Wednesday, June 12, 2013

Davis Doubles – Round 1 – Micah Pierce & John – Vampires & Vampires


For the first mission we rolled up against fellow Guns N’ Warpstone team member Micah.  I believe his planned team mate had cancelled, so today he was rolling with BizarroHammer member John.  John and I had played before at past Davis events.  Nice guy.  The mission was rolled and we are assigned Dawn Attack.  This has the potential to be a horrible mission for Undead, where they need their general in the proper position to move their army with any reasonable speed.  We were informed that even though they were both Vampire Generals, they did not project a march bubble to the other player’s units. 

Master Necromancer, level 4, lore of vampires, dispel scroll, ironcurse icon, talisman of preservation
Master Necromancer, level 4, lore of vampires, lord of the dead, dispel scroll, seed of rebirth

Necromancer, level 1, lore of vampires, book of arkhan
Wight King, fencers blades
Banshee

40 Crypt Ghouls, champion
5 Direwolves
5 Direwolves
20 Zombies, musician, standard bearer
25 Skeletons, spears, standard bearer
25 skeletons, spears, full command, banner of eternal flame
30 zombies, standard bearer and musician

8 Crypt Horrors
Spirit Host
Spirit Host
Spirit Host
24 grave guard, great weapons, full command, banner of the barrows
10 black knights, lances, barding, champion, standard
2 spirit hosts (1 unit)

Terrorgheist

For spells we rolled up harmonic convergence, maw, spinemarrow, bone crusher, and troll guts.  I kept the maw on this roll because I also rolled the panic spell, which with even as bad as maw is, still has less use against vampires (though I kept it every other time I rolled it – not that it did anything).

Their spells were:
Micah – Invocation, Gaze of Nagash, Raise Dead, Vanhells
John – Invocation, Raise Dead, Hellish Vigor and Curse of Years







We rolled off and got the first deployment.  With the randomness we deployed skinks and gnoblars on the left, my two ogre blocks (maneaters behind my block), the rest of the gnoblars and then Chris’ army, being skinks, his characters, more skinks, salamanders, yet more skinks and the last unit of salamanders.  My tusks also sneaked in the on left flank and center.  The Ironblaster went center and back so as not to get an early scream.

They then deployed both the ghouls and the crypt ghouls on the left (separated from the general), Micah’s vampire in the building, the Terrorgheist behind grave guard, skeletons with the other lord, the zombies and then more zombies.  The dogs snuck on the right.  The knights go slap into the center.  They are also able to spread the swarms around their deployment zone.  We then deployed our chameleons behind the center building.  They chose not to vanguard.

They rolled to steal, didn’t and so we went first.



For our first turn we advance, to begin the trek to get the skinks into range.  Also moved we wanted to move the man eaters up so that it can begin to do the work of killing the Terrorgheist and killing vampire lords.  I put a tusk up against the left bridge and behind the center building in the hopes of sneaking them in for a charge on a vampire to put on a few wounds.  We roll a 7PD/4DD magic phase.  I put stubborn and regen on my general’s unit for scream protection (the regen, not the stubborn).  My cannon then fires at the Terrorgheist, picking of a grave guard and then rolling a 1 to wound…fail.



On Vampire turn 1, the knights go for the salamanders but fail to make it.  The wolves on the right fail to charge a unit of skinks, thought they do lose one on the stand and shoot (despite the skinks needing 8s – yay fence).  A 7/5 magic phase has John failing to raise, leaving us able to dispel the last two spells.

On our turn 2, we don’t charge (surprise!).  We roll a 7/7 magic phase.  The pulse kills 1 swarm and puts 3 wounds on another.  I put regeneration on my ogre block and fail to cast bone crusher.  Shooting kills 2 grave guard and 2 dogs and my ironblaster misfires, losing a turn to shoot.



On Vampire turn 2 the zombies charge skinks in the center.  Dogs die off to Stand and Shoot and the chameleons flee from the knights, which redirect to skinks, losing one to stand and shoot and failing the charge.  Some swarms charge.  A 2PD/1DD magic phase as them creating a new 10 man unit of zombies on the right flank.  Banshee kills off a tusk.  Swarms kill 3 skinks, which hold.  Skinks kill 4 zombies but lose 2 skinks.  They also hold.



