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Made in gb
Infiltrating Naga





England

Clan Skryre Skaven Vs Dark Elves



Dark Elves list –
Lvl3 sorc on cold one
master on cold one
hag with cauldron

30 corsairs with frenzy banner (+1atk)
30 witches with banner of murder (-1av i think)
20 rxbowmen
5 herpies
5 herpies

5 knights
hydra
bolt thrower


Skaven List –
Grey Seer – Preservation
Warlock Engineer – Doom rocket / condenser
Chieftain - BSB
2x 8 Giant rats
40 Slaves
40 Slaves
40 Slaves
40 Slaves
20 Clanrats – Mortar
20 Clanrats – Mortar
20 Clanrats – Ratling gun
20 Stormvermin – Warpthrower
5 Globadiers – Mortar – Deathglobe
20 Plague Monks
2 Cannons
Hell-pit Abomination


Should be noted that our lists aren’t our regular lists, for each other he swapped out his shades because I allowed him, given that theres no where beneficial he could deploy them as I assumed my entire board edge. And at the same time I had to adjust my other list to account for the lack of Gutter runners and additional Slaves I would usually be fielding. So I was able to throw in a unit of Plague monks, bare ofc. The lists may have been slightly off from each other but they were both roughly around the 2000mark. I don't entirely remember what everything had. The only wargear I remember being used for me besides doomrocket and condenser was an amulet of preservation and even that failed to help me.



Dark Elves turn 1
Movement: Entire army marches forward with the exception of the bolt thrower and the hydra because he forgot (lol) Apparently it was being uncooperative, probably attacking the beastmasters.

Magic: Attempted cast at a hex is dispelled being the only spell in range.

Shooting: Bolt thrower claims a single Globadier from the opposite side of the table.

Combat: None!

Summary:
March forward, opting to try and close range asap. Bolt thrower a single Globadier. Magic Dispelled. Not much happened that turn through being out of range for almost anything!

Skaven turn 1
Movement: I don’t particularly move anywhere, deciding that I have the ranged advantage with my artillery I shuffle about positions slightly to adjust for awkward deployments but keep myself relatively close to my original deployment, even the Hell-pit abomination seemed to agree it was the best thing to do in this situation as his movement stumbled him 4 inches forward down a hill, slipped, fell or just plain lazy we will never know.

Magic: Magic was a general flop, nothing apart from warp lightning was in range and even then it was barely so again no viable magic results.

Shooting: Shooting was as I had always expected Skaven shooting to be, funny as all hell. The first roll for my shooting turned up a misfire, and a meltdown misfire at that. Needless to say cannon 1, didn’t last 1 turn. Thankfully the horned rat must have had preference over my second cannon, which proceeded to fire perfectly dropping down for the bounce a few inches in front of a huge block of witches, bouncing straight through them 10 inches and landing at strength 10 on the head of the opponents high Sorceress lord choice! Killed outright, my friend had decided to skimp on her ward save assuming that the likely hood of me sniping her out would be unlikely… I guess he was wrong as Skaven ingenuity wins again striking her down dead with the d6 wound multiplier from the hit!
Speaking of ingenuity, while most of my army were still out of range the warlock engineer did have a perfect view at the witch elves and thought it the appropriate time to fire his DOOM ROCKET! Various jokes were made prior to firing ofc, based around the randomness of the rocket itself
”I’m a FIRIN MA DOOM ROCKET”
. And how ironically that on the 5D6 I chose to fire it, it happened to land right in the face of the witch elves block – I really couldn’t of asked for a better landing location other then direct centre of the unit. As a result 30pts of rocket killed over 100pts of witches in a single boom as 19 or so witch elves were exploded, not even Kaine could save them all even with the 5+ ward’s.

Combat: I think I saw some disruptive in-fighting within a slave unit but besides that I don’t recall seeing any REAL combat.

