so, 2000 points, standard pitched battle. This was my 3rd game with the new book, having played 2500 point games against orcs and gobbos (crushing victory for the undead) and mono khorne daemons (crushing defeat for the undead)
i fielded
a level 4 priest with nehek
carrying enkhils canopy and a 4+ ward
a tomb king
with a flail and 2+ flaming ward
a level 2 priest with light
dispel caddy
a necrotect
naked.
60 warriors, full command
40 archers, full command
4 chariots, full command
1 scorpion
necrosphinx with poison
casket of souls
1 catapult
tom had the following
ikit claw
2 level 2 warlocks
2 units of 35ish clanrats with 2 warpfire thrower weapon teams
a unit of around 20-25 plaguemonks with a plague furnace
5 jezzails
a hellpit abomination
2 warp lightning cannons
rolled up spells, my level 4 ended up with desert wind (movement spell), righteous smiting (more attacks/shots), ptra's (?) protection (5+ ward) and dessication (-1 strength and toughness hex)
the level 2 got shems burning gaze and bironas timewarp. woop.
i went first.
my chariots and sphinx were on the right flank and they just bombed forward as toms left flank had all of his artillery on a hill on that side protected by 1 of the clanrat units, i figured with a decent roll at least 1 of those units should hit the clanrats turn 2 and make short work of them allowing me to get at the cannons and snipers behind.
the rest shuffled forward 4 to sit and wait. magic was good, the casket targeted the hellpit but was dispelled, my archers got the extra attack and extra bow shot spell cast on them and the unit of clanrats they were going to aim at got -1 strength and toughness cast on them, then my level 2 fired off a d6 strength 4 flaming hits attack at the hellpit but didnt wound.
shooting, the catapult missed the hellpit, the chariots fired at the clanrats but missed, and my archers unleashed 38 shots at the weakened clanrats causing a slightly disappointing 9 wounds. tom then went on to make 6 of his 9 5+ saves so i only killed 3. wha!?
and with that my turn was done.
tom shuffled his artillery protecting clanrats round a bit to face the two units bearing down on them and everything else went forward. his magic was mostly inneffective, except he cast wither on my big unit of warriors on an 8, i attempted to dispell with my hierophant, so only needed to roll a 4, so i used 2 dice to be sure, and rolled 3. crap. so the whole unit was reduced by a point of touhgness. permanently. with no way of removing it. until the end of the game. great.
the jezzails shot the chariots, causing 2 wounds and the cannons shot at my archers mostly firing wild, 1 misfired which meant it dissipated with no damage the other clipped 1 guy at the back of the unit and killed him.
my turn 2.
the chariots and sphinx were about 17" away from the clanrats so id need to roll a 9 with the chariots to charge and 7 with the sphinx, both of them have swiftstride, so i was confidant. of course i rolled 2 1's and a 2 for the chariot and a 4 a 2 and a 1 for the sphinx. 2 failed charges. ace. nothing else moved.
magic.
i attempted the extra shot spell on the archers but it was dispelled, i attempted the ward save spell and it failed, cant remember if it failed or was dispelled tbh. the casket opened targetting the hellpit and succeeded, he failed his leadership test by 5 by quit a lot but his regen save meant he ended up taking 4, leaving him on 2 wounds. my level 2 attempted a boosted burning gaze to do d6 strength 6 hits on the hellpit to finish him off but failed.
on to shooting.
the catapult again missed the hellpit. boo.
the archers unloaded on the clanrats, they hadnt moved so volley fire meant they had 29 shots and killed 7 this time. not quite enough to cause a panic test however.
toms turn 2.
he attempts to charge my warrior block with his plague monk and furnace unit, needs a 9 but only rolls 5 or 6 so the trundle forward slightly.
the hellpit tries to make it into contact with my hierophant in the archers unit. the hellpit moves 3d6" in a straight line in a direction you choose before rolling and if it hits something it counts as charging. he need about 12 or 13, so it wasnt likely, and he only rolled about 5. phew. another turn to shoot it.
the clanrats on the right flank move forward to get closer to try and unleash a cracks call in the magic phase on my sphinx. initiative test or get removed. eek.
magic.
he goes for cracks call, gets 16. i dispell scroll. phew.
he goes for withering again on my warriors. withering is disgusting. its not a remains in play spell, can be cast multiple times and if the units is reduced to toughness 0 they die.
he gets 15. i think im taking no chances, i need to roll an 11 so throw 4 dice at it. i roll 10. my warriors are toughess 1. ace.
shooting goes a bit better, his cannons off 3 or 4 archers and his warpfire throwers kill 7 or 8 archers, the jezzails pop the chariots again causing another wound, killing 1 chariot. ikit claw attempts to use his 1 shot warpfire thrower to maximum effect, he places the flamer template and rolls an artillery dice to see how far its travels forward. 6. that overshoots most of the unit, it would only hit a couple but ikit gets to reroll it. he does. misfire. he rolls on the warpfire thrower misfire chart. ikit runs 2d6 inches and explodes. killing his other warpfire thrower. whoops. probably shouldve taken the 6.
