Not really sure how to insert pics from BR server- need help. Welcome to HFB's second battle report!
Hello, little Dwarflings, sit around the fire and hear me tell tales of the battle of Hershmoth, in the land of Sylvania, the land of the Vampire Counts. This battle was of an unholy alliance between te Lizardmen and Chaos, Mortal enemies at best. Their enemie were the Orcs and Goblins of Waaaaaaaaagh! Gotsgret, and the undead at the command of the lowly esteemed Count Vandersnatcht. It was a dark night…
Yeah, yeah, well anyways, This is the battle report of… dun dun dun, WARHAMMER FANTASY! I’m so sorry to tell you, lovers of 40k, that next battle report will also be Fantasy, but fear not, for it shall be short. And fun, because it will be for Skull Pass, and rather introductory. And since I am new at this sort of thing, I will be playing it with a real beginner. After that, I’ll treat you to a battle report against a good player, a full battle report that doesn’t end because of so and so, and has pictures! After that I think I will do an Oblivion report. Then I will do- hmmmm, not sure. But make sure to tell me what you would like.
I have recently started a Nurgle Hordes of Chaos army, simply because I wanted to try a new game system.
So Anyways, It is Lizardmen and Chaos, versus Vampir Counts and Orcs and Goblins
Waaaaaaaaaaaaaaaaaagh!
!!On with the battle!!
HORDES OF CHAOS: NURGLE
Heroes Exalted Champion of Nurgle- flail, mark of nurgle. 172 points
Core- 5 Knights of Chaos- Mark of Nurgle, Chosen status, Full Command. 275 points.
Marauders- 16 Maurauders- Shields, light armour, flails.
LIZARDMEN
Heroes- Skink Priest- Level 2, dispel scroll, power stone, lore of the heavens.
Core- 15 skinks, blowpipes, skirmishers.
15 Saurus Warriors, Full Command, hand weapon and shield.
Special- 8 Saurus Cold One Cavalry, Full Command.
2 Jungle Swarms.
Our main plan was to stay away from the Goblin Fanatics using the skinks as a screen for my Chosen Chaos Knights of Nurgle. Other than that, my Lord would use his strength 8 goodness to do some chariot cracking.
(( Chariots usually have toughness 5, 4 wounds, and 4+ armor saves. When chariots charge, they get D6 impact hits. This can be pretty nasty. However When something strength 7 or higher wounds a chariot, the Chariot splinters into many fragments.))
Deployment. We lost the deployment roll. Our opponents ended up crowding their left flank with all of the Vampire Counts, while the Orcs supported them with a chariot that carried their leader, and held the rest of the line.
We however, won the turn roll.
CHAOS AND LIZARDMEN TURN ONE
My Chosen Knights moved up right behind the skinks. I carefully judged the distance of both of the chariot charges- for the marauders, and for the Saurus cavalry. The Saurus Warriors, Jungle swarms, and skink priest moved up. There was no shooting. However, for magic, we rolled for our spell choice for the rest of the game and got the best of the spell choices. We failed to cast our second spell, and our first did little: The second sign of Amul gave us three rerolls. We ended up using these on the second spell, and still failing.
VAMPIRE COUNTS AND ORCS AND GOBLINS TURN ONE
The Chariots both charged. The one that succeeded was the one that charged my Lord’s Unit. Hehehe. The other missed the Saurus cavalry. We would get the charge. However, the night goblins moved up and released their Fanatics. I had thought that my Chaos Knights were fine behind the skinks, but one Fanatic made it through, easily killing all of the Chaos Knights. The skinks were hit by two Fanatics, and only one remained standing. He ran away, never to come back again. You would too, if that happened to you.
In the magic phase we utterly stopped them cold, dispelling everything they cast, like
In the shooting phase, the only people to do anything were the Orc archers, who fired, yet caused no damage. In the combat phase, the chariot rolled a one for impact rolls, yet had a plus one modifier because of spiked wheels. Both of the impact hits wounded killing two marauders. The boars pulling the chariot killed another. Roaring in challenge, my lord brought his mace down on the chariot, splintering it. My Marauder unit then moved forward.
LIZARDMEN AND CHAOS TURN TWO
In the movement phase, my Marauders and lord angled around for a charge on the orc boys next turn. The Saurus cavalry charged the Orc War boss in his chariot. The Saurus Warriors and Jungle Swarms charged the Ghouls and Vampire Thrall. In the magic phase, we cast the Comet of Casanova, yet it was dispelled by a dispel scroll. Curses! In Combat, the Saurus cavalry did nothing, yet tied combat because of the banner and musician it had. The Lizardmen fought bravely, cutting down six ghouls. The Jungle Swarms wounded the Strigoi Vampire Thrall once. The Thrall struck back, and with his hatred rerolls, killed three Saurus Warriors. The Ghouls killed one more. It turned out we won the combat barely, by one, thanks to the banner and musician. Wow, taking Full command changes everything.
Unit Standard Bearers and Musicians: Standards help a unit out by increasing combat resolution by one. Musicians break ties in combat. In some articles, Generals dissuade using Musicians. However, paying a mite more for an edge in combat is more than worth it.
To my teammate and its greatest surprise, The Vampire thrall and Ghouls ran away, and were run down by the Saurus Warriors! Wow! The Saurus Warriors moved 2D6 ahead hitting the skeleton unit. The Jungle Swarms hit the skellies in the side, spelling disaster for them.
To be charged in the flank is bad, because you lose your rank bonus. This in turn can lead to bad things, like running away and getting run down. However, undead don’t run away. Ghouls do. And so do ‘Counts.
This round of combat, the Saurus Cavalry inflicted a wound upon the chariot while the War boss killed one more Saurus Cavalier. This turn, since one wound had been inflicted by the Saurus, The Orcs and the War boss lost the Combat, fled, and were run down. WOW! Very good for us! This once again proves how important it is to take a musician.
VAMPIRE COUNTS AND ORCS AND GOBLINS TURN 2
More or less, the only thing that happened was that the goblin fanatics ran into my Marauder unit, though I did survive.
So far, the game had taken over three hours, and the three other people had to go. When we counted up the Victory points, it showed that we were ahead by 70 victory points but not enough to win.
Conclusion: I will never again make the mistake of sticking Chaos Knights anywhere near goblin fanatics, though drawing out fanatics with skinks is a good idea.
See you next time- Goblins vs. Dwarfs: Battle for Skull Pass- with pictures, I promise!
-HIVE FLEET BEHEMOTH