Summary:
Edges forward slightly, left cannon missfires & Meltsdown, right cannon fires / bounces through a block of witch elves at a 10 and landing directly on the head of the DE sorc causing d6 str10 wounds - killing her outright. Magic dispelled / out of range, warplock engineer fires doom rocket and lands it directly on the front face of the witch elves unit killing 21.


Dark Elves turn 2
Movement: After the last round of Skaven shooting it now became more apparent then ever that my opponent needed to gain ground and fast, his very melee strong army was currently walking through an artillery mine field and I think it showed in this turn… The hydra actually moved this time, along with the rest of the army they marched up yet again, literally in my face now with both the corsairs, knights and Witches, harpies covering the flank to what looked to be to re-direct my Stormvermin from there charge should I choose to do so my next turn.

Magic: Sparkles flowed around the magical mass of goo that was his lord, but besides that nothing else happened.

Shooting: Crossbowmen showered my slaves with shots killing only a handful, barely noticeable casualties at this point. The bolt thrower however decided to hit the Stormvermin this time managing to kill 2 of them only.

Combat: Not quite there, the dark elves however were almost close enough to smell what they had for breakfast earlier that day.

Summary:
forced to march forward a second time as Skaven stand still, still out of charge range as harpies move round to get sights on flanks. crossbowmen and bolt thrower open fire killing only a handful of slaves.

Skaven turn 2
Movement: At this point I had seen that within the next turn combat itself would be ultimately inevitable unless I were able to kill everything of my opponents in this single turn. Not likely. However I still didn’t want to take the initiative on making the charge, either way they will gain there hatred and all it will do ultimately is start the massacring of my poor innocent slaves a turn early. So I decided that I would walk up to them, almost close enough for a kiss but instead just stand there staring dreamily into the eyes of those stunning witches… or something like that.

Magic: Magic, nothing much really happened in magic, besides my Grey seer wanting to witness first hands the realms of chaos. Though this decision was based purely on the fact that the dangerous magical element of my opponent was gone and I felt overly confident at this point in that my Grey Seer’s presence wouldn’t be that big of a deal. That was a very hit or miss decision, and towards the end of the game later when my dead pile was building up I would become very anxious over doing! But right now I was on cloud 9 and so I decided to take it up a notch to 13, throwing several power dice into this my Grey seer rolled 4x 6’s to cast the dreaded 13th spell Miscasting like a pro as he evaporated around 20 corsairs before promptly disappearing into the void along with his unit of Clanrats and the rattling gun.

Then it occurred to me. He was my general, LEADERSHIP TESTS ALL AROUND!
Thankfully the BSB kept everything in place and my lonely warlock engineer was raised to rank of general for his earlier heroics with his rocket.

Shooting: Feeling happy and confident still even after losing an entire unit and lord choice at a whim I decided to take another pop at those witches from my cannon. This cannon being on a hill and at the far right edge of the board I considered that they would be the most dangerous thing – bar the hydra that I would be likely to run into. Of course, the favour of the Horned rat seems to shift rather rapidly, more so if you willingly sacrifice a Grey seer for the sake of it… As a result I rolled a misfire, and another meltdown. 2 Dead cannons so far, 2 puddles of metal and warp stone on the ground and it wasn’t going to end there.
The Globadiers who had moved forward to see the flank of the knights unit decided to try there luck, 3 dead knights from the regulars but then the Deathglobe had to go and spoil it all, or well, was dropped. Killing 3 of my own and forcing them to flee off the table before there weapon team could even fire. Alas that’s 2 cannons and 2 weapon teams down, only 3 more remaining.

With no way of making a shot with my warpfire thrower I decided to just fire off my mortars, unfortunately they both miscast and only one of the two survived, and that only survived because some poor unsuspecting friendly unit nearby took the blast instead of itself.

Combat: Surprisingly there wasn’t any combat, even with the Dark elves so close I refused to start the massacring of my slaves a turn early and just held up waiting for the inevitable to happen. But I hadn’t been too careless – I had placed rat darts to redirect the chance of my Abom being charged by knights or Corsairs which would inevitably force him to have to waste a turn in getting to me first. So I felt confident in that I would survive this assault.

