For the sake of completion, here are a few quick reports for the further adventures of my double bonebreaker rats. This shouldn’t be anything close to in depth, without even deployment diagrams, as I need to spend more time on painting for DakkaCon and less time on Dakka itself …
SKAVEN 2500
L: Warlord - warlock-augmented weapon (S5 A5), charmed shield, talisman of preservation; bonebreaker
L: Warlord - ogre blade (S6 A4), armor of destiny, dragonbane gem, shield; bonebreaker
H: Assassin - weeping blade (D3 wounds /
AP), potion of foolhardiness
H: Chieftain -
BSB, biting blade, enchanted shield, foul pendant (5+ ward), ironcurse icon
H: Engineer - level 2, dispel scroll
H: Engineer - level 2, condenser
C: 30 Clanrats - full command, shields, ratling gun
C: 30 Clanrats - full command, shields, ratling gun
C: 30 Clanrats - full command, shields, ratling gun
C: 30 Slaves - pawleader, musician
S: 6 Gutter Runners - poison
S: 6 Gutter Runners - poison
S: 6 Plague Censer Bearers
S: 6 Plague Censer Bearers
S: 6 Poison Wind Globadiers
R: Hellpit Abomination
R: Warp Lightning Cannon
Changes from the first game:
+ General breaker re-tooled for more attaks, at the cost of skalm (dying isn’t totally an issue but fighting is)
+ Lt breaker got the fire ward to mess with flaming units
+ Assassin indeed got the weeping blade, per Zeke’s insistence in particular
+ More censers, my new buddies
+ No death globe, made the globadiers too expensive and demanding
GAME TWO
Up against the
WoC boys, a solid list that I’ve played before (and beaten) with my own
WoC and I think my vermin lord-led skaven too. Looked like this:
L: Sorcerer Lord - talisman of preservation, infernal puppet, level 4 [SHADOW]
H: Exalted Hero -
MoT,
BSB, talisman of endurance, stream of corruption, halberd
H: Exalted Hero -
MoT, golden eye, halberd, shield, disc
C: 24 Warriors -
MoK, banner of eternal flame, standard, musician, halberds, shields [!!!]
C: 20 Warriors -
MoT, standard, musician, shields
C: ~36 Marauders -
MoK, standard, musician, great weapons
C: ~30 Marauders -
MoT, standard, musician, shields
C: 5 Warhounds
C: 5 Warhounds
S: 6 Trolls
R: Giant
This game was the last I played in 2010, and is pretty well faded away in my mind. We played Battleline, I picked out some terrain (2 buildings, 2 hills, 2 woods, a wall), and things happened, almost entirely on the right half of the table, as I did my usual refused flank and he mirrored me. The game was actually really satisfying and ended up with him getting about 170 points more than me and just nabbing that minor victory, too bad I don’t remember more of the details beyond some highlights.
HIGHLIGHTS
+ His disc rider, with a 2/3+ save vs. shooting, zips up his flank first turn. My globadiers scamper up in front of him, hurl six globes as he cruises by, tag him twice, wound him twice, and he fails both 3+ wards. The warhounds behind him pass panic and devour my globadiers in combat but I could care less. 60 points well spent
+ My hellpit, alone on the left 3’ of my deployment zone apart from the slaves, trundles forward to deal with the tizz marauders and trolls bearing down on him. He gets jumped by the slaves and a pathetic regen fight ensues, which sadly sees the abomination killed after losing 1-2 wounds over 4-5 rounds of combat. The trolls, which at this point have
MR(3), terror and +1LD, spend the remaining 3 turns of the game failing stupidity and going nowhere, as my slaves were parked in front of them, prepared to direct them off the table. Way to be, slaves!
+ The great weapon marauders, complete with level 4 and
BSB, got themselves charged by my assassin and a full line of censer bearers, which were juiced up with Death Frenzy for a sexy 24 hatred-filled S5 attaks. The assassin accepted the chaos
BSB’s challenge and managed to scratch him with his weeping blade, which resulted in 2 wounds and killed him! And then the PCB went to work and killed an astounding 20+ marauders through toxicity and weight of dice. It was an amazing thing to roll and reroll so many dice, and then wound on 2+ … All of the PCB were cut down in return and the assassin failed to catch the unit and by end of game both level 4 and unit were still alive, meaning I had gotten no points except for the
BSB, but it was still insane stuff.
+ While marauders were being murdered - the tizz ones were reamed by scorches (we’re talking 8 dead in one shot, twice) and then finished off by the assassin - I had to do the usual delaying thing with his warriors, which in 8th you have even less time to do without march blocking. The Lt breaker pulled his 2+ fire ward trick, solo-charging the khorne nutters and managing to die, but not before holding them in place for 4 combat rounds and breaking the frenzy out of them. Eventually they docked with some clanrats, liquefied them, charged some more clanrats, killed my
BSB and eventually broke that unit, though since it was so late in the game really only the one unit died to death. (This is how it usually works when I play skaven vs.
WoC, including my
BSB's death in combat around turn five).
+ The warp lightning cannon deserves a final shout out, for landing a S8 armor-save-ignoring shot into the center of the tizz warriors. 10 dead warriors later, that unit was severely nerfed enough to send in the other censers, though a single warrior standard bearer, standing in the middle of a wood, had survived at game end. Despite the 2 ratling guns and WLC all surrounding him at that point.
