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The Battleground / Chronicles of the Black Company - 2400pts Empire VS Vampires ETC
« on: March 22, 2013, 08:40:08 AM »
I recently tried the Battle Chronicler and thought I should try and post my first battle report. This game was only 4 turns so it was a good place to start. This first report took some time to get together, hoping it will be easier next time. Its quite possible that there are some errors in the BC pics, I will pay more attention to moves and such next time.
The game was 2400pts with ETC comp with standard battleline scenario.
Empire list:
Arch-Lector: Heavy Armour, Shield, Barded warhorse
Ratslayer helm, Cloak of Ulric
Captain: Full plate, shield, barded warhorse, BSB
Sword of Striking, Dawnstone
Captain: Full plate, shield
Pegasus, Swift as the wind
Sword of Might, Dragonhelm, Potion of Foolhardiness
Battle Wizard Lord: 4th level Light
Dispel scroll
Warrior Priest
2+ Armour, Stupid sword
Engineer
11 inner circle Knights, Full command, Steel standard.
Arch-Lector and BSB here
28 Greatswords, Full Command, Banner of Discipline
Warrior priest here
3 Demigryphs, Musician
2 Canons
20 Halberdiers, Full command, 6 Crossbow detachment, 5 Archer detachment
20 Halberdiers, Full command, 5 Archer detachment
VC list:
Vampire Lord: 3rd level Vampire, shield
Armour of Destiny, Sword of strife, Other Tricksters Shard, Red Fury
Vampire hero: 1st level Vampire, Lance, Heavy Armour
Coven Throne, Charmed shield, Talisman of Preservation
Vampire Hero: 1st level Vampire
Book of Arkhan, Dispel scroll
40 Skeletons: Full Command, Banner of Swiftstride
Vampire Lord here
20 Skeletons
Vampire hero here
21 Zombies
20 Zombies
3x5 Dire wolves
TerrorGheist
2 Varghulfs
Spirit host
2 Spirit host
4 Fell bats
Deployment with Vanguard:

Character deployment:
Light Wizard in Halberdiers 1, Arch lector and BSB in Knight unit and Warrior priest in Greatswords.
VC had the Vamp lord in the big Skellie block, a hero vamp in small Skellie block and a Vamp hero on the Throne.
The plan was to split up, forcing the VC player to deploy some forces outside range of his general. The Knights would then move towards the Greatswords sweeping up some units as they advanced.
My two big concerns are his Skellie block with Lord and Terrorgheist. The gheist is an absolute monster(!) versus my knights, one scream can easily kill half the unit. The Canons had the large bat as first priority target.
The Skellie block with Lord is a tough nut to crack, the Lord is usually fitted Blender style and can kill 8+ models in one turn. I got lucky to get my Stubborn Greatswords opposite this unit, hopefully they can hold the unit off for 2-3 rounds while the cavalry gets there. Some archers could also be sacrificed to slow the unit down.

Vampire turn 1:

As expected the Vampire forces move forward at full speed. The magic phase was unexciting, low Winds of magic only let Gaze of Nagash through on Canon2. He got lucky and rolled 11 hits, 2 crewmen died.
Empire turn 1:

In my first turn I try to stick with my plan for the Knights and flankcharge the Wolves hoping for an overrun into the bats. The Greatswords charged the Wolves threatening the canon, also according to plan.
Then the Captasus drank too much medicine and decided he should charge the inflated zombie bat….not sure why I did that, I would like to say it was because I didn't remember that the Gheist could scream into combat but that was not the case. I charged because the combat would delay the Skellie block with General and didn't do the math.
Anywayz, the magic phase went OK. Good winds of magic roll, he dispelled Banishment on one of the Varghulfs. I got Speed of Light and 5+ Ward on Knights.
Shooting phase was largely uneventful; since I charged the Gheist I now only had the Coven Throne to shoot at (sight to the Varghulf was blocked by the Knights). 2 Canon shots later and the Vampire hero was dead (the Throne was still standing). 5 Archers shaved off a wound from the Bats.
Combat phase, Knights and Greatswords performed as expected and finished the Wolves. The Knights successfully overran into the Bats and was making great progress across the field.
The Captasus was lucky and took 2 wounds of the Gheist and received 1 back. With +1 from the charge I won by 2 causing 2 more wounds on the undead monster.

