A small BatRep of the game I played yesterday hope you enjoy it...
Dwarfs (me)
Thane (general)
- greatweapon
- runic armour (rune of 1+ save and rune of reroll save)
Accompanied by
19 dwarfs
- full command
- handweapon, shield, greatweapon
Thane (
BSB)
- runic weapon (+1A and +1S)
- runic armour (Rune of stone)
RuneSmith
- greatweapon, handweapon, shield
- rune of balance
- rune of spellbreaking
These 2 are accompanied by
18 dwarfs
- full command
- handweapon, shield, greatweapon
10 thunderers
- shield
10 thunderers
- shield
Bolt Thrower
- engineer
- rune of penetration
Canon
- rune of forging
- rune of burning
Organ gun
Vamps
Vampire (general)
Bloodlinepowers: +2 castingdice
armour (magic armour of 2+ save)
Vampire
bloodlinepowers: extra level, lord of the dead
Book of Arkhan
No Idea what other Items (did not come into play)
Necromancer
Scroll
No Idea what other Items (did not come into play)
Invocation of nehek, Van Hels dans Macabre
19 skeletons
Light armour
shield
Full command
20 skeletons
light armour
shield
Spear
Full command
20 zombies
5 dire wolfs
5 dire wolfs
4 fellBats
6 black nights
barding
Full command
standardbearer (strigoi banner)
1 varghulf
Table setup was pretty strange. After scattering there where 3 path possible. A bit like this picture
---------------------------------------
|------------------------------------- |
|------------------------------------- | 1 = flat hill
|-------111--------------------------| 2 = woods
|------------------------------------- | 3 = inaccesable terrain
|----------------------------222---- |
|-----33----------------------22---- |
|------------------------------------- |
|-----------------------------111---- |
|---222------------------------------ |
|---2---------------------111------- |
|---------------------------11------- |
|------------------------------------- |
---------------------------------------
(
I hate making these kind of pics, they never line up completely because almost noone uses a true type font...
)
I got to deploy on the low side with the hill just inside my deploymentzone. I deployed left to right:
thunderers1 in a 10 man line, organ gun to the right besides the wood on my left,
BSB-unit, thunderers2 in 10 man line, Generals unit. On the hill I deployed the canon and the bolt thrower.
He deployed from left to right:
wolves, varghulf, skellies1 (20), vampire behind skellies. On the right of that hill where the blackknights, skellies2 with necro, General behind them, zombies, wolves, bats.
Turn 1
------
I got first turn and started by not moving and just shooting the canon and the boltthrower. The boltthrower shot at skellies2, but missed. The cannon managed to hitand go trhough 4 ranks, killing 4 skellies. yay... the general was not hit, because of the short bounce (4')
His turn 1 was about getting over to me. He moved up everything. The left wolves1 went straight ahead, the varghulfs took up position behind the left rock (the 33). the skellies and vampire moved up and lined up to get into the central passage. the blackknights went 14' forward. the skellies2 and zombies where moved up 8'. The bats flew up 20'to just besides the second hill on the left in line of sight of my bolt thrower. The wolves2 landed in the forest.
His magic saw surprisingly few castings. the first spell raise dead I cancelled with a scroll, as he rolled pretty high. He then proceeded in casting IoN, wich I let trhough. he got back his 4 lost skellies, despite rolling a 6 (that was the max unit size..) The other spells did not go off or where dispelled. The book also got cancelled.
Turn 2
------
Well, important round for me, as my opponent had a unit wolves in chargerange, the varghulf, the blackknights and the bats. I could never take out everything in time, but I would try...
The movement consisted of me moving up the generals dwarf unit. they took up position in front of the hill. The rest stayed put.
The shooting was a lot better this time, because now I could use everything I had... The thunderers1 killed all 5 wolves with a volley of their guns. The organ gun got 6 shots and shot at the knights. he wounded 5. this killed 3 of the knights. The thunderers2 killed of 2 more knights. The canon alligned for the Varghulf. The shot was wide unfortunately (1 inch to much...

