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Author Topic: Martin Battle Reports Game 10: vampires are in town  (Read 17415 times)

Offline Martin123

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Martin Battle Reports Game 10: vampires are in town
« on: October 02, 2012, 05:36:29 PM »
Hello,

I think it will be good for me to start learning the game a bit by posting my battle reports, for this game i dont have pictures present so i will explain as best as i can :)

My List

Okay my list has changed a little from the one posted

Arch Lector
- Heavy Armour, Barded Warhorse
- White Cloak, Enchanted Shield, Crown of Command, Bitting Blade

Battle Wizard
lvl 4 Shadow

Captain
BSB
Full Plate, , Barded Warhorse,
great Weapon, Dawnstone, ironcurse

Battle Wizard
lvl 2 Heavens
Scroll

Engineer

9 Inner Circle Knights,
Standard, Mus, +1 ld banner Arch lector went here

8 Great Weapon Knights
Std, Mus

16 Crossbows
Mage Bunker

Special
8 Reiksguard Knights
Mus, std ( BSB went here )

4 Demi Gryph Knights
Std Mus, Flaming

5 Pistols
( free drop )

5 pistols
( free drop )

Cannon

Rare
Hell Blaster
Hellblaster

My oppenent Orge List

I have played this list a lot as he is my best buddy.

Lvl 4 Slaughter Masters, Crown of command, Fencers blade, Glittering scales
BSB 4+ Ward, Heavy Armour, Iron Fist
Butcher, lvl 2 Beasts Power stone, Rock Eye

Core
7 Ironguts FC, +1 ld Banner
6 Orger Bulls Std, Mus
10 Gnoblar Trappers

4 Mournfang, std Mus, Dragon Hide banner
2 Mournfang Mus
Sabre Tusk
Sabre Tusk

thundertusk
thundertusk

Okay this was the first time i have played with my current army set up so i was giving it a good test vs a list ive played many times.

Deployment he deployed very centerally on the board on the 12 inch line with his thundertusks ( make you always strike last ) set up behind the main units, and a sabre tusk on each side of his army

my deployment

Pistols left flank, great weapon knights behind them. Centre board Demigryphs, reiksguard knights, inner circile knights.. all on the 6 inch line, with a hell blasters either side of the reiskguard knights with the engineer, hidding behind the knights.. on the right flank other unit of pistols, and the unit of crossbows, with the cannon in the far right corner of the board.

Shadow Magic: Miasma, Enfeebling, Withering, Pit
Heavens: ice Shard, and harmonic convergence

Orge Magic, Regen, +1 toughness, bonecrusher, and sig spell
Beast Magic, wildform, Dragonspell

First turn, even though i deployed first he ran at moving all his units up the board as far as they can go
Magic: Cast bonecrusher at my reiksguard went off killing 3 of them, cast dragon spell with his beast wizard which i did not scroll

My first turn
movement, move left flank pistols into short range of his kitty cat on that flank, move the right flank pistols in range of other sabre tusks, but blocking his 4 mournfang in the block.

Magic: Cast miasma to lower movement which was stopped, then cast pit of shades on his unit of 4 mournfangs which he failed to dispel, which killed 3 mournfang ( wipes brow ). threw remaining dice at stopping the dragon spell.

Shooting: Pistols failed to kill kitty on left flank... the 16 crossbows however destroyed the other sabre tusk with ease.
The 2 hellblasters ( without engineer, as i forgot to move him grrr dam grrr ) opened fire on the unit of 2 mournfang, and luckly killed them with ease.. my cannon on the other hand tried to shoot one of the thundertusks, but blew itself up.

second turn

Here comes the orge charge ( and his big mistake in the game )

his sabre tusks charged my pistols on the left flank, i failed to get that single wound grrrrr dam.

he then charges his sole mournfang into my pistols, i hold, he then choose to charge his bulls into my pistols i hold, as they are both been directed into the line of hellblasters and my main knights... he then ( big mistake ) choose to charge his thundertusk at them aswel, and i am like himmmm should i flee, i chose not 2 ( bad mistake by me ) he then said he was charging his ironguts at my pistols aswel ( poor things ) which i chose to flee as he was trying to use the pistols as a stepping stone to get away from my hellblasters.. my pistols fled, out of range of his gut star and thundertuks they both failed charged, he chose to pursue with his bulls and managed to make the 16 inch charge and they popped ( however his bulls are now giving my inner circle knights a flank charge, which they cant fail, his last remaing mournfang tried to redirect into my hellblaster and failed to make the charge, was stuck in no mans land. he needed 11 to make that charge
( sorry if that is a bit confusing it was confusing to play )

Magic, he tries to put regen on main unit which is in range of my hellblaster i allow him to have it, as i had more important things to shoot. he then makes anouther mistake and uses his power stone ( a turn to early i think ) on turning him self into a manticore, i allow him to have it again no double six.

combat sabre tusk does no wounds to me, and i do no wounds, however i hold on ld 7.

My turn 2

things are going rather well for me at this moment in time i am liking how the battle is going.

Charges i charge my innercircle knights into his orgers he flee's however he only flee's 4inches, and they re truely caught and destroyed, and i choose to protect my right flank from the advancing thundertusk towards my crossbows.

movement i bring my reiksguard knights a little forward so he cant get my hellblasters with a charge, i bring my great weapon knights and chicken around so if he wants to go after my points his gut star getting flanked and rear charged.

Magic, I use my scroll in my phase to dispel his dragon spell as i got double 1 on my magic phase is this allowed ?

Shooting, hellblasters open fire again, killing off the final mournfang, and taking a few wounds of 1 of the thundertusks.

Combat my pistols somehow defeat the sabretusk for no wounds and they run off behind a building nd eat some grass for the rest of the game.

Ogre turn 3.

THis is looking bleak and i can see it in his eyes he his struggaling to see where he can get the points.

Charges, due to me not noticing i had left a 11 inch flank charge into the side of my arch lector unit for his gut star, he just needed to get his gnoblar trappers out the way, he did this by charging them at my inner circle knights, and then his gutstar in aswell. he mkes the charge.

Magic, he gets regen off onto his gut star, which i allowed as i was never going do many wounds with my inner circle knights 1 if i was lucky from my 1 attack. i dispelled toughness spell. and he failed to cast wildform

Shooting: His thundertusks kill off my engineer

Combat, i issue a challange with my arch lector, which his gnoblar champion accepts ( haha ). my archlector moves across blocking off some of his ironguts attacking. combat itself he kills off 2 more knights leaving me with 4 and my  knights ( all out of combat with all of his units, and only my archlector in combat with his. i loose combat but hold due to crown of command.

My turn 3

Charges, i charge my reiksguard knights into the flank of the gutstar, and my chickens into the rear of his unit, with there higher iniative, i will get rid of the regen with the flaming banner b4 anyone else attacks.

movement, my great weapons make there way around to surround the gutstar.

Magic
Miasma weapon skill of the ironguts is got through lowering them all to WS 1. then withering on one of his thundertasks is not dispelled, lowering it by 3. ( to toughness 3 ), iceshard blizzard is dispelled.

Shooting: the crossbows which are at long range of the now withered thundertusk open fire, doing 5 wounds ( needed 6 to kill it )
so my helblasters open fire on the wounded thundertusks killing both off.

Combat. I challenge with my arch lector again. he accepts with his BSB ( i will not mention this challenge again as neither of us did any wounds to each other and remained to the end of the game, i was happy with this, as it protected my inner circle knights, and my arch lector )

The chickens rolled terrible from there attacks in the rear, but luckily got 4 through to get rid of the regen, my reiksguard knights put all there attacks on the beast wizard and killed him with ease.. thinking back i should of attacked the unit, as then i may of been able finish it off.

he then reforms his unit so my reiksguard knights are now in the front of his ironguts

A summary of the final turns he manages to finish off my reisksgaurd knights but nothing else, i get his ironguts down too 2 models left + his bsb, and general. My magic was really strong, as he was always hitting me on a 5, as if i didnt get miasma through, ice shard got through which helped me stay alive.

