Showing posts with label Skaven. Show all posts
Showing posts with label Skaven. Show all posts

Saturday, November 30, 2013

6500 points WoC v 6500 points Skaven

So this has been...saying a slow year for Warhammer would be an understatement. Spent much of the year playing 8-12 hours of racquetball a week along with spring and summer softball, some biking, a little bit of tennis...and somewhere along the line Warhammer fell off the map.

A recent spate of injuries opened some time...between the torn meniscus in the knee, the pulled hamstring, the tennis elbow in both arms and the torn rotator cuff I don't feel much like all the racquet sports or biking...though I did play racquetball Friday. Kind of felt bad...John is left-handed and I was wrecking him so badly right handed I switched off and played left handed the last 4 games...and won all those, too...

Anyway, I have been painting up models to kill time. And wanted to play a bunch of WoC stuff I had never gotten to play such as my juggernauts, 5 units of Chaos Knights, etc...

 So Kev and I decided to get in a big game.

I used all but I think 2 WoC models I had and it came out to 6500ish when I got them kitted out (6422 before I nudged in a couple extra Marauders). I think he said he proxied a unit but I don't recall which one, he got together the same amount in Skaven goodness and off we went.

Scenario
We actually rolled up battle for the Pass...twice. But since the table is a 12'x4' designed to have 2 games going side by each and since we had such massive armies we agreed to re-roll and got Dawn Deployment. Still crowded and it would result in a couple of my units stuck in corners unable to ever get in action but still fun.

It took us between 45 minutes and an hour to set up. That will happen when one side has something like 21 units and 415 models...and the other has about 18 units and 156 models.

On my left flank I had my chariot which I thought would take it out of the battle with its no march rule and the distance, a shaggoth and a unit of chaos knights.

On the right flank I had Marauder horsemen, 2 more units of knights and my great weapon, khorne marked Corn Thresher unit. They were stacked on each other. My H-Cannon being over there did not help.

But the middle was the worst. I had another Marauder Horsemen, a unit of Forsaken and dogs in the front holding back 2 units of knights, a unit of Juggernauts, Dragon Ogres, a horde of Marauders, and a couple units of warriors marked tzeentch with shield.



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Kev was nearly as crowded...oh, not overall. Counterintuitively, despite haing more units and out-model counting me nearly 3-1 he had more space for units without needing to deploy in depth. BUT...his big (Warpfire?) cannon was blocked by a forest and would have very limited targets, and a couple other batteries were locked on the back row and behind a hill so they could not unleash a Napoleonic Artillery Park barrage.

I was fortunate to get the first turn. I have played Skaven a few times and they have a habit that disturbs me. The strength of my WoC is 2-fold:1, they dish out a TON of punishment with a narrow frontage and 2, they have great armor saves so are tough to bring down.

The Skaven seem to have a ton of no armor saving allowing weapons. Warpfire cannons, Plague monks, plague furnace, poison wind globadiers...it feels like every wound is a death with no save allowed. Not sure I have all the names right and not sure it matters...the FEELING overrides reality and I play based on perception when I have not played in a while and can't be bothered to look up all the little rules for an army.

I based my plan over eliminating his armor-save denial guns. I ran my Marauder horsemen up in front of two weapon teams and positioned my level 4 to do some damage to the Globadiers.

I had designs for the magic phase that abruptly changed. I cast a calm 4-dice Firestorm trying to draw out his dispel dice, then was going to Treason them and then hit them with damage from my other wizard. Except he used a Feedback Scroll...and promptly threw 3 wounds on my only Level 4. Fortunately I ward saved one to live but it changed my entire magic plan.

Meanwhile, he lost a couple globadiers and of course gained Regen 6 from my warpflame rule. That would later come into play.

Shooting; for the Warriors of Chaos this is not traditionally a very good phase. Marauders with throwing axes are fun, though...and each unit took out a weapon team. The only weapon teams with shots in his first turn.

Then the H-cannon fired at his doomwheel. A hit and...uh oh, mis-fire. A 6. Oops...cannot fire again this game. BUT...it does the hit. Boom, got the wound through and it is d6 multiple wounds...rolled a 6. His Doomwheel is gone...and worse yet, something like 3 units and a character all panicked off the board.


So magic does its traditional hurt me more than the opponent but shooting was DEVASTATING. Yeah, so the cannon can't fire again...just means I now have a vicious, unbreakable close combat monster to hand.

Oh, and he had scouts on the left flank I was able to charge with my Knights. Their stand and shoot wounds one, I just need a 2 or better...who needs to eliminate my awesome saves when I will fail that anyway?

No worries, they chew up his scouts and spit them out, overrunning them in one turn into his slaves behind.

His turn he runs the plague furnace into my 4 strong unit of Great Weapon wielding Dragon Ogres. I have been pummeled by that thing before. I hope at least one guy hangs on and I can get help there next turn in the form of a Shaggoth and maybe some Juggers...except I foolishly fled with both Marauder units and thus clogged up my lines. That was rust on my game.


Turns out against tough, multi-wound models the Furnace does fewer wounds. Also turns out a bunch of decent weapon skill, S7 attacks are not good for the furnace. It was gone in one turn leaving a very manageable bunch of rats.