Our turn 3 and no charges; the chameleons rally.  We move for position.  A 7/6 magic phase has bone brusher failing to wound the Terrorgheist and a scroll being used on regeneration.  Pulse clears the right flank of swarms.  Fail to wound the general with sniper.  Skinks shoot 1 skeleton and we kill 8 zombies.  The combat holds.  Of course my Ironblaster doesn’t shoot… yay 1 grave guard.




On vampire turn 3 my gnoblars kill 1 ghoul on a stand and shoot and 7 die to dangerous terrain (yay trackers!).  skeletons flank another unit of gnoblars.  Knights charge the third unit of gnoblars, losing 2.  Grave guard charge the Ironguts.  A 11/6 magic phase isn’t looking good for us.  We fail to dispel vanhells on the grave guard.  We cube the rest of the phase.  The 2 screams then do 11 wounds to the ironguts, crippling the combat with the grave guard.  Skinks die to zombies which overrun into another unit of skinks on the right flank.  Gnoblars hold to skeletons and knights.  Gnoblars die off to the ghouls, killing 1.  Ogres get slaughtered but hold.


On our turn 4 the Carni slams into the flank of the knights.  The steg goes into the zombies.  The fleeing gnoblars rally.  An 8/6 magic phase gets harmonic onto the carni.  They dispel and use their last scroll on our other spells.  The man eaters once again do nothing.  The Ironblaster attempts to contribute, hitting the Terrorgheist for another 1 to wound… that’s still just a grave guard.  The steg obliterates the zombies, the gnobblars kills some skeletons and die off.  The carni leaves 2 knights, having done enough overkill to do some damage.  My general does a wound to the Wight king but my unit whiffs and dies off leaving just the characters, which hold.

Their turn 4 and our world ends.  The unit of two swarms, that had been swinging around the left flank charges the man eaters.  They flee, and escape.  Gnoblars flee the swarms.  The skellies flank my ogres for static combat.  A 10/7 magic phase and we dispel a heal on the knights.  We fail to dispel the second heal and they go back up to just missing the 2 from way early (sad carni).  The grave guard also regain the half unit we’ve lost.  This effectively erases all we had done in the last two turns.  They also create a unit of 18 zombies in the center of their deployment zone.  Screams kill off the carni and the rider, which panics 2 units of skinks.  My general wounds the king again, though he had been healed in the magic phase.  My BSB dies and then my general gets run down.


Our turn 5 and things are looking bleak.  The Ironblaster charges the flank of the Terrorgheist.  The gnoblars rally.  The man eaters continue to flee.  An 11/6 magic phase has us 6 dicing harmonic on the salamanders in the hopes of killing the general bunker and taking out John’s army.  We kill lots of zombies, but leave 1 in the unit with the characters.  We kill 1 knight as well.  The ironblaster then blows up the Terrorgheist just 4 turns to late.


Their turn 5 and the gnoblars again flee a swarm.  The knights charge the chameleons.  A 9/7 magic phase has them failing gaze, us dispelling and then raising 9 zombies on the 1 man unit.  The scream puts 2 wounds on the iron blaster.  Ironblaster, having over run, flubs but still wins by 1.  The knights flub but the horses win the combat, overrunning the chameleons and panicking a unit in the building.


Our turn 6 and we don’t have much to do.  Gnoblars and man eaters both rally, keeping me in the game but unable to do anything.  A 4/4 magic phase as them dispelling harmonic.  The pulse F’s up zombies with now all the casters in it and we go town trying to kill them and get both generals.  We leave a few zombies unfortunately and seal the loss.  The ironblaster kills some more.


Their turn 6 and the swarms finally get in on the gnoblars.  The grave guard flank the ironblaster.  An 8/6 magic phase lets them get off vanhells on the grave guard.  They then kill the ironblaster and the gnoblars.  The steg and caster die.  We only managed to kill 520 points, having most of our efforts be regrown.  We failed to get our objectives as well.  Rough game.

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