In the end we worked it out as about an 18-2 win to the EMPIRE!!!!!!

was my biggest and best victory vs him. my first turn swung the game massive in my favor. and he made some big mistakes which i managed to take full advantage of.

feedback would be much appricated however i know it is hard without pictures so as you cant see the actually layout of the battle, but they will come soon ( his army is beautiful painted, he just won best painted with it at the latest tourny, so i will hopefully get some good pictures :) )
« Last Edit: October 30, 2013, 10:37:19 AM by Martin123 »

Offline Noght

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Re: Martin Battle Reports Game 1: Squishy Orgers
« Reply #1 on: October 03, 2012, 02:45:54 AM »
Fun stuff.  Everytime an Ogre loses an Angel gets it's wings.  Well done.

You can't dispel a RIP spell (Tranformation of Kadon) with a Scroll the following turn, other than that it seemed fine.

Congrats.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline librisrouge

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Re: Martin Battle Reports Game 1: Squishy Orgers
« Reply #2 on: October 04, 2012, 07:30:57 PM »
Nicely done good sir  :happy:

Every battle report I see with Chickens makes me think that I should get some of my own. That and double hellblasters.
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

Offline TCWarroom

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Re: Martin Battle Reports Game 1: Squishy Orgers
« Reply #3 on: October 08, 2012, 08:41:29 AM »
Sounds great. Remember, you cant combat reform if you are engaged from multiple sides.

Offline Martin123

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Re: Martin Battle Reports Game 2: Horrible Horrible Tomb Kings
« Reply #4 on: November 27, 2012, 12:52:30 PM »
Finally getting round to having a game of warhammer tonight, not had many at all recently

in this game it is using sweedish comp

My List

Wizard Lord
 - Life
- Mounted barded warhorse
 - Level 4
 - Scroll
 - 4+ one use only amulet

Arch Lector
 - Barded Warhorse
 - Heavy Armour, Shield
 -  Bitting Blade, Dragonhelm, White Cloak

Captain
 - BSB
 - Peg
 - + 1 str Sword
 - Dawnstone
 - Full Plate
 - Enchanted Shield

Inner Circle Knights
- 13
- Full Command
- +1 Leadership Bubble

Knights
- 5
- Great Weapons

Knights
- 5
- Great Weapons

Demigrphys
- 5
- Standard, Mus
- Penndant

Demigrphys
- 4
- Mus

Pistols
- 5

Steam Tank
Steam Tank

This list is 2400 points  bang on, and has a sweedish comp ratting of 3

Battle Report will follow tomorrow

Offline librisrouge

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Re: Martin Battle Reports Game 2: Horrible Tomb Kings
« Reply #5 on: November 27, 2012, 06:51:40 PM »
That is one ugly, mean list friend. Any idea who you'll be beating up on (and with a list like that it should be you doing the beating up on?)
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

Offline Martin123

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Hello finally after months of waiting ive got around to playing warhammer again with the empire :).

had a few games but this is the first one back where i remember to keep notes and write a report about it :).

My List.

Arch Lector
- Heavy Armour, Shield, Barded Warhorse
- Dragonhelm, White Cloak, Bitting Blade

Wizard
- Level 4
- Light
- Scroll

Captain
BSB
Full Plate, , Barded Warhorse,
Sword of Might, Dawnstone, Enchated Shield

Wizard
- Level 1
- Beasts

Wizard
- Level 2
- Metal

Inner Circle Knights
- 12
- Full Command
- Razor Standard

Knights
- 5
- Great Weapons

Crossbows
-14

Special
8 Reiksguard Knights
Mus, std +1 ld banner
 ( Arch Lector and BSB went here )

6 Pistols
+ Champion + reapeater pistol

Demigrphys
- 5
- Mus

Cannon

Steam Tank.


Pete's List
omb King:
            General
            Fencer’s Blades
            Glittering Scales
            DragonBame Gem
 
Liche High Priest:
            Level 3, Lore of Nek, Hierophant
            Earthing Rod
            Ironcurse Icon
           
Liche Priest
            Level 2, Lore of Death
            Dispel Scroll
 
Liche Priest
            Level 2, Lore of Death
            Feedback Scroll
 
Ramhotep the Visionary
 
40 Skelly Warriors
            Light Armour, Shield
            Full command
 
20 Skeleton Archers
20 Skeleton Archers
20 Skeleton Archers
 
4 Chariots
            Standard & musician
 
6 Necro Knights
            Standard & Musician. Modeled as scorpions ( and in the report are refered to as snakes )
 
2 Caskets
( all charachters for his army apart from the light wizard went in the skeleton block.

Pre game thoughts.

I am not going lie after my tabling of a tomb king player the weekend before. i knew the danager of the casket spell so i was very worried about having to deal with 2 of them, i however did not know really what the skeletons could do as i have never faced them before.  i thought this going be a big win again, oh how i was wrong :).

i will wait till the end of the report to post what i could of done different.

Spells:
Empire
Light Wizard: Timewarp, Banishment, Speed of light, Net, ( this was first mistake should of defaulted net to burning gaze would of been more useful)
Beasts: Wildform
Metal: Enchanted blades,  Final Transmutation. ( Second mistake should of actually used this wizard )

Tomb King
level 3 on Nehekhara: Killing Blow, Double Shots ( +1 attack ) and 5+ Ward Spell
level 2 Death: Spirit leach, and Soulblight
Level 2 Light: Banishment and Pha's Protection.

Deployment



First off is most of the tomb king deployment.
Left to Right
6 Necropolis Knights,
2 units of 20 Archers behind each other
Skeleton block with all characters,
chariots at the front
Casket
with 20 more archers in front.

second casket was deployed in opposite corner, with the light wizard over on that side aswel.



Empire Deployment
Left to right
Pistoliers
12 Inner Circle Knights
Metal wizard behind the impassible terrain ( more then 6 inches away from everything else for casket spell )
8 Reiksguards + Characters
Steam Tank
with wizard bunker behind
5 Chickens
with 5 Great Weapon Knights behind
with a cannon on the hill which is out of site, lined up at casket.

Vanguard, i moved my pistoliers back so they were behind my inner circle knights.

On to the game

Pete won first turn.  with my massive roll of 1 to see who goes first :).

Pete shuffles everything slightly forward to get into range of my knight blocks with shooting.

Magic.

he cast casket at my cannon, which i fail to dispel and it destroys my cannon.
he then fails to cast double shots on his army

Shooting, does very little think it kills one empire knight.

Empire First Turn.



everything has moved forward, the small unit of 5 great weapon knights are lining up a charge vs the light wizard who is roaming wild over there.

the wood near the chickens is found to be a blood forest. i moved my chickens so they were 17 Inches away leaving pete with a 9 inch charge with his necro knights.

my inner circle knights also leave a 17 inch charge for his charriots and they force they force the chariots to go through the forest. ( please fail a dangerous terrain )

my pistols i should of moved them round the other flank and stay away from his archers however i didnt think this at the time.

Magic
4 Dice Banishement is scrolled
then 4 dice timewarp on the tank .. pete decided to bring out the feedback scroll... which fails to wound the wizard, my steam tank is ready to fly.

Shooting I had non

Pete's turn 2



After a long discussion about charges, pete decides to charge his Chariots at my inner circle knights.. ( which they complete without failing any dangerous terrains )

he then declares a charge with his first arch block against my steam tank, his second archer block vs my chickens... he did this so his necro knights could charge my chickens... his archers rolled double 1 which meant the plan did not work.

Magic.

Casket made me use my scroll this turn.. second casket was dispelled using dice.. ( its worth noting pete caskets kept only adding 1 dice to the power pool, and i kept channeling which made magic less dangerous.

Shooting. My pistoliers are destroyed all bar the champion, who holds his break test.

Combat.

After impact hits and pete attacks one knight dies..

after my attacks i did 4 wounds, killing one chariot and a few wounds on the others.

( things are looking good for the empire at this stage )

Empire Turn 2:

Chickens charge into necro knights.

Great weapon knights charge light wizard
no other charges.

Steam Tank generate 3 steam points, and plows straight into the archers in front of it..

rest of my army shuffles up keeping everything within leadership 10.

the 5 great weapon knights... ( oh deary me these guys had a bad day )

they failed charged the light wizard they needed 13, so 6 on 3 dice... ( come on guys !!! wakey wakey )

in my haste i picked up 4 dice to roll my dangerous terrain tests i roll 1,1, 3, 3 so 2 died.. my very kind friend pete, goes martin only 2 of them went in the wood you can re roll that... i proceed to roll 1, 1.. so my friend tried to help me but they just wanted to die!!!! they passed there leadership test.