Summary:
Right side cannon missfires and meltsdown, globadiers kill 4 knights, deathglobe missfires kills 3 globadiers. Abom moves frailly again, grey seer forces a irresistable force 13th on corsair block killing 19 and at the same time removing himself and 30 clanrats from the board. Rat darts were moved to intercept charges. 2 of 2 mortars misscast and fly off target killing handfuls of slaves.


Dark Elves turn 3
Movement: As expected movement solely involved a lot of charging. The knights decided to take the charge on the rat dart blocking them and the Corsairs way while the corsairs themselves seemed to wait patiently for there chance at combat. The witches and Hydra took no time in closing down the last of the distance and ploughing straight into my meat-wall of slaves.

Magic: None!

Shooting: Not wanting to give me the chance of firing a warpfire thrower through there flanks the Dark elves peppered one of my last remaining weapons team with the bolt thrower, managing to kill it even with its ward save for being within 3” of its parent unit.

Combat: Ah, combat. The knights destroyed the rat dart in a single turn and pushed forward to overcharge themselves into the combat of the hydra vs slaves just encase the slaves managed to stick around. The hydra itself fought last and the beastmen’s rolls even with Hatred were utterly abysmal barely killing a single slave whilst in return the slaves actually pulled off a wound on the hydra… that was swiftly regenerated (bummer). There it became apparent that with my steadfast and sheer numbers the Hydra really needed to lay the hurt on my slaves and albeit prematurely I think, the hydra pulled out the flame template along with its volleys of attacks and decimated 20 slaves or so in a single round, which was actually surprisingly better for me then I had imagined. Steadfast – Strength in numbers – BSB all still in play until the next turn at least meant that my slaves weren’t going anywhere.
A similar result for the witches even after killing 3-4 ranks worth of slaves they were still unable to force the flee from the slaves and actually lost a good couple of those witches in the process.

Summary:
Corsairs cut off by a rat dart have the knights charge the dart for a quick removal from the table. Harpies hit another rat dart the opposite board end. Corsairs rotate to protect there flank as they can't charge or move very well at this point. Witches charge slave unit as Hydra also charges another unit of slaves and even after a breath attack, lucky rolling and BSB keeps both slave units steadfast and standing.
Bolt thrower snipes a last weapons team

Skaven turn 3
Movement: At this point the line “Gotch’a bitch” comes to mind, simply due to the fact that the one thing I feared most about Dark elves beyond the sheer volume of attacks and damage each individual troop on the table could do, was Hatred. And now after the first round of combat Hatred was gone and I was still present. The abomination eagerly charged head first into the Corsairs, more Slaves piled into the combats at present one flanking the Hydra another flanking the Witches as the Stormvermin had actually charged the Harpies first but for some reason he chose to flee, opening up the flank of the witches even more as my Plague monks moved into a ready position for a charge with anticipation of fleeing units in the turn to come.

Magic: The only magic in this turn would be in the dice!

Shooting: My one and only poisoned wind morta opened fire, misfired and had it fall into a group of slaves – thankfully not killing many. Such a disappointment it looked as though this games end was going to be a major slugfest for CC.

Combat: Starting with the Abominations charge, the d6 impact hits kill a couple of Corsairs but in return for the actual combat the Corsairs manage to pull off 2 wounds on the Abom out of sheer number of attacks and ofc there Hatred for the 1st round of combat. One wound was regenerated however and the abom continue on to annihilate the entire unit of Corsairs (or what was left of them after the 13th spell).
Moving next onto the combat with the hydra, what I like to call my magic phase. The slaves took only a handful of wounds from the knights thanks to terrible rolling and actually managed to kill TWO in return as well as cause 2 wounds on the hydra this turn only 1 of which was regenerated. As a result though the entire unit was virtually annihilated and even though my other unit had hit the flank to help the Dark elves were intent on removing that single unit from the game. Alas with only a dozen men still in that rat slaves unit they refused to run, rolling a fail and then saving the leadership on a BSB, those dozen slaves were fighting till the end.

