tiistai 26. heinäkuuta 2016

Against the Skaven

What a wonderful gaming day I had a couple of nights ago. Not only got I to play another game of WFB 3rd edition but I also had the pleasure to meet a fellow oldhammerer whom I had only met online before. And this was also the very first time for me to play any version of WFB against the skaven.

We agreed on playing a few months ago when I had my vacation plans figured out. 2000 points, unmodified 3rd edition rules, game breaking spells banned. We also decided to have a 50% break point which means that the game would end when one army has lost 50% of it's point value in units of characters. Destroyed or routed. Units would be treated as whole so individual warriors within a unit are not counted.

My opponent had prepared the battlefield and let me choose the table edge. I took the side that had a small wheat field furthest to left, a forest in the middle, a couple of buildings and another field on the right.
Looking from my point of view skaven side had a hill on the left, some woods in the middle and a farmhouse with fields and wall on the right.



 
The battle field


 I set up first. From left to right my units were:
- bolt battery
- ship company, 9 troopers inc. standard and musician, light armor, shield, long bow, hand weapons, led by lvl10 hero with hail of doom arrow
- bolt battery
- 5 scouts, hand weapons, long bows, shields
- 12 archers, inc. standard and musician, longbow, light armor
- 8 wardancers, two handed weapons
- 19 guards, inc. standard, sacred standard, light armor, halberds, led by lvl20 prinze, arcane light armor, magic sword: hellhoned, mighty strike, parasitic blade
- 7 shore riders, spear, bow, shield, led by lvl10 hero, seeking arrows, spell shield
- lvl15 wizard on horse

 
View down the elf line from elven left flank.

Then the skaven army took positions. From left to right there were:
- a jezzail team
- a poisoned wind globadier
- warp fire thrower team
- 6 gutter runners, hand weapons, throwing stars
- 19 clanrats, inc. standard and musician, spears, light armor, shield, iron hard skin, great fangs, led by lvl15 wizard, spear, snake tail
- 19 stormvermins inc. banner and musician light armor, two handed weapons, relic banner, led by lvl10 hero
- 49 skaven slaves inc. banner and musician, led by lvl5 champion, 2 blague cencer bearers hidden
- warp fire thrower
- poison wind globadier
- 6 gutter runners, slings
- 34 clanrats inc. standard and musician, light armor, shield, led by lvl20 sewertyrant, hellhoned magic sword, spell shield, army standard bearer lvl5 champion, relic banner, war banner
- 6 rat ogres with 3 handlers
- jezzail team
- a summoned undead hero



The skaven set up with their right flank nearest in picture.
 

Seeing the rat horde spread out in front of me really made me nervous. The skaven outnumbered my elves by more than 2:1.

Weapons teams and gutter runners hide in the shadows of a farm.

ROUND 1

I won the roll for initiative and chose to go first. Wardancers rushed forward from between the two building on my right flank. Guards and shore riders advanced a little. Everyone else prepared themselves for shooting.
In shooting phase first blood was drawn as one of the bolt batteries killed a rat ogre.
On the right flank shore riders tried to take down the jezzail team lurking between two buildings but failed to wound. My wizard cast a fireball against that same team but did not cause damage.

The skaven line started a general advance. The skirmishers in the middle occupied the forest in front of them and the other gutter runners moved behind the farm buildings.

Both jezzails fired but did not hit. A single wardancer was scorched by skaven wizard´s fireball.


The elven right flank watches as the skaven are advancing.
 
 
Skaven line hurries towards the elves.
 

ROUND 2

Most of the elves held their position. Wardancers moved now in to the open area between the buildings. Shore riders advenced a little and guards wheeled a bit to the left to better face the stormvermin and clanrats.

Missile fire from shore riders killed the jezzail team that was taking cover between the farm buildings. The shore riders´ leader took out the warp fire thrower team with a magical missile. On left flank bolt throwers continued to fire against the rat ogres and scored one wound. Marines and scouts shot at the skaven general´s clan rat unit which lost a few fighters. Archers killed seven slaves with their arrows.

Now that the ranged threat agains him was neutralized the elf wizard cast a wind blast spell from his elevated position against the storm vermin.



With both jezzail and warp fire thrower team taken out
the elven right can now breathe a little easier.
 
 
The skaven continued to move forward. The stormvermin failed their strenght test and could not move. The skaven right flank with rat ogres, clanrats and slaves were getting pretty close to elven lines and might be able to charge next turn. The skaven slaves came to 8" range of elven archers and two plague cencer bearers were released. The first one hit home and killed five elves but the other was left spinning in between the two units. Despite heavy casualties the archers´ morale held.
 