Magic:

Banishment is pushed through the defenses and caused 9 wounds to the skeleton horde, starting to whittle them down.
Rest of my magic is dispelled.

Shooting.

my pistolier champions ( also having a very traumatic day ) moved up to the flank of skeletons who just killed all his friends... and rolled 1, 1, 2, 1 for hit rolls, he was a bit shaken up about his comrades.

Combat.

Steam tank destroys about 8 skeletons on impact hits, but suffers a wound in return... 3 skeletons were left after the combat.

Chickens mash up the necro knights rather easily. doing 7 wounds however my friend managed to save 3 of them. ( 6 up re rollable As, followed by 6 up regen )

Inner circle knights do a few more wounds to the chariots. for non in return. one chariot left on 1 wound.

Pete turn 3.

Pete moves his skeleton block a bit more forward towards my general unit, and shuffles his archers abit to shoot my general unit.

Magic:

i cant remember what happened, got to involved in the game to remember what spells went off, nothing significant though. casket was dispelled.

Shooting i think i lost 1 reiksguard knight due to shooting this turn.

Combat.



Chickens vs Snakes.. chickens win again ( who would thought a chicken would smash up snakes )

this time suffering 2 wounds. however leaving the scarey snake block even more reduced.

Inner Circle knights finish off the last chariot.. and are raring to join the fight...



The Tank just laughs at the weasel skeletons trying to wound him.

Empire Turn 3.
i position my 2 knight buses, ( see Tomb King turn 4 for picture ) so that which ever unit he charged with his skeletons i would get a flank charge in my turn.. ( i thought this was a god plan )

Pistolier decided to leave the archers alone and start pipping away at one of the casket... ( fails to hit again in the shooting phase, he really was shook up after the loss of his comrades. )

Empire great weapon knights ( face palm !! ) they are to embarrassed to charge the light wizard again, so march around him, this time clipping some dangerous terrain... and again one knight falls to tripping over a rock.

Steam tank just generates 2 steam points.

Magic.
double 3, 2 channels so i have 8 dice.

i thought right perfect time for this phase.

i decide to try and draw some dice out of my friend. so i 4 dice net of amyntok on his skeletons, ( which was a daft idea ) but i rolled 6 6 6, 5 so ofc a miscast. i rolled a 6 destroyed half my crossbow bunker but managed not to panic... but then i lost 4 dice from the pool meaning i could not cast a banishment at his skeletons.. planned failed !!! DOH!!!!

Shooting,

Pistolier's wakes up and manages to do a wound to the casket.

Combat.

Skeletons archers destroyed by  steam tank.

Rest of the snakes are killed off by the chickens who reform to face the rest of the army...

Pete's Turn 4



As you can see my inner circle knights moved into the forest to lay the trap for the Skeletons...

My plan worked, pete charged his skeletons into the general unit !!!!. i thought going be a big win for me.

he tried to stop me getting the flank charge with my inner circle knights  by charging his skeletons  but this failed.

his other unit charged my tank to stop it helping out in the skelton combat.

Magic

i knew i had to stop the killing blow spell off as this could cause me serious problems....

this was not possible as he irresistible the casting of this spell.

this caused a small template places over the wizard, which killed 12 skeletons,  and killing 3 knights....

Combat.

The Tomb king issued challenge... i accepted with my Arch lector...

First Round, 1 killing blow on my arch lector warded..

BSB kills the death wizard... the unit kills about 5 skeletons, however in return, he does 7 wounds ( no killing blow ) i proceed to roll 5 1's killing my unit and loosing stubborn on my general unit....

it worked out i need to roll 4, to stay, which i managed to do... Wipes brow.

Empire Knight Turn 4.

Charges.
Great Weapon Knights finally do something useful and charge the Casket.

Chickens charge the flank of the archers who were in combat with the the steam tank.

inner circle knights charge the flank of the skeletons, however i manage to kill 4 of them through dangerous terrain tests.... ( gotta love rolling lots of 1's)



after chargers....

Magic.

Sees me cast speed of light on my arch lectors unit. to try and make him more survivable.

all other magic is stopped. ( timewarp on inner circle knights )

Shooting.

Pistolier does no wounds vs casket.

Combat ( oh lord )

in the challenge the tomb king still manages to get 2 attacks through, and killing blow my arch lector again..... this time it by passed my ward save.  killing my lord.

My BSB also suffers the fait of killing blow this time from rest of the skeletons....

the inner circle knights do some damage back. but still loose combat, and flee, rolling 12 inches for flee distance.. and get away safely for now....

My Great Weapon Knights finally do some damage killing the casket but for the loss of there life.....

the Steam tank.. decides its going to misfire tests out the boiler, and rolls 7 on the table....... loosing 3 wounds, so it had 7 steam points for this round......

the steam tank and chickens destroy off the archers....

Tomb king turn 5

Charges,

His skeleton block charge my inner circle knights again which flee 11 inches again....

he then charges them again with skeleton archers which they flee 11 inches again.. this time off the board.....

( in one full turn of combat i lost about 1000 points worth of stuff ouch )

Magic.

Casket is pushed for the first time doing 1 wound to demigrphy, then bouncing to the steam tank and doing 1 wound...

Empire Turn 5

Steam tank generates 3 steam points, and charges in the rear of the of skeleton block... chickens try to do a swift re form to get a flank shot following turn but fail the reform....

Magic nothing notable...

Shooting Pistolier shoots off 1 more wound off casket.. can he do it last turn....

Combat

few skeletons die to the steam tank, he suffers no wounds back.

Tomb King turn 6...

nothing really to metion

Combat sore the tomb king step up and do 1 wound to the steam tank.. Steam tank has 2 wounds left will he survive......

Empire turn 6.

Pistolier fails to take the final wound off the casket... boooo

Magic... saw the tank wildformed meaning the king wounds on a 6....

he manage to get one wound through which was saved...



end of game picture...


the game ended a dead on draw, about 50 points different between the armies...

it was a very bloody game, which changed massively in the end of game battles, pete even said turn 3 i thought i was going get smashed off the table.

going post my review of the battle in a few mins.. ( it has taken me a fun hour writing this report :)...

feedback on improvements i could of made are more then welcome.








« Last Edit: January 23, 2013, 04:50:28 PM by Martin123 »

Offline zifnab0

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feedback on improvements i could of made are more then welcome.
Buy some new dice.

Offline Martin123

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Review.

Deployment...

i think this was okay. i had throw down my pistols, i would prefered them down on the other side as a "free drop" the rest of the army i got the match ups i wanted on that side of things...

Spells

i think shems burning gaze would of been a good choice..

i also think the +1 hit from the lore of metal would of been awesome in the skelly combat.. but i just hit him away from his archers.... so he didnt loose any points didn't gain either... ..

Top 3 Units.

Steam tank
Chickens
Light Wizard

all 3 of these worked really well all game, steam tank kept getting pinned by archers so it could not work at its full potential, but it did destroy alot of them....

chickens got there points easilly back by smashing the snakes, which non of my other units could do....

Worse 3 units

Me.... i should of charged my timewarp steam tank into the skeletons, and then grind them out, keep my lord away from them... and doing the wrong spells at the wrong time...

Great weapon knights.... just wasnt there day.
Pistoliers never had a chance in this game...
Reiksguard knights, are there to my general stubborn, i think it is worth putting a champion in the unit.

i nearlly forgot the cannon, it may of not turned up for this game :).

feedback on improvements i could of made are more then welcome.
Buy some new dice.

never blame the dice :)

Offline zifnab0

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feedback on improvements i could of made are more then welcome.
Buy some new dice.

never blame the dice :)
You lost 7 knights to dangerous terrain.  Blame the dice.

Otherwise, I liked the report and the strategy.  Casting timewarp on the Stank is something I never would have thought of.  I might try it in the future.