His slaves survive my second turn and even kill off a second Knight. Yes, skaven slaves stand up to Chaos Knights and do a wound.

On turn two I go to draw out his dispel dice with an Infernal Gateway...and get irresistible force. The miscast reduces a level 2 to a level 0. My magic is getting weaker. But I do get the globadiers down to just 3. And then I use my level 4's breath weapon to wipe them out...except the regen saves him.

Meanwhile his Abomination has pinwheeled into my Corn Threshers and his Screaming Bell runs into my 6 strong knights.

Over the next two turns his A-bomb will kill 9 Corn Threshers and make about 10 ward saves or regeneration saves before dying and becoming swarms which occupy another turn. The Screaming Bell only kills one knight but it is turn 5 before it dies, and that is only when the last 3 Corn Threshers join in with their mighty S6 and finish it off.

In the center I have far too much power for him. That opening H-Cannon shot lets me pound 2 and 3 units at a time into his individual units.

The best moment comes when he unleashes some banner with his Plague Monks and gets 24 hits and like 8 or 10 wounds onto my Dragon Ogres, shrinking them to just one guy left.



On the left flank my chariot is having a grand time doing 7 impact hits on his big gun (which to be fair one-shotted a Chaos Spawn...who cares...and missed the much juicier Knight unit) and running it off the table, thus getting the chariott out of the way of his nastiest unit.

So at this point it looks really good for me. He has lost all three war machines and the HPA along with miscellaneous weaker units.He does have 2 units of knights down to 1 wound apiece, my Giant down to 3 wounds remaining, the forsaken down to 2 models and the Dragon Ogre down to 1.

He also had killed my Level 4 at some point, leaving him dominant in the magic phase.

Then comes a key turn. I have 2 knights behind his level 4/Rat Ogre pair. he tries cracks call, I need them alive to kill his wizard so spin all my dispel dice at them.

I should point out I had some great rolls...but I also had 5 "1"s in 8 tries and 0 hits in 5 tries needing a mere 3. Well, this roll with 7 dispel dice totaled something like 12. So it went off...I think it killed one of the knights. Then I used Dispel on something else knowing if he got the 13th off it would be irresistible anyway. He uses his last magic die...and 5 warp tokens. Gets the 13th off without irresistible.

My untouched 12 strong tzeentch warriors bolstered by a level 2 and a Chaos Lord tooled up for close combat becomes 14 clan rats.

Ouch. That hurt. On the bright side, it gave the H-Cannon and Marauder unit a target and they dutifully wiped out the new unit.

Meanwhile the bright, shiny new Juggernaut unit got a brief run. Along with the giant, they did a number on his last meaningful unit on the right or center.





 Then it was time to deal with that pesky 13th-casting mad-man. This is French for "overwhelming force".
By this time the outcome was again looking like a fore-gone conclusion. With just 2 turns left I could run away from his last unit.

I did not.

He briefly looked like he might make me regret it. With Queek, his general and some other model he had so many high I, decent strength, often no save-allowing attacks it looked like the Shaggoth was done for, he dispatched my last dragon ogre and I was in trouble as I fluffed a ton of attacks.

Fortunately the stomps and chariot impact hits won the combat.

In the bottom of the 6th I finished off all the little guys and Queek in a challenge. The Skaven had enough and left the field unchallenged.

And here is the traditional "We survived" photo.

What went right:
Turn one shooting. When that huge hole was ripped in the middle of his lines it allowed me to separate his forces and defeat them in detail, often teaming up 3 or even 4 units against suddenly badly outmatched, outnumbered skaven.

That shot was so crucial; even though he had nearly a 3-1 model advantage, I routinely had a numerical advantage in each combat after that.

Second, the impact hits and stomps were awesome. At least 3 times I got the max impact hits and/or stomps, turning lost combats into devastating wins.

Third, by keeping him from ramping up his ratling guns and warpfire cannons by either having them blocked in by troops or else killed on turn one, two or charged before they could fire when they were uncovered removed his hard counter to my armor advantage.

Fourth, he did plenty of damage but it was separated too widely. I totaled it up after the game and if he could have done 1 - 3 more wounds per unit he would have had another 2000 points. As it was, he wiped out several units but missed wiping out just as many more units by 1,1,1,1,2, and 3 wounds I think. That turned it from a close game into a rout.

5th, but turn 3 I had invalidated or outright destroyed all his war machines and the HPA.

What Went Wrong
Having not played in some time, I forgot key stuff and made juvenile tactical errors...such as fleeing marauder horsemen that A) had served their purpose and B) would have brought him right into my happy zone, allowing turn 2 charges by such potent forces as my Juggernauts, Marauder Horde, and Chaos Knights.

I also had some badly fluffed rolls, though those were balanced out by some really nice rolls.

In other words, not much went wrong. Well, except his #$%^& H-bomb making more Regen saves than it failed. That thing does so much damage in a short amount of time...

Says the guy who rudely tabled his opponent. Apparently the WoC dish out a ton of damage as well...

In the end it was a great afternoon of gaming with a great friend. I can now say I have played the new Warriors of Chaos book, I have used every unit I have and the same thing as every model, and I look forward to a lot more Warhammer in 2014.