 
The lone jezzail on skaven right flank shot at bolt thrower crew but missed. Skaven wizard cast a mystic mist in front of shore riders and wardancers were left inside the mist.
 
The spell was originally directed so that it would affect also the guard. But as they had a sacred standard we ruled that the spell would not affect them and the template would be moved so that it would not cover that unit.
 
The skaven are closing in on elven left flank.
 
 
Plague senser bearer wrecks havoc in archer lines. 

Mystic mist will hinder elven movement.

 
 
ROUND 3
 
My shore riders marched backwards to get out of the mist and guard held it´s position. Wardancers moved so that they would be able to get out of the mist next turn. On my left there was no movement as everyone prepared to shoot.
 
The ship company´s marines shot at rat orges. Their leader had a hail of doom arrow and a total of 15 hits were scored. I was lucky to kill all three beast handlers which meant that the rat ogres would head home on their next movement phase. A couple of clanrats from skaven general´s unit were shot too.
 
As we ruled that the elf wizard would not be able to see through the mystic mist and there fore could not maintain the wind blast he used fire ball against the gutter runners now behind the farm wall and killed one.
 
 
The rat ogres head home as their handlers are killed by ship company´s shooting.
 
 
With wind blast gone the storm vermins charge the elven guard. On the other flank ship Company and the bolt thrower crew on their right side are charged by the clan rats. The plague senser bearer who killed five elves last turn now lost his direction hitting a building wall and killing himself. The other bearer moved sideways and clear the lane between elf archers and skaven slaves. The gutter runners on the far left cleared the farm wall and prepared to meet the wardancers.
 
For the first time in this game a warp fire thrower shoots and hits a scout in the forest. The scout was killed on the spot. Jezzail fire was once again inaccurate. A wardancer was killed by shooting stars thrown by gutter runners.
 
The combat between elf guard and stormvermin was a pretty uneventfull melee. Elf general scored a wound against the skaven hero stealing an attack from him but no other wounds were caused. The skaven ost the combat by one point and were pushed back.
 
On other flank ship company´s captain was killed by skaven general and one bolt thrower crew member was lost resulting in a push back.
 
 The clan rats charge.
 
And so do the stormvermins too.
 
 
ROUND 4
 
 
I decided to take my chances and charged skaven slaves with my remaining seven archers and four scouts. Against all odds the slaves did not panic despite being charges to both front and flank. Wardancers charged the gutter runners and went into whirling death mode.
 
First there was some gutter runners....
 
The only shooting that occurred was a point blank range hit by the bolt thrower farthest to the left against the summoned undead hero who was sent back to grave.
 
In close combat three stormvermins were killed and no elves lost. Push back but not enough casualties yet to force a panic test. On the marines and bolt thrower crew vs. skaven general and his clan rats a couple of elves were killed. They were pushed back and had to test for breaking. The lone crewman lost his nerve and was free hacked down but the marines held.
 
A couple of skaven slaves were killed but their sheer number meant that they won the combat against scouts and archers. Pushed back the archers took a panic test but passed.
 
Wardancers slaughtered the gutter runners without breaking a sweat.
 
...but then there was none.
 
A poisoned wind globadier had moved in front of the other clan rat unit and elf wizard cast a wind blast against him. That would keep him from throwing his globes and also keep the clan rat unit from moving forward to help the stormvermin.
 
Scouts and archers battle with skaven slaves.
 
The wind blast struck globadier took a risk and moved backwards through the clan rat unit behind him. The move succeeded but now the clan rats were affected by the spell.
 
The jezzail team finally hit the bolt thrower and killed a crewman. His comrades broke and fled of the battle field. The marines next to them did not panic. In close combat they unsuprisingly lost again but refused to break. And again the skaven slaves won against scouts and archers but elven morale was high. The remaining senser bearer head away from the melee towards the elven board edge.
 
A single stormvermin was killed taking them past 25% loss point. They could not hit the elves and were pushed back yet again. They passed their break test but how long would they last agains such pressure.
 
The elf wizard had been left to exposed position and skave wizard hit him with a fire ball. He was very badly wounded but was able to continue.
 
Clan rats are held in place by wind blast and can´t help the stormvermins.
 
 
ROUND 5
 
There was very little movement as most of the elf units were in combat. Wardancers moved towards clan rats and I took my wizard to better cover. There was no shooting.
 
 
The close combat between stormvermins and elf guards proved to be decisive. After losing yet another round of combat the elite skaven broke. The wave of panic spread through the skaven army and after all the checks were done the only units still not running were the two clan rat units and a jezzail team. By our rules the skaven army was beyond the 50% break point and the battle was over.
 