Offline codger69

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Overall well done, things really didn't go your way with your knights but thats the dice  ::heretic::

 :::cheers:::

Offline librisrouge

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feedback on improvements i could of made are more then welcome.
Buy some new dice.
Sure, there were some things you could have done differently (Metal is the best Lore) but having that many knights trip on rocks is something of a no win scenario.
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

Offline Martin123

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Re: Martin Battle Reports Game 3: Warriors of Chaos
« Reply #12 on: January 29, 2013, 05:12:52 PM »
Hello,

so going back down to my local club again this evening... and again this time playing my mate pete.

However this time pete wants to play one last game with the old warriors book for old time sake...

pete list i do not know what is yet... but it will have a knight bus of some sort, hellcannon, war shrine, chaos warriors, maurders and some other stuff.

last time i played pete's warriors he used double war shrine... so by the end of turn 3, he had 2 units, 3+ ward and stubborn... ouch....... as you may of guess i lost :D. I am also very very scared of the puppet so i think for this game, no more then 3 dice to be cast at spell, from my light wizard.  4 dice from metal wizard, and then any dice from my beast wizard... just to reduce the chance of me loosing my general.

My list for this game is very similar to the last report with a few tweaks.

Arch Lector - 188
- Heavy Armour, Shield, Barded Warhorse
- Enchanted Shield, White Cloak, Bitting Blade

Wizard - 200
- Level 4
- Light

Captain - 161
BSB
Full Plate, Lance, Shield , Barded Warhorse,
4+ Ward

Wizard - 85
- Level 1
- Beasts
- Scroll

Wizard - 100
- Level 2
- Metal

Inner Circle Knights - 365
- 12
- Standard, Musician
- Razor Standard

Knights - 110
- 5
- Great Weapons

Crossbows 126
-14

Special
8 Reiksguard Knights - 261
Full Command +1 ld banner


6 Pistols - 128
+ Champion + reapeater pistol

Demigrphys - 300
- 5
- Mus

Cannon - 120

Steam Tank. - 250

Changes. Arch Lector setup has changed, from dragon helm to enchanted shield just to save some points.

BSB.. this is a major major change for me, i have been using the 1+ rerollable set up since the book came out... however reading reports on here and listening to people thoughts. i am going try the 1+ save 4+ward with a lance to give him more protection from killing blow, and death.

the scroll has changed from my light wizard to my beast wizard. purely because i dont really cast any spells from my beast wizard till turn 3.  and i have normally used my scroll by then.

The only tactics ive got really in my head, is how to deal with the HellCannon... as his army will have very few drops i can easily make it so, my great weapon knights ( they will have a good game ), my pistoliers ( they will also have a good game ) and my cannon, are all attacking the same target the hellcannon, and hopefully take it down turn 2.. that is my number one target from the get go. going try searing doom off some of his knights.. which will be dispelled then cast banishment at his warriors to try and take some numbers down.... i fancy my chances of inner circle knights destroying a fair few chaos knights on the charge...

Full Battle Report will be uploaded tomorrow

Offline codger69

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Re: Martin Battle Reports Game 3: Warriors of Chaos
« Reply #13 on: January 29, 2013, 08:09:48 PM »
Sounds like some sound changes, good luck

 :::cheers:::

Offline Martin123

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Martin Battle Reports Game 3: WoC the game of 2 halves
« Reply #14 on: January 30, 2013, 04:18:52 PM »
Hello Good afternoon all hope everyone is well.

So on to the game, you can see my changes and my thoughts for the game ahead in the post above.

so onwards and upwards

My List

Arch Lector - 188
- Heavy Armour, Shield, Barded Warhorse
- Enchanted Shield, White Cloak, Bitting Blade

Wizard - 200
- Level 4, Light

Captain - 161
BSB
Full Plate, Lance, Shield , Barded Warhorse, 4+ Ward

Wizard - 85
- Level 1, Beasts, Scroll

Wizard - 100
- Level 2, Metal

Inner Circle Knights - 365
- 12
- Standard, Musician
- Razor Standard

Knights - 110
- 5
- Great Weapons

Crossbows 126
-14

Special
8 Reiksguard Knights - 261
Full Command +1 ld banner

6 Pistols - 128
+ Champion + reapeater pistol

Demigrphys - 300
- 5
- Mus

Cannon - 120
Steam Tank. - 250

Pete WoC List
Chaos Lord,
Mark of Tzeentch
Sword of Swift Slaying (ASF)
Talisman of Preservation
Charmed Shield
Horsey
 
Exalted Hero (BSB),
Mark of Tzeentch
Bronze Armour of Zrakk (immune to KB, Posion)
Collar of Khorne (5+ Ward, MR2)
Horsey
 
Chaos Sorcer, Level 2
Mark of Tzeentch
Dispel Scroll
Ironcurse Icon
Third Eye of Tzeentch (borrow spells)
 
Chaos Sorcerer, Level 2
Lore of Death
Infernal Puppet (I’ll miss this guy L)
 
8 Chaos Knights, Mark of Tzeentch, full command (Ensorcelled Weapons)
Blasted Standard (5+ Ward against all shooting attacks)
 
20 Chaos Warriors, Mark of Tzeentch, full command
Halberds, Shields
Banner of Rage (Frenzy, never lose it)
 
30 Marauders, Mark of Tzeentch, full command
Hand Weapon, Light Armour, Shields
 
5 Warhounds
5 Warhounds
5 Warhounds
 
Hellcannon
 
Warshrine of Tzeentch

Pete wanted to run the old school WoC build one last time before the new book came out..]

Spells
Light Wizard
Pha Protection, Speed of light, Banishment, Timewarp.

Beast Wizard
TRANSFORMATION OF KADON!!!!

Metal Wizard
Enchanted Blades, Searing Doom

Pete Spells
Pandemonium
Leadership Test Spell

Death Wizard
Didnt cast a spell for the entire game.

Deployment

Pete's Army



pictures says a 1000 words.
Empire Deployment



the black chariot base, is where the steam tank :) with the blue reiksguard knights behind, with the inner circle to the left of them in red.... the cannon is to the left of the hill..metal wizard is hid behind chickens, all other wizards went into the crossbows.

I deployed my army first but rolled you guess it!!!!! a 1 for first turn :).

Pete Turn 1.



as you can see my pistoliers had vanguarded to behind the impassible terrain to launch there attack.

Pete army shuffled slowly forward nothing to major.

Magic.

Nothing was cast this first turn

Shooting.

Hellcannon, Aims, Fires, and hits the target the steam tank.... and as my steam tank luck goes this does 6 wounds to the tank... poor steam tank :(

Warshrine but magic res 3 on the chaos knights, they now have a 3+ ward vs magic attacks ouch.....
Empire Turn 1



my army moved up a little bit aswel going at the pace of the steam tank. but keep a distance away just to watch the enemy.

( the wizard behind the Demigrphys is the level 2 metal wizard )

Magic

Sees Pha's protection cast on the tank

Shootings

Sees the cannon aim at the hellcannon, hits and wounds... a crew man jumps in the way so the hellcannon lives on

3 dogs go down to the crossbows

Pete's turn 2

( for some reason i didnt take a picture ) Face palm!!!

However his dogs moved even more closely to the tank. with the warshrine moving in that direction aswel.. rest of the army moves up ( See Empire turn 2, for pictures of the final position of Knights and chaos warriors )

Magic.

4,2 rolled, 2 channels for me.. ( i channeled 2 dice for the first 3 magic phases )

the pesky third eye saw my metal wizard and decided to be a little to greedy and IF searing doom on the tank..... however pete deicded from 5 wounds to roll 3 1's which saw 2 more wounds on the tank.

Shooting

hellcannon aimed at the Reiksguard knights ( the general unit the blue knights ) and misses by miles.

Combat

armies still sizing each other up.

Empire turn 2



Movement

Charges,

Inner Circle Knights charges both units of dogs blocking the steam tank, which both decided to flee and causes inner circle knights to fail charge.

Steam tank, left on 2 wounds, still working well, gets 3 dice uses them all in steam engine and aims at the warshrine... the distance was measured  it needed a 11... with a huff and puff and belows of steam come out of the tank, and it moves a massive 7 inches and comes to a grinding halt.

Rest of the Army movememt.

Chickens move just outside the dangerous terrain... i decided to take a bit of a risk, and hope for a big magic phase so i can buff the chickens...