Summary:
Abomination charges corsairs, taking two wounds but finishing off whats left of the entire unit. Slave units with BSB in a clanrat block move into combat with the hydra and witches catching there flanks - The hydra still wins combat with no more flame attack the slaves stay strong easily. one unit flees from combat with the witches but the fresh bulk unit go nowhere and begin to grind down the witch elves. Stormvermin dispose of the remaining harpies taking only 2 casualties and the plague monks move round trying to get into a position to get a charge on the witch elves.

Dark Elves turn 4
Movement: No movement to be done, the Dark elves were stuck in combat now however they reform up to face there opponents in close combat while moving the crossbowmen into the path of the Abom to buy the Hydra more time from being charged in the rear in the following turn.

Last unit of Harpies charges the flank of a slaves unit.

Magic: None still!

Shooting: The bolt thrower claimed 3 more Stormvermin forcing a 25% panic test that is passed.

Combat: The Hydra and hero were still pummelling the slaves unit that they had origionally charged, finally dropping them down to such low numbers that they actually pulled off passing there leadership at a BSB reroll of a double one, Hydra itself still in combat from the flanking unit which proceeded to land yet another wound on the Hydra, passing there steadfast/BSB/Strength in numbers leadership test with ease though the unit that had been the focus of the hydra’s attacks for the past turn or so weren’t so lucky, finally running from the combat forcing there cornered rat special rule they actually managed to wound the Master on cold one in the process whilst taking out a few other slaves in the process.

The combat with the witches continue to rage on but without Hatred they appear to find it difficult to kill to many, the Slaves easily passing there leadership albeit from losing combat and remain there for yet another turn.

The harpies, the last of them flew in to charge the flank of the slaves, neither doing much damage to each other but enough to remove there rank bonuses.

Summary:
combat reduces the witch elves to under 2 ranks, winning the combat but steadfast keeping the slaves in place, shooting claims 3 storm vermin from the bolt thrower though the crossbowmen move to try and avoid the Hydra being charged, no magic. Hydra maims more slaves who eventually run, thankfully the other unit in combat stays steadfast in the flank of the hydra.

Skaven turn4
Movement: The abomination received some favour from the Horned rat it seemed as he made the charge to the archers, trying to play chicken in front of the Abom proving not to be the best idea as they rolled pitifully, failing to get out of his way and dying as a whole as the result and not only that but with the distance of the Abom landing him directly in combat with the Master.

The Plague monks found the gap where the Slaves had run and charged the flank of the witches (since they had reformed in combat) and found themselves nestled in combat as the Stormvermin made there way up the field some-more towards the bolt thrower.

Magic: None again!

Shooting: None this time!

Combat: Not much happened here this turn, with numbers on both sides dwindling slowly albeit my Skaven Clanrats, the 2 units that were left simply sitting back and watching lowly slaves doing all of the muscle work. The plague monks sheer number of attacks from even such a small line few that were in combat destroyed a full rank of witch elves as they seemed to continue trying to just grab at kills from attacking the slaves, winning the combat on pure kills but still not enough to make my Slaves or Plague monks budge.

A seriously pitiful set of rolls sees my remaining unit of slaves in combat with the hydra still alive although the combat resolution made me require the double 1 to stay in combat due to having not been able to get rid of the harpies in my side. It seemed as if the Horned rats favour had returned as for the SECOND time I rolled a double 1 to keep my slaves in combat.

Summary:
Abomination finds the speed to move in and charge the crossbowmen, there charge reaction to flee a pitiful amount gets them caught and destroyed with the abomination facing the master in CC. Plague monks get the charge on witch elves destroying there second rank with the slaves albeit losing many manage to bring them under a single front rank overall winning combat but the witches stay were they are. Stormvermin move around to the rear of the combat unhampered and start heading towards the bolt thrower. Leaderships passed again, miraculously on a BSB roll the slaves fighting the knights/hydra all the time before with only 2 ranks manage to remain in combat on a rerolled roll of a double1


Dark Elves turn 5
Movement: No movement at this point.