). The bolt did hit the varghulf however, unforunately the varghulf made his regen save.
Only 1 blacknight left, but I would have bats in my warmachines and a varghulf with 2 possible charges. the single blackknight did not bother me a bit, as he only had a champ left and he would crumble in combat alone.The Varghulf however was a bit nastier....
The Vampire turn consisted of a charge of the Varghulf and the blackknight on the thunderers2 and the bats on the bolt thrower. the rest of the movement was moving up the wolves2 and the blocks of skellies and zombies. the characters got out of the units, because they did not want to challenge the dwarfs directly in combat (wich would be bad for a necro

)
Magic raised back 1 knight (wanted to cansel the Van hels's and so let it slide. The thunderers where toast anyway...) unfortunately 1 vanhels was succesfully cast and it propelled skellies2 into my generals unit. ah well, I will have to deal with it.
Combat went as expected. I lost with the Thunderes2 (allthough they put a wound on the Varghulf with their stand and shoot..), who promptley broke and fled 2'. They where overrun by the varghulf (7') and the knights (8'). The bats killed 1 of the crew of the bolt thrower, wich was enough to send them running. they where subsequently killed and the bats overran into the cannon. The skellies killed 1 dwarf, but lost 6 of their own. Another 7 crumbled from combat res. So combat would continue...
Turn 3
------
In my turn it was time to start manouvering again. The
BSB-dwarf unit moved up 6'so the organ gun could shoot the varghulf. The thunderers1 turned around to line up shots in the next turn. Shooting the organ gun killed the Varghulf (8 shots, 6 wounds).
The combat this round was the bats slaying a crewman, and the crewman putting 2 wounds on the bats. It was a ty and we continued the fight. The general and his dwarfes slaughtered 5 skellies for 1 of thwir own. After crumble 4 skellies where still left unfortunately...
My opponent was beginning to feel the pain of not getting of a lot of casting and my firepower. He was beginning to think he had already lost. Still we continued our battle again.
He started by charging the zombies in the flank of the general. There goes my rankbonus... Then he charged skellies1 into the
BSB unit. the wolves on the right came forward to the central column. The 2 Vamps and the necro walked up behind the units. the blackknights turned and made ready for a charge (if they would survive the shooting...)
Magic resurected a bunch of skellies (7 total). That was it.
Combat was pretty short. I did 1 wound to the bats and the bats did nothing to me, tide because of outnumbering. The other combat (versus the skellies and zombies) was a win for me, with no losses. after crumble there where a lot of zombies in the flank, but only 2 skellies in my front. I would see them off in my turn... The other combat (with the
BSB-unit) was a win for me with 1 dwarf killed. after crumble only 9 skellies remained.
Turn 4
------
Movement was not there, as everything was in combat or wanted to shoot.
Shooting was reasonable. The thunderes shot the knights and did nothing. the organ gun fired 8 shots and killed off the 2 knights. all he had in good combat units where the Vamps, who would still be pretty tough to defeat...
Combat saw me taking care of the unit in front of the
BSB. After crumble none where left. The other combat saw the skeletons and some zombies of. The skellies where all of the field now, only the hounds, bats and the zombies remained besides the chars. the bats killed won the combat against the canon crew. The bats where left on top of the hill with a possible rearcharge.
all in all looking pretty good I think, I was however worried about the vamps who would now be able to charge my generals unit (at their own risk of course...)
The vamps charge the generals unit in the front. The bats (3) did a rear charge. the wolves line up for a charge next round. this would be a decisive combat, So I challenged a vampire (he choose the non-general) hoping to kill him before he killed me..
Magic made the zombie unit grow to 23, but nothing else.
Combat was short and pretty brutal. The cahllenge resulted in a wound on my general and a Vampire-head as a trophee. The vampire-general killed 1 dwarf (I made a save of 6

) The zombies and the bats sis nothing. I then proceeded in taking apart 3 zombies and 3 wounds of the bats. When the
CR was counted I had 9 and he had 7, so I won by 2. This meant his general crumbled, as he was not in a unit... yay...
After that we stopped, as it would mean everything would start to crumle and decay. All in all not a bad game. I was able to stop a lot of magic with the dwarfes and that made the win in the end. The runesmith is therefore now mainstay in my dwarflists, as he adds much needed magig defense with a scroll and 2
DD (1 for smith and 1 with rune of Balance)
The Vamps where again massacred by me (last week with ogres) Allthough I lost a few more wounds now. I must say however that I would have played a little more aggressive with the vamp list, as now the vamps (some of the best combatcharacters out there) where not allowed to fight until it was hopeless. Also because of the rearcharge wich did nothing for the vamp-player I won on
CR. The extra kills drove me over the top...
All in all it was a good game...
Hope you have enjoyed the read...