Great Weapon knights, move forward to block the charge of the chaos warriors into the grphys.

Pistoliers got into the face of the hell cannon

Magic

so i was in need of a big magic phase

and you guessed it.. i rolled double 10 yipee :) didnt guess that did you?

but managed to channel 1

Cast Speed of light dispelled.

so i decided to cast +1 to hit on the gryps, 3 dice..... double 6... which then caused the the metal wizard to cascade.... dam rolling 3 dice as spells.

Rest of spells were dispelled... (pete may of used his scroll aswel this turn )

Shooting.

Pistoliers oh deary me....

14 shots. ( 4 hitting on 4's ) 10 hitting on 5's.

they managed to do a all mighty 2 hits... causing 1 wound killing a crew member i was hopping they were going kill all the crew leaving a free shot for the cannon...

The cannon could not care less about the pistoliers and killed the hellcannon.

Combat there was still non.

Pete Turn 3

Charges

pete charged his chaos warriors, and more surprisingly his knights into my great weapon knights... i was happy the chaos warriors were now moving away from the center of the battle field.



he did fail 2 dangerous terrain test on the charge... me and pete are good at that.



movement

warshrine moved in away to get in range for the blessing on the knights.

Maurders came blocked behind and shuffeled forwards.

both units of dogs failed to rally and ran off the board ( the ones which fled inner circle knights charge )

Magic

Big Magic phase for pete. 9 dice phase no channels,

pete cast speed of light and pha protection on his knight unit ( pesky third eye !!!!)

Shooting....( i hate this phase )

Pete got double 6 from the blessing from the ward shrine, which made his really hard chaos knight unit, even harder, and made them have 3+ ward and stubborn. Ouch, i knew from this point on game was impossible to win... see if i could get a draw :).

Combat.

Easy win for pete, chaos warriors overran aas they have 2.

and knights face the centre of the battle field... ouch.


Empire Turn 3

Charges. non

Steam tank generate 3 steam points and charged into the flank of the warshrine.

Movement... ( really pissed off that i did not take a picture of this as this is going be hard to explain).

if you look at empire turn 2 picture....

the chickens did a swift reform turn 180 degrees and ran away from the knight block towards to the board edge ( they were 10.1 inches away from the edge )... the reiksguard knight unit turned to face the knight block of doom. with the inner circle knights behind them. Beast wizard moved into position to turn himself into a dragon with any luck this magic phase... ignoring the dangers of the battle field he stood alone ready to take on the puppet and turn into a dragon !!!!

Pistoliers moved the flank of the maurders.

Magic.

i needed a big phase... and i got it 6,5  so i was like yay dragon time....

but first i needed to boost my reiksguard knights for the threat of doom from the chaos knights....

2 dice pha's protection dispelled.

3 dice speed of light.. double 6 it... rolled a 10 for the miscast result. pete used the puppet and changed it to a 9... saying my spells were to useful.

number of dice left in the pool 6... number of dice lost from the pool due to miscast 6... :( no dragon for me :(.

Shooting

3 or 4 marauders down, these pistoliers don't kill much...

cannon missed fired ( cant rememeber what i was shooting at ).. cant shoot next turn.

Combat.

Steam tank charges in fluff's his impact hits... pete warded a few... i roll a 1 as normal for the A,S leaving the tank one 1 wound yikesss.
he reforms the warshrine so i am not in the flank of it anymore.

Pete turn 4.

Charges

Knights into rear of chickens... i flee... dice on the table were 1, 6 with a dice spinning needed it less then 4 to be safe...... it was a 3 few whipes brow....

Knights re directed onto the general unit... who also choose to flee. and bounce through the inner circle knights who hold...

the knights failed 2 more dangerous terrains..... thats how u kill a 3+ ward unit



Picture taken from above the knight unit, to show what they could see.

Movement, Maurders move so pistols are no longer in there flank....

chaos warriors move up slightly....

Magic..

No spells cast....

end of turn.

Empire turn 4

Charges i charged my inner circle knights into knight unit of death to see if they could do any damage... ( if this was a proper game i would of turn and fled ) and play hide from the knight unit for the rest of the game.

luckily all my units rallied this turn.... see pete turn 5, for a picture of where all my units ended up.

Magic..

i know i needed to buff my knights of the inner circle to stand any chance of winning... or even holding....

i manage to cast pha's protection... while timewarp was scrolled.

combat..

my inner circle went "bounce"... pete did about 7 wounds to my knights... which i managed to fail 5 of them 3+ save needed... they then managed to do 1 or 2 hits, which wounded but pete warded them.

my inner circle knights fled, and were mowed down my the hungry chaos knights who had the taste of blood.

Pete turn 5.

pete charges his maruders at my beast wizard who flee's ( i think i should of held, they needed a 9 )...
they re direct into stank.

( beast wizard is unpainted )

the fleeing beast wizard runs right into the path of the chaos knights who chop him down.

and end up here



Chaos warriors were 22 inches away from grphys, but pete moved them even closer....

Magic. pete rolled 2,1 aagain for magic

and he IF pandemonium causing his wizard to loose d3 levels.

Empire turn 5.

Charges. grphys into chaos warriors, pistols into rear of the maurders.

Movement, light wizard leaves crossbow bunker.

steam tank generated 3 steam points miss fired ( 1 wound left ) and got the result causing 2d6 str 2 wounds... this caused a few more maurders to go down.

and reiksguard run away from knight block of doom.

Magic.

4,1 no channels

cast pha protection on grphys, on a 15 i think from 2 dice... nearly if... pete chucked all his dice at this.
i then cast timewarp on the grphs.. ( oh my thats good )



( any one got a 1 spare demigrphy please send me a pm if its for trade )

picture of the combat which could swing the game...

shooting non.

Combat.

4 chickens and 4 riders and 4 stomps were chucking out 27 attacks... all at -3 to AS

the first round saw me loose 1 grphy, but managing to kill 10 warriors in return.

Steam tank and pistoliers do a fair amount of damage to the maurders this time, causing the warshrine need double 1's to stay in the fight it failed an ran away.

Petes turn 6



the picture of the battle field.


wow that nice finger i have there :).

Charges, he charged the rear of my general unit who flee again... pete fail charges....

Magic

double 3...

6 dice timewarp on the warriors cast i fail to dispel

Shooting

Pete decided to bless the warrior aswel and manages to gain +1 toughness....

Combat.

3 wounds a piece this time... ( i failed to hit with many attacks, or to wound ) but i managed to save a lot of 3 Armour saves...

i loose combat but hold on a 7.

Empire turn 6

We sort of ignore the rest of the board due to me been in wrk at 6am the next day.

Steam tank didnt generate any steam points to scared incase it blew up...

Magic.

Timewarp was re cast on the grphys...

Shooting.

Cannon shoots at the general head... who fails his look out sir ( i think ) but passed his 4+ ward vs shooting attacks... ( he could of used his charmed shield aswel so didnt die )

Combat.

Pistols break from combat and flee. steam tank survives.... how the tank survived 6 rounds of combat on 1 wound i do not know..... also pete failed a lot of fear tests which helped...

the combat which could swing the game either way...

ended up in a handbag fight.... out of my 23 attacks i got 2 hits......... and did 1 wound... pete also rolled low. but i still had to save 6 or 7 3 up saves, and managed to hold on a 7 again for the second combat running.....

the game ended up a 12 - 8 win to pete

« Last Edit: January 30, 2013, 06:25:23 PM by Martin123 »

Offline Martin123

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Re: Martin Battle Reports Game 4: The mass hordes of Goblins
« Reply #15 on: February 04, 2013, 09:27:46 PM »
Okay so its time of the week again ( wow weeks are flying by )

time go down to my local club :)

This time i am playing my mate andy vs his horrible goblin hordes of doom.

this is going be my first time really play horde armies so i dont really know how to deal with it.

As always i have tweaked my last list, as i was not 100% happy with it.

