The
Story
The sound came again, and now Marius
was afraid.
A crack – leather, perhaps – followed
by low thunder.
Not a storm. Summer was long past, and no lightening broke the monotony
of snow on snow. Plenty of wind,
but no lightening. Besides, the
wind was in the North, and the sound came out of the East. And there was the glow. Ruddy ochre reflected in every
direction by falling snow.
Crack!
Much closer now. Marius shivered inside his cloak. The thunder came, low and long, like
growling. And now it sounded
almost overhead. Marius clung
close to his lamp.
The wind shifted to the East, and now
carried a sweet smell. Warmer too,
like air from a forge. Marius felt
sweat rise on his hands as he reached for his dagger…
And dropped it as he finally saw the
giant shape of a bull descending from the clouds in fire and fury.
And then the flies came.
After Tamurkhan’s defeat, part of his
shock troop forces managed to fight their way out of the fray. This elite force continues to roam the
wastelands in search of Tamurkhan’s remains. Their new question is to collect Tamurkhan and channel his
essence into another husk. Once
reborn, humanity will be lost.
The storm is growing.
Terrain: All forests are mysterious.
We
roll Blood for our forest and they roll Fungus.
Deployment: Battleline
Special
Rules
Overlord
Trait: (1-2) +1 Wound; (3-4) 5+ Scaly Skin (if already have than reroll armor),
(5-6) Channel (if already than on 5-6).
Overlord’s
Inspiring Presence is increased by 3”.
Bonus
Points
+1 for
control a hill, +3 for controlling 2.
+1 for
killing an enemy wizard
+1 for
killing all enemy wizards
+1 for
killing overlord
The
List
Daemonsmith
Sorcerer, level 2, lore of fire, ruby ring of ruin, dispel scroll
Hobgoblin
khan, giant wolf, shield, spear
Exalted
hero, mark of nurgle, daemonic mount, barding, poisonous slime, soul feeder,
chalice of chaos, charmed shield, opal amulet, sword of might
23
Infernal Guard, musician, banner, standard of discipline, blunderbusses
Chaos
chariot, mark of nurgle
Chaos
chariot, mark of nurgle
Chaos
chariot, mark of nurgle
5
warhounds
5
warhounds
Iron
daemon, steam cannonade
6
Chaos Knights, full command, ensorcelled weapons, mark of nurgle, standard of
discipline
Missed
it at the time (closed lists and didn’t check after), but this list is illegal. Rules prevent the double taking of
magic items and they had two leadership banners. Oh well.
Magic
I
choose spirit leech. Their fire
wizard takes fireball and flame cage.
We both roll the bonus channel on our overlords.
Deployment
They
deploy along the center line, in the center, with just the dogs blocking off
the right flank.
We
respond by spreading out and putting all the chameleons on the left side in
their deployment. We vanguard
strong on the flanks, with my death star moving to play ring around the
building (my bunker being worth not only a lot of our team’s points but also
all of their bonus points.
After
vanguarding we nab the first turn.
This is usually good for me, but it’s not as good for Sean as his skinks
end up losing a turn of shooting.
Turn
1 – Dark Elves/Lizards
We
begin our advance, hard on the edges and softer on the center. Sean didn’t move as aggressively as I
would have liked, especially with the salamanders.
A
magic phase of 5/4 versus 6/1 had us start out with a 4D fireball, putting a
wound on the right chariot. I then
2D soublight on a chariot, which dispel fails. A 3D doom bolt fails to cast.
The
terradons kill 2 dogs with the dark riders killing 1 more. [originally we rolled to panic the
dogs, which failed. The fleeing
took them off the table and panics the dwarves, though not on the table. Then we remembered the dogs were stupid
because of the forest and put it all back.]
The
Bolt thrower does another wound to a chariot with the chameleons putting 1
more. We delete the left dogs.
Turn
1 – Chaos Dwarves/Warriors of Chaos
John
and Matt move in for the counter punch.
The Warrior contingent advances strongly into the center of the table
while the chariots move to cut off angles. The dwarves maneuver for shooting solutions.
A
6 v 3/2 magic phase starts with a 2D ruby ring which we fail to dispel. It kills 3 skinks. A 3D fireball fails.
Shooting
kills 2 chameleons.
Turn
2 – Dark Elves/Lizards
With
the objective to either control the shooting of the dwarves or make him move to
shoot, we move around. The
terradons drop the last 2 dogs. I
think it was a waste, but Sean thought it was the best move to allow the poison
to focus on other targets.