Vampire turn 2:

My opponent declares a dual charge with a Wolf unit and the Throne on the Demigryphs, I hold. Both Varghulfs declare charge on the Knights, both roll high enough, one in the flank and one in the rear.
He then moves his big Skellie clear of the road block (and moves them forward in the magic phase) and shuffles his remaining units.
Magic phase, he rolls 10 dice (6 and 4). I save my scroll and he gets off Vanhels on the big Skellie block (healing a wound on the Gheist from the Lore attribute). He gets one more spell off, it has no effect other than healing another wound on the Gheist.
In the shooting phase the Gheist screamed the Captasus to death.
The combat phase had promise of much bloodshed and I was very uncertain about the outcome of the Knight combat. I had WS10 and 5+ Ward on my Knights, he had two baddies with anger management issues. The flank Varghulf also got -1 to hit since he was in base contact with the Arch Lector. I forgot I had Initiative 10 so the Varghulfs went first. He scored 3 wounds, I saved 2. The Knights and characters removed the Bats, total 5 wounds. I won the combat with 6, enough to remove the varghulfs.
The Demigryphs lose 4 wounds and remove 5 Wolves, the charge bonus makes it a tie.
Empire turn 2:

I charge the Greatswords into the Skellie block and the Knights into the Gheist hoping to get Knights fightinh 2 combats in the same round. The Crossbowmen finally make it inside the building, no other significant movement.
In the magic phase I tried to get some buffs on the Knights and Greatswords but fail. He uses the scroll though. I managed to cast Burning gaze on the Spirit host threatening the Canons
No shooting.
Combat, the Demigryphs suffer 3 more wounds but inflict enough to crumble the Throne.
The knights destroy the Gheist and overrun into the Skellie block ready for epic glory. The fights start with the undead Lord rolling 8! Attacks on the greatswords, hits with all eight and kills 6. Then he gets ANOTHER 6 attacks killing four more, the Skellies contributes with 2 kills. The knights + char’s play their charging cavalry part and kill of 13 Skellies. The Greatswords remove another 12 bringing the total resolution enough to crumble the remaining Skellies and Lord.
We called the game then.
So victory to the Black Company. Making a battle report gives you a unique opportunity to see the moves that probably should have been done differently. The split deployment worked well in thi battle but only because the Skellie block with Vamp lord and Terrorgheist was opposite the Greatswords. If they had been matched against the Knights I am not sure what I would have done. Charging the Captasus into the Gheist was a waste but in the end it did not matter.
Also, the Throne is much harder in combat than I thought. Who knew that Pallid Handmaidens have 2 S5 ASF attacks….
So that’s it for now, will try to post more reports in this thread. Please posts any comments or questions.
The game was 2400pts with ETC comp with standard battleline scenario.
Empire list:
Arch-Lector: Heavy Armour, Shield, Barded warhorse
Ratslayer helm, Cloak of Ulric
Captain: Full plate, shield, barded warhorse, BSB
Sword of Striking, Dawnstone
Captain: Full plate, shield
Pegasus, Swift as the wind
Sword of Might, Dragonhelm, Potion of Foolhardiness
Battle Wizard Lord: 4th level Light
Dispel scroll
Warrior Priest
2+ Armour, Stupid sword
Engineer
11 inner circle Knights, Full command, Steel standard.
Arch-Lector and BSB here
28 Greatswords, Full Command, Banner of Discipline
Warrior priest here
3 Demigryphs, Musician
2 Canons
20 Halberdiers, Full command, 6 Crossbow detachment, 5 Archer detachment
20 Halberdiers, Full command, 5 Archer detachment
VC list:
Vampire Lord: 3rd level Vampire, shield
Armour of Destiny, Sword of strife, Other Tricksters Shard, Red Fury
Vampire hero: 1st level Vampire, Lance, Heavy Armour
Coven Throne, Charmed shield, Talisman of Preservation
Vampire Hero: 1st level Vampire
Book of Arkhan, Dispel scroll
40 Skeletons: Full Command, Banner of Swiftstride
Vampire Lord here
20 Skeletons
Vampire hero here
21 Zombies
20 Zombies
3x5 Dire wolves
TerrorGheist
2 Varghulfs
Spirit host
2 Spirit host
4 Fell bats
Deployment with Vanguard:

Character deployment:
Light Wizard in Halberdiers 1, Arch lector and BSB in Knight unit and Warrior priest in Greatswords.
VC had the Vamp lord in the big Skellie block, a hero vamp in small Skellie block and a Vamp hero on the Throne.
The plan was to split up, forcing the VC player to deploy some forces outside range of his general. The Knights would then move towards the Greatswords sweeping up some units as they advanced.
My two big concerns are his Skellie block with Lord and Terrorgheist. The gheist is an absolute monster(!) versus my knights, one scream can easily kill half the unit. The Canons had the large bat as first priority target.
The Skellie block with Lord is a tough nut to crack, the Lord is usually fitted Blender style and can kill 8+ models in one turn. I got lucky to get my Stubborn Greatswords opposite this unit, hopefully they can hold the unit off for 2-3 rounds while the cavalry gets there. Some archers could also be sacrificed to slow the unit down.