Arch Lector
- Heavy Armour, Shield, Barded Warhorse
- Enchanted Shield, White Cloak, Warrior Bane

Wizard
- Level 4, Light, Scroll

Captain
BSB
Full Plate, Lance, Shield , Barded Warhorse, Opal Amulet, Dawnstone

Warrior Priest
Barded Warhorse, Heavy Armour, Shield, Dragonhelm

Wizard
- Level 2, Metal

Inner Circle Knights
- 11
- Standard, Musician
- Razor Standard

Crossbows
-10
Crossbows
-10
Crossbows
-10

Special
8 Reiksguard Knights
Full Command

6 Pistols


Demigrphys
- 5
- Mus

Cannon
Steam Tank.

Changes.

Great Weapon knights removed.
1 less inner Circle knight ( purely for points )
Beast Wizard Removed

Additions
Warrior Priest
3 Units of 10 Crossbows
Slight Change in BSB set up again. Purely for points.

Great Weapon Knights, i really like the idea of having this unit, as it can be a a pain for fellow players. but these have been removed for 3 units of 10 crossbows.

The reason behind this:
1. More Character Bunkers. can hide one wizard in a different unit, so if i loose one unit i dont loose both wizards.
2. More Chaff Clearing Skills. More shots, in more units, can take out multiple targets.
3. More Drops - before i have to commit the rest of my army, as first turn is not 100% crucial for me, i never get it i roll high enough anyways :D
4. Better flank Protectors - more shots, people are less likely to go near them.

i think it is going take me a while to get  used to playing them as i am bound to get them at first under my own feet, or block my own line of sights with my infantry build.

Removal of beast wizard, is purely so i can add a warrior priest to my second unit of knights, so they should be more effective.

any tips on beating hordes of goblin army? all i know is it is mainly night goblins and goblins, with 2 doom divers, and he uses the spell of the little wargh.... i am thinking vanguard pistols up, use them to set off the fanatics... and move the rest of my army up as fast as possible so i can try and get there alive after the doom divers destroy my army....

Offline Martin123

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Re: Martin Battle Reports Game 4: the battle of the goblin hordes
« Reply #16 on: February 05, 2013, 10:28:31 PM »
no actual report from me on this game....

2 doom divers, 2 rock lobbers, and 2 mangler squigs, and 1 pump wagon killed my entire army :)

the end :)

Offline Martin123

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Re: Martin Battle Reports Game 4: the battle of the goblin hordes
« Reply #17 on: February 20, 2013, 12:19:17 PM »
Hello,

this time it was an empire civil war.

vs my friend tim.

My List for the Battle was the follows

Arch Lector
- Heavy Armour, Shield, Barded Warhorse
- Enchanted Shield, White Cloak, Warrior Bane

Wizard
- Level 4, Light, Scroll

Captain
BSB
Full Plate, Lance, Shield , Barded Warhorse, Opal Amulet, Dawnstone

Warrior Priest
Barded Warhorse, Heavy Armour, Shield, Dragonhelm, Ruby Ring

Wizard
- Level 2, Heavens

Inner Circle Knights
- 11
- Standard, Musician
- Razor Standard

Archers
-12
Archers
-12, Mus
Archers
-12

Special
8 Reiksguard Knights
Full Command, Gleaming Penndant

5 Pistols

Demigrphys
- 5
- Mus

Cannon
Steam Tank.

Tim List.

( from memory )

Arch Lector
Wizard Level 4 Light, Earthing Rod
Captain BSB
Which Hunter
Warrior Priest
Wizard Level 1 Fire, Scroll
Engineer

40 halberdiers, Full Command with 2 deatchment of 5 Archers
20 Spearmen, With detatchment of 5 Spears.
29 Great Swords, Full Command
3 Demigrphs
5 Inner Circle Knights
1 Steam Tank
1 Cannon
1 Hellblaster

Tim list is a sit back list, which powers its way shooting phases, then once in combat his combat blocks dont die quickly so its very hard to get the points from his army.

Tims Deployment





So on the left we have 5 Inner Circle Knights, A steam tank hiding from the cannon. Halberdier block, with a warrior priest, Light Wizard, which hunter, next to that we have the great sword horde. behind was a spearmen bunker with the fire wizard.. next demigrphs, then a cannon in the corner.

My Deployment



so the cannon is on the hill. in front is a unit of inner circle knights, with a warrior priest and BSB. next was a unit of archers with the heavens wizard. next to them was a unit of 5 demigrphs ( really need get hold of 1 more of these chaps ). with a unit of reiksguard knights behind. with my arch lector. Next was the steam tank, then a unit of pistols, with a unit of archers with the level 4 light wizard. and on the far right another unit of archers.

Spells.
Tim's Light
1.Speed of Light
2.Banishment
3.Shems
4.net

Tims Fire
1. Fireball

My Spells.
1. Banishment
2. Pha's Protection
3. Net
4. Timewarp

Heavens
1. Iceshard
2. ThunderBolt

Tim Won the roll off for first turn

Tim Army, didnt move really at all. The inner circle knight made a move up the left flank, with steam tank using 1 steam point and going slightly forward. to get a shot at his counterpart.

Magic drew out my scroll vs a large fireball vs my heavens bunker.

Shooting. Tim's tank lined up a shot to blow up his counterpart, however his crew were not ready, and it misfired causing 3 wounds to itself. Other cannon killed a demigrph.

My Turn 1



My army made steady advance towards to the empire line.

Magic saw pha's protection cast on the tank
shooting 12 archers shot all but 1 of there counterparts.
Cannon lined up a shot at the pesky hellblaster but  missfired cant shoot next turn,

Tim's Turn 2



tim inner circle knight moved swiftly up the right flank straight into my squishy flank.
rest of his army started to make a steady retreat. the last remaining archer from the detachment moves up to block the steam tank

Tim's steam tank is still shaken up from the missfire and moves 2 inches.

Magic
tim cast a large banishment wiping out my pistoliers. this spread panic in the ranks causing my light mage bunker to flee nearly off the board.

Shooting.
Hellblaster opens fire on the demigrphy with a mighty 24 shots. 12 hits, 8 wounds, i manage to save 7 of them :)
Tim's cannon is confused what he is meant to be doing and blows himself up.

My Turn 2

Light Wizard rallies just on the board edge.



Steam tank decides he is going make 3 steam points miss fires, and looses all the steam point generated... ( brillant ) the pesky archer laughing in his face.

Magic.
Sees me cast pha's on my demigrphs to give them some protection from the hellblaster.
however this cost my wizard life who blew up, and the rest of his archers flew off the table.

this is how the battlefield looked


Tim's turn 3
Charges, tim Knights Charge my unit of archers.


While the rest of his army makes a steady retreat... the level 4 light wizard runs from his halberdier horde.

Tims steam tank try's to generate 4 steam points, but misfires. and causing a wound to itself. moving an almighty 4 inches ( from 3 d6 )

Tim Cast a big shems at my demigrphs doing 2 wounds.
middle fireball kills a few archers.

Hellblaster 18 shots, 7 hits 4 wounds i save 2. does 2 more wounds vs the demi's

Comabt Archers break, and are caught.
My Turn 3



this is what the battle field looks like.

the Demi are fed up of been shot, and charge the unit of archers.
the steam tank however generate 2 steam points this time, but again missfires, and loose 2 steam points so again cant kill the pesky archer ( i forgot the guy on top can shoot this may of changed the game a bit )

Magic see's iceshard blizzard cast on the greatswords.

Combat, the demi over run into the halberdier block.

Tim's turn 4



This is how the battlefield looks for tim....

Tim decides to charge in his greatswords into flank of the demigrphs.
he also charges in his demigrphs into my knight block as he cant move them back any more.

Tim casts a big shems at the reiksguard doing 1 wound.

Hellblaster opens fire again. doing 14 hits but only causing 1 wound.

Combat



See's 1 wound done on the bsb. with the rest smashing up the hallberdiers.
however i suffer 3 wounds in return, loose combat by 3, flee and caught on a pursue of a 11. by the greatswords.



My knight however after some really unlucky rolling by tim win by 1, but tim holds.

My Turn 4



Steam tank finally kills the archer who been standing infront of him laughing at him for the enite game, to see his face full of greatswords. reiksguards get ready for a flank charge.....

Cannon wakes up and does 4 wounds to his fellow steam tank.  Leaving it with 2 wounds.

Combat see's me beat the demigrph's by 1, then break, and are caught.



