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Squeaky's Warhammer Weekend II
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Author:SqueakyMonkey
IP:osh1-618XXXX
Date: 02/23/00 12:02
Game Type: Other
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Report Rating: 6.0, # of Ratings: 1, Max: 6, Min: 6
Lifetime Rating for SqueakyMonkey: 6.6923

Welcome everyone, to another one of my non-StarCraft battle reports. This is my third report in four days, so this will probably be the last for a while. Anyway, to better grasp the game, you'll need the lowdown on the units used:

The map: My kitchen table =]

Team 1: Joe's Skaven (me!),Mark's Khorne Chaos
Team 2: Justin's Undead, Andy's Lizardmen

Rules:

No point restrictions (unlimited army size, yay!)
General dies, player eliminated.

Game Guide:

Skaven:

Giant rat men, using rickety machinery. Absolutly devastating if nothing goes wrong, which rarely happens:

- - Clanrats: The basic stock troops of the skaven army; shitty at best.
- - Plague Monks: Slightly better than clanrats, but not by much.
- - Jezzails: A team of two Skaven operating a large rifle.
- - Gutter Runners: Clanrats who can be deployed behind enemy lines; still shitty.
- - Doomwheel: The hampster wheel from hell, rolls around the table running stuff over. Also shoots lightning.
- - Screaming Bell: A large, magical bell, preferred choice of Grey Seer wizards.
- - Grey Seer: Potent mage, rides screaming bell.
- - Striker: A rat who rings the screaming bell with a giant hammer.
- - Army Standard: Bears the flag of the Skaven Army.
- - Cheiftan: An officer of the Skaven Army; usually a mercenary/warlord with his own troops.
- - Throt: A cheiftan of Clan Moulder; special character.
- - Ikit: The general of my army, a very potent mage. Armed to the teeth with bizarre weapons.
- - Skrolk: Arch-plaguelord of clan Pestilens, commander of the Plague Monks.
- - Snikch: Skilled assassin, my favorite special character; commands Gutter Runners.
- - Vermin Lord: Trans-demensional demon, devastating.
- - Globadiers: Think primitive grenades, ten times as powerful as mustard gas. Now imagine the throwers being 100 times as stupid =]

Khorne Chaos:

The most physically powerful army on the board, also the smallest:

- - Chaos Warriors: Indestructable by normal means; strong, skilled fighters.
- - Chaos Knights: Warriors in horseback.
- - Sorcerer Lord: Chaos mage; very powerful.
- - Arbaal The Undefeated: General of the Chaos Army, very powerful; mounted on a demon.
- - Bloodthirster: The most powerful unit in Warhammer. Probably the favorite target of the game, cannot be destoyed by magic.

Undead:

What do they sound like?

- - Nagash: General of the Undead Army and lord of the undead. Potent mage.
- - Skeletons: Worse than clanrats, but an unlimited supply at Justin's disposal.
- - Wraiths: Terran planes...err...kinda like grim reapers. Cannot be killed by normal means.
- - Krell: Special character, don't know what he's good for.
- - Vlad VonCarstein: Vampire special character.
- - Vampire Lord: Ultra-powerful vampire riding skeletal horse.
- - Liche: An undead wizard.
- - Necromancer: Another wizard.
- - Skull Chuka: A catapult which fires flaming skulls.
- - Carrion Birds: Demons riding dead vultures; shitty.
- - Zombie Dragon: What do you think smart guy?

Lizardmen:

Take a wild guess...