Saturday, May 14, 2011

4k Warriors of Chaos versus 4k Skaven

As always, click on the pictures to expand them (and also let you see the stuff cut off by being to the right of what shows)

Lately I have been doing a lot of experimenting. After dozens of games with the Warriors of Chaos, I pretty much know their ins and outs. I like the way they play. I like playing with that army. But I also like to switch it up so I have had a couple games using dwarfs, a couple using High Elfs and even my debut appearance with the Beastmen.

Kev and I wanted to play a big game, and the only army I could do that large without proxying was back to the one I love best, the WoC. I do not mind proxying within reason...frankly, with our groups financial resources and time commitments, it is pretty much a must to keep the game going. But if I can play with or without it, I will go the one route almost every time.

This is mostly for me...so I can keep straight in my own mind which models are where as that determines my tactical options.I tend to forget stuff sometimes and it becomes problematic when I make key mistakes because I forgot which of my units I meant to do something with.

Well, the first time I put the list together, I centered it around Galrauch. I love dragons, but seldom used them in 7th edition as they tended to be pretty over powered. In 8th, I feel fine about using them as they are not nearly as strong (?).

Unfortunately, one of my old bugaboos came back to strike that plan down; modeling. I hate metal models with a passion. Almost impossible to glue together without pinning...which I have yet to successfully do. So I tried to magnetize the wing...and it fell off this morning. So I had to retool the list.

Changing it around to keep a dragon in cost me my beloved Dragon Ogres. On the other hand, I think it came up with a build much stronger than the one with Galrauch.

I knew kev would bring either the Ogres or Skaven. If the Ogres, then I would basically just keep everything within 6" of my BSB and try to keep him from getting impact hits on the charge. If he brought Skaven I would try to get my unit of Chaos Warriors into his H-pit Abomination along with the Shaggoth and hope, and try to stay away from the Doomwheel and Plague Furnace.

He brought the Skaven. then we rolled a classic; the Battle line. I have not played this set-up in 8th yet, so even though it is "old", it is kind of new, too...

I feinted with my set-up, planting some Marauder Horsemen on my extreme right flank. With their Vanguard move and their role as Fast Cavalry, they could get where I needed them when I needed them. Their entire job was to go after anything he had like the Warp Lightning Cannon (present), Jezzails (present), or miscellaneous weapon teams I did not want hitting my knight (present, present, present, present).


By the time we were done setting up he had the Doom Wheel on my extreme left, Jezzails on the right, and kind of spread across the field. I packed in the center. The plan was drive up the middle and, depending on how the battle was going, use a block of tzeentch-marked, hand weapon and shield Chaos Warriors to hold him up while my Knights did the heavy lifting.

Warriors of Chaos....ASSEMBLE
I won the role for first turn. This made me happy.

Warriors of Chaos Turn 1
Perception matters when playing Warhammer. For example, in my various games I have;
1) thrown everything I had at the Abomination, had it kill my character designed specifically to kill the HPA, finally killed it by focusing over 1k points on it...only to have it come back and kill my Shaggoth and a few other things. I fear the HPA
2) Had weapon team after weapon team remove my armor saves. I fear them.
3) Had Queek single-handed wreck a 10-man unit of Knights. I fear him,
4) Had the plague furnace wipe out everything it touches. I fear it.
5) Had the Doomwheel  do mass carnage and only be stopped by a lucky charge with my Knights. I fear it.

So my perception of the Skaven is their specials are unkillable, they do not let me have armor saves, and they are good at putting down the WoC.

So my goals were to keep him from shooting as much as possible, take every shot I could at his tough stuff with magic, and keep as much as possible stubborn.

My Marauder Horsemen thundered forward, one unit planting itself in front of the Jezzails, the other in front of his Warpfire Cannon. I then rolled 12 for power dice.

Usually first turn magic is not so helpful. In this case I had flown my dragon riding General/Lord Wizard up close to him hoping to get lucky and Infernal Gateway his Plague Furnace away. But then I remember the damage Queek has done...Infernal on his Storm Vermin.

I roll 6 dice, do not get irresistible, and he chooses to feedback scroll it. I get 11 hits,  strength 7. Oh, I wish those were reversed...anyhow, I put down 9 Storm Vermin. This is already one of the 2 or 3 best magic phases I have ever had. 

I then get off Pandemonium, his attempt to Dispel fails. I then use my last dice for Flickering Fire at the Warp Lightning Cannon, he again rolls low and I wound it 3 times. Wow. I got everything off. That is the best magic phase I have ever had. And it will only get better.

Time for shooting. I often forget about my throwing axes. I prefer them to javelins because, though their range is shorter, their strength is higher. When I hit I want to wound. And hit I do. All 5 hit the Warp Lightning cannon. Only 1 wound sticks....but that, combined with the Flickering Fire, is enough to get rid of the Warp Lightning Cannon. I do a happy dance.

On the right my shooting is equally good as I hit the Jezzails 4 times, do 2 wounds and he flees. Lots of shooting I will NOT be facing in turn one. I do not even care when the H-cannon scatters wide of anyone.

We both agree this was a tremendously successful turn for me.