Tim's Turn 5



tim's greatswords are scared of the tank and the which hunter is thrown out the unit infront of the steam tank.

Magic see's big shems cast vs the reiksguard knights doing 3 wounds.

Shooting see's the hellblaster turn to face the inner circle knights and blast them with 20 shots causing 8 wounds killing the unit out right. Leaving the Warrior Priest and BSB Alive.



My Turn 5



THe character unit moves around the spearmen block to line up a charge vs the hellblaster in turn 6.

steam tank destroys the which hunter.

Magic see's tim scroll finally brought out.

shooting see's the archers pop up from behind a hill to take a wound off the light wizard, seeing him standing on 1 wound left.

Tim's Turn 6

Combat Great Swords Charge the tank. ( we dont actually play this combat as we know neither side going to die )

( i really need paint my steam tank but dont know what to do....

Hellblaster pivots again to turn to face the bsb unit. is this actually allowed ( as the hellblaster had pivoted about 290 degrees in that turn to face. i thought they could only shoot in there forward arch? also how do you distributes the shots each models receives tim just split them 50:50. it didnt matter as all were saved.



My Turn 6

Sees the BSB and warrior priest destroy the hellblaster.
Archers Kill the final wound off the level 4 light wizard.

And that was end of game.

it worked out about 13-7 win to tim.

Summary to follow.










Offline Martin123

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Re: Martin Battle Reports Game 5: Empire Civil War
« Reply #18 on: March 13, 2013, 09:28:08 AM »
Hello,

so its the morning after a bloody contest with my friend Andy Catlow skaven army,

this is the first ever time i have ever played a skaven army, so i didnt really know what to expect... what i did expect was to be smashed up as Andy is a very good player.

Lists.

Andy List:

Andy list was in preparation for a sweedish comp tournament later next month, so was not your standard list, I am also not going mention which magical items he has, where they did not come into effect.

Lord:
Grey Sear Mounted on a Bell. ( he picked plague of ruin ) ( 3 warp tokens )
BSB ( not actually sure what this character was cant remember )
Warlock Engineer level 1 wizard.
Warlock Engineer
2 Nasty Assassins

35 Storm Vermin Full Command
30 Slaves
40 Slaves
20 ish Clan Rats
5 Rats darts with Packmaster
5 Rat Darts with PackMaster
7 Rat Ogres
1 Doom Wheel
1 Warp lightning Cannon
1 Plague Claw Catapult

Big thing for me was it had no abomb, and no gutter runs, which made my job a lot easier.

My List

Arch Lector Heavy Armour, Shield, Barded Warhorse, Enchanted Shield, White Cloak
Wizard - Level 4, Light, Earthing Rod
Captain BSB Full Plate, Lance, Shield , Barded Warhorse, Dawnstone
Warrior Priest, Barded Warhorse, Heavy Armour, Shield,
Wizard, Level 2, Heavens,  Channeling Staff

11 Inner Circle Knights, Standard, Musician Razor Standard
15 Archers, Mus
10 Archers Mus
10  Archers, Mus

Special
8 Reiksguard Knights: Full Command
5 Demigrphys - Mus
Cannon
Cannon
Steam Tank.

This was going be my first battle not playing with a scroll, and gambling that i get at least 1 channel per turn in magic phases.

It was also first time playing ( triple Cannon ) so lets see... i had the harder list in this match up, as Andy list scores about 11 on the sweedish scale, while mine i think would score 6/7 not added it up so don't know.

On with the game.

Andy Chose to use Plague Magic on his Seer, rolled triple one, so he picked what he liked :)
1. Plague
2. Wither
3. SkittleLeap
4. Cracks Crawl, ( crowded crawl maybe ? cant read my notes :D )

1. Scorch

My Magic:
Light
1. Pha's
2. Speed of Battle
3. Banishment
4. Timewarp

Heavens ( i rolled double 1 )
1. harmonic,
2. Comet

( aplogies for photo's for some reason my camera was not taking clear pictures today, Also i didnt take as many pictures as i should, sorry i was trying to learn what skaven did... )

Andy Deployment



on the left we have 7 rat ogres, a rat dart unit, unit of slaves, with the catapult behind, Bell unit with all his characters, warp lighting cannon, second unit of slaves



then final rat dart unit, with a unit of clan rats on the flank. with a doomwheel on that side ( opposite my cannon )

My Deployment.



( to the right of the impassiple terrain was a cannon not on the picture )

Then it was, a unit of 10 archers, 5 demigryph's, My inner circle unit with my BSB and warrior priests, Next to the steam tank, unit of reiksguard knights with my General, unit of 15 archers, with my 2 wizards...

Blurrry Picture :(



just shows a unit of 10 archers, right in front of my Cannon.

I deployed my army first. and also won the roll off for first turn :O ( that never happens )

First Turn



i think that is least amount of movement ive ever done in a first turn..... my unit of archers, which were blocking the cannon moved up and out the way.

Magic, Pha's cast on the demi's

Shooting.... All 3 cannons roll a 4 up due to storm cannon...

The cannon which was not on the picture, Aim Fired, shot off the doom wheel. ( i just thought i think andy should of taken panic test for this but never mind )

Second Cannon Aim and fired at the Warp lightning cannon...... Fell Short

Steam tank the cannon i never fire as i always misfire....... Misfired :D, lost 2 wounds in the process.

( I was pretty Chuffed with getting rid of the doomwheel )

Andy First turn.



Everything runs towards me... ahhhh here come the rats !!!!

Magic, Saw andy roll a 3 and 2, and channel 1 i think....

which then saw him throw 6 dice at plague.. i wish i had a scroll !!!!!... i tried to dispel it with 3 dice, forgetting he had his warp tokens, plague killed off 6 knights. he then triple 6'd with his 3 tokens withering on the inner circle knights.

My Turn 2:

Quick turn this.



all my army hardly moves, my general leaves the depleted unit of the reiksguard, and joins the inner circle knights.

he then moves up fails a dangerous terrain test, Fails his panic test and starts running back towards my army.

My Archers in front of my demi's declare a charge vs some rat darts, who run away.

Magic,  see's comet scrolled

then i thought hmm i never used speed of battle before, i will cast it on the reiksguard knight who is fleeing....as he will need a double 1 to rally, well i rolled 2 dice ( think andy had 4 left ) double 6'd it so my knight rallies wooo :)... however then rolled double 6 again.... lost 2 levels lost banishment, and speed of battle.

Shooting.
All Cannons fail due to storm banner.

Andy Turn 2:

no picture sorry :(

andy charged his rat orgers on the right flank into my archers, who fled, he then charged them with some rat darts, and they fled off the board by an .1 of a mm. grrrrrr :).

he then redirected into my cannon and made a 17 inch charge into my cannon.



Rest of his army keeps coming closer.
Storm banner comes down... boooo.

Magic:

see's skiterleap cast on a warlock, and he magically appears here...



All my dice are used to stop plague.

Shooting, see's the warlock missile / attack ( which i will not say, just so some of andy's toys stay hidden ) as it missed so didn't affect the game.

it was either this turn, or next turn that his catapult hit the inner circle knights, and killed 3 i think, got a bit lucky.

Warp lightning cannon, hits my cannon, but fails to wound it.
 
Combat see's cannon destroyed rat ogres stay just on the board.

My turn 3.

Sorry no picture of where andy army is yet....

so movement my archers in front of my demi's move out the way some more, steam tank gets 3 steam points,

Magic.

See my IF a large comment 6 inch in large comet in front of his bell unit.. ( his bell unit was about 17 inches away from my lines at this point. all my wizards and arch lector suffer a wound due to magical feed back

Shooting.
Cannon opens fire on the warp lighting cannon and shows him how its done, blasts off his counterpart.

Steam tank engineer, gets out his lazer pointed, and guided a giant cannon ball straight at the bell... if by magic it hit the bell without evening ringing the bell ( andy rolled a 1 )... the bell was not ready for the hit, as he did not here the bell, and failed his ward save... the steam tank hit with such accuracy that he took all 6 wounds off the bell in 1 hit. They grey Seer was shaken by the loud crash which came with the destruction of his bell, and made his ward save.



his scary unit, didnt look so scary, no bell and a giant comet about to land right in front of it.