- - Slann-Mage Preist: Affectionatly known as "Froggy," the most powerful wizard in the game. Lizardman General.
- - Oxatol: Chameleon assassin, usually just an annoyance.
- - Tenehuini: Skink riding a horned velociraptor.
- - Skinks: "Skanks" as I call them, tiny lizards carrying bows.
- - Saurus: Big, dumb, slow. The only thing they are good for is getting in the way and absorbing missile fire. Not that I mind =]
- - Skank..err...Skink Shamen: Lizard wizard (teehee), really weak.
- - Kroxigors: Bigger, dumber, slower. Not that I mind =]

- - -

Rule Reference:

- - Flying high: Getting baked and jumping in the cockpit. Err...that's not right. Flying high is when a unit with the ability to fly lifts itself so high off of the ground that it cannot be attacked by units other than those also flying high.
- - Spell/ item inventory: This would be the piles of cards each player keeps indicating the armaments/spells which certain units can use.
- - HtH: Hand to hand combat, when two units have charged each other and are fighting. They may do nothing but fight during this time.
- - Phase: Each turn is divided into four or possibly five phases. The optional phase, set aside for special rules; the moving phase, where regiments and characters may move; the shooting phase, when characters with missile weapons (i.e. bows) may fire; the HtH phase, when units with melee weapons may fight; and the magic phase, when mages can cast spells.
- - Magic: This will take some explaining. Each magic-capable unit may be allocated a certain number of magical spells. Each spell requires a certain amount of power to cast. At the end of each turn, before the magic phase, each player is given a certain number of winds of magic cards. The winds of magic are power cards, which can be combined to cast a spell. There are also dispel cards, which nullify the effects of a spell, and a few varients of dispel. There are two truley coveted cards which may be dealt randomly. The Total Power card, which allows the mage to cast a spell with no power and cannot be destroyed, and the Escape card, which allows the mage, if killed, to return to the table at full health. At the end of the magic phase, all players must get rid of all but one Winds of Magic card. The player may chose this card.

- - -

Now, as of writing that guide, I have just finished the game. This was possibly the gayest game I have ever played. However, I spent a few hours writing that guide, so I might as well post the game. Now it's time to outline the strengths/ weaknesses of each team.

- - -


Team 1:
Strengths: Large armies, more muscle to them.
Weaknesses: Poor tacticians, less experience.

Team 2:
Strengths: More magically adept armies, more experience.
Weaknesses: Outgunned, so to speak.

- - -

Because I do not have access to a digital camera, and I'm not waiting around for my pictures to develop, there will be no pictures for this game. To those of you who dislike text-only reports, run now, save yourself!

The game begins as we set up our armies. Below is a shoddy representation of the map:

Wow, decreasing the quality only a slight bit to save space really screws up the image =[

3:00 PM

Mark and I win the dice roll, and I graciosly allow Mark to go first. He begins by opening up a portal through which he can summon his Bloodthirster Demon. He then declares that he is finished with his turn and I can go. What a waste. We go through the magic phase, in which nothing really important happens.

My turn now. I sent my Doomwheel up towards Justin's front line defense, but it does not reach on that turn. I then begin moving up my bulky Plague Monk regiment to absorb missle fire. The rest of my army hangs back. More magic; nothing good.

Justin's turn now, and he brings up Krell to face the Doomwheel. He does not make on this turn either. Wow, the fun just doesn't stop, does it folks? He also lifts he carrion birds and dragon off of the board, and declares them flying high. Another magic phase, but something good this time. Justin casts a spell called the Black Horror (If memory serves), which rips through my ranks, killing a globadier and five plague monks.

Andy's up, and he reveals his master plan. He has placed his assassin Oxatol behind my Monks, and procedes to kill one with a dart to the neck. No worries though, I'll get him on my next turn. Nothing good magic-wise though.

3:45 PM

Mark's up again, and hopefully he will make a move. Unfortunatly, he simply announces Bloodthirster's prescence on the table, and declares his turn over. Magically though, things take a turn better for Team 1, when the Black Horror spell (which remains on the table in the form of a twister), shifts, and begins a path back into Justin's army.

It's now my turn, and I order the doomwheel to release a lightning bolt at the three nearest enemy units. The result is a missfire, preventing me from firing for the remainder of the game. Damn my bad luck (and rogue-ish good looks). Magic comes and goes, with nothing good happening.

Justin decides a good artilery barrage is in order, and lines up his catapult with my Vermin Lord, who has been rendered immobile due to poor unit placement on my part. But, Justin seems to be having about as much luck as I had, and his catapult missfires, rendering it un-usable for one turn and destroying a crewman. Magic this turn, I decide that my best course of action will be eliminating that dragon from the game. I rummage through some cards, and find an item which prevents anything flying high from landing, but i cannot deploy it until my next turn.