Skaven Turn 1
His doom wheel careens towards me a whopping 14". Feeling jealous, the HPA manages a 13" move which crashes into my Marauder Horsemen. Some Storm Vermin come along for fun.

Queek charges my Marauder Horsemen. I am about 4" from him. I can flee, be within range of my BSB, recover and shoot next turn. For one of the few times I can recall, instead of standing, I flee. And my plan falls apart when I flee 7", he charges 11". Oops.

Oh, well, they cost 71 points, they got rid of his deadly 90 point Warp Fire Cannon. I will take that trade. And now Queek is where I want him...not charging me.

His Weapon team with the giant propeller tries to charge the Shaggoth. I am not familiar with that weapon...I thought it was another shooter, but I guess it would have done massive damage. Failed charge is good for me. the jezzails rally. He makes a general advance, time for magic.

He tries wither. I dither about it for a while, counting and recounting his power dice and my dispel dice. With a Dispel Scroll in my back pocket, I stop it.

He attempts Cracks Call...doubles! Miscast! I use Infernal Puppet to modify it to a dimensional cascade, his level 4 disappears, and to add insult to injury...I dispel the spell.

His doomwheel then mis-fires and rolls 15". That takes it off the table. We cannot find rule and decide to make it same as pursuing off table. He is having horrific luck so far...though the 14", 13" and 15" moves on 3d6 kind of tell you he is rolling high...just at the wrong times.

So as you can tell, we were uncertain about one rule. I was dead wrong about another. I had in the back of my head you could not shoot on the turn you garrison a building. You can. His Globadiers unleashed on my Dragon-riding Wizard. Fortunately, of his 13 globes, only 1 wound got through, and that to my Dragon. But it was an unexpected, terrifying wound.

My T6 meant nothing, the ward on my rider was pointless. His globes could put me down with ease.

In close combat, his HPA impact kills 1 Marauder Horsemen, his Assassin another, then he rolls Avalanche of fists, gets 12 hits, 9 actually hit (needing 4s), 6 wound, bye-bye all my fast cavalry in one turn. He is actually winning at this point, 142 points to 90.

Warriors of Chaos Turn 2
I have lots of choices. I am the Warriors of Chaos...there is really only one answer. Charge! This turn I remember to test leadership for my cannon. He fails. And rampages....3". Triple ones. I roll an unbelievable number of those.

I also manage just 3 power dice.I channel another.

As I charge, he chooses to flee with his weapon teams. My Knights fly through and redirect onto his storm vermin. I combo-charge his Queek unit and am uncertain what to do with the dragon. I had declared a charge on that unit, but by choosing a different order kept him out of the combat, I should have flown him away from the globes. I erred.

I get Infernal off with irresistible on the Globadiers. I again roll 11 hits, this time at S8.; 9 Globadiers are no longer with us. I feel better.

My knights in his clan rats on the left do what Knights do, he dies in droves, though he does kill one Knight. He flees, I chase. He runs 6", I chase....5". Grr.

My other Knights and Chaos Warriors also do well. I challenge with my unit champ; Queek fails to kill him when I parry save, everyone else dies, Queek flees, I pursue, and a feared model is no longer with us.

At this point I am feeling pretty good. He is down his general, his BSB, rats are fleeing, and I control the center of the field.

Then again, he still has the Plague Furnace, Doom Wheel, and HPA...all of which I struggle to wound.

Skaven turn 2
I knew I had given my flank with the Chaos Warriors. I hoped to run further. Then again...with a 3+ armors, 5+ ward, I should last a while. I just want to keep his Furnace busy while I wipe out everything else.

His fleeing rats leave the table, the Furnace charges into the Warriors, slaves combo charge me, the Doomwheel moves a more modest amount.

He gets a big number for Withering on the Warriors. I do not dare chance it, I burn my scroll. He then mis-casts with the seer thanks to Pandemonium, I modify it to reduce levels, he is now a level 0. Magic is ruling for me.

The Doomwheel fires and I lose a Chaos Warrior. Well, that is not a terrible outcome. It could have been much worse. For two turns I have lost just one Chaos Warrior total to his Doomwheel.




Well, he gets 6 Impact hits, 5 wound, and my vaunted armor save/ward save combo saves....zero. Zip. Nada.

*Sigh*. I finally get saves...good saves...and whiff on them all. Then his shroud attack wounds 6 more, this time I save....1. 10 Warriors down before I have lifted a weapon.

But the Warriors step up to the plate. I kill 8 of his slaves. None of his plague monks. His slaves get 1 wound through, but this time I save it. then his wrecker ball of doom gets 10 S5 hits off, 7 of them wound, and I save just 3.

Well now. I had 21 Warriors about 30 seconds ago. Now I have 3. That 3+/5+ combo is not so good, is it then?

My BSB being right there lets me stay, being stubborn and all. So, uh...some good news, I guess.

Meanwhile, he had also charged my knights with his rats. I allocate one attack to his unit champ, kill it. Then I do 8 more wounds. The horses kill 4 more. His 20 attacks hit 13 times, wound 7, and I save 5. So yeah...3 knights dead already. Out of 5. He flees, I overrun.