I guess if I’m keeping track of the bonebreakers’ run, that puts them at 1:1:0 (though originally we called this game a draw when my math skills forgot to carry a 1

)
GAME THREE
I got 2 games in last night to kick off the new year, and the first was a rematch against the same
WoC dude. My list was relatively unchanged - swapped potion of foolhardiness for potion of strength on the assassin (Internet, you win this time), at the cost of the
BSB’s iron curse and 1 globadier - and his was mostly shuffling around unit sizes:
L: Sorcerer Lord - talisman of preservation, infernal puppet, level 4 [SHADOW]
H: Exalted Hero -
MoT,
BSB, talisman of endurance, stream of corruption, halberd
H: Exalted Hero -
MoT, golden eye, halberd, shield, disc
C: 18 Warriors -
MoK, standard, musician, halberds, shields
C: 18 Warriors -
MoT, banner of eternal flame, standard, musician, shields
C: 40 Marauders -
MoK, standard, musician, great weapons
C: 20 Marauders -
MoT, standard, musician, shields
C: 5 Horsemen - flails
C: 5 Warhounds
C: 5 Warhounds
S: 6 Trolls
R: Giant
We rolled up Battleline again (no complaints here!) and then used my Mundane Terrain Chart to generate the field.
D6+4 = 6, which ended up with two ponds, two hills, a wall and an impassable ruin. Yes
RZ, those ponds could have been two mighty rivers but we passed on such tactical demands.
Once again not going to go turn by turn, and for pretty good reason, as you’ll see. But some highlights:
HIGHLIGHTS
+ Warp Lightning Cannon blows up on its first shot at the giant. Happy 2011!
+ Assassin chugs his potion, tries to charge out of his clanrat dupes into the disc exalted, fails to make the 15” charge and stumbles out right in front of the trolls. They descend upon him and tear him apart. And then commence devouring the clanrats he tripped out of. This takes them a few turns but meh.
+ That disc exalted is pounced upon by some censers, who indeed kill him thanks to body odor and hatred.
+ For the first time yet, my skaven became the victim of a pit, which he cast on the clanrats containing both my general and
BSB. He had previously dropped their Initiative by 1 with miasma (honestly I thought he said
WS so let it through, because I knew he’s hot for the miasma + pit combo), and having a 50-50 shot of losing clanrats I managed to kill off 17 (!) of them. Which was enough to make the ensuing panic check go off at LD9 instead of 10 - those 2 clanrats in the 4th rank would definitely have survived without the -1I. I fail the test twice, on 10 both times. My general,
BSB and central clanrat unit run off the table in turn two … and I’m pretty much at a loss for what I’m supposed to do. I make comments about rematches and such, but gallantly shoulder on.
+ And a good thing too, because the hellpit was just beginning his concerto. His khorne marauder horde was deployed hard left flank, to keep me from refusing that flank as last time, but this meant that my hellpit could skim that table edge without being caught by the flaming warriors, as well as keep out of range of the damn enfeebling shadow mage. His marauders charged the hellpit turn two, suffered horrendous casualties (ok just 8-10 dead), did no wounds to the beast, failed their steadfast 8 (out of range of
BSB but in general’s) and were run down. Whoa.
+ Meanwhile the LT breaker was pulling the same trick as last game, solo-charging the flaming banner guys (this game, the tizz dudes). He did markedly better than vs the khorne guys, actually winning combats and depleting a rank of warriors, until the hellpit thundered into the warrior flank. The monster and the monstrous cav exactly butchered the unit, after which the LT turned to face the confused giant standing table center and the hellpit overran with reckless abandon towards the tizz marauder bunker. On their part, the marauders jettisoned the level 4 into the khorne warriors and swift-reformed into the hellpit’s face.
+ The abomination wasn’t interested however and skimmed past the barbarians and into the giant. The giant survived thanks to mediocre abomination rolls, held on stubborn 10, and the hellpit was countercharged by the trolls, newly done eating clanrats. Showing wisdom beyond his years, the hellpit devoured the giant, and although the monster’s grasping feeding tubes had no affect upon the trolls, the giant falling upon everyone in combat did: 4 wounds to the trolls, 0 to the hellpit. The trolls broke and were picked up by various skirmishing rat-things, so the abomination could focus on the final movement of his performance.
+ I had set a clever, if familiar, trap for the khorne halberdiers: put junk unit in front of them (globadiers), force them to eventually charge, kill and overrun said junk (done), then put painful things into their flank (censers in this case). It worked like a charm, with the addition of a rampaging hellpit hurling itself 11” into the warriors’ rear as well. Of the 10 warriors left pre-combat, 9 died to the hellpit’s displays of affection, leaving the censers to inflict 1 hot wound on the
BSB, before a 5 t-stomp distributed across the wounded
BSB, warrior standard and level 4 splattered everything save a wounded shadow mage. He failed his break and was run down by, who else, the hellpit abomination.
Thanks to the hellpit completing nearly a perfect circle (roughly 12” in radius) of maximum carnage, it was a triumphant if thoroughly filthy skaven victory. From my experience, 2 in 5 games the hellpit dies without doing anything, 2 in 5 games he eats an important character or noms a unit before keeling over, and in that fifth game all hell breaks loose. And then some.
Which brings the record to 2:1:0
What hideous antics will the hellpit get up to in
GAME FOUR? Stay tuned!
- Salvage