A
6/5 v 6 magic phase starts with a 5D fireball which is dispelled. I then 2D SB on a chariot and 4D Spirit
leach, which then kills the soul blighted chariot. I was hoping for some wounds, not all as it put a lot of our
shooting on the left side out of position. My caster takes a wound from the miscast.
In
shooting the skinks kill a knight.
We also manage to snake out the khan. For a miracle, the solo Exalted Hero fails his panic and
makes him bolt to the board edge.
Turn
2 – Chaos Dwarves/Warriors of Chaos
The
knights charge some skinks. We
hold as could open up a flank on the knights for the bolt thrower, but he fails
the charge. A chariot charges a
unit of chameleons with nowhere to go.
Another
miracle, the overlord fails his rally and goes off the table.
A
mighty 10 v 4/2 magic phase has them starting with a 2D fire ball some
skinks. Sean fails his dispel
attempt, but still no wounds are dealt.
A 6D fire ball fails to cast.
The
tank kills 1 dark rider.
In
combat the unit of chameleons die.
Turn
3 – Dark Elves/Lizards
Move
moving around, gotta keep those shooters moving. Sean gives me control of some of the skinks on the left
flank and I start to use them to control the dwarf movement more directly.
A
3/4 v 6 magic phase has a 4D fireball not doing anything and a 3D soul blight
being dispelled.
In
shooting we put 2 wounds on the iron daemon, 1 wound on the left chariot and 1
more knight. Even with the pretty
flank shot, the bolt thrower can’t roll a dang 3 to hit. I head my opponents make a sigh of
relief on that one, and I can’t blame them.
Turn
3 – Chaos Dwarves/Warriors of Chaos
The
chariot charges the doom fire warlocks.
They hold but he fails. The
second chariot charges a unit of skinks, which flee away.
A
5 v 2/2 magic phase starts with a dispelled 2D ruby ring on dark riders. A 3D medium fireball fails to cast.
The
blunderbuss unit deletes a unit of dark riders.
Turn
4 – Dark Elves/Lizards
The
doom fire warlocks counter charge the chariot as does the Saurus
character. Both make it.
The
skinks fail to rally.
A
3/4 v 5 magic phase starts with a 3D soulblight which draws the scroll. We can’t fireball as the Saurus is in
combat, so I’m not sure why they didn’t just roll 5 dice, but not complaining.
The
salamanders kill 1 knight which fail their panic check. During the last turn, the knights had
reformed to face the bolt thrower and were in easy charge range. The panic puts them past the bolt
thrower with a wonderful flank shot.
We take it and don’t miss this time, cleaning up the unit.
We
also put 3 more wounds on the Iron Daemon, kill 3 dwarves.
In
combat the chariot gets owned.
Turn
4 – Chaos Dwarves/Warriors of Chaos
No
charges, and the dwarves fail their swift reform, denying them a shot. The skinks in his face were really
starting to cause him some grief as he searched for a better target to shoot
at.
An
8 v 3/3 magic phase starts with a 2D ruby ring at the warlocks. We allow it and he kills 2. A 4D fireball gets an irresistible and
deletes a unit of dark riders.
Miscast kills 3 dwarves and ends the phase.
The
tank kills 3 doom fire warlocks.
Turn
5 – Dark Elves/Lizards
We
discuss whether we should charge the doom fire warlocks off the hill into the
dwarves. On the hill we are
controlling a bonus point. Getting
the charge we could kill the wizard and pick up 2 bonus points. We would be forced to take a stand and
shoot, which could go easily or very hard depending on the D3 roll. The points in my unit would easily be
enough to swing the game to them.
They would be steadfast for sure, so we would have to bank on killing
the wizard in combat. It was
possible, but was a huge risk. We
also knew that not getting 100% of the points would put us out of contention
for the overall prize.
We
decided to play it safe, get the win and the bragging rights of going
undefeated versus risking the loss and getting nothing. We didn’t expect to be able to pick up
the overall anyways.
The
skinks rally.
A
7/5 v 6 magic phase has us killing 2 dwarves with the ruby ring. A 4D spirit leach on his general is
dispelled. A 3D soulblight on the
dwarves goes off.
In
shooting the salamanders hit 20 dwarves but only kill 5. He passes his panic. The bolt thrower only kills 2 more.
More
skink fire does manage to shut down the tank, which is just absurd, but it must
be some super metal eating coercive poison.
Turn
5 – Chaos Dwarves/Warriors of Chaos
Dwarves
get another turn as time is being called (means can’t start another
round). He starts off by failing
his reform, denying him a shooting phase.
A
4 v 2/1 magic phase has both a 2D ruby ring and 2D fireball failing.
We
pick up the game, but without full points thanks to not killing the wizard.
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