The remaining Zombies fall to the ground.
Battleround 4Undead turn 4:
Herophase: The Ghoul King regenerates a wound and summons another 20 Ghouls to do his bidding. The Necromancer Mystic Shields Krell and the Vampire Lord Mystic Shields the Blood Knights.
Movement: The Black Knights move after the Reiksguard with secret hopes of charging the warmachines.
Charges: The Black Knights fail to charge the warmachines so charge the Reiksguard again.The Ghouls behind the Halberdiers charges them in the rear.Krell and the remaining Grave Guard charge the Handgunners.The Handgunners stand and shoot Krell but he saves all but 3,taking another 2 wounds...1 left!
Combat: The Grave Guard kill 18 Hangunners which allows the Empire General to pile in on Krell and finish him,5 attacks,4 hits,3 wounds...3 saves! Krell cuts him in half. The Ghouls fail to wound the Halberdiers and have 6 hacked down for their troubles.The Demigryphs finally take the Ghoul King out.The other Demigryph unit kills another 5 Ghouls. The Wight King decapitates the Warrior Priest.The Vampire Lord inflicts another 2 wounds on the General with the Knights who wounds the Vampire Lord in response.The Empire Knights manage to get past the Blood Knights armour and cause 4 wounds.
Battleshock: the last of the original 40 strong Ghoul unit flees as does the 2 remaining Hangunners.
Empire turn 4:
Herophase: This is it for the Empire,fail to kill Krell this turn and the Undead can march right on in.
The Amber Wizard on Horse tries to Arcane Bolt Krell but fails to cast.The Amber Wizard on foot casts Arcane Bolt but it is unbinded by the Necromancer.Balthazar Gelt casts Searing Doom and Krell finally drops...inches from the entrance.
Empire Victory!!
Holy moly that was so much fun,it really was. Can't wait to get stuck into the rest of the scenarios and just playing that has me wanting to go get a box of Brettonian Knights and King Louen for future games