Magic: None.

Shooting: Bolt thrower fired at the Stormvermin, only killing 1.

Combat: The hydra continued to attack the slaves, at this point I think the slave unit was drawn down to about 15, unlucky rolling saw me better for ware as the slaves managed to kill the harpies focusing majority of attacks on them in order to revive there rank bonus, thusly allowing them to remain in combat as if by a miracle while the hydra continued to tear through them rank at a time.

The Master on cold one fell to the impact hits of the Abom alone as the counting as charging with the overcharge finished him off, leaving the Abomination staring at the rear of the Hydra hungry for its next turn.

The remainder of the Witches unit is destroyed by the Plague monks, taking as many slaves(?) still as they could before dying.

Summary:
Hydra finishes off the remainder of the slaves a turn late and the witches go our fighting claiming several slaves before dying entirely to the plague monks. The bolt thrower only managing to take off another couple of Stormvermin, passing there leadership test for panic and ultimately doing nothing the whole game.


Skaven turn 5
Movement: The abomination charged the Hydra, all free units began to encircle the fight for a charging position whilst the Stormvermin continued marching up the board for the Bolt thrower.

Magic: None

Shooting: None

Combat: 4 Impact hits on the Hydra followed by 16 str 6 attacks saw the Hydra ended in a single round of combat, beastmasters as well as the abom struck before the Hydra itself taking no wounds in the process.

At this point the game was called, a victory for the Skaven!

Summary:
Abomination charges into the rear of the hydra, 4 impact hits 16 str 6 attacks, wipes the unit off the board and my opponent surrenders.


At the end of the fight I had 2 full units of Clanrats alive, 1 full unit of plague monks, half a unit of Stormvermin and 2 unit remnants of 10-15 slaves.

The Dark elves had but a single bolt thrower remaining.


Automatically Appended Next Post:
My first battle rep no objective to this battle just a blood bath, be gentle!

This message was edited 1 time. Last update was at 2012/02/20 14:45:45


   
Made in us
Longtime Dakkanaut






USA, Indiana

Good report, the dark elves really got hurt bad right from the start didn't have much of a chance. It was funny your slaves holding the line as well as they did.

Dont worry, Be happy
Play:
Flames of War 
   
Made in ca
Sneaky Chameleon Skink





Western Canada

Great report! could use a couple more pictures though. Gotta love exploding wizards.

Chaos - 3,000

Seraphon - 2100
 
   
Made in gb
Infiltrating Naga





England

Only recently obtained a decent camera I would have taken more pictures were it not for the aweful quality at my disposal >.<

Never the less, future bat-reps will have more pictures

   
Made in us
Regular Dakkanaut




Ok...so I've never played or witnessed a WHFB match before. I'm a 40ker looking into WHFB and had been thinking of Skaven first...and omg...this report has made me decide to do it! The hilarity of your units just killing themselves and still overcoming the odds is just like something you'd find in a slapstick comedy of misfortune. I loved this whole thing!
   
Made in gb
Infiltrating Naga





England

Glad you found it inspiring , I do love skaven they are really funny if you play them open mindedly and not for the hardcore win.

My only regret is that I had the time and patience to fully paint up my Skaven force it is very time consuming, the sheer numbers can become overwhelming.

   
Made in au
Fresh-Faced New User




Funny report and well written. Poor skaven are almost as chaotic as orcs and gobbos. You didn't have to test leadership of everyone when the general died though as that was removed in 8th to the best of my knowledge
   
Made in gb
Infiltrating Naga





England

Goes to show how well I know my rules It was only my first real battle with 8th edition ruleset beyond one of those little intro games at the GW but still

Glad you liked it, will be more coming soon most likely xD

   
Made in us
Alluring Mounted Daemonette





Springfield Plaza GW Store

ha! herpies.

WAR GAMES ON MOTORCYCLES!!!! 
   
 
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