turn over.
my turn 3
the chariots and sphinx charge the clanrats, i need 6 or 7, both make it. woop.
magic was decent again, i got an extra shot on my archers and a ward save which got 5 or 6 wounds back also, the casket failed to cast on 2 dice.
shooting time.
catapult flings a payload at the hellpit again and hits. 2 to wound. succeeded. he gets no regen as its magical flaming, but he has a 6+ ward against magical attacks. which he rolls and gets a six. ace. its still alive.
the archers unload on the clanrats and kill another rank, theyve not many left.
the chariots and the sphinx mince the clanrats, killing about 15-20 rats in one turn with only 1 or 2 wounds suffered in return. the rats break and run, i pursue and catch them. their failed panic test also causes the jezzails to panic and run of the board and the nearby warpfire thrower. the chariots overrun just short of the nearest cannon but the sphinx barrels right into the side ready to mince it next turn.
toms turn 3, he charges the warriors with his plague unit and his clanrats charge my archers the hellpit tries to hit the hierophant again, needing about 7 i think. he fails. an inch short. doh! that leaves the clanrats high and dry.
magic, he throws six dice at withering, all he needs is a double six and my totally unwounded units of 60 warriors goes poof. he gets a double six. they poof. taking a necrotect and my level 2 with them. not happy. his miscast was pretty kind, he lost a wizard level and the spell he just cast and took a wound. my king is left in combat on his own with remaing toughness 2.
shooting. the cannon tries to hit the casket, its only legal target. but misfires and dies. doh.
combat happens. the king kills 2 guys but dies. the plaguemonk unit causes lots of toughness tests before combat. its dirty. the reform to face the flank of my catapult.
the clanrats were expecting to be co-charging with a hellpit. the didnt so they got minced by the archers and ran, i tried to restrain as if they pursued i wouldved hit the hellpit. they restrain. however, because the clanrats panicked, the hellpit has to take a test aswell, its immune to fear and terror as it causes terror. but its not immune to psych! it fails and runs!
the sphinx fails to cause any wounds on the cannon crew, and the cause none to him. draw.
turn 4.
i remember the scorpion and roll. but get a 2, he doesnt arrive.
the chariots reform on the musician and move back towards the fighting. the archers attempt to reform but fail, they wheel about instead to get some shots on the plaguemonk unit
magic. the casket hits the hellpit and causes a single wound. i reduce the strenth and toughness of the plaguemonks and give my archers more shots. i attempt a boosted desert wind which would touch the chariots, letting them move in further and heal up. its dispelled.
i hit the hellpit with the catapult, wound, he fails his 6+ ward and i roll 1 wound. but hes only got 1 left. success. its down.
i kill a couple of plaguemonks with the archers.
the sphinx does better and minces the cannon crew.
toms turn 4, he charges the catapult, his fleeing clanrats rally and turn around. theyre becoming an annoyance.
no shooting, magic was inneffective as he now has 1 wizard left with only 1 spell and he cant afford to miscast again really. so ive always got enough dispell dice to cancel it.
the monks make short work of the crew and overrun into the casket.
turn 5
the chariots attempt to charge the monks, they make it, the sphinx starts wandering over.
the scorpion arrives behind the monks.
magic, not much happens.
shooting, the clanrats get killed by the archers. combat, i do about 7 wounds, the casket dies, i lose about 3 wounds on the chariots, ive got 1 left and 1 on 1 wound.
toms turn 5.
magic gets dispelled, combat, the monks finish of the chariot and get ready to charge the archers next turn.
last turn.
i consider attempting a long charge with the sphinx and a rear charge with the scorpion but figure id rather just try and magic and shoot them to death.
i go for a boosted dessication, giving the monks -d3 strength and toughness, i succeed with a double 6. i roll the d3. 1. oh well. the hierophant takes a wound from miscast and the phase ends.
i shoot and kill a few more monks. done.
tom charges, no magic happens. the furnace does impact hits, toughness tests and loads of other random stuff, he gets a few attacks on my hierophant causing 2 wounds, i fail 1 of 2 4+ wards and hes dead but combat was close, i lose 1 skeleton. he has no monks left just the furnace.
i roll my leadership tests for crumbling. they all pass. even the LD5 skellies.
ive got the warriors left, the sphinx and the scorpion. hes got the furnace, i win by about 150 points. very narrow victory. yay.
Post game thoughts:
We're both relatively new to 8th and our armies as they are now, that was toms first outing with skaven, so i dont anticipate being able to foolishly lose a quarter of my points to him getting the same spell off 3 times and still win in future.
speaking of which:
dispel withering in future.
the scorpion was poo. doesnt help i forgot him. but hes still just not as good as before, id rather spend those points on..dunno. something. more skellies. maybe a small unit of cavalry.
dispel withering in future!
i really want to squeeze a second catapult in, but it would have to be at the expense of the necrosphinx. might be worth a shout. i could swap the necro for a hierotitan and a 2nd catapult.
DISPEL WITHERING!
No comments:
Post a Comment