Warriors of Chaos Turn 3
I had about as good of turn one as could be believed, beginning to end. Then his plague furnace and clan rats turned it around. I have a badly damaged unit of knights, an all but dead unit of warriors...who I had counted on holding him up for three or four turns...I was reeling.

It gets even worse when the H-cannon fails his test again and pounds forward about 6". I just have not had good success with that thing.

My Knights, being frenzied, and my Warriors, being dead, combined to now give me a path to attack his Plague Furnace. I had really mixed emotions about this. The furnace is unbreakable, does massive casualties throughout combat, and I have no faith in my ability to take it down no matter how much I throw at it.

Ah, smurf...charge. In go the knights. Shaggoth flanks the slaves. Chaos Warriors flank the slaves. They are going down. The dragon rider charges his last globadier. Might as well.

I remember to roll Wulfrik and his 47 marauders on, they come behind his recovered jezzails.


I roll 3 for power dice again. I whiff on Infernal. I cast Purple Sun towards his Doomwheel but it falls short by 24". Well...it was a long shot, but I had little else to do.

My Sorcerer lord takes care of business and the Globadier heads for the bone pile.

His shroud attack does what it does...kills 2 knights, a chaos warrior and a slave. My BSB kills the Seer on the bell. I am happy.

The knights do 7 wounds. The Chaos Warriors, with little left to attack, swing at the Furnace and manage a wound. Those facing the slaves then kill 4. His Plague monks manage 7 wounds and this time my armor works great, saving 6 of them and my ward the 7th.

The furnace then whacks the warriors thrice, I save none, many more dead.

His slaves explode, killing one of the fresh block of warriors and 2 plague monks.

Skaven turn 3
He charges the Shaggoth with some warlord guy. His clan rats charge the H-cannon. His HPA slams into my general on a dragon.  And then his feared shooting phase opens up.

His doomwheel is out of range, but the jezzails kill a Chaos Warrior. then his weapons teams with the templates each kill 9 Marauders. 18 guys killed in a heartbeat. *GULP*

I am really not liking this right now. His bell could kill my knights, warriors, and other warriors on its own. A 2 or 300 point model is tying up well over 1000. His 230ish point A-bomb is something I expect to kill my 700 point Dragon/Wizard in a couple of turns. I am unsure how the rats/cannon combat will go. And I have nothing left to deal with his doomwheel. I cannot withstand another turn of that lethal shooting with my Marauders.

On the other hand, I have a clear lead at this point. I have the situations I try to set up; I have vastly more force involved in 2 of the 3 combats from a points standpoint. I have an unbreakable unit hopefully holding up another unit for a while. And I have a clear magic advantage.

Close combat is a little better. His assassin and clan rats cannot wound the h-cannon. The cannon kills a couple rats.

His HPA only gets 2 impact hits, 1 wounds, and I ward save that. The Talisman of Preservation/mark of tzeentch combination to give me a 3+ ward is going to be HUGE. I get a wound through with my wizard, even though I get just 1 hit. Wow.

He then gets the flailing fist result, and rolls a whopping 13 attacks. 5 wound....and I ward save all of them. The Dragon hits all 6 times, 4 of them wound, he regenerates two. In just one turn I put 3 wounds on him. I start to feel hope.

The plague furnace kills another knight and warrior with its shroud attack. His Warlord wounds the Shaggoth 3 times, but I somehow save 2. Saves aplenty.

My BSB then wounds the Furnace 2 more times, the knights kill 11 plague monks, my Chaos Warriors kill the last 4 0plague monks, the Shaggoth wounds the Bell, and then I thunderstomp his warlord, but he saves one of the two wounds. The Furnace then hits the big block of warriors 8 times, I take 6 wounds and save just 3.

Warriors of Chaos Turn 4

I move my Sorcerer on disc towards the HPA. I have a vague idea of using the flaming attack on the HPA to stop the regeneration.

My Marauders charge the jezzails who flee but are over-run and I hit his rat ogre thing which dies easily.

I then get Infernal off with irresistible. I do 10 S10 hits. I wound him 9 times. This will be it for the HPA...until he regens 7 of them! He still has 1 wound left. I just...can...not...kill...that...stupid...thing.

The great part is I modify the mis-cast to a 7. He is hit by the template. He is wounded by the template. Do I even need to mention he regenerates it? Stupid unbreakable, unkillable beast.

Meanwhile, the H-cannon decides to get rid of his annoying assassin but can only wound it once, losing a crewman in return.

The Sorcerer then wounds the HPA twice and...wonder of wonders...IT DIES! YES! Victory is mine! There is n stopping me now. It is gone and...what? He rolled a 6? It comes back...with 2 wounds...an inch away and ready to get more impact hits since he gets next turn...NOOOOOOOOOOOOOOOOOOOOOO

There is no stopping that stupid thing.

The bell wounds my Shaggoth. He has no plague monks left. My BSB wounds the Bell twice and the Knights finish it off. Shaggy kills his warlord.

Take that, Skaven rats!

Skaven turn 4
Skaven turn 4
The HPA charges back at my wizard on the dragon. His Doomwheel kills the last Chaos Warrior of my big block with its shooting.

I save his only impact hit. I which at him. He gets the "Avalanche of flesh" attack. Does the HPA ever do a reasonable number of attacks? I fail the I roll but ward it. He hits 7 more times, 6 of which wound, 5 of which I save. The Dragon then puts him down again, doing the 2 necessary wounds.