Andy decides to piss me off and charges hero Throt with a regiment of seven saurus. Fortunatly, Throt is well equipped, and kills four of them without any problems. The other three manage to wound him, but he pulls through. Magic-wise, tragedy strikes my army once again. Two Gutter Runners are killed in a hail of arrows from a Skink regiment, and Snikch, my absolute favorite hero, spontaneously combusts with the aid of Andy's froggy. Bastard.

4:15 PM


Mark's up again, and decides that he will move his army up the board, but only a few inches. Once that is all done, he calls me over to conference:

"Quick, Joe, which card do I keep?"

"Well, which ones do you have?" He shows me that he has three cards, a dispel, a power, and the coveted Total Power card. I think I actually jumped a bit, because Andy and Justin just look and each other, and said:

"He must have Total Power."

Mark keeps the Total Power card, and ends his turn.

I'm back up, and not doing very well. I can't think straight, and am making bad tactical errors. I continue to move up my Plague Monks, and lose another to Oxatol. I turn around one of my Jezzails, take aim at the little bastard, and....miss. Damn. In HtH, Throt kills another saurus, and the crew of my doomwheel is killed, leaving in nothing more than a large roadblock. I refure to remove it from the table, arguing that the wheel itself is not dead, and that Justin will simply have to kill it or manuever around it. I'm mean. Magic wise, I don't do much. I forget to deploy the orb which prevents flying units from landing. This will be our downfall in the next turn.

Justin is now clear to engage his evil master plan. From the skies soar the Carrion Birds and Zombie Dragon, who land behind Arbaal, knowing that if Mark is eliminated, then I will not be able to hold up against an assault from two armies. Mark is able to kill the two Carrion Birds, but the Zombie Dragon nearly kills Arbaal. Nothing good in the magic section.


Andy's turn comes around, with nothing good happening. He moves the bulk up his force up the map as far as possible, and we forget HtH with Throt and the Saurus warriors. Magic - nothing once again.

5:00 PM

Mark ducks out to take a phone call, and returns, announcing that he has to go at 5:30. That leaves us enough time for one more round of turns. He moves Bloodthirster up the board as far as possible, in hopes of doing some killing before he is eliminated. He also moves his regiment of warriors forward. Now comes HtH. Arbaal takes the offensive, wounding, but not killing the Dragon. The Dragon does not kill Arbaal with it's claws. I sigh in relief, knowing that my backup plan may work (described below), but then Justin reveals a little used weapon. The Dragon belches a cloud of flies at Arbaal, which envelop and kill him.

I fear all is lost, when Mark brings up a rule. In the event that Arbaal is killed, he will mutate into a Spawn, a hideous twisted creature with no direction or morals. We argue that since Arbaal was not really killed, Mark should not be eliminated until the Spawn is also killed. After a few minutes of debate, Andy and Justin agree that the Spawn will now be the Chaos general. Moving into the magic phase, Mark uses his total power card with Doombolt, a spell, and attacks the Dragon. The Doombolt (kinda like lightnining), does nothing.

Now for my master plan. I have just enough power left to activate one of my Vermin Lord's spells. Skitterleap allows the Vermin Lord to warp to any point on the table where I see fit. I plan to send the Demon between the spawn and dragon, giving Mark a fighting chance. Unfortunatly, both Justin and Andy use Dispel cards and nullify my plan.

5:25 PM

Knowing that his ride will be here at any time, Mark concedes the game, and begin packing up his forces. Knowing that without the power of Bloodthirster to back me up, I cannot win, I also surrender.

- - -

For those of you whom are not familiar with the Warhammer World, I hope that the guides gave you a vague idea of what was going on. It wasn't the best game in the world, but I guess it'll get posted so that you can have a reference to units/ rules.

That just about ends my reporting frenzy for a few weeks, hope you enjoyed.


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