Andy Turn 3.

Andy's rats retreat......



Magic.

Commet doesnt come down... booooo.

andy scortch some archers, who pass there ld test,

i use all my dice to dispel plague.

My turn 4.

I myself are scared of the comment, and retreat so all my units are out of range of the commet, apart from the steam tank who is 10 inches away

i also move my heavens wizard to block his rat ogres.

Magic see's bubble pha's cast.

but it also doesnt see a comet.

Andy Turn 4.

Rat orgers charge in



Rest of his army retreats.

Magic see's andy rol a double 5, but then his first spell fails to meet casting value.
No Comet

Catapult scatters off.

Rat ogres flee off the board.

My turn 5

Army doesn't move,

except for a reiksguard guy who runs off behind the building in the top left corner of the battle field.
and Archers run abit further.

Magic, see's bubble pha's cast again
still no Commet.... ( this was a bit stupid now and had ruined the game )

Andy Turn 5

Army is safe where is is now out of range of the comet ( basically back where he started )

Catapult fails to roll a 4up, due to pha's

Ogres come back on the table,

My Turn 6,

Light wizard leave archer unit, who read sacrfice them for the rat ogres.
Magic. Comment finalllly comes down at all might strength 10 ( i think it was actually strength 16 lol ) and goes a massive 4 / 5 inches, so a massive anti climax.. glad it did that as it would of destroyed my tank lol

Shooting, see's my cannon shoot off the catapult... BOOOOM!!!!!

Andy Final turn,

see's he final kill my archers with scortch

and his rat ogres kill off my archers....

Final score 11-9 win to andy

Summary
I was a disappointing with the game, as i really wanted to learn what skaven can do.... his bell unit with his 2 horrible assassins, would of destroyed my inner circle unit in 1 turn.... All i learnt from this game was when my artillery works its bloody horrible...

the comet while a very good tactic by me, also ruined the game, as we were both so scared of the comet......

Things i learnt from a gaming point of view...

Be far more careful when placing steam tank, as i made it so it could not pivot either side so need watch out a bit more for that,

also i did block my self up a bit to much, and vs skaven i need to castle up more, to increase the distance between me and the bell unit....

Speed of battle is a really good spell :)

Playing without a scroll didnt bother me, it would of helped that first turn, but other then that i didnt miss it. however my channeling staff never worked.... when i channeled with dice i used for the staff it was a 6 ( it worked twice ).... i think i channeled about 5 times in the game in total, not very much, while andy channeled nearly every turn, think it was only 2 magic phases where he didn't channel....

If andy had taken his proper list, i would of been truely smashed, as my cannons were wide open for gutter runners to kill them, so i need protect them more by castling up more.

about the match up itself, i think its one of the more boring ones for empire, as ii cant enter combat with the pesky rats, so i really do have to castle up...

hopefully next week the game will be more entertaining :)

Offline Lord Solar Plexus

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Re: Martin Battle Reports Game 6: Bring on the Rats!!!!
« Reply #19 on: March 13, 2013, 10:07:58 AM »
Good job nevertheless. Castling up can indeed prevent some things but it also makes you very vulnerable to area effects (WLC, Doomrocket, WFT, mortars...). Of course that goes for other armies too. Keep in mind that Gutter Runners can also deploy normally. With multishot and poison, they can relatively easily cause 3 wounds on a cannon while still serving to draw away some impetuous Knights with a charge.

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Offline dseevers1854

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Re: Martin Battle Reports Game 6: Bring on the Rats!!!!
« Reply #20 on: March 13, 2013, 01:18:28 PM »
I think given that this was your first go with Skaven you did pretty well. You definitely prioritized targets well for your cannons. And you did right to avoid the Bell unit at least until the Bell was destroyed.

I think you may have played a little too reserved, but I think that was mostly due to the fact that you effectively lost one of your combat units in turn 1. Additionally, you were probably a little skeptical about taking the fight to him because this was a first match against Skaven. So keep in mind in the future that most Skaven units aren't very good in close combat by themselves. Their stat line isn't any better than an Empire unit, and most Empire units, especially the cc ones you fielded, are way better in the armour department. If you'd have taken your Demigryphs down his left flank after that Doomwheel went to dust, you'd have claimed every unit on that side.

Also, castling is a great way to defend war machines, but it's also a great way to play to a Skaven general's strengths. Just about all of their best toys are ranged, and much of their strategy relies upon devastating you before you can get into combat with them. That's why the sooner you can close ranks, the better off you'll be in most cases.

Hope you get another go at him in the future. I think you can get him if you do.

Offline Martin123

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Re: Martin Battle Reports Game 6: Bring on the Rats!!!!
« Reply #21 on: March 13, 2013, 03:01:10 PM »
I think given that this was your first go with Skaven you did pretty well. You definitely prioritized targets well for your cannons. And you did right to avoid the Bell unit at least until the Bell was destroyed.

I think you may have played a little too reserved, but I think that was mostly due to the fact that you effectively lost one of your combat units in turn 1. Additionally, you were probably a little skeptical about taking the fight to him because this was a first match against Skaven. So keep in mind in the future that most Skaven units aren't very good in close combat by themselves. Their stat line isn't any better than an Empire unit, and most Empire units, especially the cc ones you fielded, are way better in the armour department. If you'd have taken your Demigryphs down his left flank after that Doomwheel went to dust, you'd have claimed every unit on that side.

Also, castling is a great way to defend war machines, but it's also a great way to play to a Skaven general's strengths. Just about all of their best toys are ranged, and much of their strategy relies upon devastating you before you can get into combat with them. That's why the sooner you can close ranks, the better off you'll be in most cases.

Hope you get another go at him in the future. I think you can get him if you do.

Yeah the problem i have with engaging him was, the bell unit had 2 assasin able to take out anything i hit at them. there equipment was horrible,

do you think this is a viable idea...

Shoot banishment, at a skaven slave unit, to wittle down the numbers abit, then flank charge that unit with the demi's then overrun into the bell unit, and hopefully the tank was in the front rank.....


Offline Lord Solar Plexus

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Re: Martin Battle Reports Game 6: Bring on the Rats!!!!
« Reply #22 on: March 13, 2013, 03:16:28 PM »
I don't think Skaven care much about magic missiles. If at all, use them to clear any chaff. I assume he would be happy to see you targetting his Slaves - that's what they're there for, to suck up inevitable damage. Getting into a flank can also be a daunting prospect.

Now his Bell unit is relatively small but two Assassins...it's a gamble. One Fellblade later...and his unit will stick around until the Bell is destroyed.   
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Offline Martin123

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Re: Martin Battle Reports Game 6: Bring on the Rats!!!!
« Reply #23 on: March 13, 2013, 03:37:07 PM »
I don't think Skaven care much about magic missiles. If at all, use them to clear any chaff. I assume he would be happy to see you targetting his Slaves - that's what they're there for, to suck up inevitable damage. Getting into a flank can also be a daunting prospect.

Now his Bell unit is relatively small but two Assassins...it's a gamble. One Fellblade later...and his unit will stick around until the Bell is destroyed.

well i will post what they had here, he wont mind :D

one assassin, had the fell blade potion of strength, the other assassin had the sword of anti heroes

so i was doomed :).

well the only reason why i thought shoot his slaves, would be so that if i could get that unit down to like 25-30 before i engaged it in the flank of ombat, then there is a chance i could break it and overrun.... would of been close.

i also think people might not see it coming, as you say they be like yeah kill a few slaves, but 2 lucky banishment that unit could be nearly half dead....

if he had gutter runners, i think i would of been more aggressive due to the fact i could not rely on my cannons to do all the damage

Offline dseevers1854

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Re: Martin Battle Reports Game 6: Bring on the Rats!!!!
« Reply #24 on: March 13, 2013, 03:47:11 PM »
How was he fielding the Fellblade on an Assassin? That's a 100 point item, and they're capped at 50 points. Is that part of your comp system?

As I mentioned before, I think you did right by avoiding the Bell unit, even after you smashed the bell. My point was that after you took down his Doomwheel, you owned his left flank. Sure, the majority of his points were tied up in his Bell unit, but those Clanrats, slaves, and rat dart were yours for the taking, and you could have taken those points without gambling anything.