And he...comes back. As Rat Swarms, this time. Much better.

His Assassin kills another crewman. The Cannon kills the assassin.


Warriors of Chaos Turn 5

Okay,  at this point I am feeling pretty good. His doom wheel is not as tough as the Furnace, which I took down. Sure, I had to use 10 knights, an exalted hero, a shaggoth, some magic, and 31 Chaos Warriors...but I took it down.

I mean, sure, I was throwing as many as 23 S5, 49 S4, and 5 S8 attacks at it for multiple turns...but I took it down. Sure, I lost over 20 chaos warriors and a handful of knights...but I took it down. Sure, I....ah, smurf, who am I kidding. I am not confident in my ability to take down the Doomwheel in the next 2 turns.

At the same time...he cannot do near enough damage. I have wiped out almost his entire army.

The Dragon decided to leave the swarms for the knights, flew over them at his weapon team...which fled. I redirected onto his clan rats. The Knights charge the swarm.

And here comes the whiff factor. The BSB puts 4 wounds on the swarms...but the knights under perform. Completely. Four wounds. Wow, really? Fortunately, the horses do just as much, 4 more wounds, the swarm melts.

The cannon kills another storm vermin after he saves half the wounds.

Now we will see what a Chaos Sorcerer on a Chaos Dragon can do against ranked up Clan Rats. This is the type of situation I typically avoid...I like to combo charge and bring overwhelming force. I do not like things that might be close combats or risking 695 point models without being pretty sure I have the advantage.

However, the game kind of got out of hand a bit. He has done a lot of damage, but it has been spread out. So he has very few points at this juncture. So even if I get hammered, it makes it arguably a better game...and if not, it does not really matter a lot.

Well, all three of the Wizards attacks kill. He strikes before the dragon, but only wounds 1 time, which I duly save. Then the Dragon kills 5 with his breath, 3 with base attacks and 4 with his thunderstomp.

Totally epic. I did a whopping 14 casualties in one round...he cannot stand, I pursue off table, his non-fleeing weapon team breaks. I am duly impressed by the power of the dragon.

Skaven Turn 5
He fails to rally anything, his weapon teams flee off the field.

Shooting will be bad; Shaggy is the closest to his doomwheel, and is immune to the effects,. He tries to restrain. Fails. He fires...or rather, mis-fires. He takes 6 S6 hits. His doomwheel blows itself up.

His last weapon team mis-fires...blows up.

He does manage to put a wound on the H-cannon, though, so at least that went right.

Warriors of Chaos Turn 6
My Knights, being frenzied, must charge. The Scree slope forces dangerous terrain tests. My BSB duly rolls a 1, I do not ward save it. The others all pass.

He kills a Storm Vermin, in a challenge my champ kills his, my other knights kill 2 more, he kill the last Chaos Dwarf, then the cannon kills 4 more. He breaks, runs, flees table.

Skaven Turn 6


Conclusion
Well then. On the one hand, I am really not fond of tabling my opponent. On the other hand, I think Kev takes it better than anyone. And he thought it was an enjoyable game, so I am not going to dwell on that aspect too much.

What went right?

 Well, first off, my plan worked beautifully. His force ended up being split into distinct elements whereas mine was almost all centered and working in concert. As a result, I had 2-1/2 - 1 points advantages at almost every point of contact. This spread my casualties out very well to where I lost just three units despite taking dozens of casualties. Meanwhile, I got rid of some dangerous guys without taking much damage. Queek, I am looking at you here.

Second, I played very well. I can count on one hand the number of mistakes I made: forgot to use the warshrine on turn 1 (minor, not really relevant), forgot to roll LD test for the Cannon on turn one and to roll for Wulfrik on turn 3. I was able to minimize his shooting which let me get into hand to hand before he could whittle me down to manageable sizes.

Third, I had a fair amount of good fortune with lots of irresistible without being harmed by mis-casts, whereas his mis-casts cost him his level 4 and level 2 wizards. I also made a pretty fair number of saves. Of course, that meant he had a lot of attempts to wound me...but that is kind of the point of playing an army based around good saves. To make them. I am often disappointed when I either do not get to attempt saves or fail abnormally large amounts. This game I made a lot of saves and I enjoy that.

Fourth, he had some timely very bad fortune...like his low impact hits, his weapons teams mis-firing on command and his being struck repeatedly by miscasts that were devastating.

Regardless, this was an extremely entertaining game. In retrospect, it was a demolition beginning to end...but for about 4 turns it felt like I was fighting uphill. We had epic, grinding combats that lasted multiple turns. We had crushing charges and stellar defenses.

One great moment was when I smurf-slapped his HPA with 10 S10 hits and laughingly said, "You only need to regen 7 to survive" only to see him do just that. What a great, memorable moment.

Or seeing said A-bomb come back with wounds once and then again as a swarm. It began to feel like I would never be rid of that thing. I just did not know how weak swarms are.

Which leads me to another point. I often point out that person x or y is a better player than I am. Part of that has to do with research.

I don't.