Vampire turn 1:

As expected the Vampire forces move forward at full speed. The magic phase was unexciting, low Winds of magic only let Gaze of Nagash through on Canon2. He got lucky and rolled 11 hits, 2 crewmen died.
Empire turn 1:

In my first turn I try to stick with my plan for the Knights and flankcharge the Wolves hoping for an overrun into the bats. The Greatswords charged the Wolves threatening the canon, also according to plan.
Then the Captasus drank too much medicine and decided he should charge the inflated zombie bat….not sure why I did that, I would like to say it was because I didn't remember that the Gheist could scream into combat but that was not the case. I charged because the combat would delay the Skellie block with General and didn't do the math.
Anywayz, the magic phase went OK. Good winds of magic roll, he dispelled Banishment on one of the Varghulfs. I got Speed of Light and 5+ Ward on Knights.
Shooting phase was largely uneventful; since I charged the Gheist I now only had the Coven Throne to shoot at (sight to the Varghulf was blocked by the Knights). 2 Canon shots later and the Vampire hero was dead (the Throne was still standing). 5 Archers shaved off a wound from the Bats.
Combat phase, Knights and Greatswords performed as expected and finished the Wolves. The Knights successfully overran into the Bats and was making great progress across the field.
The Captasus was lucky and took 2 wounds of the Gheist and received 1 back. With +1 from the charge I won by 2 causing 2 more wounds on the undead monster.

Vampire turn 2:

My opponent declares a dual charge with a Wolf unit and the Throne on the Demigryphs, I hold. Both Varghulfs declare charge on the Knights, both roll high enough, one in the flank and one in the rear.
He then moves his big Skellie clear of the road block (and moves them forward in the magic phase) and shuffles his remaining units.
Magic phase, he rolls 10 dice (6 and 4). I save my scroll and he gets off Vanhels on the big Skellie block (healing a wound on the Gheist from the Lore attribute). He gets one more spell off, it has no effect other than healing another wound on the Gheist.
In the shooting phase the Gheist screamed the Captasus to death.
The combat phase had promise of much bloodshed and I was very uncertain about the outcome of the Knight combat. I had WS10 and 5+ Ward on my Knights, he had two baddies with anger management issues. The flank Varghulf also got -1 to hit since he was in base contact with the Arch Lector. I forgot I had Initiative 10 so the Varghulfs went first. He scored 3 wounds, I saved 2. The Knights and characters removed the Bats, total 5 wounds. I won the combat with 6, enough to remove the varghulfs.
The Demigryphs lose 4 wounds and remove 5 Wolves, the charge bonus makes it a tie.
Empire turn 2:

I charge the Greatswords into the Skellie block and the Knights into the Gheist hoping to get Knights fightinh 2 combats in the same round. The Crossbowmen finally make it inside the building, no other significant movement.
In the magic phase I tried to get some buffs on the Knights and Greatswords but fail. He uses the scroll though. I managed to cast Burning gaze on the Spirit host threatening the Canons
No shooting.
Combat, the Demigryphs suffer 3 more wounds but inflict enough to crumble the Throne.
The knights destroy the Gheist and overrun into the Skellie block ready for epic glory. The fights start with the undead Lord rolling 8! Attacks on the greatswords, hits with all eight and kills 6. Then he gets ANOTHER 6 attacks killing four more, the Skellies contributes with 2 kills. The knights + char’s play their charging cavalry part and kill of 13 Skellies. The Greatswords remove another 12 bringing the total resolution enough to crumble the remaining Skellies and Lord.
We called the game then.
So victory to the Black Company. Making a battle report gives you a unique opportunity to see the moves that probably should have been done differently. The split deployment worked well in thi battle but only because the Skellie block with Vamp lord and Terrorgheist was opposite the Greatswords. If they had been matched against the Knights I am not sure what I would have done. Charging the Captasus into the Gheist was a waste but in the end it did not matter.
Also, the Throne is much harder in combat than I thought. Who knew that Pallid Handmaidens have 2 S5 ASF attacks….
So that’s it for now, will try to post more reports in this thread. Please posts any comments or questions.











):






And some more Greatswords*