Panic spreads through skaven lines and triuphant elves pursue.
 
 
It was a great battle to play and a were different opponent than the dwares I´ve been playing against. I did not really understand how low the skaven´s LD and CL are before this. My battle plan was to shoot and hold positions on one flank and to advance on the other. I got lucky with my shooting as I neutralized the rat ogres and high elven morale meant that the skav general´s unit was tied for a long time and could not interfere with what was happening near the farm.
 
Taking out the jezzail and warp flame thrower was essential to my right flank´s plans. The mystic mist partially messed up my advance as my cavalry could not do anything after that spell being cast. That was mostly my own bad us of troops as I should have redirected them to the other side of battle field. Now they just stood and waited for the mist to dissolve.
 
A BIG thank you for my opponent who let me to his home to play and set up his wonderful pieces of scenery to a gaming board. Really hoping to have a rematch some day. Here are just a couple of shots of his beautiful army and scenery:
 
Rat ogres 

A poisen wind globadier by cross roads







sunnuntai 17. heinäkuuta 2016

Elf baggage train WIP part 2

This week I´ve been to a sports camp with my son which means that I haven´t have much time to paint. But now I´m back home and have started to put the baggage train together. At the moment I have the Turnkey Miniatures´ elf villagers set, a simple mdf cart and some simple soldier´s tents.

I got mail from a reader who sent me pictures of a baggage train for a game called Impetus. They worked well as inspirational material and gave me some thoughs about how to move on with my project.

I decided to make a 6" x 8" cardboard base on which I will mount the carts and tents. The minis will not be glued on the base as I want to be able to move them. The base size will match the rules for a 2000 point army´s baggage train.

So far I´ve completed three minis and started working on a cart.

A tent (in base color), three civilians and a cart (in base color).

 An elf lady with a pet bird.

An elf woman carrying some groceries.


 A warmachine engineer with a spare part to a bolt thrower.


Two tents, the completed minis and a cart on a 6" x 8" cardboard base.

I am going to add an another cart (perhaps a water cart), seven civilians and a horse/mule or two. I might switch to present cart for another as I feel that the one I have now is a bit largeish compared to the elf minis. And the base itself will eventually get painted and flocked.

And to end this posting hera are some inspirational pictures sent by a reader. Really hoping to get my baggage train to this level.






lauantai 9. heinäkuuta 2016

Janarion strikes back - part 3 - Battle report - Rounds 7--12

This is the last part of this battle report. Click this if you want to read about the troops involved and the set up and this if you want to go throught rounds 1-6.



ROUND 7

To stop Juggo from intervening with what´s happening in the center Janarion charges him (I would regret this later...). Juggo passes his fear check and is not afraid of a spectre. The guards with Prinze charge the warriors already in combat with the shore riders.

Janarion loses his combat agains Juggo. He loses two wounds and is pushed back but stays in battle despite the following instability test. The guard sing the hymn of hatred and smash into the dwarf warriors. The dwarf hero is hacked mercilessly down by the elf general and several warriors fall too. This is too much for the survivors who turn their backs and run. The shore riders manage to restrain their horses and do not pursue but the guards in their hatred of dwarfs go after the fleeing survivors.

Both bolt throwers miss their targets but the scouts manage to take out one of the flame thrower teams advancing near them. Once again Eachotah is behind friendly troops and can´t use the lightning bolt (that was pretty much the only usefull spell I had).

In reserve phase shore riders changed their ranks to face the middle of the battle field where another unit of dwarf warriors was getting dangerously close.

Fleeing dwarf warriors ran out of board and the elf guard stopped at the table adge. They would have to spend their next movement phase reforming. Warriors and hammeres moved forward again. The warriors would be in position to charge the shore riders next turn. The hammerers would go after the elven general and his guards. The flame cannon crew makes a risky move and turns their cannon to face the elf guards now unformed at the edge of the table.

In close combat Juggo banishes Janarion back to the grave. No one is able to shoot and reserve phase sees some positioning on warriors and hammerers preparing to finally get their hands on the elves.


Round 7 - dwarf turn after movement phase. Juggo is about to
strike down Janarion and warriors are just getting in charge range of the shore riders.

ROUND 8

The guards reformed themselves at the board edge. The shore riders now directly in front of dwarf warriors decided that it was not time to take risks and trotted out of harms way. The wardancers who had been mostly playing hide and seeks with the giant slayers now emerged from the forest the threaten the dwarf warrior´s flank. Ship company reached the combat area and would be able to harrash the dwarven flanks or rear.

Remaining flame thrower crew got themselves shot by the scouts.