I cannot tell you how many times in the game I had to ask wounds, strength, abilities, etc. of the various Skaven rats. I had no idea they even had a close combat weapon team. As he pointed out, the team had a giant propeller blade...I just thought it was another gun of some sort.

I also had no comprehension of the sheer destructive power of the template guys who nearly wrecked my Marauder horde.

Yet some guys in the group know the 'enemy army" nearly as well as they know their own. This is a valuable skill as it allows you to dictate who you want to fight against who, and when you want them to do so.

Looking back, I should have had everyone attacking the Bell, not the Monks (or Furnace...I actually think it was a screaming bell, not a plague furnace...) from turn one. But thinking I could not touch it, I let it live much too long. Once I got around to attacking it, I killed it in relatively short order. Not knowing the Skaven book very well altered in-game decisions.

So studying the opponent is a valuable tool for improving play. Not knowing them is a handicap. Though not necessarily a game-breaking one. It just makes it a bit tougher.


Overall, this was a very, very entertaining game. I was on pins and needles for 4+ turns....which in a 4k game means for about 5 hours. Great game, great time, thanks for the match, Kev.

Only one thing left to do; Survivor group photo

Monday, September 27, 2010

09/11/10 Battle Report 2500 pts Dark Elves vs. Skaven

09/11/10 Battle Report 2500 pts - Skaven vs. Dark Elves

Scenario
Fixeddice and I wanted to get together since we haven't played each other for a while and agreed on 2500 points before hand. We rolled Scenario 6 for the battle in which 1 player starts out controlling The Watchtower in the center of the table with one garrisoned infantry unit and the other gets the first turn. From turn 4, at the end of each game turn a D6 is rolled and the game turn is added to the dice. As soon as it's 10 or greater, the game ends and the person controlling the tower, or closest to it wins the scenario.

Terrain

For terrain for a total of 7 pieces and thanks to the Encampment of Destruction and the Settlement of Disorder that we rolled we ended up with a Mysterious Forest, and Acropolis of Heroes, a Bane Stone, a Wall, A regular building, a fence, a wizards tower, a watchtower, and a sorcerous portal. That added to Fixeddice's Fozziks folding tower, and the one from the scenario and we had a lot of terrain.







The armies were as follows.

Skaven

Queek Headtaker
Plague Priest – lv. 2 on Furnace with Ruby ring of Ruin. Rolling for Spells got Pestilent Breath and Plague.
Warlock Engineer – lv. 2 with Crack's Call & Warplightning. Warp Condenser.

Warlock Engineer with Howling Warpgale & Warplightning. Warp Condenser

Plaguemonks x30 - Magic Banner of Under Empire. Musician & Standard Bearer
Plaguemonks x30 - Musician & Standard Bearer

Clanrats x 20 with Doom Flayer Weapon Team
Clanrats x 24 with Poison Wind Mortar
Clanrats x25 with Warp Fire Thrower

Jezzails x5
Slaves x20 with Slings

HPA
Doomwheel

Rat Ogres x3 with Packmaster


Dark Elves (going mostly from memory here, so I'm sure I'm leaving something out)
Level 4 Wizard
2-3 Level 2 wizards.
Crossbowmen x 12
Crossbowmen x 30
Witch Elves x6
Witch Elves x6
Harpies x4
Cauldron of Blood
Hydra
RBT
Dark Riders (?) x5
Cold One Knights x6


Deployment
Fixeddice won the roll for control of the tower, placing 12 X-bowmen in there. So I put my 2 units of Plaguemonks in the center with the HPA on their left flank. I placed my General in the unit of Monks that had the Banner and my Plague Priest in the other unit of Monks. The Rat Ogres went on my Extreme left flank across from his bolt thrower which didn't have that great of a LoS due to all the towers. My Doom wheel went to my extreme Right flank across from the Sorcerous Portal. I garrisoned the unit of Clan Rats with the WFT in the Tower that was in My deployment zone along with a WLE and put the other 2 between the Furnace. Sticking my other WLE in the one with more models. The Jezzails were in the middle, mainly to take potshots at his Tower across the board that had his large unit of X-bowmen and his Lv. 4 wizard in it.

Start of Game









Skaven turn 1:
Since I get to go first, I charge my Queek-led unit of Plaguemonks with the banner into the Scenario Watchtower. They make the charge needing only to roll a 7. The close combat kills 8 of his guys, but he kills 4 of mine back. He loses the combat, but doesn't flee the bldg. Everything else just moves pretty much straight forward except the Jezzails, the garrisoned ClanRats and their WFT. The sorcerous portal goes off , sending a Fireball straight to the Doom wheel which takes a wound. Magic doesn't really happen as one WLE is out of range, one doesn't have LoS for the Warplightning and the Plague Priest had all his spells dispelled. Shooting is ok as my Doom wheel Zzzaps 2/5 of his fast cav guys off the table at S10!



Dark Elves turn 1:

His frenzied Witch Elvesx5 have to charge my Furnace as there is a slight chance they will make it as I'm *only* 15” away.. He didn't want to do that so tries to restrain, but fails. Luckily(?) he makes the charge. They die later in CC after killing 3 of my Plaguemonks pushing the Furnace. His magic is pretty successful getting of Final Transmutation on my Queek-led Plaguemonks, killing 4 of them. Flamestorm kills 12 of my Clan Rats, but due to his miscast he loses 2 magic levels on his level 2 wizard which brought up an issue that we couldn't find anything against it in the rules, in which he uses his level 0 wizard to channel power dice. Strange, but it didn't make much of a difference in the end. He had a lot of shooting going on – 50 shots at my HPA to wound it only twice (thanks to getting 4 Regeneration saves) and his Bolt thrower kills one Rat Ogre and puts a wound on the other, causing them to panic and flee. He moves his Dark Riders away from my DoomWheel, moving closer to the middle. (can't remember if it was from panic or not)






Skaven turn 2:
My Queek-led Monks charge The Watchtower again, easily getting across the 1” gap from the previous turn. Close combat kills the rest of his guys controlling The Watchtower and I gain control. I move my HPA into his other unit of Witch Elves and kill 2 with impact hits. The Doomwheel keeps heading toward his CoK, but doesn't reach them. I do kill a few from the zzzap! The HPA dies in combat, but 3 Rat Swarms emerge. My furnace unit charges his hydra and he ends up killing about 8 Monks and my Plague Priest thanks to his Breath Weapon. He easily wins the combat, but I'm unbreakable so I'm not going anywhere. I move my garrisoned unit of Clanrats with a Warlock Engineer out of the tower on my side and move toward the tower with all his X-bowmen in it. The Sorcerous portal buffs my Doomwheel with something that never was used, so I forget. I charge his Dark Riders with my ClanRats who took the Flamestorm earlier, I lose a few, but end up defeating them and they flee. My magic was pretty uneventful. I think I may have killed 2-3 of his garrisoned X-bowmen with Warp Lightning, but that's about it.





Dark Elves turn 2:
His cold Ones charge the Doomwheel. His Witchelves charge the swarms (killing them in CC and Combat Resolution and only losing 1 in the process.) and his harpies charge my Fleeing Rat Ogres. The Rat Ogres somehow dodge his charge as he rolls a massive 4. However Dangerous Terrain tests put two more wounds on the unit, killing off another Rat Ogre. He rallies his Dark Riders and the maneuver toward my Jezzails. His Magic (Transmutation again?) kills 8 of my Monks garrisoned in The Tower. Another 50 shots from his garrisoned X-bowmen into The Watchtower kills 1 more plaguemonk. The massive Hydra/Furnace battle continues as he kills a few more Monks.






Skaven Turn 3:
I move my clanrats closer toward his garrisoned X-bowmen. Due to my Doomwheel being closer to my other unit of Clanrats than any of his units, I end up killing off 3 more them. My magic does nothing in this phase. Same with shooting from my Poison Wind Globadier. Close combat sees my Furnace kill off more Plaguemonks than his Hydra thanks to a misfire. My Doom Flayer charges his Cold Ones in the flank, but dies before he gets to do anything, however, the Doom Wheel grinds them down and finishes them off, mostly due to the Sorcerous Portal as it buffs my Doomwheel again with Wyssans Wildform. Unfortunately, the Hydra kills off my Furnace after an epic battle.





Dark Elves Turn 3:
His Harpies charge my Jezzails who only end up losing 1, but that's enough for a panic test and they do. ...Panic that is. They flee through to the far side of the bldg. His magic was pretty good rolling a 20 on 5-6 dice for Transmutation, but luckily I was able to roll all my Dispel dice and pull a 22. The Sorcerous Portal on His turn buffs my Doom Wheel with Speed of Light. His Witch Elves who killed my HPA earlier, charge my Warpfire Thrower who Stands and Shoots arcing right over them and pulling up just short of hitting one of is mages. They were something like 9” away and I rolled a 10 for the distance the flame arcs.




Skaven Turn 4:
I rally my Ogres a mere 3-4 inches from the table edge. My Clanrats finally can charge his garrison He hits 17/19 shots and wounds 10. I however scoff at that and save 8 (picture only shows 7) of them needing 5+! Woo hoo! I doubt will never get as good a save roll ever again. He takes 2 wounds in Close Combat and doesn't wound back, tying the combat and holding on to that watchtower. Nothing else was in any position to do anything so I simply moved my surviving units closer to The Watchtower.






Dark Elves turn 4:
His fast cavalry runs down my fleeing Jezzails. He tries to cast a spell on my Doom Wheel but fails to meet the casting cost. His shooting puts a wound on my remaining Rat Ogre. His Magic kills 1 more monk holding The Watchtower leaving me with something like Queek and 4-5 Plaguemonks defending it. The turn ends and just as we prepare for turn 5, I roll the dice per the Scenario. I get a 6 and that added to turn 4 Totals 10 and ends the game with me controlling the tower. News of our victory squeaks and chitters it's way through the tunnels of the Skaven who celebrate joyously!


Neither of us expected that result. I was expecting to lose on the next turn as he was maneuvering a few units to mop up my monks defending The Tower. and I couldn't throw all that much at actually controlling it. We decide to play another turn and see how the game would have turned around and probably given him the win instead, and boy were we wrong. Between miscasting, losing a few dice rolls and all around bad luck, Fixeddice ended up being much worse off than before. Complete shock to both of us.

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