Now with their rank in good order guards turned to face Juggo who would be in charge range next round. A lightning bolt hit dwarf warriors charring a trooper.

Juggo was not in range of the guards but moved closer preparing sell his life with his price. The warriors wheeled and marched to the shore riders direction while the hammerers veered left to meet with the elven guards.The giant slayers tried to come out of the woods to prevent the wardancers from charging the warriors of hammerers in the back.

No shooting as flame cannon was building up pressure.




Situation on round 8 before dwarven reserve phase. (Note that some elven
horses are without riders. I really need to put magnets on them because they seem to be
falling off all the time).
ROUND 9
Elven general and his guards charge Juggo. Other elves move in better positions to attack dwarf warrior unit now in front of both shore riders and wardancers. Ship company and scouts prepare to meet the giant slayers emerging from the woods.
Juggo survives the first round of combat without losing a wound and kills two elven guards. He still loses the combat and is pushed back towards the flame cannon that is starting to be a bit too close for comfort...
One giant slayer is killed by missile fire but his comrades don´t mind.
The dwarves are desperately trying to get their hands on the elves but are now in danger of being completely circled. Some movement happens as hammerers go after elven guards and warriors head for shore riders. Giant slayers are out of the woods and turn for ship company.
Juggo survives again but is pushed back and surrounded by elves who now begin to get free hacks agains him.
End of round 9.

ROUND 10

The warriors are charged by shore riders and wardancers. Despite being charged both in the front and side/back the do not panic. Wardancers go into whirling death mode and all together three warriors are killed. The dwarf hero challeges the shore rider´s leader who is wounded once. The elves win the combat and push back the dwarves. Juggo is killed by stabbing elven spears.

Some shots are fired at giant slayers but they cause no damage.

The guards move closer to the flame cannon to get inside it´s minimum range (this was not a good time to forget about Hymn of hate as you will see later).

Expecting the guards to turn around the hammerers continued chasing them. Giant slayers charge the ship company and go into frenzy (they rolled 11).

In melee the elf hero leading the shore riders is killed as are a couple of dwarves which means that the combat is drawn. No more bonuses for following up. No wounds are caused in the combat between the giant slayers and ship company. Ship company wins the combat because of their standard and push back the dwarves.


Alone and surrounded Juggo is killed.

ROUND 11

Well - the guards were under the influence of hymn of hate and therefore hated all dwarves. And now the flame cannon crew were in their charge range which meant that they had to charge them. The crew was quick to wire the cannon and run. KABOOM! Timing was perfect. The cannon blew up just as the elves reached it´s position. Prinze Caimead and four guardsmen were blown to pieces. Unable to reach the dwarves the charge stopped and unit became unformed. But the guardsmen refused to panic even though their general was mutilated beyond recognition.
As the melee against dwarf warriors was not going as well as intented Eachotah decided it was time for him to get his hands dirty and charged in. Wardancers cut down four dwarves but two shore riders were lost. Surrounded the dwarves had no place be pushed back but their morale held.

The last two giant slayers were taken care of by ship company captain.

Seeing the disorganized elven guards in front of them the hammerers hurried closer. They would surely be able to charge next turn. On the other side of the battlefield wardancers continued to take down dwarves who now broke and were hacked to pieces.

Fiery death for Prinze Caimead as wired flame cannon blows up.
 The last dwarf warriors break and are hacked down.
ROUND 12
The elven guards reform as does allmost everyone on elf side after being in combat and pursuing the enemy.
On reserve phase ranks are reorganized and some movement happens.
The hammerers finally get to charge someone and in the following combat the slaughter now leaderless guards but can´t break them as both sides hate each other.
At this point we decided it was enough. The hammerers would decimate the guards without the elves being able to intervene. We declared the guards lost and the hammerers would be able to escape leaving the dwarf general alive.
 The situation in the beginning of the last turn. Elven guard is
just out of picture to the left.
AFTERMATH
The casualties on both sides were high but it was the dwarves who had suffered more. Of their initial force there were only the general and nine hammerers left (roughly 350 points). The elves had lost their general but there were still about 800 points of troops on the table.
I felt that I had a good battle plan. I was able to use my better mobility to attack dwarf flank and take out units one by one maintaining a local superiority. Had I been more carefull with my guard I might have been able to wipe out the dwarves. But sometimes these things happen. Hatred is a doudle edged sword... It gives you a bonus but can get you in trouble too.
IMO the dwarves suffered from their spead out set up. Next time I´m expecting to face a very tight pack of stunties in two lines with flanks protected.
 It was a fun game to play and took us just under four hours from set up to conclusion.
Next game will be in two weeks agains some skaven. Hope you enjoyed reading!